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Posted (edited)
10 hours ago, LarryJD8822 said:

Human Cattle uses cells and deletes Thirst Zappers in Nuka World and break precombines (1.24.0)

 

I'm sorry but LL doesn't let me upload any pictures today, look at the pictures in the zip

 

picks.zip 303.72 kB · 6 downloads

sorry for the bad quality, I scaled it down several times to be able to upload it

 

 

 

edit:

@GrimGrim31

I can remove the either/or condition for CBBE and FG.  I don't know what weird body morphs will result from having two body mods active at the same time and I will not troubleshoot any issues that arise from it.  I support both types in my mods but my expectation is that players use one or the other at any given moment. 

 

 it works great on PC and NPC's (even with pregnancy morphs), no weird morphs, everything went great, as I thought it would, because all morphs have different names

The only thing I noticed is that the nipples on the Fusion Body are much thicker, but that's because of the presets I use.

Thank you very much for that

 

I tried to clone a annoying male gouhl into a hucow (syringe), that's not possible, is it?

 

I can't read the pics that well but I used a report masters script in XEDIT and now I see the cell conflicts.  I am not sure why they are there but I will remove them.

 

Ghouls are immune to hucow serum.  That condition might be removable in XEDIT if you want ghouls to transform.  The condition is on the Magic Effect not the Potion.

 

 

Edited by GrimGrim31
Posted (edited)
45 minutes ago, SHD92 said:

How do I use the Extractor Chair, I assigned a settler to the chair nothing happens after I select to begin.

There should be a pop up menu.

 

 

Screenshot 2025-01-25 170225.png

 

I will upload Version 1.25.0. in a few minutes.  That should fix the problem.

 

 

Edited by GrimGrim31
Posted
5 minutes ago, GrimGrim31 said:

There should be a pop up menu.

 

 

Screenshot 2025-01-25 170225.png

Strange the table works fine for me, but after I select the E key for the chair nothing.

Posted
22 minutes ago, SHD92 said:

Strange the table works fine for me, but after I select the E key for the chair nothing.

 

It's not a problem on your end.  The upload for 1.24.0. is missing the .pex.

 

Posted (edited)

Version 1.25.0. is available for download.  This version just fixes a couple of issues:

 

  • Corrected the missing .pex file issue for the new hucow transformer chair. 
  • Fixed the issue with cells and thirst zappers in Nuka World.

The Nuka World issue was pointed out for quite some time by LarryJD8822, but I haven't gone into the game and looked at Nuka World in over a year.  Now that I am playing the game again, I went to Nuka World and verified that four of the five Thirst Zappers were not appearing in game.  Only the one in the Kiddie Kingdom was spawning.  LarryJD8822 pointed out that the mod had entries for some of those cells in Nuka World.  I am not sure why and also not sure why my ITM (Identical to Master) scrub did not remove the copied cell entries.  Those issues are fixed now.  I used X-Edit to remove the superfluous cell entries so the original Nuka World data will populate.  This fixed two of the thirst zappers (the pair in the arcade), but the interior ones at the bottling plant Beverageer Lab and the critically important one at the Cola Car Arena were present but disabled (invisible).  I fixed this by using my Player location change script so that the zappers are enabled when the player enters those cells in the game.  I did not change the long present glitch with the Cola Car Arena zapper where the quest doesn't advance if you pick up the zapper before talking to Gage on the Intercom so that problem still exists.  If you pick up the zapper when you are supposed to (after Gage tells you about it on the intercom), you will have no problem continuing the main quest.

Edited by GrimGrim31
Posted
14 minutes ago, GrimGrim31 said:

 

It's not a problem on your end.  The upload for 1.24.0. is missing the .pex.

 

I may have encounter another bug not  sure, when completing the cure for emily quest. I recruit  Lloris for the quest. after I have recruited him he does not follow me he just stands idle. I try fast traveling to another location for him to follow but he is still locked to  the location at the start of the quest. 

Posted

Now that I am playing in Nuka World again for the first time in years, I plan to spend some time finishing a personal mod that I started there when I first began using FO4 mods.  This will take quite a bit of time since I am creating new voiced dialogue for Gage and the Nuka World Raiders to use when the player is a female hucow.  They have always been skeptical of the player's suitability to be the Overboss but I made their dialogue even harsher.  Used with the Sexual Harrassment mod and specific SH dialogue for Gage, the personal mod pretty much has Gage treating the player hucow as his personal fuck toy.  I always thought the Nuka World raiders and Gage were much too nice to the player so the personal mod fixes that incongruity.

 

TLDR:  It will be a while before I get another update done for Human Cattle.

Posted
9 minutes ago, SHD92 said:

I may have encounter another bug not  sure, when completing the cure for emily quest. I recruit  Lloris for the quest. after I have recruited him he does not follow me he just stands idle. I try fast traveling to another location for him to follow but he is still locked to  the location at the start of the quest. 

 

Did you recruit him before Doctor Moreau tells you to take Lloris with you?

Posted
4 minutes ago, GrimGrim31 said:

 

Did you recruit him before Doctor Moreau tells you to take Lloris with you?

yes I did, not sure why he is not following tho. Finished the quest he's still stuck at the starting location.

 

Posted (edited)

Was he involved in a sex scene that was interrupted?  Actors are restrained in that situation and will not move until you release them from being restrained.

 

This happens a lot when the player fast travels out of a location while NPCs at that location are having sex.

 

 

Edited by GrimGrim31
Posted

no, I started the quest by talking to the doctor told me to take Lloris. after I do this it then notifies me that I have recruited him. I attempt to move to medtek and he just stands still. not sure what to do about this.

 

Posted (edited)

Did you check to see if he is restrained?  That is the only thing that would keep him there.

 

You can use the console to check if an NPC is restrained.

 

Open the console, click on the actor so that his/her name and FormID appears, and use the command "GetRestrained".

 

I use Crazy's Multi-Tool pistol to fix restrained actors.  It is also very useful for a lot of other things.  You can craft the Multi-Tool in a Chem Workbench if you have Crazy's mod installed.  It is in the Utility subsection.

 

 

Edited by GrimGrim31
Posted
14 minutes ago, GrimGrim31 said:

To make Overseer Bartow into a hucow, you need the mod that makes her human.

 

Immersive Human Overseer Barstow Vault 88 at Fallout 4 Nexus - Mods and community

 

 

The hucowchairscript.pex is in the upload.  Is the chair not working?

 

 

Dang - I did not delete my post fast enough...

Thanks for Barstow mod. Will try that.

I confused HuCowChairScript with _HuCowChairScript. Finally found it.

The chair instantiates OK - but will not activate. And if I assign someone to it - there is no way to unassign them. They are perma-sitting.

Posted
22 minutes ago, fred200 said:

Dang - I did not delete my post fast enough...

Thanks for Barstow mod. Will try that.

I confused HuCowChairScript with _HuCowChairScript. Finally found it.

The chair instantiates OK - but will not activate. And if I assign someone to it - there is no way to unassign them. They are perma-sitting.

 

No worries, I figured out my mistake.  I forgot to include the .pex for the perk that the player needs to use the chair.  I just uploaded Version 1.25.1. to correct that problem.

 

 

Posted

Unfortunately I still can't get lloris to follow, I downloaded crazy's mod to help. But he continues to stand still Even with crazys mod. I can finish the quest with out him. I'm just confused on why he won't follow after I recruited him. :/

Posted (edited)
13 hours ago, GrimGrim31 said:

Version 1.25.0. is available for download.  This version just fixes a couple of issues:

  • Fixed the issue with cells and thirst zappers in Nuka World.

nope , not yet it's still the same as before, except that you now place a thirst zapper. But since I always deleted the nukaworld edits before, I don't see any problem for me, and have deleted the entry this time too.

see pic

Spoiler

071043.thumb.jpg.1eddf3f406cc2f3073eb068bfd0bd0ef.jpg

 

 

19 hours ago, GrimGrim31 said:

Ghouls are immune to hucow serum.  That condition might be removable in XEDIT if you want ghouls to transform.  The condition is on the Magic Effect not the Potion.

I don't see a way, but I also think custom races won't work, I'll try that out for now

yes i am right , it only works on human.

Edited by LarryJD8822
Posted

Version 1.25.1

Barstow is happily (mostly) producing milk, and the chair is fully functional.

Emily never has dialog to move to settlement, and I have never gotten Lloris comments with her as a HuCow. No idea when / how we should convert her.

Posted
On 1/26/2025 at 4:23 PM, SHD92 said:

Unfortunately I still can't get lloris to follow, I downloaded crazy's mod to help. But he continues to stand still Even with crazys mod. I can finish the quest with out him. I'm just confused on why he won't follow after I recruited him. :/

I'm afraid I must second this. The dialogue to recruit him for the quest plays out, but he remains at the settlement and only responds with greetings. 

Posted
21 hours ago, fred200 said:

Version 1.25.1

Barstow is happily (mostly) producing milk, and the chair is fully functional.

Emily never has dialog to move to settlement, and I have never gotten Lloris comments with her as a HuCow. No idea when / how we should convert her.

Grimgrim31 has mentioned that the recruiting Emily functions haven't been added as of yet.  The same for the doctor.  I have read that you can recruit one of the doctor's security guards, but I've never tried.

 

I don't have any idea why so many seem to have troubles with recruiting Lloris.  The few times I've played with this mod Lloris hasn't been a problem.

 

Posted

Some humble observations & miscellany:

1. Maybe folks should write which version of the game they are running when making posts with various concerns. I'm running 1.10.163 (the last version before NG update). I haven't ever had any issues recruiting Lloris to follow me around. I'm playing as a female main character who is a hucow.

2. Last night on a whim, I shackled scribe Haylen. It removed my shackles and put them on Haylen, and there was no way to get them back/off. I just reloaded a save prior to shackling Haylen.  I think I saw something in an earlier post that the mod was altered to allow the player hucow restraints to be removed on/off by normal means. I wonder if it could be changed in the future to make it more like in "real handcuffs" where, if you need to get out of the cuffs and can't find a legitimate way, you activate the debug option in MCM and "free the player". This would provide more immersion that the player can't easily remove the restraints, and maybe prevent the situation that I had with Haylen.  Of course, the current method for a female main player to become a hucow is also via MCM, though in my head, I pretend that I was accidentally infected when I went to MedTek with Lloris, and that he now keeps me as a hucow, uses me, etc. as he wishes.

3. Any chance that most or all of the hucow items one would build in a settlement could be grouped under one main category? It's a little time consuming to search every category to see if there is something there that one wants, for hucow type purposes, even when following logical train of thought - food / food trough, etc.

4. Still hoping for some FPE functionality to be added to Lloris in the future. Currently, the FPE lines on other male NPCs are not voiced, at least not in my setup of mods.

5. Looking forward to the continued expansion and enhancement of this mod. Thanks again Grim.

 

Posted
8 hours ago, CompletelyPretentious said:

I'm afraid I must second this. The dialogue to recruit him for the quest plays out, but he remains at the settlement and only responds with greetings. 

 

I will take a look at this today.  

Posted (edited)
40 minutes ago, DarkblueLL2021 said:

Some humble observations & miscellany:

...

2. Last night on a whim, I shackled scribe Haylen. It removed my shackles and put them on Haylen, and there was no way to get them back/off. I just reloaded a save prior to shackling Haylen.  I think I saw something in an earlier post that the mod was altered to allow the player hucow restraints to be removed on/off by normal means. I wonder if it could be changed in the future to make it more like in "real handcuffs" where, if you need to get out of the cuffs and can't find a legitimate way, you activate the debug option in MCM and "free the player". This would provide more immersion that the player can't easily remove the restraints, and maybe prevent the situation that I had with Haylen.  Of course, the current method for a female main player to become a hucow is also via MCM, though in my head, I pretend that I was accidentally infected when I went to MedTek with Lloris, and that he now keeps me as a hucow, uses me, etc. as he wishes.

3. Any chance that most or all of the hucow items one would build in a settlement could be grouped under one main category? It's a little time consuming to search every category to see if there is something there that one wants, for hucow type purposes, even when following logical train of thought - food / food trough, etc.

4. Still hoping for some FPE functionality to be added to Lloris in the future. Currently, the FPE lines on other male NPCs are not voiced, at least not in my setup of mods.

5. Looking forward to the continued expansion and enhancement of this mod. Thanks again Grim.

 

 

Hucow restraints should always be removable by the player now.  The locking mechanism prevents the NPC from removing them but not the player.  I should probably modify the script so the player cannot use their own restraint set to lock up an NPC.

 

I am puzzled by Item 3.  All of the buildable hucow items are under my mod's section of the workshop build menu.  There are three subcategories there:  1) items for hucows 2) items not usable by hucows 3) items for the stalls.

 

Voiced dialogue for FPE is problematic.  I would have to significantly modify or patch FPE in order to use voiced dialogue for the male NPCs in Human Cattle.  It's not difficult but would require that players load FPE before Human Cattle and it might make FPE a requirement for Human Cattle.

 

 

Edited by GrimGrim31

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