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Posted (edited)

Version 1.25.3. is now available for download.  This is the first update created with the NG version of the Creation Kit.  Pre-NG players let me know if you experience any issues.

 

Changes are:

 

  • Player hucow can harvest crop items. 
  • Player hucow gets ill (loses health) if they eat foods that are not suitable for hucows.
  • The battlebabe helmet will reverse the battlebabe process if equipped on a battlebabe.
  • Fixed the woozy idle

 

If you encounter a situation where you see no activation buttons for "Harvest" or "Feed" when your game cursor is over a crop plant, this is usually resolved by saving and reloading.  This isn't something that I can fix since the option to show both buttons simultaneously is a box check in the Creation Kit, not something that I added via script.

 

The battlebabe reversal process has one problem.  The battlebabe's voiced dialogue will be silent once you reverse the process.  The new settler will use normal settler or hucow farmer dialogue (if they have a hucow farmer bucket) but all of it will be silent.  This issue results from a game limitation where an actor's voicetype can be changed once but is forever stuck on whatever the second voice type is.  I will use a workaround in the next update that will allow voiced dialogue by copying the appropriate settler and hucow farmer .fuz files into the battlebabevoice folder.

 

While working on these updates, I familiarized myself with the script functions to check for open menus and learned how to close them via script.  That means that I can incorporate NPC interactions with the player hucow in a near term update.

 

 

 

 

 

Edited by GrimGrim31
Posted

Right now I am going through the quests and scripts for the hucow traders at Diamond City and Good Neighbor.  I haven't been able to replicate DarkBlue's issue but I did find a problem with purchased hucows crawling after they are purchased.  They are supposed to walk upright while following the player.  That is fixed now for the next update.  I also added an End Trading option via conversation with the traders.

 

I also added script to spawn new generic cows for sale if the traders run out of stock.

 

K1-98 has voiced hucow dialogue now if she is injected with hucow serum (not the clone serum).

 

I am thinking again about whether or not to add a hucow trader "store" for settlements.  It seems like overkill to me given the existing traders, but I am curious to know what mod users think.  Do you need a settlement hucow trader?

 

Posted (edited)
8 hours ago, GrimGrim31 said:

Right now I am going through the quests and scripts for the hucow traders at Diamond City and Good Neighbor.  I haven't been able to replicate DarkBlue's issue but I did find a problem with purchased hucows crawling after they are purchased.  They are supposed to walk upright while following the player.  That is fixed now for the next update.  I also added an End Trading option via conversation with the traders.

 

I also added script to spawn new generic cows for sale if the traders run out of stock.

 

K1-98 has voiced hucow dialogue now if she is injected with hucow serum (not the clone serum).

 

I am thinking again about whether or not to add a hucow trader "store" for settlements.  It seems like overkill to me given the existing traders, but I am curious to know what mod users think.  Do you need a settlement hucow trader?

 

 

I belive the approach that outsiders would come to our settlments to buy cows is the right one

But maybe add one or two who dont look so harmless, as the one in the postmans outfit.

Maybe add a couple of tough looking characters (maybe raider style looks) who look like they can herd precious cargo over long distances w/o getting robbed.

Edited by katrina.balanchuk
Posted
1 hour ago, katrina.balanchuk said:

 

I belie the approach that outsiders would come to our settlments to buy cows is the right now.

But maybe add one or two who dont look so harmless as the one in the postmans outfit.

Maybe add a couple of tough looking characters (maybe raider style looks) who look like they can herd precious cargo over long distances w/o getting robbed.

 

I like Red but maybe she could use a couple of tough guards?

 

Busy working on an encounter that will hopefully turn the player into a hucow (if allowed in the MCM).

 

Posted
39 minutes ago, poblivion said:

Hi, I would like to ask if you would be willing to add a wearable cattle tag to your mod.

 

What kind of tag?  What does it look like?

Posted

I started a fresh playthrough for a reason not related to HC, but I added the latest version 1.25.3 (thank you for the feed/flower/vege picking change). Upon making it to the MedTek facility, and reading the terminal, the last two entries, the ones starting with Project - MT (or something like that) don't actually play/show any information. The terminal acts like it is working, it says "Loading..." but then nothing happens after that. The quest progression is halted, and Lloris doesn't have any dialog other than why are you a smartass and that's all for now type choices.  Nothing which points me (even without any marker) to the next stage of searching for the cure. The quest destination shows the front door of MedTek, whether inside, or outside, after failing to see the terminal messages.  (I do like Lloris's new weapon though!!!).  Hoping for a fix or advise what may be wrong. This all worked for me previously on earlier versions of the mod.

Best, Darkblue

Posted
1 hour ago, DarkblueLL2021 said:

I started a fresh playthrough for a reason not related to HC, but I added the latest version 1.25.3 (thank you for the feed/flower/vege picking change). Upon making it to the MedTek facility, and reading the terminal, the last two entries, the ones starting with Project - MT (or something like that) don't actually play/show any information. The terminal acts like it is working, it says "Loading..." but then nothing happens after that. The quest progression is halted, and Lloris doesn't have any dialog other than why are you a smartass and that's all for now type choices.  Nothing which points me (even without any marker) to the next stage of searching for the cure. The quest destination shows the front door of MedTek, whether inside, or outside, after failing to see the terminal messages.  (I do like Lloris's new weapon though!!!).  Hoping for a fix or advise what may be wrong. This all worked for me previously on earlier versions of the mod.

Best, Darkblue

 

I have not changed anything related to the quest.  The terminal entries have no conditions other than the current quest stage which is valid since you can see the door marker.  That is the only objective marker for the Medtek stage of the quest.

 

You may have to go back to an earlier save and try again.  The other option is to use console commands to go to Stage 50 of the quest (you are currently on Stage 40).

 

Lloris' weapon is randomized so he will have a different one almost every playthrough.

Posted

Thanks again for the quick turn response.

I tried going back to a save before I ever encountered Dr. Moreau and his crew, and played through to the MedTek terminal point, and got the same outcome. The final two terminal entries do not play, and do not advance the quest. So, next, I tried going back to 1.25.2, and got the same result. So, I'm having the issue now with the older version and the newer version.  I had two simple mods installed for this playthrough which I did not have installed before, so I took them out, and retested your mod, and still had the issue.  Now, I have had a similar issue in the past with one of JB's mods, Commonwealth Slavers, and to the best of my ability to determine, it is/was necessary for each new playthrough of the mod, to use a different name for one's character. I usually like to use the same character name over and over for various playthroughs, and I keep the save files partitioned into different folders i.e. when finished with a given playthrough, I modify the Saves folder name, create a new clean, empty Saves folder, and then start a new game.

 

Is it possible that something in your mod setup or F4SE infrastructure, somehow remembers progression of a previous playthrough with an identical character name, and screws things up for subsequent playthroughs with the same character name?  I know this is a little outside of the box, but I'm not sure what else could have changed to lead to the issues that I'm currently having. I'm not sure that I want to start another new game with a new character name, to test my theory right now, but we'll see.

 

I could use the console to advance the quest stage, as you suggest. I need to consider it.

Very best regards, Darkblue

Posted (edited)
19 hours ago, GrimGrim31 said:

I also added script to spawn new generic cows for sale if the traders run out of stock.

 

 

So they no longer have unique dialogue I am sure, which is totally fine :)

 

But could they be uniqiue coded so we can manipulate their looks via SLM?

(the looks you usually make are fine, but I like that freedom.) :)

Edited by katrina.balanchuk
Posted
49 minutes ago, katrina.balanchuk said:

 

That cowbell collar is pretty :)

I remember there was a mod that included a cowbell collar and a cattle tag. It was a mod maybe for Skyrim, Oblivion, or some old Fallout, I can't remember anymore. If this mod could be found, these things could be ported to Fallout 4.

Posted
2 hours ago, poblivion said:

I remember there was a mod that included a cowbell collar and a cattle tag. It was a mod maybe for Skyrim, Oblivion, or some old Fallout, I can't remember anymore. If this mod could be found, these things could be ported to Fallout 4.

 

Not without permission.  I don't steal stuff from other mod authors, nor do most of the mod authors working on AAF mods.  It's the golden rule.  

 

Making the tag isn't too difficult but getting it to position correctly on the different ear types and shapes is very, very difficult.  I don't think there is a node in the head mesh for the ear lobe so I will have to write a script that checks the actor for the ear type and then puts on the correct tag, which means a separate ear tag item for every single unique ear lobe position.  The metal ear tag that Human Cattle has now only fits one male and one female ear type perfectly (the default player head for Nate and Nora).  If you equip the tag on other actors, you may notice the tag is not perfectly aligned with the ear.

 

 

Posted
1 hour ago, GrimGrim31 said:

 

Not without permission.  I don't steal stuff from other mod authors, nor do most of the mod authors working on AAF mods.  It's the golden rule.  

 

Making the tag isn't too difficult but getting it to position correctly on the different ear types and shapes is very, very difficult.  I don't think there is a node in the head mesh for the ear lobe so I will have to write a script that checks the actor for the ear type and then puts on the correct tag, which means a separate ear tag item for every single unique ear lobe position.  The metal ear tag that Human Cattle has now only fits one male and one female ear type perfectly (the default player head for Nate and Nora).  If you equip the tag on other actors, you may notice the tag is not perfectly aligned with the ear.

 

 

 

I take it for granted to first obtain permission from the mod author before converting part of their mod to another game. Of course sometimes it may happen that the original author is no longer active and it is not possible to contact him, which can complicate the situation.

 

I thought the position of the ears didn't change :( There are several mods on the Nexus with earrings and various piercings, so there must be some option. The cattle tag is quite large and a minor change in position might not be noticeable. The cattle tag is made up of two parts: the front with the tag and the back, which fits into the tag through the ear. The location is not fixed, although it would fit best in the earlobe.

 

 

51m-WdBfocL._AC_UF350,350_QL80_.jpg

 

Posted

If we were to express personal preferences, mine would be along the lines of:

1) Story

2) Custom dialogs for specific NPCs

3) More content for Dr Hope and Emily

4) Battlebabe for unique NPCs. I really want Nisha or Megs...

...

37) Ear tags

Posted (edited)

nice mod :) more stuff to research and explore...

 

the only thing is, ALL of the quest nps has no face meshes... so the are "headless" :) look funny but wierd 

 

i can see from the neck to the feet soles rofl

i have checked other regions with other quest mod changes, but only the cattle pp are headless...

 

males and fermales... in the screen are 5 prisoners from other questmods (remants, npc travel, raider gangs etc) all fine...

heads.jpg

Edited by roflmaones
Posted

and the next one, i am on the trailer now (near parsons) loot the chest and look at skeleton, but no deathclaw appears ... no ghoul for talking appears... reload, rejump, sleep 2 days and rejump... nothing ;(

is there an "setstage" comm in console to overjump the trailer scene? or should the ghoultalk comes befor (also missing)?

Posted
2 hours ago, roflmaones said:

and the next one, i am on the trailer now (near parsons) loot the chest and look at skeleton, but no deathclaw appears ... no ghoul for talking appears... reload, rejump, sleep 2 days and rejump... nothing ;(

is there an "setstage" comm in console to overjump the trailer scene? or should the ghoultalk comes befor (also missing)?

 

 

It sounds like you missed a quest stage.  Did you read the terminal info at Parson's Creamery?  The ghoul appears at Parsons Creamery after you read the terminal info there.

 

 

Posted
4 hours ago, roflmaones said:

nice mod :) more stuff to research and explore...

 

the only thing is, ALL of the quest nps has no face meshes... so the are "headless" :) look funny but wierd 

 

i can see from the neck to the feet soles rofl

i have checked other regions with other quest mod changes, but only the cattle pp are headless...

 

males and fermales... in the screen are 5 prisoners from other questmods (remants, npc travel, raider gangs etc) all fine...

heads.jpg

 

That is a problem that I have not seen before and I have no idea why it is happening to you.

 

 

Posted (edited)

Version 1.26.0. is available for download.  

 

The additions/changes are:

 

  • Added FaceGen textures and geometry (meshes) for all NPCs. 
  • Added hucow voiced dialogue for K1-98 if you use the hucow serum (not clone serum) on her. 
  • Hucow traders at Diamond City and Goodneighbor will have more hucows in stock.

 

Pre-NG users let me know if the BA2 files cause you any issues.  I added the FaceGen textures and meshes into my old BA2 archives and saved them.  I do not know if this process automatically updates the BA2s from the old format to the new NG format.

 

I also added dialogue to the hucow traders at Diamond City and Goodneighbor so that you can talk to them and End Trading.  Purchased hucows should walk upright now when following the player.

 

EDIT:  I forgot that I also added an MCM option to allow NPCs to turn the player into a hucow.  The default should be off.  I am experimenting with NPCs that ambush the player and inject him/her with hucow serum.  However, I am not sure the quest trigger actually works yet.  I have mostly spent time refining the ambush scene.  If you turn the MCM setting on and your player gets ambushed because they hung around in an undefended location for too long, let me know.

 

 

Edited by GrimGrim31
Posted
On 2/8/2025 at 12:08 AM, DarkblueLL2021 said:

Is it possible that something in your mod setup or F4SE infrastructure, somehow remembers progression of a previous playthrough with an identical character name, and screws things up for subsequent playthroughs with the same character name?  I know this is a little outside of the box, but I'm not sure what else could have changed to lead to the issues that I'm currently having. I'm not sure that I want to start another new game with a new character name, to test my theory right now, but we'll see.

 

I am equally puzzled as to why the terminal is not working for you.  I don't do anything to penalize players for using the same character name every playthrough.  The terminals don't use conditions or conditional scripts.  As long as you are in the correct quest stage, you can read the full text in the terminal.  Somehow, you are in the correct stage but you can only see part of the terminal text options.  I do not know what might be limiting you.

 

 

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