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Posted
18 minutes ago, Olmech said:

 

I will check this later. I also added this mod to an existing save. Think Ill bite the bullet and start a new game. Have found that to be a problem often enough.

 

Is it safe you think to SLM a new look to the NPC adds from your mod or are they just gonna be an as is kind of thing?

 

I haven't tried using Looksmenu on any of the NPCs added by this mod so I don't know whether it is safe.

 

I guess you can experiment.

Posted
1 hour ago, GrimGrim31 said:

I haven't tried using Looksmenu on any of the NPCs added by this mod so I don't know whether it is safe.

 

Just got a thing for hot, nerdy doctors that study human cattle you know? Just gotta make her hot now.

Posted
13 hours ago, GrimGrim31 said:

Role play, immersion, and story telling seem to be of little value.

I, for one, am all for more immersion and story telling. As long as it's not a barebones wall-of-text type of storytelling :D

Posted
7 hours ago, GrimGrim31 said:


Yes, I have lots of fun with captured raiders and gunners as well as many of the useless named NPCs of the Commonwealth once their quests are done.

 

And Jezebel the robot cleans all the poop which is the perfect job for her.

 

If you use the hucow clone syringes, you can make Jared a cow.  I don't think he has a WorkshopNPC script as a bull.

 

 

 

 

Speaking of capturing NPCs, I'm not sure if you used either Just Business or Human Resources, but those mods have a fairly robust system for capturing and cloning NPCs and turning them into minions of the player. I wonder if this mod could integrate with those two mods for the sake of a more streamlined experience.

Posted
1 hour ago, AWHA2 said:

Speaking of capturing NPCs, I'm not sure if you used either Just Business or Human Resources, but those mods have a fairly robust system for capturing and cloning NPCs and turning them into minions of the player. I wonder if this mod could integrate with those two mods for the sake of a more streamlined experience.

Aaf violate could work too

Posted
4 hours ago, AWHA2 said:

 

If you use the hucow clone syringes, you can make Jared a cow.  I don't think he has a WorkshopNPC script as a bull.

 

I just killed him and made a clone with Abduction Lite that adds the necessary stuff to use him in workshop.

Posted
6 hours ago, AWHA2 said:

Speaking of capturing NPCs, I'm not sure if you used either Just Business or Human Resources, but those mods have a fairly robust system for capturing and cloning NPCs and turning them into minions of the player. I wonder if this mod could integrate with those two mods for the sake of a more streamlined experience.

 

I have used both of them for many years.  I still use Just Business but dropped HR because it has a broken feature with its terminals.  I learned a lot from the scripts of both mods.

 

What is it that you want "streamlined" with them?  You can use either to make NPCs that have the WorkshopNPC script, bring them into a settlement, and make them a hucow.  And you can use them to turn any hucow into a JB or HR slave.  I am puzzled as to what you are asking for.

 

 

Posted
2 hours ago, Olmech said:

 

I just killed him and made a clone with Abduction Lite that adds the necessary stuff to use him in workshop.


That will work.  Any method that gives him a WorkshopNPC script will work because the hucow treatment table can make any assigned NPC a hucow or bull based on their gender.  

Posted
13 minutes ago, nonofyodambiznes said:

he said he could use just business for capturing slaves i said aaf violate could do the same

 

OK, I understand now.

 

Yes, any method that makes NPCs assignable to settlements will work with Human Cattle.  I used LarannKiar's Recruit Emogene as Settler mod to get Emogene to Sanctuary.  Now she is hiding out from her parents disguised as a hucow.  All of her dialogue from LarannKiar's mod still works so she is as sassy as ever.

Posted
27 minutes ago, GrimGrim31 said:

 

OK, I understand now.

 

Yes, any method that makes NPCs assignable to settlements will work with Human Cattle.  I used LarannKiar's Recruit Emogene as Settler mod to get Emogene to Sanctuary.  Now she is hiding out from her parents disguised as a hucow.  All of her dialogue from LarannKiar's mod still works so she is as sassy as ever.

any chance we could see my ideas in the previous page?

Posted

I started a new run with MCM settings as suggested. Me as a HuCow...

The dialog I get is a lot better, but Doctor Hope absolutely refuses to need to be milked. I followed her for days...

My workaround is target her in console and addkeyword _HopeCowMilked.

That opens up the dialog chain which leads to everything, including making her a full hucow.

The examination table fixes her right up after that.

Still not sure on how the babe helmet works. If you choose "pleasure" - what does that mean? Bad-ass fighter?

Posted

can you share set stage base comand for quest and test purpose ? becouse some time quest is lag and dont wanna start or finish properly /so this be very nice to have command for test here and there 

 

Posted

This mod mostly runs on keywords - not stages.

Use in console: "help _ 4 kywd"

Ones of interest start with Hope, Hu, and Cow. Among others.

 

Posted
21 hours ago, GrimGrim31 said:

I haven't tried using Looksmenu on any of the NPCs added by this mod so I don't know whether it is safe.

 

I guess you can experiment.

I did. Doesnt work. SLM application to Hope eventually resulted in an abomination.

Posted

Still on old version. Will update to latest version tonight in addition to using a fresh game.

 

One thing I noticed as I was playing with the mod is that when my settlement was being attacked by Raiders, I was hitting them with the syringer turning them into Bulls and Hucows. After the attack was defeated, I had about 6 hucows and 4 bulls not assigned to my settlement. My farmers would milk the hucows and the bulls would interact with my settlement hucows. Pretty cool! Milk for free! Please dont change that.

 

Also noticed that even though my settlement was bumping 22 population...all cows and bulls aside from 4 farmers...my settlement happiness was running over 90. I had done none of the traditional things building wise to boost happiness. Also very happy with that.

 

I know youre still adding and tweaking things. Would suggest a few things. I grew up raising cows. One thing about bulls is they are ornery...especially Brahma bulls. Would like to see them give a settlement defense boost and actually see them get after attackers. That would be schweet.

 

Had a trader come by wanting to buy Hucows. Think she paid 250 caps for hucows. Thats way low. More profitable to keep the Hucows to milk. Did sell her the raider bulls converted during the settlement raid. 250 for them is fine, but a Hucow should sell for much more given their potential milking profit.

 

Maybe a settlement buildable object like a preachers lectern where a settler can be assigned to sell hucattle to. Could have them just disappear like the slaves you sell in auction house in Human Resources.

 

Lotta fun to be had here. I see myself building ranches now while wearing plaid and a militia hat lol.

Posted (edited)
5 hours ago, kazeha9 said:

can you share set stage base comand for quest and test purpose ? becouse some time quest is lag and dont wanna start or finish properly /so this be very nice to have command for test here and there 

 

 

There are no timed quests that you can advance via setstage commands.

 

 

Edited by GrimGrim31
Posted
5 hours ago, fred200 said:

I started a new run with MCM settings as suggested. Me as a HuCow...

The dialog I get is a lot better, but Doctor Hope absolutely refuses to need to be milked. I followed her for days...

My workaround is target her in console and addkeyword _HopeCowMilked.

That opens up the dialog chain which leads to everything, including making her a full hucow.

The examination table fixes her right up after that.

Still not sure on how the babe helmet works. If you choose "pleasure" - what does that mean? Bad-ass fighter?

 

I will take another look at her milking comment but I think it is purely random while she is crawling around the settlement.

 

"Activate Pleasure Mode" for the Battlebabe just opens another dialogue of options.  You haven't tried it yet?

 

 

Posted
57 minutes ago, Olmech said:

Still on old version. Will update to latest version tonight in addition to using a fresh game.

 

One thing I noticed as I was playing with the mod is that when my settlement was being attacked by Raiders, I was hitting them with the syringer turning them into Bulls and Hucows. After the attack was defeated, I had about 6 hucows and 4 bulls not assigned to my settlement. My farmers would milk the hucows and the bulls would interact with my settlement hucows. Pretty cool! Milk for free! Please dont change that.

 

Also noticed that even though my settlement was bumping 22 population...all cows and bulls aside from 4 farmers...my settlement happiness was running over 90. I had done none of the traditional things building wise to boost happiness. Also very happy with that.

 

I know youre still adding and tweaking things. Would suggest a few things. I grew up raising cows. One thing about bulls is they are ornery...especially Brahma bulls. Would like to see them give a settlement defense boost and actually see them get after attackers. That would be schweet.

 

Had a trader come by wanting to buy Hucows. Think she paid 250 caps for hucows. Thats way low. More profitable to keep the Hucows to milk. Did sell her the raider bulls converted during the settlement raid. 250 for them is fine, but a Hucow should sell for much more given their potential milking profit.

 

Maybe a settlement buildable object like a preachers lectern where a settler can be assigned to sell hucattle to. Could have them just disappear like the slaves you sell in auction house in Human Resources.

 

Lotta fun to be had here. I see myself building ranches now while wearing plaid and a militia hat lol.

 

Glad you are having fun with it.  The syringer with hucow or hucow clone serum might be the most OP weapon now in FO4 versus human opponents unless they are in power armor.

 

I can easily make the bulls help the settlement defense.  I will add that for version 1.0.5.

 

The cow and bull sale prices makes sense.  I will change that for version 1.0.5. as well.  It won't be hard in the current sale framework.  The hucow trader in the settlement option was something planned for the final version.  It may be a while before I get to it but it will happen.  Until then there are the traders at Goodneighbor and Diamond City as well as the roving trader that you already encountered.  I am glad you were able to figure out the buy/sell process with her.  I wasn't sure it would be intuitive.

 

A good outfit makes the man.  I look forward to seeing pics of your ranch.

 

 

Posted
5 hours ago, nonofyodambiznes said:

any chance we could see my ideas in the previous page?

 

Some of your ideas are brilliant but deserve their own mod.  Have you thought of making one of your own?  Longneck Lukowski's Cannery is useless after the player finishes the quest there.  You could make a mod that has a Dolcett-esque villain reopen a more sinister version of the cannery.

 

I won't add much of those things to this mod, as it changes the tone and is outside the original scope.  I will add some of those things to my Supermutant mod because capturing and eating hucows and/or having sex with them was planned for that mod.

 

Bottom line is that you need to learn to make mods if you want to see most of that stuff or ask another mod maker to see if they have time.

Posted
2 hours ago, Olmech said:

I did. Doesnt work. SLM application to Hope eventually resulted in an abomination.

 

Try it again in Version 1.0.5.  I think I just had to uncheck the box for "Is Char Gen Face Preset".

Posted
2 hours ago, GrimGrim31 said:

 

I will take another look at her milking comment but I think it is purely random while she is crawling around the settlement.

 

"Activate Pleasure Mode" for the Battlebabe just opens another dialogue of options.  You haven't tried it yet?

 

 

 

 

I only get two options:

What are you thinking, which results in her complaining about random comments, and Nothing - which exits.

Posted
2 hours ago, GrimGrim31 said:

 

Glad you are having fun with it.  The syringer with hucow or hucow clone serum might be the most OP weapon now in FO4 versus human opponents unless they are in power armor.

 

I can easily make the bulls help the settlement defense.  I will add that for version 1.0.5.

 

The cow and bull sale prices makes sense.  I will change that for version 1.0.5. as well.  It won't be hard in the current sale framework.  The hucow trader in the settlement option was something planned for the final version.  It may be a while before I get to it but it will happen.  Until then there are the traders at Goodneighbor and Diamond City as well as the roving trader that you already encountered.  I am glad you were able to figure out the buy/sell process with her.  I wasn't sure it would be intuitive.

 

A good outfit makes the man.  I look forward to seeing pics of your ranch.

 

 

 

I saw all of my hucows heading out of the settlement single file - so I followed them. There was the trader!

Selecting cows for sale was simple and obvious.

Posted (edited)

My current biggest problem are NPCs that are shopkeepers.

The ladies from the Depravity mod convert well enough, but if they are following, I have no way to tell them to go home.

Their shopkeeper menu opens instead.

Maybe bump up the Hucow dialog priority, or find some way to merge the dialogs?

 

Minor nit: for Version 1.05, could you please add v1.05 to the title somehow...

When you have as many mods as I do, version helps more than date.

 

Thanks!

Edited by fred200

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