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Posted
5 hours ago, GrimGrim31 said:

I will get the new version uploaded after a few more tweaks to the ambush encounter.  

I wanted to say thanks for the mod, your time & knowledge working on it and for the support.

I wanted to ask, just asking, no problem if you do not like it, I think it would be cool if there was a slider in the MCM that allowed the player to adjust the body sizes and shouldn't the HuCow disease develop over time in the NPC's and player?

One should not instantly get massive boobs and body dimensions, rather grow over a period of days/weeks.

 

Last, do I have to start a new game after installation? I can't seem to figure out how to use the syringes on an NPC to give them the disease.

Thanks a bunch.

Posted (edited)

awesome fast respones of community messages, respect :)

 

some observations:

 

- as set in mcm i can milk almost all cows... some have no option to milk but option to fuck

if i choose this, aaf start a scene but hangs in state "position: collect"... i end it then alltimes manualy and restart aaf that the scene line is clean.
(looks like its an issue with "Furniture Sex Perk" mod, i will try again after uninstall this :) )

(can it be that the fuck option appears on "reverted" male to female hucows?)

 

- mod works very nice together with "human ressources".
slaves in settlements who are changed in hucows wil be taken from slave count (HR) and add to "settler" count, nice one

 

- no fatal errors like bsod or wierd thing in my (intime) installed 311 mods and plugins 

___________________________________________________________________________________________________

 

. is it possible to create an "non as weapon" counted syring gun (like chem station item)?

i love to play as "raider pet" and all collected or created syring makes my "bosses" angry on me ;(

Edited by roflmaones
Posted

Version 1.26.1. is available for download.

 

Changes/additions are:

 

  •  Fixed issues with the syringes and pills. 
  • Fixed the MCM setting that makes hucows crawl or walk upright. 
  • Finished the scene when NPCs turn the player into a hucow against the player's will.

 

Syringes and pills should create the right clones now.  The Allow Bulls clone pill should allow bulls.

 

 

NPCs will only attempt to turn the player into a hucow if the following conditions are true:

 

  • The player is not already a hucow
  • The player allows NPCs to try via an MCM setting (Default is off)
  • The player is not wearing power armor
  • The player lingers in a weakly defended area for many hours.  If you move to a new location, the clock resets, so a player on the move is always safe.
  • Some locations are automatically safe like the Castle and Vaults as well as locations with lots of NPCs (Covenant, Diamond City, and Goodneighbor as examples).
  • For now, I have not counted large numbers of companions or followers as significant protection.  I will probably change this in the future.  Strong, for example, is probably enough protection.

The NPC scene is just for immersion.  It is not tied to any quest or further scenes.  I may add to it in the future since I know their motive and the leader that sent them already.

 

The next thing that I am going to work on is a way to conduct a bed check using the Hucow Control System (holotape) so that players do not have to be a hucow or have a male hucow farmer to conduct the bed check.

 

 

Posted
5 hours ago, Raven 54 said:

I wanted to say thanks for the mod, your time & knowledge working on it and for the support.

I wanted to ask, just asking, no problem if you do not like it, I think it would be cool if there was a slider in the MCM that allowed the player to adjust the body sizes and shouldn't the HuCow disease develop over time in the NPC's and player?

One should not instantly get massive boobs and body dimensions, rather grow over a period of days/weeks.

 

Last, do I have to start a new game after installation? I can't seem to figure out how to use the syringes on an NPC to give them the disease.

Thanks a bunch.

 

The slider is something that I have considered since I started this mod but I have put it off because I would have to do the work four times and it is not entertaining work.

 

The hucow serum isn't a disease.  You can start NPCs on a slow change if you have hucow serum syringes in your inventory and you assign settlers to the hucow table.  The slow transformation is about 3-5 game days.

 

You do not have to start a new game after installing Human Cattle but you should save the game and then reload it to make sure that all of the hotkeys are loaded.

 

The syringes are used with the pipe syringer.  These can be obtained from various sources in the Commonwealth or you can use the console to add one to your inventory.

 

 

Posted
4 hours ago, roflmaones said:

awesome fast respones of community messages, respect :)

 

some observations:

 

- as set in mcm i can milk almost all cows... some have no option to milk but option to fuck

if i choose this, aaf start a scene but hangs in state "position: collect"... i end it then alltimes manualy and restart aaf that the scene line is clean.
(looks like its an issue with "Furniture Sex Perk" mod, i will try again after uninstall this :) )

(can it be that the fuck option appears on "reverted" male to female hucows?)

 

- mod works very nice together with "human ressources".
slaves in settlements who are changed in hucows wil be taken from slave count (HR) and add to "settler" count, nice one

 

- no fatal errors like bsod or wierd thing in my (intime) installed 311 mods and plugins 

___________________________________________________________________________________________________

 

. is it possible to create an "non as weapon" counted syring gun (like chem station item)?

i love to play as "raider pet" and all collected or created syring makes my "bosses" angry on me ;(

 

The cows are ready to milk once or twice a day.  They will randomly be horny or eager to give the player a blowjob.  Note that milking takes priority over horniness so you might have to milk a cow before you can tell if she is horny.

 

I integrated Human Cattle with Human Resources and Just Business' reference collection aliases so any NPCs from those mods should be completely cleared from them when you make the NPCs into hucows.  The same is true for Commonwealth Captives although I went a step further and made it possible to revert hucows back into Commonwealth Captives again.  It is a lot of work but it reduces conflict between keywords, packages, and other settings.

 

The pipe syringer is a weapon and there is no way to change that.  The syringes are potions not ammo.   

 

 

 

 

Posted
3 hours ago, GrimGrim31 said:

hucow table. 

Thanks for the update, where are said tables in the build menu, I read the main page and it said something about a HC menu category but I cant find it, this is why I asked about starting a new game. I have the MCM showing up, the three synths attacked me, just finding my my way through a tiny bit difficult.

I keep getting a text in the upper left of the screen about a Bull Quest...??? nothing on my pip boy.

Oh and while I remember when I took the Smart Ass guy from the doctor to the lab for the first holotape, before killing the ghouls he has text to shag the PC, after only smart ass or nevermind, and when I go into the building, (same one to get the cure for McCready) the marker says go out, go out the marker says go in, I went to the basement, but did not see any holotapes.

Posted (edited)
6 hours ago, Raven 54 said:

Thanks for the update, where are said tables in the build menu, I read the main page and it said something about a HC menu category but I cant find it, this is why I asked about starting a new game. I have the MCM showing up, the three synths attacked me, just finding my my way through a tiny bit difficult.

I keep getting a text in the upper left of the screen about a Bull Quest...??? nothing on my pip boy.

Oh and while I remember when I took the Smart Ass guy from the doctor to the lab for the first holotape, before killing the ghouls he has text to shag the PC, after only smart ass or nevermind, and when I go into the building, (same one to get the cure for McCready) the marker says go out, go out the marker says go in, I went to the basement, but did not see any holotapes.

 

When you start Human Cattle, you do not have full access to all of the constructible items or the serum and pills for transforming humans into hucows.  You can get the plans and instructions holotape needed to unlock the constructible items by using the MCM option to get the holotape immediately.  Then run the holotape in a terminal or your pipboy to unlock the build menus.   You can also wait and find the plans and instructions holotape during the quest but it is a bit tricky to find.  Probably less than 10 percent of players have actually found it.

 

You have to find the cure in the quest to unlock the serum syringes in the Chem Workbench.

 

The Bull Quest notification is something that I have to hide again.  It was useful for me when I wrote the script and was testing it.

 

The quest objective markers when you are looking for the cure do not show you the exact locations of the quest specific information or items.  They only show you a general location to search in.  You have to search inside Medtek for the information that you need.

Edited by GrimGrim31
Posted
35 minutes ago, GrimGrim31 said:

 

When you start Human Cattle, you do not have full access to all of the constructible items or the serum and pills for transforming humans into hucows.  You can get the plans and instructions holotape needed to unlock the constructible items by using the MCM option to get the holotape immediately.  Then run the holotape in a terminal or your pipboy to unlock the build menus.   You can also wait and find the plans and instructions holotape during the quest but it is a bit tricky to find.  Probably less than 10 percent of players have actually found it.

 

You have to find the cure in the quest to unlock the serum syringes in the Chem Workbench.

 

The Bull Quest notification is something that I have to hide again.  It was useful for me when I wrote the script and was testing it.

 

The quest objective markers when you are looking for the cure do not show you the exact locations of the quest specific information or items.  They only show you a general location to search in.  You have to search inside Medtek for the information that you need.

Thank You for explaining this to me, makes sense now.   :thumbsup:

Posted

Thank you for this update. I was waiting for the ambush to be complete. I'm going to start a new playthrough with a new character with a new name, and hopefully will find hucow bliss for weeks to come.

Posted

For those of us that are attack-challenged, can you suggest a location where our PC is likely to get attacked?

I have spent in-game days in the wilderness and University Point. No attacks.

Note: Synths will not attack me. I am their "Mother".

Posted (edited)
49 minutes ago, fred200 said:

For those of us that are attack-challenged, can you suggest a location where our PC is likely to get attacked?

I have spent in-game days in the wilderness and University Point. No attacks.

Note: Synths will not attack me. I am their "Mother".

University Point is a safe location because it is so close to the Institute.  Nearly all Wilderness locations should be unsafe.

 

These synth attackers will attack you, even if you are allied to the Institute.

 

Did you set the MCM setting to allow them to attack you?

 

 

Edited by GrimGrim31
Posted

Most of my time was spent at Satellite Station Olivia. It has a bed for convenient time passing.

Team of synths is close by. I chatted with them a few times at a downed vertibird. Good fellows all.

MCM set to allow attacks. I am lvl 54 and male PC if that matters.

Posted
21 minutes ago, fred200 said:

Most of my time was spent at Satellite Station Olivia. It has a bed for convenient time passing.

Team of synths is close by. I chatted with them a few times at a downed vertibird. Good fellows all.

MCM set to allow attacks. I am lvl 54 and male PC if that matters.

 

If you change location, it resets the clock to zero.  That includes going inside an interior location and back.  The assailants do not care about the player's level or gender.

 

Are you wearing power armor?  That prevents them from attacking.

 

I will have to see how sleeping/sitting affect the time checks

 

 

Posted

USAF Satellite Station Ollvia is a protected location.  As a rule of thumb, any location that starts with a lot of NPCs is protected.  Even if you kill them all, the location is still in the protected list because I am not polling the game to figure out which NPCs are dead/cleared.  It is possible but would a recurring function to check the area around the player.

 

 

 

 

Posted (edited)

Satellite Station Olivia has an external shack with a bed. I am careful to not go through loading screens.

No power armor - never use it - although I have collected over twenty. Fusion cores removed to stop opportunistic Raiders.

It would be quicker if you would tell me one specific location that is not protected...

Edited by fred200
Posted
9 minutes ago, fred200 said:

Satellite Station Olivia has an external shack with a bed. I am careful to not go through loading screens.

No power armor - never use it - although I have collected over twenty. Fusion cores removed to stop opportunistic Raiders.

It would be quicker if you would tell me one specific location that is not protected...

 

The Ranger Cabin and Gorski Cabin are locations that have beds and are unprotected.  I probably should have protected Gorski now that I think about it.  

Posted

These are the protected locations.  Diamond City and Goodneighbor are also protected.  Settlement locations are not protected until they have five settlers or ten defense.  Some settlements like The Slog and GreyGarden start with a population greater than five so they are protected.

 

 

Screenshot2025-02-12152705.png.789e12cb124aa10d17a6c401a4683657.pngScreenshot2025-02-12152735.png.512fffb00bfae0b6085a5816cdd5dbfb.pngScreenshot2025-02-12152752.png.3c42fa419376d70e7d543676580e21de.pngScreenshot2025-02-12152808.png.9bc92d8e3e0b47cc87f450e7ee1fb820.pngScreenshot2025-02-12152828.png.a9b5bbaf337dd67a444d6ef003ced36e.pngScreenshot2025-02-12153047.png.8d0ba8a14f36dc1ec48fa6fb0a3042f4.png

Posted
38 minutes ago, fred200 said:

I am not sure your entire protected location list is visible to us - but Ranger Station Olivia stands out by not being on it...

 

USAFSatelliteLocation is the Editor ID for USAF Satellite Location Olivia.

 

I am testing the trigger at The Ranger Cabin.  Even when the conditions are set, the quest is not firing for me, and I am unsure why.

 

Posted

Version 1.26.2. is available for download.

 

I fixed the trigger for the attack on the player to make them into a hucow.  The issue was the nesting of the timer that had the attack trigger.  It was only working when the player was at an owned settlement.  The timer works now wherever the player is located.

 

If you choose to allow the attack (using an MCM setting), the attackers are intended to win.  If you try to change that, you may find that the dialogue does not work.  So I will just tell you bluntly that you should not try to change the outcome of the fight unless you want to break the scene.

 

I also added bed check as a function in the Human Cow Control System.  This is the holotape that gets added automatically to your inventory when you use Human Cattle.  It allows you to review your inventory of human cattle, kill them, or move them to your location.  It also lets you look at their statistics (production numbers).  This applies to the player as a hucow.  Now you can conduct a bed check when you use the bed check function while you are located in one of your settlements.

 

Bed Check does several things:

 

  • Removes hucows as owners of forbidden beds (the ones that are not supposed to allow hucows)
  • Removes hucows ownership of multiple beds
  • Removes settlers as owners of hucow leaf beds
  • Names all beds with the name of the owner (a great way to know who owns which bed) if you have the Rename Anything mod installed

 

 

Posted
9 minutes ago, RimuruTempnuts said:

do you have a JB patch for this by chance?

 

Why would it need a JB patch?  What is it that you want to do?

 

 

Posted
40 minutes ago, GrimGrim31 said:

Version 1.26.2. is available for download.

I spent the last 4 hours going through the Med Tek building without finding the holotape, I have the easy to see glowing holotape mod too, I looked the place over better than I ever have before, all desks, file cabinets, ghouls, top to bottom, no holotape to be found.

I really don't want to be told where it is but the fact I went through as thorough as I did, I should have found it.

Frustrated at not finding it.

The crafting menu showed up even though I do not have the MCM configured to give it to me.

Any words of wisdom?

Posted
23 minutes ago, Raven 54 said:

I spent the last 4 hours going through the Med Tek building without finding the holotape, I have the easy to see glowing holotape mod too, I looked the place over better than I ever have before, all desks, file cabinets, ghouls, top to bottom, no holotape to be found.

I really don't want to be told where it is but the fact I went through as thorough as I did, I should have found it.

Frustrated at not finding it.

The crafting menu showed up even though I do not have the MCM configured to give it to me.

Any words of wisdom?

 

You are looking for information.  Don't look for holotapes, look for terminals.

 

The crafting menu will show up but most of the items are locked until you have the plans and instructions holotape.

 

 

Posted

1.26.2

Synths attacked as soon as I slept in ranger hut. All capture dialogs and synth exit worked perfectly.

Maybe unrelated, but slow changing Ivy finally shucked her cloths, morfed, and started crawling. It had been weeks for her, just making comments about changing.

Now I know why I never play as a HuCow. Can't use weapons, can't open HuCow gates, can't make more HuCows (no syringer).

Kind of limiting...

Posted (edited)
31 minutes ago, fred200 said:

1.26.2

Synths attacked as soon as I slept in ranger hut. All capture dialogs and synth exit worked perfectly.

Maybe unrelated, but slow changing Ivy finally shucked her cloths, morfed, and started crawling. It had been weeks for her, just making comments about changing.

Now I know why I never play as a HuCow. Can't use weapons, can't open HuCow gates, can't make more HuCows (no syringer).

Kind of limiting...

 

Hmm, something is wrong then.  I will take a look at the scripts.  The player hucow should still be able to use weapons.  You can't open the hucow gate though except for the very first time it is opened.

 

Ivy's transformation was affected by my timer problem.  She was only transforming while you were at an owned settlement.  The timer is correct now, so she continued transforming while she was following you outside the settlements.

 

 

Edited by GrimGrim31

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