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Posted
2 hours ago, izzyknows said:

If you're using Commonwealth Captives, some of them will auto assign to defense as they're guards to start with.

Other than that, they're just normal settlers, as far as auto assigning goes.

I just leave them to farming since they don't eat to much of the crop. 😜

 

BTW, if you have a freshly cleared settlement, with 0 settlers, and send a new HuCow there from another location, the first one you send "should" auto assign to food. It's a vanilla behavior, sooo... it doesn't always work! LOL

 

I don't think CC gives the workshop NPC guards any different setting than the other captives, but if anyone has a hucow assigned to a job that you don't want.  Just use the table.  Assign the cow to the table and then release them from the table.  It will cancel their job assignment.

 

I do not want to set up a function to check all of the hucows periodically and remove them from jobs because some of you might want to assign hucows to farm or other jobs.  I know that I have occasionally had to use cows as farmers until I could find more settlers to take over that task.

 

 

Posted (edited)
4 hours ago, GrimGrim31 said:

I don't think CC gives the workshop NPC guards any different setting than the other captives,

Several have WorkshopGuardPreference in the PRPS Properties. Which causes them to auto assign to guard furniture. In my Commonwealth Captives More Female Captives, I even upped their stats a little. LOL

But, for the most part IF they're a HuCow before dismissal, they just wont auto assign to anything. Which is perfectly fine in my opinion. 👍

 

I have assigned an extra bull or two to be guards. Which that's a big part of what bulls do. Besides mating, fighting other bulls, and tearing fences down.

Edited by izzyknows
Posted
1 hour ago, izzyknows said:

Several have WorkshopGuardPreference in the PRPS Properties. Which causes them to auto assign to guard furniture. In my Commonwealth Captives More Female Captives, I even upped their stats a little. LOL

But, for the most part IF they're a HuCow before dismissal, they just wont auto assign to anything. Which is perfectly fine in my opinion. 👍

 

I have assigned an extra bull or two to be guards. Which that's a big part of what bulls do. Besides mating, fighting other bulls, and tearing fences down.

 

PRPS?

Posted

I think there is a little problem.
I started a new game and became a HuCow. saved Preston and his gang. But when I wanted to talk to Preston in the sanctuary afterwards, the conversation was "paused" in the middle. it didn't go any further. I was only able to solve the problem when I loaded a save (before the conversation), turned myself into a human again and then talked to Preston.
It seems that the mod blocks some vanilla dialogs.

Posted
44 minutes ago, Esdrik said:

I think there is a little problem.
I started a new game and became a HuCow. saved Preston and his gang. But when I wanted to talk to Preston in the sanctuary afterwards, the conversation was "paused" in the middle. it didn't go any further. I was only able to solve the problem when I loaded a save (before the conversation), turned myself into a human again and then talked to Preston.
It seems that the mod blocks some vanilla dialogs.

 

I think you are right.  It has been a long time since I looked at those dialogues but I remember this issue from before.  I will take a look at them today.

 

Posted

Version 1.26.5. is available for download.  All changes are minor but there are a lot of them.

 

  • 15 dialogue scripts added.   I omitted these fragment scripts because I didn't rename them when I created them, so they stayed in the regular script fragment folder instead of my user folder.   They were not mainstream dialogue options so you may not have noticed any issue.
  • More work done on the main quest to improve player awareness of quest objectives and search locations.   These small changes affect the stages and objectives associated with MedTek Research, Parson Creamery, the trailer, and the four hour wait for Doctor Moreau to do his analysis.  Added just to make players more comfortable with what is happening so that I get far fewer questions about it.
  • Removed all hucow conditions on base game main quests to ensure the player can speak with NPCs.   This will allow Preston to talk you to death, as he normally does.
  • New hucows will be removed from any settlement job.  Any hucows with a preference for working as a guard will have that value reset to normal preference.   This is just an actor value called WorkshopGuardPreference.  The game sets it to one for settlers that prefer to be guards and to zero for everyone else.  All hucows will have a value of zero.
  • Small change added to Dennis and his brahmin so that they are assigned to the Vault 81 trading camp (if you have that mod installed) after the Doctor Moreau quest is completed.  The brahmin will also no longer have its pack load.   Unfortunately, this only works if Dennis and the brahmin have not already reached the area outside the cave to Vault 81.   I will add a function eventually so that a check is made when you load your game and make these changes for Dennis and the Brahmin if you use the Vault 81 Trading Camp mod.


I took a long look at the current version of Human Resources.  It doesn't use a RefCollectionAlias for slaves.  Pulling and parsing the array that it uses will take time to sort out.  Until then, use the hucow clone pill or syringe if you want to convert a Human Resources slave into a hucow.  If you use the Hucow Serum pill or syringe, the slave hucow will still show up as a slave in the Human Resources terminal for that settlement, and your slave hucow will still be treated as a HR slave by the Human Resources mod.

 

 

 

Posted

I do not have a premium account. V1.26.5 took a total of 20 seconds to download. At 122 MB, it is one of the smaller mods.

My suggestion: Don't download every update. Wait until Grim updates something you are interested in.

And please don't do patches.

Posted (edited)

Love the mod so far, but how can I find Rylee or Rhode Island Red?  I've walked around quite a bit and can't find them, I have a few settlements with multiple hucows and already have Hope

Edited by GamerGirlPee91
Posted
6 hours ago, GamerGirlPee91 said:

Love the mod so far, but how can I find Rylee or Rhode Island Red?  I've walked around quite a bit and can't find them, I have a few settlements with multiple hucows and already have Hope

 

Don't go looking for Red.  She shows up at one of your settlements at random when you are in the settlement.  Trader Rylee is not changed from the Base game so she can be difficult to locate if you already met her at Longneck Lukowski's.  She has a long list of campsites where she might randomly appear but I have tried to find her that way before with no luck.  I think she might only appear in those campsites at night, which limits your chances of finding her even more.

 

 

Posted (edited)
12 hours ago, GamerGirlPee91 said:

Love the mod so far, but how can I find Rylee or Rhode Island Red?  I've walked around quite a bit and can't find them, I have a few settlements with multiple hucows and already have Hope

A cheat for Rylee, is to go to an owned settlement and, use the console command, 3EFF3.moveto player, then use workshop mode to "move" her. That works for all unique merchants.

Edited by izzyknows
Posted

okay just going to put down some feedback so far 

 

i can syringe like a named raider for example cinder or ack-ack i can make them wear the battle babe helmet but dont really notice any change and they are silent.

i can give them the restraints on or off and or battle babe helmet and disguise cant see any reaction or change

also when they follow they get scared and run away as soon as enemy engages

i try to tell them to go home and have no way to make them stay at a settlement

 

i also dont get the interaction pop up like hucows where you can milk or bullfuck them if you make become a bull

 

i see message about horny bull quest running but dont know how to begin or anything

 

the new version solved the quest but where is emily i was hoping to have her as my battle babe and she become a horny milky killer that loves fucking the player if you become a bull and will speak and say hey bull i am ready for some more hot seed, and maybe she can encourage other females to be injected and also to be bull fucked a lot

 

be awesome to maybe tie it into one of the family planning mods and they will react if they become pregnant from you 

 

another cool idea is you can ask them to squeeze and spray hot milk over you or they cover you with hot milk then a few will come and lick it off your body and it starts a 3 some 

 

i do like the option to becoming a bull and being able to just bull fuck females which is fantastic

 

totally love hope she is great 

 

thankyou for creating something different and love to keep trying out the new versions and improvements

 

 

Posted
13 minutes ago, pleasetryme said:

okay just going to put down some feedback so far 

 

i can syringe like a named raider for example cinder or ack-ack i can make them wear the battle babe helmet but dont really notice any change and they are silent.

i can give them the restraints on or off and or battle babe helmet and disguise cant see any reaction or change

also when they follow they get scared and run away as soon as enemy engages

i try to tell them to go home and have no way to make them stay at a settlement

 

i also dont get the interaction pop up like hucows where you can milk or bullfuck them if you make become a bull

 

i see message about horny bull quest running but dont know how to begin or anything

 

the new version solved the quest but where is emily i was hoping to have her as my battle babe and she become a horny milky killer that loves fucking the player if you become a bull and will speak and say hey bull i am ready for some more hot seed, and maybe she can encourage other females to be injected and also to be bull fucked a lot

 

be awesome to maybe tie it into one of the family planning mods and they will react if they become pregnant from you 

 

another cool idea is you can ask them to squeeze and spray hot milk over you or they cover you with hot milk then a few will come and lick it off your body and it starts a 3 some 

 

i do like the option to becoming a bull and being able to just bull fuck females which is fantastic

 

totally love hope she is great 

 

thankyou for creating something different and love to keep trying out the new versions and improvements

 

 

 

For raiders and other enemies, you have to use the hucow clone serum syringe in order to assign them to a settlement.

 

The battlebabe helmet will not work on a hucow.  It is best used on a female Commonwealth Captive or a female settler.

 

The battlebabe and/or settler hucow disguise will not work on a hucow.

 

Female hucows (other than the player) do not fight.

 

The horny bull quest notification is for me.  I am testing it right now and left the notification on in the last update.

 

Do not make unique actors like Emily into a battlebabe.  It will take away her unique dialogue.  I may have set a condition on it so that unique actors like Emily cannot become a battlebabe.

 

Dialogue related to FPE is possible, but I cannot voice the original FPE dialogue without overwriting that mod.  And right now, my focus is reintegrating the player into the settlement milking and sex functions.

 

 

 

Posted
29 minutes ago, GrimGrim31 said:

 

For raiders and other enemies, you have to use the hucow clone serum syringe in order to assign them to a settlement.

 

The battlebabe helmet will not work on a hucow.  It is best used on a female Commonwealth Captive or a female settler.

 

The battlebabe and/or settler hucow disguise will not work on a hucow.

 

Female hucows (other than the player) do not fight.

 

The horny bull quest notification is for me.  I am testing it right now and left the notification on in the last update.

 

Do not make unique actors like Emily into a battlebabe.  It will take away her unique dialogue.  I may have set a condition on it so that unique actors like Emily cannot become a battlebabe.

 

Dialogue related to FPE is possible, but I cannot voice the original FPE dialogue without overwriting that mod.  And right now, my focus is reintegrating the player into the settlement milking and sex functions.

 

 

 

 

additional to this ideas:

 

is it possible to build in a name check, so that name unique npc name will not overwritten by make em as hucow?

Posted
8 minutes ago, roflmaones said:

 

additional to this ideas:

 

is it possible to build in a name check, so that name unique npc name will not overwritten by make em as hucow?

 

That name check is already in the script, but some raider bosses are not actually unique actors in the game.

 

So I use a form list of actors that do not get renamed.  If you have an actor getting renamed, tell me who it is so I can add them to the form list.

 

 

Posted

I don't know if it's just me but when I try to kill the 3 deathclaws one doesn't appear, I tried loading the game, uninstalling and reinstalling the mod and it still doesn't appear and therefore it won't let me TP, do you think you could check it please?

image.png.7f544844d42e498d9b374c3ac78d2d95.png

Posted (edited)
3 hours ago, lord mado said:

I don't know if it's just me but when I try to kill the 3 deathclaws one doesn't appear, I tried loading the game, uninstalling and reinstalling the mod and it still doesn't appear and therefore it won't let me TP, do you think you could check it please?

 

 

It might still be disabled which means FO4 glitched.  I will test it again but you can try to use the console.  

 

Open the console. 

Find the Doctor Moreau quest by entering "help _DoctorMoreauQuest 0"

Enter "sqv" followed by a space followed by the FORMID of the quest.  Example "sqv 4000F7BD"

Look for the RefAliases DeathclawBuddy01 and DeathclawBuddy02.  If you know the FORMID of the two deathclaws that you already killed, look for the FORMID that isn't dead yet.

Whichever deathclaw is not dead, enter that FORMID followed by ".enable".  Example "FF05CA99.enable"

 

EDIT:  Found the problem in the quest script.  It is DeathclawBuddy01 that is not enabled.  I fixed the script but that won't help you yet so try the console method.

 

 

Edited by GrimGrim31
Posted

@GrimGrim31
Just noticed that the MCM option, Allow NPCs to make the player a HuCow, doesn't turn Off.

Had it on for a long time and toggled it off, with full messages/notes that is was off. And.. keep getting injected. LOL

Posted (edited)
40 minutes ago, fred200 said:

Just out of curiosity, what script error disabled Buddy01?

I have done this scenario a good dozen times and never seen it.

 

I modified the old quest script to make the number of deathclaws scale with the player level.  I had it working correctly but then my ESP got messed up in between versions 1.25.4 and 1.25.5  by Creation Club crap.  I had to go back to using 1.25.4's esp and rewrite all of my new stuff again.  I must have missed the part of the quest script that enables Buddy01.  So if a player is level 50+, only two deathclaws were enabled but you had to kill all three to finish that stage.  I fixed it so it will be correct in version 1.25.6.

 

 

Edited by GrimGrim31
Posted
23 minutes ago, izzyknows said:

@GrimGrim31
Just noticed that the MCM option, Allow NPCs to make the player a HuCow, doesn't turn Off.

Had it on for a long time and toggled it off, with full messages/notes that is was off. And.. keep getting injected. LOL

 

I will test it again in game.  I just read through the scripts and the json and I don't see an error in them.

 

 

Posted

Version 1.26.6. is available for download.

 

It is all minor fixes:

 

  • Small fixes to make hunter synths stop fighting after they inject the player. 
  • Fixed the deathclaw attack stage so that all three deathclaws appear for level 50+ players. 
  • Fixed small issues with the main quest so that objectives display at the right time.

 

 

Posted
3 hours ago, izzyknows said:

@GrimGrim31
Just noticed that the MCM option, Allow NPCs to make the player a HuCow, doesn't turn Off.

Had it on for a long time and toggled it off, with full messages/notes that is was off. And.. keep getting injected. LOL

 

I was unable to replicate this issue.  When I turn off the option in the MCM, the synths do not attack me.

 

 

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