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Posted (edited)
13 hours ago, GrimGrim31 said:

 

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

 

 

There's the problem! Possibly?

The Synths attacked a couple times, then it would happen in combat or when I got defeated just before Violate would kick in.

There is a short fade out/in, 3 seconds maybe, and boom HuCow! LOL

Edited by izzyknows
Posted
12 hours ago, izzyknows said:

There's the problem! Possibly?

The Synths attacked a couple times, then it would happen in combat or when I got defeated just before Violate would kick in.

There is a short fade out/in, 3 seconds maybe, and boom HuCow! LOL

 

If you don't want them to attack, turn off the option in the MCM.  It is off by default and I changed the script in the last update so that it turns off when they turn you into a hucow.  If the MCM setting is set to allow attacks, they will attack you every few game hours while you are in an unprotected location.  Changing locations frequently does prevent attacks as their recon timer resets every time the player changes locations.

 

 

 

Posted
16 minutes ago, GrimGrim31 said:

 

If you don't want them to attack, turn off the option in the MCM.  It is off by default and I changed the script in the last update so that it turns off when they turn you into a hucow.  If the MCM setting is set to allow attacks, they will attack you every few game hours while you are in an unprotected location.  Changing locations frequently does prevent attacks as their recon timer resets every time the player changes locations.

 

 

 

I did turn it off.

Which is probably why the synths stopped attacking, but regular enemies still inject the serum during combat.

Posted (edited)
1 hour ago, izzyknows said:

I did turn it off.

Which is probably why the synths stopped attacking, but regular enemies still inject the serum during combat.

 

Ah, now that is a problem and I think I know why it happens.  I need to adjust the OnHit reset part of the script.

 

EDIT:  OK, now that I look at the script, that should not happen because the OnHit only happens if the attacker is in the special faction that I created for the hunting synths.

 

I will keep looking.  EDIT:  I don't see any way the game can ignore the condition.

 

 

Edited by GrimGrim31
Posted
3 hours ago, GrimGrim31 said:

EDIT:  I don't see any way the game can ignore the condition.

It a Bugthesda game... 🤣

I started a new run, and without turning it on, nothing has happened. 👍

After a nice nap, IRL, I'll play with it turned on and get injected a few times, then turn it off.....

It may have just been an engine level bugout.

Posted
27 minutes ago, izzyknows said:

It a Bugthesda game... 🤣

I started a new run, and without turning it on, nothing has happened. 👍

After a nice nap, IRL, I'll play with it turned on and get injected a few times, then turn it off.....

It may have just been an engine level bugout.

 

I will add a couple of extra preventative measures:  when you change the MCM setting (to stop attacks) the script will unregister for hit events and turn off the quest if it is running.

 

 

Posted

Bug report (or feature suggestion):

In the HuCowMainQuest script, it is probably better not to apply all of the changes in MakeNPCaHucow function on the player character. 

This function kicks in when my player character reaches _stage50 (called in function Stage50BodyMorphs, at line 3167 in _MY_HuCowMainQuestScript.psc, which gets called in function TransformationStageChange (at line 3185), which gets called in the event OnTimerGameTime (from line3541 to 3549)). What it does is randomly remove some of her weapons, outfits, and ammo, then applies an outfit called _DoctorHopeNudityOutfit to the player character.

The problem is with this outfit, _DoctorHopeNudityOutfit. It ignores character morphs.

 

Judging from the lines in MakeNPCaHuCow, I assume it is not supposed to be applied to the player character. If that's the case, then some conditions in OnTimerGameTime are not right. Otherwise, I suggest removing the _DoctorHopeNudityOutfit and the script applying it to a character.

 

ok that was a lot of words... 😭

Posted
8 minutes ago, zjzc said:

Bug report (or feature suggestion):

In the HuCowMainQuest script, it is probably better not to apply all of the changes in MakeNPCaHucow function on the player character. 

This function kicks in when my player character reaches _stage50 (called in function Stage50BodyMorphs, at line 3167 in _MY_HuCowMainQuestScript.psc, which gets called in function TransformationStageChange (at line 3185), which gets called in the event OnTimerGameTime (from line3541 to 3549)). What it does is randomly remove some of her weapons, outfits, and ammo, then applies an outfit called _DoctorHopeNudityOutfit to the player character.

The problem is with this outfit, _DoctorHopeNudityOutfit. It ignores character morphs.

 

Judging from the lines in MakeNPCaHuCow, I assume it is not supposed to be applied to the player character. If that's the case, then some conditions in OnTimerGameTime are not right. Otherwise, I suggest removing the _DoctorHopeNudityOutfit and the script applying it to a character.

 

ok that was a lot of words... 😭

 

How did you start an NPC transformation process on the Player?  I need to find that and stop it.  It is not supposed to happen.

 

 

Posted
39 minutes ago, GrimGrim31 said:

 

How did you start an NPC transformation process on the Player?  I need to find that and stop it.  It is not supposed to happen.

 

 

I also wonder
😂😂😂 Let me check my old saves tonight to see when it happened

Posted
12 minutes ago, zjzc said:

I also wonder
😂😂😂 Let me check my old saves tonight to see when it happened

 

All of the current methods to change the player into a hucow are instantaneous and do not use the slow change transformation functions, which is intended only for specific NPCs.

 

If there is a loophole, I need to know about it.

 

The slow change transformations are supposed to happen in the following ways:

 

1.  Slow Change pill which only works on NPCs (the script has a condition that excludes the player).

 

2.  Table injection of serum (the player cannot use the table on themselves.  The player is blocked from activation).

 

3.  Commonwealth Captive slow transformation while following the player (only a Commonwealth Captive following the player can transform this way).

 

4.  Fetish transformation (triggered via dialogue with an NPC that has a hucow fetish).

 

5.  Bliss transformation (triggered via dialogue with an NPC that wants to escape mental trauma).

 

 

 

Posted

I checked all my previous autosaves, the keyword _stage10 was applied to my player after the Bliss transformation dialogue with a settler. I'm waiting for the dialogue to trigger again to see if I can duplicate this issue.

Posted

O

53 minutes ago, zjzc said:

I checked all my previous autosaves, the keyword _stage10 was applied to my player after the Bliss transformation dialogue with a settler. I'm waiting for the dialogue to trigger again to see if I can duplicate this issue.

 

Okay, I will take a look at the script fragments for that dialogue.

 

 

Posted (edited)

im trying the latest version and not sure what this is but when i read the holotape for items and go to my settlement and the icon is there i only have 2 choices instead of the 3rd choice where you can put down the water bath and table and feed troughs, does it need any stage of anything for that to appear i have no idea why 

 

Edited by pleasetryme
Posted (edited)
3 hours ago, pleasetryme said:

im trying the latest version and not sure what this is but when i read the holotape for items and go to my settlement and the icon is there i only have 2 choices instead of the 3rd choice where you can put down the water bath and table and feed troughs, does it need any stage of anything for that to appear i have no idea why 

 

 

I will explain the whole process so that other readers can understand it too. 

 

When you first start the game, you have access to 2 of the three build menus for Human Cattle.

 

The Human Cattle build menu icon looks like a milk rack full of milk bottles.

 

20250221084608_1.jpg.581cb93b5da4ee4634613d8069a027e4.jpg

 

The two submenus, Unique Furniture and Vanilla Furniture No Hucows, are accessible at the start of the game but not all items are available.  You have to read the Blueprints and Instructions Holotape for Human Cattle in your Pipboy or via terminal to unlock most of the items.

 

20250221084616_1.jpg.0dd9a14d982b0154bab37afcb802165c.jpg

 

You can get the Blueprints and Instructions holotape using an MCM setting or by finding it in the game on the floor at Parsons Creamery or in the inventory of some NPCs.

 

20250221084658_1.jpg.7e68a18ee2d87856f312636cad9e66b1.jpg

 

When you put the holotape into your Pipboy or a terminal, you have to activate it and wait for the message shown below to load.

 

20250221084743_1.jpg.484e23eb1bee273de43bbe7190c66119.jpg

 

Once you have read the message, your build menu will now have three icons.

 

20250221084808_1.jpg.817a79ee55808f99764406e575209abc.jpg

 

The new icon is for the Hucow Stalls submenu.

 

20250221084836_1.jpg.ddf901c025d8dc6df2455c97c619827a.jpg

 

In addition, to the hucow stall items, reading the holotape also unlocks most of the buildable items in the Unique Furniture submenu (the first icon).  You should see the items shown below.

 

20250221084826_1.jpg.2f57092bcc17d1441abd1ed8cb834b95.jpg

 

If you have read the holotape message and do not see all of these items available, you might be in a workshop location that is not a settlement such as Home Plate.

 

That is all it takes to unlock these submenus and items.

 

 

 

 

Edited by GrimGrim31
Posted (edited)
On 2/19/2025 at 5:37 AM, GrimGrim31 said:

 

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.

 

 

 

i see that all "raider gangs extended" npc with unique names will be renamed as hucow..

its could be, because i enslave them befor and they get an id from human ressources... 

will try to change them directly with an syring arrow :)
 

renamed_hucow_1.jpg

Edited by roflmaones
Posted
10 minutes ago, Adormus said:

Hey, anyone got an idea why when playing as a Hucow I only ever get the option to give blowjobs but never to fuck?

 

That is the way it is set up right now.  There is currently no quick button to start a sex scene other than a blowjob.  You can ask Settler Lloris or a hucow farmer for sex.

 

 

Posted
1 hour ago, roflmaones said:

 

i see that all "raider gangs extended" npc with unique names will be renamed as hucow..

its could be, because i enslave them befor and they get an id from human ressources... 

will try to change them directly with an syring arrow :)
 

renamed_hucow_1.jpg

 

Yes, when you use Human Resources enslavement, it changes your unique actor into a non-unique clone of the actor.

 

HR and Just Business both use the clone method for all of their slaves.  HR does it so that the actor will have HR_SlaveNPCScript attached.  Just Business does it to attach the JBSlaveNPCScript.  My mod doesn't attach a proprietary script to new hucows but does require a clone for NPCs that don't have the base game WorkshopNPCScript attached because that script is necessary to assign the hucow as a settler.

 

There is no way for my hucow serum or hucow clone syringes to recognize a JB or HR slave as a formerly unique actor.  If you have the Rename Anything mod, you can rename a Hucow in the console.

 

Open the console

Click on the actor that you want to rename so that you see the Actor's FORMID showing in the console window.

Enter setname ""

Enter setname "YourNewName"

 

 

 

Posted
9 hours ago, GrimGrim31 said:

 

That is the way it is set up right now.  There is currently no quick button to start a sex scene other than a blowjob.  You can ask Settler Lloris or a hucow farmer for sex.

 

 

Do you have plans to change that? Breeding is quintessential to the whole hucow fantasy to me, whereas blowjobs don't really fit. Not a huge issue if you don't, I'll just try to fix it myself.

 

Thanks for the amazing mod btw!

Posted

Sexual harassment mod have a scenario that make player bimbo to use bimbo serum.

If I can change bimbo serum to hucow serum, it will be damn good.

Maybe I can use fo4edit to do this.

Posted (edited)
On 2/22/2025 at 4:48 AM, GrimGrim31 said:

 

 

Open the console

Click on the actor that you want to rename so that you see the Actor's FORMID showing in the console window.

Enter setname ""

Enter setname "YourNewName"

 

 

 

 

works like as expected, nice and thanx, another console command for my collection lol

Edited by roflmaones
Posted

head off butchering :) nice idea lol

 

between... i had run outfit shuffler and desdemona change wierd to an hair option was is awesome bad (screen)

 

equal wht i try i cant give her normal hair back (recycleactor, kill+resurrect both dont work)

 

do u have another one console code for other head or hair options?

 

changing face with SLM also has no effect :(

desdemona.jpg

Posted
8 hours ago, roflmaones said:

head off butchering :) nice idea lol

 

between... i had run outfit shuffler and desdemona change wierd to an hair option was is awesome bad (screen)

 

equal wht i try i cant give her normal hair back (recycleactor, kill+resurrect both dont work)

 

do u have another one console code for other head or hair options?

 

changing face with SLM also has no effect :(

desdemona.jpg

 

I don't use outfit shuffler so I don't know how it works.  Is it swapping the actor's head parts or is it applying an armor item from the base game or from loaded mods?

 

 

Posted
11 hours ago, roflmaones said:

 

works like as expected, nice and thanx, another console command for my collection lol

 

1)  Open the console

2)  Click on the actor that you want to rename so that you see the Actor's FORMID showing in the console window.

3)  Enter setname ""

4)  Enter setname "YourNewName"

 

 

For most actors, you can skip step 3, but some actors like the hucow require that step to clear their existing name.  This is also true for Provisioners and any actor that you have already named using Name Anything.

 

 

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