GrimGrim31 Posted July 25, 2024 Author Posted July 25, 2024 11 minutes ago, fred200 said: 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! Yes, I can use the version number in the file name. Maybe I can integrate the Depravity mod so the NPCs from it do not conflict their Depravity Dialogue with the dialogue from my mod? Link me to that mod and I will take a look at it tomorrow. I will probably have to pull the NPC out of the Depravity mod references like I do with Commonwealth Captives and Just Business so there are no dialogue or package conflicts. I probably need to do the same for Human Resources. Has anyone tried making a Human Resources slave into a hucow? If so, any weird issues with dialogue or packages?
fred200 Posted July 25, 2024 Posted July 25, 2024 2 minutes ago, GrimGrim31 said: Yes, I can use the version number in the file name. Maybe I can integrate the Depravity mod so the NPCs from it do not conflict their Depravity Dialogue with the dialogue from my mod? Link me to that mod and I will take a look at it tomorrow. I will probably have to pull the NPC out of the Depravity mod references like I do with Commonwealth Captives and Just Business so there are no dialogue or package conflicts. I probably need to do the same for Human Resources. Has anyone tried making a Human Resources slave into a hucow? If so, any weird issues with dialogue or packages? No no no! Don't contaminate your mod with dependencies! At most, check what priority Depravity uses for dialogs - and make yours higher. Link: https://www.nexusmods.com/fallout4/mods/35513 1
GrimGrim31 Posted July 25, 2024 Author Posted July 25, 2024 (edited) 4 minutes ago, fred200 said: No no no! Don't contaminate your mod with dependencies! At most, check what priority Depravity uses for dialogs - and make yours higher. Link: https://www.nexusmods.com/fallout4/mods/35513 The method that I use does not make my mod dependent on the other mods. You didn't even know that I was calling functions/scripts from Just Business in my mod. Dialogue priority isn't always a good method since some mods use priority 99. Edited July 25, 2024 by GrimGrim31 1
fred200 Posted July 25, 2024 Posted July 25, 2024 (edited) Another note on Depravity: It is not a settlement, but it has a workbench we can use. I used it to build an examination table and a hucow care station. Most of the NPCs in that mod can not be assigned to the table - but they all succumb to the syringer. Except Murphy and the ghoul. I did not find any that could be assigned to the care station. The ghoul is carrying a milking bucket... I brought in a bull from my settlement and told him to stay. Hucows there need entertainment. Edited July 25, 2024 by fred200
Mr Zombie Brain Posted July 26, 2024 Posted July 26, 2024 i turned 2 raiders into cows i say follow me we go the settlement i tell them to go home now but it does not ask me to what settlement to assign them clicking it they go into crawl and stay in the settlement but they dont count into the settlement "settlers" im confused how do i assign cows into settlement
GrimGrim31 Posted July 26, 2024 Author Posted July 26, 2024 (edited) 11 minutes ago, Mr Zombie Brain said: i turned 2 raiders into cows i say follow me we go the settlement i tell them to go home now but it does not ask me to what settlement to assign them clicking it they go into crawl and stay in the settlement but they dont count into the settlement "settlers" im confused how do i assign cows into settlement You must have used the wrong syringes. Use the HuCow Clone Serum Syringe on any humans that are not settlers. You used the HuCow Serum Syringe which is intended for use on settlers or other NPCs that already have the WorkshopNPC script (usually those that are assignable as settlers) such as Trader Rylee. Edited July 26, 2024 by GrimGrim31 1
nonofyodambiznes Posted July 26, 2024 Posted July 26, 2024 3 hours ago, GrimGrim31 said: 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. well ive been inspiring scenarios for skyrim's ravenous mod for a while but i don't know the first thing about modding i can't even open a file in the creation club so i can't do it myself when can we expect to see your supermutant mod? any chance you'd use my ideas in that one? i could think of a few scenarios
Mr Zombie Brain Posted July 26, 2024 Posted July 26, 2024 12 minutes ago, GrimGrim31 said: You must have used the wrong syringes. Use the HuCow Clone Serum Syringe on any humans that are not settlers. You used the HuCow Serum Syringe which is intended for use on settlers or other NPCs that already have the WorkshopNPC script (usually those that are assignable as settlers) such as Trader Rylee. oh i did, fun mod btw! thank u
GrimGrim31 Posted July 26, 2024 Author Posted July 26, 2024 43 minutes ago, nonofyodambiznes said: well ive been inspiring scenarios for skyrim's ravenous mod for a while but i don't know the first thing about modding i can't even open a file in the creation club so i can't do it myself when can we expect to see your supermutant mod? any chance you'd use my ideas in that one? i could think of a few scenarios I don't have a timeline for the supermutant mod. It took me three years to get this one to a beta because I take long breaks from mod making (sometimes for more than 6 months at a time). 1
vaultbait Posted July 26, 2024 Posted July 26, 2024 3 minutes ago, GrimGrim31 said: I don't have a timeline for the supermutant mod. It took me three years to get this one to a beta because I take long breaks from mod making (sometimes for more than 6 months at a time). Also, as I've already mentioned, I'm happy to collaborate on super mutant themed stuff, either as future additions to Milking Human Kindness or things I can integrate MHK with (as long as our visions are compatible). It already has a fair amount of references to gore, body horror and humans as food, I'm just terribly inept at animation/modelling and tend to fall back on messageboxes with narration a lot to make up for that (though I do try to incorporate functionality from other mods in the same vein when they're present). I'm hopefully now only a few days out from pushing up a significant MHK update, and have probably one more round of frameworkish features to get done after that before I switch focus back to new content and plot advancement later in the year. 2
GrimGrim31 Posted July 26, 2024 Author Posted July 26, 2024 2 minutes ago, vaultbait said: Also, as I've already mentioned, I'm happy to collaborate on super mutant themed stuff, either as future additions to Milking Human Kindness or things I can integrate MHK with (as long as our visions are compatible). It already has a fair amount of references to gore, body horror and humans as food, I'm just terribly inept at animation/modelling and tend to fall back on messageboxes with narration a lot to make up for that (though I do try to incorporate functionality from other mods in the same vein when they're present). I'm hopefully now only a few days out from pushing up a significant MHK update, and have probably one more round of frameworkish features to get done after that before I switch focus back to new content and plot advancement later in the year. Thank you, Vaultbait! I will glad to collaborate when I finally get to the supermutant stuff. I don't have any idea yet though when that will be. I still want to finish this mod completely like I did with MWoW. Lovers Lab is already littered with enough beta mods that never go to a final version.
fred200 Posted July 26, 2024 Posted July 26, 2024 2 hours ago, Mr Zombie Brain said: oh i did, fun mod btw! thank u I also had it wrong. I thought Clone was just for male sex changes... Best thing about these support topics - I learn a lot.
nonofyodambiznes Posted July 26, 2024 Posted July 26, 2024 (edited) Found some stuff you may find interesting Spoiler I was thinking merideths last interview comic could be used for piper Edited July 26, 2024 by nonofyodambiznes
GrimGrim31 Posted July 27, 2024 Author Posted July 27, 2024 Today I took the time to update the Security Punishment Baton (weapon) that you can use to beat any human actor. If you have the Captive Tattoos mod by JB (see optional mods), the baton will leave whip marks on male and female human actors (not just hucows). It doesn't trigger an alarm when used, but the actors will react to being hit and go into a fetal position. Talking to them will usually get them moving again. You can heal the whip marks using Healing Salve (craftable in the Chem workbench) or by using a stimpak on the actor when they are on the exam table. Put the healing salve in the NPC's inventory to heal them. The whip marks may also heal over time. The whip marks are overlays, so you will see them in the Overlays section in Looksmenu. You can also remove them there although that is less immersive than healing. Version 1.0.6. of Human Cattle works with Captive Tattoos 3.3. I kept support for the old Whipped and Branded mod by JB, but Captive Tattoos 3.3 is better (more whip mark overlays) and supports male whip marks as well as female (Whipped and Branded only has whip marks for females).
AWHA2 Posted July 27, 2024 Posted July 27, 2024 16 hours ago, GrimGrim31 said: 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. I see, it sounds like this mod already integrates well with JB and HR. The other ideas I had all had to do with transformation: Transformation advances in stages based on how much the NPC was milked, with changes to bodymorphs "fur" overlays that get applied as transformation advances (like the skin overlays from BAC) Transformation triggers automatically after giving birth using FPE I liked HR because you could assign places for your slaves to stay, unlike JB where slaves just behaved like ordinary settlers. If HC has functions very similar to HR, would it be possible to capture/clone NPCs using HC without turning them into a hucow? That way we can have two classes of slaves, one for regular humans (with regular AAF scenes) and another for hucows (with milking scenes). These are just ideas btw. I've long wished for something like BAC and the PAHE/HSH/DoM series of mods from Skyrim, but for FO4.
DaHALOSHOCK Posted July 27, 2024 Posted July 27, 2024 9 hours ago, GrimGrim31 said: Today I took the time to update the Security Punishment Baton (weapon) that you can use to beat any human actor. If you have the Captive Tattoos mod by JB (see optional mods), the baton will leave whip marks on male and female human actors (not just hucows). It doesn't trigger an alarm when used, but the actors will react to being hit and go into a fetal position. Talking to them will usually get them moving again. You can heal the whip marks using Healing Salve (craftable in the Chem workbench) or by using a stimpak on the actor when they are on the exam table. Put the healing salve in the NPC's inventory to heal them. The whip marks may also heal over time. The whip marks are overlays, so you will see them in the Overlays section in Looksmenu. You can also remove them there although that is less immersive than healing. Version 1.0.6. of Human Cattle works with Captive Tattoos 3.3. I kept support for the old Whipped and Branded mod by JB, but Captive Tattoos 3.3 is better (more whip mark overlays) and supports male whip marks as well as female (Whipped and Branded only has whip marks for females). Really need a way for Settlers that have the batons equiped to randomly beat random hucows and bulls "player cows included for immersion" 1
GrimGrim31 Posted July 27, 2024 Author Posted July 27, 2024 2 hours ago, DaHALOSHOCK said: Really need a way for Settlers that have the batons equiped to randomly beat random hucows and bulls "player cows included for immersion" There really isn't a reason for a settler to beat a female hucow. Their docility is one of the features that Vault-Tec found appealing about Experiment 134. I will add a scene where the bulls get whipped if they try to fuck a female settler that isn't in the mood for it. It will give me an opportunity to try some things that I learned from LarannKiar's mod for Emogene.
GrimGrim31 Posted July 27, 2024 Author Posted July 27, 2024 9 hours ago, AWHA2 said: I see, it sounds like this mod already integrates well with JB and HR. The other ideas I had all had to do with transformation: Transformation advances in stages based on how much the NPC was milked, with changes to bodymorphs "fur" overlays that get applied as transformation advances (like the skin overlays from BAC) Transformation triggers automatically after giving birth using FPE I liked HR because you could assign places for your slaves to stay, unlike JB where slaves just behaved like ordinary settlers. If HC has functions very similar to HR, would it be possible to capture/clone NPCs using HC without turning them into a hucow? That way we can have two classes of slaves, one for regular humans (with regular AAF scenes) and another for hucows (with milking scenes). These are just ideas btw. I've long wished for something like BAC and the PAHE/HSH/DoM series of mods from Skyrim, but for FO4. There will be stages of transformation for the player and NPCs. Tying stage progression to milking makes sense as the mod tracks that already and I would not have to add another tracking system. Birth or pregnancy can factor into the stage progression. Pregnancy would increase milk production. You can already make two classes of slave. JB works well for human slaves. I don't see why HC would need to duplicate JB's work. BAC like transformation/appearance isn't planned. It would require permission from the authors and doesn't fit my current storyline/theme. It sounds like a good choice for someone to make a patch but that won't be me. I have other mods that I want to work on once I get this one to the final version.
aliveagain002 Posted July 27, 2024 Posted July 27, 2024 I'm a bit stuck where i need to find out where Doc Burr went with the Medicine, tried to talk with them all, and looking at the terminals i could find, but no luck so far. Great mod so far, really like the whole idea!
fred200 Posted July 27, 2024 Posted July 27, 2024 5 minutes ago, aliveagain002 said: I'm a bit stuck where i need to find out where Doc Burr went with the Medicine, tried to talk with them all, and looking at the terminals i could find, but no luck so far. Great mod so far, really like the whole idea! You read Burr's note where he said he headed NW? Believe the note. Cattle water trough will let you know you are close. Don't expect a live Burr, and have the assistant with you. He is useless - but has a lot of dialog. First time I was looking for him, I cheated in every way I could. Lots of console commands.
nonofyodambiznes Posted July 27, 2024 Posted July 27, 2024 (edited) What options are the for the player hucow other than mooing and defecating? That ghoul guy talked about taking her when she's ready, is that a function or a placeholder? Can she be enslaved and sold as a hucow? Are there any additional dialogues? And what quests are there other than the main one? I can't seem to find this hope character Also any chance I could see an early sneak peak of the super mutant mod or the spit roast model? Also the hucow dealers in diamond city and good neighbor have no hucows to sell, the hucows are Missing Edited July 27, 2024 by nonofyodambiznes
aliveagain002 Posted July 27, 2024 Posted July 27, 2024 49 minutes ago, fred200 said: You read Burr's note where he said he headed NW? Believe the note. Cattle water trough will let you know you are close. Don't expect a live Burr, and have the assistant with you. He is useless - but has a lot of dialog. First time I was looking for him, I cheated in every way I could. Lots of console commands. Thank you so much.. Yes the assistant is a "smart ass" at least what you tell him in game!
fred200 Posted July 27, 2024 Posted July 27, 2024 13 minutes ago, aliveagain002 said: Thank you so much.. Yes the assistant is a "smart ass" at least what you tell him in game! You get a lot better dialogs if you start your game as a HuCow (MCM option).
fred200 Posted July 27, 2024 Posted July 27, 2024 18 minutes ago, nonofyodambiznes said: What options are the for the player hucow other than mooing and defecating? That ghoul guy talked about taking her when she's ready, is that a function or a placeholder? Can she be enslaved and sold as a hucow? Are there any additional dialogues? And what quests are there other than the main one? I can't seem to find this hope character Also any chance I could see an early sneak peak of the super mutant mod or the spit roast model? Also the hucow dealers in diamond city and good neighbor have no hucows to sell, the hucows are Missing Get a few HuCows in your settlement. Place the Hope markers in the workbench (may not be necessary). In a few days, she will show. Talk to her often. Whether she asks you to milk her - is a question for another day. 2
GrimGrim31 Posted July 27, 2024 Author Posted July 27, 2024 16 minutes ago, nonofyodambiznes said: What options are the for the player hucow other than mooing and defecating? That ghoul guy talked about taking her when she's ready, is that a function or a placeholder? Can she be enslaved and sold as a hucow? Are there any additional dialogues? And what quests are there other than the main one? I can't seem to find this hope character Also any chance I could see an early sneak peak of the super mutant mod or the spit roast model? Also the hucow dealers in diamond city and good neighbor have no hucows to sell, the hucows are Missing The ghoul guy won't take the player away in this mod. The player cannot be sold right now. Maybe in the final version but that would make the mod as restrictive for the player as JB's mod, Commonwealth Slavers, and I'm not sure I want to make it that restrictive. Maybe I will just include options for role play that the player can choose to follow or not. Doctor Hope shows up randomly at a settlement that has at least 10 hucows living in it. The Supermutant mod doesn't exist yet and the spit roast is not ready. The hucow dealers won't have cows until you sell them some. I will give them some cows to start with eventually but there are other things to work on first. I want to take the time to make some unique NPC cows and not just generate a random generic settler or use one of EgoBallistic's Commonwealth Captive setters. 3
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