tinkerbelle Posted March 7, 2025 Posted March 7, 2025 18 minutes ago, zek03 said: @GrimGrim31 The only thing I see is “Speak (E)”. And when I press “E”, it's either the pnj's default dialogue or that of the mod the pnj comes from. When Red approaches you there should be a number of hucows and bulls near her. Try approaching one of them, watching your dialogue options. For me, the dialogue options change depending on distance from the NPC I am approaching. At a certain point an dialogue option of "Sell/Buy" should appear. This only works on the hucows/bulls she has chosen.
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 5 minutes ago, tinkerbelle said: When Red approaches you there should be a number of hucows and bulls near her. Try approaching one of them, watching your dialogue options. For me, the dialogue options change depending on distance from the NPC I am approaching. At a certain point an dialogue option of "Sell/Buy" should appear. This only works on the hucows/bulls she has chosen. Technically, it's not a dialogue option. It is an activation button that is only displayed when its conditions are met and the player is within a default or specified distance of the object that triggers the button. But "Speak (E)" is not from my mod unless that is your UI translation of the default "Talk" activation button.
zek03 Posted March 7, 2025 Posted March 7, 2025 (edited) @tinkerbelle @GrimGrim31 Alright, this time I paid very close attention. I hadn't noticed it before, and for good reason. I waited for the cows to approach Red and targeted them immediately. I caught a glimpse of the buy/sell option, but it disappeared in a fraction of a second and was replaced by what I previously mentioned. Is it an issue with any mod? Edited March 7, 2025 by zek03
tinkerbelle Posted March 7, 2025 Posted March 7, 2025 24 minutes ago, zek03 said: @tinkerbelle @GrimGrim31 Alright, this time I paid very close attention. I hadn't noticed it before, and for good reason. I waited for the cows to approach Red and targeted them immediately. I caught a glimpse of the buy/sell option, but it disappeared in a fraction of a second and was replaced by what I previously mentioned. Is it an issue with any mod? I would try moving forward and back from the NPC where you noticed the "Buy/Sell" activator prompt showing. This works for me. I've noticed that maybe, perhaps, sort of-kind of, that the vertical position of my cursor might make a difference.
zek03 Posted March 7, 2025 Posted March 7, 2025 @tinkerbelle Hmm... I only get the 'Sell/Buy' option when I crouch and press the 'E' key, but it opens the trading interface with the NPC. I don't think it's supposed to do that, is it?
Darkflyer1964 Posted March 7, 2025 Posted March 7, 2025 I was attacked by Synths, they turned me into a hucow, but nothing have happened after.
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 15 minutes ago, Darkflyer1964 said: I was attacked by Synths, they turned me into a hucow, but nothing have happened after. That is all that they wanted to do. Did you try talking to them afterwards? This episode is just to turn the player into a hucow in game in an immersive way instead of using the MCM or an injector. It does not lead to a quest. The mysterious creator of the synths just wants the player to be a hucow for unknown reasons. 1
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 (edited) 1 hour ago, zek03 said: @tinkerbelle Hmm... I only get the 'Sell/Buy' option when I crouch and press the 'E' key, but it opens the trading interface with the NPC. I don't think it's supposed to do that, is it? It is supposed to open a menu of three options: Exit, Sell Cow, and End Trading. If the cow is one that you have already sold, the Sell Cow option is replaced with a Cancel Sale option. You should also see the sale price showing. Edited March 7, 2025 by GrimGrim31
zek03 Posted March 7, 2025 Posted March 7, 2025 @GrimGrim31 Ok, I definitely don't have that... Could a mod like 'Hookers of the Commonwealth (HotC) - Settlement Edition' potentially cause conflicts? This mod is useful to me because it allows me to quickly get settlers to test your mod and translate it into my language.
Darkflyer1964 Posted March 7, 2025 Posted March 7, 2025 53 minutes ago, GrimGrim31 said: That is all that they wanted to do. Did you try talking to them afterwards? This episode is just to turn the player into a hucow in game in an immersive way instead of using the MCM or an injector. It does not lead to a quest. The mysterious creator of the synths just wants the player to be a hucow for unknown reasons. I understand
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 1 hour ago, zek03 said: @GrimGrim31 Ok, I definitely don't have that... Could a mod like 'Hookers of the Commonwealth (HotC) - Settlement Edition' potentially cause conflicts? This mod is useful to me because it allows me to quickly get settlers to test your mod and translate it into my language. What do you see when you use the sell/buy activation button?
zek03 Posted March 7, 2025 Posted March 7, 2025 @GrimGrim31 I looked into the issue myself, and since I removed the 'Workshop Plus' mod, I can now access the trade menu by crouching. Another change is that I now also have to crouch to milk the cows, whereas previously the option was available while standing. I suppose the mod I removed was conflicting with your mod and that... maybe the latter is now working as it should?
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 Version 1.27.2. is available for download. Added hucow dialogue for Marcy Long. Use the Hucow Serum not a clone syringe or pill. It is best to keep her in the same settlement as her husband, Jun, and do not make him a hucow. Fixed the issue with the exam table and transformation chair that would prevent the player from activating the table/chair while the NPC was still restrained in it after giving the NPC serum. Revised some basic functions for milking, bull sex, filling fridges, and racking bottles into racks of full bottles. Racking bottles and moving racks only takes place now between 9 AM and 7 PM. Changed the settlement milking process so that up to 10 settlers and cows are involved each time. Milking takes place twice a day if the player is in the settlement. The morning milking happens between 8 AM and 9 AM. The evening milking happens between 8 PM and 9 PM. Cows go to sleep at 9 PM now and wake up at 7 AM. I turned some notifications back on so that you will get notifications when racks of milk are moved to a fridge. I also created a function to check NPCs before overlays are added to try to keep some overlays (milky boobs, pubic hair, and the hucow tattoo set) from being added multiple times. NOTE: The MilkAll function is currently disabled so you will notice that the caps are not rolling in at hucow farms where the player is not present. I will update that function and enable it again in the next update. Next I plan to work on new dialogue for Jun with hucow Marcy and some dialogue for Preston, Mama Murphy, and Sturges as they react to hucows in general and Marcy the hucow in particular. 3
GrimGrim31 Posted March 7, 2025 Author Posted March 7, 2025 (edited) 4 minutes ago, zek03 said: @GrimGrim31 I looked into the issue myself, and since I removed the 'Workshop Plus' mod, I can now access the trade menu by crouching. Another change is that I now also have to crouch to milk the cows, whereas previously the option was available while standing. I suppose the mod I removed was conflicting with your mod and that... maybe the latter is now working as it should? It is odd that you have to crouch. Is my mod last in your load order or do you have other mods loading later? The issue may be that another mod is also adding activation buttons for the settlers (hucows) and has priority over my buttons. Edited March 7, 2025 by GrimGrim31
Skelletoncz Posted March 8, 2025 Posted March 8, 2025 (edited) 11 hours ago, GrimGrim31 said: Version 1.27.2. is available for download. Allov NPC to make the Playre a HuCow: The Synth attacks with his fists. Only one has the serum. But he won't use it on PC. I tried using HuCow Serum Injector on myself. PC did not turn into HuCow. HuCow Serum Syringe did not work on PC either. Both used from PC inventory. Human cow care Station: The assigned settler stays at this station 24 hours a day. I would expect him to go fill the animal troughs and milk the HuCow. Then in the evening he goes to relax and sleep. Human cow care Station: Whether the assigned Settler has started moving around the settlement, as he should. Still, I think he should try to milk the HuCow throughout the day. Can't the Hucow milking script be connected directly to the station? So that the station sends the assigned person to milk the Hucow. During working hours? I enabled the hunger feature for HuCow. Does hunger seem to decrease over time? Cum addiction doesn't either. Does anyone else have this problem? I don't know if it's just me. After milking the NPC Player. So the texture of the milk flowing from the udders doesn't disappear. Edited March 8, 2025 by Skelletoncz
Dudemer Posted March 8, 2025 Posted March 8, 2025 (edited) Hello I would like to suggest something to the effect of making the player Hucow\bull perk a little more robust and a way of controlling Horny bulls. So here's what I was thinking. Make the perk have three ranks and each rank makes the player act more like a hucow to the NPCs effected by the mod and it's own custom NPCs, To add on to that make so each rank make player increase their milk production events per day. For instants 1 per day at rank 1 and 2 per day at rank 2 and so on, And make a MCM option to have the ranks have a multiplier on the amount of milk per event. Now onto the Bulls, Give player a lovers embrace passive effect on getting Piped by a Bull or on Piping a Hucow. Tracking player Hucow's satisfaction by using this base game effect makes it so that the player can use their settlements With Out Having A Train Run On Them 24/7. And when the effect ends open season. (My Dude My PC got Piped seven times in a row by Same Bull, Once is enough. ) Edited March 8, 2025 by Dudemer
zek03 Posted March 8, 2025 Posted March 8, 2025 (edited) 23 hours ago, GrimGrim31 said: It is odd that you have to crouch. Is my mod last in your load order or do you have other mods loading later? The issue may be that another mod is also adding activation buttons for the settlers (hucows) and has priority over my buttons. Good news! I’ve identified the conflicting mod: it's 'Dynamic Activation Key.' Removing it resolved all my problems. Would it be possible to create a patch on your end so that this mod doesn't cause any conflicts? If that's not within your scope, it's no big deal. Quick question, I was only able to milk the cows once, and even though I spent several days in bed, I still don't have the option to milk them again except for the 'fuck' button. Should I use this button? For now, it's not possible, I don't have any animation, just AAF installed. Edited March 8, 2025 by zek03
Leowulf Posted March 8, 2025 Posted March 8, 2025 Where do I find the exam table to make it? I can't seem to locate it.
GrimGrim31 Posted March 8, 2025 Author Posted March 8, 2025 18 minutes ago, Leowulf said: Where do I find the exam table to make it? I can't seem to locate it. The exam table is in the Workshop Build Menu for Human Cattle (milk rack icon). Have you already read the Blueprints and Specifications holotape?
GrimGrim31 Posted March 8, 2025 Author Posted March 8, 2025 3 hours ago, zek03 said: Good news! I’ve identified the conflicting mod: it's 'Dynamic Activation Key.' Removing it resolved all my problems. Would it be possible to create a patch on your end so that this mod doesn't cause any conflicts? If that's not within your scope, it's no big deal. Quick question, I was only able to milk the cows once, and even though I spent several days in bed, I still don't have the option to milk them again except for the 'fuck' button. Should I use this button? For now, it's not possible, I don't have any animation, just AAF installed. I will take a look at the mod and see if I can work around it. I don't know anything about that mod right now. You can only milk cows when they have heavy lactation. If your hucow farmers are milking the cows regularly, you may not be able to milk the cows yourself. I will take another look at the milking scripts tomorrow.
GrimGrim31 Posted March 8, 2025 Author Posted March 8, 2025 21 hours ago, Skelletoncz said: Allov NPC to make the Playre a HuCow: The Synth attacks with his fists. Only one has the serum. But he won't use it on PC. I tried using HuCow Serum Injector on myself. PC did not turn into HuCow. HuCow Serum Syringe did not work on PC either. Both used from PC inventory. Human cow care Station: The assigned settler stays at this station 24 hours a day. I would expect him to go fill the animal troughs and milk the HuCow. Then in the evening he goes to relax and sleep. Human cow care Station: Whether the assigned Settler has started moving around the settlement, as he should. Still, I think he should try to milk the HuCow throughout the day. Can't the Hucow milking script be connected directly to the station? So that the station sends the assigned person to milk the Hucow. During working hours? I enabled the hunger feature for HuCow. Does hunger seem to decrease over time? Cum addiction doesn't either. Does anyone else have this problem? I don't know if it's just me. After milking the NPC Player. So the texture of the milk flowing from the udders doesn't disappear. I will take a look at the Human Cow Care Station. I haven't done much with it in a long time so it might not be optimized for the current milking and trough filling processes. The other things should work, and I wonder if your scripts are either overloaded or starting to fail on your current save.
GrimGrim31 Posted March 8, 2025 Author Posted March 8, 2025 4 hours ago, Dudemer said: Hello I would like to suggest something to the effect of making the player Hucow\bull perk a little more robust and a way of controlling Horny bulls. So here's what I was thinking. Make the perk have three ranks and each rank makes the player act more like a hucow to the NPCs effected by the mod and it's own custom NPCs, To add on to that make so each rank make player increase their milk production events per day. For instants 1 per day at rank 1 and 2 per day at rank 2 and so on, And make a MCM option to have the ranks have a multiplier on the amount of milk per event. Now onto the Bulls, Give player a lovers embrace passive effect on getting Piped by a Bull or on Piping a Hucow. Tracking player Hucow's satisfaction by using this base game effect makes it so that the player can use their settlements With Out Having A Train Run On Them 24/7. And when the effect ends open season. (My Dude My PC got Piped seven times in a row by Same Bull, Once is enough. ) At this time, I am not going to make the perks and interactions more complex because there are still basic functions to fine tune, and I really want to move on to my next mod. Every time the interactions change, many functions have to be reviewed to ensure that there aren't any unintended second and third order effects. 1
Leowulf Posted March 9, 2025 Posted March 9, 2025 1 hour ago, GrimGrim31 said: The exam table is in the Workshop Build Menu for Human Cattle (milk rack icon). Have you already read the Blueprints and Specifications holotape? I had not done that. I can build it now. Good thing because I have plans for Marcy and Jun. 1
Skelletoncz Posted March 9, 2025 Posted March 9, 2025 2 hours ago, GrimGrim31 said: I will take a look at the Human Cow Care Station. I haven't done much with it in a long time so it might not be optimized for the current milking and trough filling processes. The other things should work, and I wonder if your scripts are either overloaded or starting to fail on your current save. I'll start a new game and let you know. The number of mods is still the same. And on the old versions of your mod everything worked fine. 1
GrimGrim31 Posted March 9, 2025 Author Posted March 9, 2025 26 minutes ago, Leowulf said: I had not done that. I can build it now. Good thing because I have plans for Marcy and Jun. It is better to make Marcy a hucow and keep Jun as a settler.
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