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Posted
10 minutes ago, msmfoster said:

I seem to have encountered this situation. I finished the quest with Doctor Moreau, got the 'Experiment 134 Holotape.' When I went through the Holotape it listed new items as being available but so far there is nothing in the crafting menu beyond the paltry five or six items listed at the beginning of the game. The same goes with anything available through the Chemistry Workstation.

 

Anyway to recover from this in game?

 

 

Nevermind. I discovered the option in the Human Cattle MCM menu to get the material!

Posted
18 hours ago, msmfoster said:

Nevermind. I discovered the option in the Human Cattle MCM menu to get the material!

Good that you found a solution.  There's a holotape, which you got through the MCM, called something like, "Blueprints and Furniture" which can also be found in the trailer with the skeleton.  I believe it's just sitting on the ground and easy to miss.  It's near or under the empty crate for hucow milk.

 

Posted

Still one of my favorite adult mods, I am looking to get into modding, would I be able to make some small complimentary mods (I’m not expecting to have anything done any time soon if so, lol)? And if so can you recommend some resources to learning scripts in cc? I know there’s tons of videos and guides of the basics, but if there’s any youd recommend I’d like to look into it a bit 

Posted
9 hours ago, GamerGirlPee91 said:

Still one of my favorite adult mods, I am looking to get into modding, would I be able to make some small complimentary mods (I’m not expecting to have anything done any time soon if so, lol)? And if so can you recommend some resources to learning scripts in cc? I know there’s tons of videos and guides of the basics, but if there’s any youd recommend I’d like to look into it a bit 

 

Yes, small mods will work.  Some mods add no more than a single new item or NPC.

 

I do not know of any good videos for scripting with Papyrus.  I learned by reverse engineering other modders' scripts, by reading the wiki (which is unfortunately not 100% clear and complete), and through asking other modders.

 

 

Posted
On 5/24/2025 at 2:17 PM, tinkerbelle said:

Good that you found a solution.  There's a holotape, which you got through the MCM, called something like, "Blueprints and Furniture" which can also be found in the trailer with the skeleton.  I believe it's just sitting on the ground and easy to miss.  It's near or under the empty crate for hucow milk.

 

Thanks. I went back and found it I'm the Creamery under the desk by a terminal. Likely missed it the first time!

Posted (edited)

Hello i can only use the Chair an Table if i assign a Settle over the build menue with table or chair. If I go to an empty chair or table, I have no choice. Is that correct? Also, the settler has to be from that settlement; otherwise, they'll sit in the chair or lie down on the table, and I can't make a choice, and I can't get the NPC out of the chair. The non-hostile syringe rifle is no longer in there?  Would it also be possible to load a specific body mesh when transforming into a HuCow? Currently, I always dress the Mad Science For Dummies body, which I modded myself, via the console.

 

cia

Edited by Wolverine_DH
Posted
8 hours ago, Wolverine_DH said:

Hello i can only use the Chair an Table if i assign a Settle over the build menue with table or chair. If I go to an empty chair or table, I have no choice. Is that correct? Also, the settler has to be from that settlement; otherwise, they'll sit in the chair or lie down on the table, and I can't make a choice, and I can't get the NPC out of the chair. The non-hostile syringe rifle is no longer in there?  Would it also be possible to load a specific body mesh when transforming into a HuCow? Currently, I always dress the Mad Science For Dummies body, which I modded myself, via the console.

 

cia

 

Yes, that is how the furniture works.

 

Only assign settlers from the same settlement as the furniture to the chair and table.

 

I am not sure what you mean by non-hostile syringe rifle.  The syringer is a base game weapon.  It can fire syringes from my mod and they are non-hostile so that you can use them on settlers and companions.

 

My mod does not add any body meshes for hucow transformations.  You can use Mad Science for Dummies.  Dudemer has made some awesome hucow body meshes.

 

 

Posted
On 5/31/2025 at 2:58 PM, AliRenegade said:

Would it be possible to get a Pony Race patch for this, maybe one that adds a new variant of ponies that are cows

 

I won't make patches for this mod but that doesn't stop anyone else from making them.

 

 

Posted (edited)
5 hours ago, GrimGrim31 said:

.

My mod does not add any body meshes for hucow transformations.  You can use Mad Science for Dummies.  Dudemer has made some awesome hucow body meshes.

 

 

Hi, thanks for the info. But wouldn't it be possible for the Hucow to equip a specific item once the transformation is complete?

 

Unfortunately, I'm out of the scripting game. But would it be possible to have an option in the MCM that allows for automatic items equipt? And a corresponding TXT or INI file where you can enter the object ID that will be equipt after the transformation?

Edited by Wolverine_DH
Posted
13 hours ago, Wolverine_DH said:

Hi, thanks for the info. But wouldn't it be possible for the Hucow to equip a specific item once the transformation is complete?

 

Unfortunately, I'm out of the scripting game. But would it be possible to have an option in the MCM that allows for automatic items equipt? And a corresponding TXT or INI file where you can enter the object ID that will be equipt after the transformation?

 

You can equip items easily using the existing script but what is it that you want to add?

 

 

Posted (edited)
On 6/2/2025 at 10:20 PM, GrimGrim31 said:

 

You can equip items easily using the existing script but what is it that you want to add?

 

 

I want to wear my selfmade HuCow body from "Mad Science For Dummies" as a final transformation, then maybe horns or cow ears from "tails and ears". Horns would be really nice for the bulls.

I've already looked at your scripts in the Creation Kit, there's a lot of material, but I wouldn't know for the life of me where I could enter the ESP and the object ID so that they are used during the transformation at the end. This is currently my Bull and HuCow model. The horns don't have a slot ID and are therefore always wearable. I just enlarged them and adjusted them slightly.

20250604200718_1.jpg

20250527124949_1.jpg

Edited by Wolverine_DH
Posted
3 hours ago, Leowulf said:

Do the hunter synths always show up, or only if I enable the option to let NPCs turn the player into a hucow?

Only if you enable it in the MCM. Once you're converted it "should" reset back to off so they don't keep trying to inject you.

Posted

Hi, I installed the mod with vortex, vortex says the mod is running, and when i open up MCM, its there, but is displays an eror messege that says im missing the Vaultexp.134.esp, im not sure how to fix this issue because when i check the plungins tab in vortex, the .ESP is there and running.

Posted
49 minutes ago, TRASH_MANSTAN4 said:

Hi, I installed the mod with vortex, vortex says the mod is running, and when i open up MCM, its there, but is displays an eror messege that says im missing the Vaultexp.134.esp, im not sure how to fix this issue because when i check the plungins tab in vortex, the .ESP is there and running.

On Vortex, click the Plugins tab.

Scroll to Vaultexp and see if it is green (enabled).

I suggest you also select all disabled plugins (dropdown) and see if you are missing any others.

 

Posted (edited)
4 hours ago, fred200 said:

On Vortex, click the Plugins tab.

Scroll to Vaultexp and see if it is green (enabled).

I suggest you also select all disabled plugins (dropdown) and see if you are missing any others.

 

OK, i tried that but it did'nt work, any other ideas? 

 

mabey i downloded the wrong file, if thats the case, witch option is the most up-to date version?

Edited by TRASH_MANSTAN4
i needed add more info
Posted (edited)

Unfortunately, the mod is not compatible with scrap everywhere - because it removes the entire old cleaning process. I understand that some people want to start a new game for the sake of this mod, but I don't want to - I hope the mod's author finds a solution.

 

I like this mod despite a lot of problems, and I would add a slaughterhouse.

Edited by qlibrix
Posted
10 hours ago, qlibrix said:

Unfortunately, the mod is not compatible with scrap everywhere - because it removes the entire old cleaning process. I understand that some people want to start a new game for the sake of this mod, but I don't want to - I hope the mod's author finds a solution.

 

I like this mod despite a lot of problems, and I would add a slaughterhouse.

 

Do you mean "Scrap Everything"?  I don't know why this mod would conflict with that mod, and I am not sure what this mod has to do with cleaning anything.  Are you sure that you are not getting this mod confused with my More Ways of Washing (MWoW) mod?

 

As for a slaughterhouse, I think that I have explained enough already why I don't want this mod to be Dolcett-ish.

Posted

I think @qlibrix means spring cleaning(esm), and yes, your mod @GrimGrim31 overwrites spring cleaning, that's also the reason why I didn't want to have pre-placed animation makers, there are only 2 options, either delete all markers or load another mod that at least overwrites yours with the precombines,

I delete the markers after every update, because overwriting them is pointless, and for sanctuary I use rebuild sanctuary, because you shouldn't delete the mailbox, also i have a mod for finchfarm, 

 

I generally don't like it when mods mess with settlements, but that's why I learned xedit to be able to change that for myself

Posted
13 hours ago, TRASH_MANSTAN4 said:

OK, i tried that but it did'nt work, any other ideas? 

 

mabey i downloded the wrong file, if thats the case, witch option is the most up-to date version?

Only one suggestion that might help you.

When you start the game at the Load screen, open the console (~) and type coc qasmoke.

That puts you in a test cell with no save file loaded. Simulates a brand new start. Do you still get the error message?

If no, something baked into your last save is the problem.

Posted
3 hours ago, fred200 said:

Only one suggestion that might help you.

When you start the game at the Load screen, open the console (~) and type coc qasmoke.

That puts you in a test cell with no save file loaded. Simulates a brand new start. Do you still get the error message?

If no, something baked into your last save is the problem.

agian i tired and it still gave me the error messege, "missing plugin: vaultecexp134.esp"

Posted
16 hours ago, fred200 said:

Well that is good - sort of.

It means your problem is related to your current set of mods, and not to problems baked into a save.

ok

im trying not run to many mods, im using AFF(w/ both villnila and sex theams as well as one patch to rule them all), CBBE and bodslide, SEU, looksmeue, some hair and face mods, and a handfull fo clothing mods.

do you know if any of thease would be causing the problem?

Posted
1 hour ago, TRASH_MANSTAN4 said:

ok

im trying not run to many mods, im using AFF(w/ both villnila and sex theams as well as one patch to rule them all), CBBE and bodslide, SEU, looksmeue, some hair and face mods, and a handfull fo clothing mods.

do you know if any of thease would be causing the problem?

 someone else on here posted the one patch to rule them all can be problematic.

I do not have the expertise to judge this true or false

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