fred200 Posted June 13, 2025 Posted June 13, 2025 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? Well now it gets hard. Start with ONLY the mods listed as required for this mod. Run the same test using qasmoke. Error? Come back here. No error? Continue. Add a few additional mods. Repeat test. Iterate. Do report what you find. It can help others.
Raven 54 Posted June 13, 2025 Posted June 13, 2025 (edited) First time user on a new game, thanks for the mod, and time. That said I would like to say how I dislike mod authors that hide quest items in places that use vanilla quests, the first thing Dr. Moreau says is go to the Medtek facility and find the first piece, so I searched what was open, with no quest markers it is a crap shoot with all the trash, but did not find it, so now I have to get McReady, go through all his Bullshit, listen to all the whining, kill the gunners, get him to tell me his sob ass story, then get back to Medtek to find, or try to find the first clue, all the while having this smartass following, starting crap with almost everyone. So instead of trying to figure out the mechanics of this mod I have to do all this hand holding just to advance enough to see how this works, I have cows I don't know how to milk, I need a bull I don't know how to create, furniture I don't know how to use, and I have to put up with fucking McReady. Map markers just work, they let you know how far you have to go to find the item, clues left in vanilla quest locations don't work. I apologize as I don't intend to be mean, hateful, or rude but things should be laid out where it is intuitive how to use, if not make a holotape to go over the mechanics and how one is supposed to proceed. Thank you for reading this. Edited June 13, 2025 by Raven 54
fred200 Posted June 13, 2025 Posted June 13, 2025 So you don't dislike mods. You dislike mod authors. Got it. Rest of us really appreciate the mod authors who contribute free mods. And this is a great one.
izzyknows Posted June 13, 2025 Posted June 13, 2025 28 minutes ago, Raven 54 said: I have to put up with fucking McReady. He's not required... ever. I hate that pussy man child. LOL! In Med-Tek, second floor, corner office with 2 ghouls, on the terminal.... last entry...... You can also just give yourself the holotape via the MCM. Read it and all the goodies will be available via the workshop and chem station. 2
Raven 54 Posted June 13, 2025 Posted June 13, 2025 (edited) 1 hour ago, izzyknows said: I hate that pussy man child. LOL! Me too! Thank You for the help! Like I said it should be intuitive or marked, Dr. Moreau said to look for holotapes so that is what I have been looking for. did not know about the MCM option, but did not wish to cheat or I could have used the esp explorer, but again did not know what I was looking for. Thanks. And again I did not mean to be rude. Edited June 13, 2025 by Raven 54
Raven 54 Posted June 14, 2025 Posted June 14, 2025 I cannot get Lloris to quit following me, asked him if he wanted to join a settlement, Sanctuary. Dr. Moreau has gone to Vault 81. Is Lloris still needed for things? Thanks
TRASH_MANSTAN4 Posted June 14, 2025 Posted June 14, 2025 12 hours ago, fred200 said: Well now it gets hard. Start with ONLY the mods listed as required for this mod. Run the same test using qasmoke. Error? Come back here. No error? Continue. Add a few additional mods. Repeat test. Iterate. Do report what you find. It can help others. i still got the error thak you for help btw i only ran it AAF,XDI, and MCM
izzyknows Posted June 14, 2025 Posted June 14, 2025 12 hours ago, Raven 54 said: Dr. Moreau said to look for holotapes or on a computer. Lot of folks miss that last bit. As for Lloris, you don't "need" to recruit him at the beginning. But, he should stop following after Dr. Moreau tells you they're heading back to Vault 81. The MCM options are for folks that want to start HuCow farming right off the bat. So it's not really cheating, and the Dr. Moreau quest line just gives some historical context to the origins of the serum. And we might get further interactions with them later. 1
Raven 54 Posted June 14, 2025 Posted June 14, 2025 1 hour ago, izzyknows said: or on a computer. Lot of folks miss that last bit. As for Lloris, you don't "need" to recruit him at the beginning. But, he should stop following after Dr. Moreau tells you they're heading back to Vault 81. The MCM options are for folks that want to start HuCow farming right off the bat. So it's not really cheating, and the Dr. Moreau quest line just gives some historical context to the origins of the serum. And we might get further interactions with them later. I don't know why but he got stuck as a follower, either he left with Moreau and I was stuck with McReady or I could dismiss Mc and be stuck with Lloris. Something in my mod list I would guess, not casting blame on any but me and what I have loaded. Just too much to deal with. I really wish there were better instructions on "how to milk, make a bull, use equipment" etc. I had settlers volunteering to be HuCows but I did not know some things to care for them.
katrina.balanchuk Posted June 14, 2025 Posted June 14, 2025 2 hours ago, izzyknows said: or on a computer. Lot of folks miss that last bit. As for Lloris, you don't "need" to recruit him at the beginning. But, he should stop following after Dr. Moreau tells you they're heading back to Vault 81. The MCM options are for folks that want to start HuCow farming right off the bat. So it's not really cheating, and the Dr. Moreau quest line just gives some historical context to the origins of the serum. And we might get further interactions with them later. Still hope to one day discover a huge hucow farm that that the ghoul has. And either a) as a female PC have to watch out not to be captured and locked in a stable there or b) as a male character have trade opportunities for inventory 2
izzyknows Posted June 14, 2025 Posted June 14, 2025 1 hour ago, Raven 54 said: I really wish there were better instructions Here's what I do as a base line. Grab a Syringer Use the MCM to give yourself the Blueprint holotape and set Player knows how to milk option and others you like.. Read the Blueprints holotape, which unlocks everything. Craft a bunch of Allow Bulls syringer ammo and a couple cure syringer ammo. (IF a HuCow is selected as a MM quest giver, cure them which fails the quest but allows you to easily carry on.) Craft a single allow bulls pill, immunity pill, and a slow change pill. (tip, once you give them one of those, take it back. That way you only need to craft one of each) Craft several Farmers Buckets. Giving a normal settler one will make them take care of the HuCows. Settlements: Build a feed and water trough to start with. Then, I like to convert Raider/Gunner bosses into HuCows as I'm clearing locations. Since the original NPC is removed the game thinks the location is cleared. Which technically it is. If it's a MM quest, I like to take the boss back to that settlement as a here's your revenge trophy. If you shoot an enemy with a syringer, the others will attack them. Which can be used to your advantage. I also use Bullet Time which helps a lot. All the other HuCow goodies you can just play with and see what they do at your leisure. 2
ace0088 Posted June 14, 2025 Posted June 14, 2025 i seem to be having a problem. when i make new cows it keeps saying something about the cow limit and the number 84. normally i would not care but this mod comes with quests and the one girl selling cows . with this in mind i can only have 1 or 2 cow farms at most and with the main map far harbor and nuke a world you expect us to have just 1 farm? is there a way to put the number higher ? there is a way to make the cow seller a follower under some mods but it would be nice to have a few farms not just 1 or 2 .i also like the fact i can turn raiders into cows but with having a limit i want to have more cows not less
izzyknows Posted June 15, 2025 Posted June 15, 2025 5 hours ago, ace0088 said: i seem to be having a problem. when i make new cows it keeps saying something about the cow limit and the number 84. normally i would not care but this mod comes with quests and the one girl selling cows . with this in mind i can only have 1 or 2 cow farms at most and with the main map far harbor and nuke a world you expect us to have just 1 farm? is there a way to put the number higher ? there is a way to make the cow seller a follower under some mods but it would be nice to have a few farms not just 1 or 2 .i also like the fact i can turn raiders into cows but with having a limit i want to have more cows not less The script load I believe is the reason for the limitation. The papyrus engine can only process so much, regardless of the system it's running on. And being tied to FPS doesn't help any. To fast, it breaks, so slow, it breaks. Bugthesda's wonderful design. LOL
GrimGrim31 Posted June 18, 2025 Author Posted June 18, 2025 On 6/14/2025 at 3:59 PM, ace0088 said: i seem to be having a problem. when i make new cows it keeps saying something about the cow limit and the number 84. normally i would not care but this mod comes with quests and the one girl selling cows . with this in mind i can only have 1 or 2 cow farms at most and with the main map far harbor and nuke a world you expect us to have just 1 farm? is there a way to put the number higher ? there is a way to make the cow seller a follower under some mods but it would be nice to have a few farms not just 1 or 2 .i also like the fact i can turn raiders into cows but with having a limit i want to have more cows not less I did not set any limit on the number of cows. In my own playthroughs, I have had over 250 cows at one time. The only problem that I encountered is that the hucow tracker (that gives hucows map markers so that you can find them more easily) only tracks the first 99 or 100 cows. This is a game limitation for objective markers associated with a reference alias collection. There is a way around this but implementing it would require a lot of script changes since the hucow reference alias collection is the primary one used for nearly everything in the mod. Can you screenshot the message and share it here? 1
TRASH_MANSTAN4 Posted June 18, 2025 Posted June 18, 2025 On 6/13/2025 at 12:34 PM, fred200 said: Well now it gets hard. Start with ONLY the mods listed as required for this mod. Run the same test using qasmoke. Error? Come back here. No error? Continue. Add a few additional mods. Repeat test. Iterate. Do report what you find. It can help others. so I tried that, and I still got the error. I also checked the in game mod section, witch said the mod wasent even enabled.
fred200 Posted June 18, 2025 Posted June 18, 2025 1 hour ago, TRASH_MANSTAN4 said: so I tried that, and I still got the error. I also checked the in game mod section, witch said the mod wasent even enabled. If we are talking about Vortex, on the mod page enable it and hit Deploy. Switch to the Plugins tab, find that plugin, and enable it if not. Nowhere should it say the mod is not enabled. Maybe post a screenshot of that message.
TRASH_MANSTAN4 Posted June 20, 2025 Posted June 20, 2025 On 6/18/2025 at 4:43 PM, fred200 said: If we are talking about Vortex, on the mod page enable it and hit Deploy. Switch to the Plugins tab, find that plugin, and enable it if not. Nowhere should it say the mod is not enabled. Maybe post a screenshot of that message. I figured it out, it was because I don't have all the DLCs 1
GrimGrim31 Posted June 20, 2025 Author Posted June 20, 2025 (edited) 59 minutes ago, TRASH_MANSTAN4 said: I figured it out, it was because I don't have all the DLCs That is good, and you also reminded me to update the Required Mods info so that people know that the High Resolution Texture Pack and Creations DLCs are not required for my mod. The other five DLCs (Far Harbor, Contraptions, Nuka World, Automatron, and Vault-Tec) are required. Edited June 20, 2025 by GrimGrim31 1
Esdrik Posted June 22, 2025 Posted June 22, 2025 Hi. I saw in LM that there are more than just "vaulttec" tattoos. Will there be an option to use different tattoos for my HuCows in the story, or is that more of a future idea? From my perspective, it makes more sense to give my cows matching tattoos depending on where they live.
GrimGrim31 Posted June 22, 2025 Author Posted June 22, 2025 3 hours ago, Esdrik said: Hi. I saw in LM that there are more than just "vaulttec" tattoos. Will there be an option to use different tattoos for my HuCows in the story, or is that more of a future idea? From my perspective, it makes more sense to give my cows matching tattoos depending on where they live. There are a lot of non-vaulttec tattoos that I made for personal use during my playthroughs. There is no plan to make the table or chair apply settlement specific upper back tattoos, but you can always put them on a cow or other NPC using LM. In my games, I use Crazy's multi-tool (basically a gun) to call up LM for NPCs. I may eventually add more tattoos, but I only do it when the mood strikes me as I am playing.
Esdrik Posted June 22, 2025 Posted June 22, 2025 3 hours ago, GrimGrim31 said: There are a lot of non-vaulttec tattoos that I made for personal use during my playthroughs. There is no plan to make the table or chair apply settlement specific upper back tattoos, but you can always put them on a cow or other NPC using LM. In my games, I use Crazy's multi-tool (basically a gun) to call up LM for NPCs. I may eventually add more tattoos, but I only do it when the mood strikes me as I am playing. Ok. Thanks.
greg100 Posted June 24, 2025 Posted June 24, 2025 Emily dont speak she just bobs her head? is there a ai voice file im missing?
Leowulf Posted June 24, 2025 Posted June 24, 2025 (edited) I found a bug. Speaking with Mother Isolde at the Crater of Atom removes hucow radiation immunity. I tried saving, quitting the game, and reloading, and also talking with her again to see if I could get it to toggle back on. None of those things worked. Toggling the option 'Make player a HuCow immediately' in the options to change to a regular human and then back into a hucow fixed the issue. Edited June 24, 2025 by Leowulf
GrimGrim31 Posted June 25, 2025 Author Posted June 25, 2025 20 hours ago, greg100 said: Emily dont speak she just bobs her head? is there a ai voice file im missing? She has voiced lines. When is she just bobbing her head?
GrimGrim31 Posted June 25, 2025 Author Posted June 25, 2025 2 hours ago, Leowulf said: I found a bug. Speaking with Mother Isolde at the Crater of Atom removes hucow radiation immunity. I tried saving, quitting the game, and reloading, and also talking with her again to see if I could get it to toggle back on. None of those things worked. Toggling the option 'Make player a HuCow immediately' in the options to change to a regular human and then back into a hucow fixed the issue. This sounds interesting. I will have to playtest and see if I can reproduce the issue and try to troubleshoot it. I have no idea why speaking with her would remove the radiation immunity for a hucow player. 1
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