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Posted
On 7/18/2025 at 10:23 AM, Esdrik said:

I have a question.
As a HuCow, you can eat plants directly without harvesting them first when you're hungry. Anywhere in the world. But if I do that in my own settlement, my settlers consider it theft and even attack me.
Why?

Why?  Welllll, the Wasteland Union of Farmers (WUF) thinks that only WUF members have the skills to pick vegetables properly.  And because their union dues are high they want the privilege all to themselves.

 

I was once told a story by a electronic technician who had to install a recorder in a locomotive engine.  He could have done the job in about two hours, but had to wait for a machinist to drill any holes needed, when it was time to hook up power, they had to wait for an electrician, who needed holes and the machinist had to that.  A two hour job took two days.  But at least everybody and their brother had something to do (except when waiting for someone else to do their job).

 

  • 2 weeks later...
Posted

So I have an issue that just started. I can do everything except fuck the cow. Its there to select, but doesn't do anything. Updated mod to latest and its the same. Any ideas. Also other AAF mods work. 

Posted
On 6/13/2025 at 12:07 PM, katrina.balanchuk said:

 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

one patch to rule them all is obsolute

 

Posted (edited)

I've encountered a mysterious bug using this mod. Settlers assigned to scavenger stations specifically become stuck/immobile after a while. It does not matter whether its a vanilla or a modded scavenger station, whether its a settler from a mod, a recruited npc, i. e. visitors or a vanilla npc like Sturges. They no longer play their animations, react to attacks, the bell, or move in general. It took me ages to trace it down by testing a fresh save with more and more mods, testing the settlers, leaving the cell, waiting etc., until I arrived at human cattle, so I'm 100 percent sure therein lies the cause somewhere. Mod incompatibility?

 

I reinstalled the mod, re-downloaded the mod, moved it to the button of the load order/hierarchy, checked dependencies. It does not specify the Looksmenu version, I use 1.620 on a downgraded Fallout 4, although I fail to grasp how this could be of any relevance. What the heck is going on? 

 

Edit: It seems human cattle is indeed incompatible with The Machine and Her. I tested my entire load order, when both mods are loaded, the settler scavengers become unresponsive. I redid the test in a separate mod profile and confirmed the findings. I have no idea why this would happen, but thats the result of my extensive testing. Reminds me of a similar issue with visual reload, that for some reason breaks settler AI.

 

 

Edited by plutocene
Posted (edited)

@GrimGrim31 Hi, I like your mod, but I'm missing a few things here. I have a few ideas. Of course, it's up to you whether you use them or not.

 

Option in MCM to not use tattoos for human cattle, or just for the player character.

 

Collar with a bell, I would really like to have this option in this mod. I think hucows from smaller farms could be equipped with this collar.

 

Support for all races (not humans) and more. I mean for example Furry races like Vulpine, Lupine, Feline Races.... etc.Characters of these races appear as HuCow, but cannot be purchased.

Spoiler

Fallout42025-08-1013-48-32.jpg.9040676581957056abb0a0e47dcd14cd.jpg

 

 

 

Edited by poblivion
  • 2 weeks later...
Posted
On 8/10/2025 at 7:43 AM, poblivion said:

@GrimGrim31 Hi, I like your mod, but I'm missing a few things here. I have a few ideas. Of course, it's up to you whether you use them or not.

 

Option in MCM to not use tattoos for human cattle, or just for the player character.

 

Collar with a bell, I would really like to have this option in this mod. I think hucows from smaller farms could be equipped with this collar.

 

Support for all races (not humans) and more. I mean for example Furry races like Vulpine, Lupine, Feline Races.... etc.Characters of these races appear as HuCow, but cannot be purchased.

  Hide contents

Fallout42025-08-1013-48-32.jpg.9040676581957056abb0a0e47dcd14cd.jpg

 

 

 

would be nice if we can use feral ghouls and regular ghouls as a hucow supply, reverse the radition damage.

 

also found a bug, where you use console command coc debugrange and use the hucow darts on the raiders ther, the game crashes

 

Posted (edited)

I am  stuck at med teck i was sent there by doctor monroe i have found the computer i have read all the notes except for the last 2 when i click on the last 2 no text shows up to view ,i did use the mcm cheat earlier in the game maybe that is why i cant advance ,is there some setsatge to get past this part and move on to the next part of the quest  ,or some way to disable this mod with out breaking my game,i have 2 or 3 hucows that just spawned in the game  from common wealth captives and some settler's asking me to turn them into hucows  ,will my game break if i disable the mod,i would just play it as is and not complete the quest but i have lorris following me and i cant dismiss him. 

Edited by manta28
Posted
On 8/22/2025 at 6:00 PM, manta28 said:

I am  stuck at med teck i was sent there by doctor monroe i have found the computer i have read all the notes except for the last 2 when i click on the last 2 no text shows up to view ,i did use the mcm cheat earlier in the game maybe that is why i cant advance ,is there some setsatge to get past this part and move on to the next part of the quest  ,or some way to disable this mod with out breaking my game,i have 2 or 3 hucows that just spawned in the game  from common wealth captives and some settler's asking me to turn them into hucows  ,will my game break if i disable the mod,i would just play it as is and not complete the quest but i have lorris following me and i cant dismiss him. 

I'm unsure of the problem, but I suspect that it has to do with how that particular terminal operates.

I forget the names of the entries on the terminal involved, but there are about three or four general entries.  I think these are on the top.  Underneath are three project entries.  Choose a project entry and then the three or four top files for that project.  The project number you need should be obvious.  But if it isn't obvious ...

Spoiler

The correct project number is 134

 

Reading the correct three entries should clear up this part of the mod.  Lloris will still follow you, as there is more to be done (talk to Lloris, take out some more feral ghouls, find the human cattle farm and then the trailer).  Lloris doesn't stop following you until you get back with Doctor Monroe with the cure.

 

Posted
On 8/22/2025 at 7:00 PM, manta28 said:

I am  stuck at med teck i was sent there by doctor monroe i have found the computer i have read all the notes except for the last 2 when i click on the last 2 no text shows up to view ,i did use the mcm cheat earlier in the game maybe that is why i cant advance ,is there some setsatge to get past this part and move on to the next part of the quest  ,or some way to disable this mod with out breaking my game,i have 2 or 3 hucows that just spawned in the game  from common wealth captives and some settler's asking me to turn them into hucows  ,will my game break if i disable the mod,i would just play it as is and not complete the quest but i have lorris following me and i cant dismiss him. 

Thanks , i went back to a previous save and i tried again, and i found what you said.

  • 3 weeks later...
Posted
On 7/18/2025 at 11:23 AM, Esdrik said:

I have a question.
As a HuCow, you can eat plants directly without harvesting them first when you're hungry. Anywhere in the world. But if I do that in my own settlement, my settlers consider it theft and even attack me.
Why?

 

Sorry for the late reply, the alarm happens because I wrote the script to include it.  I can make it optional in the MCM whenever I get back to updating this mod.  I am not currently working on FO4 though.

 

 

Posted
On 8/7/2025 at 5:47 AM, plutocene said:

I've encountered a mysterious bug using this mod. Settlers assigned to scavenger stations specifically become stuck/immobile after a while. It does not matter whether its a vanilla or a modded scavenger station, whether its a settler from a mod, a recruited npc, i. e. visitors or a vanilla npc like Sturges. They no longer play their animations, react to attacks, the bell, or move in general. It took me ages to trace it down by testing a fresh save with more and more mods, testing the settlers, leaving the cell, waiting etc., until I arrived at human cattle, so I'm 100 percent sure therein lies the cause somewhere. Mod incompatibility?

 

I reinstalled the mod, re-downloaded the mod, moved it to the button of the load order/hierarchy, checked dependencies. It does not specify the Looksmenu version, I use 1.620 on a downgraded Fallout 4, although I fail to grasp how this could be of any relevance. What the heck is going on? 

 

Edit: It seems human cattle is indeed incompatible with The Machine and Her. I tested my entire load order, when both mods are loaded, the settler scavengers become unresponsive. I redid the test in a separate mod profile and confirmed the findings. I have no idea why this would happen, but thats the result of my extensive testing. Reminds me of a similar issue with visual reload, that for some reason breaks settler AI.

 

 

 

I can't think of any reason why there would be a conflict.  My mod doesn't have anything specific for scavengers that I can recall.

 

 

Posted
On 8/10/2025 at 7:43 AM, poblivion said:

@GrimGrim31 Hi, I like your mod, but I'm missing a few things here. I have a few ideas. Of course, it's up to you whether you use them or not.

 

Option in MCM to not use tattoos for human cattle, or just for the player character.

 

Collar with a bell, I would really like to have this option in this mod. I think hucows from smaller farms could be equipped with this collar.

 

Support for all races (not humans) and more. I mean for example Furry races like Vulpine, Lupine, Feline Races.... etc.Characters of these races appear as HuCow, but cannot be purchased.

  Reveal hidden contents

Fallout42025-08-1013-48-32.jpg.9040676581957056abb0a0e47dcd14cd.jpg

 

 

 

 

I should make an MCM option to exclude the tattoos.  That has been on my list for a while.

 

Is there an existing collar with a bell in another mod or something similar?  Making clothing items is not really my strong point.

 

I am not sure why hucows are showing up as furry races in your game.  I assume you have some mods that randomly make some humans into furries?  I have some script functions that only work on human race NPCs.  I am reluctant to change that limitation because it might cause some game crashing effects when players start trying to turn monsters and animals into hucows.  I am sure there is a way to reset the boundaries to include furries without allowing non-human skeleton creatures, but I don't have time right now to sort it all out.

 

 

Posted
8 hours ago, GrimGrim31 said:

 

I can't think of any reason why there would be a conflict.  My mod doesn't have anything specific for scavengers that I can recall.

 

 

 

Call me crazy but that's what I found out after days of testing. Human cattle on its own is fine but do not pair it with machine and her. See i. e. visual reload mod, that breaks settlers in general which is also completely non intuitive.  

Posted
12 hours ago, GrimGrim31 said:

 

I should make an MCM option to exclude the tattoos.  That has been on my list for a while.

 

Is there an existing collar with a bell in another mod or something similar?  Making clothing items is not really my strong point.

 

I am not sure why hucows are showing up as furry races in your game.  I assume you have some mods that randomly make some humans into furries?  I have some script functions that only work on human race NPCs.  I am reluctant to change that limitation because it might cause some game crashing effects when players start trying to turn monsters and animals into hucows.  I am sure there is a way to reset the boundaries to include furries without allowing non-human skeleton creatures, but I don't have time right now to sort it all out.

 

 

 

Thanks, that will be great.

 

One is included in the [Beta] Barbarous Continent mod. It is part of the clothing conversions from Skyrim here

Spoiler

ScreenShot5.png

 

Yes, I have added a plugin that replaces some NPCs with furry races. I thought it would be interesting to have some furry hucows as well.

In the world of Fallout 4, furry races seem possible to me, as vaulttec did all sorts of experiments. So it doesn't necessarily detract from the feel of the game.

If there was a simple solution, I would definitely like to try it. Otherwise, of course, milking for example a robot would be a bit strange 🤣

 

Posted
11 minutes ago, poblivion said:

Otherwise, of course, milking for example a robot would be a bit strange 🤣

Wouldn't that just be changing the oil? :P

 

Posted

Hi, after curing my character from been a hucow the animation is reverted to vanilla animation ignoring my mods, is it possible to add an exception from the crawling animation for the Player Character in the MCM that way we can avoid the animation changing to default and keep the NPCs Cows crawling 

Posted
21 hours ago, Mr Zombie Brain said:

Hi, after curing my character from been a hucow the animation is reverted to vanilla animation ignoring my mods, is it possible to add an exception from the crawling animation for the Player Character in the MCM that way we can avoid the animation changing to default and keep the NPCs Cows crawling 

 

I am not sure I understand the problem.  Each individual (NPC or Player) has a keyword that makes that individual crawl.  When an individual is cured, that keyword is removed.  Other individuals should still crawl.

 

 

Posted (edited)
3 hours ago, GrimGrim31 said:

 

I am not sure I understand the problem.  Each individual (NPC or Player) has a keyword that makes that individual crawl.  When an individual is cured, that keyword is removed.  Other individuals should still crawl.

 

 


I have some mods installed that changes the character animation walking, running, ADS, weapon animations, sneaking but they are meshes without ESP, im not sure why but when my character turns into a hucow and then i cure her, the costume animations i have installed gets ignored and my character uses vanilla animations, the animations reverts to the base game one 

Edited by Mr Zombie Brain
Posted
On 9/22/2025 at 4:17 PM, Mr Zombie Brain said:


I have some mods installed that changes the character animation walking, running, ADS, weapon animations, sneaking but they are meshes without ESP, im not sure why but when my character turns into a hucow and then i cure her, the costume animations i have installed gets ignored and my character uses vanilla animations, the animations reverts to the base game one 

 

Is there a mod that I can look at to see these custom animations because I don't understand how they work so I don't know how my mod is affecting them?

 

 

  • 2 weeks later...
Posted (edited)

Version 1.27.4. is uploaded in both 7z and zip file formats.

 

Added two more MCM options: 

 

  • Option to switch whether to allow this mod's hucow tattoos to be automatically applied when the actor is transformed into a hucow (Default is off).  The tattoo set is usually only applied to the player hucow when they transform using the MCM option.  NOTE:  If this MCM option is off, you can still apply the tattoos using Looksmenu or via the hucow treatment table.
  • Option to switch whether the player hucow will crawl (Default is off).  This option only applies to the player hucow.  If the player later transforms into a hucow and this option is off, the player will not crawl.  You can use the MCM at any time while the player is a hucow to make them crawl or stop them from crawling.

 

 

NOTE:  These new MCM options may not work in a saved game because it may not recognize the new Global variables.  If you want these MCM options, you may have to start a new game.

 

 

Edited by GrimGrim31
Posted
Quote

V.1.27.4.  Added two more MCM options:  One that switches between options to allow this mod's hucow tattoos to be automatically applied when the actor is transformed into a hucow (Default is off) and an MCM option to switch between options for the player hucow to crawl (Default is off).

those two options were already in there...

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