GrimGrim31 Posted October 8, 2025 Author Posted October 8, 2025 8 hours ago, nonofyodambiznes said: those two options were already in there... No, they were not. I just added them yesterday.
Paradox0138 Posted October 8, 2025 Posted October 8, 2025 hey just a question, is this compatible with commonwealth slavers?
izzyknows Posted October 9, 2025 Posted October 9, 2025 (edited) 32 minutes ago, Paradox0138 said: hey just a question, is this compatible with commonwealth slavers? In short, no. CS is best played with a small load order, aka no extra fluff. After you finish the CS story, then "mostly"everything is fair game. Really, after doing what most do and go on a killing spree, I'd just start a new run without CS. Treat CS like a massive overhaul. You can play with some mods, but it can get complicated, especially if you don't fully understand what a mod is doing what to who, where and when. Edited October 9, 2025 by izzyknows
Nightlistic Posted October 21, 2025 Posted October 21, 2025 (edited) So I've ran into few issues. The first one is that I can not build any of the unique hucow items at my settlement even though have the holotape, and have read it. All it shows I have all the resources, but the "BUILD" is grayed out, the icons are missing. The second one is if my character or an NPC Hucow stand on anything that elevates them above ground level a glowing upper body icon shows about a foot below their feet underground. Also the Vault-Tech restraints were invisible, and that's never happened. Also clicking the dialog option for Loris to bang the player didn't trigger AAF anymore. Didn't have this issues with the original version (V1.11.0) I was using of this mod until I upgraded it to the latest one (V1.27.4) today. Just disabled the latest version, and went back to V1.11.0, and it corrected the issues. Just lost the bonus MCM options, the extra unique furniture, and the Vault-Tec restraints immediately showed. Not sure why this is happening with the latest? Could it be related to the fact I've never upgraded FO4 to that NG version? Edited October 21, 2025 by Nightlistic
Erebea Posted October 21, 2025 Posted October 21, 2025 23 minutes ago, Nightlistic said: So I've ran into few issues. The first one is that I can not build any of the unique hucow items at my settlement even though have the holotape, and have read it. All it shows I have all the resources, but the "BUILD" is grayed out, the icons are missing. The second one is if my character or an NPC Hucow stand on anything that elevates them above ground level a glowing upper body icon shows about a foot below their feet underground. Also the Vault-Tech restraints were invisible, and that's never happened. Also clicking the dialog option for Loris to bang the player didn't trigger AAF anymore. Didn't have this issues with the original version (V1.11.0) I was using of this mod until I upgraded it to the latest one (V1.27.4) today. Just disabled the latest version, and went back to V1.11.0, and it corrected the issues. Just lost the bonus MCM options, the extra unique furniture, and the Vault-Tec restraints immediately showed. Not sure why this is happening with the latest? Could it be related to the fact I've never upgraded FO4 to that NG version? It is related. If you want to use a NG mod on a pre-NG version of Fallout 4, you need this mod.
LarryJD8822 Posted October 21, 2025 Posted October 21, 2025 4 hours ago, Nightlistic said: So I've ran into few issues. The first one is that I can not build any of the unique hucow items at my settlement even though have the holotape, and have read it. All it shows I have all the resources, but the "BUILD" is grayed out, the icons are missing. The second one is if my character or an NPC Hucow stand on anything that elevates them above ground level a glowing upper body icon shows about a foot below their feet underground. Also the Vault-Tech restraints were invisible, and that's never happened. Also clicking the dialog option for Loris to bang the player didn't trigger AAF anymore. Didn't have this issues with the original version (V1.11.0) I was using of this mod until I upgraded it to the latest one (V1.27.4) today. Just disabled the latest version, and went back to V1.11.0, and it corrected the issues. Just lost the bonus MCM options, the extra unique furniture, and the Vault-Tec restraints immediately showed. Not sure why this is happening with the latest? Could it be related to the fact I've never upgraded FO4 to that NG version? well @GrimGrim31 has the VaultTecExp134 - Main.ba2 saved in NG format and the VaultTecExp134 - Textures.ba2 saved in pre-ng format I think this is the problem, @GrimGrim31 can you fix this? @Nightlistic the easiest thing to do now, is to use the NG ba2 archive extractor and put the files in the main.ba2 as loose files in your data folder and of course delete the NG .ba2
Bluerose1977 Posted October 24, 2025 Posted October 24, 2025 (edited) This mod looks great. Just installed, but wondering where I can find instructions how to use? Also, when I load the 'Human Cattle Control System' Holotape, it loads the title of the tape and nothing else. Do I need to do something else before this works? Thanks! Edited October 24, 2025 by Bluerose1977
izzyknows Posted October 24, 2025 Posted October 24, 2025 20 minutes ago, Bluerose1977 said: This mod looks great. Just installed, but wondering where I can find instructions how to use? Also , the first thing I do in sanctuary is scrap everything I can for components so I am 100% sure I scrapped this mailbox before installing the mod. Is there another way I can acquire the holotape to start the mission? Perhaps a command to start the mission, or even an ID for the tape itself would be useful. Thanks! Just head over to Finch Farm. That part of it isn't "mandatory" for the mod to work. Look over the MCM options too.
Bluerose1977 Posted October 24, 2025 Posted October 24, 2025 (edited) On 10/23/2025 at 8:26 PM, izzyknows said: Just head over to Finch Farm. That part of it isn't "mandatory" for the mod to work. Look over the MCM options too. Thanks for your reply. At this point I am totally lost and don't understand how to use this mod. I went to Finch to start the quest in hopes that something in that quest would show me how to use the mod, but its stuck. I've spoken to the Doctor at Finch Farm and I can't progress the dialogue any further, but the quest marker is still there at the farm. I thought it might just be a bug, so I went to Medtech. Since I havent done the McCready missions I cant access the whole site, but there wasn't anything there related to cows (I'm guessing the actual mission isn't even started as the marker is still back at Finch). So since this the Finch part isn't really mandatory, this leads me to ask again, are there any instructions on how to use this mod? I read through the MCM, but those are just options for the mod, not instructions on the various ways to use it. Also still wondering about the blank 'Human Cattle Control System' Holotape, that only loads the title of the tape and nothing else. Do I need to do something else before this works? Cheers Edited October 25, 2025 by Bluerose1977
fred200 Posted October 25, 2025 Posted October 25, 2025 22 hours ago, Bluerose1977 said: This mod looks great. Just installed, but wondering where I can find instructions how to use? Also, when I load the 'Human Cattle Control System' Holotape, it loads the title of the tape and nothing else. Do I need to do something else before this works? Thanks! You have to load the holotape into a fixed terminal; not your pip boy. There is one in Sanctuary - or make one.
izzyknows Posted October 25, 2025 Posted October 25, 2025 On 10/24/2025 at 12:20 AM, Bluerose1977 said: Thanks for your reply. At this point I am totally lost and don't understand how to use this mod. I went to Finch to start the quest in hopes that something in that quest would show me how to use the mod, but its stuck. I've spoken to the Doctor at Finch Farm and I can't progress the dialogue any further, but the quest marker is still there at the farm. I thought it might just be a bug, so I went to Medtech. Since I havent done the McCready missions I cant access the whole site, but there wasn't anything there related to cows (I'm guessing the actual mission isn't even started as the marker is still back at Finch). So since this the Finch part isn't really mandatory, this leads me to ask again, are there any instructions on how to use this mod? I read through the MCM, but those are just options for the mod, not instructions on the various ways to use it. Also still wondering about the blank 'Human Cattle Control System' Holotape, that only loads the title of the tape and nothing else. Do I need to do something else before this works? Cheers I thought Grim added a marker for the terminal, or maybe that was the trailer, I never have the quest active so kinda forget. Anyway, it's on the second floor corner office to the left with 2 ghouls. If you don't recruit Lloris as instructed, the marker will stay in Finch until you give Doc the cure info at the..... What you need is to use the MCM and activate the goodies, or was that the holo tape...forget atm, a syringer rifle, and a chem station to craft the serums. At that point you should be able to figure out what does what. Just be careful who you turn into a HuCow until you have a good understanding of how things work. raider are gunners are fair game. Also a great way to collect Raider Bosses. Personally, I don't mess with the settlement stuff to much. I just like to shot em, assign them to a settlement and milk em. LOL I do use the feed & water troughs to keep them fat & happy. I always use them for farming and regular NPC's for other jobs. Even though they don't actually "tend" the crops, it still counts. Turning yourself into a HuCow is an interesting journey of discovery. (craft a couple cure pills just in case you're not worthy)
katrina.balanchuk Posted October 26, 2025 Posted October 26, 2025 So its been a while since i played this. But now I started this older playthrough again. In this playthrough am a tough guy who is a jerk and enjoys making money from the hucows. But I cant find the tab anymore to build to trophs and sleeping mats? This thread has 70 pages cna anyone give me a pointer
GamerGirlPee91 Posted October 26, 2025 Posted October 26, 2025 Glad to see this got an update, always had fun with this mod, is there a console command to make the cattle equipment unequippable? I do miss that from the older iterations of this mod, felt a bit more 'immersive' to be forced to wear it(though I understand why it was removed and I'm not complaining about its absence), can't seem to find an answer from googling. I suppose I could just equip the DD alternatives though if not
Dranos1 Posted October 26, 2025 Posted October 26, 2025 (edited) Not sure what i get Pill injested by .... Then Error Race incompatible. also I turned someone into a hucow but they moved extremely slow while crawling. They all appear to be crouch when injected with stop crawling. so i am guessing they are going slow because they are crouching in crawl state. Edited October 26, 2025 by Dranos1
Nightlistic Posted October 29, 2025 Posted October 29, 2025 (edited) I just wanted to report a bug in the mod that once your character becomes a HuCow, and then becomes human again. It breaks the games camera so that you can't use things like LooksMirror mod anymore because the camera will no longer pan around to face you. I double checked this by loading a save while my character was a Hucow and I could use the mirror just fine. But once I turned her back to human it no longer works properly. It's probably a conflict with this mod and the LooksMirror mod on Nexus. Also wanted to report it permanently breaks it, even if you uninstall the mod, or load an older save, and turn your character back to human. It just breaks the camera so that even toggle free cam won't even work. It just always makes it see the character from behind. My guess is it has something to do with the mod changing the characters body from the original which causes the camera to have to change. Lost several days of game play because of this, but lesson learned. Don't become a hucow if you like changing your characters hair and looks, and become human again. Edited October 29, 2025 by Nightlistic
LarryJD8822 Posted October 29, 2025 Posted October 29, 2025 @Nightlistic I had the same problem, try this console command. player.caa animarchetypeplayer
Bluerose1977 Posted October 30, 2025 Posted October 30, 2025 On 10/25/2025 at 1:23 AM, izzyknows said: Just be careful who you turn into a HuCow until you have a good understanding of how things work. raider are gunners are fair game. Also a great way to collect Raider Bosses. Lots of good info in your post, thanks for that. Wondering about your technique for 'collecting' Raider bosses. I have currently turned Dara Hubbel into a cow (after completing Trip to the Stars of course), but am wondering now how I would get her to my settlement in the Commonwealth if I am here in the Nuka Junkyard with her eating dirt. XD
izzyknows Posted October 30, 2025 Posted October 30, 2025 3 hours ago, Bluerose1977 said: Lots of good info in your post, thanks for that. Wondering about your technique for 'collecting' Raider bosses. I have currently turned Dara Hubbel into a cow (after completing Trip to the Stars of course), but am wondering now how I would get her to my settlement in the Commonwealth if I am here in the Nuka Junkyard with her eating dirt. XD Tell her to follow you, take her to a settlement and dismiss her. Is my preferred method. You can tell her to "go on home now" right off the bat, bu I have had them die on the on the trip, or they just never show up. If she wont follow, you gave her the wrong serum and will need to shoot her again with the correct one.
greg100 Posted October 30, 2025 Posted October 30, 2025 On 7/21/2024 at 3:02 AM, DaHALOSHOCK said: I could be wrong but i didn't see a way to start the quest in the mod Description nor does it automatically activate after loading a save. check the mail box near santcurays bridge
GrimGrim31 Posted October 31, 2025 Author Posted October 31, 2025 (edited) Version 1.27.5 is available now for download. As LarryJD8822 pointed out, the previous version had a BA2 archive that was not usable by pre-NG players. This version corrects the archive to make it usable for pre-NG players (using BA2 Archive Version Patcher). The archive was updated in the previous version to correct the textures for the pillow on the vault bed. V1.27.5. also adds an option to allow supermutants to attack weak player owned settlements that have hucows. This option is still a WIP so I recommend leaving it off (Default). I have time again to work on this mod so I will take a look at the existing mod content and decide what to upgrade or change. I will also start adding the supermutant content that I have long wanted to create. This will initially be very simple and consist of settlement attacks by supermutants to capture hucows and settlers. Then I plan to add supermutant camps where the prisoners are held. The Player will be able to rescue the prisoners. Once initial functionality is correct, I may try to integrate the supermutant content with some other mods. As usual, I have a fairly short window of time to do all of these things so I will not get to all of them. I also want to create an instruction document or many documents. I haven't decided how to do this yet, but it will probably be a simple PDF available as a download here on LL with more complex examples/tutorials and videos hosted on my Patreon. NOTE: There are five downloads for this mod. One is Version 1.25.2 which is the last update before I switched to the NG version of FO4. There is also a 7z and a zip of Version 1.27.3, which is the last stable version before my most recent update (1.27.4). Finally, there is a 7z and a zip of Version 1.27.5, which is the latest update. You do not need to download and install more than one version. Pick the one you prefer. Some of you like 7z and some like zip so I include both. Edited October 31, 2025 by GrimGrim31 Added more info 1
GrimGrim31 Posted October 31, 2025 Author Posted October 31, 2025 On 10/26/2025 at 8:46 AM, katrina.balanchuk said: So its been a while since i played this. But now I started this older playthrough again. In this playthrough am a tough guy who is a jerk and enjoys making money from the hucows. But I cant find the tab anymore to build to trophs and sleeping mats? This thread has 70 pages cna anyone give me a pointer Hi Katrina, Version 1.27.4. had an archive that pre-NG players could not use. Try using Version 1.27.5 because it has the archive fixed for pre-NG.
GrimGrim31 Posted October 31, 2025 Author Posted October 31, 2025 On 10/26/2025 at 10:37 AM, GamerGirlPee91 said: Glad to see this got an update, always had fun with this mod, is there a console command to make the cattle equipment unequippable? I do miss that from the older iterations of this mod, felt a bit more 'immersive' to be forced to wear it(though I understand why it was removed and I'm not complaining about its absence), can't seem to find an answer from googling. I suppose I could just equip the DD alternatives though if not Hi GGP91, Are you asking for an option to make the Vault-Tec restraint set stay locked on the player?
GrimGrim31 Posted October 31, 2025 Author Posted October 31, 2025 (edited) On 10/26/2025 at 12:39 PM, Dranos1 said: Not sure what i get Pill injested by .... Then Error Race incompatible. also I turned someone into a hucow but they moved extremely slow while crawling. They all appear to be crouch when injected with stop crawling. so i am guessing they are going slow because they are crouching in crawl state. Hmm, I am not sure why they are crouching for you. I will take a look at the packages for hucows again. I was experimenting with them to see if crouching (Always Sneak) would prevent them from standing up during animation resets. The crouching did stop them from standing up during the resets but created new issues that were not fixable so I stopped them from crouching. I may have missed this step on one or more packages. The slow crawling happens sometimes and the crouching exacerbates it. That is one of the new issues that was not fixable. Slow crawling can still happen occasionally for NPCs but at least it happens infrequently and temporarily. When crouching (Always Sneak) is active, the NPC is ALWAYS slow crawling, which is very undesirable. EDIT: It looks like Version 1.27.4. still had crouching(Always Sneak) enabled in the NPC packages for crawling hucows. This is corrected in Version 1.27.5. Edited October 31, 2025 by GrimGrim31
GrimGrim31 Posted October 31, 2025 Author Posted October 31, 2025 (edited) On 10/28/2025 at 11:55 PM, Nightlistic said: I just wanted to report a bug in the mod that once your character becomes a HuCow, and then becomes human again. It breaks the games camera so that you can't use things like LooksMirror mod anymore because the camera will no longer pan around to face you. I double checked this by loading a save while my character was a Hucow and I could use the mirror just fine. But once I turned her back to human it no longer works properly. It's probably a conflict with this mod and the LooksMirror mod on Nexus. Also wanted to report it permanently breaks it, even if you uninstall the mod, or load an older save, and turn your character back to human. It just breaks the camera so that even toggle free cam won't even work. It just always makes it see the character from behind. My guess is it has something to do with the mod changing the characters body from the original which causes the camera to have to change. Lost several days of game play because of this, but lesson learned. Don't become a hucow if you like changing your characters hair and looks, and become human again. Hi Nightlistic, Thanks for letting me know. I will take a look at it. I do not know right now why that camera problem would exist. I will have to see how LooksMirror works. Did you try LarryJD8822's suggestion? Edited October 31, 2025 by GrimGrim31
GamerGirlPee91 Posted October 31, 2025 Posted October 31, 2025 7 hours ago, GrimGrim31 said: Hi GGP91, Are you asking for an option to make the Vault-Tec restraint set stay locked on the player? Yeah that would be nice, if its not too much trouble to implement, though now that I think about it I’m probably just being nit picky over what I consider “immersion” by wanting a consensual non consent option rather than just choosing to not unequip them from my pipboy or using the mostly identical vault tech restraints that come from devious devices (I think the DD collar doesn’t have the flashing red light by default though)
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