LarryJD8822 Posted October 31, 2025 Posted October 31, 2025 (edited) It's good to hear that you're starting with the super mutants. When it comes to the Camps, how are the Hucows freed? Just kill them all? Or a quest? I have suggestions for the quest. Perhaps we can persuade the super mutants to release the HuCows in exchange for sex with the PC. [Carisma 10 maybe] lower Carisma may end in combat, or bound in public..... Or they can keep the HuCows, and we'll get meat and milk every time we visit them. [Carisma 10 maybe] lower Carisma may get a smaler reward, or combat, or bound in public..... Injection with HuCow serum, with low luck, and the PC is used all day, can only escape at night. may a MCM toogle Convincing the super mutants to work in a settlement with HuCows. protection +10 or get them as companion I'm curious to see what you do with it. Edited October 31, 2025 by LarryJD8822
katrina.balanchuk Posted October 31, 2025 Posted October 31, 2025 16 hours ago, GrimGrim31 said: 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. Thank you for looking out. I will go check it out.
katrina.balanchuk Posted October 31, 2025 Posted October 31, 2025 16 hours ago, GrimGrim31 said: 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. Its interesting that the Supermutants get their own camps In Boston Breeder they would kill (or threaten to) the men and keep the female humans for sex and baby making. Are they doing to keep hucows for milk or sex or baby making or all 3? Are they just taking the females? ( I would find this more immersive) I think would be interesting to meet such camps and establish trade, mostly in hucows of course. You said the player will be able to rescue the hucows. What about selling them hucows? (assuming they are not going to eat them, but just use for milk and sex that is something I would find reasonable to do) Plenty of supermutant sex animations exist. Have you ever played Boston Breeder and invited the Supermutants to protect Jamaica plain?
Nathanael20 Posted October 31, 2025 Posted October 31, 2025 Are there any plans to expand the roll for player hucow?
GrimGrim31 Posted November 1, 2025 Author Posted November 1, 2025 19 hours ago, GamerGirlPee91 said: 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) It was more difficult to implement than I expected since most players will use the Pipboy menu to unequip the restraint set, and I cannot force the item to be equipped again while the Pipboy menu is open since the player has no 3D then so no restraint mesh can be applied. I had to relearn how to use the menu open/close event. So it took me an extra hour to get it all working and tested. This option will be part of the next update.
GrimGrim31 Posted November 1, 2025 Author Posted November 1, 2025 On 10/31/2025 at 8:03 AM, LarryJD8822 said: It's good to hear that you're starting with the super mutants. When it comes to the Camps, how are the Hucows freed? Just kill them all? Or a quest? I have suggestions for the quest. Perhaps we can persuade the super mutants to release the HuCows in exchange for sex with the PC. [Carisma 10 maybe] lower Carisma may end in combat, or bound in public..... Or they can keep the HuCows, and we'll get meat and milk every time we visit them. [Carisma 10 maybe] lower Carisma may get a smaler reward, or combat, or bound in public..... Injection with HuCow serum, with low luck, and the PC is used all day, can only escape at night. may a MCM toogle Convincing the super mutants to work in a settlement with HuCows. protection +10 or get them as companion I'm curious to see what you do with it. I will start with simply freeing the Hucows by killing or intimidating all of the Supermutants. Fallout 4's supermutants are not very friendly or intelligent, but perhaps I can add a more intelligent group of them that will consider trade. Other mods already have ways to add supermutants as settlers or companions, and those options seem outside the scope of my mod. It is early days yet, so these ideas will evolve over time.
GrimGrim31 Posted November 1, 2025 Author Posted November 1, 2025 21 hours ago, katrina.balanchuk said: Its interesting that the Supermutants get their own camps In Boston Breeder they would kill (or threaten to) the men and keep the female humans for sex and baby making. Are they doing to keep hucows for milk or sex or baby making or all 3? Are they just taking the females? ( I would find this more immersive) I think would be interesting to meet such camps and establish trade, mostly in hucows of course. You said the player will be able to rescue the hucows. What about selling them hucows? (assuming they are not going to eat them, but just use for milk and sex that is something I would find reasonable to do) Plenty of supermutant sex animations exist. Have you ever played Boston Breeder and invited the Supermutants to protect Jamaica plain? I don't want to repeat or diminish the work done by Boston Breeder and Milking Human Kindness so I do not plan to emphasize breeding. The Supermutants will capture female Hucows for sex and milk. The bulls are too violent and would be killed. Trading with the Supermutants seems unlikely with the normal Commonwealth Supermutants, but I might create my own special group that are capable of commerce. 2
GrimGrim31 Posted November 1, 2025 Author Posted November 1, 2025 18 hours ago, Nathanael20 said: Are there any plans to expand the roll for player hucow? I am not sure what you mean. If you are asking whether I will add more immersion for the player character as a hucow, the answer is "yes", but there are no immediate plans for that. Much can be done by simply role playing. If I enforce hard limits on the player's abilities or actions, the game would not function very well. I imagine that most captors would force the player to stay at one location with nothing to do but eating, sex, and milking. That would be interesting for about five minutes.
GrimGrim31 Posted November 1, 2025 Author Posted November 1, 2025 This morning's task was to give you ways to protect your precious hucows. You may have noticed recently that your cows are dying a lot more often. Maybe a newly transformed raider or gunner was gunned down by his/her former comrades in the heat of battle. Perhaps, settlement attackers left a swathe of dead hucows in their wake. If you don't like these losses, the next update is for you. Hucows were originally Protected but no longer have that attribute unless they are following you (when they are made Essential). In the next update, there are MCM options to make all hucows Essential or Protected. Protected hucows can only be killed by the player or explosions or on the Examination and Treatment table. Some players have said that other high damage attacks can still kill them, but I have no hard evidence of this. Essential hucows are unkillable except when you kill them on the Examination and Treatment table. The new status is immediate once selected in the MCM except that hucows following you are not changed. I recommend making the MCM change when you have no hucow followers. Gratuitous picture of Gristle the Hucow since she is one of my named NPCs that I wanted to protect while waves of Supermutants are attacking Sanctuary. You can thank her for the new MCM options.
izzyknows Posted November 1, 2025 Posted November 1, 2025 40 minutes ago, GrimGrim31 said: Commonwealth Supermutants, but I might create my own special group that are capable of commerce. There's Erickson from Far Harbor which could be copied/tweaked to make it a bit easier than starting from scratch. 1
Nathanael20 Posted November 2, 2025 Posted November 2, 2025 (edited) 10 hours ago, GrimGrim31 said: I am not sure what you mean. If you are asking whether I will add more immersion for the player character as a hucow, the answer is "yes", but there are no immediate plans for that. Much can be done by simply role playing. If I enforce hard limits on the player's abilities or actions, the game would not function very well. I imagine that most captors would force the player to stay at one location with nothing to do but eating, sex, and milking. That would be interesting for about five minutes. I'm think about more immersion for player hucow. and how a player hucow can help spread the hucow thought the commonwealth. when I ask the question. Edited November 2, 2025 by Nathanael20
GamerGirlPee91 Posted November 2, 2025 Posted November 2, 2025 22 hours ago, GrimGrim31 said: It was more difficult to implement than I expected since most players will use the Pipboy menu to unequip the restraint set, and I cannot force the item to be equipped again while the Pipboy menu is open since the player has no 3D then so no restraint mesh can be applied. I had to relearn how to use the menu open/close event. So it took me an extra hour to get it all working and tested. This option will be part of the next update. Hell yeah, you're the goat grimgrim 1
katrina.balanchuk Posted November 2, 2025 Posted November 2, 2025 (edited) The Abyss, also has a group of tradable and non cannibal supermutants. I am certain they would probbaly appreciate the company of some female (rad hardy hucow) company in their dreary camp in the shadows of broken skyscrapers. Edited November 2, 2025 by katrina.balanchuk
fred200 Posted November 2, 2025 Posted November 2, 2025 (edited) In the current build, how are super mutant raids triggered? I really don't want to talk to Preston if he is not the trigger... If we are notified of the raid - what do we do? If we kill all the muties - they can't capture any cows. Do we ignore the raid until it is over? Ver 1.27.5 problem" Rhode Island Red marks cows for purchase. They all have markers. None of them have a Sell option. When you talk to them, you get the "Let's trade" dialog, like with settlers. Not the "Follow me" dialog like a Hucow. Once we dismiss Red, the cows go back to the "Follow me" dialog. Edited November 2, 2025 by fred200
GrimGrim31 Posted November 2, 2025 Author Posted November 2, 2025 2 hours ago, fred200 said: In the current build, how are super mutant raids triggered? I really don't want to talk to Preston if he is not the trigger... If we are notified of the raid - what do we do? If we kill all the muties - they can't capture any cows. Do we ignore the raid until it is over? Ver 1.27.5 problem" Rhode Island Red marks cows for purchase. They all have markers. None of them have a Sell option. When you talk to them, you get the "Let's trade" dialog, like with settlers. Not the "Follow me" dialog like a Hucow. Once we dismiss Red, the cows go back to the "Follow me" dialog. There is not much done for the supermutant attacks. That is why I recommend leaving them turned off in the MCM setting. All they will do is attack repeatedly. I am busy today messing around in Blender so it will be a while before I get back to the supermutant attack quest. I haven't changed anything recently for Red and her trading. I will make a note to look at it the next time she shows up in my testing.
GrimGrim31 Posted November 3, 2025 Author Posted November 3, 2025 Version 1.27.6 is available for download now. I added three new MCM options: 1) Make all hucows essential so they are almost unkillable. They can still be butchered (killed) at the Examination and Treatment table. 2) Make all hucows protected so only the player or explosions will kill them. The table will also kill them. 3) Make the player hucow's Vault-Tec collar lock. There is no way for the player to remove it until you change the MCM option again. Minor changes made so that a robot settler at Sanctuary will clean up dead bugs as well as hucow poop. If the robot is a Mr. Handy, there will be dialogue. I added this because my Sanctuary is always covered in dead bloatflies and radroaches since I leave Preston and his party in Concord. Codsworth is my favorite for this task. If you haven't played as a hucow and pooped near Codsworth, you are missing out. I spent a day looking at animation setups in Blender, but nothing works well so far. I tried some Blender addons for rigs and scenes, but these just caused my Blender to crash. Rather than continue beating my head against a wall, I am going to work on troubleshooting Red to see if I can get her to replicate the problem that fred200 is experiencing. And I will start working on fixing some of my dialogue trees that don't flow as smoothly as I would like. If you found some dialogue options illogical or confusing, now is the time to point them out.
fred200 Posted November 3, 2025 Posted November 3, 2025 (edited) Enhancement request: Add settlement keywords to NPCs at time of HuCow conversion, so the cow can be assigned to a settlement by "Go home now". Currently, the Raider Bosses all returned to their bases when dismissed. Note: This may not be possible. The NPC needs a workshop script attached. "Portable Cloning Device" handles this by - cloning the NPC. Edited November 3, 2025 by fred200
GrimGrim31 Posted November 3, 2025 Author Posted November 3, 2025 1 hour ago, fred200 said: Enhancement request: Add settlement keywords to NPCs at time of HuCow conversion, so the cow can be assigned to a settlement by "Go home now". Currently, the Raider Bosses all returned to their bases when dismissed. Note: This may not be possible. The NPC needs a workshop script attached. "Portable Cloning Device" handles this by - cloning the NPC. This is why you have to shoot enemies with the hucow clone syringe. It creates a clone of the NPC with the Workshop NPC script.
GrimGrim31 Posted November 5, 2025 Author Posted November 5, 2025 (edited) I spent yesterday adding dialogue for Doctor Hope as well as the female settlers that ask you about becoming hucows. The doctor's new dialogue will allow you to talk to her after she has gotten her first injection of serum from you and started her experiential research. I think some of you were frustrated that all you could do during that phase was listen to her talk as she wandered the settlement. This dialogue also allows you to advance her transformation without having to fuck her. Just give her a little bit more serum each time she asks for it. The female settlers will now have an option for you to tell them that you don't want to talk to them about becoming hucows. That dialogue choice will prevent them from asking you again. NOTE: This dialogue choice does not prevent the mod from selecting more female settlers to ask you, and RNG might mean that the same settlers will be selected again. If you don't want any female settlers to ever ask you about becoming hucows, use the MCM options (which is OFF by default anyway). If you want particular female settlers excluded from the possibility of asking you about becoming hucows or ever becoming hucows, give them an immunity pill (craftable at the Chem workbench). In the heat of battle, I have accidentally shot some of my followers with a hucow syringe when I mistook them for enemies (usually in a fight with raiders). I wish I had given them an immunity pill beforehand. LOL Today, I am working on the synths that teleport in to inject you with serum (if you allow that in the MCM). During play testing yesterday, I noticed that they are still not performing exactly as planned. I am also trying to get Red to show up so I can check her selling/buying process again, but so far she has avoided me. Edited November 5, 2025 by GrimGrim31 1
fred200 Posted November 5, 2025 Posted November 5, 2025 (Any love you give to Hope is much appreciated. A lot of my game time is spent following her around, coaxing out dialogs. More dialogs / interaction is great.)
GrimGrim31 Posted November 6, 2025 Author Posted November 6, 2025 (edited) Fred, Red showed up at Sanctuary, and I was able to sell/buy with her. So I am not sure why it is not working for you. Sometimes, the Sell/Buy activation text doesn't show up right away, especially if your game is lagging at that settlement location. I also had one instance where one of the cows did not walk over to the group like the others did (they are all supposed to run over to Red). All of the cows for sale had the Talk button like you mentioned until I went over to the cow that was stuck and got close to him. He had the Sell/Buy button and so did the others once I walked back over to them. I have no idea why that glitch occurred. I did notice an issue with Red's selection of nine cows for potential trading. She was selecting duplicates and occasionally triplicates so less than nine cows were selected. I fixed this in the quest so she should select nine cows each time. I also put some conditions on her dialogue so she will stop asking her questions like you haven't already started trading when you are trying to Sell/Buy while standing too close to her. She will continue to ask you if you are still making decisions because she is an impatient witch. Edited November 6, 2025 by GrimGrim31 1
GrimGrim31 Posted November 10, 2025 Author Posted November 10, 2025 Version 1.27.7 is available now for download. NOTE: There is only a .7z download because my .zip is too large for Lover's Lab (250 MB limit). V.1.27.7. adds a lot of things. I will try to explain all of them. Added dialogue for Dr. Hope while she is conducting her experiential research so you can talk to her. Minor reduction of on screen messages. Reworked the dialogue in the Doctor Moreau quest so that it flows better (less logic errors in the dialogue trees). Reworked the Synth attack quest so that the synths speak correctly after injecting the player with the hucow serum. They should all teleport away now. Implemented a work around so that Bed Check renaming of beds works now for NG users. This also corrects the same renaming issue with new hucows. Added script so that the campfires are lit at settlements (Ten Pines, Covenant, The Slog, and Greentop) when the caravan traders or Doctor Moreau's group are there. If this works well, I will eventually add Warwick and the campfire by Salem that Doc Weathers is supposed to stop at (although he stops in the middle of the woods a short distance away because Bethesda does Bethesda). You can also light and/or extinguish the campfires. Look for the activation button when you are close to the campfires. This is a personal project that has been a long time in development. I finally had an idea of how to make it work, and now it does. Since my .zip file is too large for Lover's Lab now, I will either have to host it on my Patreon or figure out how to break this mod down into two downloads. It shouldn't be too difficult to split the mod into two compressed files so I will try that option first. For those curious why this mod is so large, the sound files are 199 MB by themselves. I am satisfied with the basic mod for now so I will start working on the supermutants again. At some point in the future, I want to create options to recruit Doctor Moreau and/or Emily as settlers. I also want to bring back Jan van Wooten. 2
fred200 Posted November 10, 2025 Posted November 10, 2025 (edited) Well some of us intend a bovine Emily... Maybe to keep Doctor Hope company. It would be nice if Emily had some dialog lines with Dr Hope - HuCow or not. Edited November 10, 2025 by fred200 1
GrimGrim31 Posted November 11, 2025 Author Posted November 11, 2025 (edited) The Fallout 4 Anniversary Edition was released yesterday, November 10th. If you use Steam and have auto update turned on, you may have already downloaded the free update. Now your game is broken when trying to play with mods. Why? Every mod that relies on F4SE and/or Address Library won't work correctly. Any mod that has a .dll file may also be unable to work with the new Fallout. This includes mods like Rename Anything, LooksMenu, XDI, Place Anywhere, MCM, Buffout, AAF, Better Console, High FPS Physics Fix, Rusty Face Fix, etc. F4SE has already updated so the other mod makers can start working on fixing their mods to work with the new F4SE and Fallout AE. It will take time. As usual with these updates, some mods won't be updated. The NG update got a bad updated version of Rename Anything, for example. If you didn't like this update and how it broke your FO4 mod setup, the way to prevent it for the next update is to turn auto update off for FO4 in Steam AND/OR go to your Steam folder, find the Steamapps folder there, find the appmanifest_377160 file and set it in properties to "Read Only". My FO4 mod setup is running fine, and I continue to work on this mod. It is not affected by any of the changes for FO4 AE so will work fine once the Required mods (F4SE, AAF, Buffout, Looksmenu, and XDI) are updated. Edited November 11, 2025 by GrimGrim31 1
katrina.balanchuk Posted November 11, 2025 Posted November 11, 2025 51 minutes ago, GrimGrim31 said: The Fallout 4 Anniversary Edition was released yesterday, November 10th. If you use Steam and have auto update turned on, you may have already downloaded the free update. Now your game is broken when trying to play with mods. Why? Every mod that relies on F4SE and/or Address Library won't work correctly. Any mod that has a .dll file may also be unable to work with the new Fallout. This includes mods like Rename Anything, LooksMenu, XDI, Place Anywhere, MCM, Buffout, AAF, Better Console, High FPS Physics Fix, Rusty Face Fix, etc. F4SE has already updated so the other mod makers can start working on fixing their mods to work with the new F4SE and Fallout AE. It will take time. As usual with these updates, some mods won't be updated. The NG update got a bad updated version of Rename Anything, for example. If you didn't like this update and how it broke your FO4 mod setup, the way to prevent it for the next update is to turn auto update off for FO4 in Steam AND/OR go to your Steam folder, find the Steamapps folder there, find the appmanifest_377160 file and set it in properties to "Read Only". My FO4 mod setup is running fine, and I continue to work on this mod. It is not affected by any of the changes for FO4 AE so will work fine once the Required mods (F4SE, AAF, Buffout, Looksmenu, and XDI) are updated. I am still locked down on game version 1.63. I have also locked down my game with the method described here. 1
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