darkroy131 Posted January 1 Posted January 1 (edited) To anyone trying to run this mod with MSMA, be warned that it seems to be incompatible for now, and possibly ever. All my attempts to load a save with this mod and MSMA running together results in a CTD. Which is a shame really cause I really like the concept of this mod. Edited January 1 by darkroy131
GrimGrim31 Posted January 2 Author Posted January 2 On 1/1/2026 at 1:50 PM, darkroy131 said: To anyone trying to run this mod with MSMA, be warned that it seems to be incompatible for now, and possibly ever. All my attempts to load a save with this mod and MSMA running together results in a CTD. Which is a shame really cause I really like the concept of this mod. What is MSMA? I don't know the names and acronym versions of mod names for every mod out there. If you can point me in the right direction, I might be able to take a look and see if I can find the conflicts.
GrimGrim31 Posted January 2 Author Posted January 2 On 12/23/2025 at 5:12 AM, MidnightLatte said: Nice mod, Thanks, It worth to download just for STFU can and Codsworth cleaning radroaches, but it have much more funny things. Well, i have issue that still with me after 2.0 on F163 update Captive settlers can't complete random transformation to hucow, some days passed, they have milk overlays on boobs and "Inevitable-something" variable but I can talk to them. Just Activate --> Talk --> Nothing, If I send them to settlement they stay with me, but now without any talk or command option at all. Possibly one of other mods intercept required talking text, but I can't find which one. Can you write here full process of conversion to find that i missed or maybe console command to skip talking or call this texts by other way And will be a nice thing to add a separate MCM sliders for chance of Captive transform, Fetish and Escape from bad memories, or just separate switchers for Fetish and Escape from bad memories Commonwealth Captives will sometimes transform into hucows while following you. When they start this process, you may notice that they walk with their arms crossed over their chest. The transformation takes about five game days and each day, you have a slightly different set of dialogue lines with the NPC when you tell them that you want to discuss something with them. You should not be able to send them to a settlement while they are transforming. They will follow you. The final transformation will not happen until the NPC says, "Ohhhh what happened? I feel so strange." Then you can tell them that they are a hucow now and they don't have to worry about it anymore. The NPC will change into a hucow and follow you until you give them the "Go On Home" dialogue and send them to a settlement or tell them to "Stay" where they are currently are positioned. I can add separate MCM switches for the three different random hucow transformations. I am not sure if I will get them done and playtested before the next update.
katrina.balanchuk Posted January 2 Posted January 2 1 hour ago, GrimGrim31 said: What is MSMA? I don't know the names and acronym versions of mod names for every mod out there. If you can point me in the right direction, I might be able to take a look and see if I can find the conflicts. Here you go: 1
GrimGrim31 Posted January 2 Author Posted January 2 On 12/23/2025 at 10:59 AM, kannz said: im having a somewhat different problem. the hucows are only doing random sex with the one female settler i have even though i have the option sex with my character turned on. turning settlers into hucows seems to work fine for me. i turned a few raiders into bulls. my female settler wanted to become a hucow but i didnt have enough serum and then went to make more but it seemed to have bugged and given me only "i dont want to talk to you anymore" option nothing else. i set one settler to be a hucow care station but hes not filling the food traughs. is that due to not having enough food in the workbench? no performance issues. it wont let me talk to the care station guy it only lets me trade with him or "give blowjob" and "get milked". ill play some more to check if a timer hasnt gone off or something. so far i think this is the best "slavery" type mod. well done 👍 EDIT:oh i think im having a different thing happening. does AAF violate interfere with this mod? this person went into surrender then i shot her. i normally shoot first.. EDIT2: seems it mostly fixed itself. but this npc is still kind of bugged as he repeats the raider stuff. like theyre going to do one last job. EDIT3: also i noticed that when i disable and enable when hucows have sex with the player it says hucow farmer on one of them. in mcm is just says hucow with player character. pics below* EDIT4: just fyi i started a new game with this new version 2.0 Is your player character a female and a hucow right now? The female settler should still want to talk to you about becoming a hucow. You should get more options for dialogue other than "I don't want to talk to you anymore." The settler assigned to the hucow care station is eligible to fill troughs. Any settler in the hucow farmer faction is eligible for that task. This includes NPCs that are given hucow farmer buckets or those assigned to the care station. There are two "triggers" that activate an eligible settler to fill a trough. One trigger occurs when a hucow eats from the trough but there is no food in it. That is an automatic trigger. The other trigger is time based. Every hour, while the player is in a player owned settlement, a hucow farmer will fill a trough if there is a trough with 20 or less food items in it. You do not have to supply the food items from the workbench. The hucow farmers automatically gather wild food for the cows. I checked the conditions for filling troughs and there was an error. I forgot that sometimes a settlement might have Workshop ID 0. I fixed that for the next update. What did you shoot the raider with? If you used a HuCow Serum Syringe instead of one of the HuCow clone syringes, the NPC will keep their raider voicetype and faction. That will result in raider dialogue. You have to use the HuCow clone syringes on enemies, scavengers, and settlers that you encounter randomly. I will eventually rewrite the syringe scripts so that only two types of HuCow syringes are available. When I rewrite the script, it will distinguish whether the targeted NPC has a workshopNPC script and clone them if the NPC does not have that script. The MCM message is an error by me. I corrected it so that the on and off message are consistent. "NPCs will not fuck a player hucow. (Default option)" and "NPCs will fuck a player hucow." Originally, only bulls would fuck the player hucow, but I recently allowed hucow farmers to also fuck the player hucow.
GrimGrim31 Posted January 2 Author Posted January 2 I am very busy recently working on an idea suggested by LarryJD8822. He wondered if it was possible to reclaim the secret part of Vault 81 and repurpose it as workspace for Doctor Moreau and his assistants instead of putting them in the crowded Vault 81 clinic. This would remove the problem of altering the base game and/or PRP precombines and previsibines for Vault 81. I thought the idea was wild, but I took a look at it during the holidays. I currently have a working settlement in a much cleaned and cleared Vault 81 secret. It is probably 90 percent complete now. I just have to finish a few more scrappable mounds of dirt/rock so that the player can clear the piles of rock, dirt, and concrete on the lowest levels. That will make it easier to place wells and food plants there. I am also trying to route electricity to every room in the vault since the reactors are fully powered and giving the vault 300 power. I have already tested sending Commonwealth Captives and new hucows to the vault. That works fine. I still have to test moving settlers and hucows from other settlements to the vault. The settlement will allow you to scrap all of its contents including the trash, dirt, rocks, and damaged wall sections. However, you cannot remove existing roofs, walls, and floors including the dirt ceilings and floors in some areas of the vault. You can remove dirt and rocks from the upper floors/rooms as well as the jail cells and security fences. Every console is scrappable. You can clear rubble and VaultTec containers that block hallways and stairways. A settlement recruitment beacon does not work in the vault, but I may eventually put together a recruitment beacon like the one used at Vault 88. The Vault 81 Overseer was kind enough to repair and repaint/refinish the two rooms used by Doctor Moreau and his staff, but the rest of the vault still looks rusty, and a bit run down. 1
LarryJD8822 Posted January 3 Posted January 3 3 hours ago, GrimGrim31 said: I am very busy recently working on an idea suggested by LarryJD8822. He wondered if it was possible to reclaim the secret part of Vault 81 and repurpose it as workspace for Doctor Moreau and his assistants instead of putting them in the crowded Vault 81 clinic. This would remove the problem of altering the base game and/or PRP precombines and previsibines for Vault 81. I thought the idea was wild, but I took a look at it during the holidays. I currently have a working settlement in a much cleaned and cleared Vault 81 secret. It is probably 90 percent complete now. I just have to finish a few more scrappable mounds of dirt/rock so that the player can clear the piles of rock, dirt, and concrete on the lowest levels. That will make it easier to place wells and food plants there. I am also trying to route electricity to every room in the vault since the reactors are fully powered and giving the vault 300 power. I have already tested sending Commonwealth Captives and new hucows to the vault. That works fine. I still have to test moving settlers and hucows from other settlements to the vault. The settlement will allow you to scrap all of its contents including the trash, dirt, rocks, and damaged wall sections. However, you cannot remove existing roofs, walls, and floors including the dirt ceilings and floors in some areas of the vault. You can remove dirt and rocks from the upper floors/rooms as well as the jail cells and security fences. Every console is scrappable. You can clear rubble and VaultTec containers that block hallways and stairways. A settlement recruitment beacon does not work in the vault, but I may eventually put together a recruitment beacon like the one used at Vault 88. The Vault 81 Overseer was kind enough to repair and repaint/refinish the two rooms used by Doctor Moreau and his staff, but the rest of the vault still looks rusty, and a bit run down. i love it , So everything can be scrapped. Did you also create the precuts for the navmesh? There's also a door change script; maybe you could modify it or use it as inspiration, like in SS2 or this mod here: https://www.nexusmods.com/fallout4/mods/75962. I don't remember exactly, does Curie only go out through a door or also via an elevator? So, if the location and navmesh are correct, and the NPC pathfinding is set up, normal settlers should appear with a settler bacon. I can hardly wait for the update!
lazlo Posted January 3 Posted January 3 First I want to say this is a fantastic mod and I'm thankful for the work that's gone into it. My issue: I'm not seeing a noticeable change in the bodies of the hucows, and I suspect the morphs aren't working for some reason. I've followed all the steps for building morphs for a body in Bodyslide and made sure the option in MCM is turned on. I've read through the posts and saw that the mod creator's hucows look the way they do because of some modifications that were made to the sliders before the morph took effect, but so far I've not seen any change and it's been several in-game days. How do I troubleshoot this? And how much of a change can I expect from the morphs? Not sure if this helps, but I'm using Family Planning Enhanced in conjunction with this, which also morphs the female body, and I'm not 100% sure that's working either (though it may be on a different time limit and it just hasn't been long enough yet).
LarryJD8822 Posted January 3 Posted January 3 6 minutes ago, lazlo said: First I want to say this is a fantastic mod and I'm thankful for the work that's gone into it. My issue: I'm not seeing a noticeable change in the bodies of the hucows, and I suspect the morphs aren't working for some reason. I've followed all the steps for building morphs for a body in Bodyslide and made sure the option in MCM is turned on. I've read through the posts and saw that the mod creator's hucows look the way they do because of some modifications that were made to the sliders before the morph took effect, but so far I've not seen any change and it's been several in-game days. How do I troubleshoot this? And how much of a change can I expect from the morphs? Not sure if this helps, but I'm using Family Planning Enhanced in conjunction with this, which also morphs the female body, and I'm not 100% sure that's working either (though it may be on a different time limit and it just hasn't been long enough yet). Both mods work well together, and both add morphs. The question is, with MCM, do you have morphs enabled for both mods, and with FPE, are you using the correct ones? CBBE FusionGirl JaneBod, have you also made all the outfits with morphs? Most importantly, have you installed Looksmenu?
lazlo Posted January 3 Posted January 3 14 minutes ago, LarryJD8822 said: Both mods work well together, and both add morphs. The question is, with MCM, do you have morphs enabled for both mods, and with FPE, are you using the correct ones? CBBE FusionGirl JaneBod, have you also made all the outfits with morphs? Most importantly, have you installed Looksmenu? I have the morphs enabled in MCM for both mods For FPE, I just have it set to the "basic" morphs (not enhanced) I've only made morphs in Bodyslide for "CBBE Body" (since they're basically naked except for the collars), using CBBE Curvy as the preset I have installed Looksmenu, and it is much higher in the load order (i.e. closer to the top) than Human Cattle When you ask if I'm using the correct morphs for FPE, what do you mean exactly? As far as I'm aware, the only pregnant settler I have is also a hucow (Dr. Hope), and as she is only wearing the Vault-Tec collar it shouldn't be an issue - right?
LarryJD8822 Posted January 3 Posted January 3 1 hour ago, lazlo said: I have the morphs enabled in MCM for both mods For FPE, I just have it set to the "basic" morphs (not enhanced) I've only made morphs in Bodyslide for "CBBE Body" (since they're basically naked except for the collars), using CBBE Curvy as the preset I have installed Looksmenu, and it is much higher in the load order (i.e. closer to the top) than Human Cattle When you ask if I'm using the correct morphs for FPE, what do you mean exactly? As far as I'm aware, the only pregnant settler I have is also a hucow (Dr. Hope), and as she is only wearing the Vault-Tec collar it shouldn't be an issue - right? If you have "Use this mod's Morphs on" enabled in the MCM for Human Cattle, and nothing happens, even during pregnancy, then your body mesh is incorrect, or the Looks menu version doesn't match your game version, or your F4se is wrong. A fully human cow should have breasts at least three times the size.
lazlo Posted January 3 Posted January 3 (edited) 1 hour ago, LarryJD8822 said: If you have "Use this mod's Morphs on" enabled in the MCM for Human Cattle, and nothing happens, even during pregnancy, then your body mesh is incorrect, or the Looks menu version doesn't match your game version, or your F4se is wrong. A fully human cow should have breasts at least three times the size. I've triple checked the F4SE version, and I'm 99.9% certain I've got my meshes right. I'm wondering if maybe it's the Looksmenu version. I was following the AAF guide and it said to use *exactly* the versions listed, but the version of Looksmenu it said to download is for game version 1.10.984; I'm running version 1.10.163 (on GOG - it doesn't have any versions available more recent than that). Edit: I went back and changed the LooksMenu to the version made for 1.10.163 and that didn't fix it. That only leaves the meshes... but I can't figure out what I'm doing wrong. I've currently got my mesh overwrites saved in a different folder and have uploaded that as a mod in MO2 that I'm loading after all the other stuff. It says that it's overwriting, but do I need to put it somewhere else? Edited January 3 by lazlo
LarryJD8822 Posted January 3 Posted January 3 Do I understand correctly that you created your body replacer as a mod? The only thing you need to do is set your game root folder in the Bodyslide settings, then click "create,"
SILVER1900 Posted January 4 Posted January 4 i have the holotap and scan for HuCows the quest starts and tells me to look on the map but nothing shows. i even down graded my version and nothing. i tried a new game but then i cant find the holo tap in any of the mail boxs in sanctuary am i missing somthing or possible bug?
Olmech Posted January 5 Posted January 5 Ive done the Moreau quests a few times now but ran into a situation this evening. I killed the three deathclaws, retrieved the items from the chem cooler but the quest did not advance. Do you have a console workaround for this?
lazlo Posted January 5 Posted January 5 On 1/3/2026 at 6:03 AM, LarryJD8822 said: Do I understand correctly that you created your body replacer as a mod? The only thing you need to do is set your game root folder in the Bodyslide settings, then click "create," I've already done this so I don't think that's what the issue is. Everything else seems to be working, so I'm just going to bite the bullet and accept that I'm just not going to get the morphs working. I appreciate the help!
RavenJoker Posted January 5 Posted January 5 Loving the mod. I had a couple of thoughts. Senior Scribe Neriah is looking for a radiation prevention serum and is willing to test it on herself as long as you bring her the raw materials. Is she going to be incorporated into this at some point? Also, I noticed you made the scientists in DC able to be moved into a settlement. You have hinted at a broader scope to this in previous comments. I am just kind of wondering where this is all going, and what purpose Doctor Hope serves.
GrimGrim31 Posted January 5 Author Posted January 5 4 hours ago, Olmech said: Ive done the Moreau quests a few times now but ran into a situation this evening. I killed the three deathclaws, retrieved the items from the chem cooler but the quest did not advance. Do you have a console workaround for this? Did you read the note that was in the cooler?
MidnightLatte Posted January 5 Posted January 5 On 1/3/2026 at 12:36 AM, GrimGrim31 said: Commonwealth Captives will sometimes transform into hucows while following you. When they start this process, you may notice that they walk with their arms crossed over their chest. The transformation takes about five game days and each day, you have a slightly different set of dialogue lines with the NPC when you tell them that you want to discuss something with them. You should not be able to send them to a settlement while they are transforming. They will follow you. The final transformation will not happen until the NPC says, "Ohhhh what happened? I feel so strange." Then you can tell them that they are a hucow now and they don't have to worry about it anymore. The NPC will change into a hucow and follow you until you give them the "Go On Home" dialogue and send them to a settlement or tell them to "Stay" where they are currently are positioned. My captive follower have arms crossed, milk overlays, but yet no body transform, more than 5 days passed and still nothing, Major issue is a talk, I can't talk with follower, I have default companion chat menu where I can start barter or ask her to stay but "Talk" button point to nothing, just close chat. And no specific random talks yet. I can't say more detailed, because start new game with clean V2.0 and my companion still not trigger transformation
GrimGrim31 Posted January 5 Author Posted January 5 19 hours ago, SILVER1900 said: i have the holotap and scan for HuCows the quest starts and tells me to look on the map but nothing shows. i even down graded my version and nothing. i tried a new game but then i cant find the holo tap in any of the mail boxs in sanctuary am i missing somthing or possible bug? Are you looking for cows that you already created? The scanner does not find random hucows because there are none. If you did not create hucows, then the only place you will find them is with the hucow merchants in Diamond City and Goodneighbor. The Human Cow Control System holotape is automatically added to your inventory. Doctor Moreau's request for assistance holotape is placed into settlement workbenches now. 2
GrimGrim31 Posted January 5 Author Posted January 5 8 hours ago, RavenJoker said: Loving the mod. I had a couple of thoughts. Senior Scribe Neriah is looking for a radiation prevention serum and is willing to test it on herself as long as you bring her the raw materials. Is she going to be incorporated into this at some point? Also, I noticed you made the scientists in DC able to be moved into a settlement. You have hinted at a broader scope to this in previous comments. I am just kind of wondering where this is all going, and what purpose Doctor Hope serves. Neriah is an interesting NPC, however, I am not sure how to involve her in Doctor Moreau's research without a Brotherhood fight since they don't like ordinary people having tech. Neriah searching on her own seems out of character for her and the Brotherhood. Maybe the player might give her a supply of hucow serum to test/evaluate? That might lead to an interesting situation on the Prydwen. I don't have any spoilers right now about Duffy, Scara, or Hope.
GrimGrim31 Posted January 5 Author Posted January 5 11 hours ago, lazlo said: I've already done this so I don't think that's what the issue is. Everything else seems to be working, so I'm just going to bite the bullet and accept that I'm just not going to get the morphs working. I appreciate the help! I don't know how to help you with this. My mod simply uses the default LooksMenu script, Bodygen, to modify body meshes in game. If you are not using the default folders for body meshes, I don't know how the changes are handled.
GrimGrim31 Posted January 5 Author Posted January 5 4 hours ago, MidnightLatte said: My captive follower have arms crossed, milk overlays, but yet no body transform, more than 5 days passed and still nothing, Major issue is a talk, I can't talk with follower, I have default companion chat menu where I can start barter or ask her to stay but "Talk" button point to nothing, just close chat. And no specific random talks yet. I can't say more detailed, because start new game with clean V2.0 and my companion still not trigger transformation Are you using the Extended Dialogue Interface mod? What version of FO4 are you using?
MidnightLatte Posted January 5 Posted January 5 Fallout 163, XDI 1.3.6 Possibly I found something On new game with fresh V2.0 mod, follower start transformation, now with visible body change every day. Looks like in previous time script stuck somethere on 1st or 2nd day stage. Maybe it was something in my setup. This time, again, it was impossible to talk with NPC from first hour of transformation. Default menu with useless "Talk" button still was there. After 5 game days passed I make some experiments with disabling some functions and can get mod,s dialogue with "why you bothering me" (or somethng like) text, some time later required text was shown and I finish this quest Possibly NPC Fetish switch also disable dialogues of all recently transforming NPCs. Or this mod conflict with "Sex Harrassment" if current follower not blocked for aproach. sorry, english is not my native language
SILVER1900 Posted January 5 Posted January 5 5 hours ago, GrimGrim31 said: Are you looking for cows that you already created? The scanner does not find random hucows because there are none. If you did not create hucows, then the only place you will find them is with the hucow merchants in Diamond City and Goodneighbor. The Human Cow Control System holotape is automatically added to your inventory. Doctor Moreau's request for assistance holotape is placed into settlement workbenches now. thank you did not realize i had to make my own. new to modding fallout
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