GrimGrim31 Posted January 18 Author Posted January 18 Moreau's brahmin (without its pack) will spawn if a global value _Ghost81 = 0. If _Ghost81 = 1, the brahmin already exists and is somewhere in the Commonwealth walking towards the Vault 81 Trader Settlement. In time, it should show up there.
LarryJD8822 Posted January 18 Posted January 18 21 minutes ago, GrimGrim31 said: The map marker is only unlocked once and it happens in the same function that swaps the doors. That function is only triggered when all necessary conditions are met: Austin is cured (MS19 quest) Emily is cured (Doctor Moreau's quest) The Vault 81 Depravity quest is completed successfully (if the Depravity mod is loaded) That must be new, mine was unlocked much earlier.
fred200 Posted January 18 Posted January 18 As you are making world changing changes - please don't forget about the Ghoul we met in Parsons. It would be nice if he did have a farm we could visit. 1
GrimGrim31 Posted January 18 Author Posted January 18 4 minutes ago, LarryJD8822 said: That must be new, mine was unlocked much earlier. Yes, I made this change in either 2.3 or 2.4.
GrimGrim31 Posted January 18 Author Posted January 18 1 hour ago, LarryJD8822 said: Yes, I mean Moreau and Lloris should get clean clothes; I mean, since the Overseer is already having a few rooms cleared out, then two new coats are surely possible. In my case, Emily doesn't need a clean version of her coat, because I replaced the vanilla Vault Lab Coat with a mini dress from vtaw They are already using the cleanest version of the VaultTec Scientist outfit. Do you have a cleaner version?
chasm Posted January 18 Posted January 18 5 hours ago, GrimGrim31 said: I am not sure that I would call this mod ambitious compared to a mod like JB's Commonwealth Slavers, Nuka World, or Thuggy's mods. Maybe not compared to those, but with your comment of "I knew nothing about mod making, Papyrus, or any of the assets", it's a pretty big system you've set up.
nyanyami2017 Posted January 18 Posted January 18 (edited) I'm really enjoying the "Cow Status" roleplay for my character! Even though the player-milking process is currently quite simple, it’s still a lot of fun. :)) I was wondering if there are plans to further enhance the immersion for player-cows? For instance, the interaction with picking/eating berries is already a great touch! Could there be extra buffs added for drinking the milk produced by the player character herself? Also, regarding mechanics: is there currently a system where the amount of berries consumed, combined with the character's current arousal/lust level, determines the rate of breast growth or size? I recall you mentioned that the current design isn’t really focused on using milking machines. However, I’ve run into a bit of a gameplay issue: if the player character needs to be milked but no NPCs are around to trigger the interaction, it gets a bit tricky. For example, when I’m out exploring or setting up a brand-new settlement without any recruited NPCs yet, I’m forced to fast-travel all the way back to a base with "milker" NPCs just to get relief. It’s a bit inconvenient. Having a piece of furniture (like a self-service station) to assist with milking when no NPCs are available would be a fantastic quality-of-life addition! What do you think? 😶🌫️ Edited January 18 by nyanyami2017
zonder4213 Posted January 18 Posted January 18 @nyanyami2017 you could try wasteland dairy frame work and/or milking and devious costumes (there's a version for if you use wasteland dairy framework and a version if you don't) mods. They both add some milking devices you can equip on the go. Not sure if they play nice with human cattle but worth looking into I reckon. 1
LarryJD8822 Posted January 18 Posted January 18 8 hours ago, GrimGrim31 said: They are already using the cleanest version of the VaultTec Scientist outfit. Do you have a cleaner version? Never mind, I copied the wrong outfit, the one with the dirt textures. I just changed it for myself. 1
GrimGrim31 Posted January 18 Author Posted January 18 (edited) 11 hours ago, chasm said: Maybe not compared to those, but with your comment of "I knew nothing about mod making, Papyrus, or any of the assets", it's a pretty big system you've set up. I didn't know anything about it five years ago when I began work on this mod. I have learned a lot since then. Edited January 18 by GrimGrim31 2
Darkmind_mc Posted January 18 Posted January 18 On 1/16/2026 at 4:00 PM, GrimGrim31 said: Changed the location of the MedTek research terminal to avoid having precomb/previs conflicts with the PRP mod. The terminal is now located in the same room as the terminal for the MacCready companion quest, but on a different desk. One thing I have noticed in this mod, and that I think this change makes worse, is that the quest seems to be set up as a mid-game or later quest - but it's available before you meet Preston. I set 'NPC's can turn the player into a Hucow', and I've been transformed before I finished talking to Codsworth. Then if you head to the quest (not particularly hard, just a hike) and... you need high-level hacking and face a high level-enemy... Which you may not have the skill points or equipment for. With this change, you really should make it so that the quest itself can't be found until you're doing the MacCready quest - otherwise you now get stuck in the building without the key to progress and with a quest companion, and if you don't know that's going to happen it's easy to get into an odd state in your game. Either that find some other way to give the player the ability to complete the quest if they are there.
GrimGrim31 Posted January 19 Author Posted January 19 2 hours ago, Darkmind_mc said: One thing I have noticed in this mod, and that I think this change makes worse, is that the quest seems to be set up as a mid-game or later quest - but it's available before you meet Preston. I set 'NPC's can turn the player into a Hucow', and I've been transformed before I finished talking to Codsworth. Then if you head to the quest (not particularly hard, just a hike) and... you need high-level hacking and face a high level-enemy... Which you may not have the skill points or equipment for. With this change, you really should make it so that the quest itself can't be found until you're doing the MacCready quest - otherwise you now get stuck in the building without the key to progress and with a quest companion, and if you don't know that's going to happen it's easy to get into an odd state in your game. Either that find some other way to give the player the ability to complete the quest if they are there. I agree that the Doctor Moreau quest is extremely difficult for a starting player, but I don't understand why moving to the terminal to the MacCready terminal room makes it any harder. It does mean killing a few more low-level ghouls, but that is the only additional problem. Walking all the way over to Finch Farm from Sanctuary isn't easy for a low-level player. If someone has the desire to make that walk, I don't see a reason to bar them from starting the Doctor Moreau quest. I will add a warning in the mod description that there is an advanced level locked terminal encountered during the quest as well as legendary opponents, but I do not plan to lock the quest so that the player is unable to start it until they reach a specific level.
GrimGrim31 Posted January 19 Author Posted January 19 On 1/17/2026 at 7:23 PM, fred200 said: As you are making world changing changes - please don't forget about the Ghoul we met in Parsons. It would be nice if he did have a farm we could visit. One day, I will work on that. It doesn't serve much of a greater purpose though. It won't teach anything new about the tools/resources available in this mod, and it won't add world/adventure building space since you won't be allowed to destroy the farm. I guess people either want to see it or they want an option to be a hucow there for a while.
GrimGrim31 Posted January 19 Author Posted January 19 19 hours ago, nyanyami2017 said: I'm really enjoying the "Cow Status" roleplay for my character! Even though the player-milking process is currently quite simple, it’s still a lot of fun. :)) I was wondering if there are plans to further enhance the immersion for player-cows? For instance, the interaction with picking/eating berries is already a great touch! Could there be extra buffs added for drinking the milk produced by the player character herself? Also, regarding mechanics: is there currently a system where the amount of berries consumed, combined with the character's current arousal/lust level, determines the rate of breast growth or size? I recall you mentioned that the current design isn’t really focused on using milking machines. However, I’ve run into a bit of a gameplay issue: if the player character needs to be milked but no NPCs are around to trigger the interaction, it gets a bit tricky. For example, when I’m out exploring or setting up a brand-new settlement without any recruited NPCs yet, I’m forced to fast-travel all the way back to a base with "milker" NPCs just to get relief. It’s a bit inconvenient. Having a piece of furniture (like a self-service station) to assist with milking when no NPCs are available would be a fantastic quality-of-life addition! What do you think? 😶🌫️ There will be more player immersion as a hucow, but I am not making Breast Expansion (BE) dependent upon eating plants. I have considered connecting this mod more directly to the Sex Attributes mod. The player hucow currently does not suffer significant limitations if the player is not milked regularly. The player is only penalized for cow hunger and cum addiction. Eventually, I will add a penalty for going too long without being milked. Male players, who are bulls, will suffer penalties if they don't have sex often enough. If you want a handy NPC milker, just keep a freed Commonwealth Captive with you and give them a hucow farmer's bucket.
GrimGrim31 Posted January 19 Author Posted January 19 16 hours ago, zonder4213 said: @nyanyami2017 you could try wasteland dairy frame work and/or milking and devious costumes (there's a version for if you use wasteland dairy framework and a version if you don't) mods. They both add some milking devices you can equip on the go. Not sure if they play nice with human cattle but worth looking into I reckon. The Human Cattle mod doesn't have any current support for Wasteland Dairy Framework or Devious Costumes. I may get to that one day. There are other things that I want to work on before that. Right now, I am supposed to be taking a break, but I spent most of the day replacing female player voiced dialogue so that it uses a Nora voice and not the original voiced lines that I created years ago. I also added more dialogue for Doctor Hope.
LatencyRemix Posted January 19 Posted January 19 Just started soem fallout out again and this is new to play with since i last played any fallout. Just wondering on a couple things. The ways the palyer starts becomeing a HuCow, are they the same? Using the injectors you find on the quest vs turning on the NPC option and they find you? Also is the moprh's handled by a script or via somewhere that can be edited easily? Actualy have a reason to rescue people now and set up some towns, looking forward to seeing some hucow's starting to pop-up. I use Fusion Girl this time, but also will trying it out in a CBBE/TWB profile at some point to see the mad sciences work from here For now i only have cow ears from the ears mod . Also, Beeing a Cow Skyrim mod might be a good place to ask for usisng textures sounds and mashes maybe? I long time ago when the devious milker mod was made i did a quick and dirty lookmenu mod to use the beeing a cow body fur textures in fo4.
GrimGrim31 Posted January 19 Author Posted January 19 8 minutes ago, LatencyRemix said: Just started soem fallout out again and this is new to play with since i last played any fallout. Just wondering on a couple things. The ways the palyer starts becomeing a HuCow, are they the same? Using the injectors you find on the quest vs turning on the NPC option and they find you? Also is the moprh's handled by a script or via somewhere that can be edited easily? Actualy have a reason to rescue people now and set up some towns, looking forward to seeing some hucow's starting to pop-up. I use Fusion Girl this time, but also will trying it out in a CBBE/TWB profile at some point to see the mad sciences work from here For now i only have cow ears from the ears mod . Also, Beeing a Cow Skyrim mod might be a good place to ask for usisng textures sounds and mashes maybe? I long time ago when the devious milker mod was made i did a quick and dirty lookmenu mod to use the beeing a cow body fur textures in fo4. You can use a hucow serum injector on yourself to turn into a hucow. The NPC option in the MCM was just to give people a way to turn into a hucow without using the MCM immediate option or an injector. Eventually the NPC option will become more nuanced but right now it is fast and unavoidable.
Darkmind_mc Posted January 19 Posted January 19 13 hours ago, GrimGrim31 said: I agree that the Doctor Moreau quest is extremely difficult for a starting player, but I don't understand why moving to the terminal to the MacCready terminal room makes it any harder. It does mean killing a few more low-level ghouls, but that is the only additional problem. Walking all the way over to Finch Farm from Sanctuary isn't easy for a low-level player. If someone has the desire to make that walk, I don't see a reason to bar them from starting the Doctor Moreau quest. I will add a warning in the mod description that there is an advanced level locked terminal encountered during the quest as well as legendary opponents, but I do not plan to lock the quest so that the player is unable to start it until they reach a specific level. Maybe I'm thinking of a different terminal (I haven't redone the quest yet), but don't you have to cancel the lockdown (using the password MacCready gives you...) and get to the basement to get to the terminal? And I do want to say (as someone who did it quite early the first time, and didn't have much trouble - just had to keep an open eye to avoid encounters...) I don't actually want to argue for locking the quest down, I'm more trying to argue for either there being a warning (thanks!) or making it accessible with multiple ways to complete. The terminal sticks out to me because it's fully reasonable to roleplay a low-Int character given the mod's theme.
kannz Posted January 19 Posted January 19 you have more than one bodytalk mod installed? also you keep violate disabled? does that mod interfere with hucow mod? On 1/9/2026 at 4:36 PM, GrimGrim31 said: My mod list is about 100 mods. I don't use many compared to most players. I am using Fallout 4 version 1.10.163 (the last stable pre-NG version). A lot of mods that I use are optional ones like the cutouts of Todd Howard and the lily pads. Others are mods that I installed to try out but never use in game like Dicky Pinup. I also have a lot of mods installed but not activated that I need to test options for my mods (CBBE and Atomic Muscle, for example). I could pare down my active list to 70 or so mods that I actually use during my playthroughs.
GrimGrim31 Posted January 19 Author Posted January 19 2 hours ago, kannz said: you have more than one bodytalk mod installed? also you keep violate disabled? does that mod interfere with hucow mod? One of the Bodytalk mods is the actual BodyTalk and the other is sliders for Bodytalk so I can use Looksmenu sliders for it in-game. VaultBait maintains the sliders mod here on LoversLab. I keep Violate disabled because it makes it more time consuming to playtest my mod. I use the MCM to prevent Harassment from working in game for the same reason. And to answer your PM question, I do use the High FPS Physics Fix mod. It is in my mod list between Hardship and Human Barstow.
GrimGrim31 Posted January 19 Author Posted January 19 (edited) 4 hours ago, Darkmind_mc said: Maybe I'm thinking of a different terminal (I haven't redone the quest yet), but don't you have to cancel the lockdown (using the password MacCready gives you...) and get to the basement to get to the terminal? And I do want to say (as someone who did it quite early the first time, and didn't have much trouble - just had to keep an open eye to avoid encounters...) I don't actually want to argue for locking the quest down, I'm more trying to argue for either there being a warning (thanks!) or making it accessible with multiple ways to complete. The terminal sticks out to me because it's fully reasonable to roleplay a low-Int character given the mod's theme. No, the terminal that I was referencing is up on the 4th? floor in a room with several low-level ferals and there is a hole in the floor. It is the same floor as the office where I originally placed my Med-Tek research. I just moved my quest terminal further into that floor to a room that had an empty desktop, so that I don't have to change any existing static objects. Edited January 19 by GrimGrim31 1
QuizdolfQuizler Posted January 19 Posted January 19 Do you think you could release the Secret vault 81 settlement as a standalone? Would be pretty neat to have.
LarryJD8822 Posted January 19 Posted January 19 (edited) 1 hour ago, GrimGrim31 said: No, the terminal that I was referencing is up on the 4th? floor in a room with several low-level ferals and there is a hole in the floor. It is the same floor as the office where I originally placed my Med-Tek research. I just moved my quest terminal further into that floor to a room that had an empty desktop, so that I don't have to change any existing static objects. You have Stella with you? How do you like Depravity? You absolutely must also play Outkast and Remnants, Fusion City, Project Valkyrie, and Hookers of the Commonwealth the one Fusion City requires. And take plenty of ammo; there are over 100 enemies in Vault 59 alone. And as a "I don't know what to do" mod, I would highly recommend 50 Ways to Die at Dr. Nick's. With this mod, I would recommend removing the pointless radiation at the eastern raider camp of CIT; it only kills the raiders and makes it no fun there. I only briefly glanced at your mod list, but https://www.nexusmods.com/fallout4/mods/8704 is also a must-have. Edited January 19 by LarryJD8822 1
GrimGrim31 Posted January 20 Author Posted January 20 15 hours ago, LarryJD8822 said: You have Stella with you? How do you like Depravity? You absolutely must also play Outkast and Remnants, Fusion City, Project Valkyrie, and Hookers of the Commonwealth the one Fusion City requires. And take plenty of ammo; there are over 100 enemies in Vault 59 alone. And as a "I don't know what to do" mod, I would highly recommend 50 Ways to Die at Dr. Nick's. With this mod, I would recommend removing the pointless radiation at the eastern raider camp of CIT; it only kills the raiders and makes it no fun there. I only briefly glanced at your mod list, but https://www.nexusmods.com/fallout4/mods/8704 is also a must-have. Stella and Eden were with me during that screenshot, as well as one of my battle babes and a Commonwealth Captive. I am enjoying Depravity. It makes a nice break from the usual path to destroying the Institute. Outkast and Remnants is a requirement for Depravity so I am using that mod too. I don't think that I will acquire the other mods for a while. I don't want to spend a lot of time exploring new mods when I still have a lot of work to do on my mod. I only have two complaints about Depravity so far. One is how it paints Preston Garvey as a villain (through Stella's perspective) and the other is how much Club Snuggles hurts my eyes. Those glowing pimp suits are particularly awful. LOL
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