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Posted
16 hours ago, QuizdolfQuizler said:

Do you think you could release the Secret vault 81 settlement as a standalone? Would be pretty neat to have.

 

I don't plan to break out anything from Human Cattle as a standalone mod right now.  That takes too much time and effort, and I have a lot of work still to do on this mod.

 

 

Posted
2 hours ago, GrimGrim31 said:

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

Yes, Thuggysmurf seems to hate Preston; you can see it in another one too. Yes, the outfits in Club Snuggle are awful; I replaced all the male ones with tuxedos, and the female ones with various things from VTAW.

Posted

Nice to see this mod alive and growing,

About my issue, I catch this bug.

Topic "InevitableHello" has double check for Captive and Fetish globals, removing one of them solve issue

 

Clipboard-2.jpg.d9441527817fc3ffe84fef8d16326615.jpg

 

Just hope this double check is only mistake, and don't used for some other valuable reasons

Posted
4 hours ago, MidnightLatte said:

Nice to see this mod alive and growing,

About my issue, I catch this bug.

Topic "InevitableHello" has double check for Captive and Fetish globals, removing one of them solve issue

 

Clipboard-2.jpg.d9441527817fc3ffe84fef8d16326615.jpg

 

Just hope this double check is only mistake, and don't used for some other valuable reasons

 

The two global values are MCM settings that have to be turned on for this dialogue to work.  _CaptiveCanChange is the MCM setting that allows female Commonwealth Captives following the player to have a random chance of turning into hucows.  _SettlerFetishOn is the MCM setting that allows female settlers to randomly have a hucow fetish. 

 

The _SettlerFetishOn is probably not needed for this dialogue check since Commonwealth Captives following the player are not settlers yet.

 

 

Posted

I don't know if anyone actually uses the constructible hucow stall items in this mod, but I have been playtesting the components again to fix minor imperfections that bother me.

 

Yesterday, I discovered that the stall floors didn't have navmesh yet.  I fixed that for the next update.  So if you built the dirt or carpet stall floors, you probably don't see your hucows using them.

 

 

Posted
On 1/17/2026 at 11:56 AM, LarryJD8822 said:

Virgil (Human) would be perfect, then you could also use him for the mutant mod.

 

 

I learned yesterday that the Depravity Mod Kellogg kills Mutant Virgil if you use the dialogue method to recruit Kellogg as a companion.

 

So I will need an alternative option for the Vault 81 Secret Overseer if Virgil is dead.

 

 

Posted (edited)
1 hour ago, GrimGrim31 said:

 

I learned yesterday that the Depravity Mod Kellogg kills Mutant Virgil if you use the dialogue method to recruit Kellogg as a companion.

 

So I will need an alternative option for the Vault 81 Secret Overseer if Virgil is dead.

 

 

Okay, so in that case, I’d use a character from Depravity or Outcasts and Remnants. I can't think of a vanilla NPC that fits or isn't already used by another mod.

However, another possibility would be to bring Virgil back to life using the Institute serum via a small quest.

I was just brainstorming how that might look: if we choose Kellogg as a companion,

we get a quest: 'Check on Virgil.'

It turns out he can still be saved.

Then: read terminal entry about serum

-> get serum

-> administer serum

-> fade out

-> Virgil is human.

If his corpse isn't there anymore, you could just place a mutant there instead. What do you think?

 

By the way, there's no Overseer office there, are you going to build one?

We could also ask McNamara if she wants to run both Vaults, or if she has a good scientist she can spare.

And then you create a new NPC, maybe two, so the player can decide whether they want a male or a female one.

If the player chooses the male option, the female option becomes the assistant, and vice versa.

 

Thinking of Virgil and your mutant mod, Virgil could develop an anti-FEV serum that turns mutants back into humans/male settlers.

Edited by LarryJD8822
Posted
39 minutes ago, LarryJD8822 said:

Okay, so in that case, I’d use a character from Depravity or Outcasts and Remnants. I can't think of a vanilla NPC that fits or isn't already used by another mod.

However, another possibility would be to bring Virgil back to life using the Institute serum via a small quest.

I was just brainstorming how that might look: if we choose Kellogg as a companion,

we get a quest: 'Check on Virgil.'

It turns out he can still be saved.

Then: read terminal entry about serum

-> get serum

-> administer serum

-> fade out

-> Virgil is human.

If his corpse isn't there anymore, you could just place a mutant there instead. What do you think?

 

By the way, there's no Overseer office there, are you going to build one?

We could also ask McNamara if she wants to run both Vaults, or if she has a good scientist she can spare.

And then you create a new NPC, maybe two, so the player can decide whether they want a male or a female one.

If the player chooses the male option, the female option becomes the assistant, and vice versa.

 

Thinking of Virgil and your mutant mod, Virgil could develop an anti-FEV serum that turns mutants back into humans/male settlers.

 

I think of Kellogg as too efficient a killer to leave Virgil in any condition where he could be resurrected/revived.

 

Gwen McNamara makes sense, but she has plenty to do already and some players might want to run Vault 81 Secret in ways that McNamara would not condone.  She might ignore player indiscretions as long as they don't directly affect Vault 81, but she would not be able to ignore them if she was responsible for that part of the vault.

 

New NPCs look like the best option.  Perhaps a choice of gender and alignment (Neutral Evil or Neutral Good).  The choice of alignment would affect dialogue and Overseer provided quest options.

 

An Overseer's office is necessary.  I will probably have the handyman, that I have planned, build the office.  He is quickly getting a long list of things to work on in Vault 81 Secret.

 

If Virgil is alive in a playthrough, I can think of some other ways to use him.  Your idea about anti-FEV serum is a good one.

 

 

 

 

 

Posted (edited)
1 hour ago, GrimGrim31 said:

 

I think of Kellogg as too efficient a killer to leave Virgil in any condition where he could be resurrected/revived.

 

Gwen McNamara makes sense, but she has plenty to do already and some players might want to run Vault 81 Secret in ways that McNamara would not condone.  She might ignore player indiscretions as long as they don't directly affect Vault 81, but she would not be able to ignore them if she was responsible for that part of the vault.

 

New NPCs look like the best option.  Perhaps a choice of gender and alignment (Neutral Evil or Neutral Good).  The choice of alignment would affect dialogue and Overseer provided quest options.

 

An Overseer's office is necessary.  I will probably have the handyman, that I have planned, build the office.  He is quickly getting a long list of things to work on in Vault 81 Secret.

 

If Virgil is alive in a playthrough, I can think of some other ways to use him.  Your idea about anti-FEV serum is a good one.

I didn't think my idea of turning the secret Vault 81 into a settlement would lead you to create a whole questline for it. But I like seeing some life in there.

 

If we consider your story so far, Moreau would like to further investigate the HuCows to understand it.

The thing is, I don't see a devil Overseer here, more like someone who "wants to make the world a better place," which is why I chose McNamara.

 

If new secret experiments are possible, then I would suggest Pickman, to whom one should bring Raider; he would do evil things.

or Senior Scribe Neriah, she would be someone for research

maybe with a quest Hope will do , in order to be able to do even more research

If you really want to do more quests here, I would recommend new NPCs with a bit of a backstory.

 

A completely new idea: the player himself could be the Overseer, because hidden behind the wall in the secret vault is a central Vault-Tech terminal with experiments that no one has ever seen before.

Edited by LarryJD8822
Posted
On 1/22/2026 at 9:43 AM, GrimGrim31 said:

I don't know if anyone actually uses the constructible hucow stall items in this mod, but I have been playtesting the components again to fix minor imperfections that bother me.

 

Yesterday, I discovered that the stall floors didn't have navmesh yet.  I fixed that for the next update.  So if you built the dirt or carpet stall floors, you probably don't see your hucows using them.

 

 

Just to mention that I use them - I'm working on building out a barn.  ;)

Posted
39 minutes ago, Darkmind_mc said:

Just to mention that I use them - I'm working on building out a barn.  ;)

 

The stall troughs work perfectly.  It's the floors that were not functioning correctly due to missing object navmesh.  That is fixed for the next update.  I realized my mistake when I was building my own barn at Oberland Station with a raised dirt floor.  None of my companions or hucows would enter the barn.

 

I'll post the next update once I finish the new V81 Secret dialogue for Emily, Doctor Moreau, and Lloris.  Fred will finally be able to trade with them and get Emily as a hucow again.

 

 

 

 

 

Posted
On 1/22/2026 at 2:38 PM, GrimGrim31 said:

The _SettlerFetishOn is probably not needed for this dialogue check since Commonwealth Captives following the player are not settlers yet.

 

This check not a "just not needed", it makes whole Captive quest impossible to finish and hide all stages of dialoques during transform, I see them only now, and they was funny

 

 

Posted

Version 2.5 is available now for download.

 

  • Fixed the hucow stall floors (added their object navmesh). 
  • Added settler dialogue for Doctor Moreau, Emily, Lloris in Vault 81 Secret so that you can trade with them.  Doctor Moreau and Emily have more dialogue about their research.

 

I modified the conditions for "unlocking" Vault 81 Secret as a settlement so that it should be less glitchy.  

 

I also replaced a lot more of my Female Player voiced dialogue with Nora's voice instead of the female voice that I was using when I started this mod.  There are still a few more scenes to replace with the Nora voice.  I will get them all done eventually.

 

Next, I will work on The Handyman that will repair and build in Vault 81 Secret, if you want him to work.  If you have specific requests for repairs/additions, post them in this support thread.

 

His current task list includes:

 

  1. Repair glass window in the cafe
  2. Paint and retile the cafe
  3. Repair glass window in the bedroom on the floor above the cafe level
  4. Paint bedrooms (three of them)
  5. Paint lower floor rooms in the Research Atrium (two of them)
  6. Build an Overseer's office

I am also checking the Fallout 4 map to figure out where I want to put a Supermutant settlement.  I have a few supermutant mods to try out to see how they affect the game/storyline so that I can avoid conflicts.  I think my supermutants will be their own faction, and more intelligent than the supermutants produced by the Institute. 

 

 

Posted
22 hours ago, Darkmind_mc said:

Just to mention that I use them - I'm working on building out a barn.  ;)

 

20260124112010_1.jpg.7817688619fb58f84fa7e94f491a6c0e.jpg

20260124111957_1.jpg.e1490a92bdcf0e00a8fde3509822b7b6.jpg

20260124111951_1.jpg.c1617427204f475c9502d035bf3c0c60.jpg

20260124111943_1.jpg.3f10f803617219121f2ae65b9d16825f.jpg

 

This is the barn that I built at Oberland Station to test the stall floors.  It holds around 25 cows comfortably.

 

It uses the stall floor foundation with the dirt covering instead of carpet.

 

 

Posted
1 hour ago, GrimGrim31 said:

I am also checking the Fallout 4 map to figure out where I want to put a Supermutant settlement.  I have a few supermutant mods to try out to see how they affect the game/storyline so that I can avoid conflicts.  I think my supermutants will be their own faction, and more intelligent than the supermutants produced by the Institute. 

 

 

That’s a tough decision with all the mods I have installed.

The Behemoth location west of Bunker Theta (where Paladin Brandis is) would be a good candidate, but that will likely conflict with the 'You And What Army 2' mod, since there is a Minutemen camp further west down the road.

Swan's Pond is a possibility,

or the other Behemoth location with the stacked cars (Carhenge).

My personal favorite would be in the Glowing Sea.

There is also a spot between Jamaica Plain and Gunners Plaza with a Behemoth. generally speaking, Behemoth locations are good spots—you just have to replace them, otherwise, they’re just out there patrolling alone.

The rubble in front of Longneck Lukowski's is another option.

However, an interior cell might be the best choice, especially since you want to assign your new faction to these Mutants. That would cause fewer issues with things like crashing Vertibirds.

Posted
1 hour ago, GrimGrim31 said:

Next, I will work on The Handyman that will repair and build in Vault 81 Secret, if you want him to work.  If you have specific requests for repairs/additions, post them in this support thread.

How about separate quarters for Moreau, Emily, Lloris, and the player? Also, please remove or disable that odd low-volume siren loop in the background.

Posted

Ver 2.5

New dialog is great. Emily converts to HuCow, and has all correct settlement flags. I can send her to any settlement.

Dr Moreau - is broken. He needs a conditional on his dialog.

If Emily is already a HuCow, "Do you need any help" should be disabled.

It Launches Dr Moreau into the convert Emily dialog.

He then follows the PC to the non-existent Emily (she is a HuCow), with no way to talk to him or stop him following.

Hope this helps. Looking really good. 

Posted
54 minutes ago, fred200 said:

Ver 2.5

New dialog is great. Emily converts to HuCow, and has all correct settlement flags. I can send her to any settlement.

Dr Moreau - is broken. He needs a conditional on his dialog.

If Emily is already a HuCow, "Do you need any help" should be disabled.

It Launches Dr Moreau into the convert Emily dialog.

He then follows the PC to the non-existent Emily (she is a HuCow), with no way to talk to him or stop him following.

Hope this helps. Looking really good. 

 

Thanks, I'll get this fixed.

 

 

Posted
2 hours ago, fred200 said:

Ver 2.5

New dialog is great. Emily converts to HuCow, and has all correct settlement flags. I can send her to any settlement.

Dr Moreau - is broken. He needs a conditional on his dialog.

If Emily is already a HuCow, "Do you need any help" should be disabled.

It Launches Dr Moreau into the convert Emily dialog.

He then follows the PC to the non-existent Emily (she is a HuCow), with no way to talk to him or stop him following.

Hope this helps. Looking really good. 

 

I checked and the condition is already set on Doctor Moreau.  It works for me, and I am unsure why it didn't filter his conversation for you.  He should not go into the convert Emily convo once she is already a hucow.

 

Posted
3 hours ago, LarryJD8822 said:

How about separate quarters for Moreau, Emily, Lloris, and the player? Also, please remove or disable that odd low-volume siren loop in the background.

 

Better quarters and bathrooms in the research section, maintenance section, and bedroom/cafe section are likely.

 

When do you hear a low-volume siren loop?  Is it during a particular conversation or in a particular area of the vault?

 

 

Posted
3 hours ago, LarryJD8822 said:

However, an interior cell might be the best choice, especially since you want to assign your new faction to these Mutants. That would cause fewer issues with things like crashing Vertibirds.

 

An interior cell would certainly be the easiest way to ensure few conflicts when I add a new supermutant settlement to the game.

Posted
5 minutes ago, GrimGrim31 said:

 

I checked and the condition is already set on Doctor Moreau.  It works for me, and I am unsure why it didn't filter his conversation for you.  He should not go into the convert Emily convo once she is already a hucow.

 

 

Should we see the dialog option for Dr Moreau "Is there anything we can do to help" after the Dr has converted Emily?

I can check flags... 

Posted
1 hour ago, fred200 said:

 

Should we see the dialog option for Dr Moreau "Is there anything we can do to help" after the Dr has converted Emily?

I can check flags... 

 

You should see two dialogue options besides "Nevermind" and "I just want to trade a few things.".

 

The first option is "Do you need any help?" and the second is "How is the research going?".

 

If Emily is a hucow, the response to "Do you need any help?" is "You've helped enough for now.  Thank you."  And when Emily is a cow, the response to "How is the research going?" is "It is going well.  I am working on isolating the specific genes that provide the hucow's resistance to radiation.".

 

Those are the proper responses when Emily has the hucow keyword and you are speaking to Doctor Moreau.

 

 

Posted
9 hours ago, GrimGrim31 said:

When do you hear a low-volume siren loop?  Is it during a particular conversation or in a particular area of the vault?

In the hall where the workshop is and on the floor below, if you listen closely for a while it could be something else, but it gets annoying after a while.

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