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Posted (edited)

Just as a reference point: I don't use Place Everywhere. Never have. I put it in the same category as Scrap Everything.

 

Also: are the food and water troughs strictly decorative, or do they have a game mechanic?

Also Also: If you make a mod update that requires a clean save, please let us know.

For now, I am assuming any update can just replace the previous one, no clean save required.

Edited by fred200
Posted (edited)
2 minutes ago, fred200 said:

Just as a reference point: I don't use Place Everywhere. Never have. I put it in the same category as Scrap Everything.

It works very differently than Scrap Everything, which breaks precombines.  Place Everywhere doesn't break anything, but it is a moot point now since Version 1.0.8. will fix the water trough issue.

 

I still need to fix my snap points on the mat and troughs though.  That might be the next project...

 

 

Edited by GrimGrim31
Posted
18 minutes ago, fred200 said:

Just as a reference point: I don't use Place Everywhere. Never have. I put it in the same category as Scrap Everything.

 

Also: are the food and water troughs strictly decorative, or do they have a game mechanic?

Also Also: If you make a mod update that requires a clean save, please let us know.

For now, I am assuming any update can just replace the previous one, no clean save required.

 

The food and water troughs give the hucows another sandbox location.  If the mat is under the trough, hucows will use it.

 

The troughs are valuable to the player hucow if you use a survival mod or Hardcore mode in Fallout 4 where you need water and food.  The food is also useful if you turn on HuCow Hunger in the MCM.  The player can use both troughs.

 

Posted
54 minutes ago, GrimGrim31 said:

 

Are you using the Place Everywhere mod? 

 

 

I am not using Place Everywhere.  I would like to use it, but it uses a lot of keys and I already have just about every key assigned to some function or another.  I do see where the next version will make the water trough place-able without Place Everywhere installed.

Thanks for making changes quickly.  I'll need to try different functions to see what playground I like best.

 

Posted

Enhancement request for consideration:

Syringer ammo that delivers Cure, for those awkward cows we find we can't assign to a settlement, and the loving care of the examination table.

I have another mod NPC I need to turn a Quest item in to, but the NPC only has Never mind, Follow me, and Show me. Quest dialog is missing. Go home gives no options.

 

No guarantee Cure would fix this - but I would like to give it a shot. So to speak.

Posted
35 minutes ago, fred200 said:

Enhancement request for consideration:

Syringer ammo that delivers Cure, for those awkward cows we find we can't assign to a settlement, and the loving care of the examination table.

I have another mod NPC I need to turn a Quest item in to, but the NPC only has Never mind, Follow me, and Show me. Quest dialog is missing. Go home gives no options.

 

No guarantee Cure would fix this - but I would like to give it a shot. So to speak.

 

OK, I can add a cure syringe.  There used to be one anyway so I just have to update the script for it.  The forms are already in the mod, but they won't work without the script.

 

And I will make it constructible object like the other syringes.

 

 

Posted

Version 1.0.8. won't be published until after I add the cure syringe and I won't start on that script update until Monday.

 

This version will include the fix for placing the water trough and no one will be troubled by the trough mats anymore.  I made the troughs handle the mat placement on their own so all you have to do is place the trough and the trough will place the mat in the right position.  Work smarter, not harder!

 

 

Posted

My sanctuary Hucow Ranch. My main blueprint for Sanctuary had nothing in this spot. Will build that blueprint and incorporate this into it.

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Posted (edited)

WOW!  That is a very nice spread!

 

It looks like you have the hucow tracker on.

 

What mods are you using to get the indoor grass plots and that lush green outdoor setting?

 

I have A Forest mod but it is not that nice and green.

 

 

Edited by GrimGrim31
Posted (edited)

Human Cattle version 1.0.8 is now available.

 

The changes are:

  • Fixed the hucow water trough so you can place it on the ground without needing to use the Place Everything mod
  • Changed both troughs so that they will place the invisible marker mat themselves 
  • Corrected the name of the Butcher animation mat
  • Added a Cure syringe that can be created in the Chem workbench
  • EDIT:  Added an MCM option to allow use of more tags for sex scenes (default only uses "doggy" and "kneeling")

 

I am busy with real life stuff today but I will post some information about the animation mats and the exam table later.

 

 

Edited by GrimGrim31
Posted

The Cure syringe worked out just like I hoped!

Harley went back to being her obnoxious self, and I got my Quest turned in.

Thanks again, both for this mod and being so responsive.

Posted (edited)

Screenshot2024-07-29123609.png.178d5ed65a85aac3db1b133166e76e57.png

 

Here is some information about the hucow examination table that you can build in your settlements/hucow farms.

 

The table is used by assigning human NPCs to it.  NOTE:  NPCs must be assigned to the settlement in order for you to assign them to the table.  Once assigned, the NPC will crawl or walk to the table and lay on it.  If you are impatient, there is an option in the table menu to bring the NPC to the table that is useful when the NPC is far away or has managed to get off the table and you want to put them back on it.  While the NPC is on the table you can choose the Talk option but most NPCs have nothing to say.  The table does not add any dialogue other than random complaints.  To do things to the NPCs, move your target box away from the NPC and over parts of the table until you see the "Begin" button.

 

Screenshot2024-07-13223038.png.1109188545a427732ed58f26bafdb09d.pngScreenshot2024-07-13223101.png.b2c45bd74d26370ef52b68e6e42df254.png

 

The table menu is long so you may have to scroll down to see some of the options.  There is also a Process option that has its own menu of options.

 

Screenshot2024-07-13223121.png.6a9c674511945abe9f67a41a6dae8182.pngScreenshot2024-07-13223142.png.4e2722e0caa033c52fc7eabb90341acc.png

 

You must have the right items in your inventory to use the options for Inject Serum, Use Stimpak, and Cure.  Note that syringes loaded in your syringer are not available for use with the exam table.  You have to unload the syringes from your syringer.

 

Most of the options are self-explanatory but I will describe the ones that are less obvious.

 

  • Tag the cow's ear puts a small metal tag on the NPC's ear.  

 

  • Apply collar and manacles applies a set of Vault-Tec restraints, if you want other restraint options, let me know in the comments.

 

  • Change HuCow Position flips the NPC from their back onto their belly.  Useful when you want to see whip marks healed by the stimpak.

 

  • Register and Apply Generic Name will add the NPC (whether a hucow or not) to the hucow registry and give them the name "HuCow".  It is not used much since all real hucows are automatically added to the registry and given the name.

 

  • Exit on the Process Menu will close all of the menus

 

  • Apply Tattoos uses my set of bar code tattoos along with a Vault-Tec tattoo from Captive Tattoos. 

 

  • Butcher will kill the NPC on the table even if they are Essential or Protected.  Use this carefully.  There is a confirmation check.

 

  • Release from table will let the NPC leave the table.

 

  • Exit on the Main Menu will close all of the menus

 

Screenshot 2024-07-29 123641.png

Edited by GrimGrim31
Posted (edited)

Screenshot2024-07-29124007.png.cffe0c3c28de50cf983c6d91e6649192.png

 

Human Cattle also allows you to place animation mats around your settlement/hucow farms using the build menu.  There are four mats for settlers/researchers and two mats for the hucows.  The mats are visible in the build menu and you can see an approximate position of the animation.  The mats and blue body markers should disappear (turn invisible) when the build menu is closed.

 

Screenshot2024-07-29124241.png.e1b7f407848961d02916aa55d828e33e.png

 

The four mats for settlers/researchers include one anim mat with clipboard and pen for Doctor Hope or another Vault-Tec researcher (such as Lloris) and a version of this mat for other settlers.  There is a butcher anim mat that uses the animation that Polly uses in her stall at Diamond City.  The fourth anim mat is the Use Syringe mat which an NPC can use to run the syringe animation.  I like to place the researcher mats in locations where the hucows tend to congregate and the other mats around the exam table so my followers have something to do while I am processing cows at the table.

 

Screenshot2024-07-29123941.png.a8a227d719dbad23731c5a219784bf99.png

 

Screenshot2024-07-29124028.png.ce5f5ed9125b40c8a62dbd3627172001.png

 

Screenshot2024-07-29124348.png.2cab74851bc8c87d7376686c35efb43f.png

 

The two hucow mats should be place where you want hucows to kneel or to graze.  They should be placed on level ground, if possible.  Some settlements already have a few of these scattered around.  If you do not place these mats and/or troughs, your hucows will stay in one place in the settlement and do nothing.

 

That is all of my tips for the day.  Next time I will give you information about syringes or maybe hucow disguises or maybe the battlebabe.  Which information is more important to you?

 

 

Edited by GrimGrim31
Posted
55 minutes ago, GrimGrim31 said:

That is all of my tips for the day.  Next time I will give you information about syringes or maybe hucow disguises or maybe the battlebabe.  Which information is more important to you?

Thank you for V1.0.8 .  I'll try it out soon.  And thank you for the detailed explanations.  I'd like to know more about the disguises and/or the battlebabe stuff.  But any extra info is good.  On the other hand, I don't understand the syringer setup.  Is this for the syringe rifle available elsewhere?

 

One thing I'd like to see, if it's in your skill set, and you have the time, is barn building workshop items, especially things like stalls for the hucows.  It can be done with existing items, but having a "place stall" which has markers for hucows would be a nice addition.

 

Thanks again for the mod.

 

Posted

The Syringer is a base game weapon I always add through the console.

There are a bunch of useful mods you can make for it at a weapon workbench.

Increasing the range - and a scope - is great for Raider fights. Lots of potential cows. Only use Clone ammo.

Posted
35 minutes ago, tinkerbelle said:

Thank you for V1.0.8 .  I'll try it out soon.  And thank you for the detailed explanations.  I'd like to know more about the disguises and/or the battlebabe stuff.  But any extra info is good.  On the other hand, I don't understand the syringer setup.  Is this for the syringe rifle available elsewhere?

 

One thing I'd like to see, if it's in your skill set, and you have the time, is barn building workshop items, especially things like stalls for the hucows.  It can be done with existing items, but having a "place stall" which has markers for hucows would be a nice addition.

 

Thanks again for the mod.

 

 

 

Yes, the syringes use the normal short syringer rifle from the base game.  As Fred said, you can just use console commands to add one to your inventory.

 

player.additem 14D09E

 

Glad you are enjoying the mod.  I will see what I can do about stalls.  It has been a while since I built some using available assets.

 

 

Posted

Okay I'm still not able to find Doc Burr, I don't know if i have some mod conflict that overwrite the location or something
since i've been everywhere i can think of. 
🫠😀

Posted (edited)
9 hours ago, GrimGrim31 said:

What mods are you using to get the indoor grass plots and that lush green outdoor setting?

 

I have A Forest mod but it is not that nice and green

 

I think the mods I use are Simply Better Weather and Fallout Seasons (Spring).

 

The indoor food green plots are really outdoor plots and I am not sure what mod adds them. I just discovered they had snap points. I laid them out first and built the rest around them.

Edited by Olmech
Posted
16 minutes ago, aliveagain002 said:

Okay I'm still not able to find Doc Burr, I don't know if i have some mod conflict that overwrite the location or something
since i've been everywhere i can think of. 
🫠😀

 

 

Spoiler

Head NW from Parson's Creamery. Look for a trailer, with a water trough close. You will find Burr (remains) inside. Have your worthless assistant with you. He has dialog.

Mod author has a little surprise for you there. Enjoy.

 

Posted
21 hours ago, GrimGrim31 said:

 

Good luck with Indarello's mods.

 

I added an MCM option to allow AAF to use other animation tags besides "doggy".  It will be part of Version 1.0.8.  When you allow any type of sex scene, you will see clipping with the hucow body and the male NPCs.  The animations were not made with huge breasted females in mind.

 

 

thank you :D

Posted
25 minutes ago, aliveagain002 said:

Okay I'm still not able to find Doc Burr, I don't know if i have some mod conflict that overwrite the location or something
since i've been everywhere i can think of. 
🫠😀

 

Did you check the ravines northwest of The Creamery?

 

Hint:  Don't look for a named location.

 

 

Posted

Screenshot2024-07-29202552.png.8cb2acdb55143bfc704dc0ed3a5117a3.png 

 

I experimented a bit with ways to make a hucow stall.  The example in the pic above is on a normal sized wood floor so it could easily be snapped to other wooden floor pieces.  The three walls and the floor would be one piece and then you would have to add the trough, the leaf bed, and the gate.  The trough is an assignable item and I am working out the framework that would keep a cow at the stall when they are assigned.  I will test it a bit.

 

Let me know what you think about this size stall or whether it should be smaller/bigger.  Is a carpeted floor something that people want, or do you want something with hay or straw on it or maybe a dirt floor?

 

Screenshot 2024-07-29 202616.png

Screenshot 2024-07-29 202718.png

Posted

Dirt floor is fine.  Floor sections, wall sections, that we can snap together to make an enclosure as large as we want. Gate looks good.

Do we already have appropriate fence pieces for a fenced pasture / corral?

Posted (edited)
51 minutes ago, fred200 said:

Dirt floor is fine.  Floor sections, wall sections, that we can snap together to make an enclosure as large as we want. Gate looks good.

Do we already have appropriate fence pieces for a fenced pasture / corral?

 

That is the fence in the base game.  You can make a huge enclosure with it like the one at Abernathy Farm.  You may have noticed a gate like that in the build menu for my mod.  That gate is modified so the player can only open it once if the player is a hucow.  After the first time it opens, the player is unable to open the gate and will have to jump over the fence to escape.

 

The trough matters more than the enclosure since the cow is assigned to the trough.

 

I may make several different floor options that will allow the wall sections to snap to them.

 

The tests continue with the first cow assigned.

 

Screenshot2024-07-29215919.png.cb43025a1bb5d38857b644464ff235b1.png

Edited by GrimGrim31
Posted (edited)

Gave this a shot on a current game and became a hucow via the serum, then later toggled On the player is a hucow, which added restraints & tats. Niffty! Buut...now after using the cure I can't get the restraints off or obviously, use any weapon.

 

Oh, btw JB has a crawling on all 4s animation for Nuka Ride, maybe he'd let you use it? Wouldn't hurt to ask!

Edited by izzyknows

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