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Posted
7 hours ago, LarryJD8822 said:

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.

 

It isn't something that I added, but there are still sound markers copied over from Vault 81 Secret.  I will take a look at them today and see if any are in the Research Atrium.

Posted
17 hours ago, LarryJD8822 said:

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.

 

I looked in the Creation Kit and there are three sound markers in Vault 81 Secret.  One is in the Research Atrium, one is in the Maintenance section (the red hallways), and one is on the floor where you find Curie.

 

If you want to delete them, they are named "AMBInteriorGenericSpotHumA2DLPMarker" (the one in the Maintenance Hallway), "AMBInteriorGenericSpotHumC2DLPMarker" (the one in the Research Atrium), and "AMBInteriorGenericSpotHumD2DLPMarker" (the one where Curie is found).

 

 

Posted
16 hours ago, GrimGrim31 said:

 

I looked in the Creation Kit and there are three sound markers in Vault 81 Secret.  One is in the Research Atrium, one is in the Maintenance section (the red hallways), and one is on the floor where you find Curie.

 

If you want to delete them, they are named "AMBInteriorGenericSpotHumA2DLPMarker" (the one in the Maintenance Hallway), "AMBInteriorGenericSpotHumC2DLPMarker" (the one in the Research Atrium), and "AMBInteriorGenericSpotHumD2DLPMarker" (the one where Curie is found).

 

 

 

Thanks, I deleted it, now it's nice and quiet.

 
 
 
Posted

Hi,

 

I finished up the secret Vault 11 settlement.

Then we were attacked by Supermutants.

Then I am supposed to talk to Emily.

She is at a different settlement and refuses to move to secret Vault 11.

Also she doesn't have conversation to close or advance that radiant? quest.

Can you supply the quest name so I can advance it? Maybe that's why Emily

refuses to move?

Also it built a campfire at the lift to the settlement where Emily is.

I disabled it. My home settlement is HIB Facility.

Posted

I have a question, although im not sure if it is from this mod i need to ask it, or the captive one.  One of the settelers i rescued is now becoming a HuCow except now she wont stop following me around everywhere i go and im not sure how i can get her to stop following me. 

 

I did have another question, i noticed the map marker for Vault 81 Secret outside atop the mouintaon , but the update notes answerd it :) was just curious to what mod added that. I asuming its inside 81 theres new stuffs? the location outside is nothing i could see there.

 

 

Posted
3 hours ago, LatencyRemix said:

I have a question, although im not sure if it is from this mod i need to ask it, or the captive one.  One of the settelers i rescued is now becoming a HuCow except now she wont stop following me around everywhere i go and im not sure how i can get her to stop following me. 

 

I did have another question, i noticed the map marker for Vault 81 Secret outside atop the mouintaon , but the update notes answerd it :) was just curious to what mod added that. I asuming its inside 81 theres new stuffs? the location outside is nothing i could see there.

 

 

 

The map marker for Vault 81 Secret is outside so that it shows up correctly on the Pipboy map.  It is added by my mod.  It should not show up until you complete all of the required quests.

 

 

Posted (edited)
9 hours ago, markpatong said:

Hi,

 

I finished up the secret Vault 11 settlement.

Then we were attacked by Supermutants.

Then I am supposed to talk to Emily.

She is at a different settlement and refuses to move to secret Vault 11.

Also she doesn't have conversation to close or advance that radiant? quest.

Can you supply the quest name so I can advance it? Maybe that's why Emily

refuses to move?

Also it built a campfire at the lift to the settlement where Emily is.

I disabled it. My home settlement is HIB Facility.

 

My mod doesn't have any radiant quests.

 

Once cured, Emily should have gone to Vault 81's atrium until you unlock Vault 81 Secret.  Did you send her from Vault 81 Secret to another settlement?

 

What is the HIB Facility?  Is that the mod added settlement, High Impact Ballistics Facility in Concord?  There should not be any campfires there.  The campfires should only appear on the campfire locations at The Slog, Ten Pines, Covenant, and Greentop.  They are coded to those locations and their x, y, z positions are on the world map (exteriors).  So even if you fast traveled from one of the campfire locations to HIB exactly when the campfire was getting placed on the map, it should not appear at HIB.  That's odd.

 

Based on what you told me, I assume Emily has been selected as the settlement speaker for a random settlement attack quest.  You can use console commands to complete that quest but first you have to figure out which random supermutant settlement attack quest is active.  One is quest 00097CC6 and the other is quest 0024918C.  If it is the Minuteman Defend quest, then it is 00160409.

 

I will have to fix Moreau, Lloris, Emily, and the two guards so that they are not selected by the game as settlement spokesmen for the random attack/recruitment quests.

 

 

 

Edited by GrimGrim31
Posted
23 minutes ago, GrimGrim31 said:

 

My mod doesn't have any radiant quests.

 

Once cured, Emily should have gone to Vault 81's atrium until you unlock Vault 81 Secret.  Did you send her from Vault 81 Secret to another settlement?

 

What is the HIB Facility?  Is that the mod added settlement, High Impact Ballistics Facility in Concord?  There should not be any campfires there.  The campfires should only appear on the campfire locations at The Slog, Ten Pines, Covenant, and Greentop.  They are coded to those locations and their x, y, z positions are on the world map (exteriors).  So even if you fast traveled from one of the campfire locations to HIB exactly when the campfire was getting placed on the map, it should not appear at HIB.  That's odd.

 

Based on what you told me, I assume Emily has been selected as the settlement speaker for a random settlement attack quest.  You can use console commands to complete that quest but first you have to figure out which random supermutant settlement attack quest is active.  One is quest 00097CC6 and the other is quest 0024918C.  If it is the Minuteman Defend quest, then it is 00160409.

 

I will have to fix Moreau, Lloris, Emily, and the two guards so that they are not selected by the game as settlement spokesmen for the random attack/recruitment quests.

 

 

 

Hi,

 

Yeah. Really weird. Yes it's High Impact Balistic Facility. It's my biggest Hucow Settlement. I turned Emily back into a hucow and sent her there. But I cured her before upgrading . Then I sent her to Secret Vault 11, but she just won"t go. I tried "moveto player" and she immediately just leaves. Seems to really like the HIB Facility.

I cleaned up Secret Vault 11 and supllied the water,food,beds etc.

The 2 guys are there.

Then we were violently attacked by four Supermutants with miniguns. Lucky I an level 89 and defeated them no problem. I have the mod " No Settlement Attacks" installed. So it's weird. So it says "talk to the people of Secret Vault 11. But Emily just has silent words basically saying thanks. But the quest doesn't close.

You should check out HIB Facility. Huge naked pool, naked showers and naked toilets. I always use it in my playthroughs. The campfire was weird.

I have a lot of unique settlers . One said it was a joke.

Posted
7 hours ago, GrimGrim31 said:

It is added by my mod.  It should not show up until you complete all of the required quests.

Thanks, it could be some mod I have that has it showing up, I have only started the quest after using the holotape but haven't gone to see the doctor yet. It's on my to-do list :D

Posted (edited)
21 minutes ago, LatencyRemix said:

Thanks, it could be some mod I have that has it showing up, I have only started the quest after using the holotape but haven't gone to see the doctor yet. It's on my to-do list :D

 

Were you walking around on top of the hill above Vault 81?  I think the marker might appear and you get some xp for discovering Vault 81 secret if you walk over the marker location.

 

I think I will disable it and the trapdoor entrance up there until the quest conditions are met.

 

It is such an odd location that I didn't think anyone would walk around up there.  It's not even near the spot where you murder Holt in the Depravity Mod.

 

 

 

 

Edited by GrimGrim31
Posted (edited)
7 hours ago, markpatong said:

Hi,

 

Yeah. Really weird. Yes it's High Impact Balistic Facility. It's my biggest Hucow Settlement. I turned Emily back into a hucow and sent her there. But I cured her before upgrading . Then I sent her to Secret Vault 11, but she just won"t go. I tried "moveto player" and she immediately just leaves. Seems to really like the HIB Facility.

I cleaned up Secret Vault 11 and supllied the water,food,beds etc.

The 2 guys are there.

Then we were violently attacked by four Supermutants with miniguns. Lucky I an level 89 and defeated them no problem. I have the mod " No Settlement Attacks" installed. So it's weird. So it says "talk to the people of Secret Vault 11. But Emily just has silent words basically saying thanks. But the quest doesn't close.

You should check out HIB Facility. Huge naked pool, naked showers and naked toilets. I always use it in my playthroughs. The campfire was weird.

I have a lot of unique settlers . One said it was a joke.

 

Did you turn Emily into a hucow right after you cured her?  If you do that before she walks back to Vault 81, some weird things might happen.

 

I am not sure how the "No Settlement Attacks" mod affects the radiant attack quests and their associated dialogue.  I looked at the mod description and it does not stop the Minuteman version of the Supermutant attack quest.  Did you try using the console command to completequest 00160409?

 

The campfire appearance is very odd.  I might look at the HIB mod just to see how it configures the settlement and its associated location and location references.

 

Did the Supermutants attack Vault 81 Secret or the HIB settlement?

 

Did you turn Emily into a Hucow with a Hucow Serum syringe or a Hucow Clone Serum syringe?

 

 

 

Edited by GrimGrim31
Posted
1 hour ago, GrimGrim31 said:

Were you walking around on top of the hill above Vault 81?  I think the marker might appear and you get some xp for discovering Vault 81 secret if you walk over the marker location.

 

I think I will disable it and the trapdoor entrance up there until the quest conditions are met.

Yeee it was only just a location marker, there was no door. 

 

1 hour ago, GrimGrim31 said:

It is such an odd location that I didn't think anyone would walk around up there.

Most people usualy wouldnt :D im on realy strong pain meds so i end up seeing a new thing and forget everything else, like i was there walking around the marker spot for like 20 mins lol. 

Posted (edited)
3 hours ago, GrimGrim31 said:

 

Did you turn Emily into a hucow right after you cured her?  If you do that before she walks back to Vault 81, some weird things might happen.

 

I am not sure how the "No Settlement Attacks" mod affects the radiant attack quests and their associated dialogue.  I looked at the mod description and it does not stop the Minuteman version of the Supermutant attack quest.  Did you try using the console command to completequest 00160409?

 

The campfire appearance is very odd.  I might look at the HIB mod just to see how it configures the settlement and its associated location and location references.

 

Did the Supermutants attack Vault 81 Secret or the HIB settlement?

 

Did you turn Emily into a Hucow with a Hucow Serum syringe or a Hucow Clone Serum syringe?

 

 

 

Hi,

 

I allowed her to go back to Vault 11 for quite a while. Then I turned her into a Hucow with the pill which renamed her to Hucow. I renamed her back to Emily after curing her.

I never ever get settlement attacks. The mod has different options when installed .I disabled all attacks.I found them tedious.I see you have an option in your MCM to allow Supermutant raids. Mine is off. But any change I make in Hucow MCM does not stay. It just changes back after upgrade.

The clone serum does not work for me at all.

They attacked secret vault 11 . I don't see any quest with those numbers.

 

Edited by markpatong
Posted
4 hours ago, LatencyRemix said:

Yeee it was only just a location marker, there was no door. 

 

Most people usualy wouldnt :D im on realy strong pain meds so i end up seeing a new thing and forget everything else, like i was there walking around the marker spot for like 20 mins lol. 

 

There is a trap door entrance up there, but it is really tough to find since about half of it is covered with earth.  I am disabling it for the next update though so that it and the map marker will not be enabled until all of the required quests are completed.

 

 

Posted

HI,

 

The MCM settings just started working. So that's OK.

I have Emily and Miranda(Also Hucow from Vault 11) on prisoner mats in those cells at Secret Vault 11 until they decide to stay.

Not gonna worry to much about the radiant quest because they tend to just fail and close after a while. So I will just ignore it for now.

Otherwise it's just peachy.

Not worried about the campfire , as I disabled and "marked for delete". It's gone.

Posted (edited)
3 hours ago, markpatong said:

Hi,

 

I allowed her to go back to Vault 11 for quite a while. Then I turned her into a Hucow with the pill which renamed her to Hucow. I renamed her back to Emily after curing her.

I never ever get settlement attacks. The mod has different options when installed .I disabled all attacks.I found them tedious.I see you have an option in your MCM to allow Supermutant raids. Mine is off. But any change I make in Hucow MCM does not stay. It just changes back after upgrade.

The clone serum does not work for me at all.

They attacked secret vault 11 . I don't see any quest with those numbers.

 

 

I will take a look at the pill method.  It has been a while since I reviewed it or tested it.

 

The settlement defend quest is from the base game not my mod.    The No Settlement Attack mod does not stop the Minutemen radiant quests which include some Defend a settlement quests.

 

If the MCM setting changes are not working for you, something may be wrong with your MCM mod.  Do other mod settings in MCM work correctly?

 

The clone serum syringes not functioning is another indicator that something is wrong.  It may be script overload or just a broken save.

 

I found the problem with moving Emily though.  I turned off her move setting in the last update.  I will turn it back on for her and Doctor Moreau in the next update.

 

 

 

 

Edited by GrimGrim31
Posted (edited)
1 hour ago, GrimGrim31 said:

 

I will take a look at the pill method.  It has been a while since I reviewed it or tested it.

 

The settlement defend quest is from the base game not my mod.    The No Settlement Attack mod does not stop the Minutemen radiant quests which include some Defend a settlement quests.

 

If the MCM setting changes are not working for you, something may be wrong with your MCM mod.  Do other mod settings in MCM work correctly?

 

The clone serum syringes not functioning is another indicator that something is wrong.  It may be script overload or just a broken save.

 

I found the problem with moving Emily though.  I turned off her move setting in the last update.  I will turn it back on for her and Doctor Moreau in the next update.

 

 

 

 

Hi,

 

The clone syringe option never worked for me from version 1.

Haven't tried it again.Maybe it works now. No broken saves.

The only settlement quests I ever get is the ones to get a settlement, which I guess this was one.

Other than that I never get any settlement attacks. Have used this mod for years. Never ever including Nuka World and Far Harbour.

You missed one of my posts.

Edited by markpatong
Posted

I just finished the Doctor quest with Emily, I liked all the multiple dialogue path's for the characters and i went back to the secet 81 spot and now i found the trap door.  Might be some mod i have but for me it was hard to find. the map marker was just its general location the actual door more over near the truck, but also for me good 85% of the trap door was covered by terain, still usable once i found it though.  Also, i could fast travel into it once i had discovred its location.  And exiting the elevator door is kinda jank, had to tcl out then it opend.

 

Secret 81 as a base is gonna be prety cool, maybe if possible would you consider making it like railraod hq and the other vault where you can fast travel out from its interioirs.

 

Some other random thoughs i had if you dont mine me shareing :)

wasteland dairy'sd mad cow / primal could have a trigget for hucow maybe?  Also, i have an old mod devious robo milkers, has nice milk pack textures and a roboitc one an i think its absndoned now and open for uses? But might need to double check.  Is there going to be more options for invulindarily having the PC get HuCow'd? to much radiation + mutations? chances for settlers to do it etc.

 

WIth the morph's, can there be a ini or someway we can manualy alter? Or an optional use for lena rad morphs to handle ?  

Posted

As an odd random interaction:

 

I set so that NPCs can turn the player into Hucow, and the Synths spawned just after I got Dogmeat, and seconds after the molerats spawned.  The Synths engaged the molerats and killed them - and then went passive, no longer attacking the player, just hanging around.  Once I attacked them they agrroed and attacked, transforming her as expected.

 

It may matter that I'm running DD Armorbench Unlocker and KFT - I’d interacted with the body and was using the armorbench at the RedRocket to unlock (most) of the bindings when the molerats and synths attacked.

Posted
6 hours ago, Darkmind_mc said:

As an odd random interaction:

 

I set so that NPCs can turn the player into Hucow, and the Synths spawned just after I got Dogmeat, and seconds after the molerats spawned.  The Synths engaged the molerats and killed them - and then went passive, no longer attacking the player, just hanging around.  Once I attacked them they agrroed and attacked, transforming her as expected.

 

It may matter that I'm running DD Armorbench Unlocker and KFT - I’d interacted with the body and was using the armorbench at the RedRocket to unlock (most) of the bindings when the molerats and synths attacked.

 

I will look at the attack script.  Maybe it is shutting the synth aggro off when any enemy hits you instead of just when a synth with an injector hits you.

 

 

Posted
9 hours ago, LatencyRemix said:

I just finished the Doctor quest with Emily, I liked all the multiple dialogue path's for the characters and i went back to the secet 81 spot and now i found the trap door.  Might be some mod i have but for me it was hard to find. the map marker was just its general location the actual door more over near the truck, but also for me good 85% of the trap door was covered by terain, still usable once i found it though.  Also, i could fast travel into it once i had discovred its location.  And exiting the elevator door is kinda jank, had to tcl out then it opend.

 

Secret 81 as a base is gonna be prety cool, maybe if possible would you consider making it like railraod hq and the other vault where you can fast travel out from its interioirs.

 

Some other random thoughs i had if you dont mine me shareing :)

wasteland dairy'sd mad cow / primal could have a trigget for hucow maybe?  Also, i have an old mod devious robo milkers, has nice milk pack textures and a roboitc one an i think its absndoned now and open for uses? But might need to double check.  Is there going to be more options for invulindarily having the PC get HuCow'd? to much radiation + mutations? chances for settlers to do it etc.

 

WIth the morph's, can there be a ini or someway we can manualy alter? Or an optional use for lena rad morphs to handle ?  

 

You can already fast travel in and out of Vault 81 Secret once you have unlocked it.

 

I am very much reluctant to dig any further into Wasteland Dairy Framework.  I'm not familiar with Devious Robo Milkers but I can look for it.  Is it on Nexus or LoversLab?

 

There will eventually be other options for turning the PC into a hucow.  It will not be a result of too much radiation.  

 

Morph levels set or configurable by ini are not planned.  Making customizable morphs is a headache that I don't want to get into right now.  I don't have unlimited time and the hours that I spend on this seem more and more like time that isn't well spent.

 

 

Posted (edited)
4 hours ago, GrimGrim31 said:

I'm not familiar with Devious Robo Milkers but I can look for it.

Thank you for reading my rambelings :),  Im not sure if the devious milker is still around on LL, It was from a previous HuCow mod that was beeing made.  Trying to make a BAC similar mod for FO4 i think, i can send you the files if you would like, though i dont think i have all of its origional files.  It used to  have a body change 1 through 6 stages.

 

*EDIT*
Is still here :) 

 

Edited by LatencyRemix
Posted (edited)

in my first playthrough most things worked, except doctor hope kept losing her voice and turning in to a random hucow, and now after updating the mod and starting a new playthrough i can't get secret vault 81 settlement to work or doctor hope to spawn at all. Moreau just stands by the cafeteria in vault81, (at the stage where emily wants to become a hucow again) and when i talk to him he basically bugs out and follows me around forever.

Edited by dzzd
Posted (edited)
59 minutes ago, dzzd said:

in my first playthrough most things worked, except doctor hope kept losing her voice and turning in to a random hucow, and now after updating the mod and starting a new playthrough i can't get secret vault 81 settlement to work or doctor hope to spawn at all. Moreau just stands by the cafeteria in vault81, (at the stage where emily wants to become a hucow again) and when i talk to him he basically bugs out and follows me around forever.

 

Doctor Hope is random.  She will eventually show up a settlement where you have multiple hucows.

 

The Vault 81 Secret Settlement is not unlocked unless two (or three if you have the Depravity mod installed) conditions are met.  AND you have to save and then load your game after those conditions are met.

 

EDIT:  Have you met the two or three conditions?  I assume you finished the quest to cure Emily since they are at Vault 81's cafeteria.  Did you cure Austin?

Do you have the Depravity mod installed?  If so, you will have to finish the Depravity quest to retrieve the cache at Vault 81 Secret.

 

Moreau, Lloris, and Emily should be near the cafeteria in Vault 81 until Vault 81 Secret is unlocked.  Emily should not want to be a hucow until she is in Vault 81 Secret.  I will check her conditions again.

 

Moreau doesn't have any kind of follower package.  Does he follow you out of Vault 81?  

 

EDIT:  It looks like a glitch since all of the dialogue for Emily wanting to become a hucow again does not trigger unless she and Doctor Moreau are in Vault 81 Secret.  Moreau follows you as part of that scene when it is time for the final conversation with Emily.

 

TLDR:  You will need to load a save from before you started that conversation with Emily or Doctor Moreau near the cafeteria.

 

 

 

 

 

 

Edited by GrimGrim31
Posted

Recent progress has slowed on this mod as I have begun work on voiced dialogue for Egoballistic's mod, AAF Family Planning Enhanced.  It is one of the few AAF mods other than the ones listed in the basic setup in The Fucking Manual that I use regularly.  It will take several weeks to get all of the voiced dialogue finished since it is tedious and there are twelve voices with about 40 lines each to do for the doctors plus the Daddy voices.  I finish one voice a day and then work on other things.  When completed, I don't know if I will release my version as a patch for Ego's mod or not.  Ego doesn't seem to be around right now to ask permission.  It may end up as just another personal mod like the one I have for Nuka World.

 

For Human Cattle, I reworked Phyllis Daily's dialogue and hucow transformation so that it works correctly.  If you transformed her already via her unique dialogue, you will have noticed that she stands in one spot and never moves unless you assign her to a hucow stall trough.  She also doesn't crawl even if you have the MCM setting on for crawling hucows.  That is fixed now for the next update.

 

I have also added dialogue for Companion Kellogg and Companion Strong so they comment and get aroused if the player character is female and nude, collared, and/or wearing a hucow eartag.  If they get aroused enough and the player is aroused (integrated with the mod Sex Attributes, if you have it installed), they will have sex. 

 

Note that Companion Kellogg is only available via the mod Depravity AFAIK. 

 

I plan to add Companion Gage eventually.  I can't think of any other male companions that would try to dominate the female player so those three will likely be it.  So far, in playtesting, you definitely do not want both NPCs travelling with you at the same time if you are going to run around undressed.  You'll be submissive and broken in a short time, which is awful if you rely on Willpower to pick locks or hack terminals.   Kellogg, by himself, is not so bad.  He has to be very aroused, and the player has to be aroused before Kellogg loses his professional focus and has sex.  Strong, on the other hand, is ready to go anytime the player is aroused or desperate for sex, and supermutant sex is quite damaging physically and mentally to the player (if you have the Sex Attributes mod installed). 

 

My mod checks to see if the player is wearing collars from Devious Devices or Real Handcuffs so those collars should also trigger comments from Kellogg, Strong, and eventually Gage.  If there are other popular collars out there in mod land, let me know.

 

I have a lot of credits on ElevenLabs right now (roughly three months worth) so voiced dialogue is my main focus.  Companion comments and reactions to hucows and creating more hucows will probably be my next project.  Settler and other NPC comments and reactions will follow.

 

 

 

 

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