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Posted (edited)

I completed Emily questline and Vault 81 Questline but Loris is not inside Vault 81 to get him to open secret door.. V2.5. There just sitting outside vault 81

 

Edited by Dranos1
Posted
On 4/24/2026 at 4:26 PM, uprdonetsk said:

Thanks for the magical mod.
I start the game on a large build, after Cryo install mods, including yours, load the starting save, and stand by the fire.
Is this normal? Version 2.5, no overwriting in MO2.image.png.e42356666c93f89b3e231e6fc5c90ae3.png

 

A fire in Vault 111 is not supposed to happen, but that is probably due to my mod because I can't think of another mod that adds campfires.  Was it lit when you started the game?  The lit campfires are supposed to appear only at a few settlements and only if you light the dead campfires already there.  I will take a look to see what might be happening.

 

 

 

 

Posted
On 5/15/2026 at 11:37 AM, Dranos1 said:

I completed Emily questline and Vault 81 Questline but Loris is not inside Vault 81 to get him to open secret door.. V2.5. There just sitting outside vault 81

 

 

Are all four of them plus the brahmin outside of Vault 81?  They might sit out there for a day before Emily, Doctor Moreau, and LLoris move inside to the Vault 81 atrium.  

 

 

Posted
On 3/4/2026 at 12:26 PM, juice26us said:

So i got the stuff for the Doc and the quest will not complete. its been probably 50 game hours. Is there a way to advance the quest? 

 

Did you give the items to the Doctor?

 

 

Posted
On 3/8/2026 at 9:04 PM, TRASH_MANSTAN4 said:

so how dose the body morphing work?

 

i have CBBE loaded and the morphs are not working.

 

do i need to remove CBBE?

 

As long as CBBE is installed correctly and you built your CBBE body in Outfit Studio with the build morphs enabled, my mod should morph actor bodies.  Note that you may have to enable that option in the MCM menu for my mod, Human Cattle.

 

 

Posted
On 3/9/2026 at 9:05 AM, dzzd said:

I managed to get everything to work, for me I just had to complete ms19 and reload! I just have a question, after you get secretv81 and emily asks to become a hucow again, is she supposed to lose her unique dialogs and transform in to a baseline hucow with no voicelines etc?

 

Emily is pretty boring once she completes her transformation into a hucow again.  Hucows are typically focused on basic needs not conversation.  Doctor Hope is the same.  Emogene is more interesting once she accepts your proposal to disguise herself as a hucow in your settlement.  Since she is mostly still human, but behaves like a hucow, she is still rather snarky with her dialogue.  Note that she does provide milk and fertilizer though, so she is just as useful as the other cows.

 

I may eventually add hucow dialogue for Emily and Doctor Hope and maybe for the other hucows.  I am a bit reluctant since voiced dialogue takes up a lot of space (it currently is the largest part of the download file) and I am getting close to the limit for a 7z compressed file on Lovers Lab.

 

 

Posted
On 3/22/2026 at 4:26 PM, Leowulf said:

I'm in Med-Tek, and the terminal that was added won't seem to trigger the quest update.  Terminal entries for Project Summary, Research Summary, and Future Direction all work.  Terminal entries for MT-2077-33, 55, and 134 don't do anything when clicked upon, and 33 doesn't initially appear on the list until 55 or 134 are chosen.  I'm basically stuck on the quest.  What am I missing?

 

EDIT:  I started clicking like a madman, and then the quest update triggered.  I don't know.

 

When you are looking at the terminal entries for any one of the three projects (33, 55, and 134), you will only see options below to switch to the other two projects.  The summaries shown on the current page are the ones for the project you are currently viewing.  When you click on one of the other projects, you get the summaries for that project.  I may rename the summaries to label them with their affiliated project numbers so you can more easily remember which project you are currently viewing.

 

 

Posted
On 4/1/2026 at 9:29 AM, DarvreNeibot said:

Finally gets my own answer. She appears after 8 hucows.

 

It should only require two hucows in the settlement, but it is a random event checked each hour so you may not see her for a while later.  There is only a ten percent chance of her appearing if you have two or more hucows.

 

 

Posted (edited)
On 4/5/2026 at 4:17 AM, Pfiffy said:

...I only have a problem with Dr. Hope: She appeared not in a Settlement, but in the Raider Camp at the Federal Ration Stockpile. I don't have any Hucows there, so the dialogue with her seems pretty senseless to me at that point. Did anyone a worshop lay out or Blueprint for the secret Vault 81?

 

Edit: I would do it myself, if I find one single snap point...

 

Doctor Hope should not appear anywhere but a player owned settlement.  I will have to check to see if she follows you from the settlement if you haven't talked to her yet.  If you talk to her anywhere else, you should still be able to recruit her and send her to a settlement.

 

You won't find snap points on the Vault 81 Secret walls, doors, or floors.  The constructible vault pieces in the Vault DLC do not match the pieces used by the devs to create Vault 81 so I used their pieces as the repair parts.  My repair parts will look cleaner than the originals, which seemed fitting for a repair job.  If you prefer the appearance of the repairs to match the other vault parts, you can change it in FO4 Edit or the Creation Kit, but that would be a lengthy process to identify each of my repair parts and change their "skin".

 

 

 

Edited by GrimGrim31
Posted (edited)
On 4/27/2026 at 11:50 AM, awson said:

It's a great mod, but there's an issue. When the ghoul bulls transform, they receive the skin of an ordinary man from the mod, which looks strange. Is there a way to prevent the male body from changing after transforming into a bull?

 

Ghouls should not transform into hucows or bulls.  I will have to review the settings again.

 

The transformation process doesn't directly affect skin, but maybe something in the base outfit change or the morph changes does something to the basic skin type.  I will have to playtest to figure it out.

 

Note that using the clone hucow serum will affect skin since the base NPC type of the clone uses human skin.  Are you injecting feral ghouls with the clone hucow serum?

 

 

 

 

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

 

A fire in Vault 111 is not supposed to happen, but that is probably due to my mod because I can't think of another mod that adds campfires.  Was it lit when you started the game?  The lit campfires are supposed to appear only at a few settlements and only if you light the dead campfires already there.  I will take a look to see what might be happening.

 

 

 

 

For me, the fire is right outside the Railroad's door—if you enter through the tunnel.Interaction is possible, but nothing happens—and it's burning.( may set sem as persistent , than they dont move)

 

About Red, Since your last update, Red has spoken to me exactly once, then left the settlement, and has been missing ever since (at least 3 in-game months)—though the Brahmin is still standing outside the settlement; I think it was Boo Boo.

 

And the good doctor doesn't move an inch—he just stands right next to his bed the entire time( its not the navmesh i moved him with a turret, but no result) . Emely and "what's-his-name" also just stay confined to a single room; their sandbox is fine, but they won't leave the room—not even to go into the adjacent room where the beds are (you know, the ones I replaced). The two guards at Tenhat's Vault Camp settlement, however, are doing exactly what they're supposed to do.
 
What I'm missing now (at  bulls), though—something that *was* there before ( i dont play as a Hucow)—is the prompt "fuck." That used to be the easiest way to get down on knees without using SEU.
 
Edited by LarryJD8822
Posted
4 hours ago, GrimGrim31 said:

 

В Убежище 111 пожара быть не должно, но, вероятно, это из-за моего мода, потому что я не могу вспомнить другой мод, добавляющий костры. Был ли он зажжён, когда вы начали игру? Зажжённые костры должны появляться только в нескольких поселениях и только если вы подожжёте уже потухшие костры. Я посмотрю, что может происходить.

 

 

 

 

Yes, this is your mod—I checked the object in the console before taking a screenshot.
The campfire was lit.
However, when I started a new game with the same load order, there was no campfire near the cryo-chamber.
At the start, I don't install anything except mods that require a new game (AAF, perks) and appearance mods.
I play until I exit the cryo-chamber, exit, save, and then install the remaining mods on that save.
The campfire appeared after loading the full list of mods for the save after exiting the cryo-chamber.

Posted
6 hours ago, LarryJD8822 said:

For me, the fire is right outside the Railroad's door—if you enter through the tunnel.Interaction is possible, but nothing happens—and it's burning.( may set sem as persistent , than they dont move)

 

About Red, Since your last update, Red has spoken to me exactly once, then left the settlement, and has been missing ever since (at least 3 in-game months)—though the Brahmin is still standing outside the settlement; I think it was Boo Boo.

 

And the good doctor doesn't move an inch—he just stands right next to his bed the entire time( its not the navmesh i moved him with a turret, but no result) . Emely and "what's-his-name" also just stay confined to a single room; their sandbox is fine, but they won't leave the room—not even to go into the adjacent room where the beds are (you know, the ones I replaced). The two guards at Tenhat's Vault Camp settlement, however, are doing exactly what they're supposed to do.
 
What I'm missing now (at  bulls), though—something that *was* there before ( i dont play as a Hucow)—is the prompt "fuck." That used to be the easiest way to get down on knees without using SEU.
 

 

Good, a second data point will make it easier for me to pinpoint the problem with the lit campfire.  They always start at the player and then get moved to the location where I want them, but they are not supposed to be visible (enabled) until they are in the right location.  Can someone give me the FormID for the campfire?  Each one is unique.

 

I will look at the other items you mention.  Now that I am playing Fallout 4 again, it is time to get back to modding.

 

  

Posted (edited)

Photo131.png.7f7948976117a8b5a6f68f58ec6b3e51.pngPhoto132.png.f6be4406022ba5ad9900aec2b3ef8822.png

3 hours ago, GrimGrim31 said:

 

Good, a second data point will make it easier for me to pinpoint the problem with the lit campfire.  They always start at the player and then get moved to the location where I want them, but they are not supposed to be visible (enabled) until they are in the right location.  Can someone give me the FormID for the campfire?  Each one is unique.

 

I will look at the other items you mention.  Now that I am playing Fallout 4 again, it is time to get back to modding.

 

  

Hi, I’m also having problems with campfires, but in my case they keep appearing at home plate. Even after deleting the campfires through the command console, when I leave the house and come back, they’re there again.

Edited by TheShadowHunter
Posted (edited)
8 hours ago, TheShadowHunter said:

Photo131.png.7f7948976117a8b5a6f68f58ec6b3e51.pngPhoto132.png.f6be4406022ba5ad9900aec2b3ef8822.png

Hi, I’m also having problems with campfires, but in my case they keep appearing at home plate. Even after deleting the campfires through the command console, when I leave the house and come back, they’re there again.

 

Thank you, the FormID numbers will help me to isolate the issue.  It also helps knowing that they reappear even after you delete/disable them.

 

 

 

 

Edited by GrimGrim31
Posted (edited)

Thanks, but I need the BaseID.

 

FF11CE89 is the ID for the version of that campfire in your current game.  It will change in every game that you or anyone else plays.

 

I should have specified that I need the FormID of the Base object, AKA BaseID, rather than the FormID of the Object Reference which is a temporary ID created at runtime when the object reference is created.

 

 

Edited by GrimGrim31
Posted (edited)
35 minutes ago, LarryJD8822 said:

I know that it is the savegame ID, but I have no idea how to generate or find the base ID.

 

Use Better Console and you'll see the BaseID on the right side of the screen, after clicking on it that is.

You can also get a crap ton of extra info by hitting the control key. 👍

 

Scroll up a couple posts and TheShadowHunter posted screens using Better Console to see what I mean.

Edited by izzyknows
Posted (edited)
On 5/18/2026 at 4:55 PM, GrimGrim31 said:

 

Emily is pretty boring once she completes her transformation into a hucow again.  Hucows are typically focused on basic needs not conversation.  Doctor Hope is the same.  Emogene is more interesting once she accepts your proposal to disguise herself as a hucow in your settlement.  Since she is mostly still human, but behaves like a hucow, she is still rather snarky with her dialogue.  Note that she does provide milk and fertilizer though, so she is just as useful as the other cows.

 

I may eventually add hucow dialogue for Emily and Doctor Hope and maybe for the other hucows.  I am a bit reluctant since voiced dialogue takes up a lot of space (it currently is the largest part of the download file) and I am getting close to the limit for a 7z compressed file on Lovers Lab.

 

Emogene?

On 5/18/2026 at 4:55 PM, GrimGrim31 said:

 

Emily is pretty boring once she completes her transformation into a hucow again.  Hucows are typically focused on basic needs not conversation.  Doctor Hope is the same.  Emogene is more interesting once she accepts your proposal to disguise herself as a hucow in your settlement.  Since she is mostly still human, but behaves like a hucow, she is still rather snarky with her dialogue.  Note that she does provide milk and fertilizer though, so she is just as useful as the other cows.

 

I may eventually add hucow dialogue for Emily and Doctor Hope and maybe for the other hucows.  I am a bit reluctant since voiced dialogue takes up a lot of space (it currently is the largest part of the download file) and I am getting close to the limit for a 7z compressed file on Lovers Lab.

 

 

 

Uhhh, how exactly do you recruit emogene?

 

Edited by dzzd
Posted
3 hours ago, dzzd said:

Uhhh, how exactly do you recruit emogene?

 

 

It requires the Recruit Emogene Cabot as Settler mod from Nexus.  Follow the mod's instructions for recruiting Emogene at the Third Rail after her quests are complete.  There may be a glitch where she doesn't actually move to the settlement after you recruit her.  This is because a quest that you completed for the Cabots, The Secret of Cabot House, is still active even though you completed the quest and it has a package that keeps Emogene at the Third Rail.  I use the console to stop that quest (Stopquest 22A00) and then she walks off to the settlement.  Once she is there, my mod has dialogue to convince her to disguise herself as a hucow to hide from her nosy family.

 

 

 

Posted
On 5/18/2026 at 11:12 AM, GrimGrim31 said:

 

Doctor Hope should not appear anywhere but a player owned settlement.  I will have to check to see if she follows you from the settlement if you haven't talked to her yet.  If you talk to her anywhere else, you should still be able to recruit her and send her to a settlement.

 

You won't find snap points on the Vault 81 Secret walls, doors, or floors.  The constructible vault pieces in the Vault DLC do not match the pieces used by the devs to create Vault 81 so I used their pieces as the repair parts.  My repair parts will look cleaner than the originals, which seemed fitting for a repair job.  If you prefer the appearance of the repairs to match the other vault parts, you can change it in FO4 Edit or the Creation Kit, but that would be a lengthy process to identify each of my repair parts and change their "skin".

 

 

 

 

I checked the process for Doctor Hope and she only appears at a settlement that has at least two hucows AND the player, but if the player doesn't talk to her there and moves somewhere else, she will follow the player.  Until the player talks to her, she will follow the player anywhere he/she goes.  That may be a long slow walk if the player fast travels across the map so she might show up in some strange places.

 

I am going to change her travel package so that she travels to the center of the settlement instead of moving towards the player.

 

 

Posted
2 hours ago, LarryJD8822 said:

Not scaled to 1920x1080 this time.

 

neu Console.png

 

Thanks, I have looked at the script for the lit campfire placement, and I don't understand why they are stuck and visible (enabled) for some players.  I assume they are showing up wherever the player was located when you played my mod with the campfire quest included.  Somehow, they were enabled and not moved to their proper locations in the game.

 

If you go to the unlit campfires at The Slog, Ten Pines, Warwick, Greentop, or Covenant and light the unlit fire (using a flip lighter or gold flip lighter), do the lit fires move there?

 

 

Posted (edited)
On 5/18/2026 at 1:27 PM, LarryJD8822 said:

For me, the fire is right outside the Railroad's door—if you enter through the tunnel.Interaction is possible, but nothing happens—and it's burning.( may set sem as persistent , than they dont move)

 

About Red, Since your last update, Red has spoken to me exactly once, then left the settlement, and has been missing ever since (at least 3 in-game months)—though the Brahmin is still standing outside the settlement; I think it was Boo Boo.

 

And the good doctor doesn't move an inch—he just stands right next to his bed the entire time( its not the navmesh i moved him with a turret, but no result) . Emely and "what's-his-name" also just stay confined to a single room; their sandbox is fine, but they won't leave the room—not even to go into the adjacent room where the beds are (you know, the ones I replaced). The two guards at Tenhat's Vault Camp settlement, however, are doing exactly what they're supposed to do.
 
What I'm missing now (at  bulls), though—something that *was* there before ( i dont play as a Hucow)—is the prompt "fuck." That used to be the easiest way to get down on knees without using SEU.
 

 

I checked Doctor Moreau's package for Vault 81 Secret.  It wasn't working because the _RebuildVault81 quest isn't starting correctly.  I think that I have fixed that problem for the next update, although I have not seen Lloris or Doctor Moreau travel far from their research room.  They have only been outside it once or twice.  That might be because I deleted most of the furniture in the rest of the vault when I was cleaning it up.

 

The issue with the "fuck" prompt is that it is superseded by the blowjob prompt and the milking prompt.  You may have to use those prompts first so that the hucow is available to fuck.  Note that the "fuck" prompt is allowed by the _HucowFucker perk.  If your player character lacks that perk, they will not have a "fuck" prompt for hucows.  The perk is not visible in the Pipboy.  Most of my mod perks are not visible so they don't clog up the perk list.

 

You should have the perk though since a check is made each time you load a save.  If you don't have it, it is given to the player.

 

 

 

 

 

 

 

 

Edited by GrimGrim31

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