markpatong Posted May 25 Posted May 25 (edited) I had a campfire at the lift entrance of HIB facility, which is a mod. Not a standard Fallout 4 location.But it is Dr Hope's location. In the console I just clicked on all the campfire components and typed "disable". Then I typed "markfordelete" , and it was forever gone . By the way I injected a friendly supermutant with serum, and he turned into a bull and works just fine. Same as any human bull. Edited May 27 by markpatong
markpatong Posted May 25 Posted May 25 (edited) Still not working for me. Vault secret 81. Edited May 25 by markpatong
LarryJD8822 Posted May 25 Posted May 25 (edited) 9 hours ago, GrimGrim31 said: Ten Pines, The Slog, Greentop, Covenant, and Warwick. ok: Ten Pines, is burning, id charedressourse.esm (aurelians) Spoiler The other 4 have vanilla IDs—no interaction is possible, and they don't burn. Edited May 25 by LarryJD8822 1
GrimGrim31 Posted May 25 Author Posted May 25 (edited) 9 hours ago, markpatong said: Still not working for me. Vault secret 81. Do you know how to use the console commands? Open the console window using the tilde key "~" Type in "Help Rebuild 0" and hit enter You will see a list of items in your current game load that have the word "Rebuild" in their name. At the top of the list is a quest with the editor ID "_RebuildV81SecretQuest". Write or memorize the FormID number (59122B32 on my game, but your first two digits will vary based on where my mod is listed in your load order). In the console, type in "StopQuest XX122B32" using the two digits for "XX" that match the FormID shown for your game load. Hit Enter. Then type in "ResetQuest XX122B32". Hit Enter. Then type in "StartQuest XX122B32". Hit Enter. You should be able to see the map marker and the trapdoor now. Screenshots shown below of my console entries using the FORMID in my current game for the quest. I will add script in the next update to do this automatically when the player loads a save. It isn't necessary for people starting a new playthrough but is required if the Rebuild the Secret Area of Vault 81 quest is already running in their saved game. Edited May 25 by GrimGrim31
GrimGrim31 Posted May 25 Author Posted May 25 12 hours ago, markpatong said: I had a campfire at the lift entrance of HIB facility, which is a mod. Not a standard Fallout 4 location.But it is Dr Hope's location. In the console I just clicked on all the campfire components and typed "disable". Then I typed "mark for delete" , and it was forever gone . By the way I injected a friendly supermutant with serum, and he turned into a bull and works just fine. Same as any human bull. Supermutant bulls/hucows are not intentional but I think I allowed it long ago when someone asked for it. If it is buggy, I won't fix that as non-human hucows are not intended to be part of my mod.
GrimGrim31 Posted May 25 Author Posted May 25 5 hours ago, LarryJD8822 said: ok: Ten Pines, is burning, id charedressourse.esm (aurelians) Reveal hidden contents The other 4 have vanilla IDs—no interaction is possible, and they don't burn. I may just pull the CreateFireQuest out of my mod since it seems to have an interaction issue with some other mod that I don't use. It will still exist in the background, and I can start it via console for my own playthroughs. Like many things in the Human Cattle mod, it's just something that I wanted to see in game.
LarryJD8822 Posted May 25 Posted May 25 @GrimGrim31I don't know why, but Red showed up today , for the second time, after more than half a year of in-game time; I was able to sell her 5 cows. She left again with the cows (which weren't properly removed from the settlement) the map marker did not update.., but everything looks fine when I open the workshop interface. Boo Boo, however, stayed behind; I guess she likes my settlement better. I'm going to send more cows to University Point to see if Red comes back. I have just as many cows at Abernathy Farm and The Castle, but she only seems to show up once I've unlocked University Point. still 2.5
markpatong Posted May 25 Posted May 25 (edited) 6 hours ago, GrimGrim31 said: Do you know how to use the console commands? Open the console window using the tilde key "~" Type in "Help Rebuild 0" and hit enter You will see a list of items in your current game load that have the word "Rebuild" in their name. At the top of the list is a quest with the editor ID "_RebuildV81SecretQuest". Write or memorize the FormID number (59122B32 on my game, but your first two digits will vary based on where my mod is listed in your load order). In the console, type in "StopQuest XX122B32" using the two digits for "XX" that match the FormID shown for your game load. Hit Enter. Then type in "ResetQuest XX122B32". Hit Enter. Then type in "StartQuest XX122B32". Hit Enter. You should be able to see the map marker and the trapdoor now. Screenshots shown below of my console entries using the FORMID in my current game for the quest. I will add script in the next update to do this automatically when the player loads a save. It isn't necessary for people starting a new playthrough but is required if the Rebuild the Secret Area of Vault 81 quest is already running in their saved game. I'll wait for your next update. I use sex em up , so the F button is not important to me Edited May 25 by markpatong
fred200 Posted May 26 Posted May 26 (edited) V2.5.2. Also used console commands. If I fast travel to Vault 81 Secret, or use the reactor door, or the elevator, the entire vault is "falling". Never seen a failure like this... Edited May 26 by fred200
GrimGrim31 Posted May 26 Author Posted May 26 16 hours ago, fred200 said: V2.5.2. Also used console commands. If I fast travel to Vault 81 Secret, or use the reactor door, or the elevator, the entire vault is "falling". Never seen a failure like this... OK, I think I know what this problem is, but it isn't something that I changed recently. Back in February, I created new precombines and vis for the vault. As a result, those files are in my Overwrite folder and not in the mod folder where they need to be for users of the mod other than myself. I will add them back into the mod folder and upload a new version.
GrimGrim31 Posted May 26 Author Posted May 26 Version 2.5.3 is available for download. This is a minor update to fix the issue with Vault 81 Secret not having physics so everything was falling. The precombine and vis folders were missing and had to be added back in. I forgot that I had updated them in February, so they were in my Overwrite folder in my MO2 instead of being in the mod folder where they needed to be. That explains why I wasn't experiencing the issues that you were. This update also includes the autorun fix for the Vault 81 Secret map marker, trapdoor, and x markers so that you won't have to use console commands to fix that issue in a current save. 2
uprdonetsk Posted May 26 Posted May 26 (edited) 25.05.2026 в 04:33 markpatong написал: В консоли я просто щелкнул по всем компонентам костра и выбрал «отключить». Затем я взял «отметку для удаления», и они исчезли навсегда. Только «markfordelete», а не «отметить для удаления» Edited May 26 by uprdonetsk Mistake
yokito78 Posted May 26 Posted May 26 Hey, I have a question: what’s supposed to happen if you enable the option to let other NPCs “convert” the player? Because I always get ambushed by Synths who inject me with the serum—something’s definitely wrong there. I’d expect that, with that option enabled, there’d be crazy farmers who want to turn the player into new livestock or raiders attacking with syringes, or even Synths trying to inject you without it being an ambush. You could even set up events where, if you don’t have very good perception, you don’t realize the NPC has a syringe. For example, in Diamond City there’s one who sells cattle—shouldn’t we be in danger with her?
GrimGrim31 Posted May 26 Author Posted May 26 1 hour ago, yokito78 said: Hey, I have a question: what’s supposed to happen if you enable the option to let other NPCs “convert” the player? Because I always get ambushed by Synths who inject me with the serum—something’s definitely wrong there. I’d expect that, with that option enabled, there’d be crazy farmers who want to turn the player into new livestock or raiders attacking with syringes, or even Synths trying to inject you without it being an ambush. You could even set up events where, if you don’t have very good perception, you don’t realize the NPC has a syringe. For example, in Diamond City there’s one who sells cattle—shouldn’t we be in danger with her? The Synth ambush is the only player conversion by NPCs right now. I will eventually add some other attempts. The hucow sellers are quite willing to inject humans with hucow serum but right now they only do it to your followers if you are trading and choose to sell a follower (usually a Commonwealth Captive that is following you).
fred200 Posted May 27 Posted May 27 How do we tag a follower for sale to a HuCow merchant? They have no dialog option to be sold.
GrimGrim31 Posted May 27 Author Posted May 27 (edited) 7 hours ago, fred200 said: How do we tag a follower for sale to a HuCow merchant? They have no dialog option to be sold. Followers that are eligible to be sold will be highlighted in yellow during trading with the hucow merchants. Companions are not eligible. Commonwealth Captive followers should be eligible. I will get a screenshot to show you. The eligible followers turn orange-yellow and kneel when you talk to the trader and select the "Let's do business" option. When you put a cursor over them, they have the Sell prompt. Actors that turn green are the trader's hucows that you can buy. Talk to the trader again when you are done trading and select the End Trading dialogue option to stop trading. Edited May 27 by GrimGrim31 1
GrimGrim31 Posted May 27 Author Posted May 27 If the actors do not turn either orange-yellow or green, they are not eligible to be traded (sold or bought). In the pic above you can see Valkyrie in the center and the hucow trader in the knit cap to the right side. 1
yuridaisuki Posted Sunday at 08:32 PM Posted Sunday at 08:32 PM This mod is really fun. But the way to turn a male enemy into a female cow works well, but a clone serum doesn't work for a female enemy. When you shoot a syringe at male enemies, the script comes out well, but the female enemies and settlers don't work at all. What should I do in this case?
GrimGrim31 Posted Sunday at 11:45 PM Author Posted Sunday at 11:45 PM 3 hours ago, yuridaisuki said: This mod is really fun. But the way to turn a male enemy into a female cow works well, but a clone serum doesn't work for a female enemy. When you shoot a syringe at male enemies, the script comes out well, but the female enemies and settlers don't work at all. What should I do in this case? The script has worked great at cloning female enemies for years. Something on your end must be causing a conflict. What happens when you shoot a Hucow Clone Serum Syringe at a female human enemy?
yuridaisuki Posted Monday at 04:24 PM Posted Monday at 04:24 PM 16 hours ago, GrimGrim31 said: 이 스크립트는 수년간 여성 적을 복제하는 데 아주 효과적이었습니다. 당신 쪽에서 뭔가 문제가 있는 것 같습니다. 휴코우 복제 혈청 주사기를 여성 인간 적에게 쏘면 어떻게 되나요? I shot her with a syringe gun, and she just groaned and nothing happened. When I was attacked by a male enemy, he hesitated to sit down, became a woman, and the script popped up, but nothing happened to the female settlers or the enemy
GrimGrim31 Posted Monday at 05:06 PM Author Posted Monday at 05:06 PM 41 minutes ago, yuridaisuki said: I shot her with a syringe gun, and she just groaned and nothing happened. When I was attacked by a male enemy, he hesitated to sit down, became a woman, and the script popped up, but nothing happened to the female settlers or the enemy Which woman did you shoot? Did you use the Hucow Clone Serum Syringe?
yuridaisuki Posted Monday at 05:14 PM Posted Monday at 05:14 PM (edited) 7 minutes ago, GrimGrim31 said: 당신은 어떤 여자를 쏜 겁니까? 휴코우 클론 혈청 주사기를 사용했습니까? yes i did. What I can guess right now is I think I'm using animerace nanako-chan mod and it's not compatible with this race Edited Monday at 05:14 PM by yuridaisuki
GrimGrim31 Posted Tuesday at 12:58 AM Author Posted Tuesday at 12:58 AM 7 hours ago, yuridaisuki said: yes i did. What I can guess right now is I think I'm using animerace nanako-chan mod and it's not compatible with this race That is likely to be the source of the problem. The syringes only work on the human race.
yuridaisuki Posted Tuesday at 08:05 AM Posted Tuesday at 08:05 AM 7 hours ago, GrimGrim31 said: 그것이 문제의 원인일 가능성이 높습니다. 주사기는 인간에게만 효과가 있습니다. I hope one day Nanako can make it a human cattle, because I really liked this mod
LarryJD8822 Posted Tuesday at 11:36 AM Posted Tuesday at 11:36 AM (edited) 3 hours ago, yuridaisuki said: I hope one day Nanako can make it a human cattle, because I really liked this mod You can do that, but only with Settlers at the HuCow-Table or rather, with everything you can assign to the table; you'll need the serum syringes for it. Activate the table and let's get started! A quick tip: each injection requires two syringes. But be careful—GrimGrim31 doesn't provide support for this. Edited Tuesday at 11:38 AM by LarryJD8822
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