"Milkman" Version 1.10 ("The Brahmin Violator" Update) is now available! It includes milkable Brahmin, a new weapon, and a ton of bug fixes.
Milkman v1.10 (The Brahmin Violator Update) (November 5, 2015) -Added the ability to milk Brahmin. -Updated the "I Got Milk" perk. It now grants the ability to milk Brahmin in the wild. Obtain it by speaking to Henson in The Prospector Saloon. -Special delivery! Added a new weapon, "Explosive Milk". Obtain it by crafting it at a workbench. -Added recipes for crafting the "Stop Sign" and "Pedestrian Crossing Sign" weapons at a workbench. -Added a "Goodbye" prompt to Timmy Carolyn (again). -Fixed several dialogue bugs. -Fixed the quest "Green Thumb" not ending if the player had a well blueprint in their inventory. -Fixed a certain character towards the end of the final quest being essential when they shouldn't have been. -Fixed a bug where Carl Seller would run away screaming like a little girl at the sight of a mantis. -Players will no longer have their controls disabled during "Check the Expiration Date". -Updated the readme.txt file. -Updated the credits. -Fixed the bug where players were having fun with the mod. My bad!
There's a compatibility issue with the New Vegas Trade Center mod, for some reason the author thought it was a good idea to add car barricades near the building which happens to block the way to the milk headquarters and saloon so I always have to disable collisions every time I need to go to the HQ.
Warning to anyone wanting to play the Tales of New Reno mods, Milkman causes a compatibility issue making it impossible to enter a building that's required to get through the main quest all because of that irrelevant building with the dumb cop that arrests you and I doubt the author of this mod will ever change it. It doesn't even cause that merged double door thing some mods cause which usually at least makes it possible to enter the building you need to get inside but this just completely gets rid of the building even though the other mod was installed way later than Milkman so if anything it should've overwritten the ruined storefront but it didn't
mr. edwards didn't spawn or something, so I cant advance the quest
yeah I went around in tcl and spamming vats to try to find him, he just aint there. according to the linked video he used to just be walking around the place, and kevin used to also have voice lines (seems they were removed because of poor mic quality) and edwards got removed on accident.
if you encounter this problem, use the search console command and the player.placeatme command or whatever it's called to respawn him and continue the quest.
This mod is not compatible with Family Matters! I only just realized this after walking the path of the bovine.
In Family Matters, you deliver a letter to a particular place in the south. When you approach, the pip-boy light and radio stop functioning, a fact I blamed on that mod, because of how dark and moody the interior was. I only recently learned that I was mistaken, it was this mod causing that. However, since it was caused by a conflict and not actual programming, there was no way to fix the problem. I was left without a pip-boy light, and had to start a new game.
Now that I know it was this mod causing that situation and not Family Matters, I will be going to apologize. Don't use these two mods together.
Just in case anyone's here wondering about it, no, you're not the only one who thought that the Silenced Shotgun wasn't playing well with Shotgun Surgeon; was running through another mod and checked it with a normal Hunting Shotgun and yep, the DT on the enemies I was fighting went from 15 to 5 after doing that. :/
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Milkman v1.10 (The Brahmin Violator Update) (November 5, 2015)
-Added the ability to milk Brahmin.
-Updated the "I Got Milk" perk. It now grants the ability to milk Brahmin in the wild. Obtain it by speaking to Henson in The Prospector Saloon.
-Special delivery! Added a new weapon, "Explosive Milk". Obtain it by crafting it at a workbench.
-Added recipes for crafting the "Stop Sign" and "Pedestrian Crossing Sign" weapons at a workbench.
-Added a "Goodbye" prompt to Timmy Carolyn (again).
-Fixed several dialogue bugs.
-Fixed the quest "Green Thumb" not ending if the player had a well blueprint in their inventory.
-Fixed a certain character towards the end of the final quest being essential when they shouldn't have been.
-Fixed a bug where Carl Seller would run away screaming like a little girl at the sight of a mantis.
-Players will no longer have their controls disabled during "Check the Expiration Date".
-Updated the readme.txt file.
-Updated the credits.
-Fixed the bug where players were having fun with the mod. My bad!
Hope you guys enjoy!
yeah I went around in tcl and spamming vats to try to find him, he just aint there. according to the linked video he used to just be walking around the place, and kevin used to also have voice lines (seems they were removed because of poor mic quality) and edwards got removed on accident.
if you encounter this problem, use the search console command and the player.placeatme command or whatever it's called to respawn him and continue the quest.
In Family Matters, you deliver a letter to a particular place in the south. When you approach, the pip-boy light and radio stop functioning, a fact I blamed on that mod, because of how dark and moody the interior was. I only recently learned that I was mistaken, it was this mod causing that. However, since it was caused by a conflict and not actual programming, there was no way to fix the problem. I was left without a pip-boy light, and had to start a new game.
Now that I know it was this mod causing that situation and not Family Matters, I will be going to apologize. Don't use these two mods together.
love this mod , always use it inn my mod list!