About This File
An expansion for Commonwealth Captives that adds KFT restraints, more captive poses, and automated sex with captors.
Variety is the Spice of Captivity
Normally you’ll find captives in one of two states: either tied to bondage furniture, or kneeling on the ground (“non-furniture”). Furniture already has several random options. Kneeling captives only ever kneel, though. This mod adds several extra idles from Daily Life of Hookers, as well as new custom made idles specifically designed to synergize with the limb positions of KFT restraints. Non-furniture captives can now have random pose variety too!
Captives can optionally spawn with KFT restraints. Head, eye, and mouth restraints can be equipped on either furniture or non-furniture captives. Body, arm, and leg restraints may only be equipped on non-furniture captives. This is to avoid conflicts between the furniture pose and the restraint pose.
Indecent Captivity contains its own internal settings for KFT restraints. This allows the user to select options specifically for captives, if desired. Please note that this mod only attempts to use restraints that actually restrict the captive in some way. Thus, it will not apply clothing that is purely decorative like corsets or stockings. In exchange, this mod includes several items that do not appear on the normal KFT leveled lists, including improvised blindfolds, amputations, and gags that change the captive’s expression. The user can optionally choose to have this mod obey KFT’s own MCM settings instead.
Automated sex will only occur between the captive and their nearby captors. You will not see wandering traders, nearby settlers, companions, or random creatures using the captives (captor-faction animals like raider dogs and FEV hounds can be enabled though). MCM settings control the number of potential partners, gender of partners for captives, number of simultaneous scenes, distance at which captors in a scene detect player shooting, distance player has to approach before captives stop being used for a new scene, and more. Captives on furniture are designed to return to their furniture after sex.
All of the above features can be enabled or disabled via MCM settings. Lastly, this plugin is ESL-flagged to avoid taking a precious ESP slot.
Precautions About Automated Sex
Avoid interrupting an AAF scene while the actors are still gathering for the scene (i.e. just before the animation actually begins). This action won’t break your game, but the scene itself may be soft-locked in the AAF wizard. A save/load will fix it. The same holds true whether you gun down one of the actors involved, fast travel, or enter a new cell through a door. It’s generally fine to shoot the captors while they’re mid-coitus though.
For improved long-term stability, and to avoid AAF having to handle a lot of scene errors, the best practice is to manually end any running scenes before you teleport elsewhere. It’s also fine to save mid-scene. Just be aware that if you load one of these saves, the captives may not return to their furniture properly.
What Are Weights?
The user will be asked to select a “weight” in MCM for number of partners in a scene, and for certain KFT restraint types. A “weight” is similar to a “chance”, except that the odds are relative to the other weights. For example, assume we have three options, A, B, and C. We’ll set the weight of A to 40, the weight of B to 50, and the weight of C to 10. Total of all weights is exactly 100 in this case. Therefore the chance of A is 40/100, chance of B is 50/100, and chance of C is 10/100.
Now we’ll change the weight of A to 50, the weight of B to 55, and the weight of C to 55 too. Total of all these weights is 160. Now the chance of A is 50/160, the chance of B is 55/160, and the chance of C is also 55/160.
Or we could set the weight of A to 3, the weight of B to zero, and the weight of C to 2. Total of all weights is 5. The chance of A is now 3/5, the chance of B is 0/5, and the chance of C is 2/5.
To keep the weights equal to the chance (and to keep the math easy), you can simply adjust your weights until they total 100.
As a side note, if a high number of partners is rolled (say, 9) but there aren’t that many available nearby partners, Indecent Captivity will attempt to use the next lowest partner number weight that’s greater than zero. So if it rolls for 9 partners, but only finds 2, it will check your weight for 2 partners. If that weight is zero, it will check the weight for 1 partner. If that weight is also zero, the scene will be canceled.
FAQ / TroubleShooting
Q) Does this mod work for male captives?
A) Poses work the same for both males and females. Automated sex does too, but be sure to install animations that support whichever gender combination(s) you enable (e.g. if you want female aggressor on male victim, your collection must include these types of animations). There is an MCM setting to let the user select which captive genders may receive KFT restraints. Please note that you will need to install a male conversion of KFT if you want restraints applied to male captives.
Q) Does this mod conflict with More Captives or Outfit Injector?
A) No, both of those mods can coexist with this one. KFT restraints themselves can sometimes leave floating shirt sleeves or pant legs if the captive has other clothing on. This mod’s “Strip Captives” option is enabled by default to prevent visual conflicts between KFT restraints and regular clothing.
Q) Does this mod’s automated captor/captive sex conflict with either Autonomy Enhanced or Just Fuck?
A) Possibly, in the same way that any two mods trying to perform similar actions may interfere with each other. I have not tested them together.
Q) A captive didn’t return to their furniture after sex, what happened?
A) If sex is interrupted, the post-scene processing won’t have a chance to occur. Examples of interruptions include shooting the captor during sex, or saving and reloading mid-sex.
Q) I cleared out a location but some other enemy teleported in and started banging the captive. Is that normal?
A) It can happen to outdoor captives you haven’t freed yet. There are MCM settings to adjust captor scan distance and how close you have to be to a captive to prevent new automatic scenes. If you’re outside this distance and other viable enemies are within scanning range, they may “wander over” and take advantage of the captive.
Q) Captors don’t stop having sex when I approach them. Is that normal?
A) Yes. They will stop if you actually fire a weapon (see MCM setting for distance), but not if you’re just walking nearby. It’s assumed they are distracted by their activities with the captive.
Known Issues
Once in a while, captives in KFT restraints appear to use a lower priority idle (DLOH or kneeling instead of KFT idle). The first time you speak to them, they’ll swap to the correct idle. Far too much effort has been expended trying to resolve this bug. At best, I’ve been able to reduce the frequency at which it occurs. Given the very minor nature of this bug, it is hereby being reclassified as a bonus feature until further notice.
Notes For Modders
Although there are very few text notifications in this mod, they are all shown via messagebox, rather than scripted notification. This means you can translate the messagebox text directly in xEdit/CK without needing to modify the scripts.
Hard Requirements
-Vanilla Fallout 4 (no DLCs needed)
-MCM
Thanks and Credits
-Egoballistic for making Commonwealth Captives, KFT, and so many other fine mods.
-kziitd for the custom KFT idles, for making KFT and Daily Life of Hookers, and for suggesting this mod’s concept in the first place.
-Honorable mention to Saya_Scarlett for the often thankless work of maintaining the AAF Fucking Manual.
-Credit to kinggath for the controller quest template that I'm still using from his Mod School Resources pack.
Permissions
Please seek permission from kziitd if you wish to make use of the included hkx files. All other assets are free to use for any purpose. No permission needed.
Edited by spicydoritos
v1.02
What's New in Version 1.02.1
Released
v. 1.02.1
-Removed uncompiled script left on a quest alias during development.
-Fixed internal version number.
v. 1.02
-Added “gag sound” versions of the KFT captive idles, courtesy of kziitd. Captives who are gagged while in a KFT idle will make appropriate sounds for both closed- and open-mouth gags. MCM options allow male and female selection, but as with other KFT options, a male conversion of KFT will be required for the settings to show any effect on males.
-Revised the internal captive search process so that it still works when dirt effect has been disabled.
-Fixed bug where captive would switch from KFT idle to DLOH idle after removing KFT restraints.
v. 1.01
-Added 30+ new idles made by kziitd for captives wearing specific KFT restraints. See MCM for idle chance settings.
-Added an MCM option to adjust captor scan radius around each captive. Captor must still be in the same cell as the captive.
-Added a toggle to select which genders can be equipped with KFT restraints. Please note that this option will require a male conversion of KFT if you want restraints applied to male captives.
-Added an MCM option to swap applicable captives from an invisible kneeling mat (furniture) to a non-furniture idle, so they can use the full suite of KFT body restraints.
-Improved internal timing so that captives equip their restraints more quickly.
-An optional patch is available in the FOMOD installer. The patch corrects certain rope restraints to use petsuit keyword instead of frogtie keyword. Per kziitd, this fix was intended to appear in a future update of KFT. This minor patch is being offered here due to Egoballistic’s absence. Several of the new idles are designed specifically for the limb positions imposed by petsuits.
v. 1.00
-Release