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About This File

Originally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction.
 

Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road

 

TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower

 

Differences

No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable

No DLC requirement - Works with any version

Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer"

Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with.

Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets

Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone

Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods

Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations"

Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly.

Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons

 

If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all.

 

How to use

Craft a DNA sequencer at any chem station

Sneak it into a NPCs inventory

That's it

 

Notes

No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again.

Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work.

Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead

Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1"

NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place

(Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly

 

 

 

0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour

Spoiler

 

Differences

Abduct and restrain perk actions removed - NPCs are now captured by being equipped with a collar. Now any mod or way that makes it possible to equip items on targets can be used to capture with

Knockdown spell removed - Support have been added to capture NPCs pacified with Knockout Framework or Four-Play Violate instead. For those who don't want to use them there's an option for a basic system that works on targets sleeping, bleeding out or dead.

Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone

Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods

Improved faction management - Only NPCs detected as hostile to the player have factions stripped. This means dialogue and services relying on these should work more often after abduction than before

Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations"

Improved maintenance - Rather than running checks on everyone and everything maintenance is now automatically triggered by the NPC itself whenever the game loads it. This should make things run more smoothly and quicker. A full maintenance check is run on two occasions though, on game load and when manually initiated from the mod menu. When this is running perk functions are temporarily disabled avoid problems from editing the registry when it's being read. Once finished a notification will display and things will run as normal again. 

Added gender support - Sex is detected when a target is registered and the mod will attempt to restore it if the game or other mods changes it. It's also possible to manually set it but only for random NPCs using a spawnlist that includes it

Improved cloning - Thanks to DocClox's research it's now possible to make an identical copy rather than the old of-the-same-kind only

Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons

NPCs should no longer revert to the equipment they spawned with - An overriding blank outfit with only a collar is assigned on capture

NPCs modified by this mod should no longer have scripts necessary for services like barber, inn or doctor overwritten - The list have  been checked to make sure the workshop-script isn't replacing anything and those who couldn't be reliably fixed removed so they're not longer touched at all. If you want to play it safe and not change anyone important remember to disable the AbductionNamedNPC.esp

 

If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all.

 

How to use

Craft Abduction collar at any chemstation

Equip it on a NPC

That's it

 

Once a NPC is captured they'll have their collar changed into a [LOCKED] version. To release someone simply remove this from their inventory or use the quick menu option.

 

Notes

Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added

NPC lost items - Both the spawnhandler and other mods may reset, replace or remove NPCs so consider anything you give them forfeit just to be safe. Clones should be safer but I still advice treating anything you give them as lost just to be sure

Can't change appearance of some NPCs - Random NPCs spawned from a master template will generally revert back to the face it has given them

What clone mode to use? - I recommend using the NEW clone function first. This yields an identical NPC but without any quests, packages or other hooks the original might have that can make them act irregular or not at all. Should that fail it's up to you if you want to use the OLD mode or take your chances with no clone option at all and whatever behaviour the original got attached to it.

NPC is/turned ugly - It's possible to re-roll a randomly spawned NPC into a different look by using the gender-switch option

NPCs not equipping the outfit - When a full maintenance is running the individual variant NPCs trigger themselves is disabled. This means any NPCs entering the area and gets loaded during this procedure may not be updated with the correct outfit and settings. If this happens you can use the maintenance option on them directly from the quick perk menu alternatively just wait until you return to the area later and they're reloaded.

Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1"

Rerolled NPC vanish - The function will make the game give them a new position in the loaded area. If you don't want to find them again recruit them as followers and they should stick close by throughout the process

NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place

(Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly

 

 

 

To get more diversity in your ranks of "volunteers" I highly recommend  Unique NPCs and Better Settlers 2.0

 

Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again.

 

Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use.

 

This is a Loverslab only release, please do not upload this or modified versions elsewhere


What's New in Version 0.20.1

Released

CHANGE: Abduct and Restrain perk actions removed
CHANGE: Holotape menu replaced with MCM interface
CHANGE: Perk is now toggable
CHANGE: Mod no longer requires any DLC
CHANGE: Mod no longer requires edits to any NPCS
CHANGE: Tied to the above, NPCs are now cloned leaving the original completely untouched
CHANGE: Abduction collar replaced with non-dlc asset, the "dna sequencer"
CHANGE: Abduction is now triggered when the sequencer is put into a NPCs inventory meaning any mod or way like reverse pick-pocketing enabling this will work to abduct with
CHANGE: Outfits reduced to one
NEW: Voices are now automatically detected and switched depending on the situation. NPC tagged to work as vendor or initiate radiant quests will be assigned a voice supporting this. Entering combat will switch back to their default one to enable faction specific "trashtalking"
NEW: "Set home" function, this will show the popup to assign a new settlement for the NPC in the first registry slot and then set everyone else to use it too enabling quick mass-relocations
NEW: "Summon unassigned" function, teleports all NPCs without settlement assignment to your position
FIX: Clones are now properly levelmatched to player
FIX: Clones now have their XYZ angle reset when spawning to prevent a leanment issue with the vanilla teleportscript
MISC: Sequencer is now removed/spent on successful cloning



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