Guest Posted July 18, 2019 Posted July 18, 2019 7 minutes ago, CobraPL said: Problem is that last time I checked I needed to use TAKE (screenshot is after I took everything). Now, I need to user TRANSFER, after TAKE, as confirmation. It never happened b4, so I reported it. Ive only even used transfer, so I cant speak to what you're seeing. But I am trying other things out...
Guest Posted July 19, 2019 Posted July 19, 2019 Circling back. OnItemRemoved does not work - it needs inventory filters for EVERY item that is put into it and that is not something that can be done at runtime and certainly not for mod added items. So, finishing abductions quest will remain as it has always been, using the TRANSFER method of getting your gear from it.
Guest Posted July 19, 2019 Posted July 19, 2019 Silent takedowns (breaking the neck from behind) while abducted? That don't cause faction breaking and hostilities if done privately? Oh yes... this is definitely a thing now. Agility of 6 and Strength of 5 required for this ability to be available to use.
urbanoantigo Posted July 19, 2019 Posted July 19, 2019 Hi, Congratulations on the great series of RSE mods, I'm trying out some of them and I made the translation into Portuguese from Brasildeste, this one has already been up to that date, I've been testing here and it seems normal, send the file and if you approve feel free to offer the file.RSE_II_CSA (v2.4.9)_traduzido_ptBR.zipRSE_II_CSA (v2.4.9)_traduzido_ptBR.zip This was the first of the RSE series that I did the translation and I was able to test a bit, the others have not yet tried to show you. Taking advantage, I do not find which 3 options which appear as the choice for the destination of teleportation: - Last Used Bed - Closest Owened Settlement - Random Owned Settlement can you tell where they are? Spoiler
Guest Posted July 19, 2019 Posted July 19, 2019 @urbanoantigo look in the MCM file for this: { "text": "Teleport Location", "type": "stepper", "help": "Where will you teleport to, when teleporting is enabled?", "valueOptions": { "options": ["Last Used Bed", "Closest Owned Settlement", "Random Owned Settlement"], "sourceType": "GlobalValue", "sourceForm": "RSE_II_CSA.esp|0100640D" } },
urbanoantigo Posted July 19, 2019 Posted July 19, 2019 4 minutes ago, Flashy (JoeR) said: @urbanoantigo look in the MCM file for this: { "text": "Teleport Location", "type": "stepper", "help": "Where will you teleport to, when teleporting is enabled?", "valueOptions": { "options": ["Last Used Bed", "Closest Owned Settlement", "Random Owned Settlement"], "sourceType": "GlobalValue", "sourceForm": "RSE_II_CSA.esp|0100640D" } }, Wow that was fast. Thank you, I'll get it started.
Guest Posted July 19, 2019 Posted July 19, 2019 4 minutes ago, urbanoantigo said: Wow that was fast. Thank you, I'll get it started. I never do anything halfway or slowly.
urbanoantigo Posted July 19, 2019 Posted July 19, 2019 22 minutes ago, Flashy (JoeR) said: I never do anything halfway or slowly. Yes, it worked, ? I found two more places where the translation also needs to be done in the ... Fallout 4 \ Data \ MCM \ Config \ RSE_II_CSA \ config.json To translate Male and Female to Masculino and Feminino, Lines 395 - 396, and 742 - 743: "valueOptions": { "options": [ Male Female ], First time I move in a file from the MCM folder, interesting, I'm at the beginning of a new game and curious for the experiences with this mod Thanks again and congratulations for the set of RSE mods.
Guest Posted July 19, 2019 Posted July 19, 2019 12 minutes ago, urbanoantigo said: Yes, it worked, ? I found two more places where the translation also needs to be done in the ... Fallout 4 \ Data \ MCM \ Config \ RSE_II_CSA \ config.json To translate Male and Female to Masculino and Feminino, Lines 395 - 396, and 742 - 743: "valueOptions": { "options": [ Male Female ], First time I move in a file from the MCM folder, interesting, I'm at the beginning of a new game and curious for the experiences with this mod Thanks again and congratulations for the set of RSE mods. If you ask @Olmech, he'll tell you that once you go RSE, you will never go back to playing without it. The game is much too boring without it.
Dapper Dan Pomade Posted July 19, 2019 Posted July 19, 2019 I'm new to the mod. How are abductions triggered? Can they be triggered independently, or do they only happen after a combat surrender?
Guest Posted July 19, 2019 Posted July 19, 2019 14 minutes ago, Dapper Dan Pomade said: I'm new to the mod. How are abductions triggered? Can they be triggered independently, or do they only happen after a combat surrender? Within this mod, they are a consequence of surrendering in a fight to raiders, gunners and super mutants only. Chances of abductions and all of the other configurable settings to create your abductions scenarios are contained within the included MCM. If you run RSE II Advanced Needs and have CSA installed as well, you could potentially get kidnapped to an abductions site when you sleep in an unsafe location. And since you're new to these mods, I'll just say, welcome to the RSE Experience. Your game will never be the same again.
Dapper Dan Pomade Posted July 19, 2019 Posted July 19, 2019 3 minutes ago, Flashy (JoeR) said: Within this mod, they are a consequence of surrendering in a fight to raiders, gunners and super mutants only. Chances of abductions and all of the other configurable settings to create your abductions scenarios are contained within the included MCM. If you run RSE II Advanced Needs and have CSA installed as well, you could potentially get kidnapped to an abductions site when you sleep in an unsafe location. Awesome. Thanks for the quick response!
Guest Posted July 19, 2019 Posted July 19, 2019 Really refining (and testing the fuck out of) SILENT TAKEDOWNS during abductions. There are two kinds available, within two different circumstances. You have an unarmed variation, that breaks the captors neck. You have a variation that relies on you having an equipped blade of some kind, which stabs them in the neck. You can trigger this by sneaking around and jumping someone or your can trigger it when a captor comes to visit. You cannot use this skill when you have become subservient!!! Even though I use crouched sneaking as the means to trigger silent takedowns, they do not use the game's DETECTION meter. I made my own, in papyrus, so one cannot rely on the detection meter on the screen at all. You will receive an update on your stealth status every five seconds or so, so it best to not just jump the gun and kill someone and to wait until the script tells you that you are in the clear. If you are witnessed, which is seen or heard, by any captor within 800 game units, using the game's own Line of Sight and Detection (sound) methods, hostilities will ensue. This new addition has even been coded to allow you to kill the boss, giving you access to the chest, without triggering hostilities, unless of course, you are detected by someone else. To use this skill, you must have agility of 6 or higher and a strength of 5 or higher. And this skill ONLY works on humans and ghouls. Super mutants, lets face it, it would be impossible for the player to break their necks or get the jump on them with a puny switchblade. Trying to keep it grounded and real. I am still tweaking my detection radius as I find it a little too easy right now, but work progresses and soon you will all have a new means to work through your abductions. In fact, thinking about it, I may just make this a slider for you in the MCM, so that you can choose the distance other NPCs need to be to detect your kills. And I mean... you have no idea how difficult this was to pull off. Seems easy when youre playing or looking at it here, but I kid you not, I've been at this for almost 11 hours non-stop now and it was some complex fuckery to make. But its done, its working, its well tested. Sorry for the quality. Laptop recording + full screen video = not good bed fellows. But a look at it in action, all the same, stuttering frames and all. ? 2019-07-19 02-42-34_1.mp4
Guest Posted July 19, 2019 Posted July 19, 2019 Just added checks for RealHandcuffs being applied to the player, to ensure you cannot trigger a silent takedown if you are currently restrained in handcuffs. Slowly coming together now. Final refinements and polishing on some other parts of the mod that I wanted to tighten up - such as adding walk-away phases to visitation dialogues, so that if you decide to just walk away from your approaching captor, they will just immediately start up an AAF sequence, determining that you were defiant. Small things like this, to tighten up the player experience and remove some loopholes.
JB. Posted July 19, 2019 Posted July 19, 2019 Very good idea, when I thought there could not be anything else... ? I have a situation. I managed to escape from Gunners Plaza. The mod asked me if I wanted to get my things back later. I accepted I would go back later because they stole a couple of my legendary weapons. After various hours of play, I accept the reality that I don't have enough level to face them. Yesterday I wanted to try abduction with Piper, but since the first abduction is still active, there is no second abduction. So, is there any way to communicate to the mod that I no longer want to recover my things? Something to make that message appear again where the mod asks me to recover my things or abandon them.
Teddar Posted July 19, 2019 Posted July 19, 2019 17 hours ago, JBpy said: Yes, yesterday happened to me during my kidnapping and I think, thiiiiink it's for RealHandcuffs. Have you been cuffed? Open the console and type this: player.caa animarchetypeplayer If you are handcuffed, remove the handcuffs and type it. Should fix it. No i wasn't handcuffed i dont use that mod (yet). Gotta be something else. Must be something else conflicting but hell if i know what it might be.
goosetrip Posted July 19, 2019 Posted July 19, 2019 Fantastic job man. Pairs well with Advanced needs. No issues with the latest version. I'll keep testing.
Guest Posted July 19, 2019 Posted July 19, 2019 3 hours ago, JBpy said: Very good idea, when I thought there could not be anything else... ? I have a situation. I managed to escape from Gunners Plaza. The mod asked me if I wanted to get my things back later. I accepted I would go back later because they stole a couple of my legendary weapons. After various hours of play, I accept the reality that I don't have enough level to face them. Yesterday I wanted to try abduction with Piper, but since the first abduction is still active, there is no second abduction. So, is there any way to communicate to the mod that I no longer want to recover my things? Something to make that message appear again where the mod asks me to recover my things or abandon them. Good point - didn't actually consider that one. However, for next update. As you can see, if there isnt a player abduction ongoing, it will tell you. But if there is still one going on and you wish to terminate it, whether you are in the middle of one or have escaped and just wish to flush the chest out, coming into this tool and selecting it ONCE, you will see a message saying the abduction was terminated.
Guest Posted July 19, 2019 Posted July 19, 2019 v2.5 is now available for download! NOTE: This update requires the RSE II Resources ESM v0.9+ file to be installed in your game. So if you didn't update to this version, which was released yesterday, you will need to get it now. If you do not, the CSA mod will simply halt all functions and tell you to update the ESM. Save yourself the headache. Do it now. Updates: Adds Silent Takedown mechanics to Player Abductions. You must have AGILITY of 6+ and STRENGTH of 5+ in order to do takedowns. They only work on HUMAN and GHOUL captors. You can trigger them by sneaking behind a target or through dialogue with visitors. Two types of takedowns - broken neck and stabbing the throat, depending on if you have a knife equipped or not. Being detected killing a captor will begin immediate hostility with your captors. You can silently kill a boss, but you will still be a captive, prone to visitations, until you open the boss chest. Breakdown of Silent Takedowns can be read HERE. MCM control added to enable Stealth Notifications for silent takedowns - use them to know when it is safe to kill someone. MCM control added to set the distance your captors need to be away from your target in order to not go hostile. MCM control added to shut down an ongoing abduction, which deletes the chest and everything in it! So use it wisely! A reiteration about the SNEAK / DETECTION system: Even though I use crouched sneaking as the means to trigger silent takedowns, they do not use the game's DETECTION meter. I made my own, in papyrus, so one cannot rely on the detection meter on the screen at all. You will receive an update on your stealth status every five seconds or so, so it best to not jump the gun for the kill and to wait until the script tells you that you are in the clear. If you are witnessed, which is seen or heard, by any captor within 800 game units (default, but can be altered in the MCM), using the game's own Line of Sight and Detection (sound) methods, hostilities will ensue.
MrCruelJohn Posted July 20, 2019 Posted July 20, 2019 29 minutes ago, Flashy (JoeR) said: v2.5 is now available for download! NOTE: This update requires the RSE II Resources ESM v0.9+ file to be installed in your game. So if you didn't update to this version, which was released yesterday, you will need to get it now. If you do not, the CSA mod will simply halt all functions and tell you to update the ESM. Save yourself the headache. Do it now. Updates: Adds Silent Takedown mechanics to Player Abductions. You must have AGILITY of 6+ and STRENGTH of 5+ in order to do takedowns. They only work on HUMAN and GHOUL captors. You can trigger them by sneaking behind a target or through dialogue with visitors. Two types of takedowns - broken neck and stabbing the throat, depending on if you have a knife equipped or not. Being detected killing a captor will begin immediate hostility with your captors. You can silently kill a boss, but you will still be a captive, prone to visitations, until you open the boss chest. Breakdown of Silent Takedowns can be read HERE. MCM control added to enable Stealth Notifications for silent takedowns - use them to know when it is safe to kill someone. MCM control added to set the distance your captors need to be away from your target in order to not go hostile. MCM control added to shut down an ongoing abduction, which deletes the chest and everything in it! So use it wisely! A reiteration about the SNEAK / DETECTION system: Even though I use crouched sneaking as the means to trigger silent takedowns, they do not use the game's DETECTION meter. I made my own, in papyrus, so one cannot rely on the detection meter on the screen at all. You will receive an update on your stealth status every five seconds or so, so it best to not jump the gun for the kill and to wait until the script tells you that you are in the clear. If you are witnessed, which is seen or heard, by any captor within 800 game units (default, but can be altered in the MCM), using the game's own Line of Sight and Detection (sound) methods, hostilities will ensue. you know, brother... the silent executions... could be its own standalone mod and probably would skyrocket to HotFiles on the nexus... it is a mechanic truly missing from the base game. John
Guest Posted July 20, 2019 Posted July 20, 2019 1 hour ago, MrCruelJohn said: you know, brother... the silent executions... could be its own standalone mod and probably would skyrocket to HotFiles on the nexus... it is a mechanic truly missing from the base game. John https://www.nexusmods.com/fallout4/mods/40133/ Just saying...
Olmech Posted July 20, 2019 Posted July 20, 2019 Okay, been reading up on all the changes I need to make and if I go the route of updating to the new bodies...and AAF....I think Ill just wipe my game and start over. Question...does this require the latest AAF and F4SE or could I try it on the one I am running? I think I would rather do that if possible rather than relearn AAF since it has changed so much since the version I run. If I cant...Ill wipe and redo.
Guest Posted July 20, 2019 Posted July 20, 2019 1 minute ago, Olmech said: Okay, been reading up on all the changes I need to make and if I go the route of updating to the new bodies...and AAF....I think Ill just wipe my game and start over. Question...does this require the latest AAF and F4SE or could I try it on the one I am running? I think I would rather do that if possible rather than relearn AAF since it has changed so much since the version I run. If I cant...Ill wipe and redo. Pretty much all mods are independent of AAF version, really, when it comes down to it, aside from some varying API calls that may not exist in older AAF builds. That said, I am personally using build b78.0 of AAF with F4SE build 0.6.16 and that should be good for just about anyone. I hate constant updates to FO4's exe and F4SE and all the rest, so I found a good build of AAF that works for my needs and locked off all other updates. I wont update again until a new API call comes along that I personally need for mod authoring... If that answers the question.
Olmech Posted July 20, 2019 Posted July 20, 2019 13 minutes ago, Flashy (JoeR) said: Pretty much all mods are independent of AAF version, really, when it comes down to it, aside from some varying API calls that may not exist in older AAF builds. That said, I am personally using build b78.0 of AAF with F4SE build 0.6.16 and that should be good for just about anyone. I hate constant updates to FO4's exe and F4SE and all the rest, so I found a good build of AAF that works for my needs and locked off all other updates. I wont update again until a new API call comes along that I personally need for mod authoring... If that answers the question. Im on 58b I think. I suppose Ill just redo it all since Ive been on this game install since November of last year. Probably some nasty things lurking in there with all the mod yanking Ive done anyway. But, I wont do it tonight. Long day today.
urbanoantigo Posted July 20, 2019 Posted July 20, 2019 Hi, update the Portuguese translation of brazil, for your enjoyment RSE_II_CSA (v2.5)_traduzido_ptBR.zip
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