EgoBallistic Posted April 23, 2021 Author Posted April 23, 2021 9 minutes ago, NotKinkyEnough said: fantastic, I will try this out as soon as I can, thanks for doing this!! You're very welcome. I never tried Start Me Up before, it's pretty great - the little changes they made all over the place, the dialogue, etc, really make it work. It's fun with captives too. I freed one of the captives at the starting camp and took her to Vault 111 with me. When we were in the Overseer's office we got attacked by radroaches, and she was able to grab the Cryolator and zap them. Naturally, I took it back from her, and now we're wandering toward Concord. 3
Nessa Posted April 23, 2021 Posted April 23, 2021 Oh yeah, Start Me Up is a must have. FO4's start, all things considered, isn't as bad as Bleak Fall Boring or that horrid vault start in FO3, but it's nice to skip the sequence anyway. ? Plus my character doesn't have to be married off to that idiot guy. ? I'll be trying the patch as well. I tend not to use the raider start but I'll try a few starts to test it. 2
SealJuice Posted April 25, 2021 Posted April 25, 2021 I love this mod. Thank you very much. I love feeling like the hero. I searched this forum for my problem and since I do not see it, I must be doing something wrong. Freed captives are often invisible on the way to my settlement and once they get there. They become visible during/after combat (not sure which). They are visible in the settlement only in workshop mode where they show up as a green outline. Not sure if it matters, but I am using CBBE default and no skeleton mod. Thank you. Screenshot Spoiler https://steamcommunity.com/sharedfiles/filedetails/?id=2467936805 Load order that I'm terrible at understanding. 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Power Armor Paints-38890-1-2-1562923502.7z" "0217","+","Android - Big E's Geisha Bot Skin - Stand Alone","3.1.0.0","Big E's Geisha Bot Skin - Stand Alone Mk IIIb-35318-3-1-1539707451.7z" "0218","+","Utility - Canary Save File Monitor","1.0.0.0","Canary v 1.0.0-44949-1-0-0-1588955837.7z" "0219","+","Fixes - Noir Penthouse Complete Navmesh Fix","1.1.0.0","Noir Penthouse Navmesh Fix ESL Version-44660-1-1-1587832533.zip" "0220","+","Workshop - Reproduce Equipment","1.0.1.0","Reproduce Equipment-45781-1-0-1-1592629684.7z" "0221","+","Workshop - Shackin' Up - A Sim Settlements Prefab Shack Mod","1.1.5.0","Shackin' Up-45638-1-1-5-1593648968.7z" "0222","+","Gameplay - Classic Holstered Weapons System","f1.01","Classic Holstered Weapons - v1.01-46101-1-01-1594294242.zip" "0225","+","Baka ScrapHeap - Script Memory Limit Expander","1.1.0.0a","Baka ScrapHeap-46340-1-1a-1595301425.7z" "0226","+","Gameplay - Start Me Up - Alternate Start and Dialogue Overhaul","6.1.0.0","Patch for Nuka World - Full Dialogue Prompts-18946-2-0.zip" "0227","+","Clothing - Star Wars - Commonwealth Stormtroopers","2.0.0.0","Commonwealth Stormtroopers 2.0-19349-2-0-1581977892.7z" "0228","+","Star Wars - BlasTech E-11","1.4.0.0","BlasTech E-11 Version 1.4-15888-1-4.zip" "0229","+","Companion - MATCompanion","d2019.12.23.0","D:/Fallout 4 Master/mods library/Companions/MAT Companion/MATCompanion-24289-1-0.rar" "0230","+","Paint - PA - T-60 Skull Gorilla Suit Standalone","1.3.0.0","T-60 Skull Gorilla_Standalone 1.3-2569-1-3.rar" "0231","+","SS2 - Addon Pack - Pra's Random Addon 2","2.1.2.0","PraRandomAddon2-48042-2-1-2-1605220562.7z" "0232","+","SS2 - Addon Pack Ruined Homes and Gardens 2.0","1.0.2.0","Sim Settlements 2 - Ruined Homes and Gardens 2 - 1.0.2-48067-1-0-2-1605310360.7z" "0233","+","SS2 - Addon Pack - Walled Gardens and More","1.2.0.0","SS2 Addon Pack - Walled Gardens and More-47906-1-2-1605201745.7z" "0234","+","SS2 - Addon Pack Captain Cosmos Creation V2","1.1.0.0","Captain Cosmos Construct 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Lexington-Corvega-29196-2-0.zip" "0244","+","SS2 - Addon Pack - Vault-Tec Tools","1.0.0.0","Vault-Tec Tools-48700-1-0-1607211296.zip" "0245","+","SS2 - Addon Pack - Junktown Fences 2","1.2.0.0","JunkTown - FENCES2-48525-1-2-1607039818.rar" "0246","+","Settlement - Coastal Station","2.4.0.0","Coastal Station-28839-2-4.zip" "0248","+","Settlement - Fort Hagen Warehouses","d2020.12.8.0","D:/Fallout 4 Master/mods library/Settlements/Fort Hagen is OUrs/FortHagenWarehouses.rar" "0249","+","SS2 Addon Pack - Scrappers","2.0.0.0","ohSIM_Sim2_Settlements_Scrappers_Addon-48846-2-0-0-1607456977.7z" "0250","+","SS2 - IDEK's Logistics Station 2","2.0.0.0","IDEK's Logistics Station 2-48389-2-0-1-1606778663.7z" "0251","+","Settlement - Mystic Lake Settlement","1.0.0.0","Mystic Lake Settlement-26816-1-0.7z" "0252","+","SS2 Wasteland Reconstruction Kit","0.1.0.0","Wasteland Reconstruction Kit-48960-0-1-1608343405.7z" "0255","+","Gameplay - Loot - Legendary Power Armor","3.0.0.0","Legendary Power Armor-13148-3.rar" "0256","+","Workshop - Additional Shop and Guard position variants","1.11.0.0","Additional Shop And Guard position 1.11-4027-1-11.rar" "0257","+","Fixes - Workshop Spotlight Fix","1.0.0.0DLC","Workshop Spotlight Fix with DLC - All in One Installer-11090-v1-0DLC.rar" "0258","+","Animation - Settlers Go Shopping - Idle Conversations at Settlement Stores","1.4.0.0","Settlers Go Shopping ESL-47971-1-4-1603533807.zip" "0259","+","Utilities - Unlimited Fast Travel - F4SE","d2020.12.20.0","D:/Fallout 4 Master/Unlimited Fast Travel - F4SE-26161-v1-4-0.7z" "0260","+","Gameplay - Hunter of the Commonwealth","1.1.0.0","Hunter of the Commonwealth-48853-1-1-1608718655.zip" "0261","+","Gameplay - Farm Legendaries Fallout Style","f1.01","Farm Legendaries ESL-45486-1-01-1591370272.7z" "0262","+","Gameplay - Loot - Multiple Legendary Effects","1.3.1.0","Multiple Legendary Effects-45283-1-3-1-1597234239.zip" "0263","+","Gameplay - Plasma Infused Legendary Weapon Buff","1.0.0.0","Infused Plasma Buff-5402-1-0.rar" "0264","+","Gameplay - Loot - Legendary Helmets","3.0.0.0","Legendary Helmets-12761-3-0.rar" "0267","+","Settlement - Player Home - Femshepping's Salem Coastal Home","2.2.0.0","Femshepping's Salem Coastal Home - 2.2-17161-2-2.zip" "0268","+","SS2 Addon Pack - Whisper's Power Plots - No Random","1.0.0.0","SS2 Addon Pack - Whisper's Power Plots-49055-1-0-1608898360.7z" "0270","+","Patch - Charlestown Condo as Full Settlement","1.0.0.0","Charlestown Condo Full Settlement ESL-46107-1-0-1594109311.rar" "0271","+","Gameplay - Loot - Legendary Armor Drops","1.0.0.0","Legendary Armor Drops - Far Harbor and Automatron-15512-1-0.zip" "0273","+","Gameplay - Loot - Automatron DLC Legendary Drops (plus Legendary Clothing Loot)","1.0.0.0","Automatron DLC Legendaries plus Legendary Clothing Loot-11755-1-0.zip" "0274","+","Utility - Build Limit Remover - Might Conflict SS2","2.2.0.0","Build Limit Remover (v2.2)-44166-2-2-1588546755.zip" "0275","+","Workshop - Brotherhood of Steel Modular Fencing","1.0.0.0","cVc BOS Fences-49230-1-1609737946.zip" "0277","+","SS2 - Add Ons - Tech Settlements","0.9.0.0","Tech Settlements-49342-0-9-1610264898.7z" "0278","+","SS2 - City Plan - Blackbelt's Vault 88","1.0.0.0","SS2-Blackbelt-Vault-49434-1-0-0-1610657664.zip" "0279","+","Workshop - Wasteland Army","1.0.0.0","Wasteland Army-49257-1-0-1609867650.zip" "0281","+","SS2 - Workshop HUD override","1.0.1.0","1_SS2 Workshop HUD Override-47976-1-0-1-1605295694.7z" "0282","+","NPC - NPCs Travel","2.9.5.0","FO4 NPCs Travel-16987-2-9-5-1591112870.7z" "0283","+","SS2 - Wasteland Reconstruction Kit","0.1.0.0c","Wasteland Reconstruction Kit-48960-0-1c-1612578618.7z" "0284","+","Vehicles - The Red Wave 3 - Mobile Player Home","0.9.0.0","The Red Wave 3-48691-0-9-1606881267.zip" "0285","+","Vehicles - Drivable Cars Redux","1.1.3.0","DrivableCarsNoSpawn-37822-1-1-3-1579176687.rar" "0286","+","Vehicles - Drivable Cars Lore Friendly Expansion","1.0.3.0","DrivableCarsLoreFriendlyExpansion-44228-1-0-3-1586002775.rar" "0287","+","Player Home - The Cabin","1.0.0.0","QuazCabin-17763-1-0.zip" "0288","+","SS2 - Tiny Living","1.1.0.0","Sim Settlements 2 - Tiny Living-49424-1-1-1610750297.zip" "0289","+","SS2 - City Plan - Ad Victoriam Settler","1.0.1.0","SS2 Ad Victoriam-Settler-49564-1-0-1-1612668638.7z" "0290","+","SS2 - NPCS - Better Outfits","1.0.0.0","SS2 Better Outfits-49849-1-0-1612403223.zip" "0291","+","Android - Synth Girl 2.5 Bodysuits V1","1.0.0.0","Synth Bodysuits 2.5.7z-27550-V1.7z" "0292","+","Android - Commonwealth Prosthetics - Synthetic Arm","1.0.0.0","Wasteland Prosthetics - Synth Arm (CBBE)-27945-1-0.7z" "0293","+","Bodies - True Wasteland Body","1.0.0.0","True Wasteland Body-36410-6-9-1568144347.zip" "0294","+","Workshop - Window Floor and Roof Boards","1.2.0.0","WindowBoards1.2-9209-1-2.zip" "0295","+","SS2 - Extended","1.0.7.0","SS2 Extended-47976-1-0-7-1612548416.7z" "0296","+","SS2 - SimHomestead 2 - Beta","5.0.0.0b","SimHomestead-50172-5-0beta-1613542141.zip" "0297","+","Fixes - Rusty Face Fix","1.2.1.0","Rusty Face Fix-31028-1-2-1a.zip" "0298","+","Settlement - Observatory Settlement","1.3.0.0","MainFileObseravory_v1.3-31023-1-3.rar" "0299","+","SS2 - Addon - Bare Essentials","1.0.0.0","SS2Addon MS_BareEssentials v1_0_0-50362-1-0-0-1614281130.7z" "0300","+","SS2 - Addon Pack - Favelabulous","1.0.0.0","Favelabulous with .BA2 File-50432-1-0-1614524759.7z" "0301","+","SS2 - Automatron Stats Mod","1.0.0.0","SS2RobotMod-50277-1-0-1613942077.7z" "0302","+","Companion - Ivy","d2021.3.6.0","D:/Fallout 4 Master/mods library/Companions/Insane Ivy/Companion Ivy 5.3 WITH Porn Mag Addon.7z" "0303","+","SS2 - City Plan - Croup Manor Fortified Trade Hub","0.9.0.0","Croup Manor Fortified Trade Hub-50580-0-9-1615008399.zip" "0304","+","SS2 - Addon Pack - So I Made Plans","1.0.0.0","So I Made Plans-50552-1-1614987242.rar" "0305","+","SS2 - CIty Plan - Dugout Liquors (Croup Manor)","1.0.0.0","Dugout Liquors (Croup Manor) CIty Plan-50541-1-0-1614885752.7z" "0306","+","SS2 - CityPLan - Red Rocket Foundry","1.0.0.0","RedRocketFoundry-50511-1-0-1614761379.7z" "0307","+","SS2 - City Plans - Murkburgers (Murkwater Construction)","1.0.0.0","Murkburgers-50619-1-0-1615180404.7z" "0308","+","Tweaks - Longer Power Lines","1.1.0.0","Longer Power Lines 3x-2241-1-1.7z" "0309","+","SS2 - City Plan - RocketVil","1.0.0.0","RocketVil-50645-1-0-1615275670.rar" "0310","+","Workshop - MDE2506's mostly colorful and modular hotchpotch","f1.00","Hotchpotch-47920-1-00-1615232143.7z" "0311","+","SS2 - CityPlan Simple Sanctuary","1.0.0.0","SimpleSanctuary-50661-1-0-1615313937.7z" "0312","+","SS2 - City Plan - Starlight Hive","1.0.0.0","StarlightHive-50698-1-0-1615451463.7z" "0313","+","SS2 - City Plans - ROTC2","1.0.9.0","Rise of the Commonwealth for SS2-50684-1-0-9-1615408105.7z" "0314","+","Settlements - Hangman's Alley Interior Apartments","2.1.0.0","Hangman's Alley Interior Apartments V2-16457-2-1.7z" "0315","+","Gameplay - Loot - Legendary Clothing Loot","1.0.0.0","Legendary Clothing Loot-11778-1-0.zip" "0316","+","Clothing - TheKite_CharredVaultsuit","d2020.3.21.0","D:/Fallout 4 Master/mods library/Armor and Clothing/Charred Vault suit/TheKite_CharredVaultsuit-18337-1-1-1560023643.zip" "0317","+","SS2 - Support - Barstool Games","1.1.1.0","Barstool Games - Main-30222-v1-1-1-1545946011.zip" "0318","+","SS2 - Add On Pack - Barstool Games","1.0.0.0","Barstool games Sim Settlments 2 Plots-50780-1-0-1615785291.zip" "0319","+","Settlement - Sanctuary River Saloon","1.4.0.0","Sanctuary River Saloon-33747-1-4.zip" "0320","+","SS2 - City PLan - Red Rocket Reclamation","1.0.0.0","Red Rocket Reclamation City Plan-50796-1-0-1615855527.7z" "0321","+","SS2 - City Plan - Croup Manor Redoubt","1.21.3.17.01","Croup Manor Redoubt - Sim Settlements 2 City Plan-50827-1-21-03-17-01-1615975972.7z" "0322","+","SS2 - City Plan - The Croup","1.0.0.1","The Croup esl-50810-1-0-0-1-1615916294.7z" "0323","+","SS2 - City Plan - Red Rocket by WaningGibbous","1.0.0.1","Red Rocket esl-50809-1-0-0-1-1615915433.7z" "0324","+","SS2 - Addon Pack - Happy Trails","1.0.0.0","SS2 Happy Trails-50835-1-0-1615996383.7z" "0325","+","SS2 - City Plan - CroumanVil","1.0.0.0","CrouManVil-50822-1-0-1616020108.rar" "0326","+","Companion - Sparky","2.21.0.0","Sparky EMFB - ESL-28051-2-21-1612066972.zip" "0327","+","Companion - Sparky Automatron PAtch","1.1.0.0","Sparky Automatron DLC Patch - ESL-28051-1-1-1549917672.zip" "0328","+","Player Home - Scavenger's Safehouse Player Home (with Merchant)","1.1.0.0","Scavenger's Safehouse Player Home with Merchant v1.1-30951-1-1-1562255657.zip" "0329","+","SS2 - Add On Pack - Junk Town 2","2.2.0.0","Junk Town 2-48271-2-2-1614731829.rar" "0330","+","Settlement - THE SLUG","1.0.0.0","THE SLUG-34448-1-0.zip" "0331","+","SS2 - City Plan - Red Rocket Junk Depot","1.0.0.0","Red Rocket Junk Depot-50891-1-1616200022.zip" "0332","+","SS2 - A - Sim Settlements 2","1.0.10.0","Sim Settlements 2-47976-1-0-10-1616168491.7z" "0333","+","SS2 -Z - Workshop Framework","2.0.11.0","Workshop Framework-35004-2-0-11-1616167957.7z" "0334","+","SS2 - City Plan = Croup Manor Chemlab","1.0.0.0","Croup Manor Chemlab-50933-1-1616370534.zip" "0335","+","SS2 - Cityplan - Hang'em Mall (Hangman's Alley)","1.0.0.0","HangemMall-50938-1-0-1616404420.7z" "0336","+","Companions - Mollie The Cheerleader - Leveling Version","2.1.0.0","Mollie Companion - PATCH-18361-2-1.zip" "0338","+","Clothing - Saint Outfit (LL)","d2019.6.3.0","D:/Fallout 4 Master/mods library/Armor and Clothing/Saint/Saint Outfit-39264-1-0-1559491204.rar" "0339","+","SS2 - City Plan - simple hangman's alley","1.0.0.0","simple hangman's alley settlement-51045-1-0-0-1616885705.7z" "0340","+","SS2 - City PLan - simple Oberland station settlement","1.0.0.0","simple Oberland station settlement-51041-1-0-0-1616883734.7z" "0341","+","SS2 - City Plan - Reina's Vault 88","1.0.0.0","Reina's Vault 88 for Sim Settlements 2-50712-1-0-1616029582.zip" "0344","+","Gameplay - Random Settlements for Minutemen Quests","f1.00","Random Settlements for Minutemen Quests-49872-1-00-1612499389.zip" "0345","+","Clothing Ty's Captain America Uniform-EVB Male-CBBE Female","2.5.0.0","Ty's Captain America Uniform- ESL Version-36897-2-5-1547969243.7z" "0346","+","Bodies - EVB Male Erect","1.2.0.0a","Nude Male Cut Erect-22110-1-2a.7z" "0347","+","Vehicles - Vertibirds can land anywhere","1.0.0.0esl","Vertibirds can land anywhere esl-51328-1-0esl-1618097124.7z" "0349","+","Vehicles - Vertibird Jump","1.9.9.0","1_Vertibird Jump 1.9.9-20190-1-9-9-1576067841.zip" "0350","+","SS2 - City PLan -Cafe 88 (Jamaica Plains)","1.0.0.0","Cafe88JamaicaPlain-51336-1-0-1618128939.7z" "0351","+","SS2 - City Plan - Vaulted Up Visitor Center","2.3.0.0","VUVC-CityPlan-51039-2-3-1617744877.zip" "0352","+","NPC - Recruitable Settlers","3.0.3.0","Recruitable Settlers - Main Files 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Core-43818-6-7a-1615258711.zip" "0361","+","SS2 -City Plans - - Captain Croup Bar and Dive","1.0.0.0","Sim Settlements 2 - Captain Croup Bar and Dive Entry by Karvoc-50992-1-1616658007.7z" "0362","+","SS2 -City Plans - The National Park Training Ground by Blackbelt16","1.0.0.0","Sim Settlements 2 - The National Park Training Ground-50986-1-0-0-1616653712.7z" "0363","+","SS2 - City Plans - National Park Prison","f1.01","Sim Settlements 2 - National Park Visitors Center City Plan - FEAR-50988-1-01-1616647844.zip" "0364","+","SS2 - City Plan - Red Rocket Happy City","1.1.0.0","Red Rocket Happy City-51015-1-1-1616930169.rar" "0365","+","SS2 - City Plans - The Circle","1.0.0.0","Sim Settlements 2 - The Circle - City Plan-51019-1-0-1616795255.rar" "0366","+","SS2 - City Plans - ParksVil. 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Nessa Posted April 25, 2021 Posted April 25, 2021 OK I've done a bunch of testing with the Start Me Up patch. Seems to all work as expected. The friendly raiders are always friendly with the captives. ... Well, except for the fact that they're... well... captives. ? 2
dosfox Posted April 26, 2021 Posted April 26, 2021 Just like to report running across a captive of the Trappers during a settlement attack on Echo Lake Lumber Mill in Far Harbor. That's the first Captive i've seen in a DLC so far, so i travelled to all the main Trapper camps and found no more captives at all. There are captives in all the main Far Harbor supermutant camps. More Attackers - Get Off My Build Zone is my settlement attack manager, maybe that is tagging Trappers as common raiders somehow? So still having fun with CC - haven't explored Far Harbor in ages! Is there a possibility of MCM-optional distance-limited quest markers for the captives? Sometimes captives are very well hidden and it would be sad to leave them behind. 1
izzyknows Posted April 26, 2021 Posted April 26, 2021 36 minutes ago, nightshad said: this compatable with WDF and AAF FPE REDUX It should be. Give it a shot, who knows you might be the first to find a compatibility issue. But don't get your hopes up.
dosfox Posted April 26, 2021 Posted April 26, 2021 Help please, i've run into a bit of trouble. I am using a combination of UniqueNPCs/BetterSettlers/FG/BT which effectively wraps CBBE textures onto ZEX meshes. For many installs this has worked really well for all NPCs in the game - settlers, raiders, factions, Ivy, the Thuggyverse, anything remotely human. But shortly after installing CC a few instances of black-face started occurring around CC captives. Not really a big deal, but previously not present in the playthrough. Then over the last day or two i started assigning captives to settlements, and found that returning to those settlements guaranteed black-face for the whole settlement. Deleting the CC settlers and returning later fixes the problem for the settlement. It seems the problem is that UniqueNPCs has its own implementation of LMCC which is not compatible with normal black-face fixes, so NPCs generated outside the UniqueNPCs framework can suffer from face texture mismatch. So i was wondering if it is possible to patch CC to use my default UniqueNPCs human body, and if so, how might i do that?
carlj67 Posted April 26, 2021 Posted April 26, 2021 14 hours ago, dosfox said: Just like to report running across a captive of the Trappers during a settlement attack on Echo Lake Lumber Mill in Far Harbor. That's the first Captive i've seen in a DLC so far, so i travelled to all the main Trapper camps and found no more captives at all. There are captives in all the main Far Harbor supermutant camps. More Attackers - Get Off My Build Zone is my settlement attack manager, maybe that is tagging Trappers as common raiders somehow? So still having fun with CC - haven't explored Far Harbor in ages! Is there a possibility of MCM-optional distance-limited quest markers for the captives? Sometimes captives are very well hidden and it would be sad to leave them behind. FYI you might want to edit your post. The link points to BUFFOUT 4, not MORE ATTAKERS. 1
Ashryu Posted April 30, 2021 Posted April 30, 2021 Any idea what might cause frequent crashes when captives are spawning in? I have been trying to figure this out for a couple of days and I am pretty well stumped
izzyknows Posted April 30, 2021 Posted April 30, 2021 2 hours ago, Ashryu said: Any idea what might cause frequent crashes when captives are spawning in? I have been trying to figure this out for a couple of days and I am pretty well stumped Turn Off all the Devices use in the MCM>>Commonwealth Captives and see if the crashes stop. If they do, start turning them back On one at a time until it starts crashing again, which will let you know which mod needs to be re-installed. If they don't, the only thing I can think of on 1 shot of coffee, is a corrupted nif. But that would cause a CTD every time a Captive tried to load. 1
izzyknows Posted April 30, 2021 Posted April 30, 2021 On 4/26/2021 at 1:29 PM, dosfox said: So i was wondering if it is possible to patch CC to use my default UniqueNPCs human body, and if so, how might i do that? None of the Captives, if I remember right, have a default body (WNAM-Skin) or head texture (FTST-Head Texture). If you know what Unique NPC uses, you could define those variables with xEdit, for each NPC. 1
NotKinkyEnough Posted April 30, 2021 Posted April 30, 2021 thought : is it possible to exclude certain areas. I am thinking Hardware Town as one example. I'll put this is spoilers like there's anyone who doesnt know : Spoiler Hardware town is a raider trap, so it is strange when there is a bare naked lady tied to a cross outside!! 1
Ashryu Posted April 30, 2021 Posted April 30, 2021 On 4/30/2021 at 5:28 AM, izzyknows said: Turn Off all the Devices use in the MCM>>Commonwealth Captives and see if the crashes stop. If they do, start turning them back On one at a time until it starts crashing again, which will let you know which mod needs to be re-installed. If they don't, the only thing I can think of on 1 shot of coffee, is a corrupted nif. But that would cause a CTD every time a Captive tried to load. Thanks for the reply, that was my thinking too but it doesn't seem to have an effect on the crashing. Here is a crash log if this tells you anything Here is the f4ee log also, would not being able to find .tri shapes for the zaz restraints cause a crash?
EgoBallistic Posted April 30, 2021 Author Posted April 30, 2021 3 hours ago, Ashryu said: Thanks for the reply, that was my thinking too but it doesn't seem to have an effect on the crashing. Here is a crash log if this tells you anything Looks like it is related to spawning an NPC in the game world. That plus the F4EE log makes me wonder if it might be BodyGen related. Maybe disable bodygen and see what happens. The actor it tried to spawn was 0xDD001F87 (EBCCWorkshopNPCFemaleSettler23). You can try spawning the character yourself via console and see if that makes it happen. Point your crosshairs at the ground nearby, open the console, and type placethere DD001F87 The "Settler" NPC should appear there. 1
Badtanker Posted April 30, 2021 Posted April 30, 2021 I haven't had any trouble with this mod or body gen. It has been working just fine for me, before and after I set it up to work with FG and put some of my own sliders in the .ini and .morph. The only thing that has been funny on my part but probably wasn't ment to happen is that when they spawn in they will be in the general area of where you discover them. I have found them up on the cat walk above the store across from the museum in Concord. Also if you turn right from that intersection and head down the road there is a house on the right side that you can go into. found 1 out back in the bushes. Up on a roof in Sanctuary. Didn't even see her till I was on the bridge and looked back. I've had them spawn in some weirder areas were if I didn't have Portable workshop https://www.nexusmods.com/fallout4/mods/11337 I wouldn't have been able to get to them.
EgoBallistic Posted April 30, 2021 Author Posted April 30, 2021 7 hours ago, izzyknows said: None of the Captives, if I remember right, have a default body (WNAM-Skin) or head texture (FTST-Head Texture). If you know what Unique NPC uses, you could define those variables with xEdit, for each NPC. None of them specify a WNAM-Skin but some of them do specify a FTST-Head Texture (e.g. SkinHeadFemaleWeathered). Those are all standard vanilla texture sets, like any other NPC might have. The mod doesn't actually include any textures in any case, it just uses whatever you have installed, vanilla or modded. 1
EgoBallistic Posted April 30, 2021 Author Posted April 30, 2021 2 hours ago, Badtanker said: I have found them up on the cat walk above the store across from the museum in Concord. Also if you turn right from that intersection and head down the road there is a house on the right side that you can go into. found 1 out back in the bushes. Up on a roof in Sanctuary. They can potentially spawn anywhere in the same cell as the Raider/Mutants where a navmesh is available. If you are running UFO4P there won't be navmeshes on the roofs in Sanctuary.
izzyknows Posted April 30, 2021 Posted April 30, 2021 27 minutes ago, EgoBallistic said: None of them specify a WNAM-Skin but some of them do specify a FTST-Head Texture (e.g. SkinHeadFemaleWeathered). Those are all standard vanilla texture sets, like any other NPC might have. The mod doesn't actually include any textures in any case, it just uses whatever you have installed, vanilla or modded. Aahh yes! I peeked at the males as most all 88 females in my version have a head texture. Didn't check the vanilla version. LOL I assumed that it would use the vanilla data unless it was a mod that used unique data that wouldn't get applied on script spawned NPC's. I've seen it happen before with another mod.. on something.. custom material swap maybe..
EgoBallistic Posted April 30, 2021 Author Posted April 30, 2021 2 minutes ago, izzyknows said: Aahh yes! I peeked at the males as most all 88 females in my version have a head texture. Didn't check the vanilla version. LOL I assumed that it would use the vanilla data unless it was a mod that used unique data that wouldn't get applied on script spawned NPC's. I've seen it happen before with another mod.. on something.. custom material swap maybe.. Yeah I kept everything completely vanilla and "default" with the NPCs. The only exception is there are a few custom hairstyles, which are really just different combinations of existing hairstyle parts, so again no need for custom meshes. The NPC in Ashryu's crash log uses the vanilla HairFemale05 though, so that shouldn't be related to his issue.
Ashryu Posted April 30, 2021 Posted April 30, 2021 5 hours ago, EgoBallistic said: Looks like it is related to spawning an NPC in the game world. That plus the F4EE log makes me wonder if it might be BodyGen related. Maybe disable bodygen and see what happens. The actor it tried to spawn was 0xDD001F87 (EBCCWorkshopNPCFemaleSettler23). You can try spawning the character yourself via console and see if that makes it happen. Point your crosshairs at the ground nearby, open the console, and type placethere DD001F87 The "Settler" NPC should appear there. You're right trying to spawn the npc causes the crash. Looks like it happens with every Captives addon disabled and also with Bodygen disabled. Looking at several different logs it doesn't seem to be just that particular NPC but with several different Captives NPCs Edit: Just to try and provide more information, the crash is around 9 out of 10 times that the game tries to spawn captives. It's very frequent but sometimes they are spawned normally. I am able to use the "placethere" command successfully with NPC DD00082D and that NPC also sometimes appears when the game successfully places captives.
EgoBallistic Posted April 30, 2021 Author Posted April 30, 2021 1 hour ago, Ashryu said: I am able to use the "placethere" command successfully with NPC DD00082D and that NPC also sometimes appears when the game successfully places captives. That's interesting. The only differences between those NPCs are various vanilla cosmetic options. Head parts, face texture, morph keys and values, etc. Maybe if you can find more of them that don't crash we can figure out a common denominator. But I suspect the actual cause is a bug in some cosmetic mod that affects one of the options the F87 character has that the D82 doesn't. I tried installing several of the mods on your list that affect things like that - C.O.A.T.S, Zella's Hair Dyes, Gender-Specific Skeletons, I set up Bodygen for the CC NPCs, etc, and I can't reproduce this problem. 1
JonX67 Posted May 1, 2021 Posted May 1, 2021 As said earlier in the tread I put Commonwealth Captives to my load order again for a "faction-free-run" through the Wastelands - means, I don't care about the actual story at all, but am just exploring the fields - much more thoroughly than ever before - befriend with settlements by doing their quests and am populating them with Captives that I'm freeing from Raiders and SuperIdiotMutants. And damn does it work like a charm! Really great! (I keep myself away from Sanctuary and the Abanathy Farm, though ) One question I have: Is there a limit for how many captives I can find in a "dungeon"? I just cleared out "Revere Beach Station" and left it with a little army of 7(!) freed captives at once ( 4 from the outsides, 3 from inside the station). And I'm glad I had enough Raiders to kill to get all the guys and galls something to put on and some guns (Yes, I dress them ) And right now I am entering "Haymarket" in Boston and have already four freed captives in my back before I entered the interior. My MCM settings for probability are 75% for the first captive and 50% for the next(s). So, can I expect even more in return, if visiting larger areas, or is there a limit? It's just out of curiosity, really, because I'm happy with my faithful army of quiet followers 1
EgoBallistic Posted May 1, 2021 Author Posted May 1, 2021 1 hour ago, JonX67 said: As said earlier in the tread I put Commonwealth Captives to my load order again for a "faction-free-run" through the Wastelands - means, I don't care about the actual story at all, but am just exploring the fields - much more thoroughly than ever before - befriend with settlements by doing their quests and am populating them with Captives that I'm freeing from Raiders and SuperIdiotMutants. And damn does it work like a charm! Really great! (I keep myself away from Sanctuary and the Abanathy Farm, though ) One question I have: Is there a limit for how many captives I can find in a "dungeon"? I just cleared out "Revere Beach Station" and left it with a little army of 7(!) freed captives at once ( 4 from the outsides, 3 from inside the station). And I'm glad I had enough Raiders to kill to get all the guys and galls something to put on and some guns (Yes, I dress them ) And right now I am entering "Haymarket" in Boston and have already four freed captives in my back before I entered the interior. My MCM settings for probability are 75% for the first captive and 50% for the next(s). So, can I expect even more in return, if visiting larger areas, or is there a limit? It's just out of curiosity, really, because I'm happy with my faithful army of quiet followers Glad you are enjoying the mod There is a limit of 6 captives per cell. So the potential max number of captives in a dungeon depends on how many cells it has. Most interior spaces are one giant cell, but it varies. 1
Badtanker Posted May 1, 2021 Posted May 1, 2021 21 hours ago, EgoBallistic said: They can potentially spawn anywhere in the same cell as the Raider/Mutants where a navmesh is available. If you are running UFO4P there won't be navmeshes on the roofs in Sanctuary. I double checked my installed mods and I do have that installed. it's like 18th mod installed. Wasn't complaining was just a fyi if that wasn't what you originally had intended to happen with this mod. 1
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