naaitsab Posted May 24, 2021 Posted May 24, 2021 1 hour ago, EgoBallistic said: They are for FG, but they replace the entire body. As a result, it doesn't matter whether you are using CBBE or FG. I use CBBE myself and everything looks great. These are mostly rope and tape bondage, and they are very realistic. It wouldn't be possible to get the same effect by "posing" the base body using animations the way DD does, so he does it with a full body "outfit". These will actually be a separate mod, and I'll include an esl-flagged patch for CC to include them. I totally changed the way the outfit selection works, using a formlist now instead of outfits, so it's easy to make patches to add more collars, ropes, what have you to the mod. Nice, keep the teaser pics coming
izzyknows Posted May 24, 2021 Posted May 24, 2021 2 hours ago, EgoBallistic said: As a result, it doesn't matter whether you are using CBBE or FG. Sweet! I really like kziitd's work. There are several that look awesome even when using CBBE... standing still. Good for screenshots. hehehe
KitKatKseniya Posted May 24, 2021 Posted May 24, 2021 2 hours ago, EgoBallistic said: They are for FG, but they replace the entire body. As a result, it doesn't matter whether you are using CBBE or FG. I use CBBE myself and everything looks great. These are mostly rope and tape bondage, and they are very realistic. It wouldn't be possible to get the same effect by "posing" the base body using animations the way DD does, so he does it with a full body "outfit". These will actually be a separate mod, and I'll include an esl-flagged patch for CC to include them. I totally changed the way the outfit selection works, using a formlist now instead of outfits, so it's easy to make patches to add more collars, ropes, what have you to the mod. Really cool, will these be in the newest update or will they be coming later?
EgoBallistic Posted May 24, 2021 Author Posted May 24, 2021 7 hours ago, KitKatKseniya said: Really cool, will these be in the newest update or will they be coming later? Coming later. These will be in a separate mod, I am still working on it. 7 hours ago, izzyknows said: Sweet! I really like kziitd's work. There are several that look awesome even when using CBBE... standing still. Good for screenshots. hehehe Trust me, these look great even when moving. It's not like that gag and handcuff replacer, these have no issues at all if you are using CBBE. 2
kziitd Posted May 25, 2021 Posted May 25, 2021 12 hours ago, EgoBallistic said: They are for FG, but they replace the entire body. As a result, it doesn't matter whether you are using CBBE or FG. I use CBBE myself and everything looks great. These are mostly rope and tape bondage, and they are very realistic. It wouldn't be possible to get the same effect by "posing" the base body using animations the way DD does, so he does it with a full body "outfit". These will actually be a separate mod, and I'll include an esl-flagged patch for CC to include them. I totally changed the way the outfit selection works, using a formlist now instead of outfits, so it's easy to make patches to add more collars, ropes, what have you to the mod. 2
Yardryl Posted May 26, 2021 Posted May 26, 2021 Thanks for this mod, really cool. But there still have a problem with Mcg, when raiders slaves make spawn in settlement the captive from your mod. any walkthrough to stop this?
izzyknows Posted May 26, 2021 Posted May 26, 2021 3 hours ago, Yardryl said: Thanks for this mod, really cool. But there still have a problem with Mcg, when raiders slaves make spawn in settlement the captive from your mod. any walkthrough to stop this? Fix should be in the next update. 2
skar450 Posted May 27, 2021 Posted May 27, 2021 Amazing mod really helps with that feeling of taking back the Commonwealth from the raiders. Also feels great to be a hero
Alexthemenace Posted May 27, 2021 Posted May 27, 2021 just wondering... last time i played fallout, i installed v 0.92 and also the german version of cc (0.92_de). And the captives/settlers had unique names. After installing v 0.93 (ego version) they still had the unique names. now i have a new system and installed fallout and all the mods new. i installed directly v 0.93 (ego) and they did´t have any unique names, only "settlers". was this name thing only a feature of the german version of commonwealth captives? i liked that the freed settlers had names.
izzyknows Posted May 27, 2021 Posted May 27, 2021 40 minutes ago, Alexthemenace said: just wondering... last time i played fallout, i installed v 0.92 and also the german version of cc (0.92_de). And the captives/settlers had unique names. After installing v 0.93 (ego version) they still had the unique names. now i have a new system and installed fallout and all the mods new. i installed directly v 0.93 (ego) and they did´t have any unique names, only "settlers". was this name thing only a feature of the german version of commonwealth captives? i liked that the freed settlers had names. Without looking at the German version, probably, as the original is just Settler. I hate that Bugthesda got lazy and didn't give settlers names.. so any mod that uses Settler gets fixed. Even the vanilla Caravan workers have names. LOL
EgoBallistic Posted May 27, 2021 Author Posted May 27, 2021 1 hour ago, Alexthemenace said: just wondering... last time i played fallout, i installed v 0.92 and also the german version of cc (0.92_de). And the captives/settlers had unique names. After installing v 0.93 (ego version) they still had the unique names. now i have a new system and installed fallout and all the mods new. i installed directly v 0.93 (ego) and they did´t have any unique names, only "settlers". was this name thing only a feature of the german version of commonwealth captives? i liked that the freed settlers had names. None of my versions of the mod ever had unique names for settlers, they are all simply named "Settler". I haven't looked at the translated versions.
vaultbait Posted May 30, 2021 Posted May 30, 2021 On 5/23/2021 at 8:35 PM, EgoBallistic said: The main reason for the body type changes was for the new bondage gear from @kziitd that I have been working on integrating. Some of the extreme body proportions the settlers would spawn with were causing some clipping with some of the more intricate outfits. We can't have that, so it's fixed now. Sounds neat. One question though... I've been relying on custom bodygen templates to cause them to spawn with various amounts on the BodyFat and Pregnant sliders, will this interfere with continuing to do that? (I'm not all that worried about clipping for the bondage gear.)
EgoBallistic Posted May 30, 2021 Author Posted May 30, 2021 3 hours ago, vaultbait said: Sounds neat. One question though... I've been relying on custom bodygen templates to cause them to spawn with various amounts on the BodyFat and Pregnant sliders, will this interfere with continuing to do that? (I'm not all that worried about clipping for the bondage gear.) Not at all. The change I made was to set the Thin/Muscular/Fat weight triangle values to reasonable defaults. This actually makes them work better and more consistently with BodyGen.
vaultbait Posted May 30, 2021 Posted May 30, 2021 9 hours ago, EgoBallistic said: Not at all. The change I made was to set the Thin/Muscular/Fat weight triangle values to reasonable defaults. This actually makes them work better and more consistently with BodyGen. Oh, awesome--thanks for confirming! (And for... well... everything really.) 1
Austin Legend Posted June 1, 2021 Posted June 1, 2021 When I use the mod and enable it and change the settings via Mod Config Menu it resets all the settings and disables the mod. Is there a fix for this, I want to use this mod but the mod doesn't seem to want me to use it :)
EgoBallistic Posted June 2, 2021 Author Posted June 2, 2021 13 hours ago, Austin Legend said: When I use the mod and enable it and change the settings via Mod Config Menu it resets all the settings and disables the mod. Is there a fix for this, I want to use this mod but the mod doesn't seem to want me to use it That sounds a lot like the problem caused by PrivateProfileRedirector F4. However, Commonwealth Captives doesn't store the user's MCM settings in an ini file, they are stored in the savegame. Nevertheless, if you are using ProvateProfileRedirector, remove it and see if it fixes the problem.
EgoBallistic Posted June 2, 2021 Author Posted June 2, 2021 The current task list: Filter out actors in the the PlayerAlly faction from becoming Captors (MCG enslaved Raiders remain in both factions) Fix shiny rope textures for male bindings Use different male and female formlists for restraints Fix the stripper armor so it actually strips Prevent bound player from freeing captives CRX stop timers (1000,1001,1010,1011,1012,1013) and delete extra objects Look at devices in the new TD release Every time I think I'm finished I think of another thing I could improve ? 4
izzyknows Posted June 2, 2021 Posted June 2, 2021 36 minutes ago, EgoBallistic said: Every time I think I'm finished I think of another thing I could improve LMAO! True... VERY true! Then ya release it and notice a few more things..
Austin Legend Posted June 2, 2021 Posted June 2, 2021 13 hours ago, EgoBallistic said: That sounds a lot like the problem caused by PrivateProfileRedirector F4. However, Commonwealth Captives doesn't store the user's MCM settings in an ini file, they are stored in the savegame. Nevertheless, if you are using ProvateProfileRedirector, remove it and see if it fixes the problem. Im not using ProvateProfileRedirector nor have I heard of it until now. Do you have any other ideas on how to troubleshoot?
EgoBallistic Posted June 3, 2021 Author Posted June 3, 2021 2 hours ago, Austin Legend said: Im not using ProvateProfileRedirector nor have I heard of it until now. Do you have any other ideas on how to troubleshoot? The only other thing I can think of is that maybe the plugin isn't loading because you are running an older version of the game itself. I really have no other ideas, this problem is not being caused by this mod.
marmax Posted June 4, 2021 Posted June 4, 2021 (edited) Hi. ? I'll start by congratulating "EgoBallistic" on his excellent mods. However I need help. I can't understand why captive prisoners don't spawn in my game. They do not appear in any invader or mutant lair. My boyfriend also installed the mod in his game and it works great there. I have the: "AAF Family Planning Enhanced Redux 3.175 beta" and the "Wasteland Dairy Framework v2.1a". My boyfriend doesn't have these modes installed. I believe This mod also generate pregnant prisoners. These appear quite a lot. That I can release and wear when I first speak to them, but then I can't invite them to the settlements, nor can I interact with them again. I thought maybe this mode is in conflict with Commonwealth Captives, but I already tried uninstalling it and it didn't work, because "Commonwealth Captives" still didn't generate prisoners. So I went back to installing. Commonwealth Captives, settings appear in MCM. In my settings I have 50% percentage to generate men or women, and 100% chance of appearing, but no captives. Here's a list of the mods I have installed in the game, and underlined in yellow, the ones I have, that my boyfriend doesn't have. Lis of Mods I believe one of them is causing the problem. Edited June 4, 2021 by marmax
EgoBallistic Posted June 4, 2021 Author Posted June 4, 2021 2 hours ago, marmax said: In my settings I have 50% percentage to generate men or women, and 100% chance of appearing, but no captives. I don't think any of your mods are interfering with Commonwealth Captives. There is likely some other reason it is not working. Can you run around to some locations that should spawn captives, then post your script log? That may reveal something.
marmax Posted June 4, 2021 Posted June 4, 2021 (edited) I found and changed the "Fallout4_Default.ini" file. Since my game is installed via Steam, the directory is: D:\Program Files (x86)\Steam\steamapps\common\Fallout 4 The Mode Manager I use is Vortex and not MO. After changing the file, I entered the game, and traveled to those places, save game, exited, but I can't find the folder "\ Logs \ Script \" nor the file "Papyrus.0.log" in the game folder. I send prints to see. Sorry, but I'm not very experienced at this. ? Edited June 4, 2021 by marmax
Hiemfire Posted June 4, 2021 Posted June 4, 2021 11 minutes ago, marmax said: I found and changed the "Fallout4_Default.ini" file. Since my game is installed via Steam, the directory is: D:\Program Files (x86)\Steam\steamapps\common\Fallout 4 The Mode Manager I use is Vortex and not MO. After changing the file, I entered the game, and traveled to those places, save game, exited, but I can't find the folder "\ Logs \ Script \" nor the file "Papyrus.0.log" in the game folder. I send prints to see. Sorry, but I'm not very experienced at this. ? Try looking in Documents/MyGames/Fallout4/Logs/Script 1
marmax Posted June 4, 2021 Posted June 4, 2021 (edited) 23 minutes ago, Hiemfire said: Try looking in Documents/MyGames/Fallout4/Logs/Script Yes, thank you. There really is that folder there and the file appears. Edited June 4, 2021 by marmax 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now