Jump to content

Recommended Posts

Posted
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 ;) 

Posted
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

Posted
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". 

 

20210524083326_1.jpg   20210524083332_1.jpg

 

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?

Posted
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.

Posted
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". 

 

20210524083326_1.jpg   20210524083332_1.jpg

 

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.

 

85707e6faf129d4be71f06ca9e1f89f5.jpg.1697a3fa21f9b71ca92d780b41eb453a.jpg

Posted

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? 

Posted
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.

Posted

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.

Posted
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

Posted
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.

Posted
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.)

Posted
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.

Posted
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.)

Posted

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 :)

Posted
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.

Posted

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 ?

Posted
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..

Posted
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?

Posted
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.

Posted (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 by marmax
Posted
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.

Posted (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. ?

Fallout 4 init_1.png

 

Edited by marmax
Posted
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. ?

Fallout 4 init_1.png

 

Try looking in  Documents/MyGames/Fallout4/Logs/Script

 

 

Posted (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 by marmax

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...