Jump to content

Recommended Posts

Posted

Sir, I greatly appreciate all the work and effort you have put into this mod.  It's has become a key part of my settlement game.

 

Good news is that problem with captives not glowing with my eyeware got fixed when you created the new spawn method. 

 

I have spent the last week traveling to all my Settlements fixing everyone with the "Rope" bug get dressed. I also went back to Far Harboor and retried using Sim Settlements 2 which ate my game last time. Working great this time.  Unfortunately,  about 80% of my settlement population is 0.94 captives ( about 50 total over 4 Settlements ). :rage:  

 

Anyone know of a console command to add the protected flag to all NPC's named "Settler"? :classic_blush:  I guess I will just have to wait for an attack,  clean up the bodies, and go get replacements.

 

Anyway, I'm also curious about the clothing option you added.  I've never used F04edit, so please excuse my ignorance. 

 

1. Can you add more than  1 item to each actor? 

 

2. Can they come from multiple mods at the same time? 

 

3. Can I use mods like Devious Devices or Real Handcuffs? 

 

4. Does this work with weapons and ammo?

 

5. Can you set equipment items to equip when they leave the furniture,  like Handcuffs? 

 

Thanks again for this mod. Beats waiting for the recruitment becon big time! 

 

 

Posted
14 hours ago, urbanoantigo said:

 

By the way, do you mind if I translate to Brazilian Portuguese? I only do the translation that depends on the original mod without further modifications.

 

No objection at all.  But, I am going to do a new release tomorrow - I found a minor bug I wanted to fix, and I added a feature.  So hold off until 0.96 is out.

Posted (edited)

1. Can you add more than  1 item to each actor? 

 

Outfits can consist of multiple items, leveled items, etc.  So, yes.

 

2. Can they come from multiple mods at the same time? 

 

Yes.  You would need to make all of those mods masters of this one.  What I would do is make a patch rather than edit this mod directly.  Open this mod in xEdit, select the outfit(s) you want to modify and "copy as override into" a new plugin, then add those clothing/armor mods as masters of your new plugin.  Then add whatever items to the outfits.  That way you won't have to do it all over again next time there is a new version of Commonwealth Captives.

 

3. Can I use mods like Devious Devices or Real Handcuffs? 

 

I think so.  For Devious Devices make sure you add the "inventory" item and not the "rendered" one to the outfit.

 

4. Does this work with weapons and ammo?

 

No.  It is actually possible to add weapons and ammo to an Outfit in the CK but it doesn't work right and it can cause the CK and/or the game to CTD.

 

5. Can you set equipment items to equip when they leave the furniture,  like Handcuffs? 

 

Not the way the mod is set up currently.  The 4 outfits I mentioned in the post above are equipped when the Captive is created.

 

Thanks again for this mod. Beats waiting for the recruitment becon big time! 

 

Thanks!

 

Edited by EgoBallistic
Posted

New Version 0.96 uploaded

  • Freeing captives now generates Affinity Events.  Companions will react ("Curie liked that") and mods that track player karma will treat it the same as "Helping a settlement".  This has a cooldown timer, so you won't get a reaction for every captive you free.  The cooldown time is the same as picking a lock, hacking a terminal, etc.
  • Reverted an inadvertent change in 0.95 that prevented males from being put on CRX devices and allowed them on ZaZOut4 crosses.
Posted (edited)
17 hours ago, vaultbait said:

 

I suppose this one is not quite what you need:

 

 

 

Hi, Thank you, there are two questions about this translation, :

1 - for some reason that I still haven't discovered, the author blocked me, so I don't have access to the translations he makes and I can't verify if they were made to Portuguese from Brazil (Latin America) ptBR (which is my case) or if it was Portuguese de portugal (european) ptPT, strangely enough, although one can understand the other well, there are many differences in the construction of sentences and there are even different meanings of the same word, these differences sound very strange between ptBR and ptPT.

2 - Anyway, even before seeing that the other translator published their versions I had already done my version of the ptBR translation, but it hadn't gone up because I usually ask the author before publishing. S
o... this will be one of those cases that have more than one translation of the same language (or not) for the same mod ?

 

Edited by urbanoantigo
Posted

Question for Ego: if I start putting entries in the EBCC_DeviceOutfit lists, will CC still have a chance of spawning naked captives?  Or will it always clothe captives if any entries are found?

Posted
44 minutes ago, spicydoritos said:

Question for Ego: if I start putting entries in the EBCC_DeviceOutfit lists, will CC still have a chance of spawning naked captives?  Or will it always clothe captives if any entries are found?

 

If you simply put clothes into the outfit, they will always spawn on the captives.  If you want a chance for naked captives, make a leveled list and use "chance of none", then put that leveled list into the outfit.

Posted
1 hour ago, xyzxyz said:

MCG slaves (former raiders etc) still spawn captives nearby.

 

There was a mistake in the condition that checks for PlayerAllyFaction.  I fixed it and re-uploaded the mod.

Posted

Thanks greatly for the usability upgrade you made for the CRX furniture. I do wish there was some kind of dialogue tree to recover the captive from such a traumatic/perilous situation. I do understand that the lack of suitable voiced dialogues would be the biggest problem here.  If she's been nailed there, she might insist that you just kill her, and you need to convince her that you can and will successfully recover her.

 

Continuing that thought though... What do you guys think of rescuing the captives from Bad-End furniture? Our protagonist has just interrupted the evil MFs about to add to their hooked body collection, or to their meat bags, and the victim might just be recoverable with a stimpak, some Med-X and maybe some lube. I am sure they will be very appreciative to avoid such a close call.  That said, most victims of a close-call bad end can't talk and might at best just signal some emotions, not needing voiced dialogue.  

Posted (edited)

Something happened here, after upgrading from 94 to 96 (the one from earlier today)
the captives are no longer showing up by the communities...
let me explain better.
They're just going to go down on their knees, kneeling or cross-bound captives, they're not showing up on other devices, even all the devices installed.

 

Edited by urbanoantigo
Posted (edited)
12 hours ago, acturia said:

Muito obrigado pela atualização de usabilidade que você fez para os móveis CRX. Eu gostaria que houvesse algum tipo de árvore de diálogo para recuperar o cativo de uma situação tão traumática / perigosa. Eu entendo que a falta de diálogos com voz adequados seria o maior problema aqui. Se ela for pregada lá, ela pode insistir que você apenas a mate, e você precisa convencê-la de que pode e irá recuperá-la com sucesso.

 

Continuando com esse pensamento ... O que vocês acham de resgatar os prisioneiros dos móveis do Bad-End? Nosso protagonista acabou de interromper os MFs malignos prestes a adicionar à sua coleção de corpos com ganchos, ou aos seus sacos de carne, e a vítima pode ser recuperada com um stimpak, um pouco de Med-X e talvez um pouco de lubrificante. Tenho certeza de que eles ficarão muito gratos por evitar uma situação tão difícil. Dito isso, a maioria das vítimas de um final ruim por proximidade não consegue falar e pode, na melhor das hipóteses, apenas sinalizar algumas emoções, não precisando de diálogo expresso.  


hummm..  this is very interesting, surely this would have even more impact on the rescue situation.

despite...
in the images you see that the captives are tied up and not nailed to the crosses, I imagine that invaders in general think about using these captives as slaves, so except for the supermutants, or some group of cannibal invaders, who would eat them, I think the imprisonment of captives on crosses would not be with nails even in execution style.


but I think this chance for a deeper conversation can be used in any situation of the captive, but on the other hand after you save many and this longer conversation repeats itself over and over it can get uncomfortable.
ops, I saw that the cross has tied options nailed or tied and nailed
 

but still, it's quite an idea.

Edited by urbanoantigo
Posted (edited)
5 hours ago, urbanoantigo said:

They're just going to go down on their knees, kneeling or cross-bound captives, they're not showing up on other devices, even all the devices installed.

 

The only difference in terms of device selection between 0.94 and 0.96 is the way CRX devices are handled.  The probabilities did not change.  Also, keep in mind that if there is no room for a large device, the captive will default to kneeling bound.

 

That being said, there are a lot more CRX devices than other types.  If you have all 4 supported mods installed, there are:

  • 3 kneeling poses (1 vanilla, 2 from Prisoner Shackles)
  • 3 devices from Torture Devices (cross forward, cross backward, wooden horse)
  • 8 devices from CRX (wooden crosses and poles)
  • 2 devices from ZazOut4 (the Raider X-Cross and the Wasteland X-Cross).  Male captives will never be placed on these.

The devices are all added to a list and the mod chooses one at random.  So yeah CRX is a bit over-represented.  I will add duplicate entries for the devices from Torture Devices and ZaZout to make them spawn more often.

 

Edited by EgoBallistic
Posted

Just tried your mod, installed it in my current save (if it matters) and visited a few Raider/Super Mutants sites without finding any captives.

I visited some areas before and after I checked the MCM menu to confirm I had the mod installed, once in the menu I increased the chance of encounter to 100.

I cleared the Federal ration stockpile all the way from the Church, Beantown Brewery and the C.I.T. ruins. After making the changes to increase the encounters to 100%, I cleared the small Super Mutant camp in a dining hall near Hangman Alley (its small so I guess no surprise here) and then I cleared Parkview Apartments near Vault 81. I cleared about 4 mayor locations infested with Raiders and Super Mutants and found no captives.
 

Posted
11 hours ago, RaulMZ said:

Just tried your mod, installed it in my current save (if it matters) and visited a few Raider/Super Mutants sites without finding any captives.

 

That sounds like the mod's main quest isn't running.  Because there's no way it will act like that if it is properly installed.

 

Installing into an existing save doesn't cause any problems.

 

If you post your script log I can take a look and see if something is happening to block the mod.

Posted

EgoBallistic, while I am working on the next update for Autonomy.

would you like me to add an option to deny Captives from Autonomy Sex? (because I would assume that it would cause issues)

and what would be the best way to do this?

 

 

Posted

the mod is not compatible with recruitment beacons?
I ask it because at least it lags me in the area, for example if I put a beacon at the truck stop and in Santuary I dedicate myself to send the rescued when passing by there it gives me a lick even the play

Posted

I'll try to explain better...
it's not that they're only seeing crosses, it's that other things that aren't crosses aren't showing up, even in the open,

for example:
if in a place, where there would be 5 captives with 2 on crosses and 3 on other devices, only the 2 captives on crosses appear, the others that should appear on other devices do not appear at all, so in this place instead of only 5 captives appearing the 2.

In other words, it's not that they only appear on crosses in all the captives that appear, it's that only captives that are on crosses or kneeling also appear, those that should appear in other devices no longer appear.

 

14 hours ago, RaulMZ said:

Just tried your mod, installed it in my current save (if it matters) and visited a few Raider/Super Mutants sites without finding any captives.

I visited some areas before and after I checked the MCM menu to confirm I had the mod installed, once in the menu I increased the chance of encounter to 100.

I cleared the Federal ration stockpile all the way from the Church, Beantown Brewery and the C.I.T. ruins. After making the changes to increase the encounters to 100%, I cleared the small Super Mutant camp in a dining hall near Hangman Alley (its small so I guess no surprise here) and then I cleared Parkview Apartments near Vault 81. I cleared about 4 mayor locations infested with Raiders and Super Mutants and found no captives.
 

I also noticed the same problem with the colleague,

for example in Dunwich Borers, there are always several captives outside and inside, but after the update there were only a few captives inside, 2 kneeling and another 2 on crosses.
at the headquarters of the BADTFL police station there were always some outside and others inside, but now none appear inside or outside

Posted
18 hours ago, EgoBallistic said:

 

...

  • 3 kneeling poses (1 vanilla, 2 from Prisoner Shackles)
  • 3 devices from Torture Devices (cross forward, cross backward, wooden horse)
  • 8 devices from CRX (wooden crosses and poles)
  • 2 devices from ZazOut4 (the Raider X-Cross and the Wasteland X-Cross).  Male captives will never be placed on these.

....

 


actually the crosses animations are much more predominant, we practically have
12 variations/types of crosses (Torture Device+CRX+ZazOut)
03 kneeling and
01 horse

it makes sense that even captives in crosses appear more, it's a pity that those hanging cages or other variations are available, but I realized that in practice there are only 3 options, a lot of crosses, little mooring and a very rare horse.

I think it's a big challenge to make it more varied,


the only suggestion I think now would be something to appear more tied up than anything else, because I imagine most captives would be tied up to serve sold or used, and the cross or horse would be something like some punishment and not a common practice.
I thought about this because it seems to me that it makes more sense for most of a group of captives to be tied up than to crosses.

Posted
10 minutes ago, urbanoantigo said:

In other words, it's not that they only appear on crosses in all the captives that appear, it's that only captives that are on crosses or kneeling also appear, those that should appear in other devices no longer appear.

Are you saying the devices spawn without the captives attached, or they just don't spawn at all? If the latter, go into MCM and toggle the device options Off/On, then set the captive and additional captives chance to 100%

Not saying it will work for you, but worth a shot.

Posted
3 hours ago, Invictusblade said:

EgoBallistic, while I am working on the next update for Autonomy.

would you like me to add an option to deny Captives from Autonomy Sex? (because I would assume that it would cause issues)

and what would be the best way to do this?

 

Yes, that would be best.

 

The Captives have the AAF_ActorLocked keyword (from AAF.esm, [KYWD:017CEA]).  Autonomy should ignore any actor who has that keyword on them.

Posted
30 minutes ago, urbanoantigo said:

In other words, it's not that they only appear on crosses in all the captives that appear, it's that only captives that are on crosses or kneeling also appear, those that should appear in other devices no longer appear.

 

That doesn't really make sense.  The mod works by placing the captives first, then figuring out what kind of device to place them on.

 

As far as numbers, the mod will only place as many captives as there are enemies in a location.

Posted (edited)

Just going to note that I have used this mod with another autonomy mod I believe It was shenanigan's last playthrough (using Autonomy Enhanced Redux now & have not tested it yet), the captives would get down from the furniture, engage in the sex act and return without issue. I could save & release them after clearing the camps as all dialogue options worked. So super mutant & raider camps were using their captives slaves without issue.

Edited by Guest
Posted

Hi Ego and thanks for the update (cheers from certain discord server as well).

 

I noticed something a bit odd with this version of the mod in comparison to the old one (0.94 vs 0.96), i can no longer SLM on the NPC's either when they're still captives or as settlers. (not properly at least). On the old version i saw that using SLM on one template of settler would make the rest look like clones but i presume that's because of the limit of overall refIDs.

 

It appears the same kind of issue when trying to use SLM on Curie instead of just using an ESP replacer.

Posted
1 hour ago, Genohydra said:

Hi Ego and thanks for the update (cheers from certain discord server as well).

 

I noticed something a bit odd with this version of the mod in comparison to the old one (0.94 vs 0.96), i can no longer SLM on the NPC's either when they're still captives or as settlers. (not properly at least). On the old version i saw that using SLM on one template of settler would make the rest look like clones but i presume that's because of the limit of overall refIDs.

 

It appears the same kind of issue when trying to use SLM on Curie instead of just using an ESP replacer.

It's how they are spawned now, like normal vanilla settlers. You can still use Face Ripper and xEdit to change their looks. Bit of a convoluted process.. but can be done.

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...