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Posted
1 hour ago, izzyknows said:

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.

 

I see, so unless i changed the Leveled NPC list or manually tweak each present it's not going to be a thing.

Posted
1 hour ago, Genohydra said:

 

I see, so unless i changed the Leveled NPC list or manually tweak each present it's not going to be a thing.

Correct.

Naming the captives in xEdit will make it easier to apply the presets with face ripper.

Posted
8 hours ago, EgoBallistic said:

 

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.

I will add the keyword to the script

because while the sex won't happen, the talking and walking might still happen (it does that before AAF is called)

Posted
9 hours 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.


will using this does not improve?

https://www.nexusmods.com/fallout4/mods/4772

 

Posted
On 10/6/2020 at 6:08 PM, EgoBallistic said:

How to post your Script Log:

 

If you encounter a bug that doesn't have an obvious explanation, posting your script log here may help us diagnose it. 

 

First, enable debug logging by editing your \My Documents\My Games\Fallout 4\Fallout4.ini and edit the [Papyrus] section so it looks like this:


[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Note to MO2 users: MO2 uses its own ini file instead of the one in the My Documents folder, so you have to use MO2 to edit it.  To do this, load MO2.  At the top is an icon that looks like puzzle pieces. This icon has a pull down menu which includes the INI Editor option. Pick that option, and edit the Fallout4.ini as described above.

 

Second, do whatever it is that causes the problem to happen. If captives are not spawning in your game, a good place to test is Jamaica Plain.  Fast travel to Jamaica Plain, then travel west to the big trees with corpses hanging from the branches.  There are some Raiders there that should cause captives to spawn.  From there you can travel south to Hyde Park or northwest to Milton General Hospital.  Both of those locations should generate captives, if you have not previously killed all the enemies there.

 

Third, save and exit your game, and post the script log to this thread.

 

The script log file will be in the \My Documents\My Games\Fallout 4\Logs\Script\ folder.  Post in this thread and drag the Papyrus.0.log file in as an attachment.

 

 

Okay so as requested, I went only to the big tree with hanging corpses between Jamaica Plains and Milton Hospital, because I'm on Survival and low level.

 

I reached the tree and only found 2 live Raiders, strangely enough I found 2 Raider's a 1 Settler's corpses on the ground with the other 2 live Raiders. I engaged the alive raiders from the distance drawing them to me so the Settler and the other 2 Raiders were already dead, not caught in the crossfire.

 

PIC: I found the Settler's corpse (she was clothed, I just looted her clean lol ) on top of a wooden platform and a bag container was beside her with minor loot as pictured, I mention this because I have been here in other saves and don't remember this. 

 

Anyways, earlier today before I remembered to check this thread I went and raided Hardware Town for the first time and no captives were found.

 

Here are the Papyrus files I found, I know you requested on the 0 but figured 1 and 2 could be useful. I don't know if they already are but you should make these Captives essentials so they don't die in the crossfire, by a grenade or something, much so for these captives that can spawn in the open world.

 

I will also ask you what are the requirements for a captive to spawn and where could they spawn. I thought they could only spawn in marked location but since you sent me to search at unmarked locations, that is no longer the case. Also, as a side note, I only have installed "Prisoner Shackles" and made sure to untick the other bondage options from the MCM menu.

Fallout 4 Screenshot 2021.06.30 - 16.39.28.77.png

Papyrus.0.log Papyrus.1.log Papyrus.2.log

Posted
2 hours ago, RaulMZ said:

I mention this because I have been here in other saves and don't remember this. 

You'll find a dead settler on the pallet and dead Raider in a shopping cart by the turret. That's just vanilla stuff.

Posted
5 hours ago, RaulMZ said:

Here are the Papyrus files I found, I know you requested on the 0 but figured 1 and 2 could be useful. I don't know if they already are but you should make these Captives essentials so they don't die in the crossfire, by a grenade or something, much so for these captives that can spawn in the open world.

 

You have a huge number of errors from Commonwealth Captives indicating that the mod's scripts do not match the mod's plugin.  For example, these:

 

Spoiler

[06/30/2021 - 03:49:04PM] warning: Property EBCC_slaveCollarAndManaclesOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_slaveCollarOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_MaleNPC on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_FemaleNPC on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_EmptyOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_RestraintsKeyword on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property LL_Minutemen_Weapons_Random on script IF88LLinjector attached to IF88LListInjector (3500262C) cannot be initialized because the script no longer contains that property

 

All of those Properties were in version 0.94 and earlier of the mod, but are not in the current version.  Which implies that you have the 0.94 plugin and the 0.96 scripts installed.  So this is some kind of installation issue.

 

The mod is working properly in the sense that it is detecting enemies and trying to spawn captives, but the script properties don't match the plugin so it keeps failing.

 

You need to install the mod correctly so that all the old version's files are removed and all the new ones are in place.  Or if you are running some kind of patch, stop using that patch because it is for a different version of the mod.

 

5 hours ago, RaulMZ said:

I thought they could only spawn in marked location but since you sent me to search at unmarked locations, that is no longer the case.

 

That was never the case.  Captives can spawn anywhere Raiders or Super Mutants are when they load, whether they are a fixed reference in a vanilla lair, placed by a mod, the result of a random encounter, etc.  They are more likely to spawn in marked locations because there are more cells containing more enemies in those locations.

Posted
45 minutes ago, EgoBallistic said:

 

You have a huge number of errors from Commonwealth Captives indicating that the mod's scripts do not match the mod's plugin.  For example, these:

 

  Hide contents

[06/30/2021 - 03:49:04PM] warning: Property EBCC_slaveCollarAndManaclesOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_slaveCollarOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_MaleNPC on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_FemaleNPC on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_EmptyOutfit on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property EBCC_RestraintsKeyword on script EBCC:EBCC_CaptiveManager attached to EBCC_CaptiveManager (18002ECB) cannot be initialized because the script no longer contains that property
[06/30/2021 - 03:49:04PM] warning: Property LL_Minutemen_Weapons_Random on script IF88LLinjector attached to IF88LListInjector (3500262C) cannot be initialized because the script no longer contains that property

 

All of those Properties were in version 0.94 and earlier of the mod, but are not in the current version.  Which implies that you have the 0.94 plugin and the 0.96 scripts installed.  So this is some kind of installation issue.

 

The mod is working properly in the sense that it is detecting enemies and trying to spawn captives, but the script properties don't match the plugin so it keeps failing.

 

You need to install the mod correctly so that all the old version's files are removed and all the new ones are in place.  Or if you are running some kind of patch, stop using that patch because it is for a different version of the mod.

 

 

That was never the case.  Captives can spawn anywhere Raiders or Super Mutants are when they load, whether they are a fixed reference in a vanilla lair, placed by a mod, the result of a random encounter, etc.  They are more likely to spawn in marked locations because there are more cells containing more enemies in those locations.

I see, I will redownload the mod then. Now that you mention the version, I seem to have the mod version 0.94 and the translation version 0.92, which I think is weird because I downloaded them both at the same time. I will install the 0.96 version and confirm you if it worked.

 

Another thing, will the captive appear and re/spawn in previously cleared areas when the enemies respawn? Also, what does make the trigger for a Captive to spawn, I still don't have that clear. It would make sense for a captive to spawn inside/outside Corvega for the Raiders since that is a base, but could they spawn in other unmarked locations, like the Jamaica tree, where enemies can spawn, like in the railway south of Zimonya? or the little campsite between Sanctuary and the USAF Satellite?

Posted
12 minutes ago, RaulMZ said:

Another thing, will the captive appear and re/spawn in previously cleared areas when the enemies respawn? Also, what does make the trigger for a Captive to spawn, I still don't have that clear. It would make sense for a captive to spawn inside/outside Corvega for the Raiders since that is a base, but could they spawn in other unmarked locations, like the Jamaica tree, where enemies can spawn, like in the railway south of Zimonya? or the little campsite between Sanctuary and the USAF Satellite?

When a cell is reset after clearing and enemies spawn again, so will the Captives... depending on your settings.

They will spawn where ever Raiders or Super Mutants spawn. Anywhere. Interior/exterior ... anywhere.

Posted

I don't know if this question was already up, but is it possible to 'connect' this mod with unique npc?

You said that this mod makes use of the vanilla spawns, so can that be changed, patched or something? Maybe by editing something in xEdit? And if so, can somebody tell how that would be done?

 

Posted
  • Freeing captives now generates Affinity Events.  Companions will react, e.g. "Piper 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.

 

Is it possible to modify Cait's trigger for this? I just freed few people, and all my followers liked that except of Cait.

Posted
2 hours ago, Verasmile2 said:
  • Freeing captives now generates Affinity Events.  Companions will react, e.g. "Piper 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.

 

Is it possible to modify Cait's trigger for this? I just freed few people, and all my followers liked that except of Cait.

 

You can create an override plugin with FO4Edit which changes her response to prisoner freeing events.

Posted
9 hours ago, TomTheTaurus said:

I don't know if this question was already up, but is it possible to 'connect' this mod with unique npc?

You said that this mod makes use of the vanilla spawns, so can that be changed, patched or something? Maybe by editing something in xEdit? And if so, can somebody tell how that would be done?

 

Not sure what you mean by "this mod makes use of the vanilla spawns", nor what you want to change about the mod.

 

 

Posted (edited)
10 hours ago, TomTheTaurus said:

I don't know if this question was already up, but is it possible to 'connect' this mod with unique npc?

You said that this mod makes use of the vanilla spawns, so can that be changed, patched or something? Maybe by editing something in xEdit? And if so, can somebody tell how that would be done?

 

CC uses the vanilla framework of spawning Captives, but it's doesn't edit any vanilla files or use vanilla NPC's. All the Captives are unique.

I'm guessing you want it to draw from the vanilla pool of NPC's instead of CC NPC's. I'm not a code monkey... sooo... doesn't look real simple to me, scripts to edit, records to edit... and my have unintended consequences. aka bugs.

Edited by izzyknows
Posted
6 hours ago, EgoBallistic said:

 

Not sure what you mean by "this mod makes use of the vanilla spawns", nor what you want to change about the mod.

 

 

 

5 hours ago, izzyknows said:

CC uses the vanilla framework of spawning Captives, but it's doesn't edit any vanilla files or use vanilla NPC's. All the Captives are unique.

I'm guessing you want it to draw from the vanilla pool of NPC's instead of CC NPC's. I'm not a code monkey... sooo... doesn't look real simple to me, scripts to edit, records to edit... and my have unintended consequences. aka bugs.

 

The OP actually wants to have different looks on all his settlers, probably that's the reason why he wants to know if the Captivess can be pooled from the Unique NPC mod. After the recent change modifying in looksmenu has become problematic as hairs couldn't be changed and the Captives keeps reverting. Earlier it was possible.

Posted
5 minutes ago, Tron91 said:

 

 

The OP actually wants to have different looks on all his settlers, probably that's the reason why he wants to know if the Captivess can be pooled from the Unique NPC mod. After the recent change modifying in looksmenu has become problematic as hairs couldn't be changed and the Captives keeps reverting. Earlier it was possible.

that hair thing is really annoying because I tried to make something for Random Overlay Framework to include hair and Eyes and it didn't work for that reason.

(also the other reason that certain extra hairpieces stay on)

Posted (edited)
16 hours ago, TomTheTaurus said:

I don't know if this question was already up, but is it possible to 'connect' this mod with unique npc?

You said that this mod makes use of the vanilla spawns, so can that be changed, patched or something? Maybe by editing something in xEdit? And if so, can somebody tell how that would be done?

 

After getting a couple hours' sleep and reading @izzyknows's post I think I understand what you are asking. 

 

If you want to add or replace the NPCs that get spawned as Captives, you just need to add or remove NPCs from the EBCC_LCharFemaleSettler or EBCC_LCharMaleSettler leveled NPC lists.  There is no need for scripting, it's all done by the game engine using leveled actor lists, just like the vanilla settler system does it.

 

When CC spawns a female Captive, it places a EBCC_LvlFemaleSettler NPC into the world.  That NPC uses the EBCC_LCharFemaleSettler leveled NPC list as a template.  EBCC_LCharFemaleSettler is basically just a list of NPCs that the game picks from at random.  The list is composed of the individual EBCC_EncFemaleSettlerX actors which have the different faces, body proportions, etc.  Males work the same way.  If you add more NPCs to these lists they can spawn as captives.

 

Enc (individual templates) ---> LChar (leveled NPC list) ---> Lvl (NPC templated on an actor pulled from the leveled list)

 

I should probably write this up and put it on the download page.

 

Edited by EgoBallistic
Posted
11 minutes ago, Tron91 said:

The OP actually wants to have different looks on all his settlers, probably that's the reason why he wants to know if the Captivess can be pooled from the Unique NPC mod. After the recent change modifying in looksmenu has become problematic as hairs couldn't be changed and the Captives keeps reverting. Earlier it was possible.

 

Yes, that's a side effect of switching to templated NPCs instead picking from an array of unique NPCs.  Unfortunately, LooksMenu can't handle templated NPCs, but LooksMenu compatibility is not worth all the other headaches the old method caused.

Posted
13 minutes ago, NotKinkyEnough said:

There is no way to randomly swap hair styles is there? Changing the hair makes a huge different to how some one looks.

nope, it is part of the template NPC deal

so unless a NPC is unique, the hair doesn't change

 

however there is a "fix"(I think) to this issue and that is non-playable(so you cannot pick them up) wig's. (I might have a look at this in the future but not now)

Posted
6 minutes ago, Invictusblade said:

nope, it is part of the template NPC deal

so unless a NPC is unique, the hair doesn't change

 

however there is a "fix"(I think) to this issue and that is non-playable(so you cannot pick them up) wig's. (I might have a look at this in the future but not now)

I was wondering if I'd have to turn all the hairs into wigs! Sounds like work, might need scripts to automatically reapply the wig if they npc taked their helmet off!

Posted
Quote

The OP actually wants to have different looks on all his settlers, probably that's the reason why he wants to know if the Captivess can be pooled from the Unique NPC mod.

exactly, thank you @Tron91 for clarifying!

 

Quote

CC uses the vanilla framework of spawning Captives, but it's doesn't edit any vanilla files or use vanilla NPC's. All the Captives are unique.

I'm guessing you want it to draw from the vanilla pool of NPC's instead of CC NPC's

@izzyknowsI thought CC draws from the vanilla pool? I want to draw from the unpc pool if it's possible.

 

Quote

If you want to add or replace the NPCs that get spawned as Captives, you just need to add or remove NPCs from the EBCC_LCharFemaleSettler or EBCC_LCharMaleSettler leveled NPC lists.  There is no need for scripting, it's all done by the game engine using leveled actor lists, just like the vanilla settler system does it.

 

When CC spawns a female Captive, it places a EBCC_LvlFemaleSettler NPC into the world.  That NPC uses the EBCC_LCharFemaleSettler leveled NPC list as a template.  EBCC_LCharFemaleSettler is basically just a list of NPCs that the game picks from at random.  The list is composed of the individual EBCC_EncFemaleSettlerX actors which have the different faces, body proportions, etc.  Males work the same way.  If you add more NPCs to these lists they can spawn as captives.

 

Enc (individual templates) ---> LChar (leveled NPC list) ---> Lvl (NPC templated on an actor pulled from the leveled list)

I have no experience with this kind of modding, (only did .nifs and .dds stuff before) plus language barrier BUT I think this is what I wanted to know.

So I have to add the unpc's to the EBCC_LCharFemaleSettler list CC draws from? Do I change this in the Commonwealth Captives.esp? No experience with that kind of stuff

 

I don't know how unpc spawn and how they did it with the leveled lists.

 

Quote

I should probably write this up and put it on the download page.

That would be very nice! I've no clue how to do it right now, but there's internet and forums, so I'll do some research.

Thank you @EgoBallistic!

Posted
17 hours ago, vaultbait said:

 

You can create an override plugin with FO4Edit which changes her response to prisoner freeing events.

I'm a complete noob on this. How can I do it?

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