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Posted
15 hours ago, vaultbait said:

 

Makes sense, are you aware of other less intrusive workarounds?

Unfortunately no. It is a problem with the game engine that is not easily fixed. The cloak spell is basically a brute force way of "fixing" it, and it comes with its own problems.

Posted (edited)

I don't know if this is still being developed, but one thing I would like to see is to make it more raider playthrough friendly. For instance you would have the option of saying your my property now, and slip a slave collar on them. Then send them back to your settlement. Something along those lines.

 

I have never made a mod before, but I am willing to try if anyone could give me some advice to get me started in the right direction.

Edited by wildtangent
Posted
26 minutes ago, wildtangent said:

I don't know if this is still being developed, but one thing I would like to see is to make it more raider playthrough friendly. For instance you would have the option of saying your my property now, and slip a slave collar on them. Then send them back to your settlement. Something along those lines.

 

I have never made a mod before, but I am willing to try if anyone could give me some advice to get me started in the right direction.

 

Yes, the mod is still under development.  That's an interesting idea.  The other possibility would be to send an event to Human Resources or Just Business and let them take the captive over, though that would require work on both ends.

Posted

I like the Just Business idea. Was just thinking about how I might go about such a thing. Pretty clueless when it comes to scripting,  and modding in general.

I'm going to take a look at Human resources.

Posted
51 minutes ago, wildtangent said:

I don't know if this is still being developed, but one thing I would like to see is to make it more raider playthrough friendly. For instance you would have the option of saying your my property now, and slip a slave collar on them. Then send them back to your settlement. Something along those lines.

 

I have never made a mod before, but I am willing to try if anyone could give me some advice to get me started in the right direction.

So raiding the raiders to become a raider yourself? :P it's quite a nice idea if you could build your own slave collared settlement. As the Nuka DLC leaves a lot to be desired in this regard.

Posted
21 minutes ago, naaitsab said:

So raiding the raiders to become a raider yourself? :P it's quite a nice idea if you could build your own slave collared settlement. As the Nuka DLC leaves a lot to be desired in this regard.

If you haven't already, check out Just Business and Human Resources.

 

Note that Just Business is most likely abandoned as the author hasn't updated it since 2019 (the update tag on the download page is wrong).

Posted
59 minutes ago, wildtangent said:

I like the Just Business idea. Was just thinking about how I might go about such a thing. Pretty clueless when it comes to scripting,  and modding in general.

I'm going to take a look at Human resources.

I have been making patches and small esp edits for my own use but I am also clueless when it comes to scripting. Perhaps our resident script master @EgoBallistic can show us the way?

 

Joking aside, I would be happy to start learning scripting if someone can put together a guide to Papyrus scripting. 

Posted
22 minutes ago, AWHA2 said:

If you haven't already, check out Just Business and Human Resources.

 

Note that Just Business is most likely abandoned as the author hasn't updated it since 2019 (the update tag on the download page is wrong).

Yeah I know of both. Perhaps HR comes closest to the thing I'm looking for. But there is not really a integration to transfer slaves from JB If I'm not mistaken.

 

19 minutes ago, AWHA2 said:

I have been making patches and small esp edits for my own use but I am also clueless when it comes to scripting. Perhaps our resident script master @EgoBallistic can show us the way?

 

Joking aside, I would be happy to start learning scripting if someone can put together a guide to Papyrus scripting. 

You could start with the Skyrim tutorials. As the language is the same but the FO4 wiki has little to no tutorials on it.

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World

 

I can highly recommend setting up Notepad++ as described on the wiki. It does require some knowledge of programming/scripting. If you know your way around bash, CMD, Powershell for instance it's quite easy to get to work with.

  • 2 weeks later...
Posted
On 10/7/2020 at 1:09 AM, izzyknows said:

@EgoBallistic So far so good. Snatched 4 from Revere Satellite all at once! Had a whole heard following on that one! LOL

I did have to change the format of EBCC_protectedEquipmentData.xml cause I use an old version of AAF. But other than that.. working great so far!! :)

I have the same problem. How did you solve it? can you tell me please.

Posted
5 hours ago, joshu7666 said:

I have the same problem. How did you solve it? can you tell me please.

What version of AAF are you using? Unless it's a really old version this would not be your problem/fix.

Posted

Hey there, I am not entirely sure what I've done wrong... but it the mod worked at first. Got Buffout and all the requirements installed. Though my loadorder does get a bit messy near the end.

Anyways, was working fine for a while, until I had 4 Captives turned into Settlers at Sanctuary. Now whenever I load into a save made there, Fast Travel or just walk there, the game crashes. I've posted the crash log below, but turning the mod off stopped the crashes. Maybe I missed something?

crash-2021-11-30-02-09-37.log

Posted
7 hours ago, Rogue2k8 said:

Anyways, was working fine for a while, until I had 4 Captives turned into Settlers at Sanctuary. Now whenever I load into a save made there, Fast Travel or just walk there, the game crashes. I've posted the crash log below, but turning the mod off stopped the crashes. Maybe I missed something?

 

This is a crash caused by the nvidia device driver:

 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFBE5EE2612 nvwgf2umx.dll+0942612

 

See this link for more info.  Basically you need to downgrade your nvidia driver to a version older than 445.  I use 442.74, you can download it here.

 

Posted
19 hours ago, EgoBallistic said:

 

This is a crash caused by the nvidia device driver:

 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFBE5EE2612 nvwgf2umx.dll+0942612

 

See this link for more info.  Basically you need to downgrade your nvidia driver to a version older than 445.  I use 442.74, you can download it here.

 


Thanks for the troubleshoot, but when I try to rollback my driver, it says that it can't find compatible hardware/incompatible with my version of windows... which... is odd. I've a legal copy of Win10 and I'm running a GeForce RTX 2060 (NVIDIA drivers currently at 461.40) 

 

Not sure where else to put this, but does having to many custom NPCs in an area cause issues or something? Cuz despite disabling the mod, I've crashed (with the same error) when attempting to enter The Strip on Project Mojave and now with 6 Settlers at the Starlight Drive in... (See attatched) though with a different error code.

 

Is there a more in depth guide out there on how to downgrade drivers and troubleshoot any problems that may arise?

 

crash-2021-12-01-05-15-43.log

Posted
12 minutes ago, Rogue2k8 said:


Thanks for the troubleshoot, but when I try to rollback my driver, it says that it can't find compatible hardware/incompatible with my version of windows... which... is odd. I've a legal copy of Win10 and I'm running a GeForce RTX 2060 (NVIDIA drivers currently at 461.40) 

 

Not sure where else to put this, but does having to many custom NPCs in an area cause issues or something? Cuz despite disabling the mod, I've crashed (with the same error) when attempting to enter The Strip on Project Mojave and now with 6 Settlers at the Starlight Drive in... (See attatched) though with a different error code.

 

Is there a more in depth guide out there on how to downgrade drivers and troubleshoot any problems that may arise?

 

crash-2021-12-01-05-15-43.log 106.74 kB · 0 downloads

Nevermind the log, I think an armor or weapon mod was causing issues.... got that sorted.

Posted
40 minutes ago, Rogue2k8 said:

Nevermind the log, I think an armor or weapon mod was causing issues.... got that sorted.

 

Both of the crash logs you uploaded are the same, they differ only by the memory location the game happened to load at.  I guarantee you that this crash is caused by the nvidia driver.  It may not crash 100% of the time when you load into or fast travel into a particular location.  If it happened not to crash after you removed that weapon mod, it was just a coincidence.

 

53 minutes ago, Rogue2k8 said:

I've a legal copy of Win10 and I'm running a GeForce RTX 2060 (NVIDIA drivers currently at 461.40) 

 

461.40 is actually pretty old.  WIth that release, you should be able to work around the problem by running the game in Borderless Windowed mode.  The problem got worse in more recent driver releases; with the 496.49 version the game crashes 100% of the time if I load a save made in Diamond City market or if I try to exit Home Plate through the doors, regardless of whether I am in full screen or borderless windowed mode.

 

If that doesn't work, I recommend using Display Driver Uninstaller for switching between a newer driver and an older one.  I've used it a bunch of times since the issue started happening and I've never had any issues.  FWIW I'm running on Windows 10 Professional with a 2080 Super.

Posted (edited)

I've been using Get Dirty + Additional Effects + Dirty Sex for a while now, and there's something I noticed before that I'm doing a little more checking into.  I usually start a new game and configure Get Dirty to not apply to companions.  But I notice that the settlers I rescue are often dirty.  Sometimes this gets remedied but only if they have ropes on them.  I take off their ropes and the dirt goes away.  But in the x bar and Crosses the dirt stays on them.  I tried something today, I told the first one I rescued to use the Shower from BYOP and she got squeeky clean.  But later she got dirty again, and at the time our relationship was platonic ;) 

 

So, I'm not sure if it's Get Dirty that's not respecting the flag to only apply to my character or what's going on with that but I thought it was interesting.  This was happening even a few versions ago and it's probably got nothing specifically to do with this mod, but I thought I'd mention it and see if other people have noticed similar behavior.  I'll have to do some testing with Piper tomorrow.

 

Edit: Welp, there's a follower script update in the optional files for Get Dirty that is showing as uninstalled in MO, no idea what it does because the description doesn't tell me, and the source isn't included... Maybe it's a fix hmmm.

 

Edit2:  I'm learning new stuff, cool.  There's a Pex file decompiler called Champollion that I'm going to try and use to check the difference in the 2 scripts :)

Edited by Marg597
Posted
5 hours ago, Marg597 said:

I usually start a new game and configure Get Dirty to not apply to companions.  But I notice that the settlers I rescue are often dirty.

 

Commonwealth Captives applies its own dirt effects to captives.  The dirt gets automatically removed when you send the settlers to a settlement.

 

The dirt effects are completely separate from Get Dirty and don't rely on that mod or know about that mod's settings.  So the MCM settings in Get Dirty won't have any effect on Commonwealth Captives and that companion script update won't make any difference.

 

5 hours ago, Marg597 said:

Sometimes this gets remedied but only if they have ropes on them.  I take off their ropes and the dirt goes away.  But in the x bar and Crosses the dirt stays on them.

 

This is actually due to a game engine bug.  Changing NPCs' equipment also clears any magic effect on them.  It is possible to work around this, but I didn't think it worthwhile for such a trivial feature in this mod.

Posted
1 hour ago, EgoBallistic said:

 

Commonwealth Captives applies its own dirt effects to captives.  The dirt gets automatically removed when you send the settlers to a settlement.

 

The dirt effects are completely separate from Get Dirty and don't rely on that mod or know about that mod's settings.  So the MCM settings in Get Dirty won't have any effect on Commonwealth Captives and that companion script update won't make any difference.

 

 

This is actually due to a game engine bug.  Changing NPCs' equipment also clears any magic effect on them.  It is possible to work around this, but I didn't think it worthwhile for such a trivial feature in this mod.

 

 

Awesome, thanks for the explanation.  I hadn't noticed it so much before because I was playing on an easier mode so I would always send the captives to a settlement shortly after rescue.  But now that I'm attempting Survival, I've taken to having them follow me around for a while to help.  So I'll just send them to the showers then.  I'm just glad there's an immersive way to get them clean :blush:

 

Posted

Hello, I love this mod. It really adds spice to my playthroughs, its basically essential now. 

I had a question regarding the settlers you can rescue. You say this mod uses its own custom settlers. I use Zombie Walkers and noticed that any NPC I rescue cannot be killed by the walkers (which are ghouls). Is there anyway I can edit this mods files to have those custom settlers set to non-essential? Any settler that joins my settlement the vanilla way can be killed by the ghouls, but not any of the custom NPC's.

Thanks a bunch for your work on this mod!

Posted
51 minutes ago, Becerra9 said:

Hello, I love this mod. It really adds spice to my playthroughs, its basically essential now. 

I had a question regarding the settlers you can rescue. You say this mod uses its own custom settlers. I use Zombie Walkers and noticed that any NPC I rescue cannot be killed by the walkers (which are ghouls). Is there anyway I can edit this mods files to have those custom settlers set to non-essential? Any settler that joins my settlement the vanilla way can be killed by the ghouls, but not any of the custom NPC's.

Thanks a bunch for your work on this mod!

Remove the Protected flag from EBCC_LvlFemaleSettler and EBCC_LvlMaleSettler.

You can make a mod so you don't have to do it every time CC is updated, but it's such a small edit, I wouldn't bother.

Posted
1 hour ago, izzyknows said:

Remove the Protected flag from EBCC_LvlFemaleSettler and EBCC_LvlMaleSettler.

You can make a mod so you don't have to do it every time CC is updated, but it's such a small edit, I wouldn't bother.

 

So I went into the section called Non-player actor and removed every instance of the "protected" flag but I dont know where to go for the "EBCC_LvlFemaleSettler" and "EBCC_LvlMaleSettler"

 

Could you please explain it to me more? 

Screenshot (1).png

Posted
4 hours ago, Becerra9 said:

Could you please explain it to me more?

Click on Editor ID header to sort. Expand Non-Player Character (Actor) and scroll to the bottom.

 

Spoiler

141092920_DesktopScreenshot2021_12.05-07_27_23_83.png.32e8c236026dc0bb92d88638f6130b24.png

 

Posted
8 hours ago, izzyknows said:

Click on Editor ID header to sort. Expand Non-Player Character (Actor) and scroll to the bottom.

 

  Reveal hidden contents

141092920_DesktopScreenshot2021_12.05-07_27_23_83.png.32e8c236026dc0bb92d88638f6130b24.png

 

 

Okay, I removed them before but I will do just these two and see what happens. Here is what I am removing.

Screenshot (2).png

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