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Posted
5 hours ago, kijotex said:

I can't edit the captives with SLM

 

While I don't have the right to provide you with an arbitrary version of the mod, I will note that this is expected behavior (just like with vanilla settlers), and instead you need to use face ripper.

Posted
28 minutes ago, AreeSoothsayer said:

I've been having a problem. On 2 different saves, all the captives I come across are all 157b8.

Not a problem, they're generated like vanilla settlers instead of from an array.

Posted
11 hours ago, AreeSoothsayer said:

I've been having a problem. On 2 different saves, all the captives I come across are all 157b8.

 

They are all supposed to be 157B8 (or 157B9 if male).  That NPC is templated on a leveled list that includes all the female (or male) captive NPCs.  This is the exact same mechanism used by vanilla settler NPCs.

Posted
42 minutes ago, AreeSoothsayer said:

Before my mod updated to add over 50 more settlers the mod would chose one at random. So I made each settler unique when I made a Lupine Patch for it. How do I revert it?

 

I am not sure what you are asking.  Maybe take a look at the Furry Fallout 4 patch for Commonwealth Captives and see how they did it.

 

 

Posted

Well I did check it out and from what I could see they removed the ones that keep respawning in my game. So I did that and now no one spawns as a captive. So there's something there I cannot figure out.

Posted
On 3/2/2022 at 20:42, vaultbait said:

 

Si bien no tengo el derecho de brindarle una versión arbitraria del mod, señalaré que este es el comportamiento esperado (al igual que con los colonos de vainilla), y en su lugar debe usar face ripper .

I don't like facetriper, in version 0.94 the change was direct with slm

Posted
13 hours ago, kijotex said:

I don't like facetriper, in version 0.94 the change was direct with slm

 

Feel free to not like it, but in the recent versions of this mod the captives are generated the same way as vanilla settlers (because not doing that caused bugs with equipment management), so if you want to change their appearance you have to do it the same way as you would vanilla settlers.

Posted
5 hours ago, cheers12 said:

So the mod stopped working for me and is no longer spawning captives. Log attached. Thank you!

 

There are no errors relating to this mod in your log, and it seems to be loaded since the OnLoad script messages are showing.

 

Check the MCM and make sure the mod is enabled and the captive chances allow for captives to appear.  Also, remember that captives will not spawn in areas that have been cleared; they only spawn where enemies spawn.

Posted
3 hours ago, EgoBallistic said:

 

There are no errors relating to this mod in your log, and it seems to be loaded since the OnLoad script messages are showing.

 

Check the MCM and make sure the mod is enabled and the captive chances allow for captives to appear.  Also, remember that captives will not spawn in areas that have been cleared; they only spawn where enemies spawn.

Thanks, so turning the MCM setting on and off again and changing the values a bit made it work again

Posted
5 hours ago, aaabbb111x said:

All captives spawn with extremely dirty skin, but on the screenshots the skin is clean and fine. Is there's an option to spawn them less dirty?

When u assign them to Settlements and you visit them later, u will find them washed up.

Posted

hello ego

 

I think your mod conflicts with Sexual Harassment in a moderate way

indeed when Sexual Harassment is triggered (it triggers a dialogue) it bugs the npc
the SH dialog does not appear until you talk to the npc who has the dialog then once done the npc returns to normal.

 

could you take a look at it?

 

cordially

Posted
16 minutes ago, leduss said:

hello ego

 

I think your mod conflicts with Sexual Harassment in a moderate way

indeed when Sexual Harassment is triggered (it triggers a dialogue) it bugs the npc
the SH dialog does not appear until you talk to the npc who has the dialog then once done the npc returns to normal.

 

could you take a look at it?

 

cordially

In that case the one who should look at it is the author of SH. It really is a bit intrusive mod. 

Posted
24 minutes ago, JB. said:

In that case the one who should look at it is the author of SH. It really is a bit intrusive mod. 

Hello JB.

 

indeed you are right and I also asked the question on SH's thread.

 

 

Posted (edited)

 I screwed around with the leveled lists and outfits. I built a random outfit system for CC, or basically anything. I've separated out a bunch of pieced outfit sets into where they fit on the body, and when the captives are generated by the script, it puts a random outfit on them.

 

I'm gonna separate it from the rest of the override patch I use for little tweaks (because it started little, then it got out of control.)

 

Then I'm gonna let it out in the wild in two versions. One complete version that uses all of my dumb shit, and one that's stripped down to just the empty leveled lists, and you can put your own stuff in.

Requirements-ish.thumb.png.d0c726299d88ae9baeb81c37c2a5512e.png

 

I've also got Rad Morphing redux going on, so there's all kinds of fun wonkiness in here.

 

Photo257.thumb.png.eff4045bd75cce61d2877b9ba83277e4.png 

Photo258.png

Edited by tzenrick
I've reduced it to a skeleton.

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