izzyknows Posted March 15, 2022 Posted March 15, 2022 5 hours ago, EgoBallistic said: Yeah that's always a challenge. The pathing at Hangman's Alley is all mesed up because of that. There is a hole in the navmesh due to the placed guard tower, and NPCs won't path through that spot even if you scrap it. Bugthesda's navmesh is... well, lets just say it sucks ass. Ya know to be polite. LOL
vaultbait Posted March 15, 2022 Posted March 15, 2022 2 hours ago, izzyknows said: You just navmesh under the scrappable item then link the triangles it occupies to it. (they'll turn orange/yellow..ish) That way when it's scrapped, it makes the linked triangles active. Oh, yep after fumbling around a bit more I found the options for navmesh precuts and linking scrappables to them, so I guess it's supposed to be self-healing (how well it works in practice is another story, I'm sure). 2 hours ago, izzyknows said: The auto mesh is total garbage. I did a tunnel and it generated over 12K tri's. I did it by hand with just under 1k. LOL Outcasts and Remnants used auto mesh, I redid all the cells and reduced the mod size by just over 1Mb. Hell, Club Snuggle had over 70 islands.. should have been 0. Yikes! 2 hours ago, izzyknows said: I'll navemesh your cell if you'd like. I'm a glutton for punishment! hehehehe Appreciated, but I'll give it the ol' wax on/wax off. I'm sure the practice will do me good.
izzyknows Posted March 15, 2022 Posted March 15, 2022 1 hour ago, vaultbait said: Oh, yep after fumbling around a bit more I found the options for navmesh precuts and linking scrappables to them, so I guess it's supposed to be self-healing (how well it works in practice is another story, I'm sure). It works very well. Surprising I know! LOL 1 hour ago, vaultbait said: Appreciated, but I'll give it the ol' wax on/wax off. I'm sure the practice will do me good. Just be careful.. it can be addicting. Oh.. always start a new run when checking your navmesh work.
vaultbait Posted March 15, 2022 Posted March 15, 2022 2 hours ago, izzyknows said: Oh.. always start a new run when checking your navmesh work. After discovering that relocating a workbench didn't "take" until I made a save with the plugin disabled and then loaded from there, I've been constantly testing new runs loading a save which didn't have that plugin just to be sure nothing else was left lingering from previous edits either.
Tanglin Posted March 29, 2022 Posted March 29, 2022 On 3/15/2022 at 12:02 PM, EgoBallistic said: Yeah that's always a challenge. The pathing at Hangman's Alley is all mesed up because of that. There is a hole in the navmesh due to the placed guard tower, and NPCs won't path through that spot even if you scrap it. Is there any simple solution for that, like paving the road with cement, or something? Or is the only solution to that is to use the Creation Kit to fiddle with it?
izzyknows Posted March 29, 2022 Posted March 29, 2022 1 hour ago, Tanglin said: Is there any simple solution for that, like paving the road with cement, or something? Or is the only solution to that is to use the Creation Kit to fiddle with it? You can use the CK to fix it properly, but you need to be very careful not to break the precombines. Hangman's Alley is not a place to do that. The simple fix is to lay floor tile. Ugly, but it'll work. LOL 1
Tanglin Posted March 29, 2022 Posted March 29, 2022 10 hours ago, izzyknows said: You can use the CK to fix it properly, but you need to be very careful not to break the precombines. Hangman's Alley is not a place to do that. The simple fix is to lay floor tile. Ugly, but it'll work. LOL I see, thanks!
Synel Posted April 5, 2022 Posted April 5, 2022 (edited) Good morning/evening, Downloaded the mod, everything works as intended with one minor exception being that the "settlers" won't wear any equipment I give them. They will use the weapons but nothing else it seems. My load order is listed below. I also followed the guide at the following link to get everything set up.: Any help would be appreciated. Sorry if this has been addressed before. I saw it briefly mentioned around page 5 of this thread but it fell to the wayside amid the settlers trying to climb back up on the crosses and CTD concerns. Spoiler # This file was automatically generated by Mod Organizer. Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Unofficial Fallout 4 Patch.esp ArmorKeywords.esm HUDFramework.esm WorkshopFramework.esm Bememoth Separated Cart.esl Homemaker.esm TortureDevices.esm Devious Devices.esm AAF.esm AAFThemes.esl TrueStormsFO4.esm BodyTalk3-RaiderNormalsFix.esl SexyMaidFO4-LR.esl Vault-Tec111swimsuits.esl Loads.esm NewCalibers.esp behSlaveMarket.esm AAF_Violate.esp AAF_Violate_DLC_Patch.esp Vadermania[AAF_anims].esp AAF_Violate_Feral_Animations.esp Vioxsis_Strap-Ons.esp AAF_Four-Play_Animations_Crazy6987.esp Behemoth No Cart.esp Deathclaw_nude.esp ErectionFix_SilverPerv.esp SMBehemoth Loincloth.esp SuperMutantFreezeFix.esp UAP Moans.esp Zaz Particle Effects.esp BraveAnims.esp BraveAnims_Fix.esp AAF_CreaturePack02DLC.esp SavageCabbage_Animations.esp Homemaker - Streetlights Use Passive Power.esp FO4_AnimationsByLeito.esp Mutated Lust.esp rxl_bp70_animations.esp Farelle_Animations.esp EveryonesBestFriend.esp AAFMorningSexWithLover.esp AAF_AutonomyEnhanced.esp FP_FamilyPlanningEnhanced.esp FP_FamilyPlanningEnhanced_DLC_Doctors_Addon.esp AAF_SEU.esp AAF_GrayAnimations.esp LooksMenu.esp Eli_Armour_Compendium.esp RealHandcuffs.esp RealHandcuffs_AWKCR_Compatibility.esp RealHandcuffs_DD_Compatibility.esp MagnoCumGaudio.esp Conquest.esp MakeYourOwnSynths.esp AtomicAnnieLagrieGun.esp AkaWaterWorld.esp Reverb and Ambiance Overhaul.esp AAF_BadEnd_Animations.esp AAF_CreaturePack01.esp BetterCompanions.esp DangerousNights.esp HumanResources.esp K9TacticalHarness.esp CRX.esp Prisoner Shackles.esp ZaZOut4.esp The Eyes Of Beauty.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp Alex_Stripper_Pole_2.esp BuildYourOwnVault.esp BasementLiving.esp BattleTowels.esp Carry Weight Revised - 125-5.esp FP_SexualHarassment.esp AzarPonytailHairstyles.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersNoLollygagging.esp BetterSettlersCCAPack2.0.esp BetterSettlersMortalPack.esp Commonwealth Captives.esp KSHairdos.esp EFF.esp Companion Infinite Ammo.esp CraftableAmmo.esp CraftableAmmo_plus.esp FPEDogAddon.esp FPESuperMutantAddon.esp FPAttributes.esp FPAttributesHUD.esp WorkshopPlus.esp GetDirty.esp GetDirty_NoCleanlinessPatchForCWSS.esp HHFootsteps.esp KawaiiWaifuOutfits.esp More Where That Came From Diamond City.esp rpampas.esp FO4HHS_AAF.esp 3dscopes.esp Rogg DD Items Manager.esp Scavver's Backpacks.esp Sephrajins Outfit Sets.esp VisibleWeapons.esp Atomic Lust.esp CigaretteInMouth.esp Crazy_Animations_Gun.esp LightUp2.0.esp 10mmRevolver.esp ASVektor.esp BattleRifle.esp DD_bleu_Ump_Extreme_Lore_friendly_edition.esp Loads of Ammo - Leveled Lists.esp mjp_PTRS41ATR.esp M14.esp M2216.esp NewCalibers_extendedWeaponMods.esp AdvSettleTurretSet.esp AutoDoors.esp buildyourownautodoor.esp CleanSettlement Beds.esp Eli_Accessories.esp Lever Action Reload Fix.esp NewCalibers_LeverActionReload.esp SPECIALWeddingRings.esp VltElevatorDLC.esp Yona_Weapon_DefenseGun.esp SPECIAL40.esp StartMeUp.esp EnhancedLightsandFX.esp Pip-Boy Flashlight.esp Edited April 5, 2022 by Synel
vaultbait Posted April 5, 2022 Posted April 5, 2022 2 hours ago, Synel said: the "settlers" won't wear any equipment I give them. They will use the weapons but nothing else it seems. Are you equipping clothing on them, or just putting it in their inventory and expecting they'll suddenly wear it? Like vanilla settlers, if you want them to wear something specific you need to equip it on them. Or are you saying that you equip them and then return later to find they've taken their clothes back off? 2
Synel Posted April 6, 2022 Posted April 6, 2022 (edited) 6 hours ago, vaultbait said: Are you equipping clothing on them, or just putting it in their inventory and expecting they'll suddenly wear it? Like vanilla settlers, if you want them to wear something specific you need to equip it on them. Or are you saying that you equip them and then return later to find they've taken their clothes back off? I was just placing it in their inventory tbh. I just recently installed fallout 4 again so I haven't even played through the first parts of the game. Probably forgot some basic stuff. But I can't even check that right now since my mod manager decided that buffout was going to stop loading quick enough. Working on that now. If I get it fixed I will let you know if I figured out my armor problem. Edit: Hey. Thank you for the reminder about how fallout 4 works so far as companions equipment. I forgot you had to tell them what to wear. No problem whatsoever with the mod then. Thanks again. Edited April 6, 2022 by Synel
vaultbait Posted April 6, 2022 Posted April 6, 2022 11 minutes ago, Synel said: I was just placing it in their inventory tbh. I just recently installed fallout 4 again so I haven't even played through the first parts of the game. Probably forgot some basic stuff. Yes, the UI for trading inventory with settler/follower NPCs isn't all that intuitive, but in essence you need to highlight the item you've given them in their inventory view on the right-hand side and then press something (there's probably a prompt at the bottom letting you know what you need to press, for me it's the triangle button because I play with a DS4 controller, but if you use a keyboard then I don't remember what the equivalent is). 2
Fiona159 Posted April 6, 2022 Posted April 6, 2022 6 hours ago, Synel said: Itbuffout Never use this mod.
Synel Posted April 6, 2022 Posted April 6, 2022 2 hours ago, Fiona159 said: Never use this mod. Would you mind explaining that to me? Everything I installed was in the guide for getting setup along with anything buffout. If it's more of a liability though I'll drop it.
spicydoritos Posted April 6, 2022 Posted April 6, 2022 1 hour ago, Synel said: Would you mind explaining that to me? Everything I installed was in the guide for getting setup along with anything buffout. If it's more of a liability though I'll drop it. Buffout is a tremendous boon to stability, performance, and diagnostics. Install it or don't, that's up to you, but in my opinion you'd just be robbing yourself without it. 2
Invictusblade Posted April 6, 2022 Posted April 6, 2022 I like Buffout because it actually tells you the issues instead of you trying to figure it out (which is painful with some mods) I have been having issues with lootman and I would have never found out without buffout telling me. but one other mod, I would recommend for anyone is the vulkan renderer because even with a massive load order I can walk around downtown without crashing. (sometimes) (of course, assuming that it would work for you) https://www.nexusmods.com/fallout4/mods/48053?tab=files&file_id=227116
Sgt. Marge Posted April 6, 2022 Posted April 6, 2022 (edited) 4 hours ago, Synel said: Would you mind explaining that to me? Everything I installed was in the guide for getting setup along with anything buffout. If it's more of a liability though I'll drop it. spicydoritos has the right of it. I've never seen anyone say to not use buffout before. I'm not sure if that was a translation issue, or something else going on. I would just add that if you use Buffout, you don't need Baka Scrapheap anymore. Both of the authors of those mods agree that Buffout does the job better. Buffout has allowed me to figure out a few things wrong with my load order and correct them. I would add that there is a nice utility to auto scan the log file it generates, I've linked it below. It's not perfect, but it gives a good general idea of where to start if you can't find anyone that can decipher the log at face value. It works best if you install Python for Windows so that you can just drop your crash log into the folder with the script and double click on the script. https://www.nexusmods.com/fallout4/mods/56255 Edited April 6, 2022 by Marg597 bits and bobs
Synel Posted April 8, 2022 Posted April 8, 2022 My thanks to the responses. For now I'll assume it was a translation error but, to Fiona159, I'm always open to anything you might want to add. Take care gentlemen/gentlewomen.
Deepfreeze Posted April 9, 2022 Posted April 9, 2022 On 4/6/2022 at 4:33 AM, Synel said: Would you mind explaining that to me? Everything I installed was in the guide for getting setup along with anything buffout. If it's more of a liability though I'll drop it. A mod with 40 active bug reports, which is currently where Buffout is at, is something I personally will avoid. Regardless of the positive results of the mod for many players, there's a lot of players complaining about issues when using this mod, So while both Buffout and Baka mod authors may agree Buffout works better, I'm not risking stable gameplay with a mod with Buffout's lengthy bug list. I use Baka, which currently has 4 active bug reports, without any stability issues. I'll happily give Buffout a try when the bugs get squashed. Note this isn't meant to disrespect any mod authors. I'm simply pointing out why I, personally, prefer Baka.
vaultbait Posted April 9, 2022 Posted April 9, 2022 4 hours ago, Deepfreeze said: A mod with 40 active bug reports, which is currently where Buffout is at, is something I personally will avoid. Regardless of the positive results of the mod for many players, there's a lot of players complaining about issues when using this mod, So while both Buffout and Baka mod authors may agree Buffout works better, I'm not risking stable gameplay with a mod with Buffout's lengthy bug list. I use Baka, which currently has 4 active bug reports, without any stability issues. I'll happily give Buffout a try when the bugs get squashed. Note this isn't meant to disrespect any mod authors. I'm simply pointing out why I, personally, prefer Baka. Maybe it's just me, but having played FO4 a lot before Buffout 4 came around, it has fixed far more vanilla game bugs and crashes in my playthroughs than it has introduced. If you enjoy the authentic Bugthesda experience then of course avoid it, but if you want a lot fewer seemingly random crashes and also a very detailed log of what was going on when you do still experience one, Buffout 4 is quite good for that. This is a religious argument though. Buffout 4 haters and lovers are probably as unlikely to agree on things as vi and emacs users. 3
Dez65 Posted April 18, 2022 Posted April 18, 2022 (edited) Long time user of Sex Em Up and added Commonwealth Captives to my load order last playthrough. Just noticing, though, a sort of a strange glitch between the two. When I speak to and free a captive, my "Flirt" hotkey for SEU ceases to work. The target stops for a sec like they're going to respond, but then they move on with what they're doing. It's not a game breaker as I can restore the functionality of the "Flirt" key with a hard restart of the game. Posting here but let me know if this is an issue better posted at Sex Em Up. Honestly, this is my first ever issue with SEU and Commonwealth Captives otherwise runs like a dream. As always, please excuse any false conclusion from correlation. Since it happens only after I free a captive though, I'm surmising it's something I'm doing wrong that's associated with that mod. Thanks for any troubleshooting advice. Edited April 18, 2022 by Dez65
Dez65 Posted April 18, 2022 Posted April 18, 2022 1 hour ago, Dez65 said: When I speak to and free a captive, my "Flirt" hotkey for SEU ceases to work. Just a follow up, the other functions of the "Flirt" key, masturbation and assault, continue to work even though the Flirt function does not.
Dez65 Posted April 19, 2022 Posted April 19, 2022 11 hours ago, Dez65 said: 13 hours ago, Dez65 said: Just a follow up, the other functions of the "Flirt" key, masturbation and assault, continue to work even though the Flirt function does not. Correction: this seems to be unrelated to CC. It appears that the Flirt key simply stops functioning periodically in the game. Not sure how to troubleshoot this so any advice is appreciated.
Fandir Posted April 28, 2022 Posted April 28, 2022 (edited) Is there a reliable way to check if mod is working properly? Not sure why, but I have 0 settlers spawned in a couple of raider/mutants camps. Recently started a new playthrough with an updated version of the mod, and set up first captive spawn chance to 100%, and have not seen a single one. I used CC previously, but with version 0.94 if I remember well. (just to add a note - a am able to spawn npc from the mod using console, as well as I do have mcm menu, so the mod at least is installed properly) Edited April 28, 2022 by Fandir
Fandir Posted April 28, 2022 Posted April 28, 2022 1 hour ago, Fandir said: Is there a reliable way to check if mod is working properly? Not sure why, but I have 0 settlers spawned in a couple of raider/mutants camps. Recently started a new playthrough with an updated version of the mod, and set up first captive spawn chance to 100%, and have not seen a single one. I used CC previously, but with version 0.94 if I remember well. (just to add a note - a am able to spawn npc from the mod using console, as well as I do have mcm menu, so the mod at least is installed properly) Update: Uninstalled, loaded, saved, installed again - mod is working. No idea what could cause trouble.
Fandir Posted May 12, 2022 Posted May 12, 2022 (edited) If anyone will need it - here is my own patch for Commonwealth Captives and anime race Nanakochan (converting all female captives to anime race). Patch does touch NPC appearance only, no other modifications made. Requires 'Sun's Hepsy Hairs with Physics' as a master ('vanilla' Nanakochan hair options are quite poor, and Hepsy does look great on em). https://drive.google.com/file/d/11ql41bCvwPan7Ig95ZxruEQEBwbLz5TC/view?usp=sharing Edited May 12, 2022 by Fandir
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