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Posted
4 minutes ago, vaultbait said:

 

If it were me, I'd edit this great example:

 

Sweet, saw the outfit injection patch/mod but hadn't seen that one. Thank you!

Posted

@EgoBallistic,

 

Was just playing, and rescued a captive and had a suggestion pop in my head based on the dialog.

 

You rescue captives, they typically say "I'll never forget this".... Welp, how about tying it into Violate and/or Sexual Harassment. You save a settler that's been rescued: do a dice roll on whether or not they "never forget" having been rescued. If they win the roll and don't forget...a dice roll to see if they attempt to save you the next time you get violated/raped/etc. You could even have a chance they come with a posse, or set them to recuse only if it's a one on one situation.

 

If you wanted to eat your Wheaties on this: sliders for the dice roll chance, and a check box for marking them essential, protected, etc. So they could get killed, or persist and rescue you. Or hell, get raped along side; but I'm pretty sure that might be a mess to do in AAF.

 

This would be kind of a cool way to incorporate a saving throw for the PC in a violate/rape situation.

 

Just a thought, if you light it up....cool, if not...no worries.  Just thought it would add some value to this mod IMHO.

 

Posted
6 hours ago, WandererZero said:

@EgoBallistic,

 

Was just playing, and rescued a captive and had a suggestion pop in my head based on the dialog.

 

You rescue captives, they typically say "I'll never forget this".... Welp, how about tying it into Violate and/or Sexual Harassment. You save a settler that's been rescued: do a dice roll on whether or not they "never forget" having been rescued. If they win the roll and don't forget...a dice roll to see if they attempt to save you the next time you get violated/raped/etc. You could even have a chance they come with a posse, or set them to recuse only if it's a one on one situation.

 

If you wanted to eat your Wheaties on this: sliders for the dice roll chance, and a check box for marking them essential, protected, etc. So they could get killed, or persist and rescue you. Or hell, get raped along side; but I'm pretty sure that might be a mess to do in AAF.

 

This would be kind of a cool way to incorporate a saving throw for the PC in a violate/rape situation.

 

Just a thought, if you light it up....cool, if not...no worries.  Just thought it would add some value to this mod IMHO.

 

No, no, don't add jobs to Ego.

His list of work to be done is too long.

It's a joke. Your idea looks very good.

The function of mod is that they can bring more vividness and choice to the game after they interact with each other.

Posted
7 hours ago, WandererZero said:

You rescue captives, they typically say "I'll never forget this".... Welp, how about tying it into Violate and/or Sexual Harassment. You save a settler that's been rescued: do a dice roll on whether or not they "never forget" having been rescued. If they win the roll and don't forget...a dice roll to see if they attempt to save you the next time you get violated/raped/etc. You could even have a chance they come with a posse, or set them to recuse only if it's a one on one situation.

 

A lighter-weight thing that would be easy enough to do as a completely separate mod: make a copy of the vanilla Mysterious Stranger implementation but swap out the NPC for a random captive/settler (accuracy is unimportant, they all start to look the same after a while). Freeing a captive generates a trappable event already, since it's used for things like companion affinity, so every time you free another captive you could have a script increment a global counter. When in combat, your Grateful Stranger has a chance to appear based on your freed captive count, perhaps slowly dwindling over time so that it doesn't end up entirely OP after you've freed hundreds of the poor wretches.

Posted (edited)
On 5/21/2022 at 7:57 PM, vaultbait said:

 

I don't think anyone has made sex animations which incorporate any of the "furniture" this mod uses to restrain captives (closest I can think of is a F+M scene which involves the DLC pillory). I don't set it to anything in particular, the captives just randomly get down off their crosses or whatever and sex scenes with their captors ensue. "Immersive" depends a lot on your definition and your capacity for suspension of disbelief.

 

Actually they have Savage Cabbage and 50 Shades of Fallout have for xcrosses, and pillroys with other stuff. Would be dynamic to stumble across something like that. 

Edited by DerpCake Official
Posted
7 hours ago, DerpCake Official said:

Actually they have Savage Cabbage and 50 Shades of Fallout have for xcrosses, and pillroys with other stuff. Would be dynamic to stumble across something like that. 

 

Thanks! I knew about the pillory animation as it also works with the DLC pillory furniture, but I wasn't aware there were any for the X crosses. I'll check that out.

  • 3 weeks later...
Posted

Been enjoying this mod, just 2 minor things.

 

1 is settlements like hangman's alley, have captives but have to wait til devices expire or they stay in settlement. 

 

The other is defending settlements. If you fast travel to a settlement their is a chance they have have captives spawned in during a raid. 

Posted
1 hour ago, Lochar said:

settlements like hangman's alley, have captives but have to wait til devices expire or they stay in settlement.

 

The workaround I use is to go into the console, click the device so its the selected refid, and then use the markfordelete and disable commands in that order. Repeat for each device, and also possibly for any floating ropes left detached afterward. I agree it would be more convenient if that weren't necessary, but it's not too onerous at least.

Posted
2 hours ago, Lochar said:

1 is settlements like hangman's alley, have captives but have to wait til devices expire or they stay in settlement. 

 

1 hour ago, vaultbait said:

The workaround I use is to go into the console

 

Or simply travel far enough away for the cell to unload and they will be removed. This works even if you assign the captives to the settlement. Do it all the time with Zimonja & Hangmans. Clear,import,rescue,assign,later tater! Go up to Tenpines & back, furniture is gone and captives are dressed. :)

 

Posted

My prisoner cannot change appearance in LooksMenu.I don't understand what this is connected with...I looked through the topic, but did not find an answer (it is likely that I missed something).

Posted
7 hours ago, PaladinDanseF4 said:

Can't seem to get the favour animations to work, I have AAF, is there anything else I need?

 

Well, you need animation packs.

Posted
2 hours ago, Fiona159 said:

My prisoner cannot change appearance in LooksMenu.I don't understand what this is connected with...I looked through the topic, but did not find an answer (it is likely that I missed something).

The CC settlers are randomly generated much like the base game settlers.  These npcs can't be changed with looks menu.  I believe only unique npcs with their own specific face gen data can be affected by looks menu.  The attached mod is a patch someone else made that adds many unique named settlers to the list of potential captives.  These unique npcs potentially can be altered with looks menu, and at the very least they can be changed using FO4Edit to create your own custom set of captives.  I used FO4Edit to create 20+ custom captives with different presets collected from here and nexus.  It gives presets a whole new use which is great.

Commonwealth Captives NPC Patch.esp

Posted
2 hours ago, Fiona159 said:

My prisoner cannot change appearance in LooksMenu.I don't understand what this is connected with...I looked through the topic, but did not find an answer (it is likely that I missed something).

 

This is normal.  The captives work the same way as vanilla settlers do, it isn't possible to change their appearance using LooksMenu.  You can change their appearance with FaceRipper and a patch.  I am pretty sure I described the method in this thread somewhere, if not you can take a look at Commonwealth Captives More Female Captives which does the same thing.

 

https://www.loverslab.com/files/file/19169-commonwealth-captives-more-female-captives/

 

 

Posted
38 minutes ago, bubbabignose said:

The CC settlers are randomly generated much like the base game settlers.  These npcs can't be changed with looks menu.  I believe only unique npcs with their own specific face gen data can be affected by looks menu.  The attached mod is a patch someone else made that adds many unique named settlers to the list of potential captives.  These unique npcs potentially can be altered with looks menu, and at the very least they can be changed using FO4Edit to create your own custom set of captives.  I used FO4Edit to create 20+ custom captives with different presets collected from here and nexus.  It gives presets a whole new use which is great.

Commonwealth Captives NPC Patch.esp 94.26 kB · 0 downloads

Thanks for the patch, I'll take a look today.

 

32 minutes ago, EgoBallistic said:

 

This is normal.  The captives work the same way as vanilla settlers do, it isn't possible to change their appearance using LooksMenu.  You can change their appearance with FaceRipper and a patch.  I am pretty sure I described the method in this thread somewhere, if not you can take a look at Commonwealth Captives More Female Captives which does the same thing.

 

 

 

 

Thank you for the answer.It's just that in my vanilla NPC game, I can change both my appearance and body, and so on.I thought that here too)).

Posted
2 hours ago, PaladinDanseF4 said:

I do have AAF vanilla animations, and kinky animations, thought that would work

 

Those are not animation packs, those just tell AAF how to categorize certain animations.  You need the actual animation packs, like Atomic Lust, SavageCabbages Animations, and BP70 Animations.  There is a complete list of available animations in the "Animation Packs" section of Saya's excellent AAF Fucking Manual, it's a pinned topic in the AAF forum.

Posted

I got it working thanks

19 hours ago, EgoBallistic said:

 

Those are not animation packs, those just tell AAF how to categorize certain animations.  You need the actual animation packs, like Atomic Lust, SavageCabbages Animations, and BP70 Animations.  There is a complete list of available animations in the "Animation Packs" section of Saya's excellent AAF Fucking Manual, it's a pinned topic in the AAF forum.

I got it working thanks

Posted (edited)


For all those who are tired of hearing the same voices all the time, I made a voice patch. Each NPC now has its own voice.

 

The other file is for those who use this patch:

Commonwealth Captives More Female Captives 1.0.3

 

All 88 new NPCs also have their own voice. ('Commonwealth Captives v0.97 Voice Patch' with the sound folder is needed)

 

Commonwealth Captives more NPCs Voice Patch.7z

Commonwealth Captives v0.97 Voice Patch.7z

Edited by Morgenrot_68
Posted

@EgoBallistic Hi,I still have problems with naked CC settlers. You once wrote that there is a game bug when other mods equip items. I use 'Gas Masks of the Wasteland', with radioactivity gas masks are equipped. When I enter a settlement many CC settlers are always naked (but only CC settlers?). Is there a workaround for this ? 

Posted
3 hours ago, Morgenrot_68 said:

@EgoBallistic Hi,I still have problems with naked CC settlers. You once wrote that there is a game bug when other mods equip items. I use 'Gas Masks of the Wasteland', with radioactivity gas masks are equipped. When I enter a settlement many CC settlers are always naked (but only CC settlers?). Is there a workaround for this ? 

 

The bug is that if a script adds an object to an NPC's inventory, the NPC's clothes reset to their default outfit.  For example if you make Piper equip a bunch of leather armor, then use the "additem" command in console to give her some other item, she will revert to her red trenchcoat and cap outfit.

 

CC captives start out with either a nude "outfit" or an outfit consisting of bondage ropes.  When you send a captive to a settlement, CC checks whether you equipped any clothes or armor on them.  If you didn't, CC gives them a settler outfit, and that becomes their default outfit.  If you did change their clothes, CC doesn't change their outfit so that they keep the gear you gave them.  The downside is that their default outfit is still the orignal naked or bondage one.

 

Looking at the scripts in Gas Masks of the Wasteland, there is a cloak spell that adds masks to NPCs' inventory.  So that is probably causing the issue.

Posted

Yes, that's exactly what happens.  Wouldn't then be a possibility to equip the CC slaves with a preset that have a default outfit and then strip them when they spawn into the world via unequip? Then they would always fall back to that when a mod adds an item. That should solve the problem, right?

Posted (edited)

Ok, thought again. Stupidly, this also happens with all outfits, only I didn't notice it with those. That is, the outfitting with outfits makes no sense. in addition, I use outfit manager. the mod has a virtual container, where items are pushed in. that is, with each weather change with radioactivity, new gas masks are added to the npcs, and therefore the npcs are always naked. no matter how often I change the outfits.

It's not CC's job to change that, but rather the mod that adds items via additem. The mod must take this bug into account. It would not be too big a deal to add it.

The problem only occurs through additem, not through equip. so the solution is simple. once the npcs have a gas mask in the inventory, the 'additem bug' no longer occurs.

You have brought me in any case on the solution. Either I change GOW or the outfit manager.

Edited by Morgenrot_68
Posted
6 hours ago, Morgenrot_68 said:

Ok, thought again. Stupidly, this also happens with all outfits, only I didn't notice it with those. That is, the outfitting with outfits makes no sense. in addition, I use outfit manager. the mod has a virtual container, where items are pushed in. that is, with each weather change with radioactivity, new gas masks are added to the npcs, and therefore the npcs are always naked. no matter how often I change the outfits.

It's not CC's job to change that, but rather the mod that adds items via additem. The mod must take this bug into account. It would not be too big a deal to add it.

The problem only occurs through additem, not through equip. so the solution is simple. once the npcs have a gas mask in the inventory, the 'additem bug' no longer occurs.

You have brought me in any case on the solution. Either I change GOW or the outfit manager.

 

Yeah, you'll see the bug on every NPC.  Every time you go to a settlement their clothes will get randomized, except for recruitable NPCs like Sheffield or Tina DeLuca who revert to their original basic outfit.  It's just more noticeable with CC because of their distinctive outfits.

 

I looked at the gas mask mod's scripts in more detail last night.  If you change the NPC.AddItem() calls in CloakEquip.psc to NPC.EquipItem(Metro_xyz, false, true) that should fix the problem.  Calling EquipItem() on an NPC doesn't cause the bug, only AddItem() does.  Unfortunately, I ran into some issues compiling the script and didn't have time to look at it further.

Posted
22 hours ago, EgoBallistic said:

 

I looked at the gas mask mod's scripts in more detail last night.  If you change the NPC.AddItem() calls in CloakEquip.psc to NPC.EquipItem(Metro_xyz, false, true) that should fix the problem. 

 

Unfortunately, this does not work.
I have to add the mask before I can equip it.

 

 

But this works (added code wrapped in ;---------------):

 

 

Function AddMask()

;---------------------------------------------------------
	Form[] ItemList_temp = new Form[128]
	int index = 0
	int end = 43 const
	int counter = 0

while (index < end)
    Actor:WornItem wornValue = NPC.GetWornItem(index)
    If NPC.IsEquipped(wornValue.Item) 
		ItemList_temp[counter] = wornValue.Item as Form
		Counter +=1
	EndIf
    index += 1
EndWhile
;--------------------------------------------------------------
                   
	If NPC.IsInFaction(RaiderFaction)
		WriteLine(Log, "NPC is Raider")
		NPC.AddItem(Metro_NPC_Raider_RandomGeneral,1,true)
	ElseIf NPC.IsInFaction(GunnerFaction)
		WriteLine(Log, "NPC is Gunner")
		NPC.AddItem(Metro_NPC_Military_RandomGeneral,1,true)
	ElseIf NPC.IsInFaction(BrotherhoodofSteelFaction)
		WriteLine(Log, "NPC is BoS")
		NPC.AddItem(Metro_NPC_Military_Random,1,true)
	ElseIf NPC.IsInFaction(MinutemenFaction)
		WriteLine(Log, "NPC is Minutemen")
		NPC.AddItem(Metro_NPC_Settler_RandomGeneral,1,true)
	ElseIf NPC.IsInFaction(InstituteFaction)
		WriteLine(Log, "NPC is Institute")
		NPC.AddItem(Metro_NPC_Science_Random,1,true)
	ElseIf NPC.IsInFaction(GenericNPCFaction)
		WriteLine(Log, "NPC is Generic")
		NPC.AddItem(Metro_NPC_Settler_RandomGeneral,1,true)
	Else
		WriteLine(Log, "NPC is Other")
		NPC.AddItem(Metro_NPC_Settler_RandomGeneral,1,true)
	EndIf

;----------------------------------------
index = 0
while (index < Counter)
	NPC.EquipItem(ItemList_temp[index])
	index +=1
EndWhile
;---------------------------------------------------------


	Utility.Wait(0.3)
	Equip()
EndFunction
                   
                   

 

 

Unfortunately, the wrist ropes are added again.
I can not exclude what the preset adds.
The code only equips what was previously equipped, saving everything before adding the mask and then equipping again.

 

 

 

 

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