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6 hours ago, Number24 said:

Another fun addition could be to add a "Hard Core" rescue setting in MCM. What this would do is add integration for Explosive Collars from Real Handcuffs to have a chance to spawn on the captives. You then must kill the area boss to get the collar code before rescuing the NPC or their head goes boom.

This would be a cool addon indeed.

 

Perhaps a "combat surrender" scenario could be made so that the player is strapped into some furniture beside other NPC's. Release could be something random like a passer by, regular timer or begging for some "action".

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Would it be possible to include an MCM option to not reclothe a captive? Sometimes I set them right up so they can fight with me. I also tend to escort them to my nearest settlement and assign them at that point so they don't have to hoof it there. Maybe a dialog contextual check (whatever it's called) so that if spoken to from within a player settlement things can be handled differently? Just a thought. Don't want to overstress your timeline. ?

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Ok I'm running the test esp and things with the crosses and posts are all working 17 hours into the game, I've nearly populated 2 settlements with rescues. Only noticed one problem, rescued a settler from corvega, he was hung upside down on a cross. Weeellllll after I sent him to red rocket, I went by there to allow it to update and I found him with problems. seems he takes a step or 2 and the goes upside down like he's still on the cross. After a few seconds he rights himself takes another step or 2 and .... you guessed it, he's upside down on an imaginary cross again. Would be just a laugh but he happened to get assigned as my settlement doctor so yeah, not good ?

 

Spoiler

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1 hour ago, Oldwolf58 said:

Ok I'm running the test esp and things with the crosses and posts are all working 17 hours into the game, I've nearly populated 2 settlements with rescues. Only noticed one problem, rescued a settler from corvega, he was hung upside down on a cross. Weeellllll after I sent him to red rocket, I went by there to allow it to update and I found him with problems. seems he takes a step or 2 and the goes upside down like he's still on the cross. After a few seconds he rights himself takes another step or 2 and .... you guessed it, he's upside down on an imaginary cross again. Would be just a laugh but he happened to get assigned as my settlement doctor so yeah, not good ?

 

  Reveal hidden contents

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He's just practicing to dodge bullets matrix style, everything is fine! XD

 

Yeah, this is an CRX issue that will happen, it's not so much of a question of if, but when. The only correction that I know of (and provided by the author of the mod) is you have to safely uninstall CRX then reinstall it. Simple removing the cross he originated from won't work. 

 

And whatever you do, do not use major companions on them, e.g. Piper. 

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On 10/9/2020 at 5:03 AM, EgoBallistic said:

@rookie189@dreadzeppelin7@Darkblendjoe

 

I think I know what the problem is, but I want to make sure before I make a new release.  Could you install the attached and let me know if it fixes the problem?  This is just the plugin, so you need to have version 0.91 of the mod installed, then install this and let this file overwrite the plugin.

Ah, I've been making clothes, and I haven't installed your version 0.91 until today,

It also appeared that the characters just stood in front of the cross, so I looked at your mod description. It seems that the mods related to the instruments of torture are not 100% required. Therefore, I deleted CRX and only retained the torture devices and prisoner shakes. After entering the game, several hostages in the same place are still standing there. However, there is no cross behind one person. This time, it is replaced by a device of torsion devices. The other woman was just standing with no device behind her.

I saw the hostage kneeling in your picture. So I don't really understand whether it's normal for hostages to just stand.

I'd like to try the patch in your previous reply and find it's gone.

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37 minutes ago, kziitd said:

I saw the hostage kneeling in your picture. So I don't really understand whether it's normal for hostages to just stand.

It is not normal for that to happen.  Several other people have reported it but I am unable to reproduce it.

 

The patch was a temporary test.  It increased the priority of the captive manager quest to 100, in the hope that this would prevent another mod from overriding the actors' AI.  Unfortunately that was not the problem.  I took it down because setting the quest priority that high has undesireable side effects like making the settlers not respond to AAF Violate.

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11 minutes ago, EgoBallistic said:

It is not normal for that to happen.  Several other people have reported it but I am unable to reproduce it.

 

The patch was a temporary test.  It increased the priority of the captive manager quest to 100, in the hope that this would prevent another mod from overriding the actors' AI.  Unfortunately that was not the problem.  I took it down because setting the quest priority that high has undesireable side effects like making the settlers not respond to AAF Violate.

Ego, I've been playing over 20 hours and have yet to find anyone not on their associated device, cross, pole, torture device.

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39 minutes ago, Oldwolf58 said:

Ego, I've been playing over 20 hours and have yet to find anyone not on their associated device, cross, pole, torture device.

Its uncommon but in my playthrough I have seen some on the X cross and the triangle pillory. Most are just down on their knees in my experiences though.

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16 minutes ago, Molevalence said:

Its uncommon but in my playthrough I have seen some on the X cross and the triangle pillory. Most are just down on their knees in my experiences though.

Maybe a load order thing??? Perhaps your load order and mine are setup so different that something is interfering with yours and not mine? just throwing out thoughts. I don't really use loot to sort my stuff. I set it up my way and adjust load orders for special cases. Don't know, but I almost always find them on some sort of device and rarely just kneeling. ?

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On 10/8/2020 at 6:38 PM, EgoBallistic said:

There are way too many to list.  It's not just the big camps, it's any location where they normally hang out.  Places like the truck behind Hardware Town, the back alley on the way from Diamond City to the Boston Public Library, or that big tree near Jamaica Plain.

ah okay. Because i was running around the Satellite station looking for the captives only to find one, not attached to a device but standing behind some rubble almost hidden

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I've noticed that Male Take Over (MTO) causes all the captives spawned by this to be men (at least in raider camps, I haven't found any in super mutant camps yet to compare). I saw the same thing with @Invictusblade's pregnant sex slave captives in Wasteland Dairy too. I'm going to guess there's no real workaround other than to drop MTO, but  if anyone can think of an alternative I'd be thrilled.

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54 minutes ago, vaultbait said:

I've noticed that Male Take Over (MTO) causes all the captives spawned by this to be men (at least in raider camps, I haven't found any in super mutant camps yet to compare). I saw the same thing with @Invictusblade's pregnant sex slave captives in Wasteland Dairy too. I'm going to guess there's no real workaround other than to drop MTO, but  if anyone can think of an alternative I'd be thrilled.

but that shouldn't happened

my mod uses vanilla assets so it should be affected by MTO

but CCaptives uses unique settlers NPC's

 

unless there are scripts running in MTO to actively deny Female NPC's (which is possible)

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3 hours ago, EgoBallistic said:

@kziitd@Darkblendjoe and anyone else who has the issue of the captives standing in front of the devices (not kneeling):

 

could you install AI Package Debug, find one of these captives, and post a screenshot of the result?

 

 

This will help me determine what is going on. 

There were four hostages, two were right and two were just standing.

The AI displayed is from your mod.

There was no problem after all the rescue.

The problem is that I replaced the HKX animation of prisoner shackles?

Spoiler

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1132070059_Fallout42020-10-1208-57-53-32.jpg.9b87ce6d1ae0ce844c676bc06d5b523e.jpg

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Correct position and AI display

 

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Just standing, but AI shows no interference.

 

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972510135_Fallout42020-10-1209-09-25-59.jpg.3721a47e49b0f918144794b5e453ea99.jpg

 

All right after release

 

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In fact, there is another problem: if according to the description of mod requirements, if there are no such things as Torture Devices, CRX - workshop crosses and Prisoner Shackles, what will happen to hostages? Is it just standing?

 

Can it be explained that if there is no device behind the hostages and they just stand up, is there something wrong with Prisoner Shackles?

 

In my screenshot, with no device behind the hostage, Prisoner Shackles shows the right posture or just stands up.

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Think about it here.

If you don't rely on the three mods at all, can you also present the scene.

If the script can implement

"Put on the specific equipment to make a specific animation, animation can have animated objects.".

In this way, we only need to focus on clothing and animation, without any external dependence.

Different binding clothing, animation posture can have a lot, animation objects can also have a lot.

 

For example, the position mod

https://www.nexusmods.com/fallout4/mods/38340

 

Is this easier than relying on three mods with different functions at the same time.

 

Of course, there is no necessary relationship between clothing and pose animation. I thought that first because I did a lot of "costume bodies" that directly changed the arms and legs.

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2 hours ago, kziitd said:

In fact, there is another problem: if according to the description of mod requirements, if there are no such things as Torture Devices, CRX - workshop crosses and Prisoner Shackles, what will happen to hostages? Is it just standing?

In that case the mod will use the kneeling prisoner mat from Fallout4.esm. 

 

When the mod is installed, and each time the game loads, it builds a list of available furniture.  The first that is added is NPCPrisonerFloorSit from Fallout4.esm.  Then it checks for Prisoner Shackles.esp, TortureDevices.esm, and CRX.esp, and adds the devices from each one if it is loaded.  It will not try to add devices from a plugin that is not loaded in the game, so it will never try to use a nonexistent device.  And even if none of the three mods is installed, it will still have NPCPrisonerFloorSit to use.

 

The only way the mod would try to load a nonexistent device is if the plugin the device comes from was modified and the form IDs changed.

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2 hours ago, kziitd said:

If you don't rely on the three mods at all, can you also present the scene.

If the script can implement

"Put on the specific equipment to make a specific animation, animation can have animated objects.".

In this way, we only need to focus on clothing and animation, without any external dependence.

Of course, that would be a good way to do it too.  By using a .hkx with AnimObjects, you avoid the problem of AI completely, and it will work even if there is an obstruction which would prevent the NPC from accessing furniture to sit in it.

 

The problem is that currently there are very few such animations that have movement.  Slave and Model Poses is the only mod with the right kind of positions, but they are static.  I did consider using it since the author allows asset reuse.

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5 hours ago, vaultbait said:

I've noticed that Male Take Over (MTO) causes all the captives spawned by this to be men (at least in raider camps, I haven't found any in super mutant camps yet to compare). I saw the same thing with @Invictusblade's pregnant sex slave captives in Wasteland Dairy too. I'm going to guess there's no real workaround other than to drop MTO, but  if anyone can think of an alternative I'd be thrilled.

I don't think that is possible.  This mod uses its own settlers, it doesn't rely on any vanilla NPC records at all.  MTO only modifies existing NPC records, and it has no scripts to dynamically change the sex of new NPCs.

 

Have you checked the "Chance captive is male" MCM setting?

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36 minutes ago, izzyknows said:

The issue I have with CRX is the rope restraints are spawning by themselves. Meaning, no cross or NPC, but in a place where there should be captives.

Try changing the CRX MCM settings to only use ropes.  Enabling nails or nails+ropes causes problems with CRX even in settlements.

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I'm probably stupid, here, but  I'm not getting any captives to spawn at all. Checked about four raider haunts- Olivia, the federal rations stockpile, BADTFL office, and that clothing shop over by diamond city. nada.  That's with the mod active and first captive cranked to 100%. I  have AAF and MCM, along with CRX, so is there something I'm doing wrong or am I just hilariously unlucky? It's on a  fresh save- a fresh install of the game, honestly- if that makes a lick of difference. 

 

EDIT: Not sure what I did, but it seems to have resolved- getting captive spawns now. 

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I'm really liking this mod, it feels good to be the legion slaver I always wanted to be :')
I like how they don't speak. Vanilla followers and modded companions always have something to say.
A couple were just re-ensla... ahem.. *cough* ..collected from Fort Hagen Array, I used setessential 1 on them and I might start a (100% consensual) slave colony..? Pretty sure there's no limit to them after you say "Let's go".


Uno problemo ~~~

When I used showlooksmenu to make them more aesthetically pleasing, they blackfaced after I fast-traveled. No issues after showlooksmenu-ing with followers like Cait, Piper, Mollie the Cheerleader or Valkyrie.
Got any tips for me?

EDIT: After traveling around a bit and picking up more slaves, the blackface thing stopped. Not sure why. Oh well.
Great mod! You've made the Commonwealth a better place.

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after playing for a while, I really like this mod.

I love the dynamic locations (I played Olivia a few times and still get surprised by the locations of the slaves)

and I really love the fact that it works in locations added in mods

 

I did make some personal touches (which I might post in the future) that adds content from my mods. see image

20201012210757_1.jpg

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