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Posted
1 minute ago, EgoBallistic said:

The Actor.EquipItem function will add the item to the actor if they don't already have it.

Hmm, strange. i tried this. the npcs all had no gas masks in inventory.
then it was due to the other code, which I have not analyzed in detail.

 

 

Posted (edited)
43 minutes ago, Morgenrot_68 said:

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

 

Ah you are right.  Actor.EquipItem() will add the item to the inventory, but the item has to be an armor or weapon.  It can't handle leveled lists. 

 

But, your solution seems to work well too.

 

Edited by EgoBallistic
Posted (edited)
On 6/24/2022 at 9:47 AM, Morgenrot_68 said:


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 90.62 kB · 22 downloads

Commonwealth Captives v0.97 Voice Patch.7z 18.18 MB · 26 downloads

Hey-hey,
Definitely im one of those who are tired of hearing the same voices all the time. Saw that post / file just by chance, so to speak.
Question - how one is supposed to use that file? (im talking about CCv0.97, not using more NPC).


By logic, patch must go after CC97 in load order, right?

 

Now, i did that and what i got was, well, every generic NPC (settler) was silenced. Its like they spoke (i can see subtitles) but lips dint move and there was no voice at all. Then i change file position in load-order - no effect. What im missing here?

Edited by Raisakas
Posted
47 minutes ago, Raisakas said:

By logic, patch must go after CC97 in load order, right?

 

Yes, the patch must come after cc 097. And then the following folders must be present in the hierarchy:

data\Sound\Voice\Commonwealth Captives.esp\ --> and then all Voice folders

 

 

Do you use a mod organizer, like MO2 ?

 

 

Posted
14 minutes ago, Morgenrot_68 said:

 

Yes, the patch must come after cc 097. And then the following folders must be present in the hierarchy:

data\Sound\Voice\Commonwealth Captives.esp\ --> and then all Voice folders

 

 

Do you use a mod organizer, like MO2 ?

 

 

Yes, i do, MO2

And at closer look... i do have voice files there. Thats what i see:

insideofCC97.jpg.b62f1da09f729a52eb3cd740417eeb7a.jpg

Posted (edited)

The voice folders are completely missing. It should look like this:

 

cc_ordnerhirarchiebckt4.jpg

 

 

Check it out via MO2's built-in explorer. Only there you will see the correct data hierarchy.

 

 

Edited by Morgenrot_68
Posted (edited)

You have not installed the mod correctly. After downloading you must go to the right window on Install, so that a new mod folder is created. You have to activate the mod in the left window.

 

Edited by Morgenrot_68
Posted (edited)
50 minutes ago, Morgenrot_68 said:

The voice folders are completely missing. It should look like this:

 

cc_ordnerhirarchiebckt4.jpg

 

 

Check it out via MO2's built-in explorer. Only there you will see the correct data hierarchy.

 

 

You are right. IF im looking into that "voice patch" file (like you in that screenshot) - yes - i see exactly those same folders. First i tho you where referring to CC97 (not patch). Also using MO2 explorer. So overall - i have those same files.
Just in case i took another screenshot. Thats left side of MO2. You see, CC97 is active and now marked CC97 patch. As i understand it should apply some things on top of original, right? Similar like you see below (in that screenshot) UAAF patch does. Yet, there is no indicator that it affects original CC97 (correct me if im wrong).
anotherscreen.jpg.1edb81be9e26d5ca64f8375cbf9d2788.jpg
To be honest, when i saw/notice that generic NPCs don't have voice anymore, that was already pretty problematic. I dint run out to find new "captive". So maybe (totally possible) they have additional voice lines. Possible. But then, why my settlers become suddenly speechless o.O

 

After 5 min of thinking.

 

You know... ALL my settlers are actually "captives".. like, all of them. Is it possible that "old" captives now lose voices??

 

After 5 min in game.

YEP! New captives have new voices! Problem is that "old" ones are now mute... like all of them. Oh my.

So basically - one MUST start a new game if wishes to use new voices. Or... kill all settlers and go grab new ones. ?

If you noted that "new game" thing... i swear... i dint see it!  Sorry if thats the case.

Edited by Raisakas
Posted

Ok, what this patch does is set the CC NPCs to the different VoicesTypes. That's all it does. There are about 70-80 NPCs that have been changed from e.g. FemaleEvenToned to
CC_F_cp_elizabeth. There is in the patch .esp the list of all CC Non-Player Character Records, but, as said instead of using e.g. FemaleEvenToned as VoiceType, the different VoiceTypes are used, which have to be in the right folders. Do you know a bit about FO4Edit? If so, load the two .esps. The Voice Patch .esp has CC as master anyway and should load the CC 097 .esp automatically.
The Voice Patch .esp should only overwrite the non-player character records from the master. And also there the only changed record should be the VTCK voice entry.

 

 

This looks like this:

 

cc_ordnerhirarchie_2x4km2.jpg

 

Posted

No, you definitely don't have to start a new game. The new voices refer only to the enslaved voices. Once you make them new settlers, they will no longer have the new voices. The settlers are not affected.

The new voices are only heard when you free them.

 

Posted

I just listened to about 10 CC settlers, they all still have their voices. But I will look tomorrow, if I do not find other old CC settlers (maybe before the patch, I do not know). I've been using the patch for a very long time. But so far there have been no complaints, which does not mean that there is no problem with old settlers. Let's see, I'll stay tuned.

 

Posted

I have an Idea.

 

At first, make a Test Save and use it for testing.

 

Try this:

 

enter the following command in the console:
first click on the NPC.
On the right side you should see the name of the npc and its RefID.
Please use a female NPC for the test.

then enter the following command:

CF "actor.SetOverrideVoiceType" FemaleBoston

or

CF "actor.SetOverrideVoiceType" FemaleEvenToned

or

CF "actor.SetOverrideVoiceType" FemaleRough

 

if it worked you can use the male voice types for male npcs:

for men you could use: MaleEvenToned or MaleBoston or MaleRough
This will set the npc to a custom Custom VoiceType and the voice should come back.
Please feedback if it worked.

Posted (edited)
41 minutes ago, Morgenrot_68 said:

I have an Idea.

 

At first, make a Test Save and use it for testing.

 

Try this:

 

enter the following command in the console:
first click on the NPC.
On the right side you should see the name of the npc and its RefID.
Please use a female NPC for the test.

then enter the following command:

CF "actor.SetOverrideVoiceType" FemaleBoston

or

CF "actor.SetOverrideVoiceType" FemaleEvenToned

or

CF "actor.SetOverrideVoiceType" FemaleRough

 

if it worked you can use the male voice types for male npcs:

for men you could use: MaleEvenToned or MaleBoston or MaleRough
This will set the npc to a custom Custom VoiceType and the voice should come back.
Please feedback if it worked.

Yes, worked! I did try on 3 different NPCs and yes, that works.


Ill go a bit deeper... delve into some cave with raiders... they probably say something like "aha! found you" or similar. + looks like unique NPCs are not affected. Just stumbled into Marcy... and that whining what then comes. yeah.
Also, i do have couple hmm... NPC "applications" in my bag (Horizon thing) - will try, they should not be affected.

 

After some in-game minutes

 

Looks like every other NPC has their voice, except, old "captured" ones. Strange, but OK. Will assign them voices then.

At end - thank you!

Edited by Raisakas
Posted

Hey there, thank you for the mod. I like it.

 

There is only one thing that was not immersive for me and this was the despawning system.

When I remember right,  the  last time I give it a try there spawn several captives in concorde,

Than the player enteres the museum does the  'job'   inside and leave  the museum afterwards.

 

Than: WHAT THE HELL, WHERE HAVE ALL THE CAPTIVES GONE ?  Not  very immersive.

 

Ok, I have not yet take a look into the despawning system until now.

For me it would be ok if unused furniture despawns immediately as it does  now.

Maybe or maybe not,  the  same could apply to captives that does not have a furniture assigned.

All the others captives better should  have a "time lock" and should stay on their place for the often used "magical game time" of  3 days.

 

I guess it is easy to store up to 128 captives (ID and spawning time) using a struct  array.

I assume an array of this size should not make problems with save game bloating. The DD RC8 version already uses 10 (or more ?) arrays each 128 entries to store device information.

 

For new spawnings you can follow this often used programmers princip: First IN last OUT. In the case of your mod it means Newest In oldest entries out. (despawn)

(I think that's probably a bit overkill)

 

New spawnings in a cell have similar problems. Better only do new spawnings after some time or there are no more 'old spawnings'

 

Regards

 

?

 

Posted
2 hours ago, Kanlaon said:

Than: WHAT THE HELL, WHERE HAVE ALL THE CAPTIVES GONE ?  Not  very immersive.

The Mysterious Strange released them since you wanted to be an ass and leave them tied up. There.. immersion back in place. Moral of the story.. don't be an anti immersion ass, free the captives. LOL

Posted
53 minutes ago, izzyknows said:

The Mysterious Strange released them since you wanted to be an ass and leave them tied up. There.. immersion back in place. Moral of the story.. don't be an anti immersion ass, free the captives. LOL

 

I played a lot of Skyrim. In Skyrim there are similar mods, for example 'Devious Bandit Captives'.
All captives in the skyrim mods usually are  statically positioned with the ESP. This has a huge advantage: As a player, I can decide whether and when I want to free the captives.
In the skyrim mods , sometimes the captives are placed in front of a dungeon entrance and the player can go into the dungeon, leave the dungeon and the captives are still available and can be freed.
With EgoBallistics Mod this option now is unfortunately missing. The static solution also has the advantage that you don't have to worry about save-game bloating and the whole mod would require less scripting. The game engine takes care of respawning captives if necessary ?!.
Should there still be a conflict with statically positioned prisoners and some other mods, you can still use TES5Edit to deactivate the affected captives and furniture.
For me this would be the lesser evil.
Posted
34 minutes ago, Kanlaon said:

I played a lot of Skyrim.

 

This isn't Skyrim. Fallout 4 does not have the mod ecosystem of Skyrim. It never will. Skyrim also has more years of work behind it in terms of mods and what they do. You'll also notice that the big mod names over in Skyrim LL, don't really do Fallout 4 stuff, and likewise...you don't see a lot of the bigger names in Fallout 4 modding here working on the Skyrim side. It's almost like there's a Chinese wall between the two games when it comes to modding.

 

Get used to it, because...it's not going to get better. Skyrim will always run circles around Fallout 4 when it comes to lewd modding. You need to set your expectations a bit lower. Not because the modders on the Fallout side are bad, but just because there's less of them, and thus...even less of the quality ones like EB. There's only so much talent to spread around, and a lot of good ideas wind up falling by the wayside. That's nobody's fault really, it's just the shit reality of the situation.

 

That's just the way it is homefry.

 

That said, Commonwealth Captives is a pretty low impact mod that adds some great functionality. Is it perfect? No. But then again, no mod ever is. Not even on the Skyrim side, home of 32,827,665,573 different versions of Defeat.

 

All this to say: comparing implementations on Skyrim to those on Fallout is a bit disingenuous; and a bit unfair when you consider all of the above.

 

Cheers!

 

Posted
45 minutes ago, Kanlaon said:

With EgoBallistics Mod this option now is unfortunately missing. The static solution also has the advantage that you don't have to worry about save-game bloating and the whole mod would require less scripting. The game engine takes care of respawning captives if necessary ?!.

 

There are several reasons I made the mod the way I did:

 

1) Fallout 4 has precombine / previs, which Skyrim does not.  By using dynamic placement there is no possibility of precombine conflicts.

 

2) I want there to be variety in the number and placement of captives.

 

3) I want the captives to work with locations added or modified by mods.  That's impossible with static placement unless I make a patch for each mod.  With dynamic placement, captives appear in new locations seamlessly, e.g. in this Raider encampment added by MoreXplore:

 

image.png

 

I have thought about modifying the system so that going into an interior doesn't despawn captives in a nearby exterior.  Something like checking whether the player's location is the same as, or a child of, the captive's location.  Or something simpler like a queue and timer as you suggested.  I'll look into it again at some point, I am working on other things at the moment.

Posted
3 hours ago, WandererZero said:

 

This isn't Skyrim. Fallout 4 does not have the mod ecosystem of Skyrim. It never will. Skyrim also has more years of work behind it in terms of mods and what they do. You'll also notice that the big mod names over in Skyrim LL, don't really do Fallout 4 stuff, and likewise...you don't see a lot of the bigger names in Fallout 4 modding here working on the Skyrim side. It's almost like there's a Chinese wall between the two games when it comes to modding.

 

Get used to it, because...it's not going to get better. Skyrim will always run circles around Fallout 4 when it comes to lewd modding. You need to set your expectations a bit lower. Not because the modders on the Fallout side are bad, but just because there's less of them, and thus...even less of the quality ones like EB. There's only so much talent to spread around, and a lot of good ideas wind up falling by the wayside. That's nobody's fault really, it's just the shit reality of the situation.

 

That's just the way it is homefry.

 

That said, Commonwealth Captives is a pretty low impact mod that adds some great functionality. Is it perfect? No. But then again, no mod ever is. Not even on the Skyrim side, home of 32,827,665,573 different versions of Defeat.

 

All this to say: comparing implementations on Skyrim to those on Fallout is a bit disingenuous; and a bit unfair when you consider all of the above.

 

Cheers!

 

 

Actually, I didn't want to stir up so much dust.

 

I wouldn't have posted my idea if I didn't have the confidence to realize something like this by myself.

I have already realized something similar in one of my own mods. But mostly it is a question of priorities, what you want to have and how much effort you are willing to invest by yourself.

I myself am currently trying to do something like the "Go to Bed" animation from Skyrim porting to Fallout 4.

The animation itself now runs without any problems on the player, only with the camera setting afterwards there are still hiccups.

 

But there are many good ideas in Skyrim that have at least sometimes been ported to Fo4 --> Devious Devices, Dangerous nights

 

When you start modding with Fallout 4 as your first game, you immediately start swearing if you want to do something for Skyrim (like Kharos did)

If you try the older games like Fallout 3, 4 or New Vegas, it gets much more worse (They have a completely different structure and you have to rethink completely every time. For example, with the if queries in FO3. It is only possible to nest them up to a level of 10 and the if always also do the so called 'complete Boolean Evaluation'

--> using Fallout or Skyrim constructs often leads to bugs)

 

I know that because I  have already written major mods for all of these games (except Fallout NV).

Posted
4 hours ago, EgoBallistic said:

 

There are several reasons I made the mod the way I did:

 

1) Fallout 4 has precombine / previs, which Skyrim does not.  By using dynamic placement there is no possibility of precombine conflicts.

 

2) I want there to be variety in the number and placement of captives.

 

3) I want the captives to work with locations added or modified by mods.  That's impossible with static placement unless I make a patch for each mod.  With dynamic placement, captives appear in new locations seamlessly, e.g. in this Raider encampment added by MoreXplore:

 

image.png

 

I have thought about modifying the system so that going into an interior doesn't despawn captives in a nearby exterior.  Something like checking whether the player's location is the same as, or a child of, the captive's location.  Or something simpler like a queue and timer as you suggested.  I'll look into it again at some point, I am working on other things at the moment.

 

Ok, thanks for your answer.:(

 

May I ask another question to a diligent modder?

 

I use MO2 for Fallout 4 but unfortunately the CK only partially works together with MO2.

The CK Ican be called from MO2, all required masters are loaded and scripts can be compiled and minor changes made in the ESP.

Unfortunately, at least for me, it doesn't work well with Notepad++, and values for script properties also cause problems.

That's why I always have to do major changes on a different, older system without MO2.

 

Maybe I have a wrong setting somewhere in the INI file or an unsuitable MO2 version. How is your modding environment ?

 

Posted
31 minutes ago, Kanlaon said:

Maybe I have a wrong setting somewhere in the INI file or an unsuitable MO2 version. How is your modding environment ?

 

I use the GitHub version of NMM, not MO2.  So I'm not sure I can be of much help.

 

The only CK ini change I have is in my CreationKitCustom.ini:

 

[General]
bAllowMultipleMasterLoads=1

 

I do nearly all my scripting / compiling in Notepad++

 

In case it might be helpful, here are the NP++ scripts I use.  One is for compiling with debug enabled and one is for optimized / no debug.  You would need to set F4HOME to the proper value in the MO2 virtual file system.

 

NppScriptCompile_debug.bat NppScriptCompile_release.bat

Posted (edited)

Hi, I also use MO2 and it works fine with the CK.
But I also compile with Notepad ++. If you have problems with the properties, it is mostly because you have not loaded the required .esms in CK. You have to look very carefully what resources the mod needs. important is that CK can access the right libraries.

In the scriptcompile.bat in the 'Papyrus Compiler' folder the sources of the script resources are defined. Check there if you have all sources in there.  

 

For smaller things, like fragments, I also use CK for compiling, you can compile with CK. However, it is of course luxury class in Notepad++.

Edited by Morgenrot_68
Posted (edited)
17 minutes ago, Morgenrot_68 said:

Hi, I also use MO2 and it works fine with the CK.
But I also compile with Notepad ++. If you have problems with the properties, it is mostly because you have not loaded the required .esms in CK. You have to look very carefully what resources the mod needs. important is that CK can access the right libraries.

In the scriptcompile.bat in the 'Papyrus Compiler' folder the sources of the script resources are defined. Check there if you have all sources in there.  

 

I use the Papyrus manager from the CK to compile and it always works, as long as the script does not really have an error. It was not even necessary to load the esp.

Right click and use compile.

image.png.6caa81fdb45476a52188c7351ff19850.png

 

On the other side if I want to open the source using Open in external editor, sometimes there pops up an error with a path problem. Anyway in my last try it opened in NPP.

but I do not know why.

 

Regarding the bat file, I have never changed it, because it was not necessary on my old develop system. Could that be the trick ?

 

Edited by Kanlaon
Posted (edited)

yes, that's the trick. what else is important is that you put all fo4 vanilla source files into one import folder. For me it looks like this:

-i="H:\FO4Vanilla\scripts\source";"H:\FO4Vanilla\scripts\source\Base";"H:\FO4Vanilla\scripts\source\user"

 

But here are also important source files from e.g. UFO4P

 

i do this by attaching the source folder of the mods i want to compile.

So for example:

-i="H:\FO4Vanilla\scripts\source";"H:\FO4Vanilla\scripts\source\Base"; "H:\FO4Vanilla\scripts\source\user";"J:\Games\Mod Organizer 2\mods\Fallout 2287 - Gas Masks of the Wasteland-17491-1-0-8-2-1605303361 - Patch AddItem\scripts\Source\User"


so you don't have to copy the source files to the vanilla source folder all the time.

 

Please note, that the first script, which is found, is used.

e.g. WorkshopParentScript.psc can be found in Source/Base and in Source/user.
in source/user it is an update. But the compiler would use the old WorkshopParentScript.psc from Source/Base, because it is higher in the hierarchy.
I had such a case before and searched for a long time why it always came to a compiler error.

Edited by Morgenrot_68

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