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Posted
4 minutes ago, EgoBallistic said:

 

No problem, that's a quick thing to add.

 

Note also that in the current version, the player cannot free captives if their hands are bound with real handcuffs or devious devices or the framework I'm working on.  The captives will still ask for help, but the positive responses that allow the player to free the captive are replaced with "I can't help you".

 

Even if the player has keys?

 

Posted
1 hour ago, Oldwolf58 said:

Even if the player has keys?

 

Sorry, I didn't word that very well.  The player cannot free captives if the player's hands are bound.

Posted

New Version 0.99 Uploaded

  • Male captives will now spawn on ZazOut4 furniture if ZaZOut 4 device support is enabled.  This requires ZaZOut4 [REPACK] version V0.0.3.3 or later.
  • Added a global variable for third-party mods to tell Commonwealth Captives that the player has been enslaved.  If EBCC_PlayerEnslaved [GLOB:xx020E29] is set to a nonzero value, captives will not ask the player for help but will instead tell the player to leave them alone.
Posted

Possible bug report:

 

Started a new game, have version 0.98 of this mod installed (I have male captive chance set to 0, and no mods to really enslave me, so didn't upgrade to 0.99)

 

Fresh out of the vault, talked to Codsworth, then went to the raider shack north of Sanctuary and east of vault 111, where there's a single raider.  Killed the raider and freed the one captive there.  Got her to "return the favor."

 

After that I had dialog options to follow me, return the favor again, trade, and get out of there.  No option for the captive to come work for me on a settlement.  Also, even if I had her follow me, every time I would talk to her after that I'd still get the same option for her to follow.  Never the option to work on my settlement, like in past versions.

 

The only thing I can think of is that I haven't even been to the Red Rocket yet to "greet the dog."  I think that initializes the follower system somehow, so could that be interfering?  I really just want to send the captive to Sanctuary to have someone to be a provisioner once I get Preston and company back.

 

 

Posted
21 minutes ago, travelmedic said:

Possible bug report:

 

Started a new game, have version 0.98 of this mod installed (I have male captive chance set to 0, and no mods to really enslave me, so didn't upgrade to 0.99)

 

Fresh out of the vault, talked to Codsworth, then went to the raider shack north of Sanctuary and east of vault 111, where there's a single raider.  Killed the raider and freed the one captive there.  Got her to "return the favor."

 

After that I had dialog options to follow me, return the favor again, trade, and get out of there.  No option for the captive to come work for me on a settlement.  Also, even if I had her follow me, every time I would talk to her after that I'd still get the same option for her to follow.  Never the option to work on my settlement, like in past versions.

 

The only thing I can think of is that I haven't even been to the Red Rocket yet to "greet the dog."  I think that initializes the follower system somehow, so could that be interfering?  I really just want to send the captive to Sanctuary to have someone to be a provisioner once I get Preston and company back.

 

 

did you activate the sanctuary workshop?

you said you did everything other than that

Posted
34 minutes ago, travelmedic said:

After that I had dialog options to follow me, return the favor again, trade, and get out of there.  No option for the captive to come work for me on a settlement.  Also, even if I had her follow me, every time I would talk to her after that I'd still get the same option for her to follow.  Never the option to work on my settlement, like in past versions.

 

Yeah like Invictus said, you have to activate the settlement workshop at Sanctuary.  You don't actually own it until then, so you can't send settlers there.  As soon as you do that, her dialogue option will change.

Posted

Shit, rookie mistake, except I don't figure myself a rookie.  No, I hadn't activated a workshop, and I should have known better than that.

 

I actually came back here to say that I had reloaded a prior save, and before going to that shack I went to the Red Rocket and "greeted the dog" and activated the workshop there.  After doing that I returned to the shack and dialogue was as expected.

 

So much for getting back here in time to edit my own post before anyone else saw it.  Sorry for raising a (stupid) false alarm.

Posted (edited)

Thank you for the update. 
I have female chance set to 0 but sometimes I still see female on cross for example, no idea why, its not biggie as I guess its more realistic that way anyway haha

 

E: Nvm, that was before the update I had set chance 75% for males, now I have 100% so I guess I'm just seeing old settings appear, I guess with more time spend in the game it will be resolved itself.

Edited by LukeDuke
Bug fix
Posted

just pitching a idea if anyone want to make.
me and friend was thinking that commonwealth captives would work with feral ghouls, instead of the captive being tied up, the ghouls are banging them. but the down side is that it may add more enemies to fight.
my friend thought of having a message show up saying "you hear someone calling for help!" when you get near a ghoul area.
my idea was i think this can also work with raiders too.

some ideas for setting would just be if males or female spawns at the feral ghoul areas.
and for raiders it would be gay and straight options and do you male or female captives being bang.

i'm just here to give the idea do to i can't code for shit and i feel like fallout 4 needs more mods.

Posted
1 hour ago, shittyguy said:

just pitching a idea if anyone want to make.
me and friend was thinking that commonwealth captives would work with feral ghouls, instead of the captive being tied up, the ghouls are banging them. but the down side is that it may add more enemies to fight.
my friend thought of having a message show up saying "you hear someone calling for help!" when you get near a ghoul area.
my idea was i think this can also work with raiders too.

some ideas for setting would just be if males or female spawns at the feral ghoul areas.
and for raiders it would be gay and straight options and do you male or female captives being bang.

i'm just here to give the idea do to i can't code for shit and i feel like fallout 4 needs more mods.

 

It won't help with the ghouls, but if you have AAF Autonomy Enhanced that can initiate sex scenes between the raiders and the captives.

  • 2 weeks later...
Posted

Have a question regarding dialogue options you may know the answer to.

 

I try to adjust mods to my liking and for myself and on my attempt I was trying to add Speech Check to turn captive into settler (dismiss on failed attempt). However once I answered dialogue for one captive others seem to keep response from previously questioned captive. I tried to find some tutorial on repeatable dialogues however googling it was disappointing. Is this some issue specific to your implementation or am I doing something wrong?

Posted
57 minutes ago, truman1990 said:

Have a question regarding dialogue options you may know the answer to.

 

I try to adjust mods to my liking and for myself and on my attempt I was trying to add Speech Check to turn captive into settler (dismiss on failed attempt). However once I answered dialogue for one captive others seem to keep response from previously questioned captive. I tried to find some tutorial on repeatable dialogues however googling it was disappointing. Is this some issue specific to your implementation or am I doing something wrong?

 

The Quest.ResetSpeechChallenges() function is one way to solve it.

Posted
11 hours ago, D_ManXX2 said:

i was wondering are these settlers from this mod mortal ? i had a raid at my settlement and many of these settlers died during combat 

 

No, settlers from this mod are Protected so only the player can kill them, it works the same as vanilla settlers.

 

Note that if you are running "Commonwealth Captives More Female Captives"  or a similar patch, and your version of Commonwealth Captives is older than 0.97, the settlers will not be Protected due to a vanilla game bug with NPC templates.  If this is the case you can just update CC to the latest version, it is backward compatible with patches.

Posted

Love this mod. Fills up my settlements nicely.

 

I have a small request. I like to dress my new settlers before I send them home. How to stop the camera from looking at myself when I trade

with them? I'm dressing them blindly and I like to see my results... so to speak. Is there a way to kill the camera in FO4Edit or the CK? I know little about

dialog editing.

Posted (edited)
53 minutes ago, murf said:

Love this mod. Fills up my settlements nicely.

 

I have a small request. I like to dress my new settlers before I send them home. How to stop the camera from looking at myself when I trade

with them? I'm dressing them blindly and I like to see my results... so to speak. Is there a way to kill the camera in FO4Edit or the CK? I know little about

dialog editing.

 

Click them and use "open actorcontainer 1" may need to move camera around before hand, using trade menu always blocks since close by proximity. But you can stand back and open with console.

Edited by slight_of_mind
Posted
6 hours ago, slight_of_mind said:

 

Click them and use "open actorcontainer 1" may need to move camera around before hand, using trade menu always blocks since close by proximity. But you can stand back and open with console.

 

Thanks for the idea.

Posted (edited)
5 hours ago, Cookiemonsta234 said:

Is there a way to change the appearance of the settlers with this mod? I tried to do with looksmenu but the faces would stay the same

The base mod draws from vanilla settler face assets and cannot be altered.  You'll have to create a patch that would allow you to add custom npcs to the fold.  Attached is a patch someone made a while ago that does the trick.  I've modified and changed it to my liking with my own additional patch over time.  You can use faceripper to add a countless amount of new npcs as new entries into the patch.

Commonwealth Captives NPC Patch.esp

Edited by bubbabignose
Posted
4 hours ago, Cookiemonsta234 said:

Is there a way to change the appearance of the settlers with this mod? I tried to do with looksmenu but the faces would stay the same

 

You have to do it with FO4 Face Ripper, exactly the same as changing faces on non-unique vanilla settlers.

Posted (edited)

Also is there a way to change the captives from settlers to raiders, gunners, triggermen, atoms, BOS..... etc? Like ex members or captured faction members? Then add the possibility of them betraying you based on morality?

Edited by Cookiemonsta234
Posted
12 hours ago, Cookiemonsta234 said:

Also is there a way to change the captives from settlers to raiders, gunners, triggermen, atoms, BOS..... etc? Like ex members or captured faction members? Then add the possibility of them betraying you based on morality?

I don't think that would work, since the moment you added them to the other faction the base game would flag them as hostile to the player faction and they'd attack.

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