Cookiemonsta234 Posted November 2, 2022 Posted November 2, 2022 10 hours ago, Oldwolf58 said: 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. So if I'm with the BOS, and I see a captive raider they will be hostile towards me once I free them? Is there not a way to make the captives non hostile like settlers?
Oldwolf58 Posted November 2, 2022 Posted November 2, 2022 47 minutes ago, Cookiemonsta234 said: So if I'm with the BOS, and I see a captive raider they will be hostile towards me once I free them? Is there not a way to make the captives non hostile like settlers? If you find a captive it doesn't matter what they are dressed as or named, if they are already a captive then they're in the captive faction. Release them and they'll just leave like any settler captive would. It's only if you try to take them out of the captive faction and put them into another faction that is hostile to the PC that they would instantly become hostile and attack. 1
xyzxyz Posted November 15, 2022 Posted November 15, 2022 Preston as follower loves freeing girls. But I never get any new relationship stage event. I freed like 20 in a row and he loved that but no new dialogue showed up.
vaultbait Posted November 15, 2022 Posted November 15, 2022 3 hours ago, xyzxyz said: Preston as follower loves freeing girls. But I never get any new relationship stage event. I freed like 20 in a row and he loved that but no new dialogue showed up. Before and after each one, check the value returned by the getav ca_affinity command in the console after selecting him with the cursor. That way you can see whether it's actually advancing. Companion events occur at specific thresholds (which are easily found through a web search if you need to know what Preston's are). 1
Slorm Posted November 18, 2022 Posted November 18, 2022 Quick question when releasing captives. I've noticed once or twice that they turn hostile (I assume they may have got caught in crossfire) is there any way to pacify them without having to kill them? I tried shooting one (which hadn't been hit) after the conflict with Raiders as a test and oddly she didn't turn hostile, so I assume a hostile flag only gets set if they are hit in combat 1
izzyknows Posted November 18, 2022 Posted November 18, 2022 8 minutes ago, Slorm said: I assume a hostile flag only gets set if they are hit in combat And before being rescued. I've blasted them point blank when one pops around a corner unexpectedly without aggroing them. With the latest version I haven't had it happen... yet. 1
liniul Posted November 23, 2022 Posted November 23, 2022 I was wondering once you have escaped via nuka world are you free to come back and kill every last one of the slavers?
EgoBallistic Posted November 23, 2022 Author Posted November 23, 2022 5 hours ago, liniul said: I was wondering once you have escaped via nuka world are you free to come back and kill every last one of the slavers? Wrong thread. This is Commonwealth Captives, you want Commonwealth Slavers.
vaultbait Posted December 8, 2022 Posted December 8, 2022 Just in case nobody's noticed or tried the new Alias Framework mods, Alias Settlers is working perfectly with CC for me and successfully gives all the captives random names. The other Alias mods are similarly great (based on SPID). 4
RustyEdges Posted December 10, 2022 Posted December 10, 2022 Is there a way they can be mortal/killable? Playing this on survival and would like to have more of a challenge.
vaultbait Posted December 10, 2022 Posted December 10, 2022 2 minutes ago, RustyEdges said: Is there a way they can be mortal/killable? Playing this on survival and would like to have more of a challenge. You could create a plugin which removes the protected flag on the actors from this mod's plugin. Alternatively, when you rescue them you could probably use the setprotected console command to remove the flag from them (not sure, I haven't tested this, but worth a try if you don't have a good handle on FO4Edit or the CK).
RustyEdges Posted December 11, 2022 Posted December 11, 2022 (edited) I tried making them unprotected in CK and fo4edit, but I have 0 skill with that. Even after unchecking their "protected" boxes they still don't die in combat. Also no luck with setprotected either. Thank you though Edited December 11, 2022 by RustyEdges
vaultbait Posted December 11, 2022 Posted December 11, 2022 12 hours ago, RustyEdges said: I tried making them unprotected in CK and fo4edit, but I have 0 skill with that. Even after unchecking their "protected" boxes they still don't die in combat. Also no luck with setprotected either. Thank you though I think patching the plugin is only going to work for new captives you come across, not any you've already got following you. Are the unkillable captives ones which were spawned before you patched it?
Slapy7 Posted December 13, 2022 Posted December 13, 2022 Having a peculiar issue where my game randomly stopped spawning captives. I was wondering, if I currently have a rescued captive following me, would that prevent the mod from generating any new captives? Otherwise I'm not sure what else could be causing it, as I have the mod enabled in MCM and my current rescued captives are still functioning correctly ?♂️
vaultbait Posted December 13, 2022 Posted December 13, 2022 7 hours ago, Slapy7 said: I was wondering, if I currently have a rescued captive following me, would that prevent the mod from generating any new captives? It shouldn't, I wander around all the time with freed captives in tow and find more in random enemy encampments. Maybe you're just suffering from an unlucky streak with the game's random number generator? Try increasing chances in the MCM to see if it makes any difference, or check your Papyrus log for obvious errors related to this mod.
Andrea0006 Posted December 13, 2022 Posted December 13, 2022 Is there a german voice pack available?!
RustyEdges Posted December 15, 2022 Posted December 15, 2022 On 12/11/2022 at 5:41 AM, vaultbait said: I think patching the plugin is only going to work for new captives you come across, not any you've already got following you. Are the unkillable captives ones which were spawned before you patched it? No, I even tried it on a save that did not have CC installed. Not sure why they are immortal still. Any ideas?
vaultbait Posted December 15, 2022 Posted December 15, 2022 11 minutes ago, RustyEdges said: No, I even tried it on a save that did not have CC installed. Not sure why they are immortal still. Any ideas? Just to be clear, you have a plugin which overrides all 138 NPC entries to switch their Protected flag value from 1 to 0?
RustyEdges Posted December 16, 2022 Posted December 16, 2022 44 minutes ago, vaultbait said: Just to be clear, you have a plugin which overrides all 138 NPC entries to switch their Protected flag value from 1 to 0? I edited the original ESP and saved it, do I need to make a plugin for it to work properly? Also yes, I went and manually unchecked each NPC's protected flag.
vaultbait Posted December 16, 2022 Posted December 16, 2022 5 minutes ago, RustyEdges said: I edited the original ESP and saved it, do I need to make a plugin for it to work properly? Also yes, I went and manually unchecked each NPC's protected flag. No, editing the original plugin would in theory have the same effect as creating your own that used it as a master and adjusted all the NPC records. In that case, I'm stumped, unless there's additional protection happening through some scripted means I'm not aware of. 1
izzyknows Posted December 16, 2022 Posted December 16, 2022 2 hours ago, RustyEdges said: I edited the original ESP and saved it, do I need to make a plugin for it to work properly? Also yes, I went and manually unchecked each NPC's protected flag. You need to edit and compile Scripts\Source\User\EBCC\EBCC_CaptiveManager.psc Around line 181 look for: akCaptive.SetProtected(true) and change it to false. akCaptive.SetProtected(false) To compile it, Open the CK (no need to load a mod) Click on Gameplay>Papyrus Script Manager In the filter (top box) type ebcc_ Find the EBCC_CaptiveManager and right click> Compile. Exit the CK and play the game. 5
RustyEdges Posted December 16, 2022 Posted December 16, 2022 5 hours ago, izzyknows said: You need to edit and compile Scripts\Source\User\EBCC\EBCC_CaptiveManager.psc Around line 181 look for: akCaptive.SetProtected(true) and change it to false. akCaptive.SetProtected(false) To compile it, Open the CK (no need to load a mod) Click on Gameplay>Papyrus Script Manager In the filter (top box) type ebcc_ Find the EBCC_CaptiveManager and right click> Compile. Exit the CK and play the game. You are amazing. Thank you so much. 1
vaultbait Posted December 16, 2022 Posted December 16, 2022 11 hours ago, izzyknows said: akCaptive.SetProtected(true) Zoinks! So it was also set through script. *sigh* ? 1
izzyknows Posted December 16, 2022 Posted December 16, 2022 57 minutes ago, vaultbait said: Zoinks! So it was also set through script. *sigh* ? Yeper. It "might" be useful to have it as a MCM toggle. Maybe.. dunno.
KHCN Posted December 17, 2022 Posted December 17, 2022 is there a way to create a patch for horizon? I have horizon added and seems no captives are added in any location...
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