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Posted
5 hours ago, KHCN said:

is there a way to create a patch for horizon? I have horizon added and seems no captives are added in any location...

 

I used to use Horizon along with this. They don't conflict. I doubt the NPC replacer does either. (Can't recall if I used that alongside Horizon. It's unlikely it will bother it though.)

Posted

I tried to spawn the settlers in this mod by command and it works, it just not spawning in the world. strangle enough

 

Posted (edited)
2 hours ago, KHCN said:

I tried to spawn the settlers in this mod by command and it works, it just not spawning in the world. strangle enough

 

Crank the spawn chance up to 100% and visit a Raider infested area or two.

If you're running a mod that replaces the Raider/Super mutant factions then you'll need to make a patch. Some mods like Frost, just rename the vanilla factions so the captives are still spawned.

Edited by izzyknows
Posted
11 hours ago, izzyknows said:

Crank the spawn chance up to 100% and visit a Raider infested area or two.

If you're running a mod that replaces the Raider/Super mutant factions then you'll need to make a patch. Some mods like Frost, just rename the vanilla factions so the captives are still spawned.

Its already 100%. I'll take a look at the mod tho. Any guide i can follow?

Posted
12 hours ago, izzyknows said:

Crank the spawn chance up to 100% and visit a Raider infested area or two.

If you're running a mod that replaces the Raider/Super mutant factions then you'll need to make a patch. Some mods like Frost, just rename the vanilla factions so the captives are still spawned.

btw how can i check if a mod changes the faction? i guess it is horizon but i dunno how to check tho

 

Posted

Hey all,

 

This is a great mod.

 

I would like to make all the captives wear a selection of clothing from Classic Chassis. Yes I know there is a mod that uses the Spell Perk distribution framework, but that seemed to rarely work. And besides, I figure having an armor LL list should work just fine.

 

So, to this end, I created a leveled list containing 4 outfits and I included that leveled list in the Outfit record. However, it's not changing anything. I also updated all the femal NPC records, including the one that starts with "lvl" (I don't know if there is a difference there) to use the outfit record as default. No change.

 

Anyone know about what to do here?

Posted
8 hours ago, jiaxingseng said:

Hey all,

 

This is a great mod.

 

I would like to make all the captives wear a selection of clothing from Classic Chassis. Yes I know there is a mod that uses the Spell Perk distribution framework, but that seemed to rarely work. And besides, I figure having an armor LL list should work just fine.

 

So, to this end, I created a leveled list containing 4 outfits and I included that leveled list in the Outfit record. However, it's not changing anything. I also updated all the femal NPC records, including the one that starts with "lvl" (I don't know if there is a difference there) to use the outfit record as default. No change.

 

Anyone know about what to do here?

This outfit injector mod is great for this purpose.  You can add additional clothing to the included leveled lists, as well as make additional lists if you want to go crazy with adding outfits to the world via captives.

Posted
On 12/24/2022 at 10:43 PM, bubbabignose said:

This outfit injector mod is great for this purpose.  You can add additional clothing to the included leveled lists, as well as make additional lists if you want to go crazy with adding outfits to the world via captives.

Hi, Thanks. It didn't really work for me. Don't know why. But that's not really the point anyway. I'm trying to create a default outfit mod, but changing the default outfit record didn't work.

Posted

HI. i have all the requirements installed, but when i choose "return the favor" the npc replies with their scripted dialogue and then nothing happens. is there someone who knows how to fix this?

Posted
5 minutes ago, MAassassinoTS said:

HI. i have all the requirements installed, but when i choose "return the favor" the npc replies with their scripted dialogue and then nothing happens. is there someone who knows how to fix this?

 

Do you have AAF working properly in your installation?

Posted
4 hours ago, MAassassinoTS said:

i believe so. I've had other mods run animations without problems.

What gender combo are you trying to play?

If very well could be that you don't have the correct animations. ie: FF or MM.

There should be an error logged in the papyrus log.... if I remember right... big if there!

Posted
7 minutes ago, izzyknows said:

What gender combo are you trying to play?

If very well could be that you don't have the correct animations. ie: FF or MM.

There should be an error logged in the papyrus log.... if I remember right... big if there!

The player is male while the npc is female.

Posted
2 hours ago, Mach05 said:

Can you have sex with captives while they are bound?

No, you have to free them first.

You can manually, but it may end up with misalignment.

Posted

I am using Mortal mod... but here the NPC can't die (after you free them).  I spawn enemies around them for the test.
I see they have Protected flag, but still can't die.
I removed the protected flag with Fo4Edit (only to test it), Start a new game , and they still can't die.

How I can make them mortal?

 

The mod is great ..just I like the settlers to be mortal if it is possible.

Posted
8 hours ago, mymodsnexus said:

I am using Mortal mod... but here the NPC can't die (after you free them).  I spawn enemies around them for the test.
I see they have Protected flag, but still can't die.
I removed the protected flag with Fo4Edit (only to test it), Start a new game , and they still can't die.

How I can make them mortal?

 

The mod is great ..just I like the settlers to be mortal if it is possible.

 

 

Posted (edited)

I have the mod installed and all the requirements installed as well but the settlers are not spawning, but I am hearing the sound that would play whenever they would spawn. I had just recently transferred to a new pc and I have the sliders cranked up

Edited by junsc1
Posted
On 10/4/2022 at 8:22 AM, EgoBallistic said:

 

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

 

Note also that in the current version, the player cannot free captives if the player's 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".

 

 

You should probably add an exception to this rule, when the player is wearing broken handcuffs the "sorry" dialog option does not make sense.

  • 4 weeks later...
Posted

Is this mod supposed to clean after itself or is there a way to clean the map of devices, shackles, etc? 

I tried it for maybe an hour and since i use War of the Commonwealth with the ''no remorse'' preset i had A LOT of stuff spawning everywhere. It didn't cause performance issues but walking trough Concord or any empty field and zigzaging trough a bunch of empty crosses with no captives attached to it is bugging me lol

I uninstalled it but if there's a timer on these things and I'm just being impatient or a way to delete them manually I'd reinstall it asap and reduce the chance of captives.

Posted
5 hours ago, M2xim said:

Is this mod supposed to clean after itself or is there a way to clean the map of devices, shackles, etc? 

I tried it for maybe an hour and since i use War of the Commonwealth with the ''no remorse'' preset i had A LOT of stuff spawning everywhere. It didn't cause performance issues but walking trough Concord or any empty field and zigzaging trough a bunch of empty crosses with no captives attached to it is bugging me lol

I uninstalled it but if there's a timer on these things and I'm just being impatient or a way to delete them manually I'd reinstall it asap and reduce the chance of captives.

 

The furniture they spawn on is flagged for delete when possible, so normally they should disappear as soon as the cell they're in unloads. For example, if they spawn in an interior then when you leave that cell (even if only momentarily) and return they should be gone. For outdoor locations you may need to get far enough away. If they're not disappearing on their own, then something else may be causing a problem.

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