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Posted
36 minutes ago, hamletsdead said:

Literally my favorite way to recruit settlers. Save the naked crucified girl and have her help out at the farm -- pretty sure she's gonna be loyal for life!

 

I don't ever erect settlement broadcast antennas any more. Why don't you come and "work" for me, on a settlement? Okay, I'll see you there in a day or two... (Muahahahaha)

Posted
23 hours ago, vaultbait said:

 

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.

Does it work the same if it's the opposite? The crosses were outside and after saving Preston and coming out of the building they were still there. Should i leave them alone and walk away or something is causing problems?

 

Posted
6 hours ago, M2xim said:

Does it work the same if it's the opposite? The crosses were outside and after saving Preston and coming out of the building they were still there. Should i leave them alone and walk away or something is causing problems?

 

I don't recall, but you could test by traveling somewhere remote (coc westeverettestates01), wait for 24 hours, then fast travel back to Concord and see if they're still hanging around.

Posted
7 hours ago, vaultbait said:

 

I don't recall, but you could test by traveling somewhere remote (coc westeverettestates01), wait for 24 hours, then fast travel back to Concord and see if they're still hanging around.

Ok i'll try that when i have some time to play.

Posted
On 10/6/2020 at 6:08 PM, EgoBallistic said:

How to post your Script Log:

 

If you encounter a bug that doesn't have an obvious explanation, posting your script log here may help us diagnose it. 

 

First, enable debug logging by editing your \My Documents\My Games\Fallout 4\Fallout4.ini and edit the [Papyrus] section so it looks like this:

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Note to MO2 users: MO2 uses its own ini file instead of the one in the My Documents folder, so you have to use MO2 to edit it.  To do this, load MO2.  At the top is an icon that looks like puzzle pieces. This icon has a pull down menu which includes the INI Editor option. Pick that option, and edit the Fallout4.ini as described above.

 

Second, do whatever it is that causes the problem to happen. If captives are not spawning in your game, a good place to test is Jamaica Plain.  Fast travel to Jamaica Plain, then travel west to the big trees with corpses hanging from the branches.  There are some Raiders there that should cause captives to spawn.  From there you can travel south to Hyde Park or northwest to Milton General Hospital.  Both of those locations should generate captives, if you have not previously killed all the enemies there.

 

Third, save and exit your game, and post the script log to this thread.

 

The script log file will be in the \My Documents\My Games\Fallout 4\Logs\Script\ folder.  Post in this thread and drag the Papyrus.0.log file in as an attachment.

 

 

Went to jamaica plain and went to the tree and got nothing except raiders.. went to a few other known raider/supermutant places as well, also tried uninstalling and reinstalling mod.. 

 

Papyrus.0.log

Posted
7 hours ago, mbmdroid said:

Went to jamaica plain and went to the tree and got nothing except raiders.. went to a few other known raider/supermutant places as well, also tried uninstalling and reinstalling mod.

As it stands, not much of anything is loading correctly.

Verify your Fallout 4 files through Steam (cause they're messed up)

Reinstall CRX (it's very broke)

Start a new game and see how things go.

Posted
On 2/4/2023 at 9:41 AM, izzyknows said:

As it stands, not much of anything is loading correctly.

Verify your Fallout 4 files through Steam (cause they're messed up)

Reinstall CRX (it's very broke)

Start a new game and see how things go.

i ended up untinstalling the mod (Commonwealth captives) completely outside of vortex

and reinstalled, working fine now! 

Posted

Im not sure if its normal or its just me, but female captives appears with "sex=male", not sure what to do with this information but repoting it just in case.

I dont have any futa mod and this doesnt happen with other npcs.

 

Spoiler

image.png.53a8be5d5b7075f7de5ddb1831c2fb06.png

 

Posted
5 hours ago, Secretly Kinky said:

Im not sure if its normal or its just me, but female captives appears with "sex=male", not sure what to do with this information but repoting it just in case.

I dont have any futa mod and this doesnt happen with other npcs.

 

  Reveal hidden contents

image.png.53a8be5d5b7075f7de5ddb1831c2fb06.png

 

That's an issue with better console and can be ignored.

Posted

Saving an issue with MCM and this mod where MCM isn't recognizing Commonwealth Captives. It sees it, but the plugin for it isn't recognized despite it being in my vortex load order. This is also making me worry about overall functionality for myself as I have been testing it.

 

If you have a fix, I would be glad to hear it.

image.png.d337dce40390e394a63db52d5d8ff31a.png

 

image.png.720dd947962e2816020ec62daff580a5.png

Posted
38 minutes ago, daltonater said:

Saving an issue with MCM and this mod where MCM isn't recognizing Commonwealth Captives. It sees it, but the plugin for it isn't recognized despite it being in my vortex load order. This is also making me worry about overall functionality for myself as I have been testing it.

 

If you have a fix, I would be glad to hear it.

 

You have AAF installed and working, right? AAF.esm is a master of the Commonwealth Captives.esp plugin, and the game engine won't actually load it if its masters are missing.

Posted (edited)
1 hour ago, vaultbait said:

 

You have AAF installed and working, right? AAF.esm is a master of the Commonwealth Captives.esp plugin, and the game engine won't actually load it if its masters are missing.

Could have sworn I had it, but I didn't after all. Thank you so much.

 

Now I just need to figure out why the romance animations don't play.

Edited by daltonater
further context.
Posted (edited)
6 hours ago, daltonater said:

Now I just need to figure out why the romance animations don't play.

You need the animation packs installed and working. Then, make sure you have a animation patch if you want same sex or mixed sex gang bangs.

So.... read the Fucking Manual.

Edited by izzyknows
  • 2 weeks later...
  • 3 weeks later...
Posted

Assign captives at Hangsman's alley but they keep following me, I have 3 settlers following me all the time and can't get rid of them, can't send caravan to Oberland Station and can't assign settlers to it, I uninstall it and reinstall it still no change, all the settlers mods I tryed all of them always make troubles soon or later.

  • 2 weeks later...
Posted

Ness's quest (Meet Ness at the Crash Site) goes wrong when captives are there.

 

Her gunners (and herself) attack the settler, preventing completion of the quest, among other things.

Posted
7 hours ago, sen4mi said:

Ness's quest (Meet Ness at the Crash Site) goes wrong when captives are there.

 

Her gunners (and herself) attack the settler, preventing completion of the quest, among other things.

 

Thanks.  It's a faction issue; Ness and her mercs are part of a quest-specific faction and not the actual Gunner faction.

 

I'll fix this in the next release.

 

You can temporarily work around it with the console command  setally XX0129d2 004b36b  replacing XX with the plugin ID of Commonwealth Captives.esp.

Posted
5 hours ago, EgoBallistic said:

 

Thanks.  It's a faction issue; Ness and her mercs are part of a quest-specific faction and not the actual Gunner faction.

 

I'll fix this in the next release.

 

You can temporarily work around it with the console command  setally XX0129d2 004b36b  replacing XX with the plugin ID of Commonwealth Captives.esp.

 

Thank you.

 

(I worked around it by killing the gunners (this didn't work because Ness had aggro'd on the settler), and disabling the settler from the console.)

 

While I am focused here... I should mention: having captives show up for random encounters (like attacks on settlements) looks odd. Captives within permanent installations makes sense, but they seem like excess baggage for the early stages of a raid

Posted
52 minutes ago, sen4mi said:

 

Thank you.

 

(I worked around it by killing the gunners (this didn't work because Ness had aggro'd on the settler), and disabling the settler from the console.)

 

While I am focused here... I should mention: having captives show up for random encounters (like attacks on settlements) looks odd. Captives within permanent installations makes sense, but they seem like excess baggage for the early stages of a raid

 

I just pretend they caught someone on the road as they were approaching the settlement. Bonus settler, and doesn't even have to walk very far to get to her new job!

  • 2 weeks later...

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