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Posted
5 hours ago, katrina.balanchuk said:

I am trying to get  a more powerful computer soon or at least add RAM to this one.

 

If you want to go straight to recruiting raiders, gunners and pretty much anyone else as settlers early in game, if you don't mind more script mods, Infiltrator, CAP and M.C.G. are your mods:

 

Infiltrator - True Disguises (infiltration mod for non-lethal approach) is a mod which allows you to craft disguises (armor and other items) for all major factions in the game, so that you can move around enemies freely, turning them into your temporary allies.

 

Flashy(JoeR) - Crime And Punishment is a mod which adds many features to the game, among which is what you want - it allows you to go straight to any raider, gunner (and possibly other enemy factions as well) and talk them into working for you on your settlement.

 

Magno CUM Gaudio 2.12.50 (Extended Social Interactions) (M.C.G.) is another great mod which adds a lot of social interactions, dating, slavery, etc. and in this case, you will be interested in the feature which allows you to recruit NPCs as new settlers in quite a few different ways too, so that each recruitment may happen differently, depending on circumstances which led to it.

Posted
On 4/22/2023 at 9:37 PM, bubbabignose said:

 

Use this mod to add additional custom female npcs to the list of potential captives.  You can use Face Ripper and FO4Edit to make changes to any of them, as well as use the mod as a template for adding your own additional custom npcs.  

 

Any advice on how these NPCs interact with BodyGen? Because even this NPC patch, while keeping the names and faces right, somehow assigns the wrong bodyslide presets once they spawn in the world (however, this doesn't seem to be the case when the NPCs are spawned with console).

 

For example:

 

I have "Commonwealth Captives.esp|0201BABE=Nora1[CBBE](63890)" in the morphs.ini (note: having Commonwealth Captives NPC Patch.esp in that line yielded absolutely nothing). And the NPC has the correct body when spawned with console during testing, but when I found this NPC in the world at a raider camp, she had a different body applied to her. Reloading, quitting and loading, disable/enable, recycleactor + quit and load didn't help.

 

I have a feeling my main issue is with BodyGen, but it may be something about the "random spawning" of NPCs by this mod.

 

I am at a loss. Any ideas?

Posted
1 hour ago, randomlie said:

I have "Commonwealth Captives.esp|0201BABE=Nora1[CBBE](63890)" in the morphs.ini (note: having Commonwealth Captives NPC Patch.esp in that line yielded absolutely nothing).

 

In game, use Better Console to check the "base" (form) ID and plugin name corresponding to a rescued captive, that's what you need to put in your morphs.ini file. It's possible you're spawning an instance of the template NPC instead or something.

 

Also your template syntax looks weird, I guess "Nora1[CBBE](63890)" is a literal template name from your templates.ini file? I've never seen brackets and parentheses in template specifiers before.

Posted (edited)
5 hours ago, randomlie said:

And the NPC has the correct body when spawned with console during testing, but when I found this NPC in the world at a raider camp, she had a different body applied to her.

That's because you spawned the NPC directly. When they're script spawned, just like normal settlers they are spawned through a "Leveled NPC", EBCC_LCharFemaleSettler. That has a list of the NPC's "Non-Player Character (Actor)" available to spawn.

Your morphs are most likely being applied to the "EBCC_LCharFemaleSettler" then wiped out because it's never spawned in the world.

Just a theory. ;)

 

 

And 0201BABE is Margret from my CC patch.

Edited by izzyknows
Posted
11 hours ago, vaultbait said:

 

In game, use Better Console to check the "base" (form) ID and plugin name corresponding to a rescued captive, that's what you need to put in your morphs.ini file. It's possible you're spawning an instance of the template NPC instead or something.

 

Also your template syntax looks weird, I guess "Nora1[CBBE](63890)" is a literal template name from your templates.ini file? I've never seen brackets and parentheses in template specifiers before.

 

8 hours ago, izzyknows said:

That's because you spawned the NPC directly. When they're script spawned, just like normal settlers they are spawned through a "Leveled NPC", EBCC_LCharFemaleSettler. That has a list of the NPC's "Non-Player Character (Actor)" available to spawn.

Your morphs are most likely being applied to the "EBCC_LCharFemaleSettler" then wiped out because it's never spawned in the world.

Just a theory. ;)

 

 

And 0201BABE is Margret from my CC patch.

Yeah, but it works with brackets. It's just how I organized the presets, but it works - templates, morphs, the whole thing.

 

And, yes, I've notice that all the NPCs have the same base ID in the game, which, of course, led me to notice, that they are all called via the same NPC. There's also the issue that - suppose an NPC is named Aria, and you shoot her, the subtitles would say "Janet: Ouch!", or something other NPCs name.

 

So I guess the correct question would be - is it possible to make the mod call/spawn the NPCs into the game directly from the leveled list as specific actors, instead of randomizing it each time, without the need to basically rebuild the mod from scratch? I don't have a lot of experience with modding, especially when scripts are involved.

 

As for the name of 0201BABE - I changed the names and added some more NPCs. They do spawn, so at least I got that right.

Posted
1 hour ago, randomlie said:

So I guess the correct question would be - is it possible to make the mod call/spawn the NPCs into the game directly from the leveled list as specific actors, instead of randomizing it each time, without the need to basically rebuild the mod from scratch? I don't have a lot of experience with modding, especially when scripts are involved.

 

That's how the mod originally worked.  The EBCC_CaptiveManager quest had two arrays, one with the EBCCWorkshopNPCMale* actors and one with the EBCCWorkshopNPCFemale* actors.  When spawning an actor it would pick one at random from those lists.  The EBCCWorkshopNPC* actors aren't used in the current version, but I left them in the mod so that upgrading the mod wouldn't break previously recruited captives.

 

The problem is, doing it this way caused problems with the captives' outfits.  This is because the captives were instances of specific actors with a single ActorBase.  Changing the Outfit on one captive would affect every other instance of that actor, and you'd end up with naked settlers and other weirdness.  Making them leveled NPCs prevents this because every leveled NPC gets a new ActorBase when it is spawned into the world.

Posted
On 4/24/2023 at 12:13 PM, MrFuturehope said:

 

If you want to go straight to recruiting raiders, gunners and pretty much anyone else as settlers early in game, if you don't mind more script mods, Infiltrator, CAP and M.C.G. are your mods:

 

Infiltrator - True Disguises (infiltration mod for non-lethal approach) is a mod which allows you to craft disguises (armor and other items) for all major factions in the game, so that you can move around enemies freely, turning them into your temporary allies.

 

Flashy(JoeR) - Crime And Punishment is a mod which adds many features to the game, among which is what you want - it allows you to go straight to any raider, gunner (and possibly other enemy factions as well) and talk them into working for you on your settlement.

 

Magno CUM Gaudio 2.12.50 (Extended Social Interactions) (M.C.G.) is another great mod which adds a lot of social interactions, dating, slavery, etc. and in this case, you will be interested in the feature which allows you to recruit NPCs as new settlers in quite a few different ways too, so that each recruitment may happen differently, depending on circumstances which led to it.

 

I installed magnum Cum Gaudio and ma using it and getting it to work :)

 

So would you recommend Infiltrator or Crime and punshment for a female that wants to expand her dating pool from the goody two shoes in her settlements and get sexually harrassed and then some, in raider camps?

 

 

Posted
11 minutes ago, katrina.balanchuk said:

I installed magnum Cum Gaudio and ma using it and getting it to work :)

 

So would you recommend Infiltrator or Crime and punshment for a female that wants to expand her dating pool from the goody two shoes in her settlements and get sexually harrassed and then some, in raider camps?

 

Hardship (or TSEX Hardship if you prefer something newer) gives you the ability to pick up some dangerous strange in raider camps. If you've got enough experience as a whore you can mostly avoid being beaten and robbed too. And it gives you the ability to move freely among gunners, even trading your body for protection (you can get a gunner bodyguard to follow you for a while).

Posted
3 minutes ago, vaultbait said:

 

Hardship (or TSEX Hardship if you prefer something newer) gives you the ability to pick up some dangerous strange in raider camps. If you've got enough experience as a whore you can mostly avoid being beaten and robbed too. And it gives you the ability to move freely among gunners, even trading your body for protection (you can get a gunner bodyguard to follow you for a while).

 

I ahve for the first time in a ;ong time disabled hardship ( the TSEX version) because it conflicted with another mod.

I think it was magnum cum gaudio it conflicted with.

I want to see if i get some adventures beyond just turning tricks in those camps.

And I want oto explore magnum Cum gaudio some more, raiders so much the better than the milquetoast men in my settlements.

Maybe I could even enter supermutant camps?

It seems to integrate the functions of different mods into a single one.

Posted
1 hour ago, katrina.balanchuk said:

Maybe I could even enter supermutant camps?

 

I've very close to releasing a mod that will enable this, through an F.E.V. based fertility pheromone drug which super mutants will occasionally dose you with, or you can find on their corpses, or get access to through some mini-quests in a new area. At this point I'm down to the boring crap like learning how to do proper previs/precombine generation, facegen, lipfiles, roombounds and portals, fixing my shite navmeshes, etc. Hopefully soon!

Posted
9 minutes ago, vaultbait said:

 

I've very close to releasing a mod that will enable this, through an F.E.V. based fertility pheromone drug which super mutants will occasionally dose you with, or you can find on their corpses, or get access to through some mini-quests in a new area. At this point I'm down to the boring crap like learning how to do proper previs/precombine generation, facegen, lipfiles, roombounds and portals, fixing my shite navmeshes, etc. Hopefully soon!

 

So awesome!

Posted (edited)
10 hours ago, katrina.balanchuk said:

 

I installed magnum Cum Gaudio and ma using it and getting it to work :)

 

So would you recommend Infiltrator or Crime and punshment for a female that wants to expand her dating pool from the goody two shoes in her settlements and get sexually harrassed and then some, in raider camps?

 

 

 

I play as a male character, recruiting female raiders and gunners, so the type of gameplay you described is not what I tried, but should be possible with various features in these mods combined together. It depends on your settings. For example, MCG itself has harrassment features where NPCs can approach and harrass you, prostitution both in MCG and CAP and with infiltrator, you will be able to sneak into your enemy camps to have some friendly fun with them, as long as you stay disguised you're safe, but then you can convert your enemies into your allies and assign them to your settlements and once you do that, they will no longer attack you even if you get naked to have sex with them. Just an example, but these mods are highly customizable, so it all depends on your roleplay preferences.

Edited by MrFuturehope
Posted
4 hours ago, CobraPL said:

What will happen with Settlers after I set them free? Are they immortal? Will they be recycled? Will they just wander?

 

Once the captive is free, they will follow you, sneak when you sneak, and fight enemies.  You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them.

 

Captives who are permanently dismissed are deleted from the game when they travel out of the loaded area.

Posted
1 hour ago, EgoBallistic said:

Captives who are permanently dismissed are deleted from the game when they travel out of the loaded area.

 

But they can eventually return and be captured again, right? Or is it like there's only a limited amount of captives and once you set them all free and/or dismiss them, there will be no more captives?

Posted
43 minutes ago, MrFuturehope said:

But they can eventually return and be captured again, right? Or is it like there's only a limited amount of captives and once you set them all free and/or dismiss them, there will be no more captives?

 

There's a limitless supply of captives, they're merely instantiated from a limited number of template settlers. If you use a mod which gives them unique names (for example, Alias Settlers), you'll eventually see settlers with the same faces but different names. Maybe they're twins? Synth replicants? Mutation gone awry? Role play it however you like, but it's the same situation you have with normal settlers spawned by the game.

Posted
1 hour ago, vaultbait said:

There's a limitless supply of captives, they're merely instantiated from a limited number of template settlers. If you use a mod which gives them unique names (for example, Alias Settlers), you'll eventually see settlers with the same faces but different names. Maybe they're twins? Synth replicants? Mutation gone awry? Role play it however you like, but it's the same situation you have with normal settlers spawned by the game.

 

Cool, thanks. Yeah, I'm using Alias, but while some captives have a name, sadly some don't have a name and just show as "settler". I believe the unnamed ones are the ones which come from Commonwealth Captives More Female Captives, because the unnamed ones started to show up after I installed this add-on.

Posted
10 minutes ago, MrFuturehope said:

 

Cool, thanks. Yeah, I'm using Alias, but while some captives have a name, sadly some don't have a name and just show as "settler". I believe the unnamed ones are the ones which come from Commonwealth Captives More Female Captives, because the unnamed ones started to show up after I installed this add-on.

That could be because Alias Settles is proking their names, cause they all have names. Which is one reason I made the mod.

Posted (edited)
On 4/24/2023 at 6:19 AM, izzyknows said:

Just remember, it very very script intensive. So lighten the load a bit before starting the adventure, just for good measure.

I am looking to buy a real serious gaming computer at BestBuy just to support Fallout 4 better.

Do you think 64 G of RAM combined with a I9 processor and a good graphics card would alleviate these issues?

 

PS: Everyone aways says "just build your own", well there is no "just" about it for me,.... but i do have some money i am willing to spend.

Also my experience with small indy computer builders has been spotty ..

Edited by katrina.balanchuk
Posted (edited)
13 minutes ago, katrina.balanchuk said:

I am looking to buy a real serious gaming computer at BestBuy just to support Fallout 4 better.

Do you think 64 G of RAM combined with a I9 processor and a good graphics card would alleviate these issues?

 

PS: Everyone aways says "just build your own", well there is no "just" about it for me,.... but i do have some money i am willing to spend.

Also my experience with small indy computer builders has been spotty ..

The scripts are tied to FPS, so a better GPU will help a lot with script lag. But, this isn't Doom, running at really high FPS will actually make things worse, because the processor will become the bottleneck. Even with the latest & greatest goodies, you still need to throttle the FPS to around 80.  The Papyrus engine can only run so fast before it shits it self.

And you have to set the ini to only use 4 cores of the processor.

But yeah, store bought is fine.

Hand build is faaaaaar better. But I'm biased. LOL

Oh, the actual assembly is a cake walk, it's choosing the components that's time consuming.

Edited by izzyknows
Posted
8 minutes ago, izzyknows said:

Oh, the actual assembly is a cake walk, it's choosing the components that's time consuming.

 

Yes, I'm coming due for another round of that exhausting exercise. My current FO4 rig is a bit threadbare and frayed at the seams these days. ?

Posted
51 minutes ago, katrina.balanchuk said:

I am looking to buy a real serious gaming computer at BestBuy just to support Fallout 4 better.

Do you think 64 G of RAM combined with a I9 processor and a good graphics card would alleviate these issues?

 

PS: Everyone aways says "just build your own", well there is no "just" about it for me,.... but i do have some money i am willing to spend.

Also my experience with small indy computer builders has been spotty ..

Going way-way offtopic here but a 13th K-series i5 set to it's performance mode and 16GB RAM bundled with a good GPU is more than enough for Bethesda games. You can stretch the engine to a certain point with graphical mods until it dies. No matter your hardware. 

 

Go to a i7 and 32GB if you want a bit more future proofing or if you do content creation. You get way better results in a better GPU compared to a overspeced CPU. But don't except a 4090 to work good with a i3. It does have to be a decent one. Besides some edgecases like overclocking and professional content creation a i9 is always a waste of money and in the case of the latest series an absolute nightmare to keep it cool and running at it's full potential. Or go for a AMD R7 with the X3D lineup. Those rip in games and are decently priced.

 

Might be better to move this to the LL discord if you want to discus it further.

 

42 minutes ago, izzyknows said:

Oh, the actual assembly is a cake walk, it's choosing the components that's time consuming.

Don't forget troubleshooting if something does not work. Or traps for new players like memory training that can seem like a motherboard defect. If you take a good boutique brand, so no HP, Dell, Lenovo, Acer etc as those deliver pathetic quality products. it can be hard to beat their pricing if they buy in large. But if you enjoy PC'ing and tweaking then a self-built is the only way to go imho. For me picking the right stuff, a nice case and performance tuning is part of the hobby. But I also see the benefits for "console style" gamers who just want a experience of attach cables -> start gaming. To each their own I guess.

  • 3 weeks later...
Posted
On 5/12/2022 at 9:34 AM, Fandir said:

If anyone will need it - here is my own patch for Commonwealth Captives and anime race Nanakochan (converting all female captives to anime race).
Patch does touch NPC appearance only, no other modifications made. 
Requires 'Sun's Hepsy Hairs with Physics' as a master ('vanilla' Nanakochan hair options are quite poor, and Hepsy does look great on em).

https://drive.google.com/file/d/11ql41bCvwPan7Ig95ZxruEQEBwbLz5TC/view?usp=sharing

i have spent three fucking days trying to do this. thank you, great saint more skilled then i am.

  • 2 weeks later...
Posted (edited)
4 hours ago, assassin394 said:

Does this mod cause stuttering? My game started to stutter after I added a couple of LL mods :(

 

LL mods are usually script heavy mods which is why we love them so much, because they add more functionality to the game. Unfortunately, it may come at expense of performance. Personally I learned to live with stuttering, even one that lasts couple of seconds and happens frequently, because I just can't give up on the LL mods.

Edited by MrFuturehope

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