vaultbait Posted May 29, 2023 Posted May 29, 2023 5 hours ago, assassin394 said: Does this mod cause stuttering? My game started to stutter after I added a couple of LL mods Usually not directly, but any mod which spawns NPCs can create brief pauses when other things that happen at NPC load time kick in (on the fly face generation if the NPCs lack pre-built FaceGen meshes and textures, LooksMenu's BodyGen if you have it configured, et cetera). The basic rule is that things implemented in Papyrus script won't themselves cause stuttering because the game executes them in an isolated virtual machine in parallel with the game engine, but they can call routines which do interrupt the game engine's response and rendering at a lower level such as native functions from F4SE plugins, or can do things which have side effects that can briefly halt rendering (maybe due to specific ENB settings). There are plenty of thing with the base game that can cause stuttering too though, for example non-default configuration settings to load objects and NPCs for a greater number of nearby cells, or increasing distant rendering detail.
izzyknows Posted May 29, 2023 Posted May 29, 2023 7 hours ago, assassin394 said: Does this mod cause stuttering? My game started to stutter after I added a couple of LL mods This mod generally doesn't without some tweaking. Mainly because the NPC's have no inventory and are not effected by Level Lists that inject... items. Which is where the biggest stuttering (in regards to spawning NPC's) comes from. Plus since they're playing a single animation, restrained, they have no sandbox pathing to calculate. With my patch, I even went a step further and only used vanilla hair assets that also reduces load. Annnd on top of that, in a "normal" NPC environment (not a bunch of added bad guys & gals) there really is a very low number spawned at a time. Even with a mod that adds a crap load of enemies, you'll be hard pressed to even notice the load. (I added a wait timer to test if I was adding to many to the mix, it's all good!) 1
assassin394 Posted May 30, 2023 Posted May 30, 2023 10 hours ago, izzyknows said: This mod generally doesn't without some tweaking. Mainly because the NPC's have no inventory and are not effected by Level Lists that inject... items. Which is where the biggest stuttering (in regards to spawning NPC's) comes from. Plus since they're playing a single animation, restrained, they have no sandbox pathing to calculate. With my patch, I even went a step further and only used vanilla hair assets that also reduces load. Annnd on top of that, in a "normal" NPC environment (not a bunch of added bad guys & gals) there really is a very low number spawned at a time. Even with a mod that adds a crap load of enemies, you'll be hard pressed to even notice the load. (I added a wait timer to test if I was adding to many to the mix, it's all good!) Thank you all for the detail answer. I will keep this mod in my mods list for now then. I used to just live with the stutter ever since I start play FO4 back in 2015. I just recently delete everything, redownload the game and start fresh with minimum amount of mods. I also pack all the body/face texture mods into BA2. And holly cow, its feels good to have constant 60 fps almost everywhere without stuttering. Now I just don't want to go overboard with all the mods and have to live with all the sutter again. 2
izzyknows Posted May 30, 2023 Posted May 30, 2023 1 hour ago, assassin394 said: Now I just don't want to go overboard with all the mods and have to live with all the sutter again. I'll give you a week before you're back to overboard. 1
EgoBallistic Posted May 30, 2023 Author Posted May 30, 2023 On 5/29/2023 at 3:07 AM, assassin394 said: Does this mod cause stuttering? My game started to stutter after I added a couple of LL mods This mod spawns NPCs into the world when a cell loads where there should be captives. So depending on the size of textures you are using for NPCs, and how powerful your computer is, it can cause a brief stutter for a fraction of a second when it spawns the NPCs. On the other hand, the mod is completely event-driven, it doesn't have scripts that constantly run in the background. So if your game is stuttering constantly this mod is not causing it.
EgoBallistic Posted May 30, 2023 Author Posted May 30, 2023 16 hours ago, assassin394 said: I also pack all the body/face texture mods into BA2. This is key. I was thinking about suggesting that but I didn't know if you were an experienced mod user. If you have packed everything into BA2's the mod won't cause stutter at all. I do the same thing in my game.
Sgt. Marge Posted May 31, 2023 Posted May 31, 2023 (edited) A Patch for Far Harbor Trappers (Commonwealth Captives Faction Patch): Hello to all, I created an *esl flagged plugin patch I am calling "Commonwealth Captives Faction Patch" based on previous comments I read here. Thanks to some fine advice from Egoballistic on fine tuning so that settler's wouldn't be targeted and with his permission, I wanted to share it with you all. Basically what this patch does is add support for captives to spawn at "Trapper" areas in Far Harbor DLC, so, of course you will need that DLC to use this patch This patch also forwards the record change that izzyknows made in their great add-on "Commonwealth Captives More Female Captives" which allows the vanilla "Gunner" faction to have captives. I added this so as not to cause a conflict between this patch and Izzy's mod. It would be best to make sure that this faction patch plugin loads *after* Izzy's mod if using that (and really you should use that one too!) I have lightly tested it, and it seems fine. Hope you enjoy it. *esl flagged means it is an "espfe" that doesn't count towards the *253 plugin limit Cheers tl;dr This adds Trappers from Far Harbor and Vanilla Gunners as potential groups for captive spawning. Requires: Commonwealth Captives Far Harbor DLC Plugin Load Order: Commonwealth Captives.esp Commonwealth Captives NPC Patch.esp (Optional but highly recommended) Commonwealth Captives Faction Patch.esp (This thing attached to this message) Commonwealth Captives Faction Patch.7z Edited May 31, 2023 by Sgt. Marge an 10
Jarnin Posted May 31, 2023 Posted May 31, 2023 Question: Does this mod exclude ghoul settlers from spawning? I've been using this mod for about six months now, and have populated about 12 settlements with settlers (12-24 per settlement) using this mod. I've never had to use the settlement transmitter, so this mod rocks! The thing is; I've never seen a ghoul settler spawn in an enemy camp, outside a settlement during an attack, or in a dungeon. I'd like to be able to vassalize The Slog and have a large, fully ghoul population providing food (with additional feral defenders). If it's simply a matter of RNG being stingy, does anybody know a good way to spawn ghoul settlers? I've used the disable/enable commands to change settler sex/race, but I'm curious if that would work to turn human settlers into ghoul settlers.
izzyknows Posted June 1, 2023 Posted June 1, 2023 7 hours ago, Jarnin said: Question: Does this mod exclude ghoul settlers from spawning? I've been using this mod for about six months now, and have populated about 12 settlements with settlers (12-24 per settlement) using this mod. I've never had to use the settlement transmitter, so this mod rocks! The thing is; I've never seen a ghoul settler spawn in an enemy camp, outside a settlement during an attack, or in a dungeon. I'd like to be able to vassalize The Slog and have a large, fully ghoul population providing food (with additional feral defenders). If it's simply a matter of RNG being stingy, does anybody know a good way to spawn ghoul settlers? I've used the disable/enable commands to change settler sex/race, but I'm curious if that would work to turn human settlers into ghoul settlers. There are no ghoul captives their smell draws to many critters looking for road kill. LOL If you know how to use xEdit it wouldn't be hard.
EgoBallistic Posted June 1, 2023 Author Posted June 1, 2023 2 hours ago, izzyknows said: There are no ghoul captives their smell draws to many critters looking for road kill. LOL If you know how to use xEdit it wouldn't be hard. I actually included voiced lines for ghouls, but yeah I found them so unappealing I removed them from the mod. If you were to add them to your More Female Captives mod they should work fine as long as they use the "femaleghoul" voice type. 3
izzyknows Posted June 1, 2023 Posted June 1, 2023 6 hours ago, EgoBallistic said: I actually included voiced lines for ghouls, but yeah I found them so unappealing I removed them from the mod. Good to know it'll be easy for anyone else on the planet to add them. 1
handsome2 Posted June 6, 2023 Posted June 6, 2023 how about options that make this more realistic encounter: - victim is not naked - victim is hiding from the enemies at a spot. cleared the enemies, victim will come out and thx the player
izzyknows Posted June 6, 2023 Posted June 6, 2023 51 minutes ago, handsome2 said: how about options that make this more realistic encounter: - victim is not naked - victim is hiding from the enemies at a spot. cleared the enemies, victim will come out and thx the player or.. Some are in hiding. (percentage slider ?) The ones in hiding are clothed Some have been caught, stripped & restrained. (percentage slider ?) Some have been killed. Resisted or not up to snuff. The ones in hiding thank the player and run off or might ask for a job & protection. (slider option ?) One issue would be how to know the area has been cleared in order to spawn the hiding ones. Especially with mods that add enemies after the PC enters an area. Maybe just spawn them after freeing the first captive? Less script load that way.
Spaceguest991 Posted June 6, 2023 Posted June 6, 2023 2 hours ago, handsome2 said: how about options that make this more realistic encounter: - victim is not naked - victim is hiding from the enemies at a spot. cleared the enemies, victim will come out and thx the player It kinda of gives the female captives clothes with settings you can adjust not suite sure if what's you were asking for in regards to clothes. Through I do wish the male captives did at least have a chance to have clothes on as well. 1
Throwaway9421 Posted July 2, 2023 Posted July 2, 2023 Is it possible to make the settlers in this mod mortal? I used the mortal patch from better settlers but i don't think it affects this mod
KhyodK Posted July 3, 2023 Posted July 3, 2023 (edited) Hi everybody, I don't no why but initially the captives are not naked for me. Maybe because of the four mods Classy Chassis Outfits Replacer are used? https://www.nexusmods.com/fallout4/mods/45623 https://www.nexusmods.com/fallout4/mods/35581 https://www.nexusmods.com/fallout4/mods/35616 https://www.nexusmods.com/fallout4/mods/35584 They're wearing those clothes. I have 181 other mods, but I think it comes from there. There would be a solution other than disabling these mods? Edit : Nevermind, i found it ? Its Cheeky_Captives.esp from https://www.nexusmods.com/fallout4/mods/66919?tab=files Edited July 3, 2023 by khyod90
vaultbait Posted July 5, 2023 Posted July 5, 2023 @EgoBallistic: Possible minor bug... I was looking at CC for an example of a mod making NPCs pregnant with FPE at arbitrary points in the gestation cycle, and noticed that at the end of the MakePregnant function in EBCC_UtilityScript you call the FPFP_BasePregData.UpdateBody function directly (presumably in order to force body morphs to be set immediately so it doesn't have to wait for the next timer pulse). UpdateBody saves original morphs if FirstCheck is True, but that only gets switched to False in the OnTimerGameTime event. As a result, what happens is that the first timer pulse after the Impregnate call sees the morphs set by the prior direct UpdateBody call and overwrites the previously stored original morph values with those. Without altering FPE to move the FirstCheck=False into UpdateBody,I thought the easiest solution was to do something like this after the UpdateBody call in MakePregnant: PregData.SetPropertyValue("FirstCheck", False) Unfortunately, that seems to be a bit racy, and the SetPropertyValue runs in parallel with UpdateBody, it didn't dawn on me that it would be a non-blocking call. Do you have any better suggestions? I ask because I'm trying to do something similar in another mod (also not having any luck getting the body morphs to show up on these NPCs I'm auto-impregnating, though I don't think it's in any way related).
EgoBallistic Posted July 5, 2023 Author Posted July 5, 2023 9 hours ago, vaultbait said: UpdateBody saves original morphs if FirstCheck is True, but that only gets switched to False in the OnTimerGameTime event. As a result, what happens is that the first timer pulse after the Impregnate call sees the morphs set by the prior direct UpdateBody call and overwrites the previously stored original morph values with those. Good catch. I only tested that function out a couple of times, as you can see it's not currently used in the mod. It seemed to work and I left it at that To ensure there isn't a race condition, replace the call to UpdateBody with this: akArgs[0] = 0 PregData.CallFunction("OnTimerGameTime", akArgs) This way FirstCheck is handled for you and everything will proceed as if the NPC had been pregnant for "Month" months.
vaultbait Posted July 5, 2023 Posted July 5, 2023 (edited) 12 hours ago, EgoBallistic said: Good catch. I only tested that function out a couple of times, as you can see it's not currently used in the mod. It seemed to work and I left it at that To ensure there isn't a race condition, replace the call to UpdateBody with this: akArgs[0] = 0 PregData.CallFunction("OnTimerGameTime", akArgs) This way FirstCheck is handled for you and everything will proceed as if the NPC had been pregnant for "Month" months. Oh wow! How did I not realize until now that it's possible to call events as if they were normal functions? That's an awesome approach, thanks! Now to figure out why FPE's morphs aren't showing up on my NPCs (even though BodyGen is working for them), but that's nothing to do with CC so I'll ask in FPE's topic once I have collected some more info. I'm starting to suspect something changed in ZBG 1.3 a few weeks ago but need to dig up an older version from my archive for comparison. Edit: No, it's almost certainly an issue with my script since "naturally impregnated" NPCs are swelling like you would expect. Moving my followup over to the FPE topic. Edited July 5, 2023 by vaultbait 1
eflat01 Posted July 6, 2023 Posted July 6, 2023 (edited) On 6/1/2023 at 6:14 AM, EgoBallistic said: I actually included voiced lines for ghouls, but yeah I found them so unappealing I removed them from the mod. If you were to add them to your More Female Captives mod they should work fine as long as they use the "femaleghoul" voice type. Like you I feel ghouls are a bit annoying ... voice-wise though, Personally on this mod I reduced the number of Boston Female voice, due do not care for heavy Bostonian accents - well not constant anyway, plus the sample the game uses for default sound like a fifty-plus-year old woman most the time. Apologies to New-Englanders. Oh, sorry I got sidetracked, anyway one thing I noticed is when I visit a settlement I've not been to recently sometimes the npc's originally generated from this mod may be wearing ropes and not the clothing I gave them... so end up redressing them. I've not tested this DLL yet but am hoping it will alleviate some of that. https://www.nexusmods.com/fallout4/mods/72657 Edited July 6, 2023 by eflat01 1
EgoBallistic Posted July 7, 2023 Author Posted July 7, 2023 12 hours ago, eflat01 said: Oh, sorry I got sidetracked, anyway one thing I noticed is when I visit a settlement I've not been to recently sometimes the npc's originally generated from this mod may be wearing ropes and not the clothing I gave them... so end up redressing them. Are you using an old version of the mod? The first couple of versions used a different method for spawning the captives that inevitably would cause settlers who had been captives previously to revert to their rope outfits. Versions 0.94 and later of the mod don't have this bug. If you are using 0.92 or 0.93 it is safe to update, new versions are always backward compatible. However, if you are using a recent version of the mod, it is possible that this is happening because of the re-equip bug. In this case, the mod you linked may be able to fix it.
eflat01 Posted July 7, 2023 Posted July 7, 2023 (edited) 8 hours ago, EgoBallistic said: Are you using an old version of the mod? The first couple of versions used a different method for spawning the captives that inevitably would cause settlers who had been captives previously to revert to their rope outfits. Versions 0.94 and later of the mod don't have this bug. If you are using 0.92 or 0.93 it is safe to update, new versions are always backward compatible. However, if you are using a recent version of the mod, it is possible that this is happening because of the re-equip bug. In this case, the mod you linked may be able to fix it. Hmm, is Commonwealth Captives v1.00, was installed a month ago but previously Commonwealth Captives v0.99 was used in this game - installed 8 months ago. I have a habit of checking for updates on anything. Going off the file date in .7z I'd guess is pretty new... Funny thing is it's not all of them have the issue, and probably 99.99% of settlers are from this mod, and while I guess can assume are the ones just originally found in ropes - not on crosses, etc. Yet I must say you made me think about this, because I do use the CC outfit injector, and come to think of it sometimes - not often - they're wearing clothing that injects even though when I'm originally trading with them I take that stuff off them too. Rather strange sometimes can be a mix between ropes, what was injected and what I gave them. So quite likely that mod, though do not know is some script fires on instance load? Usually when I rescue them, I just give them a weapon and some outfit from the fodder we just killed, Will let them tag around for a while 'til I decide where the heck to send them or maybe tell them scram... Once I decide where they're going and what job I'm going to assign them then I outfit them, weapons, clothes and armour - if going to post them as a guard - if need be. Go to the settlement, make sure the job object is assignable - if new - and then send them to the place we're standing, assign work, a bed and leave. ? Near every settlement save those not really meant to settle have a makeshift Bar/Strip-club building, those assigned to pole-dancing duties are also turned into prostitutes via aaf_prostitution (would use Human Resources but have some conflicts with dependencies there.) and autonomy enhanced is also in the mix. Hey most have a life of drudgery so try to keep them happy. ? Anyway, naturally is good to check that AAF scenes are not running before the PC leaves. The damn PC's an alcoholic so I had to double the liquor counts in VL_Vendor_Bartender. could be possible she's just seeing things? Though if ankle, neck and wrist ropes had a value that could help pay for her habits. Edited July 7, 2023 by eflat01
izzyknows Posted July 7, 2023 Posted July 7, 2023 18 minutes ago, eflat01 said: Hmm, is Commonwealth Captives v1.00, was installed a month ago but previously Commonwealth Captives v0.99 was used in this game - installed 8 months ago. I have a habit of checking for updates on anything. Just curious, what is your process of clothing & assigning the captives? I got in the habit of, rescue, cloth/arm via a bat file, travel to a settlement, ask to join, assign. This prevents a couple things. 1: they never update their outfits like vanilla settlers as the player levels up. (bug source) It also prevents CC from running the clothing script. (just bad fashion sense that one is) 2: they are always the same NPC. On occasion, letting them travel on their own will result in a different NPC upon arrival.
eflat01 Posted July 7, 2023 Posted July 7, 2023 (edited) 43 minutes ago, izzyknows said: Just curious, what is your process of clothing & assigning the captives? I got in the habit of, rescue, cloth/arm via a bat file, travel to a settlement, ask to join, assign. This prevents a couple things. 1: they never update their outfits like vanilla settlers as the player levels up. (bug source) It also prevents CC from running the clothing script. (just bad fashion sense that one is) 2: they are always the same NPC. On occasion, letting them travel on their own will result in a different NPC upon arrival. I don't use a .bat file just trade... I outlined in my post the typical order of things, like I said they'll sometimes tag along until I figure out where to send them... but pretty much strip them, clothe them in what I want, and take them to the settlement - do not send them there alone, assign their position there. Now after I leave If I visit the settlement again relatively soon, they're still dressed and geared as I left them, but if like a week or so then some revert- just one or two - not all, which is the part has me confused, as I said 99.99% of settlers were captives, I don't use beacons. Edited July 7, 2023 by eflat01 1
Anonym0us2DF1CD Posted July 8, 2023 Posted July 8, 2023 What anim pack is used for the 7th image (in the mod's top image gallery)? or is it some other thing?
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