fukyu Posted September 13, 2023 Posted September 13, 2023 Hi all. I have a wierd problem with characters from this mod only. First of all I have verified that I have a working AAf install. I am using Lietos mod with "animation addons and fixes" and everything works fine, with ga,me characters (Piper, settlers etc) and with modded characters (Heather casdin). However when using AAf with CC npc the female CC npc stays stuck at the first stage of the animation, My male player character goes through the different stages normally. This happens on any furniture or the ground and with AAf through home button, F11 or when called through other mods. I have reinstalled AAf and all related mods several but it still happens. Any help would be greatly appreciated. NB: I have used the same combination of mods in previous play throughs without any issues. All mods are up to date, and I have also tried using different versions of CC but it still happens. Cheers.
izzyknows Posted September 13, 2023 Posted September 13, 2023 2 hours ago, fukyu said: Hi all. I have a wierd problem with characters from this mod only. First of all I have verified that I have a working AAf install. I am using Lietos mod with "animation addons and fixes" and everything works fine, with ga,me characters (Piper, settlers etc) and with modded characters (Heather casdin). However when using AAf with CC npc the female CC npc stays stuck at the first stage of the animation, My male player character goes through the different stages normally. This happens on any furniture or the ground and with AAf through home button, F11 or when called through other mods. I have reinstalled AAf and all related mods several but it still happens. Any help would be greatly appreciated. NB: I have used the same combination of mods in previous play throughs without any issues. All mods are up to date, and I have also tried using different versions of CC but it still happens. Cheers. Are you freeing them first? What you describe "can" happen if they're still playing their captive animation.
vaultbait Posted September 13, 2023 Posted September 13, 2023 2 hours ago, fukyu said: Hi all. I have a wierd problem with characters from this mod only. First of all I have verified that I have a working AAf install. I am using Lietos mod with "animation addons and fixes" and everything works fine, with ga,me characters (Piper, settlers etc) and with modded characters (Heather casdin). However when using AAf with CC npc the female CC npc stays stuck at the first stage of the animation, My male player character goes through the different stages normally. This happens on any furniture or the ground and with AAf through home button, F11 or when called through other mods. I have reinstalled AAf and all related mods several but it still happens. Any help would be greatly appreciated. NB: I have used the same combination of mods in previous play throughs without any issues. All mods are up to date, and I have also tried using different versions of CC but it still happens. Cheers. What version of AAF? If it's not v166, make sure you don't have the NativeSync patch installed, or anything overwriting files from AAF for that matter (like something with an old version of the LLFP library overwriting AAF's copy).
fukyu Posted September 13, 2023 Posted September 13, 2023 1 hour ago, izzyknows said: Are you freeing them first? What you describe "can" happen if they're still playing their captive animation Yes, all captives are freed. This happens with captives as companions and with those sent to settlements.
fukyu Posted September 13, 2023 Posted September 13, 2023 1 hour ago, vaultbait said: What version of AAF? If it's not v166, make sure you don't have the NativeSync patch installed, or anything overwriting files from AAF for that matter (like something with an old version of the LLFP library overwriting AAF's copy Im using AAF 161.1 and I dont have native sync installed .
fukyu Posted September 13, 2023 Posted September 13, 2023 2 hours ago, izzyknows said: Are you freeing them first? What you describe "can" happen if they're still playing their captive animation. This is interesting, when the animation starts the CC npc equips thier weapons - regardless of hostile state or not.
fukyu Posted September 13, 2023 Posted September 13, 2023 10 minutes ago, fukyu said: This is interesting, when the animation starts the CC npc equips thier weapons - regardless of hostile state or not. Ive just realised the settlers are in a constant combat state,, they always have their weapons drawn. This is frusrating!
izzyknows Posted September 13, 2023 Posted September 13, 2023 21 minutes ago, fukyu said: Yes, all captives are freed. This happens with captives as companions and with those sent to settlements. They are literally just vanilla settlers once freed and even more so once assigned to a settlement as all the CC scripts are done. aka freed, follower,dismissed... So, something (another mod) has to be interfering with them. Easy way to check is to disable any mod that effects any NPC's and then start a new run, set the CC chance to 100% to help and test. If all goes well, enable 1/2 the disabled, test... rinse & repeat until things go south again.
fukyu Posted September 13, 2023 Posted September 13, 2023 34 minutes ago, izzyknows said: They are literally just vanilla settlers once freed and even more so once assigned to a settlement as all the CC scripts are done. aka freed, follower,dismissed... So, something (another mod) has to be interfering with them. Easy way to check is to disable any mod that effects any NPC's and then start a new run, set the CC chance to 100% to help and test. If all goes well, enable 1/2 the disabled, test... rinse & repeat until things go south again. Yeah, im pretty sure its something to do with SKK combat stalkers. Ill disable it and see what happens.
fukyu Posted September 13, 2023 Posted September 13, 2023 4 minutes ago, fukyu said: Yeah, im pretty sure its something to do with SKK combat stalkers. Ill disable it and see what happens. Definetely SKK combat stalkers. Just need to try and find out which setting is causing it. If anyone knows which settingto turn off, please post it. Both CC & SKK are great mods!
vaultbait Posted September 13, 2023 Posted September 13, 2023 3 minutes ago, fukyu said: Definetely SKK combat stalkers. Just need to try and find out which setting is causing it. If anyone knows which settingto turn off, please post it. Both CC & SKK are great mods! Tell me you're not using the Real.AI mods. Those increase the attention radius of all NPCs and can lead to them being in perpetual combat alert because of not-so-nearby hostiles. 1
izzyknows Posted September 13, 2023 Posted September 13, 2023 1 hour ago, vaultbait said: because of not-so-nearby hostiles. Yeah 64k+ distance is definitely not so nearby. LMAO!
Smithnikov Posted September 14, 2023 Posted September 14, 2023 Ooooo, very enticing mod, but I do have to ask if there's a way to ensure that found captives are gagged? I didn't notice anything supporting such in the screenshots.
vaultbait Posted September 14, 2023 Posted September 14, 2023 15 hours ago, Smithnikov said: Ooooo, very enticing mod, but I do have to ask if there's a way to ensure that found captives are gagged? I didn't notice anything supporting such in the screenshots. This might be able to do it: https://www.loverslab.com/files/file/19121-commonwealth-captives-outfit-injector/
izzyknows Posted September 14, 2023 Posted September 14, 2023 16 hours ago, Smithnikov said: Ooooo, very enticing mod, but I do have to ask if there's a way to ensure that found captives are gagged? I didn't notice anything supporting such in the screenshots. Unless the gags are just for looks and not gags with a script to hinder dialogue, it'd be fine, but otherwise, it will get VERY annoying VERY fast.
spicydoritos Posted September 14, 2023 Posted September 14, 2023 2 hours ago, vaultbait said: This might be able to do it: https://www.loverslab.com/files/file/19121-commonwealth-captives-outfit-injector/ I didn't include gags or any other Devious Devices in CCOI. Too much potential for interference, too finicky on NPC actors. The latter may have improved with community patches but the former is still a deal breaker.
Smithnikov Posted September 14, 2023 Posted September 14, 2023 Thanks for all the responses. I don't really care if they hinder dialogue, its just for the eye candy and for future screenshots. I still need to find some good tape or OTM gags without going with DD anyway, which I'm already aware can cause some fuckery with this mod.
jpee1965 Posted September 18, 2023 Posted September 18, 2023 Possible to get a version where all captives aren't Protected flagged please? Have tried to remove myself FO4Edit , but there is too many edits and what I have edited doesn't seem to work LOL.
izzyknows Posted September 18, 2023 Posted September 18, 2023 16 minutes ago, jpee1965 said: Possible to get a version where all captives aren't Protected flagged please? Have tried to remove myself FO4Edit , but there is too many edits and what I have edited doesn't seem to work LOL. You need to edit & compile the script EBCC_CaptiveManager.psc around line 188.
izzyknows Posted September 18, 2023 Posted September 18, 2023 On 9/14/2023 at 7:04 PM, Smithnikov said: Thanks for all the responses. I don't really care if they hinder dialogue, its just for the eye candy and for future screenshots. I still need to find some good tape or OTM gags without going with DD anyway, which I'm already aware can cause some fuckery with this mod. Just relax a bit as there are some totally awesome gags, and other amazing goodies on the way. 1
kupa11 Posted September 21, 2023 Posted September 21, 2023 Is there any way to make them possible to die when killed by enemies after freeing them instead of just getting knocked down?
izzyknows Posted September 21, 2023 Posted September 21, 2023 1 hour ago, kupa11 said: Is there any way to make them possible to die when killed by enemies after freeing them instead of just getting knocked down? 2 posts above yours. 1
Kanolais Posted September 21, 2023 Posted September 21, 2023 I've tried using Lookmenu on the captives, but I can't change their hair, or their skin color, or anything... Isn't it possible to use SLM in this mod?... (This mod is great, essential in my games, but the captives look too similar, at first it's entertaining but then it gets monotonous, even using the patch: Commonwealth Captives More Female Captives 1.0.5)
EgoBallistic Posted September 21, 2023 Author Posted September 21, 2023 30 minutes ago, Kanolais said: I've tried using Lookmenu on the captives, but I can't change their hair, or their skin color, or anything... Isn't it possible to use SLM in this mod?... (This mod is great, essential in my games, but the captives look too similar, at first it's entertaining but then it gets monotonous, even using the patch: Commonwealth Captives More Female Captives 1.0.5) It is not possible to use looksmenu on them. Just like other NPCs generated from leveled lists like vanilla settlers, raiders and gunners, etc. 1
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