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Posted
1 hour 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)

 

You can dissect the more captives mod and replicate what it does many more times. If you prefer creating faces in-game, then use Face Ripper to copy them from your save to the new actors.

 

A cheaper trick I've used to just change their hairstyle/color though: equip wigs on them. You could probably use Commonwealth Captives Outfit Injector to do that automatically too.

 

For randomizing their names automatically, Alias - Settlers works great, by the way.

Posted
6 hours ago, izzyknows said:

2 posts above yours. ;)

 

Lol i'm blind sorry. Should i edit it with notepad++ or something else? If so then I don't really know which one to edit so it wouldn't break my game

Posted
1 hour ago, kupa11 said:

Lol i'm blind sorry. Should i edit it with notepad++ or something else? If so then I don't really know which one to edit so it wouldn't break my game

No problem!

notepad++ is great!

Change:

akCaptive.SetProtected(true)

to

akCaptive.SetProtected(false)

Save it & compile. Notepad++ has a papyrus compiler extension. But I prefer just to use the Creation Kit. That's just me. LOL

And don't worry about messing the mod up. IF that happens, with any mod, just overwrite the changed files and try again. That's how you learn. ;)

 

Posted
12 hours ago, izzyknows said:

No problem!

notepad++ is great!

Change:

akCaptive.SetProtected(true)

to

akCaptive.SetProtected(false)

Save it & compile. Notepad++ has a papyrus compiler extension. But I prefer just to use the Creation Kit. That's just me. LOL

And don't worry about messing the mod up. IF that happens, with any mod, just overwrite the changed files and try again. That's how you learn. ;)

 

Ok, so basically I'm a little dummy that doesn't understand why it doesn't want to compile. I tried downloading CK but It's a little complicated for me. Little help please?

Zrzut ekranu 2023-09-22 153952.png

Posted
8 hours ago, izzyknows said:

 

Hi Izzy, sorry to be a drag but I opened that file you provided and searching turned up no results. akCaptive.SetProtected(true) or (false).

 

Is that file already "fixed" so no need to edit? Do you need to start a new game to see changes as they are still protected (isprotected).

 

 

 

THANKS!!!!!

 

 

 

 

 

 

Posted
10 hours ago, kupa11 said:

Thank you! I'm still curious why it didn't work for me. Was it because i was trying to edit .psc file?

The psc is compiled to make the pex, so the psc is the only file you can edit.

Probably because you didn't extract the base.zip which is all the psc (source files) for the game.

In general you need the source files for, the game, (Scripts\Source\Base\base.zip (extract here)) F4SE, (included) and AAF (optional when installing).

Posted
2 hours ago, jpee1965 said:

Hi Izzy, sorry to be a drag but I opened that file you provided and searching turned up no results. akCaptive.SetProtected(true) or (false).

Is that file already "fixed" so no need to edit? Do you need to start a new game to see changes as they are still protected (isprotected).

THANKS!!!!!

It's the fixed pex.

psc is the source, pex is the compiled.

It only effects the new spawns. Current ones are not effected.

Posted
1 hour ago, katrina.balanchuk said:

I have version 0.97.7z and it works great.

I hesitate to update to the new version since its working so well and my mod list is long.

Can somone link the post with the changes since then?

Of course it does, but not as well as 1.0.

Updating a mod makes no difference how long ones mod list it.

It's an EgoBallistic mod.... it's a no brainier...update the thing it'll work great. ;)

Anyway

.99

Male captives will now spawn on ZazOut4 furniture if ZaZOut 4 device support is enabled.  This requires ZaZOut4 [REPACK] version V0.0.3.3 or later.

Added a global variable for third-party mods to tell Commonwealth Captives that the player has been enslaved.  If EBCC_PlayerEnslaved [GLOB:xx020E29] is set to a nonzero value, captives will not ask the player for help but will instead tell the player to leave them alone.

 

1.0
Added new factions to the "Captive Ally" faction so that they will not become hostile to captives.

  • 3 weeks later...
Posted

Hi, is there a way to spawn a captive manually?   For those times when I do a rescue, forget to do a save, then on the repeat randomly no captives.

Sorry if I've missed the answer in the forum somewhere, I tried. :)

Posted
On 9/22/2023 at 8:48 PM, izzyknows said:

The psc is compiled to make the pex, so the psc is the only file you can edit.

Probably because you didn't extract the base.zip which is all the psc (source files) for the game.

In general you need the source files for, the game, (Scripts\Source\Base\base.zip (extract here)) F4SE, (included) and AAF (optional when installing).

 

They likely had the issue because the base.zip still unzips the source to the wrong directory as far as I remember. 

 

Posted
1 hour ago, eflat01 said:

 

They likely had the issue because the base.zip still unzips the source to the wrong directory as far as I remember. 

 

If you right click & choose "Extract here", it's fine.

Posted
6 hours ago, RedPills said:

Hi, is there a way to spawn a captive manually?   For those times when I do a rescue, forget to do a save, then on the repeat randomly no captives.

Sorry if I've missed the answer in the forum somewhere, I tried. :)

 

Yes, you can open the console and type the command

 

cqf ebcc_captivemanager createcaptive 14

 

to spawn a captive at the spot where you are standing.  Replace 14 with any other reference ID to create a captive at that location.

Posted
15 hours ago, EgoBallistic said:

 

Yes, you can open the console and type the command

 

cqf ebcc_captivemanager createcaptive 14

 

to spawn a captive at the spot where you are standing.  Replace 14 with any other reference ID to create a captive at that location.

Thanks EgoB !  Such a great mod.  And it's a real complement to other mods, creating a whole new play-style.  If I won the lottery, I'd give you a million to revamp this whole game.

Posted
23 hours ago, EgoBallistic said:

 

Yes, you can open the console and type the command

 

cqf ebcc_captivemanager createcaptive 14

 

to spawn a captive at the spot where you are standing.  Replace 14 with any other reference ID to create a captive at that location.

 

Glad you answered that... I saw the Function CreateCaptive(Actor akCaptor) but was not sure what ref id akCaptor would represent. 

 

 

  • 2 weeks later...
Posted
15 hours ago, Dojo_dude said:

Do I have to use bodygen[?] to get varying bodies like in Skyrims "mesh_1" system?

 

I'm not familiar with mesh_1 (I've never played/modded Skyrim), but the only real body morph framework for FO4 is LooksMenu, and BodyGen is the feature it provides for varying body shapes.

 

What sort of alternative are you looking for, or are you simply trying to avoid BodyGen for some reason?

Posted
10 minutes ago, eflat01 said:

Has anyone tried the new CRX 2.0 beta with this?

Should work fine for now.

Furniture from CRX 1 were left for the compatibility and can be found under CRX 1.0 (OLD) workshop menu entry.

Posted
On 10/26/2023 at 11:10 AM, vaultbait said:

 

I'm not familiar with mesh_1 (I've never played/modded Skyrim), but the only real body morph framework for FO4 is LooksMenu, and BodyGen is the feature it provides for varying body shapes.

 

What sort of alternative are you looking for, or are you simply trying to avoid BodyGen for some reason?

I'll just use bodygen for Fallout 4. In Skyrim, an outfit mesh has a "_1.nif" and a "_0.nif" that gives it a range of body weight. Different system.

Posted
On 10/26/2023 at 2:31 PM, izzyknows said:

Should work fine for now.

Furniture from CRX 1 were left for the compatibility and can be found under CRX 1.0 (OLD) workshop menu entry.

 Thanks, You're great... always helpful.

Posted
13 hours ago, Dojo_dude said:

I'll just use bodygen for Fallout 4. In Skyrim, an outfit mesh has a "_1.nif" and a "_0.nif" that gives it a range of body weight. Different system.

 

I don't remember much about it... but yes as long as the body type is the same that should work. basically you'd have to specify the output name when saving each. The base .nif are in ShapeData directories. 

Posted (edited)

@EgoBallistic  Hope your weekend is good.  I was wondering if you would entertain the idea of putting in an option for the captives to have cloths.  I have a youtube lets play channel and would like to supplement getting settlers with this mod.  The idea is to not have them on any furniture, but just be bound like they are when you have the furniture turned off.  I cant use it for youtube though if they are naked.  If not, cool, I still use it in my non youtube game.  I play Sim Settlements 2 and it's hard to get settlers the old vanilla way and even with the quest in SS3 the pace at which you get settlers is pretty slow especially if you have all the settlements.  This mod is excellent for getting some extra settlers, even set and 10% with 5% chance for extra, you dont get overwhelmed and it provides another alternative, and lore friendly (for the most part without the sex mods) of rescuing captured settlers to go along with the other recruitment mods I use.   

Edited by Boceifus

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