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Posted
2 hours ago, Rimworld Traveller said:

This makes your captives unique (names and faces) and also makes them super hot if you download the requirements. 

 

Note that the Alias - Settlers mod will also set the captives' names to random ones so they aren't all just named "settler" (if that's your main need).

Posted
4 hours ago, Bigglsby said:

 

If you haven't tried it already:

 

It doesn't add additional hairstyles, but does add a lot of customized captives for additional variety.

ok thanks, hopefully someone can figure how to add hairstyle variety on the captive leveled list, this is a good start nonetheless

Posted

Hello, I'm just wondering if there is a way to assign sex animations to the restictive devices? Basically if there is a way I can assure the restrained animations will play rather than random animations?

Posted
1 hour ago, Mrs Taewa said:

Hello, I'm just wondering if there is a way to assign sex animations to the restictive devices? Basically if there is a way I can assure the restrained animations will play rather than random animations?

Restricted devices belong to furniture, and you should set the chance to use furniture to play animations in MCM to your satisfaction.

Posted

New Version 1.11 Uploaded

 

This is a bug fix release to address the following issues:

  • Fixed existing furniture scan sometimes finding devices placed by Commonwealth Captives itself
  • Fixed incorrect form ID for one of the devices from Crazy's Rug package
  • Fixed debug log messages accidentally left enabled

It is safe to update to this version from any previous version of Commonwealth Captives

Posted

Ugh.  It's a false positive.  A couple of other people have told me this happened to them, where Windows Defender thinks it has the Wacatac trojan.

 

The file is fine, it's a false positive, you can make an exception for it.

 

If you want to be sure the file has not been corrupted, my original version has the following hashes:

 

CRC-32: 57564b3d
SHA-1: 4c4fb26e8508976fc6d45d37ba884dadce03ef91
SHA-256: d1f81028e00c8ee00514edb7dc08b6512c031c82a0893731c0222dfb6d84fc20

SHA-512: 3422441266f92e957fd0fcf32a5eea17de9a0a563768486718963f0568298c1492096e14856a5439d3ff73f9852bfc564b5f0a8670aa9258d54749148c5f0af5

 

Posted
10 minutes ago, EgoBallistic said:

Ugh.  It's a false positive.  A couple of other people have told me this happened to them, where Windows Defender thinks it has the Wacatac trojan.

 

I think it's gotten worse recently. Between LL and Nexus I've seen comments on at least half a dozen mods over the past week that Windows Defender quarantined the downloads because it mis-detected Wacatac. What's even stranger is that I have Windows Defender's database fairly constantly updating (not that I rely strongly on it, for obvious reasons) and it didn't complain for me on the exact same downloads within a fairly close period of time to the false positive reports. Amazingly inconsistent.

Posted
5 minutes ago, vaultbait said:

 

I think it's gotten worse recently. Between LL and Nexus I've seen comments on at least half a dozen mods over the past week that Windows Defender quarantined the downloads because it mis-detected Wacatac. What's even stranger is that I have Windows Defender's database fairly constantly updating (not that I rely strongly on it, for obvious reasons) and it didn't complain for me on the exact same downloads within a fairly close period of time to the false positive reports. Amazingly inconsistent.

I haven't had any issues, got it neutered, but if I manually scan a mod, it'll return some BS positive that has noting to with the file I just scanned. It's forking garbage. Like all "anti" virus shite.

Posted

I scanned the original archive with MS Defender and it reported no issues.  Then I downloaded it from LL with FireFox and that went fine, and scanning that archive also reported no problems.  Then, just to see, I downloaded it with Microsoft Edge, and it claimed there was a Wacatac.B trojan and quarantined it.  So it's strange, at least for me it only reports a problem while it's downloading, but once it's on the filesystem it doesn't have an issue with it.

Posted
6 minutes ago, EgoBallistic said:

I scanned the original archive with MS Defender and it reported no issues.  Then I downloaded it from LL with FireFox and that went fine, and scanning that archive also reported no problems.  Then, just to see, I downloaded it with Microsoft Edge, and it claimed there was a Wacatac.B trojan and quarantined it.  So it's strange, at least for me it only reports a problem while it's downloading, but once it's on the filesystem it doesn't have an issue with it.

 can confirm i did this and it showed clean. i use Chrome and Windows defender. just so weird. been playing with Egos mods for couple years. mine showed the Sabsik trojan. but it is clean. thank you Ego for another great mod update

 

Posted (edited)
3 hours ago, EgoBallistic said:

I scanned the original archive with MS Defender and it reported no issues.  Then I downloaded it from LL with FireFox and that went fine, and scanning that archive also reported no problems.  Then, just to see, I downloaded it with Microsoft Edge, and it claimed there was a Wacatac.B trojan and quarantined it.  So it's strange, at least for me it only reports a problem while it's downloading, but once it's on the filesystem it doesn't have an issue with it.

Microsoft Defender SmartScreen determines whether a downloaded app or app installer is potentially malicious by:

  • Checking downloaded files against a list of reported malicious software sites and programs known to be unsafe. If it finds a match, Microsoft Defender SmartScreen shows a warning to let the user know that the site might be malicious.
  • Checking downloaded files against a list of files that are well known and downloaded frequently. If the file isn't on that list, Microsoft Defender SmartScreen shows a warning, advising caution.

As you can see, it's unreliable and should be disabled.

Edited by lee3310
Posted

Is CRX really necessary for this mod to work? Because CRX is causing all kinds of bugs, and issues with my game. I've had multiple saves get corrupted the moment I put a cross up, lost my characters voice, random teleporting with a black screen and music in the background. Really like the captive thing, and rescuing them but that CRX is just causing so much problems with my game.

Posted
3 hours ago, Nightlistic said:

Is CRX really necessary for this mod to work? Because CRX is causing all kinds of bugs, and issues with my game. I've had multiple saves get corrupted the moment I put a cross up, lost my characters voice, random teleporting with a black screen and music in the background. Really like the captive thing, and rescuing them but that CRX is just causing so much problems with my game.

I don't use CRX, I had problems with it also, Captives works fine for me without it :) ...I use two of the others, no problem

Posted
5 hours ago, Nightlistic said:

Is CRX really necessary for this mod to work? Because CRX is causing all kinds of bugs, and issues with my game. I've had multiple saves get corrupted the moment I put a cross up, lost my characters voice, random teleporting with a black screen and music in the background. Really like the captive thing, and rescuing them but that CRX is just causing so much problems with my game.

Short answer, No.

Longer answer:

None of them are hard requirements. And if you don't have any of them, the captives will be tied in the vanilla kneeling position.

 

I would have said the issues you're having with CRX is not caused by it, buuuut... checking CRX page, I haven't updated mine a good while.. so, ya might be correct! ugg... add that to the To Do list. 😜

 

Posted
4 hours ago, Ryocchi said:

I have a problem, no captives are appearing, I have the mcm menu on and everything.

As long as you're not using some odd race mod, they should spawn for Raiders & Super Mutants

You can check the MCM and set it to 100% chance to spawn First and Additional Captives.

At 100% spawn rate on both, I get around 6 captives to every 9 Raiders.

Posted
2 hours ago, izzyknows said:

As long as you're not using some odd race mod, they should spawn for Raiders & Super Mutants

You can check the MCM and set it to 100% chance to spawn First and Additional Captives.

At 100% spawn rate on both, I get around 6 captives to every 9 Raiders.

 

It was my fault AAF wasn't loading properly I recently started playing and even thought I had everything installed I didn't had the 2 lines in ini for F4se to work, so it wasn't working, when I fixed  it it was too late, AAF never worked, I just started a new game exactly with the same load order and everything works nice now, thank you.

Posted
12 hours ago, Nightlistic said:

Is CRX really necessary for this mod to work? Because CRX is causing all kinds of bugs, and issues with my game. I've had multiple saves get corrupted the moment I put a cross up, lost my characters voice, random teleporting with a black screen and music in the background. Really like the captive thing, and rescuing them but that CRX is just causing so much problems with my game.

 

I've had none of the problems you described with it, but also I don't build crosses in my settlements nor assign actors to them nor try to enter them with the player character. They get temporarily spawned by CC with captives in them, and disappear when I leave the area without any lingering effects I've noticed. It seems likely the issues you've encountered can be avoided by not using the problematic features of the mod and only keeping it for added CC variety, but it's your choice obviously.

Posted
1 hour ago, deathmorph said:

Where is the difference between the protection levels protected and essential?

 

Protected means they can only be killed by the player, like normal settlers.  Essential means they can't be killed at all, like the vanilla companions.

Posted
On 3/21/2024 at 3:49 AM, Mrs Taewa said:

I don't use CRX, I had problems with it also, Captives works fine for me without it :) ...I use two of the others, no problem

 

I removed CRX as well and this mod seems to work even better without it. I get tons of captives spawning now, and no more insane glitches from the CRX. Just wanted to say that I really appreciate the details put into the captives. They all look amazing, have some really great names that AFF will give them if you activate it when you find them, and I like that you can basically use them as a follower without them being counted as a follower. Went to Corvega with eight of these captives fully decked out in gear and weapons, and wrecked the place it was fun.

Posted
1 minute ago, Nightlistic said:

 

I removed CRX as well and this mod seems to work even better without it. I get tons of captives spawning now, and no more insane glitches from the CRX. Just wanted to say that I really appreciate the details put into the captives. They all look amazing, have some really great names that AFF will give them if you activate it when you find them, and I like that you can basically use them as a follower without them being counted as a follower. Went to Corvega with eight of these captives fully decked out in gear and weapons, and wrecked the place it was fun.

 

Glad you are enjoying the mod.

 

Note that the CRX devices created by Commonwealth Captives don't use the CRX device scripts.  As long as you don't create CRX crosses in your settlements it should work fine with Commonwealth Captives and not cause any issues.

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