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Posted (edited)
3 hours ago, EgoBallistic said:

Also, not sure what you mean by "pressing key to start."

"Press any button to start"

Edited by izzyknows
Posted
1 hour ago, EgoBallistic said:


OK but that’s not from this mod?

It's the game start, Press any button to start.... activates the games main menu. Then 2 or 3 seconds later his game crashes. ;)

@jayde59 A buffout log would probably help. At least I "think" it's working at the main menu. Never had a crash there.

 

Posted

I was using it in August with NG before disabling a lot of mods to ease writing mine, and I never had any crashes with this.

Posted

Dude it would be PHENOMENAL if you did this with hairstyles too. I've got like 20 hair packs and I use one that changes the CC hairstyles but they're all basically the same garbage. And out of my 900 mods I can't remember which it is to remove it. I'm going to mess around with CC in Xedit tonight and see if I can add various hairstyles but, you already have experience in this.

Posted (edited)

So here is the issue I encountered: 
was trying to use awesome 'Fallout 4 Outfit System' from Nexus (which allows to apply 'visual' outfit on NPCs, not touching their actual inventory), and got the following issue:
Each time game is loaded from scratch (not save/quicksave reload, this works fine) its effect is removed from CC settlers, while it persist on normal settlers. 
First I assumed it might be due to the fact that their assigned encounter zone has no 'NeverReset' flag, but nope, this is not the case - some settlers also use this zone and are fine, and out of curiocity I have also tried to set the flag as true. 
I also suspected 'CC outfit injector' - but nope, removing it from LO (I retested on a fresh save) also did not change the behavior. Other than that I have no mods which interfere with their inventory. 

Also they are not refreshing inventory itself - manually given items are still in inventory/equipped. 

I have also tried to use 'Dynamic Outfitting' mod for the same purpose - CC settlers are not 'recognized' by the mod. 
As author said, quote: 
 

Quote

I think I figured out what the issue is. Commonwealth Captives adds settlers to the workshop by calling a function on the workshop that doesn't send its custom event telling other scripts that a new settler was added, thus not triggering the outfit spell. Adding a check for unaffected settlers when entering a settlement should solve the issue. 



Can the reason of the first one not working properly with the CC settlers be the same as with the second one? Cuz I am out of ideas what can be the reason behind it, and manually equipping all settlers is pain in the ass (as I really like the idea of each work=own outfit principle).

Edited by Fandir
Posted
2 hours ago, Fandir said:

Can the reason of the first one not working properly with the CC settlers be the same as with the second one? Cuz I am out of ideas what can be the reason behind it, and manually equipping all settlers is pain in the ass (as I really like the idea of each work=own outfit principle).

 

As far as I know I am using the same function to add settlers to the workshop that the Random Encounter scripts use to send rescued captive settlers.  It's possible that I need to do something more, but it has always seemed to work correctly.

 

Try assigning one of the former captives to a different settlement and then re-assigning them to the current one.  That might send the events that those mods are looking for.

Posted (edited)
On 9/10/2024 at 9:01 PM, EgoBallistic said:

Try assigning one of the former captives to a different settlement and then re-assigning them to the current one.  That might send the events that those mods are looking for.


This was also one of my ideas when I played around with it. 
Nope, it behaves completely the same way - both if you return CC settler to the settlement or just try to apply visuals on it in a new one.

Edited by Fandir
Posted (edited)

I like this mod, and with Customizable Targeting HUD I've killed 90% fewer captives.( https://www.nexusmods.com/fallout4/mods/4314 )

But the only chance SS gets to boink 'em is after he free them, and that's often not a good time for Boinking. Perhaps, since the only option to interact with them when they're settlers, is to trade, how about a second option to remind them that you saved their lives. Seems if happiness is > 50% for the settlement, they'd show their gratitude. Even with the targeting HUD, I have killed a captive who was a synth.

 

Also, they don't seem to show up with the SKK Synth Vision goggles  if they're synths. https://www.nexusmods.com/fallout4/mods/81440

I looked in Creation kit and there is no Synth race, just some humans who drop a synth component when they die. To me that's odd, because most synths behave differently than your rather nasty settler. I wonder if the only thing the Synth vision goggles do is check a list of known and "unknown" synths? And these synth captives are not included in SKK's mod

 

tl:dr  What's up with synths? I want a few captive synths for sex toys.

Edited by MrGrey
Posted

Have been using this mod for quite some time now in conjunction with HR mod. I have to say that if you build a little squad of these cc npcs they function better than the vanilla companions in my opinion. Also use them to populate the strip clubs in the settlements via the HR mod, because overall they look much better than the vanilla npcs do. Hats off to you for making a great mod.

Posted
On 9/14/2024 at 1:51 PM, MrGrey said:

I like this mod, and with Customizable Targeting HUD I've killed 90% fewer captives.( https://www.nexusmods.com/fallout4/mods/4314 )

But the only chance SS gets to boink 'em is after he free them, and that's often not a good time for Boinking. Perhaps, since the only option to interact with them when they're settlers, is to trade, how about a second option to remind them that you saved their lives. Seems if happiness is > 50% for the settlement, they'd show their gratitude. Even with the targeting HUD, I have killed a captive who was a synth.

 

Also, they don't seem to show up with the SKK Synth Vision goggles  if they're synths. https://www.nexusmods.com/fallout4/mods/81440

I looked in Creation kit and there is no Synth race, just some humans who drop a synth component when they die. To me that's odd, because most synths behave differently than your rather nasty settler. I wonder if the only thing the Synth vision goggles do is check a list of known and "unknown" synths? And these synth captives are not included in SKK's mod

 

tl:dr  What's up with synths? I want a few captive synths for sex toys.

You can't check for on death item because it's not in their inventory until after death. Courser package is one way it checks, among others.

Synths don't do diddly until the quest is triggered. If you use my patch you'll have several synths to work with. Hint: look for the blue eyes.

There will be a couple false flags since a few have the Courser package and are meant to be bad ass guards.

Posted
On 9/14/2024 at 1:51 PM, MrGrey said:

tl:dr  What's up with synths? I want a few captive synths for sex toys.

 

This mod doesn't include synth captives.  I guess Izzyknows' patch adds them?

Posted
4 hours ago, EgoBallistic said:

 

This mod doesn't include synth captives.  I guess Izzyknows' patch adds them?

It does. 😜

 

  • 3 weeks later...
Posted (edited)

Looks quite fabulous. Just wanted ask if supporting mods like Zazout are optional. The repack requires DLC's I don't have. I thought I was doing well to have 6 official DLC's already. The repack also appears to have more issues than the original version. Never encountered any issues with original version myself. 

 

If I install without those will the mod still be playable?

 

Oh, apparently I do have those DLC's. Naming isn't very consistent when referencing mod manager. Is it still okay to use the original version of Zazout? Just don't want to introduce problems when there are none to begin with. 

 

Just did a quick test meeting all requirements bar Zazout repack. Everything seems to be working fine except I'm having real struggles changing their appearance. I can't even select their hair in LM. Manually selecting hairs results in their clothes swishing/twirling around. Had to disable/enable to get anything to show. This unfortunately resets their state preventing inventory interaction. 

 

Is there a particular method we can use to alter settler appearances? 

Edited by Reefymapupset
Posted

After more testing I have to say I quite enjoy this mod. Though for some reason there is intense favouritism toward dark haired settlers. I've come across roughly 30 captives, all of which had dark hair. Perhaps just really bad luck, I'm not sure. 

 

Good job on settler appearances. Quite a pleasant mix of different face profiles. I sure would like to change the hairs and eyes on some of them. Haven't yet figured out how to do that. 

 

Splendid job you did and thank you for sharing it. :)

Posted
52 minutes ago, Reefymapupset said:

After more testing I have to say I quite enjoy this mod. Though for some reason there is intense favouritism toward dark haired settlers. I've come across roughly 30 captives, all of which had dark hair. Perhaps just really bad luck, I'm not sure. 

 

Good job on settler appearances. Quite a pleasant mix of different face profiles. I sure would like to change the hairs and eyes on some of them. Haven't yet figured out how to do that. 

 

Splendid job you did and thank you for sharing it. :)

Load it up in creation kit with the hair and eye mods. Go through the captives (their prefix is ECCB I think) and change their appearance. Save as new plugin 😉 

Posted
On 8/8/2024 at 7:55 PM, MrGrey said:

 

Perhaps if you recruit them settlers they could continue to show some gratitude?

 

SEU can do that for you. No gratitude dialogue sadly , which would be immersive IMO, but any freed CC that became a settler can cooperate with you via SEU.

Posted (edited)
1 hour ago, Ianara said:

Load it up in creation kit with the hair and eye mods. Go through the captives (their prefix is ECCB I think) and change their appearance. Save as new plugin 😉 

 

What

Thats posisble??? 

I have a lot of presets I could load up.

There are some who I think would not be so desirable to my male settlers and Id like to skip.

But I have  a lot of good presets.

 

On the other hand most of the CC are quite attractive too.

 

I have a gender control mod where I set my settlers to all spawn as men.

So when I get these girls and bring them to settlements, I always imagine the joy of the settlers at this delivery of several pretty young and naked women .

but I always carry some extra shoes with me for them to wear to protect their feet from getting cut u,p or worse infected, when walking through the wasteland.

Edited by katrina.balanchuk
Posted (edited)

@Reefymapupset @Ianara @katrina.balanchuk

You don't even need the Creation Kit.

What you need is FO4Edit and Face Ripper then transfer your presets to the desired NPC.

I usually transfer 5 at a time to keep the file name from getting to long (you'll see what I mean) and to make it easier to test the changes.

 

Sooo....

For this example we'll use my mod Commonwealth Captives More Female Captives to make it easier.

They are named and easy to find the one to edit. Plus they're already flagged as Is CharGenPreset. Those silly folk on NG version will understand.

NPC's that are not named are really hard to find the correct one to edit. And does require the CK to load each one until you find the correct one. 🙄

BTW, this will work for any NPC in any mod, or vanilla NPC. At least I've never found one it didn't work on..

 

To get started,

Get Face Ripper (it's NOT a mod and can be unpacked anywhere)

Get FO4Edit (same here not a mod)

 

IF you want to use mod added hair/eyes etc.

Open FO4Edit>> right click and Select None.

Tick the box for Commonwealth Captives NPC Patch.esp and any hair eye mods you want to use and click OK.

Once it loads right click on Commonwealth Captives NPC Patch.esp and select Add Masters

Tick the boxes of the Hair/Eye mods and Ok.

Exit to save.

 

Now, you're ready to transfer your presets.

Open Commonwealth Captives NPC Patch.esp again in FO4Edit

No editing, you just need it open for FormID info
Tip: you only need to double click a mod & FO4Edit will auto open the Masters to.
Expand the Non-Player Character (Actor)


Face Ripper time! :)

In this exercise we're going to use Aisha as an example.

 

Open Face Ripper
1: Click on the top Browse button. This is the preset you want to use.

Your Presets are located at:
Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Presets

 

2: Next click the lower Browse button. This is your mod or in this case Commonwealth Captives NPC Patch.esp.

Tip: Do NOT change this selection while transferring faces. It will show an amended file name, just ignore it and carry on.

 

3: Next click the down arrow next to the Transfer Face button and look for Aisha's FormID

It will be a close match to what is shown in FO4Edit. Just look at the last 4 digits.

 

4: With that selected, hit the Transfer Face.

DONE!!


Now, to add more, just repeat steps 1, 3 & 4 (remember, don't change the target selection)
All done adding presets? Great!
1 more thing to do.

 

Face Ripper amends the mod name with the FormID of each transfer. You only need to save the longest file name.

This is why you never change the Target selection once you start. ;)

 

So,
Close everything, and go to your Data folder and look for  Commonwealth Captives NPC Patch.esp.
What you will find is something like this:

Commonwealth Captives NPC Patch.esp

Commonwealth Captives NPC Patch.esp.FE000001<Aisha

Commonwealth Captives NPC Patch.esp.FE000001.FE000002 <Aisha.Autum (just as an example)

 

Now Delete (puts it in the trash can for later restore if you mucked it up) Commonwealth Captives NPC Patch.esp

Then rename the good file by removing the FormID's... don't forget the period after esp.

Commonwealth Captives NPC Patch.esp.FE000001.FE000002

goes back to the orginal

Commonwealth Captives NPC Patch.esp

That's it.. you're done.

Load the game and wait for the new NPC to popup.

Or you can find one & use Recycleactor until the correct one pops up.

Edited by izzyknows
Posted (edited)
25 minutes ago, izzyknows said:

@Reefymapupset @Ianara @katrina.balanchuk

You don't even need the Creation Kit.

What you need is FO4Edit and Face Ripper then transfer your presets to the desired NPC.

I usually transfer 5 at a time to keep the file name from getting to long (you'll see what I mean) and to make it easier to test the changes.

 

Sooo....

For this example we'll use my mod Commonwealth Captives More Female Captives to make it easier.

They are named and easy to find the one to edit.

NPC's that are not named are really hard to find the correct one to edit. And does require the CK to load each one until you find the correct one. 🙄

BTW, this will work for any NPC in any mod, or vanilla NPC.

 

To get started,

Get Face Ripper (it's NOT a mod and can be unpacked anywhere)

Get FO4Edit (same here not a mod)

 

IF you want to use mod added hair/eyes etc.

Open FO4Edit>> right click and Select None.

Tick the box for Commonwealth Captives NPC Patch.esp and any hair eye mods you want to use and click OK.

Once it loads right click on Commonwealth Captives NPC Patch.esp and select Add Masters

Tick the boxes of the Hair/Eye mods and Ok.

Exit to save.

 

Now, you're ready to transfer your presets.

Open Commonwealth Captives NPC Patch.esp again in FO4Edit

No editing, you just need it open for FormID info
Tip: you only need to double click a mod & FO4Edit will auto open the Masters to.
Expand the Non-Player Character (Actor)


Face Ripper time! :)

In this exercise we're going to use Aisha as an example.

 

Open Face Ripper
1: Click on the top Browse button. This is the preset you want to use.

Your Presets are located at:
Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Presets

 

2: Next click the lower Browse button. This is your mod or in this case Commonwealth Captives NPC Patch.esp.

Tip: Do NOT change this selection while transferring faces. It will show an amended file name, just ignore it and carry on.

 

3: Next click the down arrow next to the Transfer Face button and look for Aisha's FormID

It will be a close match to what is shown in FO4Edit. Just look at the last 4 digits.

 

4: With that selected, hit the Transfer Face.

DONE!!


Now, to add more, just repeat steps 1, 3 & 4 (remember, don't change the target selection)
All done adding presets? Great!
1 more thing to do.

 

Face Ripper amends the mod name with the FormID of each transfer. You only need to save the longest file name.

This is why you never change the Target selection once you start. ;)

 

So,
Close everything, and go to your Data folder and look for  Commonwealth Captives NPC Patch.esp.
What you will find is something like this:

Commonwealth Captives NPC Patch.esp

Commonwealth Captives NPC Patch.esp.FE000001<Aisha

Commonwealth Captives NPC Patch.esp.FE000001.FE000002 <Autum (just as an example)

 

Now Delete (puts it in the trash can for later restore if you mucked it up) Commonwealth Captives NPC Patch.esp

Then rename the good file by removing the FormID's... don't forget the period after esp.

Commonwealth Captives NPC Patch.esp.FE000001.FE000002

goes back to the orginal

Commonwealth Captives NPC Patch.esp

That's it.. you're done.

Load the game and wait for the new NPC to popup.

Or you can find one & use Recycleactor until the correct one pops up.

I will bookmark this .

maybe one of these weekends I will try it.

I tried faceripper once in the past but I got all sorts of conflict notices from vortex, when I tried to boot up the game. And now I just use SLM in lieu of faceripper. never used it yet , SLM seemed easier. 

I try to remember what it was but i had an issue with FO4 edit also.

 

But I must take that step to get these skills so I cna eventually give back to the community instead of just taking. :)

Edited by katrina.balanchuk
Posted
1 minute ago, katrina.balanchuk said:

I will bookmark this .

maybe one of these weekends I will try it.

I tried faceripper once but I got all sorts of conflict notices from vortex when I tried to boot up the game. And now I just use SLM in lieu of faceripper. never used it yet , SLM seemed easier. 

I try to remebr what it was but i had an issue with FO4 edit alos.

 

But I must take that step to get these skills so I cna eventually give back to the community instead of just taking. :)

If you use extra hair/eye mods and don't have them as masters it won't work. The face will still transfer with a missing masters warning, but wont work in game.

If you have the "target" mod above the master/s it wont load and your MM will throw a fit.

 

Face ripping is one of the simplest things to do. Once you get the concept and workflow down, you can transfer presets in a couple minutes.

My first time I screwed the pooch soooooo many times before I finally read the instructions. LMAO!

Now I've got over 500 presets. 🤣

Posted (edited)

@izzyknows Thanks a lot for that. I do use Faceripper although it has trouble carrying over extended facial sculpting data. It usually just drops this extra data when converted to ESP. But at lest this is one way to change basic things. Also I noticed that Faceripper plainly refuses to load some presets. Well, beggars can't be choosers lol. 

 

Just noticed that settlers from this mod cannot by assigned as vendors. I can assign them but no trading dialogue. I can assign my slaves to the same stations no problems. Not ideal lol. 

 

Okay I figured out the vendor issue. Seems this is the age-old vendor station too far away from workshop deal. What I wasn't aware of is that slaves from JB are exempt from this bug. Not only that but the slaves apparently use lvl 4 vendor script. Guess miss fancy-pants from this mod will have to find another job. 

Edited by Reefymapupset
Posted

A really quick way to have full control of appearances is to simply enslave your settlers from this mod with JB. The drawback being they lose their passive settler dialogues. On the bright side they are now player level, can be modified easily, have a robust vendor package unaffected by workshop radius and you can still retain their facial profile from this mod. 

 

Would be a perfect solution if the right AI dialogue pack came along. 

Posted

I have been using this mod for quite a while now but all of a sudden the captives are no longer captives, I go to talk to them and they are just a regular NPC and say regular things. Only able to talk to them, not sure what happened.....maybe it is a load order issue, not sure.

 

Any help?

  • 2 weeks later...
Posted

So I tried giving all the npc tattered rags in ck and fo4edit, but some reason they still appear naked in game. Anyone can help a brother out

MINE.png

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