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Posted (edited)
1 hour ago, lemizer said:

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

Click on the pic & then click on the eye, to the left of the smiley, that will put your screenshot in a spoiler.

There helped ya out! 😜

 

OoooOOoohhh... that!

You need to edit EBCC_LvlFemaleSettler and EBCC_LvlMaleSettler

They contain the base goodies/stats for the ones that spawn.... EBCC_EncFemale_____

If you're using my mod, it's a bit different.

Oh, and just reinstall CC to make it easier to undo all the edits you've already done did.

Edited by izzyknows
Posted
35 minutes ago, izzyknows said:

Click on the pic & then click on the eye, to the left of the smiley, that will put your screenshot in a spoiler.

There helped ya out! 😜

 

OoooOOoohhh... that!

You need to edit EBCC_LvlFemaleSettler and EBCC_LvlMaleSettler

They contain the base goodies/stats for the ones that spawn.... EBCC_EncFemale_____

If you're using my mod, it's a bit different.

Oh, and just reinstall CC to make it easier to undo all the edits you've already done did.

Thanks for replying, I did just that and they still be naked for some reason tho.🙃

 

Spoiler

20241028020110_1.thumb.jpg.331df6a4a2e6d8119b7e943c2c5844f1.jpgpepe.thumb.png.16391781a7bcf329e84b78d67928d727.png


 

Posted
2 hours ago, lemizer said:

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

 

The mod's script changes the captives' Outfit when it spawns them, so editing the NPCs themselves won't work.

 

You need to edit the four Outfits in the mod:

    EBCC_CaptiveOutfit_Male
    EBCC_CaptiveOutfit_Female
    EBCC_DeviceOutfit_Male
    EBCC_DeviceOutfit_Female

 

The CaptiveOutfit ones include wrist and neck ropes and are used when a captive is kneeling on the ground.  The DeviceOutfit ones are used when a captive spawns on a cross or similar, so they don't include ropes.

Posted
1 hour ago, lemizer said:

Thanks for replying, I did just that and they still be naked for some reason tho.🙃

I forgot about the outfits CC uses!

Yeah,,, what ego said!

Posted (edited)
19 hours ago, EgoBallistic said:

 

The mod's script changes the captives' Outfit when it spawns them, so editing the NPCs themselves won't work.

 

You need to edit the four Outfits in the mod:

    EBCC_CaptiveOutfit_Male
    EBCC_CaptiveOutfit_Female
    EBCC_DeviceOutfit_Male
    EBCC_DeviceOutfit_Female

 

The CaptiveOutfit ones include wrist and neck ropes and are used when a captive is kneeling on the ground.  The DeviceOutfit ones are used when a captive spawns on a cross or similar, so they don't include ropes.

 

19 hours ago, izzyknows said:

I forgot about the outfits CC uses!

Yeah,,, what ego said!

 

Spoiler

20241028034505_1.thumb.jpg.97cbe4b926d17f560845406708a9c014.jpg

 



Ayyyyy thanks for the help boss.

Edited by lemizer
Posted

So been reading bit these 62 pages to see if I can use males as sexslaves and didnt find a real answer so I messed around as that annoyed me. I wanted to enslave bosses in general.

So for the ones who have been asking...

 

A trick that works - kill the male npc you want to enslave - go to console (~) - click on corpse - sexchange (the male body changes to a female body with a male head) -  exit console (~) - then use the ensalve baton on the corpse and he will be enslaved and have his male body again. This works in my game 90% of the time. Well it works always but sometimes the head is ... up.  Then go the human resource console, move the slave to yr settlement, then choose the breeding option. Sweet revenge :)

If you cant revive the corpse with the baton (happens sometimes), simply revive and kill him again. Then 90% chance it will work.

 

If you have the enslavement crop (the non lethal) you can use this trick with living npc.  Hit a npc with it then talk to him. He will answer (1 of the options) - is there something you want -.

Before answering go to console - click on npc - sexchange - exit console then give him the collar answer and voila it works again (only some occasions the head wont fit dunno why).

 

Then I went a bit further as I was messing around anyway. I wanted to enslave a male supermutant. I only managed that with the non-lethal-crap (is other esp). I had to modify a bit that esp, also enslaving takes bit longer depending whatever, sometimes it takes ages before he gives answers I want. The supermutants come from a mod where you can make settlers of em. I dont think it doesnt work with the wild supermutants as they dont talk. 

So that worked haha. However I sold the supermutants breeders later as my Super mutant settlers starting visiting the breeder slaves and those animations are kinda messed up.

 

I also messed with meshes all around to give the male breeders their own look. Just a shame the male physics dont work.

mutant slaves.jpg

male breeders.jpg

  • 2 weeks later...
Posted

I've discovered a problem with this mod's usage of third party devices. When a captive is spawned to be placed in a third party device the keywords EBCC_ThirdPartyFurnKeyword and EBCC_LinkFurniture are added to the device, and when the captive sits in the device the device's activation is blocked. None of these states are ever cleared, so the devices remain unable to be activated after the captives are despawned or freed, and if you leave the area and return new captives can never again spawn in any previously used devices, because the EBCC_LinkFurniture keyword prevents the devices from being found in the furniture scan.

 

I tried to remedy this by modifying EBCC_CaptivesAliasScript to call GetFurnitureReference() on a captive that is being unloaded, and if the returned reference has the EBCC_ThirdPartyFurnKeyword calling BlockActivation(false) and ResetKeyword on the two added keywords (I also modified the existing GetFurnitureReference code block in EBCC_CaptiveManager.FreeCaptive to do the same things). BlockActivation(false) worked fine and allows the devices to be used after a captive despawns, but resetting the keywords does not appear to work. The devices still won't ever be found again by the furniture scan even after leaving the area and returning. I tested removing the HasKeyword EBCC_LinkFurniture = 0 condition on the scan and that does cause the devices to show up so that suggests to me the keywords aren't actually being removed (removing that condition causes other problems so isn't a solution).

 

This can be tested by repeatedly coc'ing between two far away exterior locations where Up To No Good has placed outdoor furniture (without killing the enemies so new captives keep respawning). For example, the Federal Ration Stockpile and Revere Beach. Any given placed furniture will only ever be used once, and from then on Commonwealth Captives will only spawn new devices instead of using the existing ones. I'm not sure what the ultimate solution is; I don't know enough about Creation Engine modding to know why using ResetKeyword on the object returned by GetFurnitureReference() doesn't work and if there is an easy way around that or not.

Posted

I'll leave a comment here just in case someone experienced the same thing. I released a captured slave had her follow me around for a bit as I don't have much storage at the time. After some time, her dialogue changed to irritated responses and the options to tell her changed to 2 related to her chest getting bigger and the other 2 having leave the convo options... 

I can't dismiss her because of it... Any help would appreciated!

Posted
10 hours ago, Its_Marked said:

After some time, her dialogue changed to irritated responses and the options to tell her changed to 2 related to her chest getting bigger and the other 2 having leave the convo options... 

 

This mod doesn't have any dialogue like that.  A quest from some other mod is making the freed captive say those lines.

Posted
16 hours ago, Its_Marked said:

I'll leave a comment here just in case someone experienced the same thing. I released a captured slave had her follow me around for a bit as I don't have much storage at the time. After some time, her dialogue changed to irritated responses and the options to tell her changed to 2 related to her chest getting bigger and the other 2 having leave the convo options... 

I can't dismiss her because of it... Any help would appreciated!

That's from Human Cattle, she is turning into a HuCow.

You can either let her finish turning, shoot her with the HuCow Serum to complete the transition, shoot her with the cure, or give her the immunity pills which will freeze the "body" transition at the current stage but make her a normal NPC.

I like to give them the pills at different stages, usually when you get the asshole response. Then to get rid of the agitated walk you can run the console commands,

caa animarchetypeplayer
caf

Which btw works on a lot of "stuck" animations. Attached is the same commands in a txt file you can put in your Fallout4 folder, then you can just target the NPC and run bat stuck.

 

stuck.txt

Posted

I love this mod and a good amount of my settlers are rescued captives.  That and my offspring thanks to FPE but that's by the by...

Where was I? 

Oh, yeah!  It'd be cool if there was a way to use the X-Cross pose to have a captive chained / tied to a bed (same pose, just lying flat), which would also be a great pose for AAF SEU & Violate "rough" animations.   

Posted
14 minutes ago, MajorWard said:

I love this mod and a good amount of my settlers are rescued captives.  That and my offspring thanks to FPE but that's by the by...

Where was I? 

Oh, yeah!  It'd be cool if there was a way to use the X-Cross pose to have a captive chained / tied to a bed (same pose, just lying flat), which would also be a great pose for AAF SEU & Violate "rough" animations.   

Spoiler

36020241128210805988.jpg.abe5cee2b18ee8ac5f91715ee035f5d7.jpg

I've already made a lot of stuff with vanilla single beds as furniture objects, including the face-up poses you mentioned.
They're just AAF animations now instead of the new "TD" furniture and haven't been released yet (for many reasons).
Next year is when I'll expand on TD furniture (non-vanilla furniture).
If in the meantime Ego can find a way to make regular vanilla furniture become "TD" furniture with a hotkey or something and use the new enter/idle/out animations (which I'll make), that would be a preliminary implementation of your idea.

Posted
5 minutes ago, kziitd said:
  Reveal hidden contents

36020241128210805988.jpg.abe5cee2b18ee8ac5f91715ee035f5d7.jpg

I've already made a lot of stuff with vanilla single beds as furniture objects, including the face-up poses you mentioned.
They're just AAF animations now instead of the new "TD" furniture and haven't been released yet (for many reasons).
Next year is when I'll expand on TD furniture (non-vanilla furniture).
If in the meantime Ego can find a way to make regular vanilla furniture become "TD" furniture with a hotkey or something and use the new enter/idle/out animations (which I'll make), that would be a preliminary implementation of your idea.


Face up and face down options to...cover all bases so to speak! 😉

I like the look of how things are going in that screenshot of yours, too!  I look forward to their release.  

As for the hotkey idea, that sounds interesting but would it be doable?  Or would it have to be a new version of the bed, even if identical, which would be specific to the mod?  The basic, metal frame bed design in Fallout 4 is crying out for some bondage options / versions regardless.   

Posted
1 hour ago, nmagod said:

Is it intended that any captive I "free" and have with me can't die? It's making for a powerful, but chaotic, mobile army at my command.

You can adjust the essential flag in the MCM. That will allow them to be killed.

  • 2 weeks later...
Posted

This problem has been around for a while. I guessed that script lag was the reason. I find it difficult to speak to the freed settlers at times but a save reload usually works. But now clearing Corvega I have 8 freed settlers and there is NO *^%$ing command option to "stay" for settlers 7 & 8. Just an infinite relay of "gos'.

I am playing at survival, and it is hard enough without fools walking behind me shouting: "Here she is".

Is there any way I can nudge this back to normality? I have already taken 3 out of the building and sent them "home" but life is too short to do this to all of them and IF I did exit the building you can guarantee that there would be more captives inside upon my return.

 

This mod is indispensable to my F4 runs so this is only a minor whinge.

Posted (edited)

umm one of my freed settlers has changed voices also where's the terminal to change settings in the picture above a bit?

Edited by RAAMPEAK
Posted (edited)

This is my favorite mod. The creator is a legend. That being said, every time I ask captives to return to the favor, no sex happens. What did I do wrong?

Edited by Joosh2021
  • 2 weeks later...
Posted

Was looking to playing Fallout: London. Will this work with that mod, technically that is? I know the accents will sound odd (British\Boston) but will they spawn in bandit camps within London, or does it only work with the original?

Posted
3 hours ago, igorkeri said:

Was looking to playing Fallout: London. Will this work with that mod, technically that is? I know the accents will sound odd (British\Boston) but will they spawn in bandit camps within London, or does it only work with the original?

 

If the bandits use the vanilla Raider faction (0001CBED) and/or the Super Mutants use the vanilla SM faction (00058305) then it will work with them, otherwise not.

 

If not, t wouldn't be very difficult to make a patch to replace those factions with the equivalent FOL factions.

Posted

Are there any expansions or patches to increase the pool of available faces for the captives? They all look great, but starting to get repetitive. I think I have four of the one blonde with short hair at one settlement.

Posted
10 minutes ago, GrumpyOldNord said:

Are there any expansions or patches to increase the pool of available faces for the captives? They all look great, but starting to get repetitive. I think I have four of the one blonde with short hair at one settlement.

 

Yep: 

 

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