GrumpyOldNord Posted December 31, 2024 Posted December 31, 2024 4 hours ago, EgoBallistic said: Yep: Thanks!
bubbabignose Posted December 31, 2024 Posted December 31, 2024 6 hours ago, EgoBallistic said: Yep: More users should download this and face riper, then learn how to make your own additional captives. That's a rabbit hole worth going down.
NativeEngoyer Posted January 1, 2025 Posted January 1, 2025 Quote Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints Is there a way to disable this feature for specific devices? For example, it doesn't make sense for broken handcuffs from real handcuffs
HyperByron Posted January 7, 2025 Posted January 7, 2025 Anytime I walk up to a settler to save them they tell me to not talk to them and it will attract attention. What could be causing this?
EgoBallistic Posted January 7, 2025 Author Posted January 7, 2025 (edited) 44 minutes ago, HyperByron said: Anytime I walk up to a settler to save them they tell me to not talk to them and it will attract attention. What could be causing this? That happens if another mod has set the "Player is enslaved" global variable in Commonwealth Captives. I think JB's quest mods set that when you are enslaved in them, I am not sure if any other mods use that feature. Edited January 7, 2025 by EgoBallistic
CorpseCorps Posted January 10, 2025 Posted January 10, 2025 God tier mod. Who doesn't love having an army of nude women following you around
RAAMPEAK Posted January 11, 2025 Posted January 11, 2025 what's the cross one from since i haven't seen them on that or it in general
izzyknows Posted January 11, 2025 Posted January 11, 2025 3 hours ago, RAAMPEAK said: what's the cross one from since i haven't seen them on that or it in general
RAAMPEAK Posted January 11, 2025 Posted January 11, 2025 (edited) 1 hour ago, izzyknows said: hmm i have that mod but the T cross i never encountered (the fourth image) Edited January 11, 2025 by RAAMPEAK
EgoBallistic Posted January 12, 2025 Author Posted January 12, 2025 15 hours ago, RAAMPEAK said: hmm i have that mod but the T cross i never encountered (the fourth image) That cross is from CRX.
sabster123 Posted January 19, 2025 Posted January 19, 2025 (edited) A staple in my LO. Question: Im using commonwealth captives, and when I find captives in Raider camp, they are just locked into torture devices and staring into space, and raiders are just walking about. I was wondering: Is it possible that raiders who have captives will randomly have sex with their captives WHILE they are in their torture device? an autonomy enhanced /bound in public NPC version of commonwealth captives? SpicyDOritos has made some new animations for Torture devices Edited January 20, 2025 by sabster123
Melissa Gorka Posted February 9, 2025 Posted February 9, 2025 (edited) On 9/14/2021 at 3:39 PM, EgoBallistic said: KFIncomingMonitoringEffectScript is from Knockout Framework. The second one is from Player Comments and Headtracking. I suspect PCHT is the issue here. The NPC may be stuck in a dialogue from that mod. There may be a way to temporarily disable the mod so that the CC dialogue can happen. Hi Ego, I am facing the same (old) issue of Player Comments and Headtracking conflicting with Commonwealth captives dialogue. Unfortunately, disabling PCHT does not fix the issue. Even with its script gone, I can still not talk to the captive. Is there any way to reset the CC script or another solution to the issue? Thanks for your support! P.S.: I might add that this is happening only rarely, most of the times the two mods get along without any issues. P.S.2: I begin to wonder if this is really due to a conflict with CC at all and whether the reason is really PCHT. I also saw the bug rarely in vanilla settlers (e.g. one of the original minutemen at the Castle, an original settler at Oberland. I rather wonder whether the affected NPCs' dialogue has glitched after pulled into random sex by Magno Cum Gaudio. If anyone knows how to reset glitched NPC dialogue, let me know. Edited February 10, 2025 by Melissa Gorka
Hello539 Posted February 26, 2025 Posted February 26, 2025 On 6/25/2021 at 12:15 AM, JB. said: This is how I would do it. Let's say I want the captives to wear ASA clothes. So in my mod organizer I create the following rule: CommonwealthCaptives.esp should be loaded after ASA.esp Open both mods in FO4Edit. We set ASA as CommonwealthCaptives master. Go to "Outfit" in CommonwealthCaptives and, in "EBCC_DeviceOutfit_female" we add any ASA clothes. In this case we put a black thong. Save and test. How do I add a bunch of items but only 1 gets randomly chosen and spawn with the captive? Because doing it the current way (adding more "Item" record) results in EVERYTHING being added to the captive's inventory.
edinburg Posted February 27, 2025 Posted February 27, 2025 On 11/18/2024 at 7:48 PM, edinburg said: 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. Interestingly after I gave up on this without reverting my changes it suddenly started working later. Not sure what I did, but this does seem like a viable fix for the problem. I now get new captives in the existing devices when I leave and return to the same area.
Hello539 Posted March 13, 2025 Posted March 13, 2025 On 2/26/2025 at 5:06 PM, Hello539 said: How do I add a bunch of items but only 1 gets randomly chosen and spawn with the captive? Because doing it the current way (adding more "Item" record) results in EVERYTHING being added to the captive's inventory. Anyone? Please?
HeavyYoungHeathens Posted March 13, 2025 Posted March 13, 2025 (edited) 52 minutes ago, Hello539 said: Anyone? Please? You can do it in Creation Kit, create ESP, set it as active file, then checkmark mods that you need so they become masters. Go to "Outfit", create new, name it then double click on it. If you drop lets say eye glasses item into this checklist, it means all of the NPCs wearing this outfit will have eyeglasses, but if you want randomized items you can create your own leveled lists and simply drop them inside of the outfit list you've made. I recommend making a couple of multiple leveled lists for each body part NPC may wear, so headwear leveled list, bodywear leveled list etc I think there is easier way to do this with the use of Captive Outfit injector mod, since it won't require CK, but I cant help you there Edited March 13, 2025 by HeavyYoungHeathens
Hello539 Posted March 13, 2025 Posted March 13, 2025 5 hours ago, HeavyYoungHeathens said: You can do it in Creation Kit, create ESP, set it as active file, then checkmark mods that you need so they become masters. Go to "Outfit", create new, name it then double click on it. If you drop lets say eye glasses item into this checklist, it means all of the NPCs wearing this outfit will have eyeglasses, but if you want randomized items you can create your own leveled lists and simply drop them inside of the outfit list you've made. I recommend making a couple of multiple leveled lists for each body part NPC may wear, so headwear leveled list, bodywear leveled list etc I think there is easier way to do this with the use of Captive Outfit injector mod, since it won't require CK, but I cant help you there Aren't Captive Outfit Injector only supports a particular set of outfits mods stated by the author?
HeavyYoungHeathens Posted March 13, 2025 Posted March 13, 2025 3 hours ago, Hello539 said: Aren't Captive Outfit Injector only supports a particular set of outfits mods stated by the author? Since its done via Robco Patcher, you can edit its files to include your own outfits
spicydoritos Posted March 14, 2025 Posted March 14, 2025 On 3/13/2025 at 11:27 AM, HeavyYoungHeathens said: Since its done via Robco Patcher, you can edit its files to include your own outfits CCOI actually uses script injection into its own leveled lists. If someone wanted to, they could still modify it for their own custom outfits. However that requires either editing and recompiling scripts, or manually adding armor items via xEdit or CK. For someone who's that comfortable editing mods it's probably easier to make a new plugin.
Hello539 Posted March 15, 2025 Posted March 15, 2025 19 hours ago, spicydoritos said: CCOI actually uses script injection into its own leveled lists. If someone wanted to, they could still modify it for their own custom outfits. However that requires either editing and recompiling scripts, or manually adding armor items via xEdit or CK. For someone who's that comfortable editing mods it's probably easier to make a new plugin. Sounds like above my pay grade bruh xD
Melissa Gorka Posted March 27, 2025 Posted March 27, 2025 On 1/12/2025 at 12:40 PM, EgoBallistic said: That cross is from CRX. Talking about CRX, @Oakern published a new version (v2.3) the other day. @EgoBallistic, can you tell whether Commonwealth Captives will work seamlessly with the new version or whether an update of CC will be required to integrate the new crosses and cages?
Jayzaki Posted April 7, 2025 Posted April 7, 2025 (edited) How exactly can I tell if this mod is working? I have chance set at 100 but don't see anyone and the mod page doesn't have any info on debugging with the console. When I sear settler in the console I can see they're in the game, but the actual situation has yet to trigger. It doesn't have a list of areas where it can happen either. Edit: Okay, it works for me. If anyone else was in this similar situation, go to Andrew Station. There are some there. Edited April 7, 2025 by Jayzaki
vakasaki Posted April 10, 2025 Posted April 10, 2025 What is happening ? The captives appear completely black thanks for the help
MajorWard Posted April 11, 2025 Posted April 11, 2025 On 11/28/2024 at 1:24 PM, kziitd said: Reveal hidden contents 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. Just wondering if there was any progress on this?
kziitd Posted April 12, 2025 Posted April 12, 2025 9 hours ago, MajorWard said: Just wondering if there was any progress on this? The animation has been completed a long time ago, but AAF currently has Equipment issues so it needs to be updated before it can be released, and Ego currently has little time, and there has been no online/any mod discussion for a long time.
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