EgoBallistic Posted May 20, 2025 Author Posted May 20, 2025 5 hours ago, MajorWard said: I don’t think I asked “Return the favour?” when setting them free, which might have had something to do with it? No that doesn't change anything about the characters, it would just start an AAF scene same way SEU does. Maybe Autonomy or something else left a keyword on them that made AAF think they were busy in a scene, and SEU cleared it before starting its scene. 1
MajorWard Posted May 20, 2025 Posted May 20, 2025 3 hours ago, EgoBallistic said: No that doesn't change anything about the characters, it would just start an AAF scene same way SEU does. Maybe Autonomy or something else left a keyword on them that made AAF think they were busy in a scene, and SEU cleared it before starting its scene. The joys of Fallout 4 - new bugs in every playthrough! 😉 1
JonX67 Posted May 27, 2025 Posted May 27, 2025 (edited) Hey there, I have this mod in my load order for quite some time now, and it always worked perfectly fine. It still does, kind of. However, since some time the rescued settlers started to behave weirdly. Before they were the perfect 'companions' for my heroine, helped her to fight when in need, occasionally even saved her ass from being surprised by some lurking raiders... So, like in the description in the mod, they sneaked with her, pulled their weapons out when she did... and so on. Right now, they still do that, for a certain amount of time, but then - and I haven't figured out what the trigger for this might be - they stop their "companion routine". Means: They just follow the heroine, but they don't pull out their weapons, and they don't sneak, but just run around without orientation in combat situations. Also, their inventory is not accessible anymore. If I ask them to trade, they agree but the trading window doesn't open and they just walk away. I can still assign them to a settlement, though, and once they are there they behave normal again, as they should. Now, after I accidentally killed the second one because he ran in the line of fire (which they never did before), I thought I might ask around if anyone else has similar experiences or even has an idea how to fix it. It's not a "mod-breaking" issue,...but I am so used to have these guys with me as a side-kick (while I don't like the "normal" companions, except Nick) that it would be cool if I could get them back Thanks in advance for any input you might have! P.S.: I am playing "Commonwealth Captives 1.00" with the "old" F04 .163 Edited May 31, 2025 by JonX67
MajorWard Posted May 31, 2025 Posted May 31, 2025 I'm still having to engage rescued captives via SEU before AAF picks them up in the scene creation menus. Also they stay dirty and cannot be cleaned up by looksmenu as it doesn't register any grime or dirt on their faces.
izzyknows Posted May 31, 2025 Posted May 31, 2025 3 hours ago, MajorWard said: Also they stay dirty and cannot be cleaned up by looksmenu as it doesn't register any grime or dirt on their faces. The dirt is a spell applied/removed via script so LM doesn't even see it.
izzyknows Posted May 31, 2025 Posted May 31, 2025 On 5/27/2025 at 4:25 AM, JonX67 said: However, since some time the rescued settlers started to behave weirdly. Out of curiosity, are you running Human Cattle? I've had it effect them in a similar manner, but it was really random. Random enough I never bothered to dig deeper. LOL
JonX67 Posted June 1, 2025 Posted June 1, 2025 12 hours ago, izzyknows said: Out of curiosity, are you running Human Cattle? I've had it effect them in a similar manner, but it was really random. Random enough I never bothered to dig deeper. LOL Out of the long list of lewd mods I am using, this is the one that I am not running :) Meanwhile, I have potential culprit(s) for my issue in mind, though. It could be "Mutant Menagerie" (from over at Nexus). It's a really cool mod, but occasionally it does some strange things to some factions, most probably based on where it is placed on the load-order. It could also be that "Sex 'em up" and/or "Autonomy Enhanced" have some scripts running that interfere with Commonwealth Captives. Hell, it could even be "Sexual Harassment" that's confusing the poor captives Of course, I have no clue how to find out! 1
MajorWard Posted June 1, 2025 Posted June 1, 2025 6 hours ago, JonX67 said: It could also be that "Sex 'em up" and/or "Autonomy Enhanced" have some scripts running that interfere with Commonwealth Captives. I'm running Autonomy for the first time and noticing some issues with captives as mentioned above, and also ghoul children spawned by Family Planning / Orphans of the Commonwealth in which they will not stay allocated to anything. In previous games I've used a child furniture to create schools as they have allocatable school desks / chairs but in this game only human children stay allocated. Ghoul children also refuse to stay allocated to child beds. 1
MajorWard Posted June 1, 2025 Posted June 1, 2025 19 hours ago, izzyknows said: The dirt is a spell applied/removed via script so LM doesn't even see it. Ah, right. Guess I will just have to ignore it. 1
EgoBallistic Posted June 1, 2025 Author Posted June 1, 2025 7 hours ago, JonX67 said: It could also be that "Sex 'em up" and/or "Autonomy Enhanced" have some scripts running that interfere with Commonwealth Captives. I can guarantee you that Sex 'Em Up doesn't. It doesn't do anything at all on its own, it only runs when you use its hotkeys to interact with an NPC and everything stops when the animation ends. Your issue sounds like another mod is putting a higher priority AI package on the captives and/or turned "setplayerteammate" off on those NPCs. 1
izzyknows Posted June 1, 2025 Posted June 1, 2025 10 hours ago, JonX67 said: Hell, it could even be "Sexual Harassment" that's confusing the poor captives Of the mods you listed this is the only one we both have. Not saying it's the cause... but maybe worth poking at a bit. 1
JonX67 Posted June 1, 2025 Posted June 1, 2025 3 hours ago, MajorWard said: I'm running Autonomy for the first time and noticing some issues with captives as mentioned above, and also ghoul children spawned by Family Planning / Orphans of the Commonwealth in which they will not stay allocated to anything. In previous games I've used a child furniture to create schools as they have allocatable school desks / chairs but in this game only human children stay allocated. Ghoul children also refuse to stay allocated to child beds. 3 hours ago, EgoBallistic said: I can guarantee you that Sex 'Em Up doesn't. It doesn't do anything at all on its own, it only runs when you use its hotkeys to interact with an NPC and everything stops when the animation ends. Your issue sounds like another mod is putting a higher priority AI package on the captives and/or turned "setplayerteammate" off on those NPCs. 25 minutes ago, izzyknows said: Of the mods you listed this ("Sexual Harassment")is the only one we both have. Not saying it's the cause... but maybe worth poking at a bit. Thanks a lot for your input, folks! So, I might have a look at "Sexual Harassment". Means, I will look at it. For very long and very, very seriously! And then I will ask it where it was when my captives misbehaved. Its answer will then lead my action! Seriously, I have no idea what to do, other than deactivating it, which is something I try to avoid in a running game (and even in a running profile that I want to use again). Luckily, I am about to set-up a brand-new computer pretty soon. Then I will have a chance to check how it works without "Sexual Harassment" and/or with an older version of it. And I hope I won't forget to let you know about the outcome of this! 2
Archon459 Posted June 2, 2025 Posted June 2, 2025 If I may be so bold: your mod kicks ass, but one thing it is missing is suggested companion mods to go with it on the Description page, if for no other reason that having the links handy to compatible mods that will build on the experience both makes sense and is convenient for brand new visitors/users. -Up To No Good is one excellent example, and it even recommends the inclusion of this mod loverslab.com/files/file/32445-up-to-no-good/ -Commonwealth Captives Outfit Injector loverslab.com/files/file/19121-commonwealth-captives-outfit-injector/ -AAF Autonomy Enhanced paired with one of the forced sex animations loverslab.com/topic/169655-aaf-autonomy-enhanced-redux/ 1
Koopstaknicca21 Posted June 5, 2025 Posted June 5, 2025 hey is there some kind of way to remove the captive status from the player? i cant talk to captives anymore.
EgoBallistic Posted June 5, 2025 Author Posted June 5, 2025 9 hours ago, Koopstaknicca21 said: hey is there some kind of way to remove the captive status from the player? i cant talk to captives anymore. Some other mod must have done that, Commonwealth Captives itself doesn't put the player in the Captive faction. Normally you would do whatever that mod requires (escape your captors, etc) to remove the captive status from yourself. If you really want to force it, open the console and type player.removefromfaction 3e0c8
Koopstaknicca21 Posted June 6, 2025 Posted June 6, 2025 Thanks, found out it was milking human kindness causing this issue it can be resolved just by completing the mod's quest, if anyone else has this issue in the future.
HiroTakatsu Posted June 9, 2025 Posted June 9, 2025 Is there a way to make the faces of NPCs from this mod editable? Because it seems to use the "standard" faces for NPCs I can't edit them in looks menu. And I have not found a face replacer mod for this that makes them editable.
bubbabignose Posted June 10, 2025 Posted June 10, 2025 4 hours ago, HiroTakatsu said: Is there a way to make the faces of NPCs from this mod editable? Because it seems to use the "standard" faces for NPCs I can't edit them in looks menu. And I have not found a face replacer mod for this that makes them editable. You can use FaceRipper to make presets from the plugin records and then rip them back after using looksmenu to alter them. 1
HiroTakatsu Posted June 10, 2025 Posted June 10, 2025 17 hours ago, bubbabignose said: You can use FaceRipper to make presets from the plugin records and then rip them back after using looksmenu to alter them. Isn't face ripper very buggy and causes ctd's? ^^" I don't know for sure because I never tried it. I just read the comments on the mod page some time ago
izzyknows Posted June 10, 2025 Posted June 10, 2025 21 minutes ago, HiroTakatsu said: Isn't face ripper very buggy and causes ctd's? ^^" In short no it isn't. After using it thousands of times, the only issue I've ever had, was user error. But like a lot of mods, user error is the biggest contributor to false flags. 1
DarkSinfulMage Posted June 16, 2025 Posted June 16, 2025 (edited) Would appreciate an update to this one - especially being able to scrap the various ropes and other things and get some kind of material. Edited June 16, 2025 by DarkSinfulMage
shardoom Posted June 27, 2025 Posted June 27, 2025 Would be nice if when we ask the captives to return the favour it allowed for furniture animations too. I have a ton of anims installed for the various couches and desks etc, but the captives always wanna do it stood up or on the blood soaked floors lol 1
popvirus2 Posted June 30, 2025 Posted June 30, 2025 (edited) On 5/31/2025 at 6:29 AM, MajorWard said: I'm still having to engage rescued captives via SEU before AAF picks them up in the scene creation menus. Also they stay dirty and cannot be cleaned up by looksmenu as it doesn't register any grime or dirt on their faces. I used xEdit to remove the "magic dirt" from the mod and now all captives have clean faces... right. wrong, or indifferent....this way to remove the dirt works for me on another note...if you want to use Looks Menu to edit the captives....it seems you can not edit the faces but overlays can be applied...I specifically used the nails, stockings, and pubic hair overlays and it works... I wonder how many of these captives you can have follow at one time...I currently have about 11 following along with my regular companion/followers Ego,....if you see this can you addrress the number of captives you can have at one time.... thanks in advance pops Edited June 30, 2025 by popvirus2
izzyknows Posted June 30, 2025 Posted June 30, 2025 9 minutes ago, popvirus2 said: I wonder how many of these captives you can have follow at one time 40, IF your system can handle it. Trust me, it's not fun at all with that many followers, and some "anomalies" will occur. The best way to remove the dirt is to remove the code and recompile the script. That way the script isn't trying to apply/remove the effect. aka no errors. 1
popvirus2 Posted June 30, 2025 Posted June 30, 2025 31 minutes ago, izzyknows said: 40, IF your system can handle it. Trust me, it's not fun at all with that many followers, and some "anomalies" will occur. The best way to remove the dirt is to remove the code and recompile the script. That way the script isn't trying to apply/remove the effect. aka no errors. ty sir pops
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