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Posted
5 hours ago, popvirus2 said:

Ego,....if you see this can you addrress the number of captives  you can have at one time....

 

There isn't a set limit, all the actors managed by the mod are grouped into Reference Collection Aliases which have no upper limit.  But engine performance will suffer if you try to have too many.

  • 2 weeks later...
Posted (edited)

For some reason the captives will no longer show up for me.

I even "locked to index" the plug in and no change.

 

Plug in is enabled and the mod also still shows up in the MCM.. 

 

One thing I noticed is that all "device options" are always tunred "off", in he MCM

Which would explain why no one spawns.

BUT when I turn them on and exit the MCM, they are always off again, when i enter the MCM again.

In other words "device options" seems to turn itself off on its own. 🤔

Edited by katrina.balanchuk
Posted
On 4/10/2025 at 2:03 AM, vakasaki said:

What is happening ? The captives appear completely black

 

thanks for the help

Fallout4 10_04_2025 10_41_39.png

damn you should change her name to McDonald

Posted (edited)
On 7/12/2025 at 6:46 PM, katrina.balanchuk said:

For some reason the captives will no longer show up for me.

I even "locked to index" the plug in and no change.

 

Plug in is enabled and the mod also still shows up in the MCM.. 

 

One thing I noticed is that all "device options" are always tunred "off", in he MCM

Which would explain why no one spawns.

BUT when I turn them on and exit the MCM, they are always off again, when i enter the MCM again.

In other words "device options" seems to turn itself off on its own. 🤔

 

This issue also still persists.

Mod show up in MCM and all set to "on" but nothign ingame.

The furniture selections seem to turn themsleves auto to "off", even though I turn them back on and all but one furniture packs are insatlled in game and plug ins active.

 

PS: Edited for typos. Sorry for the typos it was late and I was tired.

Edited by katrina.balanchuk
  • 2 weeks later...
Posted

Finished a playthrough with this mod. Great job.

 

Only had one snag where a captive freed in Milton General Hospital never showed up at the settlement where she was sent but still counted in the population. Oh well.

Posted
5 hours ago, Ophiucus68 said:

Finished a playthrough with this mod. Great job.

 

Only had one snag where a captive freed in Milton General Hospital never showed up at the settlement where she was sent but still counted in the population. Oh well.

Was there a different captive? I've had them show up as a different NPC, so got in the habit of dropping them off in the settlements.

Posted
17 hours ago, izzyknows said:

Was there a different captive? I've had them show up as a different NPC, so got in the habit of dropping them off in the settlements.

 

Nope. The settlement was one person short of the population number throughout the rest of the game. They just never showed up.

Posted

This has been working great for me, but just recently I've been encountering an issue where some of the captives will spawn apparently already freed.  Since they're Protected, this means the raiders or mutants holding them are attacking them and beating them until they go down.  I can't free these already free captives and they have no dialogue options to make use of them and they just stay where they are after the area's been cleared.

 

What could be causing this?  Script overload of some sort?  I am very late in my game and my save games are nearing 150 MB.

Posted
8 hours ago, AndarielHalo said:

I am very late in my game and my save games are nearing 150 MB.

There's your answer. That is a massive save file. You hoarder you! LOL

Posted
1 hour ago, katrina.balanchuk said:

 

How is that even possible? :)

Hording stuff, very big settlements, way to many settlers....

We did a test a long time ago with just settlers. I think it was above 250 or 350 game wide, scrips started to have small issues completing. You have to remember, each settler carries a lot of data. Then you add in mods that effect them and shite gets bloated a lot faster.

Posted (edited)
1 hour ago, izzyknows said:

Hording stuff, very big settlements, way to many settlers....

We did a test a long time ago with just settlers. I think it was above 250 or 350 game wide, scrips started to have small issues completing. You have to remember, each settler carries a lot of data. Then you add in mods that effect them and shite gets bloated a lot faster.

 

When I play a certain style playthrough i have  a lot of settlers and they carry a lot of things too.

I havent counted but for sure over 350.

My biggest save files are around 60-70 MB, with many settlements lavishly built up well more than the unmodded settlement limit.

But I have a very good CPU now and 64GB of DDR 5 RAM so I hope its ok :)

 

My Commonwealth Captives stopped working completly.

But this is acrosse profiles and includes much smaller  beginning save game files.

 

Edited by katrina.balanchuk
Posted
13 hours ago, katrina.balanchuk said:

 

How is that even possible? :)

 

 

I installed Sim Settlements 2 and America Rising 2 and disabled fast travel.  I have like 19 days of game time

Posted

Hullo. Thanks for this great mod. It's added so much life to a very barren world. I have a question. Sorry if it's been answered before or this is a weird place to ask it.

 

So... I've been running around with some of the freed captives both from this mod and Izzyknows' addon - given them weapons, armour, even individual names and I treat them essentially as secondary followers. They're not overly useful in a fight compared to me as the player but it makes combat feel more dynamic and lively than just me standing there rooty tooty vats'n'shooty everyone. My question is in regards to their relationship at the point where they're following me. They're not companions, they're not quite settlers, and they're not quite neutrals. As far as I could guess, they're at a quest stage between those last two. And I'm wondering if there's some console command wizardry I could employ to put other characters into this same position. Not as fully fledged companions, just followers with all the limited bells and whistles as the freed captives before I send them on their way.

 

Reason I ask is because I've also been taking Tina de Luca out for a walk by making her a console commandpanion, but this meant I had to dump Curie. I'd also like to take Lucy Abernathy out for walkies but then I'd have to ditch Tina 😭 I've looked through Nexus but the big follower mods either lobotomise the AI or screw up in some other way, and it seems like this mod already has the coding I'm looking for. Any help would be mucho apreciado.

  • 3 weeks later...
Posted
48 minutes ago, katrina.balanchuk said:

The Captives still will not show up for me.

Condtion persists since July on multiple profiles now.

 

Any other files known to cause a mod breaking conflict like this?

 

(and yes I have it switched to "On".)

Run this command and see if you can manually spawn a captive.

cqf ebcc_captivemanager createcaptive 14

If it works, then the mod is running fine.

At that point , open your mod manager and look back to July and see what mod/s you installed and start disabling the earliest ones first and test until they start spawning. A pain, but since you about when it stopped it maybe the quickest way to track the offending mod down.

Posted
3 hours ago, izzyknows said:

Run this command and see if you can manually spawn a captive.

cqf ebcc_captivemanager createcaptive 14

If it works, then the mod is running fine.

At that point , open your mod manager and look back to July and see what mod/s you installed and start disabling the earliest ones first and test until they start spawning. A pain, but since you about when it stopped it maybe the quickest way to track the offending mod down.

 

One thing I noticed whenever I checked in the MCM a;ll furntiture is set to "off".

However when I turn the furnitures back on, as soon as I go back ot check its all in the "off" position again.

 

I will check that spawning command.

Posted
35 minutes ago, katrina.balanchuk said:

However when I turn the furnitures back on, as soon as I go back ot check its all in the "off" position again.

That's an indication the mod isn't running or, you don't have the required mods for the furniture installed. It uses a "soft" requirement for that so even if you don't have the mods, CC will still run no issues.

 

Posted
2 hours ago, izzyknows said:

That's an indication the mod isn't running or, you don't have the required mods for the furniture installed. It uses a "soft" requirement for that so even if you don't have the mods, CC will still run no issues.

 

 

I have at least 2 out of four of the furtniture mods enabled.

CRX and torture devices.

Just one of them should be enough I would think? :(

Posted (edited)
6 hours ago, Dragonwang said:

Speaking as a hetero, just wanted to thank you again for this mod.  

 

I also want to thank the mod author.

For me I like it for the realism.

 

This is exactly what would happen in a lawless environment.

 

Though I think simple cages could be more realistics than all these devices, but those resources where not there, when Captives was made I think.

Its been a big staple for me for  along time as a way to get many female settlers.

I set the settlement radio beacon to all males ( with a mod) and then get my females from this. :)

 

And if the settlement is at "Maximum" it wont matter I can always release/assign a captive to a settlement.

Edited by katrina.balanchuk
  • 2 weeks later...

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