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Posted

It seems like I remember this coming up here before, but "search this topic" for keywords like "settlement/disappear/recycle" didn't turn up what I was looking for.  Anyway...

 

Has anyone else noticed or had an issue where the former captives are freed, arrive in your settlements and are assigned to jobs, then seem to disappear from your settlements and you find them in some random location as captives again?  No, I'm not talking about the vanilla radiant quests where another settler comes and asks you for help either, it's more just Commonwealth Captives seems to be recycling the same pool of captives over and over again.  Frustratingly, the recycled people are still counted as being assigned to a particular settlement and taking up a job slot there.

 

Has anyone found a way around this?  Am I the only one experiencing this?

 

PS - I'm also using the Commonwealth Captives NPC addon mod that goes with this to add more potential captives to the list.  Not sure if that has anything to do with it.

Posted
2 hours ago, travelmedic said:

Am I the only one experiencing this?

That's different, and I really have no idea how that's even possible.

Once they are assigned to a settlement and you leave, the last script runs, to clean them up and add an outfit, they are then literally just vanilla settlers from then on.

So maybe look for the mod that's effecting settlers.

 

As far as them being missing, I've had times where I couldn't find a specific settler then either they suddenly appear, or after sleeping they appear. I swear they're hiding on purpose. :P

 

Posted (edited)
2 hours ago, izzyknows said:

That's different, and I really have no idea how that's even possible.

 

 

I'm just starting again (again!!!) and have tried cutting out a few of what I suspect are heavily scripted mods (goodbye Thuggyverse and others) but I do have Ivy and Fens Sheriff's Department, amongst others, still in my load order.  Maybe it's just a case of too many scripts competing for processor time and the cleanup scripts weren't firing properly.  We'll find out soon enough.

 

As far as settlers, I have run LMSE to add more settlers to the pool, but I think that only changes/adds faces and does nothing to change their AI.  Probably switching to Better Settlers this time just for the variety, but again I think that's mostly just faces for the spawn pool.

 

EDIT TO ADD:  thanks for the reply BTW, yours is the extra captives mod I'm using so you'd know what's going on

Edited by travelmedic
Posted
20 hours ago, travelmedic said:

Maybe it's just a case of too many scripts competing for processor time and the cleanup scripts weren't firing properly.

All the clean up script does is remove the dirt spell and (if you haven't traded with them) give them an outfit. So even if it was script lag, the most you'd see, in this case, is them being dirty & naked upon returning to the settlement. Indicating a serious problem and probably a bloated papyrus log.

 

The conversion to a vanilla settlers is done the moment you assign them to a settlement.

Also keep in mind, there are only so many captives and you will get duplicates. It's not uncommon to rescue a captive, take them to a settlement go back out and immediately find the same one (a duplicate) again. Or duplicates in the same location. The RNG in this game sucks arse. LOL

 

Posted

Hello. Suddenly this problem appeared. When I talk to the prisoners there is no option to free them, all 4 are to abandon them. I tried reinstalling, but it didn't help.

Posted
4 hours ago, vranina said:

Hello. Suddenly this problem appeared. When I talk to the prisoners there is no option to free them, all 4 are to abandon them. I tried reinstalling, but it didn't help.

That happens when your PC's hands are tied/bound.

Can also trigger if you used the console to force remove bindings, because the scripts are not removed correctly and as far as the game/other mods are concerned you're still are bound.

 

Posted

This is one of my favorite mods. Unfortunately, it doesn't work without AAF, and AAF often causes issues in the game. It would be great to make a version that works without AAF if possible - we could sacrifice the captive sex option.

Posted
6 hours ago, ultraviolet75 said:

This is one of my favorite mods. Unfortunately, it doesn't work without AAF, and AAF often causes issues in the game. It would be great to make a version that works without AAF if possible - we could sacrifice the captive sex option.

 

Even though my AAF is working fine , I agree this would give this mod greater reach in the mod community.

  • 3 weeks later...
Posted

¡Ayuda, por favor
! ¡No funciona! No hay colonos, solo dispositivos de tortura vacíos o muebles por todas partes. Cumplo todos los requisitos, pero no funciona. También intenté crear otro perfil en Vortex y desactivar todos los mods, dejando los requisitos y los principales, ¡y tampoco funciona!

Photo3293.png

Posted
3 hours ago, mafern90 said:

¡Ayuda, por favor

Can you manually spawn a captive with the following console command? You can copy and paste it into the console.

cqf ebcc_captivemanager createcaptive 14

  • 4 weeks later...
Posted

I like the mod. You get to rescue the damsel in distress again with the right settings, and she's somewhat appreciative. 

It also turns my settlements into a nudist colony. The freed captives are not "Unique" in terms of the game mechanics. So, you give them a weapon and clothes and are gone for awhile. While gone, the game unloads them from memory. Then when you re-enter the cell, the game recreates them based on the unique prototype, which is naked and unarmed. 

I just stopped bothering to dress and arm them... 

 

Posted
4 hours ago, MrGrey said:

I like the mod. You get to rescue the damsel in distress again with the right settings, and she's somewhat appreciative. 

It also turns my settlements into a nudist colony. The freed captives are not "Unique" in terms of the game mechanics. So, you give them a weapon and clothes and are gone for awhile. While gone, the game unloads them from memory. Then when you re-enter the cell, the game recreates them based on the unique prototype, which is naked and unarmed. 

I just stopped bothering to dress and arm them... 

 

 

I think mine once made settlers find clothes to wear on thier own.

Posted
20 hours ago, katrina.balanchuk said:

 

I think mine once made settlers find clothes to wear on thier own.

Yes. I'm waiting to see how that works, if the stay dressed or lose the "found" clothes the same they lose the given clothes. Not had any settlement attacks so I don't know if they do the infinite ammo with the weapon they're given like normal settlers who come armed and with the recruit beacon. 

Posted
1 hour ago, MrGrey said:

Yes. I'm waiting to see how that works, if the stay dressed or lose the "found" clothes the same they lose the given clothes. Not had any settlement attacks so I don't know if they do the infinite ammo with the weapon they're given like normal settlers who come armed and with the recruit beacon. 

If you trade with them after rescue, even to give them a weapon, they will not auto dress after assignment to a settlement. Good way to keep them naked. 😜

You can trade via the console before rescue and they'll still get an outfit after assignment.

Once assigned to a settlement they are vanilla settlers in every way. IF you have them set to essential in the MCM, then that will stick permanently.

  • 3 weeks later...
Posted (edited)

I came here for the same reason a number of others have. Missing settlers. They most certainly do not travel from where they are found to the designated settlement all the time. The closest I can reason is third party mods that add content. But not always. I now have 7 settlements with 16 to 20 settlers each and all were captives (except the vanilla characters that start in some settlements). I don't use a settler's beacon anymore.  They get stuck, for some reason they can't get out of the place they spawned at. But not from any of the vanilla buildings or outdoor areas. Just buildings and areas added by a mod.  So no probelm with Satellite Station Olivia, I 've freed them from there a number of times and they find their way to the settlement.  Same for the Museum of Freedom. I have had no problem with captives from vanilla locations. But someone added a Bakery in Concord and I've hit that place up more than once.  I never give them any cloths or weapons. I free them, and sent them right away to a designated settlement. But days in game pass as I construct housing, decorate, put up security, plant food but I'm always short some settlers. Go back to that Bakery and there they are, just standing around. After a week in-game they haven't budged. I can remove them from my population at the settlement by killing them, that reduces the number back to what I actually have. I've done this twice with that Bakery, amongst others. But it's outdoors too if it's not in the Commonwealth proper. Some mod opened the borders and added a ton of content to the north of the Commonwealth. Hit a couple of raider types, freed two prisoners.  Go about my business for days on end, still short some settlers.  Go back out there, and they are still out in that open, empty field. 

 

But it's picky. Someone added a  bank in Concord. More than once I've freed captives from inside, and they find their way to the settlement. Seems to be no problem sending them to Misery Island which I just installed two days ago from the Commonwealth.

 

The fact that I find them still in place tells me that they are in my saves.

 

My problem is now I have explored so much and been so many places, I can't remember where all these captives have come from so I can't kill them and free up my settlement population. To keep out of the red I am having to add beds no one will sleep in and food no one is going to eat.

 

Be nice if the mod had an MCM option to scan the world for captives not actually in a settlement and just despawn them.

 

It's a great mod, now my prefered way of filling a settlement with people. But it does have some quirks. From here out, I am only going to send captives from vanilla locations.  The rest get a bullet to the head (So I can take the ropes, other mods add slave poses but they aren't actuallly bound, but with the ropes I get from these guys I can bind them.)

 

Addendum:  Could be a hint as to if there will be a problem with them or not. If they walk out, they'll show up at the settlement. If you see the freed captives headed for the door, they may  be good. It's the ones that stay put you may have a problem with. Of course, you can't tell with those that say "I'm just gonna rest up  here for a bit to get my strength back". I haven't passed time when they say that to see if they will eventually leave. *shrug* Just might have to shoot 'em to be on the safe side.

 

Edited by Malphias
Posted
31 minutes ago, Malphias said:

It's the ones that stay put you may have a problem with.

This is a navmesh issue pure and simple. Many mods do not update or fix the navmesh which causes pathing errors.

There are also broken navmesh in the vanilla world. Actually a lot of it is broken, which is why NPC's don't normally travel in logical paths.

For example, my Vault 101 mod, I had to fix the navmesh from Vault 111 all the way to the Vault 101 door, and then a few cells to the east.

You never notice the broken pathing with companions/followers because the script will teleport them past the broken spots when they're not rendered.

 

Posted (edited)
Just now, izzyknows said:

This is a navmesh issue pure and simple. Many mods do not update or fix the navmesh which causes pathing errors.

There are also broken navmesh in the vanilla world. Actually a lot of it is broken, which is why NPC's don't normally travel in logical paths.

For example, my Vault 101 mod, I had to fix the navmesh from Vault 111 all the way to the Vault 101 door, and then a few cells to the east.

You never notice the broken pathing with companions/followers because the script will teleport them past the broken spots when they're not rendered.

 

 

You are certainly right about the pathing. Navmeshing is pain but necessary for a good location. I know, I've worked a little bit with navmeshing a building for a modder here at Loverslab.

 

Then perhaps an update to this mod, if the captives fail to leave after x amount of time, just teleport them to the settlement.

 

In fact, I spent a TON of time at my settlements just watching them, see if the settlers can navigate my edits. Never know when a tin can will prevent a settler from going to bed. Too much time spent laying out furniture and decor only to have to remove it, though somtimes shifting it can solve the problem. It never makes any sense. At Red Rocket I have security atop some shacks, using the Upper Floor floor piece instead of a roof and a ladder straight up to it from the side. Bastards stand at the bottom of stairs looking stupid. A simple design. They won't do it. But, at another settlement due to some slopping my building is...odd shaped. Using various pieces I crafterd a building with two different heights to it.  So, a staircase up to a single quarter floor piece across to another building, a 2 step stair to more quarter flooring going back to the lower section of the odd building and another stair on the lower section going up to the high section of it were I placed a security post. Damned if that assigned guard didn't just whip right on up there without any issue! I was like...WTF...really surprised it worked!

 

Edited by Malphias
Posted
20 hours ago, Malphias said:

Then perhaps an update to this mod, if the captives fail to leave after x amount of time, just teleport them to the settlement.

That would be nice. :thumbsup:

I got in the habit of dropping them off and assigning them personally. 

The stairs with the attached 1/4 floor "had" bad navmesh. I haven't used it in years, so maybe they fixed it.. probably not. LOL

 

Posted
On 11/29/2025 at 2:05 PM, izzyknows said:

That would be nice. :thumbsup:

I got in the habit of dropping them off and assigning them personally. 

The stairs with the attached 1/4 floor "had" bad navmesh. I haven't used it in years, so maybe they fixed it.. probably not. LOL

 

I've had no problem with the 1/4 floor but it may not be from the vanilla game, I have a ton of settlement mods and these particular pieces may be from one of them. Most of the pieces I build with are from mods rather than the base game these days.

 

Posted

Hello there,

 

is it possible to re-recruit the captives after release? 

 

Maybe some console command? 

 

Would be nice for a constant flow of meatbags.

 

Thanks!

Posted (edited)
2 hours ago, VegaP said:

Hello there,

 

is it possible to re-recruit the captives after release? 

 

Maybe some console command? 

 

Would be nice for a constant flow of meatbags.

 

Thanks!

 

You dont have to release them, but can recruit them as settlers.

Edited by katrina.balanchuk
Posted (edited)

EDIT:
I found and confirm - the mod has small issue with Family Planning Enhanced (NPC+NPC).
The issue is if I use mod  Commonwealth captive ... the saved settlers from this mod are not regular settlers even if they are shown like that.
They can't be impregnated with NPC+NPC   and impregnation will work only player+ NPC from this mod.
The normal vanilla NPC from the game - yes, they can be impregnated from NPC+NPC

 

Question for anyone who knows how the mod works:

Is there have some disconnection between this mod and "AAF Family Planning Enhanced Redux 4.025"
 

I experience a strange issue:

Player(male) + NPC(female from this mod) = pregnancy

NPC + NPC (male any +female from this mod) = NO pregnancy
(I found one female named trader got pregnant after sex with caravan guard - maybe NPC from vanilla works)

 

I found in description "The mod uses its own lists of unique settler NPCs"

I wonder is there have some ID of the settlers which makes NPC from this mod to not get pregnant with Family Planning when have NPC+NPC sex?

Appreciate any info about this.

Edited by mymodsnexus
resolve - update

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