Reefymapupset Posted April 3 Posted April 3 4 hours ago, izzyknows said: They can get a bit cranky from friendly fire. The ones that are really hostile, I kill and mark it up to Stockholm syndrome. Or as a Raider pretending to be a slave to lure in the player. Or, since I use the hostile tracking glasses, I'll just leave them. If they calm down, I get them assigned to a settlement asap, cause they can decide to target the player in the middle of combat. But they never seem to "infect" other slaves. Actually If you have others with you, they should try to kill them. Once into bleed out, they'll chill out on recovery. But not to be trusted in combat. 😕 But as far as how to prevent it.... dunno. I tried ignoring her, actually ran away from her, but she looted a combat rifle from a corpse and was actively hunting me. Strangely, the other settler that got all twitchy and punched me initially was defending me from the hostile settler after a little while. I ended up giving her a home at the Slog for showing some resolve. Sadly I had to kill the other settler myself. Something that I would quantify as abnormal for that whole sequence of events, beyond the temporary slapping, was that the fight encounter itself must have included about 7 different factions. A pretty unique situation that might be sensitive to what i would describe as "ghost in the machine" type nuances of script or game code. Something rubbing off between factions perhaps. I'm pretty clinical when it comes to crossfire. CC mod itself has imposed a new restriction on me to never use explosive shotguns indoors as the blast, even from meters away usually kills them. Not ruling that out, but this would be the first instance of that happening if it is in fact the case.
jmlparis Posted April 20 Posted April 20 It's been probably answered already but when those captives turn hostile on you or your companions that's because they got hit by some of your area damage attacks meant for you enemies only. Fun. All my settlements use only them as settlers, looking nicer than regular ones, and fully equiped as I wish. Thanks.
youyushaorong2021 Posted May 13 Posted May 13 I wonder if anyone is making its voice files for this MOD.
izzyknows Posted May 15 Posted May 15 On 5/13/2026 at 5:20 AM, youyushaorong2021 said: I wonder if anyone is making its voice files for this MOD. Why would they? It already uses the vanilla voice files.
youyushaorong2021 Posted May 15 Posted May 15 57 minutes ago, izzyknows said: Why would they? It already uses the vanilla voice files. Oh, yes, I'm so stupid. I asked this question in a hurry before I experienced this MOD. Please forgive me for being stupid. 1
SkyeRangerDelta Posted May 18 Posted May 18 On 3/23/2026 at 9:11 PM, travelmedic said: I would hate for people to get the impression that Heather is "broken" because she's a great companion and generally works really well for me. I highly recommend her and I use her alongside Ivy and Darlene. For me at least the issue is random and very rare, but always related to closing out an inventory/trade menu. I am also in this boat. Ivy has never done it - but at present with Heather, infrequently - I'll exit some dialog and Heather will just open fire on one of the Settlers originating from this mod. I came here searching to see if there was a solution because while it's never really escalated before - Heather seems to now be at war with all of my settlements. I have no idea how to fix this and it's honestly pretty irritating. I don't think it's an issue with this mod - I think something around the time of exiting a menu triggers an AI evaluation with Heather that can sometimes - for a split moment - trigger a hostile reaction on one of the settlers from this mod. If anyone knows how to reset Heather's relations with my Settlements; I'm all ears - I don't want to drag this out and wind up reverting to an earlier save on Survival every time.
Nessa Posted May 18 Posted May 18 9 hours ago, SkyeRangerDelta said: I am also in this boat. Ivy has never done it - but at present with Heather, infrequently - I'll exit some dialog and Heather will just open fire on one of the Settlers originating from this mod. I came here searching to see if there was a solution because while it's never really escalated before - Heather seems to now be at war with all of my settlements. I have no idea how to fix this and it's honestly pretty irritating. I don't think it's an issue with this mod - I think something around the time of exiting a menu triggers an AI evaluation with Heather that can sometimes - for a split moment - trigger a hostile reaction on one of the settlers from this mod. If anyone knows how to reset Heather's relations with my Settlements; I'm all ears - I don't want to drag this out and wind up reverting to an earlier save on Survival every time. Oh I wasn't alone! Yeah during my tests with Heather I had the exact same issue. Thing is, it wasn't just rescued NPCs from this mod. She was going crazy on settlers recruited from the Settler Visitor mod as well. To hilarious effect when one day she decided to shoot at a recruited Deathclaw. 🥴 Ended up just tossing her from the lineup.
kziitd Posted May 18 Posted May 18 Heather's issue leads to even more interesting consequences. Recruiting Danse—who has left the Brotherhood of Steel (BOS)—causes the game to register me as hostile toward the BOS. If I then engage in trading while accompanied by both Heather and Danse, there is a chance that, upon exiting the inventory screen, Danse will turn hostile and attack both Heather and me. This implies that Heather's issue causes the game to constantly trigger faction-status checks; however, sometimes these checks get stuck—or something similar happens—resulting in all sorts of bizarre occurrences.
SkyeRangerDelta Posted May 18 Posted May 18 My thoughts exactly. I heard tell that LlamaRCA has already received reports on this but couldn't trace the cause. I know she's active over on the Nexus author Discord but I don't know if she is over here. Perhaps some part of the AI packages built out for Heather could be checked for faction evaluations. I also suppose it couldn't hurt to poke around in there just to see how she ticks. I really don't want to toss her because...well I like her, but I'm |this| close to dismissing her. I'm wondering if a recent update changed things - on my last playthrough a couple years ago - this didn't seem to be an issue. This is not exactly a topic for Commonwealth Captives though - good to know that this doesn't seem to come from this mod.
SkyeRangerDelta Posted May 20 Posted May 20 On 5/18/2026 at 11:07 AM, kziitd said: Heather's issue leads to even more interesting consequences. Recruiting Danse—who has left the Brotherhood of Steel (BOS)—causes the game to register me as hostile toward the BOS. If I then engage in trading while accompanied by both Heather and Danse, there is a chance that, upon exiting the inventory screen, Danse will turn hostile and attack both Heather and me. This implies that Heather's issue causes the game to constantly trigger faction-status checks; however, sometimes these checks get stuck—or something similar happens—resulting in all sorts of bizarre occurrences. I actually found the issue. It's partly on Heather due to her default aggression setting being configured to 2. The other part is the KEZB_API script in The Kziitd Fetish Toolset; the SetTeammateState function makes a SetPlayerTeammate call that for the brief moment after inventory close, there's a chance the combat targeting in the engine causes Heather to engage neutrals. So one fix is to change Heather's aggression via her combat style dialog or though the setav 2bc 1 command. The other is to load an edited KEZB_API script that removes/comments out the SetPlayerTeammate call in that function.
MorgothBauglir3791 Posted July 13 Posted July 13 OK, so I have a problem. Started a new game, same mods (got bored from building Settlements at level 108) and Commonwealth Captives is no longer working. Tried uninstalling, reinstalling, both with a new game and during early gameplay ... no Captives to be seen. Any ideas? I'd hate to have to reinstall Fallout 4 and my 483 mods all over again. Thanks.
spicydoritos Posted July 13 Posted July 13 4 hours ago, MorgothBauglir3791 said: my 483 mods all over again. With that many mods, you should check to see whether you simply exceeded the plugin limit.
MorgothBauglir3791 Posted July 14 Posted July 14 Yes, the mod is turned on (appears perfectly in MCM) and I did not exceed the plugin limit. As I said, it worked perfectly until I started a new game with nothing having changed except no more Commonwealth Captives showing up (and the possibility of having a first captive is set to 100%).
sen4mi Posted July 15 Posted July 15 20 hours ago, MorgothBauglir3791 said: Yes, the mod is turned on (appears perfectly in MCM) and I did not exceed the plugin limit. As I said, it worked perfectly until I started a new game with nothing having changed except no more Commonwealth Captives showing up (and the possibility of having a first captive is set to 100%). Remember that the game only supports 253 large esms.
lukiva Posted July 15 Posted July 15 i have it installed right as it shows in mcm but i cant find any and i got it at 100
izzyknows Posted July 17 Posted July 17 On 7/13/2026 at 8:58 AM, MorgothBauglir3791 said: Any ideas? I'd hate to have to reinstall Fallout 4 and my 483 mods all over again. Check your Papyrus log, it should give you a good idea why it's not running. Just a guess, but with that many mods running, it's simply script lag.
izzyknows Posted July 17 Posted July 17 On 7/15/2026 at 7:34 PM, lukiva said: i have it installed right as it shows in mcm but i cant find any and i got it at 100 Check your Papyrus log, or attach it to a post for folks to take a peek.
vakasaki Posted July 29 Posted July 29 After freeing the prisoners, as soon as I try to start a dialogue by pressing the E key, the game closes instantly. No crash report is generated! I’m using Addictol and Hydra. Does anyone know about this issue?
daledoe67 Posted yesterday at 12:14 AM Posted yesterday at 12:14 AM i would like the version before this one... it worked fine for me without issue.... this version sucks ass
JonX67 Posted yesterday at 04:51 AM Posted yesterday at 04:51 AM 4 hours ago, daledoe67 said: i would like the version before this one... it worked fine for me without issue.... this version sucks ass Well, I have older versions of the mod in my archive, but I don't know if I am allowed to share them. I'd ask Ego, but apparently he retired from FO4 modding and I haven't seen him around in a while. Maybe some moderator could help out here,.... if I knew who they are
spicydoritos Posted yesterday at 05:06 AM Posted yesterday at 05:06 AM 9 minutes ago, JonX67 said: Well, I have older versions of the mod in my archive, but I don't know if I am allowed to share them. I'd ask Ego, but apparently he retired from FO4 modding and I haven't seen him around in a while. Maybe some moderator could help out here,.... if I knew who they are The difference between the available version (which, I might point out, is over 2 years old) and the previous version is a minor bug fix to an MCM setting. If downgrading has any effect on the user's game, it will be purely coincidental. 3
JonX67 Posted yesterday at 08:56 AM Posted yesterday at 08:56 AM (edited) 9 hours ago, spicydoritos said: The difference between the available version (which, I might point out, is over 2 years old) and the previous version is a minor bug fix to an MCM setting. If downgrading has any effect on the user's game, it will be purely coincidental. You're most probably right. Though I did have issues with the latest version when I used a downgraded version of FO4 (downgraded to .163) and also when I tried the GOG version of the game. Elder versions of CC did work. I now play the newest version of FO4 with the latest version of CC....and it works too. It's not that I could pinpoint the issues I had to the game version in combination with the mod version. But,...it doesn't hurt much to try. Anyway, as long as I don't have official permission to share someone else's files here, I won't do anything. Edited yesterday at 03:03 PM by JonX67 typo
kziitd Posted yesterday at 02:39 PM Posted yesterday at 02:39 PM Just a casual thought: I find it hard to believe that Ego's mods would suddenly start "acting up" simply because he is currently in retirement. That makes no sense; previously, any issues—whether he personally answer them or simply questioner didn't mention them—were usually down to the users themselves (well, game updates over the past two-plus years could be a factor). All in all, the 163+Ego mod setup ran without any real problems for over five years. 1
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