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Glad to see this mod back. I've been absolutely loving this mod ever since I found it, was sad to see it hidden from view, and kinda got tiresome getting random messages asking me to share it.

 

Unsure if it was fixed in the latest update or not, but a few bugs I found from the previous version. If Raiders or Super Mutants spawn a captive Settler and a 2nd enemy group spawns to attack them, mostly noticed with Rust Devils and Mechanist bots, they will attack the captive settler. Often times it bugs out the settler and you can no longer speak to them, I had one that was tied to a cross, she was displaced a few feet away from the cross with the right animation and wouldn't react. However when I used the cross myself and got the animation for my own character, I could turn and talk to her then. I did see in the patch notes you can stimpack a downed settler so that might be a fix for it.

 

Second issue is if you fail to see a settler that is strapped to a pole, cross, X device and they despawn, the bindings remain there permanently. My current play thru is on around 6 days played time and one location still has the bindings floating in the air.

 

Otherwise I am absolutely loving this mod, my last few play thrus using it, I've ONLY rescued settlers I find in enemy camps, got a 10% chance of finding one or more. All of my settlements are homes for captive settlers. The best run I had was finding 3 settlers in one camp, and on the way to bringing them home, found 3 more. I found a home for a few along the way to my destination (I don't use fast travel in this play thru), and ended up finding 2 and then 1. And this is all with a 10% chance. I ended up maxing out several of my locations from these settlers.

 

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11 hours ago, mikey7979 said:

I will try this mod on my next FO4 play through...........I wish that there was a "Live Another Life" scenario in which the PC could start the game as one of these captives........that would be awesome!!!!!

 

I'd recommend using it now. It slides in seemlessly. The start as a captive idea would be rather interesting. I suppose you could even start as a Raider and set the captive to 100% and you play as a Raider who has a conscience and decided to free them and escape the raider gang.

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14 hours ago, Neodarkside said:

Second issue is if you fail to see a settler that is strapped to a pole, cross, X device and they despawn, the bindings remain there permanently. My current play thru is on around 6 days played time and one location still has the bindings floating in the air.

That's always been an issue with CRX. Never looked, but it seems the ropes are not correctly "linked/attached" (whatever it's called) so stay behind when the device is removed. Seen it several times with collision that falls off the item.

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7 hours ago, EaglePhntm said:

well after freeing some captives my character no longer makes a noise while talking to anyone at all

I don't know how this mod could cause that.  Commonwealth Captives doesn't change any actors' voice types, since all of the dialogue is fully voiced and uses vanilla voice types.

 

There are a lot of mods that temporarily change the player's voice type to allow them to speak silent voice files.  The side effect of this is that any vanilla voice lines you try to speak will be silent, because that voice type does not have voice files for those lines.  I think this is what probably happened.

 

Do you see subtitles for the dialogue when you talk to vanilla NPCs?  (obviously, make sure subtitles are enabled in the game options)

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11 hours ago, EgoBallistic said:

I don't know how this mod could cause that.  Commonwealth Captives doesn't change any actors' voice types, since all of the dialogue is fully voiced and uses vanilla voice types.

 

There are a lot of mods that temporarily change the player's voice type to allow them to speak silent voice files.  The side effect of this is that any vanilla voice lines you try to speak will be silent, because that voice type does not have voice files for those lines.  I think this is what probably happened.

 

Do you see subtitles for the dialogue when you talk to vanilla NPCs?  (obviously, make sure subtitles are enabled in the game options)

After freeing three captives in a row for some reason my character's voice was mute but could talk to any npc and npcs could talk with voice. I had to quit to desktop and back to fix it

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Hey EgoBallistic, thank you very much for this excellent mod. It installed nicely into a very heavily modded late-stage game and works exactly as described.
I'm not keen on the AAF mods which are based on sexual violence, and this mod is like the complete opposite of that, so kudos to you!
An interesting thing happening for me is that some groups of raiders/mutants spawned by More Attackers Get Off My Build Zone seem to bring along their own captive/s around the settlement attack spawn marker if it is a fair distance from the settlement. Not really a bug, and actually very immersive - just have to be more selective when firing heavy weapons at those groups ...
Thanks again, lots of fun!

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On 4/12/2021 at 4:43 AM, EgoBallistic said:

 

Thanks.  I got really burned out back in October and modding stuff was starting to interfere with life in general.  I had tried just stepping away for a while, but that never works, so I removed everything related to Beth games from my PC and quit cold turkey.  It was a much needed enforced break.  I feel like playing and modding this stuff again, so I am slowly getting back into it.

 

Oh wow, you really ARE back! Good to know. I was wondering if someone would need to take over SEU, which is a mod I cannot live without.

 

:exclamation:

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4 hours ago, dosfox said:

seem to bring along their own captive/s

That is pretty kool. :)

Oh! I need to fire up Whispering hills and see what happens when 50+ enemies attack. Prolly have enough captives to populate 32 settlements. LMAO!!

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It would be interesting to build upon this like the 'sexy bandit captives' mod of skyrim was. Captured npcs had small backstories when you talked to them etc. It would be very cool if that could be done with this one, have preston send you on a 'rescue a captured 'X' quest (with some adult themed 'fluff' in the dialogue) rather than the usual 'I've got a settlement...'

 

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On 4/12/2021 at 3:43 AM, EgoBallistic said:

I got really burned out back in October and modding stuff was starting to interfere with life in general. 

 

Welcome back Ego. I am very happy to see you return. You have been missed!

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8 hours ago, izzyknows said:

That is pretty kool. :)

Oh! I need to fire up Whispering hills and see what happens when 50+ enemies attack. Prolly have enough captives to populate 32 settlements. LMAO!!

 

The max I've ever found in any camp has been 3, so there might be a hard limit on how many can be spawned. however if I suppose, multiple factions attack or the attacks happen in stages, it could spawn a settler with each wave.

 

I think someone said it best when talking about how a attack on a settlement can spawn a captive. They brought along captives as a show of demoralization, saying "this will be you!" kinda fits nicely with the way I RP play the game too.

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Oh yes, was meaning to ask. I know Ghoul settlers are not everyones favorite and many mods that tweak Settlers looks or sometimes anything to do with ghoul settlers, makes it so they are very rare or don't appear. I forget what mod it was but one I removed awhile ago removed them entirely from spawning. Anyways, any chance of a ghoul being chosen as a captive, perhaps a slider chance option. Starts at zero default, can be increased for a better chance.

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Hey EgoBallistic, after more playtime with Commonwealth Captives i am realising how big an impact it has on gameplay. As mentioned, i installed this mod very late-game where all the major quests are completed, so playtime is divided between building/defending settlements and doing radiant quests for Minutemen, Railroad, BOG and ClubSnuggle.

 

So now if "there are some raiders that need killing", we can't just nuke their camp with artillery and come in spraying .50cal HE and grenades everywhere. We need to scout the camp for captives and plan our attack accordingly. Commonwealth Captives has introduced a whole new ethical element into FO4 combat which is very refreshing. I love it!

 

Your mod is perfect as it is, but if you feel like tinkering a bit may i make a couple of suggestions?

 

1. Would it be possible to MCM-select which factions take captives? Those rat-bastard Gunners would definitely take hostages, and the Institute kidnaps people from the commonwealth, don't they? Even the BOS would take prisoners for interrogation.

 

2. Since Commonwealth Captives adds a degree of difficulty to combat, could a few points of XP be gained for each captive rescued? Maybe some sort of penalty for captives killed by friendly fire?

 

Thanks again EgoBallistic, this is one of the most exciting mods i have played in a long time. ?

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1 hour ago, dosfox said:

Would it be possible to MCM-select which factions take captives?

I added the Gunners and it "fits" pretty well.


The Institute just seemed really weird having captives spawning around the place. They just didn't fit in to the environment. Nor did their restraints. Restricting the spawns to the Commonwealth would help.

The BOS with their holier than thou attitude and total disregard for anyone not Brotherhood, kind of fits. Just need different restraints and a more "organized" placement. The other issue with them, is that a lot of random spawns move to far away from the spawn point, or just head back towards the Airport leaving the captives abandoned. Or floating in mid air, which happened once. LOL

In both cases a few cell edits would be in order.

 

1 hour ago, dosfox said:

a few points of XP be gained

Totally up vote that! :)

And I LOVE the required change in tactics IF ya wanna save the captives. Which I almost always do, cause they be cute as hell. ;)

 

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1 hour ago, izzyknows said:

The Institute just seemed really weird having captives spawning around the place. They just didn't fit in to the environment. Nor did their restraints. Restricting the spawns to the Commonwealth would help.

 

Yes, i agree, maybe even restricting it further to spawning around coursers in the commonwealth only.

 

1 hour ago, izzyknows said:

The other issue with [BOS] is that a lot of random spawns move to far away from the spawn point, or just head back towards the Airport leaving the captives abandoned. ... Or floating in mid air, which happened once. LOL

 

There would be problems with BOS, especially as having no cell edits is one of the great features of this mod. I did wonder what might happen if a BOS captive spawned inside a vertibird!

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1 hour ago, dosfox said:

 

Yes, i agree, maybe even restricting it further to spawning around coursers in the commonwealth only.

 

 

There would be problems with BOS, especially as having no cell edits is one of the great features of this mod. I did wonder what might happen if a BOS captive spawned inside a vertibird!

The Courser restriction is a good one, as they are the only ones that could blend in to snatch a person.
Ya know, spawning the Captives at the airport or inside the Prydwen  could be done via script, placing them at a specific set of coordinates. Then it would also have to check if the quests to take down the BOS has been completed. Same with the Institute.
The random spawns could have a follower package added to the captive so they follow their captors. Being bound they "should" hide during combat. Once their captors are dispatched and combat ends, they could run to the player begging for help. But dunno how ya tell what's a random spawn.

I'd like to see the "Set Free" option to actually send them on their way. Just a small tweak to the dialogue.. if I'm not mistaken. Might need a different script though to remove the restraints and send them off? Not a code monkey! LOL

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2 hours ago, izzyknows said:

If you set the slider to 100% it's "almost" 1 to 1.  Depends on how fast you enter a location... at least for me.

 

Yeah, I play with the slider at 10%, so its semi rare to have one spawn. Reason is I'm playing with captives being my primary way of recruiting settlers, my character is currently rescuing them and offering them safety with a settlement. Like I said above, my best was in an hours gametime, about 9 settlers rescued with the slider at 10%. One location had 3, while escorting them ran into another 3, dropped off several at a settlement, ran into 2, and then 1. To me and reason why I adore this mod is the excitement of finding a captive and trying to save them. My previous play thru was a techie style character, used a mod that added night vision goggles, West-Tek goggles. Couple of the settings on them are night vision green, heat vision red, and then just normal vision but actors glow red. Its odd moving around in the night (especially with mods that further increase the darkness at night) and seeing the glowing figure of a female settler bound to a pole, cross, or X restraint. It is amusing some locations they appear, like the raider mourning for their dead friend and seeing a settler captive nearby. Some raider locations I'd love to see further detailed captive spots. Couple raider camps have cages or some outdoor ones have those discount nuclear bomb shelters. Would love to open one and find a tied up captive inside.

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8 hours ago, dosfox said:

1. Would it be possible to MCM-select which factions take captives? Those rat-bastard Gunners would definitely take hostages, and the Institute kidnaps people from the commonwealth, don't they? Even the BOS would take prisoners for interrogation.

 

2. Since Commonwealth Captives adds a degree of difficulty to combat, could a few points of XP be gained for each captive rescued? Maybe some sort of penalty for captives killed by friendly fire?

 

Both good ideas.  I was planning on doing Gunners originally but I wanted to use different kinds of restraints for them.  I'll figure something out.

 

XP for rescuing is a great idea, I didn't think of it before but it would be easy to add.

 

10 hours ago, Neodarkside said:

Anyways, any chance of a ghoul being chosen as a captive, perhaps a slider chance option. Starts at zero default, can be increased for a better chance.

I had them in there at one point and disabled it, because TBH I am just not crazy about ghouls either.  But it would be easy to add back, I even made ghoul versions of all the voice lines and they are included in the mod.

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