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Commonwealth Captives Outfit Injector


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Commonwealth Captives Outfit Injector

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Commonwealth Captives Outfit Injector

 

What does this mod do?

Furbishes a curated selection of disheveled, torn, damaged, unbuttoned, improvised, and otherwise out-of-position clothing for the captive female settlers spawned by Commonwealth Captives.  Also includes selected saucy attire from Classy Chassis Outfits, collars to demonstrate who’s in control, and insertables to leave your captives feeling properly fulfilled!

 

Why would I want this?

Normally, Commonwealth Captives prisoners spawn naked. If you want to add your own selection of clothing, there are some really great instructions in CC's discussion thread. If you want clothed female prisoners without much effort, CCOI is a quick and easy option.

 

How does it work?

CCOI draws its clothing from several other mods; it does not have any clothing of its own.  So first, install any or all of the clothing mods listed under "Soft Requirements" down below.  Build the clothing in Bodyslide as usual. 

 

Afterwards, install CCOI.  Open up its MCM menu, adjust the settings to your liking, and then press the “Inject All Clothing” option.  Clothing will only appear on newly spawned captives once this step is complete!  Captives who are already spawned will be unaffected.

 

Talk to me about the clothing itself!

The original goal was to dress captives in clothing that looks like it might be remnants of a “normal” outfit, or possibly an improvised cover-up. Essentially I wanted to give the impression of captives having been kidnapped, manhandled, searched, and possibly forced into other, less savory activities. Clothing is separated into tops (i.e. shirts, jackets) and bottoms (i.e. tights, panties). An item from each list will be randomly and independently chosen per captive.  The captive's body will still be highly exposed.

 

The majority of the disheveled clothing comes from VTAW Wardrobe packs. Many other excellent clothing mods have been scoured for items that fit the theme. These other mods are listed in the “Soft Requirements” section.

 

In addition to the disheveled clothing (or in lieu of), you may install a selection of outerwear from Classy Chassis Outfits. Curated attire appears from the Cheeky Casuals, Foxy Factions, Saucy Settlers, and Vulgar Villains packs.

 

Finally, CCOI can add collars, plugs, and dildos alongside any other outfit. All such items are purely decorative, and do not have unlock mechanisms or scripts.

 

There are no hard requirements for clothing packs. However, some packs require installing an additional ESL flagged ESP (via the FOMOD installer) in order to use their clothing. See FAQ for a deeper explanation. All clothing mods are linked in the “Soft Requirements” section.

 

MCM Options/Functions

This mod includes the following MCM settings:

Spoiler

Global Chance of Naked Captive: Chance that captives will appear without any of the clothes added here. I advise against using this slider in conjunction with the topless/bottomless sliders below; it's a separate dice roll and you may end up with more naked captives than desired.

 

Chance of Topless Captive: Chance that a captive will spawn without any of the tops in this mod.

 

Chance of Bottomless Captive: Chance that a captive will spawn without any of the bottoms in this mod.

 

Include Separated Tops & Bottoms: When this option is switched on, the injection function will install a leveled list composed of separate top and bottom pieces. Switch off if you do not wish to see these items on captives.

 

Include Full Body Outfits: When this option is switched on, the injection function will install a leveled list composed of full body outfits. This option covers bodysuits and dresses in addition to the full outfits from the Classy Chassis packs.

 

Apply To Captives On Devices: Clothing will appear on captives who are attached to devices (i.e. X-cross, saw horse, crucifix, etc). If you wish to change this option after first injection, you must use the “Reset Injected Records” button first, and then re-inject all clothing.

 

Apply To Kneeling Captives: Clothing will appear on captives who are kneeling and tied. If you wish to change this option after first injection, you must use the “Reset Injected Records” button first, and then re-inject all clothing. Note that the default neck, wrist, and ankle ropes from Commonwealth Captives will still appear as normal.

 

Inject All Clothing: This function populates clothing from soft-requirement mods and then adds the complete clothing list to the captive outfit records. Users MUST press this option at least once after installation for outfits to start appearing on captives. Affects newly spawned captives only.

 

Reset Injected Records: This function reverts captive clothing records to their default state. Affects newly spawned captives only.

 

For collars, the following settings are available:

 

Include Collars with Separated Tops/Bottoms: When this option is switched on, the injection function will add a list composed of collars alongside the list of separate top and bottom pieces. Switch off if you do not wish to see collars with separate top & bottom outfits on captives.

 

Include Collars with Full Body Outfits: When this option is switched on, the injection function will add a list composed of collars alongside the list of full body outfits. Switch off if you do not wish to see collars with full body outfits on captives.

 

Chance of Collar-free Captive: Chance that a captive will spawn without any of the collars in this mod.

 

For insertables, the following settings are available:

 

Include Plugs with Separated Tops/Bottoms: When this option is switched on, the injection function will add a list composed of plugs and insertables alongside the list of separate top and bottom pieces. Switch off if you do not wish to see plugs/insertables with separate top & bottom outfits on captives.

 

Include Plugs with Full Body Outfits: When this option is switched on, the injection function will add a list composed of plugs and insertables alongside the list of full body outfits. Switch off if you do not wish to see plugs/insertables with full body outfits on captives.

 

Chance of Plug-free Captive: Chance that a captive will spawn without any of the insertables in this mod.

 

In addition, each of the outfit mods has an on/off option in the MCM.

 

Hard Requirements

CCOI will not function without these mods:

-Vanilla Fallout 4 (no DLCs needed)

-MCM, for mod settings and overall function.

-Commonwealth Captives v0.95 or higher

 

Soft Requirements

Disheveled Clothing:

Absolutely Skimpy Attire

Comfy Socks

Ghoul Menace

HN66s EasyGirl Outfits

HN66s TRS Outfits

Inoue's Sensible Seifuku

Kharneth Slave Clothes

Kharneth's Colorful Wit

Kharneth's Crimson Punk

Kharneth's Stylish Bloomer

Kharneth's Venus Nine Baseball Uniform

RohZima’s RZ Boudoir Collection

VTAW Rebel

VTAW Sara Bellum

VTAW Seductive

VTAW Torn

VTAW Wardrobe 5

VTAW Wardrobe 6 (main file AND "Vtaw Wardrobe 6 Materials" file with additional textures)

VTAW Wardrobe 7 (main file AND "Vtaw Wardrobe 7 Materials 2K" file with additional textures)

VTAW Wardrobe 8 (main file AND "Vtaw Wardrobe 8 Materials 2K" file with additional textures)

VTAW Wardrobe 9 (main file AND "Vtaw Wardrobe 9 Materials 2K" file with additional textures)

 

“Regular” Clothing:

Classy Chassis Outfits - Cheeky Casuals

Classy Chassis Outfits - Foxy Factions

Classy Chassis Outfits - Saucy Settlers

Classy Chassis Outfits - Vulgar Villains

 

Collars:

People Collars

Slave Leia (I recommend the Slave Leia Alternate Collar too)

Slave Collar
Steel Devices

 

Insertables:

Good Girl Booty Binkies

LL Crazy Sex Toys

Plugs of the Commonwealth

 

FAQ

Q) Can I make an outfit suggestion?

A) If you think there's a new disheveled selection of clothing I somehow missed, send it along!  Just be aware that I'm quite particular about maintaining the outfit theme in this mod.

 

Q) Why do some packs need an additional plugin?

A) Some packs, like VTAW, make use of material swaps.  Material-swapped armor records cannot be injected through scripting alone.  While I would prefer to avoid additional plugins, these are all ESL-flagged ESP, and will not take up a load order slot.

 

Q) How many clothing items are included?

A) As of 1.16, if you have all hard and soft requirements, about 68 tops, 48 bottoms, 41 full body outfits, 18 collars, and 32 insertables. Assuming I didn't miscount.

 

Known Issues

-Creation Kit (or at least the unmodified version) will strip any esp masters when saving a mod. Since some of CCOI's plugins use other esps as masters, you will break them by editing in unmodified CK. If you want to make changes, use FO4Edit or install F4 Creation Kit Fixes.

-Bethesda's randomizer is awful. You may occasionally see the same clothing item on multiple captives in the same room. Blame Todd Howard.

 

My Thanks To

-EgoBallistic for writing Commonwealth Captives, and for permission to post this mod.

-VTAW, dikr, humannature66, kharneth, and all other mod artists I’ve linked, for crafting so many lovely outfits.  ❤️

-perchik71 for writing F4 Creation Kit Fixes. Truly outstanding set of patches, updates, and bug fixes to improve the original CK.

-gerokeymaster for his video tutorial on object templates.

-Special thanks to the AAF Help discord for their assistance past, present, and future.

-Honorable mention to Saya_Scarlett for the often thankless work of maintaining the AAF Fucking Manual.

 

Permissions

Normally I'm pretty free with permissions on my original work. Since this mod is an addition to Commonwealth Captives, rather than purely standalone, the following apply as a general courtesy to EgoBallistic:

-Please do not re-post this mod or any version of it outside of LoversLab.

-Please do not post forked, revised, or patched versions of this mod without express permission.

-I give express permission for anyone to use the structure of this mod to write a version for male captive outfits, so long as it conforms to all other permissions listed here. I would happily discuss merging such a version into the original CCOI.

-Direct translations may be posted on LL without further permission (although there's barely any text in CCOI).

-Do not incorporate this mod, either whole or in part, into any other mod, modpack, or similar work.

-This mod may not be used for any commercial purpose or paywalled project.

 


 

Edited by spicydoritos
update for v1.12
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14 minutes ago, spicydoritos said:

 

While polishing this mod, I definitely thought to myself "I can't believe nobody has written this already".  ?

 

Yeah, I had two private enhancements for Commonwealth Captives that have been tickling my mind since I got back into FO4 modding. One was to have a chance of the captives randomly having either vanilla clothing or clothing from Kharneth Slave Clothes; the other was to expand the variety of furniture the mod pulls from and maybe even expand the enemy pool to include Synths (for the more clean/high tech furniture). Since you've tackled the first item so comprehensively, I'm kicking around working on the second now... posted a question on the CC main thread to get a better feel for whether or not it's within my skill level to achieve.

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Very good idea.

But I have to say that your purpose is to create a sense of immersion, but vtaw's clothes are obviously not as suitable as https://www.nexusmods.com/fallout4/mods/35581

https://www.nexusmods.com/fallout4/mods/35616

https://www.nexusmods.com/fallout4/mods/45623

https://www.nexusmods.com/fallout4/mods/52851

They are more immersive because they are "exposed" to the original clothing of the game

Edited by kziitd
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4 hours ago, kziitd said:

Very good idea.

But I have to say that your purpose is to create a sense of immersion, but vtaw's clothes are obviously not as suitable as https://www.nexusmods.com/fallout4/mods/35581

https://www.nexusmods.com/fallout4/mods/35616

https://www.nexusmods.com/fallout4/mods/45623

https://www.nexusmods.com/fallout4/mods/52851

They are more immersive because they are "exposed" to the original clothing of the game

I actually prefer to avoid referencing vanilla clothing.  There are a variety of replacers which all make the clothing look different (I myself use a combination of Ghaan's, Lazman, and a couple of one-off creations).  So I would never be able to count on the captive having the correct look.  Nor do I want to force someone into using a whole replacer just for a couple of outfits.

 

With VTAW or similar clothing mods, on the other hand, "shirt with damaged texture" or "torn strappy croptop" will always look the same to everyone.

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1 hour ago, spicydoritos said:

I actually prefer to avoid referencing vanilla clothing.  There are a variety of replacers which all make the clothing look different (I myself use a combination of Ghaan's, Lazman, and a couple of one-off creations).  So I would never be able to count on the captive having the correct look.  Nor do I want to force someone into using a whole replacer just for a couple of outfits.

 

With VTAW or similar clothing mods, on the other hand, "shirt with damaged texture" or "torn strappy croptop" will always look the same to everyone.

"The Replacer version automatically replaces the corresponding vanilla outfits in-game.  The Craftable version does not replace any existing outfits,"

 

It's okay. What kind of look you like is your choice.

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1 hour ago, kziitd said:

"The Replacer version automatically replaces the corresponding vanilla outfits in-game.  The Craftable version does not replace any existing outfits,"

 

It's okay. What kind of look you like is your choice.

Ah I didn't realize that a pure craftable version existed.  If I see anything in there that fits with the "torn/disheveled" theme, I wouldn't mind adding a soft dependency.

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The mod looks perfect and something I would want, but.........downloading 4 GB of mods to support?   

10 hours ago, Nuka Cherry said:

Fantastic, always bothered me when I rescured a naked captive and let them go, they would wander off into the wasteland with nothing on but a smile. Thanks!

 

"There they go, unafraid.. oh, a bloatfly got them."

 

Ok...this made me LOL.         However, I share the sentiments.   I read your reasoning and it is sound, to ensure equal quality to all regardless of mods to vanilla clothes, but the whole of three VTAW packs?   Each one has several outfits and while they are usually fantastic, I end up using only one or two and then in periodic rebuilds, end up not installing them.      With a chip shortage going on, I have to be careful now with computer resources, so ..........   this is a mod that will have to wait for my next upgrade (so I can load up more memory) .

 

In any event, it is a much needed companion to Commonwealth Captives.   Thanks!

 

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5 hours ago, steelpanther24 said:

The mod looks perfect and something I would want, but.........downloading 4 GB of mods to support?   

 

Ok...this made me LOL.         However, I share the sentiments.   I read your reasoning and it is sound, to ensure equal quality to all regardless of mods to vanilla clothes, but the whole of three VTAW packs?   Each one has several outfits and while they are usually fantastic, I end up using only one or two and then in periodic rebuilds, end up not installing them.      With a chip shortage going on, I have to be careful now with computer resources, so ..........   this is a mod that will have to wait for my next upgrade (so I can load up more memory) .

 

In any event, it is a much needed companion to Commonwealth Captives.   Thanks!

 

Yeah I hear you.  It's a hard sell if you aren't already using some or all of those wardrobe mods.  Nor are you the first person to blanch at the size of VTAW's packs.  The best I can suggest is that if you're concerned about storage space, you can always delete the textures from whichever outfits won't be used in your game.

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I noticed that you've changed the slots of some of the clothing items, namely, Wardrobe 6 Nico Skirt, whose slot is changed from [A] R Leg to {U} R Leg. I used FO4Edit to change it back. I could be wrong, but changing the slot under Armor but not doing the same under Armor Addon will make the item not visible. And those who have been using Nico Skirt on their character would find that it is now invisible after installing your mod.

Edited by Tanglin
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1 hour ago, Tanglin said:

I noticed that you've changed the slots of some of the clothing items, namely, Wardrobe 6 Nico Skirt, whose slot is changed from [A] R Leg to {U} R Leg. I used FO4Edit to change it back. I could be wrong, but changing the slot under Armor but not doing the same under Armor Addon will make the item not visible. And those who have been using Nico Skirt on their character would find that it is now invisible after installing your mod.

Thank you for catching that, I will fix it.  I changed the slot on my personal version of VTAW and it got inadvertently pulled into the override record.  As for male captives, I haven't added any clothing to them (does VTAW even work on males?  I have never tried).  However, I have a standing invitation in the permissions if anyone wants to generate a set of outfits for male captives.  Basically if somebody wants to go through the gruntwork of selecting suitable outfits and writing the GetFormFromFile script lines, I will happily incorporate it into CCOI.

 

1 hour ago, gamaramdi-mx said:

Hi thanks,

 

Please tell me is a esl flagged esp

I tried before release and again just now, but xEdit throws errors when asked to save CCOI as an ESL flagged ESP.

 

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21 minutes ago, spicydoritos said:

Thank you for catching that, I will fix it.  I changed the slot on my personal version of VTAW and it got inadvertently pulled into the override record.  As for male captives, I haven't added any clothing to them (does VTAW even work on males?  I have never tried).  However, I have a standing invitation in the permissions if anyone wants to generate a set of outfits for male captives.  Basically if somebody wants to go through the gruntwork of selecting suitable outfits and writing the GetFormFromFile script lines, I will happily incorporate it into CCOI.

 

 

Oh I only asked about male captives out of curiosity, as I've set the chance of them appearing at only 10%. 

 

I, too, have made my own edits to vtaw's slot assignments. Specifically, I've never liked the chest clothing items using [A] Chest, preventing the use of vanilla chest armours. So, I've switched them to {U} Chest, and I've edited some of CCOI's chest clothing too, to be in line with my own changes.

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On 9/4/2021 at 10:22 AM, spicydoritos said:

Known Issues

-Bethesda's randomizer is awful. You may occasionally see the same clothing item on multiple captives in the same room. Blame Todd Howard.

 

You can try check if new random number is same as previous, or take previous random number and get -1 or +1 from it

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7 hours ago, Indarello said:

You can try check if new random number is same as previous, or take previous random number and get -1 or +1 from it

Oh I just meant the way the engine picks from leveled lists; I'm not using any Utility.RandomXX commands in the script.  However that's a pretty neat trick and I'll keep it in my playbook.  Thank you.

 

8 hours ago, agaile said:

It is simple to insert the ESL flag personally into the mode, but considering that there may be a mode update in the future, I hope the next version is ESPFE. I'm sorry if this sounds rude.

No worries, I can see that english is not your first language.  I tried to set an ESL flag before releasing the mod and got errors.  This morning I did a little digging into the issue and realized that I simply neglected to compact the form IDs first.  I will have to test it in game, but if everything works, I can hopefully release the next update as an ESPFE!

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Alrighty, I created an ESL flagged ESP (ESPFE) version of 1.01.  If you're updating from a previous version, I advise you to use the Reset Injected Records function and then inject all clothing again.  Going forward I anticipate all versions will be ESL flagged ESP.

 

v. 1.01 ESPFE

-Same as existing version, but modified to an ESL flagged ESP.

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Version 1.10 is up!  The main file remains an ESL flagged ESP.  This update includes some pretty substantial structural changes under the hood.  Namely, I split off the armor overwrites into separate ESL flagged ESPs for each mod as needed, and stuffed everything into a FOMOD installer with optional checkboxes.  The takeaway is that there are no longer any hard requirements for clothing mods.  I still advise installing as many of the listed clothing packs as possible for the sake of variety. 

 

As before, if you're updating from a previous version, be sure to reset injected records and inject all clothing again.

 

v. 1.10

-Restructured mod by splitting out armor overrides into individual modules to eliminate the hard requirements for certain clothing mods.

-Added Classy Chassis packs.

-Added Inoue Sensible Seifuku pack.

-Added individual on/off settings for each clothing mod in MCM options.

-Added MCM options to inject tops/bottoms and full body outfits separately.

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