Jump to content

Commonwealth Captives Outfit Injector


Recommended Posts

Posted
40 minutes ago, sabster123 said:

image.png.0d0abc78fc1b593ba0f980d1df7943ce.png

 

The injector files arent correctly made. 

CCOI_VTAW8 and CCOI_VTAW9 dont have leveledItem section. 

 

Leveled Item entries are not needed.  The older CCOI plugins have them as a relic of the original method of operation, which used an instantiation filter keyword to equip a version of the armor items with a specific material swap.  That method didn't work well and was later dropped.  The original LI entries remain in their plugins for compatabiliy reasons.

 

28 minutes ago, sabster123 said:

Even with CCOI_VTAW7, CCOI_VTAW6 and CCOI_VTAW5, only 5 -7 clothing items are added to the level items tab. Only these will show up, not the whole VTAW Wardrobe.

 

Correct.  This is a curated selection of disheveled clothing, as per the mod description.

Posted
3 hours ago, spicydoritos said:

 

Leveled Item entries are not needed.  The older CCOI plugins have them as a relic of the original method of operation, which used an instantiation filter keyword to equip a version of the armor items with a specific material swap.  That method didn't work well and was later dropped.  The original LI entries remain in their plugins for compatabiliy reasons.

 

 

Correct.  This is a curated selection of disheveled clothing, as per the mod description.

How can I add more of a wardrobe to the injection? Just add more clothes to the ARMOR (ARMO) section?

Posted
8 hours ago, sabster123 said:

How can I add more of a wardrobe to the injection? Just add more clothes to the ARMOR (ARMO) section?

 

This mod uses script injection. You would need to alter and recompile the main script.

Posted
1 hour ago, spicydoritos said:

 

This mod uses script injection. You would need to alter and recompile the main script.

 

Bare minimum, what softwares would i need to edit the script? 

Posted
38 minutes ago, sabster123 said:

 

Bare minimum, what softwares would i need to edit the script? 

 

Notepad++ to edit psc files, and Creation Kit to compile them. There are decent guides on YouTube that can walk you through the basic process.

 

That said, you might find it easier to simply create your own plugin in xEdit. Have your patch overwrite the captive outfit records in Commonwealth Captives. Then add your own nested leveled lists of armor from whichever clothing mods you enjoy.

Posted
3 hours ago, spicydoritos said:

 

Notepad++ to edit psc files, and Creation Kit to compile them. There are decent guides on YouTube that can walk you through the basic process.

 

That said, you might find it easier to simply create your own plugin in xEdit. Have your patch overwrite the captive outfit records in Commonwealth Captives. Then add your own nested leveled lists of armor from whichever clothing mods you enjoy.

Thanks. 

I'll give it a go. 

P.S I did do the following: 
1- i thought the the leveled Item section was missing so I created them in CCOI_VTAW8, image.png.e681bad85623db3b4de4944ff46d977f.png

Posted
Just now, sabster123 said:

Thanks. 

I'll give it a go. 

P.S I did do the following: 
1- i thought the the leveled Item section was missing so I created them in CCOI_VTAW8, image.png.e681bad85623db3b4de4944ff46d977f.png

 

 

2- then I saw what you said that LeveledItem section wasnt important, so i tried to figure out how cc_injector was working. 
THe only thing I could figure out was this keyword, so i went into my edited CCOI_VTAW8 and added this keyword to each new item i had added
The problem was: I had to re-load Fallout 4 and run around raider camps in order to see if my changes worked. and then i started getting precombine crashes and had to binary search my whole LO. is there a way to spawn in many captives so I can see if my edits worked? 
image.png.79e4e540b590fbe7836040dac18b6c1b.png

Posted
Just now, sabster123 said:

 

 

2- then I saw what you said that LeveledItem section wasnt important, so i tried to figure out how cc_injector was working. 
THe only thing I could figure out was this keyword, so i went into my edited CCOI_VTAW8 and added this keyword to each new item i had added
The problem was: I had to re-load Fallout 4 and run around raider camps in order to see if my changes worked. and then i started getting precombine crashes and had to binary search my whole LO. is there a way to spawn in many captives so I can see if my edits worked? 
image.png.79e4e540b590fbe7836040dac18b6c1b.png

 

3- Lastly, I wanna see the psc insides because, i have VTAW rebel and VTAW Torn too, as well as Leia collars and people collars. and i have never seen them on captives. Just the slave ropes from Kharneth Slave Clothes CBBE. 

 

Posted
4 hours ago, sabster123 said:

 

 

2- then I saw what you said that LeveledItem section wasnt important, so i tried to figure out how cc_injector was working. 
THe only thing I could figure out was this keyword, so i went into my edited CCOI_VTAW8 and added this keyword to each new item i had added
The problem was: I had to re-load Fallout 4 and run around raider camps in order to see if my changes worked. and then i started getting precombine crashes and had to binary search my whole LO. is there a way to spawn in many captives so I can see if my edits worked? 
image.png.79e4e540b590fbe7836040dac18b6c1b.png

 

I strongly advise you to slow down and figure out how the mod works before you go changing stuff.  You are likely to just waste your time, if not break your game.  That keyword no longer does anything, it's the one I mentioned that was part of the mod's original method.  If it were as easy as adding a keyword to an ARMO record I would have said so.  🙂

 

Like I said, if you intend to inject additional clothing with this mod, you need to edit and recompile the script.  That's the only way to add new script-injected armor in this case.  The script's source file (CCOI_InjectionScript.psc) is included with the mod.

Posted
38 minutes ago, spicydoritos said:

 

I strongly advise you to slow down and figure out how the mod works before you go changing stuff.  You are likely to just waste your time, if not break your game.  That keyword no longer does anything, it's the one I mentioned that was part of the mod's original method.  If it were as easy as adding a keyword to an ARMO record I would have said so.  🙂

 

Like I said, if you intend to inject additional clothing with this mod, you need to edit and recompile the script.  That's the only way to add new script-injected armor in this case.  The script's source file (CCOI_InjectionScript.psc) is included with the mod.

Yeh, i was doing trial and error lol. 

I found the .psc file and now am trying to figure the logic out

Posted

i have succeeded and made a .psc/.pex file that injects ALL VTAW 5, 6, 7, 8, 9 into commonwealth captives. 

the files below WILL NOT directly work. 

THE .PEX FILE
download it, rename it, 

it should just be CCOI_InjectionScript.pex

manually place it in:
\Commonwealth Captives Outfit Injector\Scripts\CCOI

done. Play game. 

 

OR

the .PSC file

download it, rename the other file to CCOI_InjectionScript.psc and manually place in this folder

\Commonwealth Captives Outfit Injector\Scripts\Source\User\CCOI

then run Creation Kit and from Papyrus script manager --> search for ccoi_injectorscript and compile. 

Done. Play game

 

p.s 
I added some of the jewelry and accessories to insertables and collars leveled list. 

Meaning: in - game, set the chance for collar-free captive and insertable free captive to ZERO

so you will see more variety. 

enjoy.

CCOI_InjectionScript - Copy.pex -.pdf CCOI_InjectionScript - Copy.psc-.pdf

Posted

I'm a little confused about how this works; I don't have any of the soft requirement clothing mods, but I do have some CCO outfits, but as replacers.  I looked around here and found that apparently I would need the standalone craftable CCO outfits in order for this to work, but I just came across a captive in-game who was wearing a vanilla outfit (CCO replacer version).  Does it draw from vanilla clothes if they're CCO ?

Posted
56 minutes ago, AndarielHalo said:

I'm a little confused about how this works; I don't have any of the soft requirement clothing mods, but I do have some CCO outfits, but as replacers.  I looked around here and found that apparently I would need the standalone craftable CCO outfits in order for this to work, but I just came across a captive in-game who was wearing a vanilla outfit (CCO replacer version).  Does it draw from vanilla clothes if they're CCO ?

 

CCO outfits will be drawn from whichever version you have installed (craftable or replacer).

  • 3 months later...
Posted
2 hours ago, Metro Station said:

.... obsolete.

.... out of date.

Too bad, the idea was good. If someone could take over it, would be cool...

  • 3 weeks later...
Posted
6 hours ago, spicydoritos said:

 

I think it's a bit too much in the category of clean lingerie, rather than either disheveled clothes, remnants, or restraints.  On a personal level, though, I really like the "vault colors" version of that outfit.  🙂

Cool man. No problem.😄

  • 4 months later...
Posted
2 hours ago, Hyouzou12312313 said:

is there a way to inject all this outfits to all female npcs instead just captives?

 

Not easily, no.  Most NPC outfit records aren't conveniently divided into male and female.  Instead, base game armor items have a version for both genders, and a shared outfit record for both.  Almost none of the injected clothing here has a male version built in. 

 

So even if you went to the trouble of injecting this mod's leveled lists into dozens of vanilla outfit records, you'd end up with women in skimpy outfits and a lot of men wearing who knows what. 

 

For an equivalent amount of modding effort, you could set up a mod like this one below.  It's built to work around the outfit record gender limitations. 

 

https://www.nexusmods.com/fallout4/mods/89573

  • 7 months later...
Posted

Using this with the latest versions of everything on OG fallout. When I use this, it seems to set the captive chance to 0 and none spawn. Is there something I am missing?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...