Jump to content

Recommended Posts

One thing I've noticed is that the skintones for these are, on average, far more tanned than the originals... but after thinking about the reality of being tied to a pole out in the hot sun for days on end, I realized that's actually not all that unrealistic either. ?

Link to comment

Interesting scenario I just ran into, I am using the latest Captives .97 and this mod, and had an issue with accidentally shooting a captive before talking to them.  I then went and cleared the place and came back to rescue them.  I'm fairly certain that in my previous run, when I didn't have more female captives installed and was on v.96, that if I accidentally damaged a settler captive that they remained non hostile after rescue.  But just now in BADTFL I shot Bailey, ran around and cleared the place and came back and told her I wouldn't leave her there, and then she remembered that I shot her 5 minutes ago, and got real mad.  Since she's protected, Preston shoots her down with his ray gun, and then she gets up and starts trying to punch me in my power armor again :( 

I will probably go back a couple saves to before i hit her, and try and draw the enemy's out instead.  I just wanted to put this up here to see if that's a new thing, or it was always like that and I just never had this happen before.

 

Edit: I ended up shooting her while she was down, to end her knock down loop, and then I had to drag her up the stairs because elfx mist effect kept getting in the way when I tried to target her in the console, but once I got Bailey targetted i typed resurrect and she's ok now (I think).  I'll just give her some jet, and maybe she'll forget the whole thing

 

Edit 2: I was able to tell her to go to a settlement via the normal dialogue, but she's just standing there.  So it'll be interesting to see if she actually does.  I'll update the post once I've given her some time to collect her thoughts and walk down the street to Oberland.

Edited by Marg597
(Used console command resurrect after killing her to resolve knock down loop)
Link to comment
12 minutes ago, Marg597 said:

Interesting scenario I just ran into, I am using the latest Captives .97 and this mod, and had an issue with accidentally shooting a captive before talking to them.  I then went and cleared the place and came back to rescue them.  I'm fairly certain that in my previous run, when I didn't have more female captives installed and was on v.96, that if I accidentally damaged a settler captive that they remained non hostile after rescue.  But just now in BADTFL I shot Bailey, ran around and cleared the place and came back and told her I wouldn't leave her there, and then she remembered that I shot her 5 minutes ago, and got real mad.  Since she's protected, Preston shoots her down with his ray gun, and then she gets up and starts trying to punch me in my power armor again :( 

I will probably go back a couple saves to before i hit her, and try and draw the enemy's out instead.  I just wanted to put this up here to see if that's a new thing, or it was always like that and I just never had this happen before.

 

Edit: I ended up shooting her while she was down, to end her knock down loop, and then I had to drag her up the stairs because elfx mist effect kept getting in the way when I tried to target her in the console, but once I got Bailey targetted i typed resurrect and she's ok now (I think).  I'll just give her some jet, and maybe she'll forget the whole thing ?

It would happen before in .96.

I found that letting other captives or companions down them while not having a weapon drawn tends to cool em off. Or just surrender to them, they get their jollies and then carry on normal.

 

BTW, if you have something blocking, like Mist.. just use the scroll wheel to scroll past it. ;)

 

Link to comment
On 10/10/2021 at 1:58 PM, vaultbait said:

One thing I've noticed is that the skintones for these are, on average, far more tanned than the originals... but after thinking about the reality of being tied to a pole out in the hot sun for days on end, I realized that's actually not all that unrealistic either. ?

They're slaves.. naked ones at that.. so yeah they're gonna get a tan. LOL

Link to comment
17 minutes ago, izzyknows said:

It would happen before in .96.

I found that letting other captives or companions down them while not having a weapon drawn tends to cool em off. Or just surrender to them, they get their jollies and then carry on normal.

 

BTW, if you have something blocking, like Mist.. just use the scroll wheel to scroll past it. ;)

 

 

 

Ah interesting.  my last run was 3+ months long, so it's possible that by the time .96 rolled out I had better trigger discipline (seems like the behavior was different prior to that patch?  I never had them get mad at me before).  I've been reworking this load order for the past couple weeks.  Thanks for the tip about scrolling as well, I didn't know that :)

Link to comment
  • 3 weeks later...

I used vortex to install this mod but it doesn't seem to work for me.

All captives are named "settler" and it seem only the 33 base npc's are spawn.

 

- The mod is loaded after the main file.

 

I tried using the console command to spawn a lot of captives , but again only the same 33 are spawn.

 

I tried uninstalling and reinstalling with no changes.

Link to comment
1 hour ago, Rix142 said:

I used vortex to install this mod but it doesn't seem to work for me.

All captives are named "settler" and it seem only the 33 base npc's are spawn.

 

- The mod is loaded after the main file.

 

I tried using the console command to spawn a lot of captives , but again only the same 33 are spawn.

 

I tried uninstalling and reinstalling with no changes.

Is it "deployed" or whatever it's called to actually enable the mod?

You can look at your Plugins.txt to verify it's active.

Link to comment
1 hour ago, izzyknows said:

Is it "deployed" or whatever it's called to actually enable the mod?

You can look at your Plugins.txt to verify it's active.

If you're asking if its enabled in vortex, yes it is.

 

What's the location of the plugins.txt ?

Link to comment
24 minutes ago, Rix142 said:

If you're asking if its enabled in vortex, yes it is.

 

What's the location of the plugins.txt ?

 

Inside the Fallout4 folder in your Local AppData. Maybe something like C:\Users\MyUser\AppData\Local\Fallout4\plugins.txt (but with your system drive letter and user name of course).

Link to comment
32 minutes ago, Rix142 said:

If you're asking if its enabled in vortex, yes it is.

Enabling a mod is different from deploying it.  When you install a mod to Vortex, it's files are stored in Vortex's folders.  Enabling it tells Vortex you'd like those files to be placed in the FO4 data folder upon next deployment.  Deploying actually copies those files to the FO4 data folder.

Link to comment
3 minutes ago, spicydoritos said:

Enabling a mod is different from deploying it.  When you install a mod to Vortex, it's files are stored in Vortex's folders.  Enabling it tells Vortex you'd like those files to be placed in the FO4 data folder upon next deployment.  Deploying actually copies those files to the FO4 data folder.

 

...and adds their plugins (if any) to the plugins.txt file as well.

Link to comment
  • 1 month later...

This is a very helpful mod in my storyline. I didn't build recruitment beacon and only have settlers from captives. It is very tempting and teasing.
Could you please add even more diversity to female captives? I am absolutely mad from this randomness and slootyness. Thanks!

Link to comment
  • 2 weeks later...

Saw an interesting thing today regarding rescuing captives while doing Raider Pet.  Last night I rescued an anonymous "Settler" woman from the camp near the river with Lucky, and as I suspected (it happened on my last play-through as well) she got shot at and knocked down several times and sadly did not make it away.  However, today I rescued a named female Settler placed by this mod, and the raiders didn't seem to care.  I even gave her a gun and armor.  I'm going to role play it as Jared allowing me to have bodyguards after the unfortunate circumstances surrounding Lucky's demise. 

 

There must be a small difference with the settler's placed by this mod, perhaps they are retaining their captive flag until they get told to go to a settlement?  I'll have to keep playing around for a little while longer, see if there's more settlers to rescue on the roof as I smuggled a couple more weapons out.  They can give me an armed escort back to Tenpines ?

 

Edit: Did a little more testing today.  It seems that the captive loses captive status when told to go to a settlement, which makes perfect sense.  But also there's a moment when you rescue the captive, and say, don't worry I wouldn't leave you here, or the other option, where potentially the captive status is dropped momentarily.  It could be due to lag somehow, but basically the nearest enemy has a chance to aggro the settler, and if you have other captives with you and they are armed, they will help take the enemy out.  I saw a raider do this as soon as I hit the dialogue option, and my friends took care of him, but the other raider passing by a moment later did not aggro.  They were both Vanilla raiders, not extended.

Not reporting this as a bug or anything, it just seemed cool and trying to learn how this works and wanted to document it in case someone else is seeing the same behavior.

Cheers

Edited by Marg597
Link to comment
  • 1 month later...
On 9/11/2021 at 12:32 PM, izzyknows said:

Okay! Seems to be a Bugthesda bug. So relax, Ego said he would add akCaptive.SetProtected(true) to the next version of Commonwealth Captives. Which will force the protected flag and basically override the bug.

 

Hi Izzy!  Is there a way around this? I actually desperately want the Captives to be un-protected from your mod and the original. I am absolutely clueless with CK although I have checked in FO4edit and there is nothing that I can do there from what I see...  I asked on the original mod page but getting bupkis response.

 

 

THANKS!!

Link to comment
27 minutes ago, jpee1965 said:

Hi Izzy!  Is there a way around this? I actually desperately want the Captives to be un-protected from your mod and the original. I am absolutely clueless with CK although I have checked in FO4edit and there is nothing that I can do there from what I see...  I asked on the original mod page but getting bupkis response.

 

 

THANKS!!

You need to set akCaptive.SetProtected(true) to false in EBCC_CaptiveManager.psc then re-compile it via the CK, which is super simple.

Open the CK

Click on Gameplay (menu bar)

Papyrus Script Manager

enter EBCC

Right click on EBCC_CaptiveManager >>Compile... close the CK, & play the game.

Spoiler

1288381872_DesktopScreenshot2022_01.31-10_08_17_75.png.413286442c826f8ce3be049193f3db42.png

 

Edited by izzyknows
Link to comment
7 hours ago, izzyknows said:

You need to set akCaptive.SetProtected(true) to false in EBCC_CaptiveManager.psc then re-compile it via the CK, which is super simple.

Open the CK

Click on Gameplay (menu bar)

Papyrus Script Manager

enter EBCC

Right click on EBCC_CaptiveManager >>Compile... close the CK, & play the game.

  Hide contents

---

 

THANK YOU VERY MUCH!!

 

Link to comment
  • 3 weeks later...

I haven't tried this mod yet, but am really looking forward to it!

 

One (kinda) important question - How does this mod play with Commonwealth Captives Outfits Injector (CCOI)? The said mod adds various clothing items from various mod packs; also features MCM config so player is able to customize chances of seeing naked, topless or bottomless captive. I've been using CCOI for quite some time now and I'd like to try your mod (I'm always looking forward to seeing mods that add more diversity) but don't know if the two would conflict in any way.

 

Any info/help? Thanks in advance and thanks for your work!

Link to comment
49 minutes ago, rubber_duck said:

I haven't tried this mod yet, but am really looking forward to it!

 

One (kinda) important question - How does this mod play with Commonwealth Captives Outfits Injector (CCOI)? The said mod adds various clothing items from various mod packs; also features MCM config so player is able to customize chances of seeing naked, topless or bottomless captive. I've been using CCOI for quite some time now and I'd like to try your mod (I'm always looking forward to seeing mods that add more diversity) but don't know if the two would conflict in any way.

 

Any info/help? Thanks in advance and thanks for your work!

They work just fine together. :)

 

Link to comment
2 hours ago, izzyknows said:

They work just fine together. :)

 

Thanks for confirmation! I've played the game for a bit after posting the question here and I really like what you've done! The mod adds much needed variety to captives and is really immersive.

 

Thank you for replying, take care and keep up the great work!

Link to comment
  • 8 months later...
1 hour ago, xyzxyz said:

I found Tori 3 times by now on the same save.

Awesome! Most find duplicates far more the just a measly 3 times. ?

Seriously though, if they were unique NPC's, meaning only 1 instance per save, the mod would very quickly stop working.

And I do want to add more captives, I just haven't had time. But at some point I'll git'r done!

Edited by izzyknows
Link to comment

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...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use