Jump to content

Recommended Posts

Posted

A really great mod to fill your settlements with nice girls.

But I currently have a problem with the names. All captives are called ‘Settlers’. I previously had an older version of the mod and it worked. I had looked to see if I could get any hints from the forum here, but can't quite figure out how to fix the problem.
At least I looked in the plugin.txt and the following two entries are there.
*Commonwealth Captives NPC Patch.esp
*Commonwealth Captives.esp

I also upgraded commomwealth captives to the latest version and started a new game, but nothing seems to help.

 

Any tips on what I'm doing wrong?


 

Posted
7 hours ago, 89Sander said:

A really great mod to fill your settlements with nice girls.

But I currently have a problem with the names. All captives are called ‘Settlers’. I previously had an older version of the mod and it worked. I had looked to see if I could get any hints from the forum here, but can't quite figure out how to fix the problem.
At least I looked in the plugin.txt and the following two entries are there.
*Commonwealth Captives NPC Patch.esp
*Commonwealth Captives.esp

I also upgraded commomwealth captives to the latest version and started a new game, but nothing seems to help.

 

Any tips on what I'm doing wrong?


 

It should be like so in the plugins.txt

*Commonwealth Captives.esp

then

*Commonwealth Captives NPC Patch.esp

 

A patch always goes after the mod it's made for.

Posted

Hey, love the mod! All the npc's are so cute, and with the valkyr face texture they really pop out! 

 

I was dabbling in the Fo4Edit because I wanted to make them on par with BetterSettlers, stat wise. I tried changing the EBCC_LvlFemaleSettler but that didnt do anything. Changing the named entry itself, did work, thankfully. Will I have to manually edit each and every one, or did I do something wrong? Really wish there was a cool mod that you could train settlers to make them stronger, lol.

 

I have a question about Vicki.

 

Spoiler

About Vicki, I ran across her while testing the changes I made. And while testing the levels, I noticed how much of a beast she is. I assume the death item is the synth component. All her stats are on 10, and she has 550 health. I know you have your own lore stories, just wondering if you have one for Vicky. Maybe she used to be a courser. Because all the other ones arent so swoll in the stats department.

 

Posted
16 hours ago, izzyknows said:

It should be like so in the plugins.txt

*Commonwealth Captives.esp

then

*Commonwealth Captives NPC Patch.esp

 

A patch always goes after the mod it's made for.

also if i change the load order like your proposal it doesn't help

Posted

This is a really nice mod. Thank you. 

 

Feels like filling your settlements with real characters. 

Posted
19 hours ago, CollectableLover said:

Hey, love the mod! All the npc's are so cute, and with the valkyr face texture they really pop out! 

 

I was dabbling in the Fo4Edit because I wanted to make them on par with BetterSettlers, stat wise. I tried changing the EBCC_LvlFemaleSettler but that didnt do anything. Changing the named entry itself, did work, thankfully. Will I have to manually edit each and every one, or did I do something wrong? Really wish there was a cool mod that you could train settlers to make them stronger, lol.

 

I have a question about Vicki.

 

  Hide contents
  Hide contents

About Vicki, I ran across her while testing the changes I made. And while testing the levels, I noticed how much of a beast she is. I assume the death item is the synth component. All her stats are on 10, and she has 550 health. I know you have your own lore stories, just wondering if you have one for Vicky. Maybe she used to be a courser. Because all the other ones arent so swoll in the stats department.

 

Glad you're enjoying it! ❤️

Yes you'll have to change them one at a time.

It's time consuming as all get out.

Vicki is a Courser. ;) Really, she was more of an experiment that I just left in.

Little tip: If they have blue eyes they're most likely a Synth/Courser.

Posted
6 hours ago, 89Sander said:

also if i change the load order like your proposal it doesn't help

no idea why, but problem is solved somehow.

Maybe it was deinstalling NR not only deactivating.

 

Anyways, it's a great mod for hiring settlers. Thanks for your work!

 

 

Posted
1 hour ago, 89Sander said:

no idea why, but problem is solved somehow.

Maybe it was deinstalling NR not only deactivating.

 

Anyways, it's a great mod for hiring settlers. Thanks for your work!

 

 

You're Welcome!

Nuka Ride doesn't effect Commonwealth Captives.. Actually nothing "should" effect it as it's a totally unique system. Only mods designed for it can effect it. Even leveled list can't inject goodies.

  • 3 weeks later...
Posted
8 hours ago, valkylin2 said:

Hi there,why my voice became woman when use this mod?i am use male char (play  FO4 VR version)

That's not this mod. It doesn't even edit vanilla records, let alone anything to do with the players voice.

Do you use a mod that adds voice files? Or may added a custom race mod?

I've seen other have this issue, but have never experienced it, so really don't know the root cause. Sorry.

 

  • 4 weeks later...
Posted
26 minutes ago, poplan said:

Does this mod (1.0.6) work with Commonwealth Captives 1.12?  (The latter was released 4 months after the former).

Yes it does. :)

 

  • 3 weeks later...
Posted

Thanks for this mod @izzyknows working as intended. I had two questions, these faces cannot be modified with LooksMenu, correct? I am always confused about which npcs can be. Two, and this may be related to the previous question, using Immersive Nail Polish, it doesn't seem to work with the captives, before or after sending them to a settlement. They are also overlays, but applied by script when you give them bottles of nail polish.

Cheers

Posted
3 hours ago, Whacked said:

Thanks for this mod @izzyknows working as intended. I had two questions, these faces cannot be modified with LooksMenu, correct? I am always confused about which npcs can be. Two, and this may be related to the previous question, using Immersive Nail Polish, it doesn't seem to work with the captives, before or after sending them to a settlement. They are also overlays, but applied by script when you give them bottles of nail polish.

Cheers

Thanks! :)

The captives are just vanilla settlers, as far as the game sees them, so they can't be altered "directly" in LM.

If immersive Nails works on settlers it might be just adding the records to a patch for it. I've never used it so I'd have to look.

Posted
14 hours ago, Whacked said:

Thanks for this mod @izzyknows working as intended. I had two questions, these faces cannot be modified with LooksMenu, correct? I am always confused about which npcs can be. Two, and this may be related to the previous question, using Immersive Nail Polish, it doesn't seem to work with the captives, before or after sending them to a settlement. They are also overlays, but applied by script when you give them bottles of nail polish.

Cheers

 

10 hours ago, izzyknows said:

Thanks! :)

The captives are just vanilla settlers, as far as the game sees them, so they can't be altered "directly" in LM.

If immersive Nails works on settlers it might be just adding the records to a patch for it. I've never used it so I'd have to look.

 

Immersive Nail Polish uses the LM Overlays API to add colored nail polish overlays on the body and hands.

Posted
12 minutes ago, vaultbait said:

 

 

Immersive Nail Polish uses the LM Overlays API to add colored nail polish overlays on the body and hands.

So it will apply to any NPC since bodies can be changed/tweaked, heads can't, in this case?

Posted (edited)
1 hour ago, izzyknows said:

So it will apply to any NPC since bodies can be changed/tweaked, heads can't, in this case?

 

In theory, but I don't know how it would be used on NPCs in the first place. The mod puts consumables in your inventory and when you activate them it shows a menu asking whether you want to paint your fingers or toes. I don't think I've seen any NPC support in it...

 

Edit: Oh, right, they consume from their inventory (as the earlier comment states).

Edited by vaultbait
Posted

It's a pretty great mod tbh (like this one 👌), there is short animation that plays when you give polish to a companion or any npc where you can access their inventory, and voila nail polish. It might be stuck/broken in my game, I swear I gave some of the captives turned settlers some and it worked last week, but I had one where it just wouldn't work. Thought maybe it would be related to not being able to change the face, due to the baked in facegen, I think??

Posted (edited)
1 hour ago, Whacked said:

Thought maybe it would be related to not being able to change the face, due to the baked in facegen, I think??

Looks Menu can't find the face data from a Leveled NPC. Even Better Console can't find the actual "root" NPC (Non-Player Character), it shows the same baseID for everyone of them which is actually the Leveled NPC template EBCC_LCharFemaleSettler or EBCC_LCharMaleSettler.

Basically it works like so.

CC calls for a Captive =EBCC_LCharFemaleSettler

EBCC_LCharFemaleSettler holds the Level Lists for all the different female captives.

The engine is given the list and told to pick one.

It might choose EBCC_EncFemaleSettlerW82 "Coraline" [NPC_:FE000F40]

Which points to the Non-Player Character (Actor) EBCC_EncFemaleSettlerW82

And thus spawns Coraline into the game world.

 

So, you can see, the actual spawned NPC is far away removed from the one originally being called to spawn.

Unique NPC's, ie: Piper for example, are not part of a Leveled NPC list, and are enabled by their Non-Player Character (Actor) refID 2f1f and can be edited, with the proper flag ticked of course.

 

Sorry just rambling! 😜

 

Edited by izzyknows
  • 2 weeks later...
Posted
On 7/5/2024 at 11:44 AM, izzyknows said:

Looks Menu can't find the face data from a Leveled NPC. Even Better Console can't find the actual "root" NPC (Non-Player Character), it shows the same baseID for everyone of them which is actually the Leveled NPC template EBCC_LCharFemaleSettler or EBCC_LCharMaleSettler.

Basically it works like so.

CC calls for a Captive =EBCC_LCharFemaleSettler

EBCC_LCharFemaleSettler holds the Level Lists for all the different female captives.

The engine is given the list and told to pick one.

It might choose EBCC_EncFemaleSettlerW82 "Coraline" [NPC_:FE000F40]

Which points to the Non-Player Character (Actor) EBCC_EncFemaleSettlerW82

And thus spawns Coraline into the game world.

 

So, you can see, the actual spawned NPC is far away removed from the one originally being called to spawn.

Unique NPC's, ie: Piper for example, are not part of a Leveled NPC list, and are enabled by their Non-Player Character (Actor) refID 2f1f and can be edited, with the proper flag ticked of course.

 

Sorry just rambling! 😜

 

 

I see, thanks for the explanation! I have noticed the same id when editing settlers with Looksmenu to change body details, but never put it together 🤔.

  • 3 weeks later...
Posted
20 hours ago, katrina.balanchuk said:

Any chance someday this mod could have the commonwealth captives unique coded so they are amenable to SLM?

 

it would be a dream come true. :)

 

The problem is that LooksMenu's face editor only works correctly with unique actors. Fallout 4 makes extensive use of generic leveled actor lists for most NPCs you encounter in the game so that they're all copies of some actor record. This includes typical settlers, raiders, Gunners, CoA, scavengers, BoS, Minutemen... Commonwealth Captives uses that same sort of mechanism, in part because one of its outcomes is to eventually enlist the captives as normal settlers.

 

You could instead give them wigs to change their hairstyles, different outfits, use mods like Random Overlay Framework to give them random tattoos, Alias Settlers to randomize their names, BodyGen configuration to automatically give them different body shapes, etc. At that point, the fact that their faces are still the same sometimes won't be as obvious.

Posted

Just had a quick look in the plugin file, I noticed that some NPCs have mismatched colors between the body and the head. The QNAM texture lighting values and the skintone values in the tint layers don't match.

Posted
2 hours ago, AWHA2 said:

Just had a quick look in the plugin file, I noticed that some NPCs have mismatched colors between the body and the head. The QNAM texture lighting values and the skintone values in the tint layers don't match.

Might fix sometime this winter. Most likely an error from the original that was copied.. and copied...and copied... LOL

Posted
On 8/11/2024 at 12:25 AM, izzyknows said:

Might fix sometime this winter. Most likely an error from the original that was copied.. and copied...and copied... LOL

I'm also running into a weird issue with the refIDs of the first few NPCs. It seems that FO4Edit is somehow ignoring the plugin index for these so the refIDs are showing up as "0000001" instead of "xx00001". In the game these NPCs simply don't spawn.

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...