89Sander Posted May 1, 2024 Posted May 1, 2024 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?
izzyknows Posted May 1, 2024 Author Posted May 1, 2024 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.
Guest Posted May 1, 2024 Posted May 1, 2024 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.
89Sander Posted May 2, 2024 Posted May 2, 2024 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
Ichabod Posted May 2, 2024 Posted May 2, 2024 This is a really nice mod. Thank you. Feels like filling your settlements with real characters. 1
izzyknows Posted May 2, 2024 Author Posted May 2, 2024 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. 1
89Sander Posted May 2, 2024 Posted May 2, 2024 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!
izzyknows Posted May 2, 2024 Author Posted May 2, 2024 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.
valkylin2 Posted May 19, 2024 Posted May 19, 2024 Hi there,why my voice became woman when use this mod?i am use male char (play FO4 VR version)
izzyknows Posted May 19, 2024 Author Posted May 19, 2024 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.
poplan Posted June 16, 2024 Posted June 16, 2024 Does this mod (1.0.6) work with Commonwealth Captives 1.12? (The latter was released 4 months after the former).
izzyknows Posted June 16, 2024 Author Posted June 16, 2024 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. 2
Whacked Posted July 5, 2024 Posted July 5, 2024 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
izzyknows Posted July 5, 2024 Author Posted July 5, 2024 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.
vaultbait Posted July 5, 2024 Posted July 5, 2024 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.
izzyknows Posted July 5, 2024 Author Posted July 5, 2024 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?
vaultbait Posted July 5, 2024 Posted July 5, 2024 (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 July 5, 2024 by vaultbait 1
Whacked Posted July 5, 2024 Posted July 5, 2024 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??
izzyknows Posted July 5, 2024 Author Posted July 5, 2024 (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 July 5, 2024 by izzyknows
Whacked Posted July 14, 2024 Posted July 14, 2024 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 🤔.
katrina.balanchuk Posted August 4, 2024 Posted August 4, 2024 (edited) 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. Edited August 4, 2024 by katrina.balanchuk
vaultbait Posted August 5, 2024 Posted August 5, 2024 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. 1
AWHA2 Posted August 11, 2024 Posted August 11, 2024 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.
izzyknows Posted August 11, 2024 Author Posted August 11, 2024 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 1
AWHA2 Posted August 16, 2024 Posted August 16, 2024 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.
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