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Posted
2 hours ago, AWHA2 said:

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.

There are legacy NPC's that was used by the old system and have been left in for comparability reasons, but are not used in the new system.

Now, if you're talking about this patch, that's a problem on your end, as every single one of them spawn. That's how I test them, by letting them spawn naturally.. also why it takes do long to test. LOL

Posted (edited)

Hello, @izzyknows! Thank you for making this patch. Commonwealth Captives ("CC") has been my primary recruitment method for many playthroughs and your patch ("CCMFC") adds much-needed diversity. Both are mandatory in my load order. 

 

I would just like to report an oddity with CCMFC when it comes to generating FaceGen Data. 

 

Background: I'm using the new X-Cell mod and I generated FaceGen Data using Vault-Tec Enhanced FaceGen System ("VEFS") - a tool that automates the entire Facegen process. This drastically improved my game's performance by removing the severe stuttering I experienced when approaching settlements with rescued settlers. For VEFS to make the Facegen data for CC and CCMFC, I had to use FO4Edit to disable the flag "Is CharGen Preset."

 

Issue: The settlers from CCMF have (what I call) a "reverse black face bug" - By this I mean, settlers with darker complexion will suddenly have white bodies but retain their intended dark skin on their face. I've attached a comparative image.

 

This only happens with the settlers introduced by CCMFC. Settlers from CC do not have this issue.

 

Temporary Solution: I turn back "Is CharGen Preset" for CCMFC but I lose the performance gain (stutters return).

 

Considering the above, I would like to ask if you have any idea what is causing this issue. I did not do any other edit in the CCMFC esp other than deleting the "Is CharGen Preset" flag. As far as I understand it, "Is CharGen Preset" tells the game to dynamically generate the faces of NPCs but never touch the body.

 

Facegen Bug (CCPatch).jpg

Edited by aeterna789
Posted
6 hours ago, aeterna789 said:

This only happens with the settlers introduced by CCMFC. Settlers from CC do not have this issue.

Is it all the captives or just some of them from my patch? IF just some of them, give me a few of the effected names. Otherwise...
I really don't have an idea why as they are all copies of the original records. Even the added ones are copies. LOL

Personally, I've never had stuttering with them. NPC's that have their inventory messed with will cause stuttering on load, but even then it takes a good number of them to cause it.

 

Posted
18 hours ago, izzyknows said:

Is it all the captives or just some of them from my patch? IF just some of them, give me a few of the effected names. Otherwise...
I really don't have an idea why as they are all copies of the original records. Even the added ones are copies. LOL

Personally, I've never had stuttering with them. NPC's that have their inventory messed with will cause stuttering on load, but even then it takes a good number of them to cause it.

 

 

It affects all NPCs added by CCMFC.

 

I think I found the problem, if "Is CharGen Preset" is disabled, the body defaults to the skin tone of CC as if CCMFC was not installed.

Posted (edited)
47 minutes ago, aeterna789 said:

 

It affects all NPCs added by CCMFC.

 

I think I found the problem, if "Is CharGen Preset" is disabled, the body defaults to the skin tone of CC as if CCMFC was not installed.

You have something else going on. Basically a mod messing with things it shouldn't.

Since you're running xcell, set facegen=falseturn off

It works okay, but causes issues with mods.  That feature is sorta like PRP, niffty in theory, crap in practice. I'm a fan of perchik, and use xcell, but that feature is not very good at all.

 

Edited by izzyknows
Posted
10 minutes ago, izzyknows said:

You have something else going on. Basically a mod messing with things it shouldn't.

Since you're running xcell, set facegen=falseturn off

It works okay, but causes issues with mods.  That feature is sorta like PRP, niffty in theory, crap in practice. I'm a fan of perchik, and use xcell, but that feature is not very good at all.

 

Yeah, I suspect X-Cell is the culprit. I fixed the issue by re-enabling "Is CharGen Preset" for CCMFC settlers.

 

Thanks for taking the time to respond and for making this patch. Much appreciated.

  • 2 weeks later...
Posted

I don't remember exactly what I did, but I now have a fully working facegen for this mod.

 

As far as I can remember, this is what I tried at different points in time:

  • completely remove skin type (hero, young, old),
  • Set all facial skin type to femaleyoung.
  • Set color alpha to 1,
  • Deleted all data (except important scripts) from the XX0157B8 record.

Though to be honest, I suspect it's much simpler than that - the last time I tested it, I packed the entire facegen into ba2. Most likely, the errors in skintint are related to this.

 

I attach the result here. I allow izzyknows to implement my facegen in his mod (if everything works well for him). 

 

https://mega.nz/file/OnRxBR4A#dqAb24jzAEh_iX3immO4QF99jBEAyFJSlbddYubH_ck

 

Posted
48 minutes ago, KinataHoru said:

I attach the result here. I allow izzyknows to implement my facegen in his mod (if everything works well for him).

Thanks for the effort! 👌

Lets just leave it here for anyone that wants to use it. I really can't justify 3GB extra to the mod.

And later when I update it, it'll break that facegen anyway. Several errors copied from the master still needs corrected, some are fixed. So progress is being made!

  • 4 weeks later...
Posted (edited)

Would setting the "Unique Actor" checkbox in the CK stop seeing duplicates? I only encountered one so far, at the Super Mutant town. [there's a treasure trove of settlers there if you can avoid friendly fire]

EDIT: Nevermind, apparently we'd run out of Actors eventually.

Edited by Dojo_dude
  • 3 months later...
Posted

so will the default vanilla ones with just settler still spawn?

 

also even though those are called just settler they actually have names when you open AAF

Posted
3 hours ago, RAAMPEAK said:

so will the default vanilla ones with just settler still spawn?

 

also even though those are called just settler they actually have names when you open AAF

They've all been named, so you wont get a captive named settler.

AAF will give the actors random names during a scene.

This can be changed via the AAF_settings.ini

show_class_name_in_wizard =true

If you want to edit the names:

AAF_nameData.xml

 

 

  • 2 months later...
Posted

I feel that this may not be possible, but is there any way  to influence which captives appear?  I have been using this mod for quite a long time, and a number of playthroughs.  Lately I have not been seeing certain captives that I'm fond of (sounded better in my head).  Thank you for your creation.

Posted
8 hours ago, Hannibal_P said:

I feel that this may not be possible, but is there any way  to influence which captives appear?  I have been using this mod for quite a long time, and a number of playthroughs.  Lately I have not been seeing certain captives that I'm fond of (sounded better in my head).  Thank you for your creation.

There "might" be, but I think the way they are currently spawned, using a copy of the vanilla settler system, would have to be changed to make them all unique NPC's.

Then it could be coded to go down the list in order. The last spawned would need to be stored into the save, or something like that, so it could be referenced & updated for the next spawning event.

But... I'm no code monkey. LOL

 

Yeah, we all have out favorites. 🤗

Posted
8 hours ago, izzyknows said:

There "might" be, but I think the way they are currently spawned, using a copy of the vanilla settler system, would have to be changed to make them all unique NPC's.

Then it could be coded to go down the list in order. The last spawned would need to be stored into the save, or something like that, so it could be referenced & updated for the next spawning event.

But... I'm no code monkey. LOL

 

Yeah, we all have out favorites. 🤗

Thank you for the reply, and thank you for this.  A must in my load order.

  • 1 month later...
Posted
1 hour ago, xyzxyz said:

Did you add synths to the pool of captives? 

 

Yep. 😉

But, can you figure out which ones are synths just by looking at them? It's actually very easy once you know what to look for.

Posted (edited)
17 hours ago, izzyknows said:

Yep. 😉

But, can you figure out which ones are synths just by looking at them? It's actually very easy once you know what to look for.

Are they a threat to my settlements?

Found another one but no idea how to see it without killing them. How they look totally depends on the installed mods.image.thumb.jpeg.558cf6e762ea61425e8bd04bed3aff80.jpeg

Edited by xyzxyz
Posted
4 hours ago, xyzxyz said:

Are they a threat to my settlements?

Found another one but no idea how to see it without killing them. How they look totally depends on the installed mods.

They'll kill everyone, destroy all the crops and eat your cat!

 

Just kidding, I've only had the game choose one as a "suspected" Synth... ever. And it even denied being a Synth. LOL

Keep in mind, the bad Synths are generated via the recruitment beacon, and even then there are several conditions that need to be met.

 

Anyway...

Once you figure it out, you'll know who's who, regardless of mods installed. We're talking MY NPC's, not the games random selections.

You already know of 2... compare them, when alive.

Posted (edited)

V1.0.7

Fixed some bug eyed captives that was caused by a Nuka Ride conflict.

Fixed several that had super flat faces, looked like they were raised chasing parked cars.

Added a handful more captives.

Safe to update mid run. 👍

 

And a few other tweaks made over time that I can't remember.

Edited by izzyknows
Posted
12 hours ago, Bingus300 said:

please post 1.0.6.7. why did you remove it? it broke wabbajack lists and they are now non installable

Well, seems you need to talk to the wabbajack author and get them to update the file. That's their job after all.

 

Posted
1 hour ago, izzyknows said:

Well, seems you need to talk to the wabbajack author and get them to update the file. That's their job after all.

 

i mean. it would be loads easier for you to just upload one file instead of someone updating a modlist of 3000 mods around your file update but pop off i guess

 

Posted
5 hours ago, Marc12 said:

hi   is this an update for the one we have or is it a new mod for install?

It's an update.

You can either uninstall the current one and install it like a new mod, or just overwrite your current one.

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