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Posted
4 minutes ago, DARK3OUTLAW said:

Played around a little bit with your patch. Everything works and the changes are great. These girls look 2x better now. Thanks.

Glad you're enjoying it! 😁

  • 3 weeks later...
Posted

OK, I found another Synth. Parker. But I still have no idea how to see that she is a synth. Her voice and lines are identical to others. Can you please explain what I have to look out for?

Posted
6 hours ago, xyzxyz said:

OK, I found another Synth. Parker. But I still have no idea how to see that she is a synth. Her voice and lines are identical to others. Can you please explain what I have to look out for?

Blue eyes.

Posted

Any idea why some of your settlers refuse to stay dressed? I can equip them their clothes everytime but whenever I come back they are nacked again.

Posted (edited)

I'm having an issue where if I install this mod then the captives become impossible to interact with.

Nothing shows up at all when I hover the cursor over the NPC, if I open the console and target them then it gives their name as 'null'.

Without it and just base commonwealth captive then everything is fine.

 

I really like the enhanced visuals from the images here in the mod but I can't seem to get it to work properly. Any help?

Edited by shardoom
Posted (edited)
On 9/2/2024 at 1:38 AM, KinataHoru said:

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

 

 

Thanks for this.

 

All stutter was removed after I installed your BA2 FaceGen files (and disabling "Is CharGen Preset"). You made a much better one than me. I tried to generate one on my own, but it appears something went wrong along the way.

 

Summary for those who want to use CCMFC with FaceGen, this is what I did:

1. Download the FaceGen files of KinataHoru and install

2. Open FOEdit

3. Go to Commonwealth Captives NPC Patch.esp>Non-Player Character (Actor)

4. For each and every entry, under Flags (sorted), set "Is CharGen Preset" to 0

 

I tried this on CCMFC Version 1.0.7. Entering settlements with predominantly CCMFC rescued NPCs is now as smooth as butter.

 

Edited by aeterna789
Posted
On 6/25/2025 at 11:17 AM, xyzxyz said:

Any idea why some of your settlers refuse to stay dressed? I can equip them their clothes everytime but whenever I come back they are nacked again.

No clue, you have some mod messing with them is all I can think of.

Posted
4 hours ago, shardoom said:

I'm having an issue where if I install this mod then the captives become impossible to interact with.

Nothing shows up at all when I hover the cursor over the NPC, if I open the console and target them then it gives their name as 'null'.

Without it and just base commonwealth captive then everything is fine.

 

I really like the enhanced visuals from the images here in the mod but I can't seem to get it to work properly. Any help?

That's weird and not caused by my patch as it's the same records just more of them. 

Posted
2 hours ago, aeterna789 said:

All stutter was removed

An even simpler solution is to roll the game back to 163. All those and many other bugs will be gone. Bugthesda really forked the Next Gen updates.. bad.

Posted
8 hours ago, izzyknows said:

That's weird and not caused by my patch as it's the same records just more of them. 

 

It has to be some kind of conflict.

However, in Xedit there is only CC and then your mod affecting the captives.

I can load a save directly in front of one of them and everything loads and works fine, but if I activate the .esp from this mod (and that is the only change) then the captives become impossible to interact with as I described above.

 

The only other captives mod of I have installed is the outfit injector one, but I cannot see any conflict between that one and this.

I'm not directly blaming this mod, don't get me wrong. Way too many people enjoy it for it to be a problem directly from here, but I was hoping someone might have an answer, or run into this before etc. :(

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

what the chance for a synth one since i have yet to find one

Pretty high. They all have blue eyes. Or whatever color you may have replaced them with. I used the synth eyes since I had a small part in having them added. LOL

  • 4 months later...
Posted

Have you changed anything about the captives? Heather Casdin (Mod) suddenly attacks settlers that were captives. She has never done that befor.

Posted
11 minutes ago, xyzxyz said:

Have you changed anything about the captives? Heather Casdin (Mod) suddenly attacks settlers that were captives. She has never done that befor.

 

I have Heather in my current game (for the first and probably last time). She's not doing that in mine. Something else at play here.

Posted
16 minutes ago, Nessa said:

 

I have Heather in my current game (for the first and probably last time). She's not doing that in mine. Something else at play here.

I had her in various chars and loadouts befor too. I have no idea what the problem is. I haven't changed anything IIRC.

Posted
On 12/17/2025 at 5:17 PM, xyzxyz said:

I had her in various chars and loadouts befor too. I have no idea what the problem is. I haven't changed anything IIRC.

 

I will say her custom system does cause issues. And finding out her quest was tied to main plot made me drop her off somewhere and I can't remember where. Or maybe that was just her voice. 🤣 (Killing Kellog is right up up there with Bleak Falls Barrows in Skyrim to me now.)

 

Anyway, I tried a quick test stress test with a bunch of spawned in settlers from this mod. I couldn't get her to aggro but I'd guess her mod is the culprit before anything else.

Posted
1 hour ago, Nessa said:

 

I will say her custom system does cause issues. And finding out her quest was tied to main plot made me drop her off somewhere and I can't remember where. Or maybe that was just her voice. 🤣 (Killing Kellog is right up up there with Bleak Falls Barrows in Skyrim to me now.)

 

Anyway, I tried a quick test stress test with a bunch of spawned in settlers from this mod. I couldn't get her to aggro but I'd guess her mod is the culprit before anything else.

That's too bad but thank you for the effort :) I try to always have her with me just for the extra firepower and carrying capacity. If she would just stop singing...

  • 4 weeks later...
Posted

i am having an issue of repeated spawns of captives , and if one spawns that was previously assigned to a supply chain , i fear it breaks the supply chain, 
also if you assign a CCaptive to a store , 
i lose caits companion and cannot trade with her to swap gear

Posted
9 hours ago, Creepywitch said:

i am having an issue of repeated spawns of captives , and if one spawns that was previously assigned to a supply chain , i fear it breaks the supply chain, 
also if you assign a CCaptive to a store , 
i lose caits companion and cannot trade with her to swap gear

Duplicate captives are still unique as far as the game is concerned.

Captives are followers, not companions so there's no interference between the 2.

You can always use the console command openactorcontainer 1 to open the trade menu. 

  • 4 months later...
Posted

Enjoying already the regular one. 'trying this up right away.

But... one concern: the regular one doesn't seem to work on Far Harbor?

Posted
12 minutes ago, jmlparis said:

Enjoying already the regular one. 'trying this up right away.

But... one concern: the regular one doesn't seem to work on Far Harbor?

It only works with Raiders and Super Mutants. My patch adds Gunners, but no factions in Far Harbor. They will spawn for the Super Mutants at the spa and a couple other places where vanilla Raiders are used. Not many spots for sure.

Posted (edited)
On 5/31/2026 at 6:16 PM, izzyknows said:

It only works with Raiders and Super Mutants. My patch adds Gunners, but no factions in Far Harbor. They will spawn for the Super Mutants at the spa and a couple other places where vanilla Raiders are used. Not many spots for sure.

I've been using only this mod of yours to populate all of my settlements, all of the Commonwealth and Nuka already, choosing only the ones I like and equiping them the best accordingly.
I might give a try to this "MyNPCs Settler Pack" since I'm fooling around.
One worry: that "Valkyr Female Face and Body Textures" you're suggesting seems to be giving me "dark faces".

EDIT:
The "dark faces" with that Valkyr mod is a known problem related to one's screen resolution, fully documented in the mod posts.

Edited by jmlparis
Posted (edited)

As you said, I went to visit some of my "SuperMutants" friends and they had some beautiful "new" hostages to free and hire. Thanks!

(Those are without the Valkyr mod on...)

 

Spoiler

image.thumb.png.8a35e76f8beba5affd9a88cd969a618c.png

image.thumb.png.b64b3488e1007ab405b8b9df92beeb7a.png
 

Spoiler

image.thumb.png.02c8d093ee1bea9d08290a22cfc291f7.png

 

Edited by jmlparis

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