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Posted
1 hour ago, izzyknows said:

SS2 uses far to many resources and causes other mods to be pushed to the back of the processing line, thus, causing them to fail in one way or another. Then's there's quest interference and world edits that muck things up.
Simply don't run SS2 with CS or NR. Saves a LOT of headaches.

 

Thanks, so it's too script-heavy.

 

Should I also remove the Pack Attack AI mod (PANPC) when using JB's mods? I've read that it's also a little script-heavy, but I'm not sure if it's too script heavy. I suspect it might alter raider NPC idle behaviour even when there isn't active combat.

Posted
58 minutes ago, Corsec said:

 

Thanks, so it's too script-heavy.

 

Should I also remove the Pack Attack AI mod (PANPC) when using JB's mods? I've read that it's also a little script-heavy, but I'm not sure if it's too script heavy. I suspect it might alter raider NPC idle behaviour even when there isn't active combat.

I'd disable all "combat" mods or mods that alter Raiders or Diamond City.

Once you play through a time or two, you'll get a feel for what can and can't be ran along side of CS.

But always load CS as close to last as possible.

Posted
3 minutes ago, and4467 said:

image.thumb.png.4262dca34cf6a9cbc9ae928fa7991e79.pnghelp !!!

😂

 

I have no idea. I've played this game for years... and I've never had that happen. I don't even know where to start.  😂

 

A mod that edits the human race? A mod that forces all NPCs to be female? 


Whatever it is, my mod has nothing to do with it. I don't do that kind of edits. You should carefully check your mod list and start uninstalling / testing. 

Posted
6 minutes ago, and4467 said:

image.thumb.png.4262dca34cf6a9cbc9ae928fa7991e79.pnghelp !!!

 

In another topic today someone was having trouble with some male actors running around headless, and eventually tracked it down to a new mod they'd installed called X-Cell Fallout 4. Looks like there's a sticky post about it.

Posted (edited)
17 minutes ago, vaultbait said:

 

In another topic today someone was having trouble with some male actors running around headless, and eventually tracked it down to a new mod they'd installed called X-Cell Fallout 4. Looks like there's a sticky post about it.

Very interesting, this mod is made by the same author of CK fix (CKPE) and hopefully fixes a long standing and obscure bug (faceGen loading). Thanks. 
If i understand correctly, any newly added NPC to the game needs its faceGen to be manually generated. Can be done in bulk for the whole mod in one click.
 

Quote

facegen generation is required for new characters

 

Edited by lee3310
Posted (edited)
7 minutes ago, ezusoppp said:

what triggers the amputation event?

 

 

Two quests have it - "The Runaway Slave" and as a result of losing in "The Pit" on the final fight, think its only on the first time you do the pit though

Edited by pinky6225
Posted
1 minute ago, pinky6225 said:

 

Two quests have it - "The Runaway Slave" and as a result of losing in "The Pit" on the final fight, think its only on the first time you do the pit though

 

That's right. 

 

Also the mod is set to listen to whatever you choose in the Amputator MCM. Say, right now you enter the MCM and choose to have your left arm amputated, then the raiders should change their dialogue accordingly.  

 

But ideally the amputations events should be handled by the mod to prevent some unforeseen bug. 

Posted (edited)
On 7/23/2024 at 8:14 AM, and4467 said:

help

In case you haven't figured this out yet,

It's caused by X-Cell Fallout 4 and you need to set facegen=true to facegen=false in the x-cell.ini

 

Edited by izzyknows
Posted
2 hours ago, izzyknows said:

In case you haven't figured this out yet,

It's caused by X-Cell Fallout 4 and you need to set facegen=true to facegen=false in the x-cell.ini

 

Or go through the extra step of making your own facegen data for this and any other mods that are missing it, at least until those mods are updated or separate patches are published for them.

Posted
15 minutes ago, vaultbait said:

 

Or go through the extra step of making your own facegen data for this and any other mods that are missing it, at least until those mods are updated or separate patches are published for them.

Am I being naive if I say that I am patiently waiting for Bethesda to fix this? 🥲


If after a while there's no news I'm going to have to do it. I just have too many NPCs. Let alone the other mod. 

Posted
46 minutes ago, zaira said:

This one in Fallout London - would make much sense...

The big problem I often see with modders of these types of projects is how horrified they are of sex. It's more natural for them to talk about gore and disembowelment, but on an aspect as natural as sex or sexual attraction they become Buddhists. 


Well, I downloaded the mod yesterday and will test it today. I don't know these modders specifically. Let's see how it goes. 

Posted
44 minutes ago, JB. said:

Am I being naive if I say that I am patiently waiting for Bethesda to fix this? 🥲


If after a while there's no news I'm going to have to do it. I just have too many NPCs. Let alone the other mod. 

 

Well, it's two separate (but related) things...

 

The game includes (always has) pregenerated face mesh+texture data for NPCs in order to improve performance. It also has a fallback to render faces on the fly in case that facegen data isn't available for a particular NPC, which of course comes at a mild cost to performance. It's been recommended since ages to build and include facegen data for any new NPCs in mods (it's one click in the CK and then remembering to include those files when you package up the mod), and for older popular mods that lack facegen data you'll find a slew of patches on Nexus Mods that adds it.

 

In the recent "NG" game update, Bethesda broke the game's ability to read facegen data, not sure exactly what they did there, but the end result was that every NPC used the fallback on-the-fly face rendering and performance suffered mightily as a result. One of the features of the X-Cell mod is that it repairs this regression by forcing the game engine to use facegen data instead of the on-the-fly rendering fallback (but apparently at the cost of disabling that fallback path entirely). This solves the performance regression, but also makes it blatantly obvious which NPCs don't have facegen data. Even if Bethesda fixes the problem they recently introduced, including facegen data in mods would still be recommended for performance reasons.

Posted (edited)
6 hours ago, vaultbait said:

 

Or go through the extra step of making your own facegen data for this and any other mods that are missing it, at least until those mods are updated or separate patches are published for them.

Interestingly... all that's required is to flag the NPC Is CharGen Face Preset and boom the head appears.

Wondered why the captives from my mod spawned fine, which obviously doesn't have the facegen data, yet random NPC's were missing heads.

Turns out that flag is all that's needed. No need to actually generate the facegen data.  At least for X-Cell to work correctly.

Edited by izzyknows
Posted (edited)
5 hours ago, vaultbait said:

 

Well, it's two separate (but related) things...

 

The game includes (always has) pregenerated face mesh+texture data for NPCs in order to improve performance. It also has a fallback to render faces on the fly in case that facegen data isn't available for a particular NPC, which of course comes at a mild cost to performance. It's been recommended since ages to build and include facegen data for any new NPCs in mods (it's one click in the CK and then remembering to include those files when you package up the mod), and for older popular mods that lack facegen data you'll find a slew of patches on Nexus Mods that adds it.

 

In the recent "NG" game update, Bethesda broke the game's ability to read facegen data, not sure exactly what they did there, but the end result was that every NPC used the fallback on-the-fly face rendering and performance suffered mightily as a result. One of the features of the X-Cell mod is that it repairs this regression by forcing the game engine to use facegen data instead of the on-the-fly rendering fallback (but apparently at the cost of disabling that fallback path entirely). This solves the performance regression, but also makes it blatantly obvious which NPCs don't have facegen data. Even if Bethesda fixes the problem they recently introduced, including facegen data in mods would still be recommended for performance reasons.

It's an NG bug ? i thought it was older than that (since day one) but only recently discovered. So no need to install the patch for pre NG.

23 minutes ago, izzyknows said:

Interestingly... all that's required is to flag the NPC Is CharGen Face Preset and boom the head appears.

Wondered why the captives from my mod spawned fine, which obviously doesn't have the facegen data, yet random NPC's were missing heads.

Turns out that flag is all that's needed. No need to actually generate the facegen data.  At least for X-Cell to work correctly.

Yes. As you can see in the comment section i asked pershik about faceGen data generated at runtime and he told me to flag NPC as chargen face preset.
Keep in mind that flagging an NPC as chargen preset will include it in the list of possible faces to choose from during character creation (looks menu). Can easily bloat the list if you flag all mod added NPCs

Edited by lee3310
Posted (edited)
3 hours ago, lee3310 said:

Yes. As you can see in the comment section i asked pershik about faceGen data generated at runtime and he told me to flag NPC as chargen face preset.
Keep in mind that flagging an NPC as chargen preset will include it in the list of possible faces to choose from during character creation (looks menu). Can easily bloat the list if you flag all mod added NPCs

If that was the case then I should have well over 400 faces to choose from, and that's just from 2 mods, but I only have the not very good vanilla 15. That's at the start of new game, character creation. Even later in the game it's still the same 15.
Sooo... what am I missing?!?!?! Having a shite ton of options would be pretty niffty actually. Like it would be sooo easy to generate nice presets really fast. :)

 

Oh, and the looks menu opens instantly. So guessing it's not trying to load all the flagged NPCs even "behind the scenes".

 

Edited by izzyknows
Posted (edited)
16 minutes ago, izzyknows said:

If that was the case then I should have well over 400 faces to choose from, but I only have the not very good vanilla 15. That's at the start of new game, character creation. Even later in the game it's still the same 15.
Sooo... what am I missing?!?!?! Having a shite ton of options would be pretty niffty actually. Like it would be sooo easy to generate nice presets really fast. :)

 

Really ? last time i flagged a unique NPC as chargen preset while fiddling with headparts, it became available as face preset in looksmenu. However, it's been 6 months since i played so maybe i forgot (or i've lost my marbles 🤔). It could be that the NPC face became available as preset in some menus in CK.


Edit:


Ok i googled it and it was the case for older fallout games but for Fo4 you have to also add the preset to the human race for it to appear in looks menu.
 

Quote

You have to edit Character \ Race \ HumanRace. Click the Preset NPCs tag and add new presets.

 

Edited by lee3310
Posted
14 hours ago, vaultbait said:

In the recent "NG" game update, Bethesda broke the game's ability to read facegen data, not sure exactly what they did there, but the end result was that every NPC used the fallback on-the-fly face rendering and performance suffered mightily as a result. One of the features of the X-Cell mod is that it repairs this regression by forcing the game engine to use facegen data instead of the on-the-fly rendering fallback (but apparently at the cost of disabling that fallback path entirely). This solves the performance regression, but also makes it blatantly obvious which NPCs don't have facegen data. Even if Bethesda fixes the problem they recently introduced, including facegen data in mods would still be recommended for performance reasons.

So there's no need for X-cell for those of us on the old gen GOG version?

Posted (edited)

why the collar always kills me ? when finishing the first sequence, they put collar on my charcter and when i get out it kills me..

 

i have the feeling i asked this before, but forgot the answer, havent played the mod for a while

Edited by sickboy791

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