Jump to content

Recommended Posts

Posted

Indecent Captivity

View File

An expansion for Commonwealth Captives that adds KFT restraints, more captive poses, and automated sex with captors.

 

Variety is the Spice of Captivity

Normally you’ll find captives in one of two states: either tied to bondage furniture, or kneeling on the ground (“non-furniture”). Furniture already has several random options. Kneeling captives only ever kneel, though. This mod adds several extra idles from Daily Life of Hookers, as well as new custom made idles specifically designed to synergize with the limb positions of KFT restraints. Non-furniture captives can now have random pose variety too!

 

Captives can optionally spawn with KFT restraints. Head, eye, and mouth restraints can be equipped on either furniture or non-furniture captives. Body, arm, and leg restraints may only be equipped on non-furniture captives. This is to avoid conflicts between the furniture pose and the restraint pose.

 

Indecent Captivity contains its own internal settings for KFT restraints. This allows the user to select options specifically for captives, if desired. Please note that this mod only attempts to use restraints that actually restrict the captive in some way. Thus, it will not apply clothing that is purely decorative like corsets or stockings. In exchange, this mod includes several items that do not appear on the normal KFT leveled lists, including improvised blindfolds, amputations, and gags that change the captive’s expression. The user can optionally choose to have this mod obey KFT’s own MCM settings instead.

 

Automated sex will only occur between the captive and their nearby captors. You will not see wandering traders, nearby settlers, companions, or random creatures using the captives (captor-faction animals like raider dogs and FEV hounds can be enabled though). MCM settings control the number of potential partners, gender of partners for captives, number of simultaneous scenes, distance at which captors in a scene detect player shooting, distance player has to approach before captives stop being used for a new scene, and more. Captives on furniture are designed to return to their furniture after sex.

 

All of the above features can be enabled or disabled via MCM settings. Lastly, this plugin is ESL-flagged to avoid taking a precious ESP slot. 

 

Precautions About Automated Sex

Spoiler

Avoid interrupting an AAF scene while the actors are still gathering for the scene (i.e. just before the animation actually begins). This action won’t break your game, but the scene itself may be soft-locked in the AAF wizard. A save/load will fix it. The same holds true whether you gun down one of the actors involved, fast travel, or enter a new cell through a door. It’s generally fine to shoot the captors while they’re mid-coitus though.

 

For improved long-term stability, and to avoid AAF having to handle a lot of scene errors, the best practice is to manually end any running scenes before you teleport elsewhere. It’s also fine to save mid-scene. Just be aware that if you load one of these saves, the captives may not return to their furniture properly.

 

What Are Weights?

Spoiler

The user will be asked to select a “weight” in MCM for number of partners in a scene, and for certain KFT restraint types. A “weight” is similar to a “chance”, except that the odds are relative to the other weights. For example, assume we have three options, A, B, and C. We’ll set the weight of A to 40, the weight of B to 50, and the weight of C to 10. Total of all weights is exactly 100 in this case. Therefore the chance of A is 40/100, chance of B is 50/100, and chance of C is 10/100.

 

Now we’ll change the weight of A to 50, the weight of B to 55, and the weight of C to 55 too. Total of all these weights is 160. Now the chance of A is 50/160, the chance of B is 55/160, and the chance of C is also 55/160.

 

Or we could set the weight of A to 3, the weight of B to zero, and the weight of C to 2. Total of all weights is 5. The chance of A is now 3/5, the chance of B is 0/5, and the chance of C is 2/5.

 

To keep the weights equal to the chance (and to keep the math easy), you can simply adjust your weights until they total 100.

 

As a side note, if a high number of partners is rolled (say, 9) but there aren’t that many available nearby partners, Indecent Captivity will attempt to use the next lowest partner number weight that’s greater than zero. So if it rolls for 9 partners, but only finds 2, it will check your weight for 2 partners. If that weight is zero, it will check the weight for 1 partner. If that weight is also zero, the scene will be canceled.

 

FAQ / TroubleShooting

Spoiler

Q) Does this mod work for male captives?

A) Poses work the same for both males and females. Automated sex does too, but be sure to install animations that support whichever gender combination(s) you enable (e.g. if you want female aggressor on male victim, your collection must include these types of animations). There is an MCM setting to let the user select which captive genders may receive KFT restraints. Please note that you will need to install a male conversion of KFT if you want restraints applied to male captives. 

 

Q) Does this mod conflict with More Captives or Outfit Injector?

A) No, both of those mods can coexist with this one. KFT restraints themselves can sometimes leave floating shirt sleeves or pant legs if the captive has other clothing on. This mod’s “Strip Captives” option is enabled by default to prevent visual conflicts between KFT restraints and regular clothing.

 

Q) Does this mod’s automated captor/captive sex conflict with either Autonomy Enhanced or Just Fuck?

A) Possibly, in the same way that any two mods trying to perform similar actions may interfere with each other. I have not tested them together.

 

Q) A captive didn’t return to their furniture after sex, what happened?

A) If sex is interrupted, the post-scene processing won’t have a chance to occur. Examples of interruptions include shooting the captor during sex, or saving and reloading mid-sex.

 

Q) I cleared out a location but some other enemy teleported in and started banging the captive. Is that normal?

A) It can happen to outdoor captives you haven’t freed yet. There are MCM settings to adjust captor scan distance and how close you have to be to a captive to prevent new automatic scenes. If you’re outside this distance and other viable enemies are within scanning range, they may “wander over” and take advantage of the captive.

 

Q) Captors don’t stop having sex when I approach them. Is that normal?

A) Yes. They will stop if you actually fire a weapon (see MCM setting for distance), but not if you’re just walking nearby. It’s assumed they are distracted by their activities with the captive.

 

Known Issues

Spoiler

Once in a while, captives in KFT restraints appear to use a lower priority idle (DLOH or kneeling instead of KFT idle). The first time you speak to them, they’ll swap to the correct idle. Far too much effort has been expended trying to resolve this bug. At best, I’ve been able to reduce the frequency at which it occurs. Given the very minor nature of this bug, it is hereby being reclassified as a bonus feature until further notice.

 

Notes For Modders

Spoiler

Although there are very few text notifications in this mod, they are all shown via messagebox, rather than scripted notification. This means you can translate the messagebox text directly in xEdit/CK without needing to modify the scripts.

 

Hard Requirements

-Vanilla Fallout 4 (no DLCs needed)

-Working AAF installation

-MCM

-Commonwealth Captives

-Kziitd Fetish Toolset

-Daily Life of Hookers

 

Thanks and Credits

-Egoballistic for making Commonwealth Captives, KFT, and so many other fine mods.

-kziitd for the custom KFT idles, for making KFT and Daily Life of Hookers, and for suggesting this mod’s concept in the first place.

-Honorable mention to Saya_Scarlett for the often thankless work of maintaining the AAF Fucking Manual.

-Credit to kinggath for the controller quest template that I'm still using from his Mod School Resources pack.

 

Permissions

Please seek permission from kziitd if you wish to make use of the included hkx files. All other assets are free to use for any purpose. No permission needed.


  • Submitter
  • Submitted
    10/03/2025
  • Category
  • Requirements
    AAF, MCM, Commonwealth Captives, Kziitd Fetish Toolset, Daily Life of Hookers

 

Posted

I have a suggestion to improve your mod. How about having fake captives who drug the player with the possibility of Bound In Public? The NPCs could say things like they didn't want to be saved. How about trying  what he's referring to, or that his master forced him to do it to gain his freedom?

 

Posted

Very nice. I thought for a long time that it should be like this, but something is odd, I killed Boomer and a mal raider eafter some AAF scenes, did a bit of building, saved, and reloaded my save, and Boomer is alive. One mini-nuke after another.

Posted
2 hours ago, LarryJD8822 said:

Very nice. I thought for a long time that it should be like this, but something is odd, I killed Boomer and a mal raider eafter some AAF scenes, did a bit of building, saved, and reloaded my save, and Boomer is alive. One mini-nuke after another.

 

This mod doesn't touch NPC spawns in any way.  It just sends them to AAF. 

Posted

soo tried this and look nice but/ how release captive without fetish device key ? (furnture one) if i dont have some with me ) . not big deal to have a couple but i prefered go without key for role play aspects . 

Posted (edited)
1 hour ago, kazeha9 said:

soo tried this and look nice but/ how release captive without fetish device key ? (furnture one) if i dont have some with me ) . not big deal to have a couple but i prefered go without key for role play aspects . 

 

This is probably something I should put in the FAQ.  Gagged captives need their mouth restraint released before you can free them.  This behavior was not added by InCap.  Commonwealth Captives itself has different dialogue for gagged captives, and there's simply no option to free the captive until you remove their gag.

 

I'm fairly certain that only metal gags need a key, and anything made from tape or leather can be removed with a knife.  You can also disable metal gags in the MCM, or even change the weights so head restraints just cover the eyes.  

Edited by spicydoritos
Posted (edited)
17 hours ago, spicydoritos said:

 

This mod doesn't touch NPC spawns in any way.  It just sends them to AAF. 

Maybe the NPCs aren't released properly from AAF, I haven't installed any other mods for a long time.

 

I was with Ellen at Wilson Atomatoys factory, killed Big Mack, (I have Wilson Atomatoys factory as a settlement), I killed all Mutants and there were 2 captive settlers, I left them tied up for the time being, built something, after some time an AAF scene started with raiders from Quincy Quarries.

There were 2 female raiders who were supposed to have a scene with a male captive. I have the animations for it, but no scene started, so I knocked the girls out and turned them into settlers via CAP.

I saved my game.

Now I went with Ellen to Tessa(Quincy), I killed most of the gunners, enslaved them or recruited them as settlers, a captive settler was in front of the building where Tessa patrols, first AAF scene was with a gunner, I killed him, he was probably the last gunner, some time later two raiders were teleported from Quincy Quarries for an AAF scene with this captive.

and now pretty much the same thing happened that happened with Boomer ,i thought I had a disguise on and stayed at the scene, that was a mistake, i died in combat and my last save from Wilson Atomatoys factory was loaded, and as a surprise Big Mack was alive

 

I will now load an old save where InCap is not yet installed, and kill Boomer again to make sure that it is not InCap, I will then report

 

EDIT: I tested without InCap and Boomer remains dead !

 

Is it possible to use a scan radius? I don't want enemies to be spawned from so far away for an aaf scene.

 

Edited by LarryJD8822
Posted

I couldn't even begin to tell you what combination of factors is causing your unique enemies to respawn.  I can only say once again that this mod has no function capable of duplicating or respawning NPCs.  Enemies joining from afar is normal and mentioned in the FAQ.

 

5 hours ago, LarryJD8822 said:

There were 2 female raiders who were supposed to have a scene with a male captive. I have the animations for it, but no scene started,

 

Male receiver paired with multiple females in "aggressive tagged" animation is a scenario that is notoriously absent from a typical setup.  If it happens again you can post a papyrus log and I'll see if it tells me anything.

 

5 hours ago, LarryJD8822 said:

Is it possible to use a scan radius? I don't want enemies to be spawned from so far away for an aaf scene.

 

That actually wouldn't be difficult to add.  Currently your options are to increase the "Animation Lockout Distance" in MCM or... you know... actually free the captive.  🙂

Posted (edited)
50 minutes ago, spicydoritos said:

I couldn't even begin to tell you what combination of factors is causing your unique enemies to respawn.  I can only say once again that this mod has no function capable of duplicating or respawning NPCs.  

I don't know. It looks like it's temporary, and only happens with a reload after dying. I gave Big Mack the forever friends injection (another mod). I've now freed Quincy from the Gunners with Ellen, returned to Wilson Antomatoys, and Big Mack is gone.

so I'll just try not to die anymore😁

 

Releasing the captives is not always the best option, with knockout framework they fall down somewhere and I have to search for them and wake them up😥

 

But if you think differently and have patience, you could wait in the middle of Boston with a captive until all the enemies have spawned there one after the other....😈

 

Edited by LarryJD8822
Posted (edited)
2 hours ago, spicydoritos said:

Male receiver paired with multiple females in "aggressive tagged" animation is a scenario that is notoriously absent from a typical setup.  If it happens again you can post a papyrus log and I'll see if it tells me anything.

I will try one of UAP's animations and make the MFF, it should actually work, yes you have brought me to something now I will start right away 

 

First is done, I think I'll make an animation group out of it, without erection

 

Spoiler

Photo118.jpg.12ded0c3cb663365b0066ce2d70ba3bc.jpg

 

Edited by LarryJD8822
Posted
On 10/4/2025 at 10:24 AM, spicydoritos said:

 

This mod doesn't touch NPC spawns in any way.  It just sends them to AAF. 

I've experienced this behaviour before on several settlement sites. Blood bugs respawning in Taffington Boathouse, Children of Atom at Kingsport Lighouse, friendly Molerats at the Starlight Drive-in, Mirelurks at Coastal Cottage, and Boomer. 

 

Some of these even happen when you reload from a save while on site. None of these had a Commonwealth Captives element running or AAF scenes. 

 

What causes it? Who knows. That's why I add bubble turrets in buildings where this problem occurs. 

 

It also tends to stop after a couple of visits... Except for the friendly Molerats. 

Posted

Thenks for a great mod. 

 

Unfortunately, even though I have 10 agiles and 4 snipers (yes, without the pops and some of the magazines), I get detected faster than I would like, especially if there is a companion. This prevents me from observing the raiders and their victims for longer before I show up and save them.

Posted
47 minutes ago, vranina said:

Thenks for a great mod. 

 

Unfortunately, even though I have 10 agiles and 4 snipers (yes, without the pops and some of the magazines), I get detected faster than I would like, especially if there is a companion. This prevents me from observing the raiders and their victims for longer before I show up and save them.

 

You can reduce the Weapon Detection Radius in MCM, which will prevent scenes from stopping when you fire a weapon from far away.  But I can't change whether you get detected by the other raiders. 

Posted

But I found a solution! I just need to use the invisibility command tdetect. After that, I can calmly observe what is happening. When I think it's enough, I just move away, turn off invisibility and attack the enemy.

Posted

Amazing mod. Perfect for raider playthroughs.
 

I've noticed a few captives (in KFT gear) spawn with a DLOH pose. And then switch to a standing idle pose.
 

Is there a way to prevent that?

Posted
3 hours ago, Magnum717 said:

Amazing mod. Perfect for raider playthroughs.
 

I've noticed a few captives (in KFT gear) spawn with a DLOH pose. And then switch to a standing idle pose.
 

Is there a way to prevent that?

 

Maybe.  What you're seeing (if you are close enough to watch the captive spawn) is due to order of operations.  Captives receive an idle package on spawn and are equipped with KFT restraints afterwards.  Many KFT items apply their own idles, which may be taking precedence over the DLOH idle. 

 

I can try running EvaluatePackage on the captives again after equipping KFT.  That may or may not send them back into the DLOH idle.  I'll have to experiment.  

 

Ultimately, I'm working on a better fix for KFT captive idles. 

Posted

is there a distance check for the AAF actors?
(between the actors, not from player)

 

with mutants=on,
I've had nearby Mutants being selected and pulled over for a scene with Raider captives a few times....
To which, of course, the Raiders did slightly object 😉

Posted
12 minutes ago, egonm68 said:

is there a distance check for the AAF actors?
(between the actors, not from player)

 

with mutants=on,
I've had nearby Mutants being selected and pulled over for a scene with Raider captives a few times....
To which, of course, the Raiders did slightly object 😉

 

Currently it finds the nearest qualifying captor within the same cell, and then locates additional actors in the same faction to be potential partners.  In the next version I'll include a scan radius slider as well. 

Posted
29 minutes ago, Nivea said:

How would I enable the restraints from KFT for men, I am working on converting them over and would like to use them. :)

 

You'd have to modify the EquipKFTDevices function in the script.  It's simply hard coded to cancel out on males.

 

However, if a conversion is in the works, I will add an MCM toggle to the next mod update.

Posted
On 10/4/2025 at 2:22 PM, LarryJD8822 said:

Very nice. I thought for a long time that it should be like this, but something is odd, I killed Boomer and a mal raider eafter some AAF scenes, did a bit of building, saved, and reloaded my save, and Boomer is alive. One mini-nuke after another.

 

I had the same issue before Indecent Captivity was in my mod list.

Killed Boomer, slept in my newly acquired settlement and woke up under a shower of nukes :D


So, I don't think it comes from this mod. 

My suspects so far are: Dangerous Nights and Mutant Menagerie.

 

Posted

Can you share what settings I need to make to have as many limiters on the captives as possible? I want to feel like a real savior from the bad raiders.

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...