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Posted
3 hours ago, CockyCookie said:

Amazing mod, really  love it so far! Quick question, is it safe to update the mod mid game?

 

Certainly.  I always make my mods safe to update unless otherwise stated.  🙂 

Posted (edited)

Have an issue with IC not detecting the captives.... ever. The poses & KFT restraints work fine, just can't detect any captives.

This was in Backstreet Apparel with a total of 6 captives, and the PC blocking scenes distance turned down to 10. Small cell ya know. 

[10/25/2025 - 03:10:53PM] InCap Debug: InCap_PartnerFinder quest running = True
[10/25/2025 - 03:10:53PM] InCap Debug: NearbyCaptives count = 0
[10/25/2025 - 03:10:53PM] InCap Debug: CaptivesArrayLength = 0
[10/25/2025 - 03:10:53PM] InCap Debug: There were no nearby captives.

 

Forcing a new scan returns the same results.

Edited by izzyknows
Posted
4 hours ago, izzyknows said:

Have an issue with IC not detecting the captives.... ever. The poses & KFT restraints work fine, just can't detect any captives.

This was in Backstreet Apparel with a total of 6 captives, and the PC blocking scenes distance turned down to 10. Small cell ya know. 

[10/25/2025 - 03:10:53PM] InCap Debug: InCap_PartnerFinder quest running = True
[10/25/2025 - 03:10:53PM] InCap Debug: NearbyCaptives count = 0
[10/25/2025 - 03:10:53PM] InCap Debug: CaptivesArrayLength = 0
[10/25/2025 - 03:10:53PM] InCap Debug: There were no nearby captives.

 

Forcing a new scan returns the same results.

 

The NearbyCaptives RefCollectionAlias has the following conditions for captives:

 

-Further away than MCM Animation Lockout Radius

-Interior/exterior matches your MCM setting for locations

-3D loaded

-Not in a dialogue scene

-Not in combat

-Not previously found invalid (generally this means your MCM is set to only process female captives for sex, and the found captive is male, or vice versa).

-Not AAF ActorBlocked or ActorBusy

-Not prohibited race

-In EBCC_FriendFaction that is automatically applied by CC

-Has one of the three dirt spells that are applied to captives automatically

 

Do you have the interior/exterior setting correct?  Were your captives of a gender that had partners allowed during their initial scan?  Otherwise my next question is whether you have something that disables CC's dirt spells.

Posted (edited)
1 hour ago, spicydoritos said:

Has one of the three dirt spells that are applied to captives automatically

BINGO!! Winner Winner Chicken Dinner!!!!

The dirt spell code has been removed. More precisely, remarked out. I'll just remove that check from IC and everything should work! :)

There are several other folks with the same version.  😜

 

That was easy. And I must say your mod is nicely written. Very Nice! :thumbsup:

Edited by izzyknows
Posted
1 hour ago, izzyknows said:

BINGO!! Winner Winner Chicken Dinner!!!!

The dirt spell code has been removed. More precisely, remarked out. I'll just remove that check from IC and everything should work! :)

There are several other folks with the same version.  😜

 

That was easy. And I must say your mod is nicely written. Very Nice! :thumbsup:

 

Well there's no perfect answer here.  "Friend faction plus dirt spell" is really just a stand-in for "actor is in the Captive RefCollectionAlias" (RCA).  But I can't use alias conditions on one quest to check RCA membership within a different quest.  If I check faction membership only, I risk pulling in non-captive actors who become part of that faction.

 

The least bad solution on my end is to add a new keyword onto the Captive RCA so I can check it elsewhere.  Since I'm already overwriting that RCA to add the actor scripts, I wouldn't feel too badly about it.  I'm desperately trying to use a light touch on overwrites of any part of Commonwealth Captives. 

Posted
10 hours ago, spicydoritos said:

If I check faction membership only, I risk pulling in non-captive actors who become part of that faction.

 

Haven't looked, but isn't EBCC_FriendFaction unique to the captives?

So far in practice it has worked perfectly. And I've got a couple thousand extra bad guys added to the world. 

 

I've yet to see a random or named NPC that didn't aggro the bad guys. Even if one did get pulled in to a scene, well, they learned why you don't venture to close to xx camps. LOL

 

Posted
30 minutes ago, izzyknows said:

Haven't looked, but isn't EBCC_FriendFaction unique to the captives?

 

Within CC itself, yes.  But that doesn't mean it will remain so in third party mods.  The EBCC Friend Faction is a really nice utility that covers more groups than the vanilla captive faction.  For a while I was using it in this mod to try and handle weird interactions that would happen if the player gets pulled into a Violate scene while captive sex is happening.  I found a better method, ultimately, but the takeaway is that I'm not comfortable using that faction as the only method of determining who qualifies as a captive.

Posted
4 hours ago, spicydoritos said:

I found a better method, ultimately, but the takeaway is that I'm not comfortable using that faction as the only method of determining who qualifies as a captive.

I got ya! That makes sense! Kinda, but personally, I'd just make my own faction modeled after the EBCC Friend Faction. That way there would be 0 conflicts with any mod. 

It'd be like Hardship's whiteflag faction. Same effect happens, friends with basically everything, just different faction "name".

At least as far as factions go. 

 

Just a thought...

Can you check if the baseID matches that of EBCC_LCharFemaleSettler xxx157B6 or EBCC_LCharMaleSettler xxx157B7?

Since freed captives are no longer in the EBCC Friend faction they would fail that check and be skipped. 

 

Posted (edited)
2 hours ago, izzyknows said:

Can you check if the baseID matches that of EBCC_LCharFemaleSettler xxx157B6 or EBCC_LCharMaleSettler xxx157B7?

 

That's an interesting idea.  That leveled list is an option I can select for the GetIsID condition.  If it works, I'd rather do that than a temporary keyword.

 

Edit: Nope, that method failed completely.  😅

Edited by spicydoritos
Posted
2 hours ago, spicydoritos said:

 

That's an interesting idea.  That leveled list is an option I can select for the GetIsID condition.  If it works, I'd rather do that than a temporary keyword.

 

Edit: Nope, that method failed completely.  😅

We know it's there and can be read, but it's probably something as simple as adding the players name to a note. Only a few frigging stupid hoops to jump through to get something very simple. 😵‍💫

Posted
11 minutes ago, izzyknows said:

We know it's there and can be read, but it's probably something as simple as adding the players name to a note. Only a few frigging stupid hoops to jump through to get something very simple. 😵‍💫

 

Doesn't matter, the keyword-on-alias method is simple and effective.  I'll switch it over whenever I update next.

Posted (edited)
2 hours ago, spicydoritos said:

method is simple and effective. 

That's always a winner! :)

 

Oh, and IF Ego makes the dirt an MCM option, would be nice, you'll be ahead of the game. 👍

Edited by izzyknows
Posted
On 10/8/2025 at 1:15 AM, Nivea said:

 

Thank you! It is still in the works, I have done all the head gear and part of the body items, but my carpel tunnel is acting up so its slower going. x_x

I just saw this and i'm extremely excited for the conversion. I use your conversions for DD religiously, and to hear that there's another in the works makes me VERY happy 😭

Posted

Hey, if Bethesda doesn't ruin the mods, would you be willing to do something similar with characters who are defeated by NPCs, activating the violated effect at a distance where the player can see or save the NPC while it's happening? 

Posted
22 hours ago, yokito78 said:

Hey, if Bethesda doesn't ruin the mods

 

They will.  😅 Bethesda seems to think they can somehow squeeze money out of modding, even at the expense of making swathes of existing mods obsolete.

 

22 hours ago, yokito78 said:

would you be willing to do something similar with characters who are defeated by NPCs, activating the violated effect at a distance where the player can see or save the NPC while it's happening?

 

I see the logic but it's simply out of scope for this mod.  It would require an entirely separate mechanism for determining victims and aggressors.

Posted
11 hours ago, spicydoritos said:

 

Lo harán.   😅  Bethesda parece creer que de alguna manera puede sacar dinero de los mods, incluso a costa de hacer obsoletos muchos mods existentes.

 

 

Entiendo la lógica, pero simplemente está fuera del alcance de este mod. Requeriría un mecanismo completamente aparte para determinar víctimas y agresores.

I was referring to whether you would make a new mod in the future and whether you think mods are the reason why the community is not as active. 

Posted
8 hours ago, yokito78 said:

I was referring to whether you would make a new mod in the future

 

I'll keep the idea in my notes along with similar small features.  At the moment I'm pretty busy keeping up with my existing mods.  Who knows, though, someday inspiration may strike.

 

8 hours ago, yokito78 said:

whether you think mods are the reason why the community is not as active

 

That's a completely different question.  😅  The community definitely seems quieter to me.  I doubt Bethesda's mod-breaking new game versions are a major cause, though.  More likely it's the usual suspects: mod authors and community stalwarts get bored, or burn out, or need to deal with real world problems, or just plain get distracted by new games.  Certainly all of the above have happened to me at one time or another.

  • 2 weeks later...
Posted

Let me tell you what's happening to me. I've already forgotten what settings I was doing, but if my character is hidden enough, I can walk around and watch animations without a problem. I noticed that very often NPCs from neighboring locations "arrive on a trip". Yesterday I went to liberate Vault 88 and among the ghoul raiders there were also super mutants from the toy factory. I like this mod a lot and I have a feeling it will stay in my loading queue forever. Just as an idea for immersion, it occurred to me that it would be interesting if the captives were not tied up, but simply walked around and performed some activity like the raiders. After all, they are slaves who should be captured by the raiders not just for beauty, but also to do some work.

Posted
10 hours ago, vranina said:

I noticed that very often NPCs from neighboring locations "arrive on a trip". Yesterday I went to liberate Vault 88 and among the ghoul raiders there were also super mutants from the toy factory.

 

That's normal.  If you find it bothersome, you can reduce the "Captor Scan Radius" in MCM settings.

Posted

love the mod, great addition to CC.

 

if you were looking for ideas for add-ons mats you can put in your own settlement for captive struggles with KFT would be a fantastic addition.

Posted
On 11/19/2025 at 5:33 PM, UCAB2020 said:

love the mod, great addition to CC.

 

if you were looking for ideas for add-ons mats you can put in your own settlement for captive struggles with KFT would be a fantastic addition.

 

Interesting idea.  It's not something I have any experience with, nor something that I'd probably use myself.  Still, I'll look into it and see what level of effort is involved.

Posted

Recently tried the update and the poses are working nicely. And being able to adjust the radius for actors is a blessing. Great stuff.

 

Would love a this same type of mod for hookers added with "Hookers of the Commonwealth" and "Outcast and Remnants". 

Posted
46 minutes ago, LaRem. said:

The mod is interesting, thank you. BUT the game occasionally crashes with THIS mod, but it doesn't crash without it. Sadly.

Only the Psychics here or God him/herself can help you

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