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Posted

Version 1.02 is up!  This is a small but fun update mostly to add gag-sound versions of the KFT idles.

 

v. 1.02
-Added “gag sound” versions of the KFT captive idles, courtesy of kziitd.  Captives who are gagged while in a KFT idle will make appropriate sounds for both closed- and open-mouth gags.  MCM options allow male and female selection, but as with other KFT options, a male conversion of KFT will be required for the settings to show any effect on males.
-Revised the internal captive search process so that it still works when dirt effect has been disabled.
-Fixed bug where captive would switch from KFT idle to DLOH idle after removing KFT restraints.

Posted (edited)
8 hours ago, sath81 said:

any chance we can have an option to make raiders take off gag before a blowjob then put it back on?

 

It's definitley something I should add, no doubt.  The reason I haven't so far is that the technical process is finnicky.  The info I need doesn't arrive until late in the animation start sequence, actors need to be tracked for if and what was removed so it can be re-equipped, etc.  Plus I'm concerned about whether the correct gag-sound idle will resume if the gag is restored after a scene, which is almost guaranteed.

 

In short, it's on my list, but no guarantees.

 

Edited to add: If you find it especially jarring, I recommend adjusting the gag settings to only allow open-mouth gags for now.

Edited by spicydoritos
Posted
22 hours ago, spicydoritos said:

Version 1.02 is up!  This is a small but fun update mostly to add gag-sound versions of the KFT idles.

 

v. 1.02
-Added “gag sound” versions of the KFT captive idles, courtesy of kziitd.  Captives who are gagged while in a KFT idle will make appropriate sounds for both closed- and open-mouth gags.  MCM options allow male and female selection, but as with other KFT options, a male conversion of KFT will be required for the settings to show any effect on males.
-Revised the internal captive search process so that it still works when dirt effect has been disabled.
-Fixed bug where captive would switch from KFT idle to DLOH idle after removing KFT restraints.

I had to revert back to v1.01, could not load any saves w v1.01 in. When I go for a new game I will try again.

Posted
3 hours ago, judge007 said:

I had to revert back to v1.01, could not load any saves w v1.01 in. When I go for a new game I will try again.

 

I just uploaded a minor fix.  It seems unlikely to have caused your problem, but worth trying at least. 

 

Otherwise, there isn't anything in the update that would necessitate a new save.

Posted
17 minutes ago, spicydoritos said:

 

I just uploaded a minor fix.  It seems unlikely to have caused your problem, but worth trying at least. 

 

Otherwise, there isn't anything in the update that would necessitate a new save.

If no one else reported it, it's most likely on my end.

The crash report and papyrus logs didn't specify anything other than a memory issue.

I'll try this release as well.

Posted
6 hours ago, spicydoritos said:

 

It's definitley something I should add, no doubt.  The reason I haven't so far is that the technical process is finnicky.  The info I need doesn't arrive until late in the animation start sequence, actors need to be tracked for if and what was removed so it can be re-equipped, etc.  Plus I'm concerned about whether the correct gag-sound idle will resume if the gag is restored after a scene, which is almost guaranteed.

 

In short, it's on my list, but no guarantees.

 

Edited to add: If you find it especially jarring, I recommend adjusting the gag settings to only allow open-mouth gags for now.


Fair enough, i figured itd be a bitch to add... atm im getting an overwhelming # of captives in furn objects... idk why lol.

Posted
On 12/5/2025 at 12:50 AM, sath81 said:

any chance we can have an option to make raiders take off gag before a blowjob then put it back on?

The most suitable approach would be for AAF to detect when a character is wearing a device with a KFT-type keyword, and then only select animations with tags corresponding to that keyword.

We are currently preparing for this.

Posted
18 hours ago, spicydoritos said:

 

I just uploaded a minor fix.  It seems unlikely to have caused your problem, but worth trying at least. 

 

Otherwise, there isn't anything in the update that would necessitate a new save.

That update worked

Posted
1 hour ago, katrina.balanchuk said:

I cna never see a scene.

I went over the seetings with a fine tooth comb and all seem to be set to not block anything and are set to thier most permissive setting.

But no scene ever starts :(

 

If you travel somewhere where captives and captors both exist, wait a couple minutes, and then post a papyrus log, I'll see if anything obvious jumps out. 

Posted

BTW maybe I should add that lots of things still don't work correctly on Anniversary Edition.  So if you've upgraded FO4, I can't guarantee any kind of functionality. 

Posted

Spicy! pure gold here thank you!!! I cant tell you how many times I hit the button "I wouldn't leave you here, lets go".  This mod is bad ass. Makes the camp alive with villainous activity.   If I could ask a question or two.

  • CRX workshop by Oakern.  There is some tricky parts of the install.  a 1.0 then now up to 2.4 stable...
  • 2 npc patches out there aswell for captives
    Spoiler

    image.png.77d8f244802ce437c55d919264fa056a.png

    • After installing this mod of baddassery, none of the captives are waitng to be saved on the cross. They are either posing next to the cross like waiting on a bus or restrained, or doin the business.
  • Any insight on how the idles in the mod might conflict with the classic crosses?
  • any thoughts on how do a partial on the cross restrained or is my setup wrong.?
    • Like if npc is in front of a cross maybe not a working girl "waiting for a john" pose?  

I greatly appreciate your work, Thank You

Posted
4 hours ago, DrewbusVlt111 said:

Spicy! pure gold here thank you!!! I cant tell you how many times I hit the button "I wouldn't leave you here, lets go".  This mod is bad ass. Makes the camp alive with villainous activity.   If I could ask a question or two.

  • CRX workshop by Oakern.  There is some tricky parts of the install.  a 1.0 then now up to 2.4 stable...
  • 2 npc patches out there aswell for captives
      Reveal hidden contents

    image.png.77d8f244802ce437c55d919264fa056a.png

    • After installing this mod of baddassery, none of the captives are waitng to be saved on the cross. They are either posing next to the cross like waiting on a bus or restrained, or doin the business.
  • Any insight on how the idles in the mod might conflict with the classic crosses?
  • any thoughts on how do a partial on the cross restrained or is my setup wrong.?
    • Like if npc is in front of a cross maybe not a working girl "waiting for a john" pose?  

I greatly appreciate your work, Thank You

 

I'm not familiar with "MyNPCs Settler Pack" patch but generally it shouldn't matter if you change the NPCs.  InCap doesn't depend on those original NPC records.  The other NPC patch by izzyknows definitely has no conflicts.  🙂

 

The problem with the captives on CRX furniture comes down to this line from the CRX mod description: "IMPORTANT! This version does not longer supports CRX 1.x furniture. All 1.x content has been removed from the mod."  If you compare the Commonwealth Captives script to CRX 2.4's records in xEdit, you can see that CC is trying to use pose keywords, ropes, and spikes that no longer exist in CRX 2.4.  So if you want to use both CRX and CC, you have two options:

 

1- Keep CRX 2.4 and disable CRX crosses in CC's MCM options. 

2- Switch to CRX 2.3, since it still includes the forms CC is looking for.  Be cautious about downgrading in an existing save though.

Posted
On 12/6/2025 at 5:40 PM, spicydoritos said:

BTW maybe I should add that lots of things still don't work correctly on Anniversary Edition.  So if you've upgraded FO4, I can't guarantee any kind of functionality. 

 I am on game version .163 :)

Posted
On 12/6/2025 at 10:57 PM, spicydoritos said:

 

I'm not familiar with "MyNPCs Settler Pack" patch but generally it shouldn't matter if you change the NPCs.  InCap doesn't depend on those original NPC records.  The other NPC patch by izzyknows definitely has no conflicts.  🙂

 

The problem with the captives on CRX furniture comes down to this line from the CRX mod description: "IMPORTANT! This version does not longer supports CRX 1.x furniture. All 1.x content has been removed from the mod."  If you compare the Commonwealth Captives script to CRX 2.4's records in xEdit, you can see that CC is trying to use pose keywords, ropes, and spikes that no longer exist in CRX 2.4.  So if you want to use both CRX and CC, you have two options:

 

1- Keep CRX 2.4 and disable CRX crosses in CC's MCM options. 

2- Switch to CRX 2.3, since it still includes the forms CC is looking for.  Be cautious about downgrading in an existing save though.

 

Worked like a charm.  I went with the 2.3 option, cause you got to save them from the cross! Thanks again!

Posted

Well I thought this wasn't working but most of the captives were at the END of dungeons. So I used the FPE hotkey to check for pregnancy and 

Uh...

looks like I'm not the only thing that's late. 

Checked about with tdetect in other places and its working as intended, you've done some awesome work, a slight hiccup is sometimes with foursomes where the woman is supposed to be in the center but she's instead at the bottom? Sat on by a dude who also getting rammed by his cohorts at both ends? I guess she's their slave so they can do what they want(I probably need to check my settings)

 

If I may wish upon a star could you make a successor mod to Autonomy enhanced using this as a framework? It's been abandoned (the death of all mod development, burnout and life responsibilities)  Maybe craft able rings(or collars whatever floats ya boat) to mark settlers similar to the captives from indecent captivity, for roleplay they could be slaves, prostitutes or the town bicycles. I think it would work perfect for human resources allowing settlers to have a go at settler slaves(and make the player more money).

 

For testing we have Preston's group (Marcy now has something ELSE to complain about) 

 

I think the most underrated part of this mod is that you have a debug option to "kick" the mod into motion. There's always this anxious tension when it comes to passive mods and you're like "Is it working? Am I unlucky? Did I load it in the right order?" Holy shit thank you for that. 

Posted

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

Posted
44 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.

 

InCap doesn't overwrite the captive records or change their factions or anything like that.  Heck, once the captive is free, they shouldn't be touched by this mod at all.

 

Maybe one of Heather's factions got mishandled by a mod?  You could look up her current factions and the settler factions in console and try to resolve the issue with the "setally" console command. 

Posted

A bit of a selfish ask but it doesn't seem to work with female supermutants, neither the one from

lovers lab 

or the supermutant redux female mutants  https://www.nexusmods.com/fallout4/mods/91731?tab=description

(I use both, they kinda work together) 

presumably it's because they're new races labeled _halfsupermutant (from skadi) and FEMSUPERMUTANT_TEST from the sexy redux

There exists a custom violate patch and a human resources patch that allows you to use FO4 edit to add races to the mods, would it be possible to create a patch to do the same for indecent captivity? Or even a walkthrough on if it's possible to add them through FO4 edit? 

Posted
2 hours ago, Ehgak said:

A bit of a selfish ask but it doesn't seem to work with female supermutants, neither the one from

lovers lab 

or the supermutant redux female mutants  https://www.nexusmods.com/fallout4/mods/91731?tab=description

(I use both, they kinda work together) 

presumably it's because they're new races labeled _halfsupermutant (from skadi) and FEMSUPERMUTANT_TEST from the sexy redux

There exists a custom violate patch and a human resources patch that allows you to use FO4 edit to add races to the mods, would it be possible to create a patch to do the same for indecent captivity? Or even a walkthrough on if it's possible to add them through FO4 edit? 

 

If you want to include those versions as sex partners, you can add two new GetIsRace conditions to the quest alias per the below image.  I recommend one that duplicates existing Condition #17, placed between the existing spots for 16 and 17.  Then add another that duplicates Condition #30, placed between the existing spots for 30 and 31.

 

Spoiler

incap_partnerfinder.thumb.jpg.661acc0db71045274d8b5e71a25013f0.jpg

 

Posted (edited)
Spoiler

Part2.png.bb5c83c688af1cbb265e0cb8b1dd9155.png

Spoiler

Part1.png.972f4b9ceae7547bcd23d1cc7d3cb4d4.png

 

Like so I hope? gonna test it out

For those of you who want to know this mod has a perfect testing grounds, with your test save(or on a fresh game), teleport to bunkerhill via console coc bunkerhillext  turn on tdetect and run south. across the bridge you'll run into a raider camp, inside the doors they guard is a group where captives can spawn according to your MCM settings. 

Then southeast (or keep going south and walk the red line) you'll come across a building controlled by super mutants. inside is another captive spawn area. 

EDIT: It works! Thank you so much

Edited by Ehgak
Just a update

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