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Posted

Do you have any recommendations for mutant dog animations? With my packs AAF always plays a licking animation which is a bit unfitting for this mod^^

Posted
1 hour ago, xyzxyz said:

Do you have any recommendations for mutant dog animations? With my packs AAF always plays a licking animation which is a bit unfitting for this mod^^

 

Off the top of my head, SavageCabbage, Brave, and darthroman animations all have FEV Hound content.

  • 2 weeks later...
Posted
On 10/26/2025 at 12:01 AM, spicydoritos said:

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

 

I haven't dug into the implementation yet, but is there any integration point for other mods to flag specific actors as available captives or is it hard-coded to only look for captives placed by CC? For example, I have a mod with an interior space that contains pre-placed (non-CC) unique captive NPCs but also prompts CC to insert some of its generic captives. InCap is correctly initiating scenes between the CC actors and the captors present in that space, but obviously not between those captors and the mod's unique captives.

 

Is there, say, a formlist I can inject a keyword into at runtime, and the refcol then additionally looks for actors with keywords from that list applied?

Posted
41 minutes ago, vaultbait said:

 

I haven't dug into the implementation yet, but is there any integration point for other mods to flag specific actors as available captives or is it hard-coded to only look for captives placed by CC? For example, I have a mod with an interior space that contains pre-placed (non-CC) unique captive NPCs but also prompts CC to insert some of its generic captives. InCap is correctly initiating scenes between the CC actors and the captors present in that space, but obviously not between those captors and the mod's unique captives.

 

Is there, say, a formlist I can inject a keyword into at runtime, and the refcol then additionally looks for actors with keywords from that list applied?

 

There's no intentional way to hook in.  I made this mod as an expansion to CC, so framework elements never really crossed my mind. 

 

In your specific case you might be able to make it work anyway.  I tweaked the RefCollectionAlias conditions after that post you quoted.  Now it looks for a custom keyword I added to CC captives (and maybe still the EBCC faction too, I can't remember).  You could add those to your actors OnLoad via script as a soft integration, I think.

Posted
3 hours ago, spicydoritos said:

 

There's no intentional way to hook in.  I made this mod as an expansion to CC, so framework elements never really crossed my mind. 

 

In your specific case you might be able to make it work anyway.  I tweaked the RefCollectionAlias conditions after that post you quoted.  Now it looks for a custom keyword I added to CC captives (and maybe still the EBCC faction too, I can't remember).  You could add those to your actors OnLoad via script as a soft integration, I think.

 

Awesome, thanks! In that case I should just be able to tell RobCo Patcher to attach the keyword from your plugin to my unique captive actors on the fly, no additional scripting needed.

Posted
2 hours ago, vaultbait said:

 

Awesome, thanks! In that case I should just be able to tell RobCo Patcher to attach the keyword from your plugin to my unique captive actors on the fly, no additional scripting needed.

 

I just checked, and the captive also needs to be in the EBCC_FriendFaction (from CC itself) with a rank of zero or higher.

Posted (edited)
On 1/7/2026 at 1:13 AM, spicydoritos said:

 

I just checked, and the captive also needs to be in the EBCC_FriendFaction (from CC itself) with a rank of zero or higher.

 

So factionsToAdd as well as keywordsToAdd in the RobCo Patcher config should do the trick. Thanks again!

 

Edit: Here's what I ended up doing, for anyone looking at a similar hack...

 

Spoiler
// Make all pit slaves available for Indecent Captivity
// filter on female and PitResident
// add EBCC_FriendFaction and InCap_KWIsInCaptivesRCA
filterByGender=female:filterByKeywords=MilkingHumanKindness.esp|40cb0f:factionsToAdd=Commonwealth Captives.esp|129d2=0:keywordsToAdd=IndecentCaptivity.esp|18f9

 

 

Edit: Unfortunately the NG/AE builds of RobCo Patcher are still lacking faction methods, so this is only viable on pre-NG for now. I'll end up doing script-based integration in the next version of the mod anyway, this was more of an idea for a quick hack.

Edited by vaultbait
resolution
  • 1 month later...
Posted (edited)

Loving the mod so far, feels so natural to have it as part of commonwealth captives.

 

I don't know if you have ran into this. I'm having an issue where when I talk to a captive, trade with them and unequip/take ropes from them once I stop talking to them they go back to a tied up position and can't move. I can use the dialogue option to free them, but then they wont move after this state and nothing happens if I talk to them again. I'm just wondering if this a known issue? If not I can share more information i.e screenshots, load order, logs, etc to help debug this. Thanks

Edited by pvtdwas
Posted
16 hours ago, pvtdwas said:

Loving the mod so far, feels so natural to have it as part of commonwealth captives.

 

I don't know if you have ran into this. I'm having an issue where when I talk to a captive, trade with them and unequip/take ropes from them once I stop talking to them they go back to a tied up position and can't move. I can use the dialogue option to free them, but then they wont move after this state and nothing happens if I talk to them again. I'm just wondering if this a known issue? If not I can share more information i.e screenshots, load order, logs, etc to help debug this. Thanks

 

Nope, haven't heard of that one before.  Sounds sort of like the idle package isn't being cleared correctly.  Those packages are cleared through dialogue script fragments when you free the captive, which requires the updated scripts included with InCap.  So be sure to let InCap's plugin and files overwrite Commonwealth Captives. 

  • 1 month later...
Posted
On 2/20/2026 at 5:23 AM, spicydoritos said:

 

Nope, haven't heard of that one before.  Sounds sort of like the idle package isn't being cleared correctly.  Those packages are cleared through dialogue script fragments when you free the captive, which requires the updated scripts included with InCap.  So be sure to let InCap's plugin and files overwrite Commonwealth Captives. 

Thanks, I got the install order wrong. Works perfectly now

  • 1 month later...
Posted (edited)

Hello,

 

Using this mod for month without specific issue and suddenly I'm struggling with CTD.

Some Captives were freed, immediately enslaved using "Just Business" and send to settlement to make money.(🫢 It was just the time for them to contribute to the cost of the operation to free them )

 

In papyrus still have this line at CTD - " InCap Debug: OnPlayerTeleport just happened" 

Checking Load order, reinstalling mods (CC, CC NPC Patch and  InCap) seems to solve the issue for a few hours. Until i notice, after loading save that the "Contributors" appear suddenly like RadRoach !!  (I'm not crazy !!)   

and a few moment later CTD again.   (Karma ??).  

 

I'm not sure the root cause (Incap, Just business) but in papyrus at CTD i still have : "InCap Debug: OnPlayerTeleport just happened"  as the last line.

Display start to fade black like it is just before a teleport then CTD. 

 

 

Line  472: [05/28/2026 - 09:00:16AM] InCap Debug: AAF API version 1550 Beta
    Line  475: [05/28/2026 - 09:00:16AM] InCap Debug: MCM installed.
    Line  482: [05/28/2026 - 09:00:17AM] InCap Debug: MCM settings updated.
    Line  515: [05/28/2026 - 09:00:17AM] InCap Debug: Startup functions initialized.
    Line  532: [05/28/2026 - 09:00:17AM] InCap Debug: Current version is 102

....

... Loading save-->Radroach invasion start 
    Line 1053: [05/28/2026 - 12:04:16PM] InCap Debug: InCap_PartnerFinder quest running = True
    Line 1054: [05/28/2026 - 12:04:16PM] InCap Debug: NearbyCaptives count = 0
    Line 1055: [05/28/2026 - 12:04:16PM] InCap Debug: CaptivesArrayLength = 0
    Line 1056: [05/28/2026 - 12:04:16PM] InCap Debug: There were no nearby captives.
    Line 2348: [05/28/2026 - 12:06:42PM] InCap Debug: Saw OnSceneInit
    Line 2366: [05/28/2026 - 12:06:42PM] InCap Debug: Saw OnAnimationStart event. SpectatorsInstalled was False, InCap_MCMPreventSpectators was 0.000000
    Line 3250: [05/28/2026 - 12:08:18PM] InCap Debug: Saw OnSceneInit
    Line 3252: [05/28/2026 - 12:08:18PM] InCap Debug: Animation failed to start, status was 9
    Line 3284: [05/28/2026 - 12:08:18PM] InCap Debug: Running OnSceneEnd check
    Line 4279: [05/28/2026 - 12:13:52PM] InCap Debug: Saw OnSceneInit
    Line 4297: [05/28/2026 - 12:13:52PM] InCap Debug: Saw OnAnimationStart event. SpectatorsInstalled was False, InCap_MCMPreventSpectators was 0.000000
    Line 4513: [05/28/2026 - 12:14:57PM] InCap Debug: Running OnSceneEnd check
    Line 4553: [05/28/2026 - 12:15:00PM] InCap Debug: OnPlayerTeleport just happened

 

So. there are no CCaptives  detected but  Just business NPC that were CCs before.

 

PS:

I remember reading on LoversLabs that NPC as Radroach was a trick by Bethesda to draw attention to a problem during development or something like that (I'm not crazy i can provide picture!!)

 

 

 

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

InCap Debug: OnPlayerTeleport just happened"

 

That's just an internal notification for tracking mod operations.  It means the mod heard an OnPlayerTeleport event from the game, which usually means the player used fast travel or walked through a door.  The mod responds to this event by running its internal cleanup functions (clearing aliases, resetting variables, etc).  I don't know any way this would cause a CTD.

 

2 hours ago, ectrshgpp said:

after loading save that the "Contributors" appear suddenly like RadRoach

 

The radroach bug is as old as the game itself.  Technically it isn't a bug, but deliberate engine behavior.  If the game tries to place an actor but can't find any data, it will place a radroach instead.  One way this can happen is when users install NPC replacer/overhaul mods, especially for templated NPCs like settlers and raiders.

 

An easy example: if you install a mod that turns all raiders male, and then another mod tries to place a generic female raider, the engine will find no available data.  Then you'll get a radroach instead. 

Edited by spicydoritos
Posted
2 hours ago, spicydoritos said:

 

The radroach bug is as old as the game itself.  Technically it isn't a bug, but deliberate engine behavior.  If the game tries to place an actor but can't find any data, it will place a radroach instead.  One way this can happen is when users install NPC replacer/overhaul mods, especially for templated NPCs like settlers and raiders.

 

An easy example: if you install a mod that turns all raiders male, and then another mod tries to place a generic female raider, the engine will find no available data.  Then you'll get a radroach instead. 

To get past that have mod that changes npcs to male load after all mods that can place the generic (or unique) npcs.

This means priority wise as well as load order wise. (MO2, I have no idea how to accomplish that in Vortex, or care to learn)

  • 2 months later...
Posted (edited)

When I was using this mod, I noticed some raiders turned non-hostile and wondered around aimlessly. I checked the AAF UI and it showed a few scenes stuck at the exiting state. I haven't encountered this before in AAF scenes from other mods. Not sure if it has anything to do with my mcm setting because I set partners to both sexes and turned mixed species/sexes on.

Another minor issue i met is that in rare occasion, a slave who just got out of animation will be stuck in a posture like lying or prone I can't fix it by releasing them or order them to use a furniture.

Edited by iLyaLily
  • 2 weeks later...
Posted (edited)

Hello

 

tried this mod, but it doesn't seem to work for me T_T

 

load order would be Comm. Captives then Ind. Captives?.., tried different parameters of the mod in MCM menu, but it never triggers any animations (no matter  how for or close I am...)

 

could Nuke Ride be conflicting with it? (dont have commenwealth slavers active, as it make all raiders male somehow, had to take that out at some point, before installing Ind,  Captive)

 

edit

 

when I install the mod, it asks for Incap installer, but I cant chose it, it already seems to have it marked (but not blue, just faint with a marker), is that ok?... I have all the requirments installed arleady too

Edited by Ohlala_ Chica
Posted
2 hours ago, Ohlala_ Chica said:

Hello

 

tried this mod, but it doesn't seem to work for me T_T

 

load order would be Comm. Captives then Ind. Captives?.., tried different parameters of the mod in MCM menu, but it never triggers any animations (no matter  how for or close I am...)

 

could Nuke Ride be conflicting with it? (dont have commenwealth slavers active, as it make all raiders male somehow, had to take that out at some point, before installing Ind,  Captive)

 

edit

 

when I install the mod, it asks for Incap installer, but I cant chose it, it already seems to have it marked (but not blue, just faint with a marker), is that ok?... I have all the requirments installed arleady too

 

If you can see the MCM menu, the mod is probably installed (or at least the plugin is installed).

 

As far as I know, Nuka Ride doesn't conflict.  The basic necessities for automated sex are:

 

-compatible captors and captives based on the MCM gender and race settings 

-AAF with animations that support the desired gender combinations and aggressiveness settings 

-vanilla race actors (not converted to furries or custom supermutants or whatever) 

 

Generally it should work if you have the above.

 

I need more information to make any kind of informed, specific diagnosis.  If you enable papyrus logging and post a log, I'll take a look and see if any issues are apparent.  Be sure to visit a place with both captives and captors and hang around for a couple of minutes so the mod can try to work while logging is active. 

Posted

ahh ty.. not sure how to post papyrus logs.. but it works, when using 2nd newest version of Ind cap (not the latest)..

 

 

the 2nd newest has some bugs (girls revert back to weird posses, like they are being fucked or similar, even though there is no partner)

 

.. but the mod it works!.. and those bugs are not bad (sometimes / often those bugs actually feel immersive. like the girls have been slaved and fucked so long, that they revert to those poses (as if they dont know better, conditoned too, want more, etc) or the posses look like twitching (like theyre still comming or having some seizure ), its actually befitting somehow (not atmosphere breaking).., and when you send them to settlements, they act normal / sane again

 

(would like to have female captives be fucked by the captors ... and male captives be like eaten by the captors, especially if they are super mutants.., kinda gross, but befitting for the dark atmosphere...)

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