xyzxyz Posted December 28, 2025 Posted December 28, 2025 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^^
spicydoritos Posted December 28, 2025 Author Posted December 28, 2025 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.
vaultbait Posted January 6 Posted January 6 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?
spicydoritos Posted January 6 Author Posted January 6 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.
vaultbait Posted January 6 Posted January 6 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.
spicydoritos Posted January 7 Author Posted January 7 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.
vaultbait Posted January 7 Posted January 7 (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 January 16 by vaultbait resolution
JamiKills Posted February 19 Posted February 19 (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 February 19 by pvtdwas
spicydoritos Posted February 20 Author Posted February 20 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
JamiKills Posted April 5 Posted April 5 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
ectrshgpp Posted May 28 Posted May 28 (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 May 28 by ectrshgpp
spicydoritos Posted May 28 Author Posted May 28 (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 May 28 by spicydoritos
judge007 Posted May 28 Posted May 28 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)
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now