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Human Resources x Crime & Punishment - Integration Bridge


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Human Resources x Crime & Punishment - Integration Bridge

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Human Resources x Crime & Punishment - Integration Bridge

 

(Soft-Dependency Patch)


About this Patch
Have you ever wanted to seamlessly combine the intense surrender mechanics of Flashy(JoeR)'s Crime and Punishment (CAP) with the capture and enslavement system of Human Resources (HR)? This patch builds a direct, script-based bridge between both mods. 

With this integration, NPCs who have surrendered via CAP's combat mechanics can now be directly captured using your HR equipment (e.g., the enslavement baton). 

 

How it Works (The In-Game Experience)
Normally, both mods run their own independent systems for subduing enemies. This patch alters the hit-detection logic of the HR enslavement weapon. 
When you strike an NPC, the script now actively checks if they are currently in a "surrendered" state triggered by CAP. If so, the NPC is smoothly processed by the Human Resources framework, just as if you had captured them through standard HR methods.

 

Technical Details & "Soft Dependency" Magic
One of the biggest issues with compatibility patches is the dreaded "Missing Master" CTD (Crash to Desktop) if you decide to uninstall one of the mods. This patch is built differently.

Instead of forcing a hard plugin dependency in xEdit, this patch utilizes a 100% safe, script-level "Soft Dependency" using Papyrus (Game.GetFormFromFile). 

  • Dynamic Detection: The script dynamically searches for Flashy_CrimeAndPunishment.esp and its specific surrender keywords. 
  • No Crashes: If CAP is installed, the bridge is active. If you uninstall CAP, the Papyrus script simply returns None, bypasses the CAP checks, and your HR weapons revert to their normal vanilla behavior. No crashes, no broken save games!
  • Initialization Check: Upon loading your game, a custom alias script will check your load order and notify you: "HR-CAP Patch: Crimes & Punishment successfully detected. Patch activated!" (Or it will warn you if CAP is missing).

 

Requirements

  • Human Resources (HR) - Hard Requirement (The patch modifies HR scripts/weapons).
  • Crime and Punishment (CAP) - Soft Requirement (Highly recommended for the patch to actually do something, but your game won't crash if it's missing).

 

Installation / Uninstallation

  1. Install via Mod Organizer 2 (MO2) or Vortex. 
  2. Place the patch below both Human Resources and Crime and Punishment in your load order.
  3. Safe to install or uninstall mid-playthrough! If you remove the patch, your HR weapons will simply revert to their default, unpatched state.

 

  • 3 weeks later...
Posted

Nice. I'm trying to create a "bridge" too. I want to add compatibility with CAP and AAF Violate. AAF VIO uses a script to add compatibility with RSE II, calling the abduction event maybe when the scene ends, so a modification to an existent script could add similar functionality but with CAP. Another idea is adding the AAF vio scenario as a possible outcome in CAP's player surrender scenario. I think the last one is more interesting. I hope I'm not bothering you, but could you tell me which CAP script or function I should check? I'm new to scripting, but I see you did something similar.

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