LazyGirl Posted April 7, 2017 Author Posted April 7, 2017 Took a quick look and those NPCs don't seem to be templates or used as such but just debug NPCs unfortunately. Two have a zero count use by the CK and the remaining are in a detached test cell. I think I was looking at the wrong templates. The one I want is F4SSpckSlaveTemplate, which is under Package. It appears to have what I need. There are ways of changing this in the console, so I guess I'll experiment. Ah yes, found it. Haven't worked with packages much but looking at the CK page "Ignore combat" flag looks interesting. Not sure how overrides work, if simply adding a custom package only containing that to the alias containing all the abductees would take precedence (and preferably leave any other package behavior intact instead of zero-ing it out) Second your recommendation for using "Lots More Settlers and Enemies" btw, great beautification mod, used it since release and get a mild shock whenever I fire up an unmodded game and see the default appearances again lol How hard would it be to introduce a small(1%) chance to wound instead of kill an enemy npc that leaves them disabled so that for the cost of a stimpack and abduction collar, you can beef up your numbers in a different method other than charming folks mid gunfight? Had a discussion about that on the Nexuspage, it's perfectly possible but after thinking about it then I decided to put it on the back burner. Have some ideas that may or may not expand that type of functionality to more suit a stand-alone mod...
Faustling Posted April 7, 2017 Posted April 7, 2017 Progress on my experiment: I killed a likely Raider and dragged her corpse adjacent to my settlement. (Not inside, but within the range of the wasteland workshop.) Vs + click in the console to learn the ID ID.spawndupe created an identical character, who was alive and heading for home. (But I had surrounded her with high walls and locked doors to keep her within reach. Vs + click to learn the ID of the dup. I decided to call her Nancy. help nancy 0 mesg got me an ID for the name “Nancy”: a900082a ID.setactorfullname a900082a changed her name, so instead of having a character name “Raider”, I had a character named “Nancy”. But she was so far just a raider with a new name. I wanted a teen slave, so I decreased her stature 10% with ID.modscale -.1. An NPC of this size can wear regular clothing, which is scaled automatically, but the bondage equipment must be resized. (Actually, you can create a knee-high NPC or a giant, or reduce your enemies to pitiful tiny creatures, but it is also possible to mess things up by playing around with this feature.) I abducted her, but she refused to move. Frustrated, I tried addtofaction, setpv bcommandable 1, and setpv ballowmove 1, but without result. I then resorted to a batch file that is supposed to make any NPC a follower: http://www.nexusmods.com/fallout4/mods/471/? . It didn’t help. Finally, I maneuvered my own character so as to give Nancy a physical push. That worked: Thereafter, she went wherever I wanted. Nancy is a total dish, but I never even got around to trying out most of the interesting changes that are possible. https://www.creationkit.com/fallout4/index.php?title=Actor_Script And I didn’t find any easy way of changing the template (or even a hard one). However, I have hopes that my duplicate character will be immune to respawns. Seems to be working so far. And I gotta find some way to make her “essential”, so she can’t be killed. I worked too hard on her just to lose her to some dumb accident.
DocClox Posted April 7, 2017 Posted April 7, 2017 That's rather interesting, the reason I'm thinking of wrapping this mod up is that there is some functionality in some Skyrim mods I'd like to bring over to FO4 one being "Random Sex". Was a nice surprise finding a project doing just that looking at the new mods after my post lol Anyhow, send a message if there is anything I can add to increase/enable 4P compatibility. Yeah, Vinfamy's been playing a blinder this last week I'll drop you a PM.
Faustling Posted April 12, 2017 Posted April 12, 2017 I took a swing around the edge of the map from the Abernathy Farm to Gray Garden. On the way I tried to abduct 3 Rust Devils, 2 Gunners, 1 Raider and 1 Child of the Atom. NONE of them were abductable. I duped two of them, reduced their level to 1 and tried again. Still no luck.
LazyGirl Posted April 13, 2017 Author Posted April 13, 2017 If you're still using the "Lots More Settlers and Enemies" mod keep in mind all the NPCs in it are additions not modifications so they won't inherit the necessary workshopnpc-script from whatever vanilla actors they replace.
Faustling Posted April 13, 2017 Posted April 13, 2017 It doesn't seem to make much difference. Almost all my abductees are raiders. I attacked some raiders around Greentech and abducted 5 out of 6, but all were raiders. I could probably abduct a lot of settlers, but they're allready on my side, so there doesn't seem to be much point.
Antioch666 Posted April 13, 2017 Posted April 13, 2017 If you're still using the "Lots More Settlers and Enemies" mod keep in mind all the NPCs in it are additions not modifications so they won't inherit the necessary workshopnpc-script from whatever vanilla actors they replace. When you are in-game and see someone which you like the looks of; it is easy to just follow your easy instructions and quickly add them to the Abduction.esp. Your mod is awesome - you are awesome, keep up the damn good work! Sending you a PM.
LazyGirl Posted April 13, 2017 Author Posted April 13, 2017 It doesn't seem to make much difference. Almost all my abductees are raiders. I attacked some raiders around Greentech and abducted 5 out of 6, but all were raiders. I could probably abduct a lot of settlers, but they're allready on my side, so there doesn't seem to be much point. Hmm I'll see if I can figure something out, would be nice to find some way to "piggyback" the workshopnpc script on the LMSE NPC edits since they cover pretty much all the random humans.
LazyGirl Posted April 13, 2017 Author Posted April 13, 2017 Ok here's a test version, just replace the esp with this one instead. Added pretty much every RE labelled (random encounter) and leveled human actor I could find, now only the uniquely named and certain hand placed NPCs should be unsupported. I also added trappers, citizens and wolves from Far Harbor so that's now a new DLC requirement. If you want to do quick testing look up your interested faction on http://fallout.wikia.com/ , note their locations and then just use the "tdetect" command to go ninja followed by the "coc locationNameHere" to teleport and abduct away. Do report back if it works so I know if I can use it as a base for the next update or not! Abduction.esp
Faustling Posted April 14, 2017 Posted April 14, 2017 Following instructions, I deleted the old .esp and replaced it with the new one. Then, I paid a visit to Gunners Plaza. Attempted abductions: 7 gunners, 4 rust devils, 2 looters and 1 scavenger. Successful abductions: zero. Such a waste: a pile of reject gunners:
LazyGirl Posted April 14, 2017 Author Posted April 14, 2017 Thanks for the feedback. I took another check, LMSE installed and all, going through exterior most of the interior of Gunner Plaza NPCs with a 100% success rate. Even the named second floor boss worked. So whatever causing Abduction to work so poorly for you Faustling isn't something I can replicate on my end I'm afraid.
Faustling Posted April 14, 2017 Posted April 14, 2017 I have no idea what it is then. Perhaps the load order? Or some other mod interfering? I'll experiment some more.
bones85 Posted April 14, 2017 Posted April 14, 2017 What is the name of the holotape in-game so that I could get it via console?
LazyGirl Posted April 14, 2017 Author Posted April 14, 2017 ID is "_MODAbductionHolotape", name "[settings] Abduction Holotape" so try "help abduction 4 note" 1
Faustling Posted April 15, 2017 Posted April 15, 2017 I checked the mod manager. "Abduction" was the last mod loaded, #172. I moved it up as high as it would go (to #11) and took a hike up the road from Jamaica Plains. Attempted abductions 2 raiders, 2 gunners, 1 rust devil, 1 caravan guard, 1 trader. Successful abductions: zero. Switiching to clone/kill or clone/no kill didn't help. Not sure where to go from here. The mod last loaded should override everything else. Obviously, that didn't happen. Possibly, one of the 171 other mods is interfering somehow, but I have no idea which one and checking them randomly would take forever.
LazyGirl Posted April 15, 2017 Author Posted April 15, 2017 Use the 50/50 method. Start a new game (or download a new game save) with only Abduction enabled and make sure it works on its own. Next enable 50% of your mods and try again, if abductions still work the culprit is among the ones still disabled. If things don't work the culprit is in the half you just enabled. Now do the same thing again, e.g You activated 50% and the mod still works -> ENABLE half of the disabled mods and try again You activated 50% and the mod no longer works -> DISABLE half of the enabled mod and try again Then repeat. This'll quickly reduce even maxed out modlists down to just a handful suspects.
Faustling Posted April 16, 2017 Posted April 16, 2017 Curiouser and curiouser. I summoned some generic vanilla NPCs with placeatme. The first Raider on the list (00020749) was not abductable. Resurrected, he was assigned a new number (FF07C904) and was still not abductable. The second raider (0002E007) was abductable. Resurrected, he was assigned the number FF08149A [PP] and was still abductable. Not sure what [PP] means or whether it has any connection or why one resurrected Raider had it and not the other. A generic Settler from "Lots More Settlers" (00020593) was abductable, but I have no reason to abduct my own settlers. I have not yet found any mods that would affect this, but I will keep looking.
Faustling Posted April 16, 2017 Posted April 16, 2017 I got bored with summoning raiders in a closed room and switching mods, so I went down the road to Quincy. As I arrived, this major gunner base was under attack from NCR mountain raiders, so there was lots of material lying around. The raiders all had the [EP] designation, which I guess means they are from a special mod. None were abductable. I tried also to abduct two Gunner Lieutenants who had the [PP] designation upon resurrection; no luck. So far, I haven't found anybody I can abduct.
Faustling Posted April 16, 2017 Posted April 16, 2017 Checked 14 mods so far, no luck. Progress is slower than expected because (you may want to note this) the Nexus Mod Manager doesn't always note mod changes without a full computer reboot. It would shorten my work considerably if you could copy a list of the mods installed on your machine. I expect that none of them are causing a problem with abductions, so I could simply check them off, and that would narrow the list of suspects.
LazyGirl Posted April 16, 2017 Author Posted April 16, 2017 Hmm I switched from NMM to Mod Organizer 2 ages ago because it too often messed up the game directory by failing installations or removals. Even still I never had the issue of it requiring a reboot (!) for changes in load order . So forget about Abduction, you need to sort NMM out first - it may very well be the cause of the issues you're having now and potentially do some more serious damage to your installation later on if you don't. Once that's fixed and NMM works properly (without rebooting lol) you can limit the mod option down to just a handful in ten minutes tops. I haven't had any reports of others with the same persistent problems you do meaning it's likely one of the more uncommon mods so it should be fairly easy to find the culprit by then.
Faustling Posted April 17, 2017 Posted April 17, 2017 Not sure if the Mod Organizer is worth the trouble. When I began the installation, it told me that it wasn’t set up for NXM links, and asked me if I wanted to include them anyway. (I did not.) It then informed me that there were missing masters, whatever those are, and that dot.Net, whatever that is, was not installed. It continued with the installation to the point where it says, “You will have to download and install at least one mod to continue.” I would have been happy with the mods already installed, but apparently I needed another one, so I went to Nexus and picked GFX FMS Aurora from the new mods. I tried to install it with the non-functional NXM links and then manually. The message “Installation was successful” appeared in the log, but the installer continues to say, “Downloads will appear on the ‘Downloads’ tab here,” and nothing appears. The “Downloads” box continues to blink, waiting for me to download something. I will try again to get it working, but the odds appear to be against me. (Later.) Attempting to reboot the Mod Organizer, I get the message, "No application registered to handle this game. If you expected Mod Organizer to handle the link, you have to go to Settings>Nexus and click the 'Associate with ... links button." When I click the designated button, nothing happens. I'll try it some more with NMM, but I don't see how I can make any progress with the Mod Organizer. (Later.) Now NMM can't install mods anymore. I have to do it manually. The Mod Manager demands that I go and click their stupid button that does nothing. Looks like I'll have to uninstall it.
kosey Posted April 22, 2017 Posted April 22, 2017 Great mod, any plans to expand the abduction list? Would really like to acquire Ack Ack.
Antioch666 Posted April 22, 2017 Posted April 22, 2017 Great mod, any plans to expand the abduction list? Would really like to acquire Ack Ack. Visit the Abduction page on the Nexus, you can do it yourself and there is a great walkthrough there :-)
LazyGirl Posted April 23, 2017 Author Posted April 23, 2017 If you just want to use the new named NPC addon updating is not necessary! Updating from 0.60 -> 0.61 Select the uninstall option in the holotape Wait for it to remove the registered NPCs Save the game Disable mod Load the game Save again Install new version Use the catcher to re-register the NPCs The NPCs workshop assignments and ally status should remain but in the odd case you have one of those stubborn NPCs who like to go postal before being re-registered just run the above process someplace where the settlement isn't loaded. Alternatively use the "tdetect" command until you're done.
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