LazyGirl Posted June 16, 2017 Author Posted June 16, 2017 Out of curiosity, and I apologize, I realize you're not currently in the modding mindset. I'm just curious. I don't suppose you've considered dipping a tiny bit into F4SS mechanics and adding in selling of abductees? I mean it could help to solve some issues. If they get too aggressive due to script breaks why not make caps off of broken scripts. Just a thought. Again, sorry. I just find this mod to be really entertaining and a great alternative to F4SS. In my opinion you even do some things better but, that's my opinion. Oh I'm still modding, just working on the Skyrim / SSE version of Abduction atm. While extending the "fluff" around the mod like slavery auctions, related NPCs, quests and dialogue would be nice it would be a lot of work so it's nothing that's planned for now. Not sure how F4SS works but it might be possible to add an option to hand over or enable Abduction NPCs to work with it. Something i need help with: I am trying to get a big group of NPC's together for a certain mod (whether they're raiders, gunners, named people or settlers whatever), and having them chase me as an enemy with melee weapons is unpredictable cuz of the retarded AI while using console commands to control one by one can bug out my game so i was wondering, What is the largest amount of people you can abduct & have in your bag in one time while in one cell without traveling to another cell & how much of them will come out of the bag unbroken after unbagging them? There is no enforced limit on how many NPCs you can bag at once. There probably is a hard limit set by the game on how many entries the variable keeping track of them can hold but I doubt it's less than 128. NPCs breaking or not depends on factors Abduction don't (can't) track or modify so it's entirely up to how the game or the mod that spawned them decides. Some are set to be deleted the second you leave the area, some are kept around for as long as there are system resources for it and some like named/unique ones are more or less permanently kept track of. If you're having a lot of problems with NPCs vanishing try using the clone option, it spawns a copy that should be free of cleanup/deletion scripts and functions. Note that just because the clone lack these does not mean they won't vanish, the game engine most likely have some fallback default behaviour that kicks in instead.
Zanoko Posted June 17, 2017 Posted June 17, 2017 Oh I'm still modding, just working on the Skyrim / SSE version of Abduction atm. While extending the "fluff" around the mod like slavery auctions, related NPCs, quests and dialogue would be nice it would be a lot of work so it's nothing that's planned for now. Not sure how F4SS works but it might be possible to add an option to hand over or enable Abduction NPCs to work with it. If you could tie in handing over the controls to F4SS after abduction that'd be amazing. Especially with the working force clothing. I could see these two mods working extremely well together. Ah, right. I keep forgetting that you guys also do Skyrim mods too. I don't own it so my vision sometimes doesn't go past FO4. xD My bad. Still, great work either way.
Falloutersexy Posted June 17, 2017 Posted June 17, 2017 Hi there. Can you please write a more detailed guide on how to use that mod, how to activate it from the mod menu, how to abduct someone and make him follow etc?
Origamiboy Posted June 19, 2017 Posted June 19, 2017 Please help, with the newer version all of my abductees just follow me instead of going to where they are assigned
LazyGirl Posted June 19, 2017 Author Posted June 19, 2017 Hi there. Can you please write a more detailed guide on how to use that mod, how to activate it from the mod menu, how to abduct someone and make him follow etc? Sorry wrote instructions for the SSE variant, had another user asking the same question regarding it. As for how to use craft the holotape, start the system, exit out until you get confirmation system is running and then enter the holotape and pick the add the perk option. After that it's just a matter of aiming your gun at someone and the RESTRAIN and ABDUCT options should pop up. Please help, with the newer version all of my abductees just follow me instead of going to where they are assigned Hmm haven't heard of that problem before. Are you using the old or new mode? Have you told them to follow at any point or do they do so regardless? If you upgraded on a save having used a previous version you may have to do a "clean install". Disable mod -> save game without it -> install new version -> load save -> save with new version active (not quicksave) -> load save. If you want to quickly put the NPCs back into abduction after having had it removed you could try the shutdown/uninstall option in the holotape. It should tag them so the new version can find them again by using the stray catcher/re-abducter.
LazyGirl Posted June 19, 2017 Author Posted June 19, 2017 Haven't had that issue myself, checked again just now in a new save and both workshop and non-workshop npcs could be recruited and dismissed without problems. Might possibly be a follower or automatic sex match-maker mod interfering alternatively a refcollection alias in some quest incorrectly catching the NPCs and slapping the follow package on them. Try console command "sv" on them to see what quests/scripts/aliases are attached. Might show what the culprit is. If you got an unmodded save or a quickstart mod I recommend firing it up with just Abduction enabled and verify it works on it's own just to be sure there isn't something baked into your save or a messed up install. Use "prid a1a5a" followed by "moveto player" to bring a workshop-enabled vanilla NPC quickly to your position.
Origamiboy Posted June 19, 2017 Posted June 19, 2017 Its both new and classic modes, I don't know what could be causing this. I started a new game.
SimsSims111 Posted June 29, 2017 Posted June 29, 2017 Sorry for asking but does this require any of the DLC's? I can't activate the Mod (it says not all required files are installed but all mod files are where they should be). I haven't had this issue before. Also I tried older Versions as well and none of them can be activated and I'm running out of Ideas here...
LazyGirl Posted June 29, 2017 Author Posted June 29, 2017 Sorry for asking but does this require any of the DLC's? I can't activate the Mod (it says not all required files are installed but all mod files are where they should be). I haven't had this issue before. Also I tried older Versions as well and none of them can be activated and I'm running out of Ideas here... Yes all DLC are required. There's a non dlc version but it's outdated. Not playing F4 currently so I can't test but I put together a new non-dlc esp with the unique NPCs addon integrated you can try. Let me know if it works!
SimsSims111 Posted June 29, 2017 Posted June 29, 2017 Ah I see, maybe consider adding it to the description. I will also try the new Version you made and keep you posted (although that wouldn't have been necessary just for me, don't get me wrong I am not complaining ) Also thank you for the fast reply!
SimsSims111 Posted June 29, 2017 Posted June 29, 2017 Works perfectly, I can't thank you enough! It seems incopatible with the Pip-Boy remover I am using but that's not a problem, again thanks a lot!
SimsSims111 Posted June 29, 2017 Posted June 29, 2017 I'm sorry but I have encountered some Issues now (even though its still alright). So I am having Issues with that if I select "config" in the Abduction Menu its invisible (might be the pip-boy remover mod) and also if I try to change an npcs apperance (using the holotape) I can't change anything about the head (might be the looksmenu mod?). So if you know anything there any advise would be appreciated.
LazyGirl Posted June 30, 2017 Author Posted June 30, 2017 Yes the mod uses the standard pipboy behaviour so if that's modified it's likely the cause. If you ever accidentally used the "unequipall" command on your character and noticed everything pipboy-related breaking it's the same thing. As for not being able to edit the NPC that's a limitation in how the game (or any mod installed) handles randomly spawned NPCs. They're created from a template and any changes made that deviates from it be it appearance or equipment is reverted. You can click the npc with the console open and check their id, if it begins with FF it's an "on-demand" randomly spawned NPC and likely to have this limitation.
SimsSims111 Posted June 30, 2017 Posted June 30, 2017 Alright I see. Anyway, the mod is great so keep it up! Thanks again for you support
D_ManXX2 Posted July 11, 2017 Posted July 11, 2017 Was wondering if anyone tested the abducty with simsettlements ?? Does these 2 work well or is it best just use regular settlers ??
LazyGirl Posted July 12, 2017 Author Posted July 12, 2017 They use the standard workshopscript like normal settlers so they should function just the same with sim settlements housing and jobs. Depending on what NPCs you abduct (static or randomized) and if they got quests/scripts/packages attached controlling their behaviour or mods adding/modifying spawns you may have problems with them resetting, vanishing or turning aggressive again though. It's usually best to set up an abduction NPC only settlement and if that works fine for awhile send one normal settler there to test if they're "accepted"
TBDM Posted July 26, 2017 Posted July 26, 2017 Are the NPCs that I abduct compatible with mods such as Four-Play Autonomy? I've noticed that they appear to be the only ones in my settlement that don't engage in sex via that mod.
LazyGirl Posted July 27, 2017 Author Posted July 27, 2017 Not sure, haven't tested it much with 4P mods really. There isn't anything deliberately added that should block it though. I guess it's probably some flag on the NPC Autonomy is looking for that either isn't there or is when it shouldn't. You could try releasing one or a few from the mod and see if that helps.
cocostirc Posted July 29, 2017 Posted July 29, 2017 Hi lazygirl, it´s a long time but now im back again here.. I tested for sure your mod and new version... I´ve found also at my tests some bugs... 1. The Arena functionality is not given anymore and that from 0.41 where it was buggy... The Actors from your mod are NOT foes if you attach 2 of your abducted NPC to the REd and Blue Arena Plattform . In cause of that no FIGHT. Also pls explain how then to set the NPC that they should fight are enemies and can be killed via the Arena system ? 2. 4 Play animations... Yes good point but via the menu (your menu) only the Rape animations from Leito ) such as in the 4 play comumnity patch explained.) should work, via VANILLA Fudge you can start then the normal animations via dialogue ( more logically) .. so be sure it is compatible with the Abduction systtem... also look at the Autonomy to be compatible with the abducted people. And pls look also at VIOLATE and make sure it´s compatible with the Abduction system. if not pls bring a patch out or so.. TY Coco
LazyGirl Posted August 2, 2017 Author Posted August 2, 2017 Try releasing them from Abduction first and let me know if it helps, would cut down the list of potential suspects. As for fixing/adding support for the latest 4play and other mods that depends on how the situation looks when I'm back to FO4 modding. If there's a Sexlab-type framework handling all the communication between mods and I just have to hand over the NPCs with a flag if they're tied up or knocked down that would be great. Otherwise it's not likely to be implemented, simply too many mods and versions being rolled out for me to keep custom hooks updated and working.
cocostirc Posted August 2, 2017 Posted August 2, 2017 Try releasing them from Abduction first and let me know if it helps, would cut down the list of potential suspects. As for fixing/adding support for the latest 4play and other mods that depends on how the situation looks when I'm back to FO4 modding. If there's a Sexlab-type framework handling all the communication between mods and I just have to hand over the NPCs with a flag if they're tied up or knocked down that would be great. Otherwise it's not likely to be implemented, simply too many mods and versions being rolled out for me to keep custom hooks updated and working. I understand you perfectly..regarding the 4 play options but... when you want to have it in it then you should be sure they are running.. I hope too that this options wiil then be put tpgether into one 4play framework not as standalone mods.. one for fart the other for shit... To the Arena.. I have checked it out.. Im not surenow that your system do the break.... But for sure the NPC´s that you has modified are playing that role in this. break.. Fact is for my savegame they are not working.. not with yours but also not with normal settlers also no with named settlers.. and they are nothing to do with your system... also i read that the Wasteland DLC buggy also on you tbe you can find videos about the broken arena system and a lot of people speak about this but no one cares. I was not able to find a fix for that.... Then i have experimented a little bit with the console and i find a way for a fix... For sure if somebody like you AUTOMATISE this fix as a script attached to the red & blue platforms then it will be MUCH easier... let me explain .. maybe you can provide it.... So 1 Problem for the Arena is you can say user fold or NPC fold.. When the combatants are placed behind a corner an not have directly sight on each other no Fight will start.. to improve here a little bit more the field of view for the red and blue teams combatants will be a solution . the 2nd Problem is that the assigning are not working whell.. I know Game engine a lot of scripts and your abduction put more script into it so no chanche for working without bugs.. I found out thaT WHEN YOU ASSIGN THE NpC ALL THE TRIGGERS WOULD made for that NPc.. like example to take him out of essential status or that he is set as hostile to the pther platforms combatant but the "startcombat " doesn´t seem to start... So i have PRID the other combatant in the console and then "startcombat refid of the opponentt" in that way i FIXED Arena "Not Start Figting" I hope when you can provide such a script that prid the other combatant red vs blue and vice versa and then followed by the command "start combat opponentrefid" you could provide a fix not only for the Abduction system but also for the normal sometimes breaking system of the Wasteland DLC. P.S. I have another questions regarding tthe usement. 1. Why you use 2 esp for the named NPC´s ? Can i merged them together again without having problems ? what is behind that ? I ask because i dont have so much free slots for my Esp´s 255.. are full already... 2.could you pls explain me what happened to a abducted NPC already that will be released but is already assigned as a settler to a settlement ? So he will not count into the abduction system anymore but will function as a normal settler because you removed the hostile faction from him ? And he has gained the setller function from the .esp Also for example NAMED npc THAT ARE NOT HOSTILE FROM BEGINNING but are made by your esp to function as a settler.. for example the dogseller Gene... I do not need to abduct him i only need to send him to a settlement and then assigning him to a job.. de facto is it correct or ? many thx Coco p:s:. Regarding the Script you can also attached this script to a new buildable object. ( IO think because the plattfroms has already enough attache d to herself and are also case sensitive and buggy). For example a bell.. You have already the meshes and texture for that in the vanilla game.. copy this as a new object that could be find the Arena/cage section and are from there buildable withthis automatised script attached.. It´s logically and should then work.....when you ring the bell... the fight will start..
yanqui99 Posted October 3, 2017 Posted October 3, 2017 I hope this mod continues to be developed. With all due respect to ag12, this mod is better than the Slavery System. And, yes, I've flipped back and forth from one to the other in separate play-throughs for quite some time. I think the main advantage with Abduction is that you can put the captured prisoners to work in your settlements. Raider prisoners make ideal provisioners! :-) I think the major downside is that Abduction does not play well with "FP Violate." Slavery System doesn't either, to tell the truth. However, if you have the enslaving baton, you can just wack the enemy who has surrendered due to 'violate' and they'll get captured that way. With Slavery System, although you can use Intimidate rank 3 to capture someone, you can't do this once they've "fallen" and surrendered due to 'violate.'
calebcores Posted October 15, 2017 Posted October 15, 2017 I hope this mod continues to be developed. With all due respect to ag12, this mod is better than the Slavery System. And, yes, I've flipped back and forth from one to the other in separate play-throughs for quite some time. I think the main advantage with Abduction is that you can put the captured prisoners to work in your settlements. Raider prisoners make ideal provisioners! :-) I think the major downside is that Abduction does not play well with "FP Violate." Slavery System doesn't either, to tell the truth. However, if you have the enslaving baton, you can just wack the enemy who has surrendered due to 'violate' and they'll get captured that way. With Slavery System, although you can use Intimidate rank 3 to capture someone, you can't do this once they've "fallen" and surrendered due to 'violate.' Yeah... This. I would be bummed if this mod did not get to see further development.
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