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Posted

Hi again - I'm just looking back to Skyrim 32bit and wonder if any of the Abduction downloads are compatible with that game? I use it in Skyrim SE (where it now works a treat).

Posted

Hi again - I'm just looking back to Skyrim 32bit and wonder if any of the Abduction downloads are compatible with that game? I use it in Skyrim SE (where it now works a treat).

Officially - no. Using Oldrim mods in SSE is a bad idea due to the esp format update and it will destroy your save sooner or later. I assume the opposite is at least as bad if not worse.

 

Inofficially - I've got close to triple digit amounts of hours with Oldrim exclusive mods and pre 0.50.x Abduction releases installed and haven't had a single issue. Only reason I haven't tested later versions is that there's been official SSE ports of the things I want to play so I haven't had the need. I suspect it should run just as good/bad, even SkyUI should work since I added code to detect both the new and old versions.

But again, this is just my experience. I haven't done a long full game play through since the mods I've tried generally require a new game in order to work properly.

 

In the end I suppose it's up to you and what level of risk you feel comfortable with. The only thing I can say is that there will most likely never be an official tried-and-tested Oldrim version due to time (and sanity) constraints.

Posted

 

Hi again - I'm just looking back to Skyrim 32bit and wonder if any of the Abduction downloads are compatible with that game? I use it in Skyrim SE (where it now works a treat).

Officially - no. Using Oldrim mods in SSE is a bad idea due to the esp format update and it will destroy your save sooner or later. I assume the opposite is at least as bad if not worse.

 

Inofficially - I've got close to triple digit amounts of hours with Oldrim exclusive mods and pre 0.50.x Abduction releases installed and haven't had a single issue. Only reason I haven't tested later versions is that there's been official SSE ports of the things I want to play so I haven't had the need. I suspect it should run just as good/bad, even SkyUI should work since I added code to detect both the new and old versions.

But again, this is just my experience. I haven't done a long full game play through since the mods I've tried generally require a new game in order to work properly.

 

In the end I suppose it's up to you and what level of risk you feel comfortable with. The only thing I can say is that there will most likely never be an official tried-and-tested Oldrim version due to time (and sanity) constraints.

 

 

Thank you. That's the info I needed. With the new Windows 10 Fall Creator's Update (out 17 October), the DX9 memory cap has been fixed for 32 bit gaming and Skyrim 32bit now has access to VRAM again. That was the reason for me asking.  I'm continuing to have fun with Abduction in SE! Thanks for a great mod.

Posted

Don't worry mod isn't abandoned, just playing/modding Skyrim SE atm.  A lot of cool stuff possible with SKSE64 finally out  smile.png

Awesome to hear! Have fun with SSE. I won't lie, I was actually bummed when mod development for Fallout 4 (almost universally) came to a halt due to SSE though. I can't complain though a I'm enjoying your work there too. :)

  • 2 weeks later...
Posted

Defeat has a considerable more advanced defeat system, more extensive configuration options plus player support.
Abduction can do some additional "long term" manipulation of NPCs though like issuing a new home, job, follower mode and so on.

Posted

Hi all.  I made a good faith effort to search the thread for an answer, but couldn't find it. 

 

Is there a way to send abducted prisoners back to nuka-world raider settlements?  When I capture someone, I don't have the option to send them to my raider outposts.

Posted

Abduction adds the standard settler workshop-script to NPCs while Nuka World raider settlements require the custom version included in that DLC. It contains the necessary stuff to make raiders act differently than settlers like decreasing happiness if they have to do any work themselves.

 

You may be able to assign them manually though if you bring them to the location in follow mode, dismiss and then tell them to work on any resource linked to the settlement.

  • 3 weeks later...
  • 2 weeks later...
Posted

Made account just to tell, this is the best slavery mod for Fallout 4 ever. Never had any problem and all works good. Sometimes traveling mercenaries in settlements gets their ass wooped by all of my slaves.

 

I hope You will continue on this mod. Thanks for creating it. :)

Posted

Any chance there will be an update to fix the issue with setting the outfit? It's really annoying having to manually do it, otherwise this mod is amazing, really enjoying it. Thanks.

  • 5 weeks later...
Posted

Absolutely love this mod! I've noticed when abducting named npc's some of them stop talking when they go to a settlement. For instance, when I abduct Darla, Skinny Malone n Dino, Darla n Dino will chat it up, but Skinny is silent. Is there anything I can do to get them to start talking again? Thank you

Posted

lol when I was using this mod, I wack a dead corpse that was shot from me with a Security abduction baton while carried a plenty of Slaver collars. It somehow reanimate the NPCs back up. But the gender of the dead corpse is random sometimes after being wacked. With random inventory stuff on the character.

 

I like this mod. This should call it slaver to the soul lol

Posted
On 04/01/2018 at 5:08 PM, jocko8989 said:

Absolutely love this mod! I've noticed when abducting named npc's some of them stop talking when they go to a settlement. For instance, when I abduct Darla, Skinny Malone n Dino, Darla n Dino will chat it up, but Skinny is silent. Is there anything I can do to get them to start talking again? Thank you

NPCs can have "rules" regarding what they say and when. It can be limited to a special location, during a specific quest or quest stage, being member of specific factions and so on. Skinny probably have one or more of these conditions and removing him from where he's supposed to be breaks them. It's not really feasible to fix, would require editing the NPC, quest and possibly even the scripts involved which in turn would break both the standard game and all mod relying on those being intact.
There is a chance the keep-faction option might keep him working but it's small, quest NPCs tend to have more complex limitations than that.

 

15 hours ago, roger11 said:

lol when I was using this mod, I wack a dead corpse that was shot from me with a Security abduction baton while carried a plenty of Slaver collars. It somehow reanimate the NPCs back up. But the gender of the dead corpse is random sometimes after being wacked. With random inventory stuff on the character.

 

I like this mod. This should call it slaver to the soul lol

Yeah the resurrection thing is a safety/convenience thing in case NPCs have "accidents". As for them getting new inventory or appearance/gender that's due to them having one or both set to be randomly assigned. Resurrection will trigger those being recalculated.

It can be a plus in some cases since if you capture someone with the "wrong" appearance or gender it's often possible to change it by using the "resurrect" or "recycleactor" console command on them even as alive. Keep in mind the latter may teleport them to their start position in which case "moveto player" will return them in case you don't want to figure out where that is.

Posted
2 hours ago, LazyGirl said:

Yeah the resurrection thing is a safety/convenience thing in case NPCs have "accidents". As for them getting new inventory or appearance/gender that's due to them having one or both set to be randomly assigned. Resurrection will trigger those being recalculated.

It can be a plus in some cases since if you capture someone with the "wrong" appearance or gender it's often possible to change it by using the "resurrect" or "recycleactor" console command on them even as alive. Keep in mind the latter may teleport them to their start position in which case "moveto player" will return them in case you don't want to figure out where that is.

Thanks for the reply :smile: I'll keep that in mind when I play. Now I can collect some NPCs, raider attack dogs and have them on my settlements lol

Posted

Just a quick note about a seeming incompatibility with Sim Settlements since it seems to be a famous mod right now.  Sim Settlement Shops with captured NPCs from this mod assigned to them will not work.  The raider/gunner/NPC will take their place but all you ever get is the trade menu.  Even assigning them a new voice won't work.  And yes, I made sure to come by during business hours :-)

 

However, you can do business with captured Abduction NPCs if they are assigned to regular stores.  They even work with custom stores like the "Better Stores" mod or Homemaker.  They may not say anything but clicking them during work hours will bring up the shop.

 

So, if you set up stores in your prisoner of war camps like I do, and run Sim Settlements, don't use the SS shops (or make sure that no captive is assigned to them).  Other than that, Abduction captives work great in Sim Settlements.  They'll build houses and labor on farms.  I've seen flakiness with the Industry plots but nothing really solid to report.

 

 

Posted
On 1/6/2018 at 9:59 AM, LazyGirl said:

Yeah the resurrection thing is a safety/convenience thing in case NPCs have "accidents". As for them getting new inventory or appearance/gender that's due to them having one or both set to be randomly assigned. Resurrection will trigger those being recalculated.

It can be a plus in some cases since if you capture someone with the "wrong" appearance or gender it's often possible to change it by using the "resurrect" or "recycleactor" console command on them even as alive. Keep in mind the latter may teleport them to their start position in which case "moveto player" will return them in case you don't want to figure out where that is.

 

I use this 'effect' to capture named enemies after they've been dealt with.  Ack-Ack, Jared, Slag... collect them all! :-D lol

Posted

Apologies if this has been alredy been raised; I've been out of the loop for a while and I'm having immense problems with the redesign of the LoversLab site.

Anyway, the clone function could do with using getLeveledActorBase rather than GetActorBase.

That way, if you clone a raider or similar generic, you get a clone of the actor you see and not a different generic raider. (I had a similar problem with generic actors getting confused about their gender in Four-Play).

I tested it using PexInspector to change the call being made in the esm (the CK also refuses to run right now and I've not yet braced myself to jump through Bethesda's hoops to sort it out) and it seems to work just fine.

[Edit]

... aaand we're back to the message editor eating all my whitespace as well. Unless I add in the HTML markup by hand, it seems. It's like posting to Slashdot...

Posted
15 hours ago, DocClox said:

Apologies if this has been alredy been raised; I've been out of the loop for a while and I'm having immense problems with the redesign of the LoversLab site.

Anyway, the clone function could do with using getLeveledActorBase rather than GetActorBase.

That way, if you clone a raider or similar generic, you get a clone of the actor you see and not a different generic raider. (I had a similar problem with generic actors getting confused about their gender in Four-Play).

I tested it using PexInspector to change the call being made in the esm (the CK also refuses to run right now and I've not yet braced myself to jump through Bethesda's hoops to sort it out) and it seems to work just fine.

[Edit]

... aaand we're back to the message editor eating all my whitespace as well. Unless I add in the HTML markup by hand, it seems. It's like posting to Slashdot...

Yes that fixed it, thanks for the tip! Good timing too - testing out some things right now this helps with.

 

Sorry to hear about your CK problems. I had some hesitation returning to Fallout 4 too since I suspected I'd be forced to nuke my pre-content club installation and modlist setup. Unfortunately I was right but at least the CK ini-file backup still worked so it hasn't caused any problems. So far anyhow...

Posted
On 6/19/2017 at 3:06 AM, Origamiboy said:

Please help, with the newer version all of my abductees just follow me instead of going to where they are assigned

Yeah, I know it is a long time ago, but I had the same problem. As expected it is a mod conflict.

 

Abduction modifies defaultFollowerPlayerPKG [00021E76] by adding a new condition GetPlayerTeammate == 1.0. Any other mod that changes this package is incompatible; if it is loaded later, abductees will always follow. In my case the culprit was Spacefiddle''s Companion Stealth Distance Fix, but there are probably other mods. If you have the same problem, you can use FO4EDIT  to find the mod that is causing the problem and even to create a compatibility patch.

 

@LazyGirl: Using the player teammate flag to activate/deactivate the package is probably a bit lazy ;) and dangerous. It would be safer to dynamically add abductees to a RefCollectionAlias referencing the package when they are recruited and remove them again when they are dismissed. The package in the base game has no such condition, so any other mod modifying the package will for sure remove that condition again, creating the above issue.

Posted
On 11/18/2017 at 9:22 AM, salieri101 said:

Does this work if i also have F4:SS (Slavery System) installed or does this "interfere" with F4:SS (or vica versa)?

Don't mean to necro an old post but according to as12's own thread, no.  He lists Abduction is a mod which is not compatible with F4:SS. 

 

I cannot recall if I've ever tried to run both at the same time but given they are doing similar things and Fallout 4's script handling ability is super fragile already, I'm sure it would end up crashing your game in a fireball visible from space!

  • 3 weeks later...
Posted

I don't seem to have any issues with this mod as long as I don't load in a settlement with my slaves and settlers it takes a few seconds to boot up when loading with the raider slaves returning to kill everybody mode, I suggest having a slave exclusive settlement, turn off their immunity and use the workshop DLC to pit them against each other, use the workshop extended and soylent green mods to turn their corpses into canned meat and glue/jet (soylent green turns bones into fertilizer and provides machines for drug making) great mod, keep up the great work!

  • 2 months later...
Posted

Great mod by the way.. just one small question.  I have like i think 4 people in my Bagi think, and when it came around to releasing them i'm not sure how   :smiley:  I know stupide question  lol  Its driving me Batty

 

Thats it the only issue i have, on my second run thru with this mod and it makes it FUN!!!  Kudos again!

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