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Posted

Well setting aggression to 1 stopped my raiders from attacking friendly npcs, been to Diamond city with them and Bunker Hill. But there is another problem. My raiders just randomly get stuck in combat with NOTHING and just stand in one place for ever. If it happens in a settlement i can use the siren to unglitch them after a few tries but if it happens anywhere else they are just stuck forever.

Hmm never experienced that, is this all raiders or just a specific group? If it's the latter do you have their id or remember where you picked them up?
Posted

 

Well setting aggression to 1 stopped my raiders from attacking friendly npcs, been to Diamond city with them and Bunker Hill. But there is another problem. My raiders just randomly get stuck in combat with NOTHING and just stand in one place for ever. If it happens in a settlement i can use the siren to unglitch them after a few tries but if it happens anywhere else they are just stuck forever.

Hmm never experienced that, is this all raiders or just a specific group? If it's the latter do you have their id or remember where you picked them up?

 

Most if not all raiders, some of them are from Corvega assembly plant and some are from the city. Disabling and enabling them makes them start shooting in some random direction for a few seconds and they get fixed for some time until it happens again. But disable enable reset their inventory and it's only temporary so it's not a solution really. I have tried removing their default packages, respawn flag and pretty much everything else but nothing seems to work.

Posted

It seems like they are getting stuck in combat with each other because it always happens to two of them, unglitching one fixes the other too. But since they are friendly to each other they just stand there in fighting stance and do nothing. I have 18 raiders in one settlement so it happens pretty often. If i set one's aggression to 3 and let them fight it out it fixes them until another pair starts freaking out.

Posted

I would still like to know what DLC are required. I'm pretty sick and tired of downloading good looking mods only to discover that I can't use it for the lack of DLC.

 

FYI, I'm semi-disabled on a fixed income. It takes a looong time to put the money together to buy games and DLCs.

Posted

It seems like they are getting stuck in combat with each other because it always happens to two of them, unglitching one fixes the other too. But since they are friendly to each other they just stand there in fighting stance and do nothing. I have 18 raiders in one settlement so it happens pretty often. If i set one's aggression to 3 and let them fight it out it fixes them until another pair starts freaking out.

Thanks, I took a quick look at the raiders I could Abduct with the 0.41 version and the only thing that stood out was the quest that handles the unique dialogue they use in that place. Will try to add them to my test settlement and see how it goes when I get the time.

 

I would still like to know what DLC are required. I'm pretty sick and tired of downloading good looking mods only to discover that I can't use it for the lack of DLC.

 

FYI, I'm semi-disabled on a fixed income. It takes a looong time to put the money together to buy games and DLCs.

The requirements should be listed on the mod page top right "File Information" section as the Automatron and Nuka World DLCs. Might be you have some wonky ad blocker going on if it's invisible.

Posted

Weird problem i seem to be experiencing with this mod. If you have intimidation or wasteland whisperer,

 

there will be 2 options present: Restrain and Pacify. when aiming at NPC.

 

you will be unable to Restrain NPC only Pacify him. (Could just be on my end.) (easy workaround is just get rid of wasteland whisperer and intimidation)

 

Was wondering if anyone has this problem?

 

 

 

Posted

Equipment requirement mode conflicts with QuickTrade mod. Equipping a baton only allows you to talk with the captured npcs. Trading option and recruitment while blocking option does not show up. Sneak config option works fine. No equipment requirement mode also works fine.

Posted

I have to ask: Is the version of this mod posted onto the Nexus identical to the one posted here on LoversLab?

 

If it is, then I'd much prefer to get it from the Nexus is why I'm asking, since it's a trillion times easier to download files from that site, and A LOT easier to keep track of updates, too. n.nU

Posted

Weird problem i seem to be experiencing with this mod. If you have intimidation or wasteland whisperer,

 

there will be 2 options present: Restrain and Pacify. when aiming at NPC.

 

you will be unable to Restrain NPC only Pacify him. (Could just be on my end.) (easy workaround is just get rid of wasteland whisperer and intimidation)

 

Was wondering if anyone has this problem?

 

Was it a dog? Believe that's the only animal I added the workshop scripts to. Perk shouldn't be displayed on any NPC that doesn't have that attached. You can verify what the NPC got running with the "sv" command.  If it's a problem just nuke the viscous dog template with FO4Edit. For intimidation I uploaded a small patch on Nexus that replaces rank 3 intimidation and deactivates the rank 1 + 2 options when taken. Not a solution I intend to go back to again but it was a quick hack to put together for those who asked and should be update proof.

Equipment requirement mode conflicts with QuickTrade mod. Equipping a baton only allows you to talk with the captured npcs. Trading option and recruitment while blocking option does not show up. Sneak config option works fine. No equipment requirement mode also works fine.

 

Thanks I'll add it to the list of incompatible mods. Probably pop up a few more, kinda hard to add activators  to NPCs without conflicting while still keeping things intuitive and quick to use

I have to ask: Is the version of this mod posted onto the Nexus identical to the one posted here on LoversLab?

 

If it is, then I'd much prefer to get it from the Nexus is why I'm asking, since it's a trillion times easier to download files from that site, and A LOT easier to keep track of updates, too. n.nU

That's correct. Might occasionally release a version here first and Nexus later if it's something major/complicated since LL users are generally more used to poking around and giving technical feedback.

Posted

 

I have to ask: Is the version of this mod posted onto the Nexus identical to the one posted here on LoversLab?

 

If it is, then I'd much prefer to get it from the Nexus is why I'm asking, since it's a trillion times easier to download files from that site, and A LOT easier to keep track of updates, too. n.nU

That's correct. Might occasionally release a version here first and Nexus later if it's something major/complicated since LL users are generally more used to poking around and giving technical feedback.

 

Alrighty, thanks for the clarification! :]

Posted

 

Weird problem i seem to be experiencing with this mod. If you have intimidation or wasteland whisperer,

 

there will be 2 options present: Restrain and Pacify. when aiming at NPC.

 

you will be unable to Restrain NPC only Pacify him. (Could just be on my end.) (easy workaround is just get rid of wasteland whisperer and intimidation)

 

Was wondering if anyone has this problem?

 

Was it a dog? Believe that's the only animal I added the workshop scripts to. Perk shouldn't be displayed on any NPC that doesn't have that attached. You can verify what the NPC got running with the "sv" command.  If it's a problem just nuke the viscous dog template with FO4Edit. For intimidation I uploaded a small patch on Nexus that replaces rank 3 intimidation and deactivates the rank 1 + 2 options when taken. Not a solution I intend to go back to again but it was a quick hack to put together for those who asked and should be update proof.

 

No it isn't just the dog, it was super mutants, raiders.

 

The problem is that the perk works, but i have to deactivate Wasteland Whisperer and Intimidation completely for it to work. It gets easier with the cheat terminal mod. But slightly annoying.

 

Posted

OK, while there may be some more or less quick ways to fix that the best solution is probably just doing it properly by making the stun baton do the subdue/abduct job with onhit scripts rather than the player hitting activators. Still leaves how to make sure recruit/dismiss as well as trade/barter works but it might be no more complicated than slapping the can't-be-intimidated/wasterland whispered flag on them to block those from interfering.

Posted

I see some similarities with this and F4:SS (Slavery System), why not work together? :-/ seems counterproductive to start up similar projects with pretty much the same goal.

 

http://www.loverslab.com/files/file/2879-f4ss-fallout-4-slavery-system/

Yes man your 100% right i agree , but those days of common sense and togetherness is dead in the online community moddinfg hacking everyone want to charge for shit they want bragging rights . All they care about is praise and fame that is why shit is so fucked up .  Used to be you would have 10 people working on a mod and it would be great now days you have 10 ppl on a mod they are just giving them praise for using there code or something petty but they have to cause ppl cry and shit gets taken down.  

 

There like kids they only care about there name being around and m0ney from uncle donation button theres no heart. 

Posted

 

I see some similarities with this and F4:SS (Slavery System), why not work together? undecided.gif seems counterproductive to start up similar projects with pretty much the same goal.

 

http://www.loverslab.com/files/file/2879-f4ss-fallout-4-slavery-system/

Yes man your 100% right i agree , but those days of common sense and togetherness is dead in the online community moddinfg hacking everyone want to charge for shit they want bragging rights . All they care about is praise and fame that is why shit is so fucked up .  Used to be you would have 10 people working on a mod and it would be great now days you have 10 ppl on a mod they are just giving them praise for using there code or something petty but they have to cause ppl cry and shit gets taken down.  

 

There like kids they only care about there name being around and m0ney from uncle donation button theres no heart. 

 

 

What are you even rambling on about?

 

First, if you read its thread you would have seen the author specifically said that using the workshopnpcscript is something they wont do. They're pursuing one solution and I another.

Second if you actually read the description of Abduction you would have seen it's a public WIP with the unobfuscated source files included for everyone. It doesn't get much more cooperative than that. And finally this little tirade about "praise and fame" is some serious projection, I don't have any faecesbook/twatter/instagasm or whatever posted here or on Nexusmods for internet points let alone a donation button.

 

If you're still butthurt about modders not doing what you want, when you want it and with who you want put on your big girl panties, fire up the Creation Kit and create it yourself. Just remember to grab a cup of common sense first , you're clearly running low.

Posted

Yes man your 100% right i agree , but those days of common sense and togetherness is dead in the online community moddinfg hacking everyone want to charge for shit they want bragging rights . All they care about is praise and fame that is why shit is so fucked up .  Used to be you would have 10 people working on a mod and it would be great now days you have 10 ppl on a mod they are just giving them praise for using there code or something petty but they have to cause ppl cry and shit gets taken down.  

 

There like kids they only care about there name being around and m0ney from uncle donation button theres no heart.

 

Cooperation is good, competition and variety isn't bad either. Saying that a modder's choice of what mod to make and how to make is down to chasing internet fame and donation bucks is unacceptable. Used to be people knew better than to insult a modder in their support topic. Consider yourself warned.

 

Let's move this thread back on topic.

Posted

 

Great ideas, I was thinking something similar moving the script to a specific gun or weapons like the "slavery simple" mod for new vegas. Unfortunately I am not talented enough to do this at this moment.  Given enough free time and effort I may eventually get the skill to write that type of code.  For the moment I have updated my esp.  The biggest part of this update is I moved the "shock" collar to the chem station so you:

1. don't need a settlement to make them (still need one to assign slaves)

2. don't cost against your settlement item budget

 

enjoy

 

Hi ,

 nice work with your attachment this mod brings much more fun !!! Very Good !!! Pls update it more and into it evry NPC you could from the Main Game and also DLC´s.. for example i miss all the NPC´s from Nuka World that i can´t restrain into slaves...

 

Many Thx

Posted

 

 

I see some similarities with this and F4:SS (Slavery System), why not work together? undecided.gif seems counterproductive to start up similar projects with pretty much the same goal.

 

http://www.loverslab.com/files/file/2879-f4ss-fallout-4-slavery-system/

Yes man your 100% right i agree , but those days of common sense and togetherness is dead in the online community moddinfg hacking everyone want to charge for shit they want bragging rights . All they care about is praise and fame that is why shit is so fucked up .  Used to be you would have 10 people working on a mod and it would be great now days you have 10 ppl on a mod they are just giving them praise for using there code or something petty but they have to cause ppl cry and shit gets taken down.  

 

There like kids they only care about there name being around and m0ney from uncle donation button theres no heart. 

 

 

What are you even rambling on about?

 

First, if you read its thread you would have seen the author specifically said that using the workshopnpcscript is something they wont do. They're pursuing one solution and I another.

Second if you actually read the description of Abduction you would have seen it's a public WIP with the unobfuscated source files included for everyone. It doesn't get much more cooperative than that. And finally this little tirade about "praise and fame" is some serious projection, I don't have any faecesbook/twatter/instagasm or whatever posted here or on Nexusmods for internet points let alone a donation button.

 

If you're still butthurt about modders not doing what you want, when you want it and with who you want put on your big girl panties, fire up the Creation Kit and create it yourself. Just remember to grab a cup of common sense first , you're clearly running low.

 

 

Hi

 so I for my oppinion found  your idea for the mod very goodand also the doing. I used it parallel with F4SS keep it alive !! Make it pls bugfree and so on..

When you really want a Mod that used the same way as yours but it´s also a proof of concept and i don´t know if the project is abandoned or not..because the modder wrighted some time YES some time s NOT.. is this: 

 

http://www.nexusmods.com/fallout4/mods/12585/?

 

. And i must say the bound/bind process or the Dialogues or so, are much better there maded as here but for sure you can add them also if you want. ( Or expand your ideas into it)

 BUT the system behind to "transform" the captured slaves into settlers is here existent and there not.. so for me is yours at this time much better and much more usefull. THX

 

I will give you also some suggestions and critics on yours...

 

- 1. PLS Work together with ray_magini92 and implement his expanded abduction file into yours so that it becomes much more usefull. (Pls also in the download section) .For the Future  it will not be bad to have all NPC´s implemented so that we can restrain anybody . Also all from the DLC´s like Nuka World and maybe also some very popular mods like Fusion City Rising or Maxwell´s World...

 

-2. PLS make also the NUKA World Raider Settlements to work with abduction. Not only  the "normal" settlements. I checked it out and i cannot send anybody t oa already existing Raider settlement or a vassal. 

   Many THX.

 

 

 

Posted

Keep up the good work ! I enjoy reading your post and I am sure if I followed you on  ( faecesbook/twatter/instagasm ) lol.  I would enjoy your post there as well.

I am still working on getting Abduction to work. I have a feeling after clearing everything and reinstalling there must be something left behind in the files to block the actual perk from installing.

 

I can see the appeal of combining Abduction and F4:SS however to do so would just muddy the works. Both authors are clearly on different paths.  So let's not talk about that again shall we.

 

I look forward to your next update and I hope by then I will have figured what is causing my issue. 

 

Thank you again for your time and hard work! 

Posted

Woo hoo !! I got it working! It would seem NMM was not unpacking the scripts into the Fallout 4> Data> Scripts> Abduction folder. After a manual download. Unzip. Then copy and paste the Script files from the Abduction folder to the folder mentioned above. It worked as advertised.
Thank you thank you !
Now. Mwa ha ha !! Let the hunt begin !

Posted

I have been gathering raiders to enslave to add to farmers to supply my nuka gang bases and all works well for me except the turrets turn on my enslaved raiders although it seems regular settlers are of with them. They were also attacked by a BoS patrol with which I am neither allied nor hostile at this point. When I first grabbed the they became hostile to their own raider group so factions are changing.  Is the turret thing just me? I didnt see anyone mention it when I searched comments.

Posted

Hi LazyGirl

 

 i try out your 41fix with the Arena fighting sytem at the castle settlement.

 

So i need to tell you it break the whole wasteland workshop script for me ...

 

The NPC ´s doesn´t fight anymore.. 

 

more detailed :

 

 

1. I did abduct a raider and a gunner assign them to the arena platforms...

1st try .. they fight and it seems to work good...so i wanted see another fight ..but the gunner run´s mad... Break from abduction system and become hostile).. I had to kill him..

 2nd try..(same raider on blue plattform and another gunner on red )  - first issue.. the system doesn´t recognise directly that they are opponents  only after the gunner was obly VERY nearby the raider plattform the fight breaks out... i sid ok.. nothing to worry about...

 

3. try.. I go and abduct another 3 raiders bring them also to the castle ... restrain some of them and one put on the red plattform..  ( I need to specify that this one is looking exactly as the first one ( that one on a blue plattform) so 2 identically looked Raiders ( same look ,same faction) put to fight.. ok i did open the doors... and ...nothing ..

 I put them closely together... and nothing again.. the fight won´t break out.. nobody is hostile to anybody.. 

 

Hmm ok i think.. sure because they are the same npc and i tried another abducted a gunner  with a different looking and gender.. but still the same...NOTHING no fight breaks out..

and that is now the point.. I tried everything out believe me.. i will make you a list on request what i try out when you will but at this point the whole system and script is breaking.. 

 

only some examples...  i tried it out to scrap the plattfroms and put  some other new..  I tried it out without your Abduct  Settlers so as i say with normal settlers. but still break.. they also not fight... Load Game/ Save Game .. NOTHING helps me anymore.. 

 

The only ggod thing that i found out is... It has BREAK the System only at this settlement (CASTLE) not at all .. I tried a different location.. and there work the fight again.. (abducted raider versus CAIT )

 

 ..so last but not least .. pls help me to get my Arena at the castle functionable again..  im very depressive.. :)

 

 

Many thx

 

 

Posted

I have been gathering raiders to enslave to add to farmers to supply my nuka gang bases and all works well for me except the turrets turn on my enslaved raiders although it seems regular settlers are of with them. They were also attacked by a BoS patrol with which I am neither allied nor hostile at this point. When I first grabbed the they became hostile to their own raider group so factions are changing.  Is the turret thing just me? I didnt see anyone mention it when I searched comments.

Sudden hostility is known issue without a solution or even found cause at the moment. When it happens make sure to run the NPC maintenance option. If that doesn't work use the "sv" command to make sure they don't have any scripts or quests attached that controls/overrides hostility/faction. If so you have to remove those manually through console and that's a bit too complicated to give a all-in-one instruction for.'

Alternatively you can try adding the CaravanFaction to them with the "addfac 130b7b 1" command and see if htat helps.

 

 

Hi LazyGirl

 

 i try out your 41fix with the Arena fighting sytem at the castle settlement.

 

So i need to tell you it break the whole wasteland workshop script for me ...

 

The NPC ´s doesn´t fight anymore.. 

 

more detailed :

 

 

1. I did abduct a raider and a gunner assign them to the arena platforms...

1st try .. they fight and it seems to work good...so i wanted see another fight ..but the gunner run´s mad... Break from abduction system and become hostile).. I had to kill him..

 2nd try..(same raider on blue plattform and another gunner on red )  - first issue.. the system doesn´t recognise directly that they are opponents  only after the gunner was obly VERY nearby the raider plattform the fight breaks out... i sid ok.. nothing to worry about...

 

3. try.. I go and abduct another 3 raiders bring them also to the castle ... restrain some of them and one put on the red plattform..  ( I need to specify that this one is looking exactly as the first one ( that one on a blue plattform) so 2 identically looked Raiders ( same look ,same faction) put to fight.. ok i did open the doors... and ...nothing ..

 I put them closely together... and nothing again.. the fight won´t break out.. nobody is hostile to anybody.. 

 

Hmm ok i think.. sure because they are the same npc and i tried another abducted a gunner  with a different looking and gender.. but still the same...NOTHING no fight breaks out..

and that is now the point.. I tried everything out believe me.. i will make you a list on request what i try out when you will but at this point the whole system and script is breaking.. 

 

only some examples...  i tried it out to scrap the plattfroms and put  some other new..  I tried it out without your Abduct  Settlers so as i say with normal settlers. but still break.. they also not fight... Load Game/ Save Game .. NOTHING helps me anymore.. 

 

The only ggod thing that i found out is... It has BREAK the System only at this settlement (CASTLE) not at all .. I tried a different location.. and there work the fight again.. (abducted raider versus CAIT )

 

 ..so last but not least .. pls help me to get my Arena at the castle functionable again..  im very depressive.. smile.png

 

 

Many thx

Kill them, stop the control quest with "stopquest id" (you can find the id number by using "help kidnap 4 qust" in console and note its name). Finally uninstall the mod. If that doesn't help there is nothing to do but revert to an earlier mod/bug free save.

Keep in mind the vanilla WorkshopNPC script itself is unstable (remember the genderbending vanishing Settlers and permanently broken settlement bug last year?) so as mentioned on the description page this is a WIP which means "do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road."

 

 

Regarding the sudden hostility problems here are some info if you want to help find the cause

 

1 - Start new fresh unmodded game

2 - Teleport to a populated area with NPCs that go hostile towards abducted, "coc BunkerHillExt" or "coc DiamondCityWall" are two good places. 

3 - Type "prid a1a5a" to select a default raider NPC

4 - Type "removefromallfactions" to strip them of all allegiances

5 - Type "setav 2bc 0" to set their aggresion to zero

6 - Save

 

Now what's left is adding one faction at a time and then use the "moveto player" command to teleport the raider to your location to see what happens. I recommend using "tgm" too to active godmode so you got time to see what other NPCs they go after/are shot at.

 

Faction id's to try

337f3 - WorkshopNpcFaction

106c30 - PlayerAllyFaction

a1b85 - HasBeenCompanionFaction

130b7b - CaravanTrader Faction

3e0c8 - CaptiveFaction "faction for captives - friends with everyone"

 

Id of known problematic NPCs

1a4d7 - Preston

dc939 - Trashcan Carla

 

Personally I've done my testing mostly at Bunker Hill and found it's possible to make every NPC ignore the abducted EXCEPT the bloody "Caravan Worker". Even if you add the captive faction they'll happily go postal on them.

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