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Posted

Haven't seen anything attached neither quest or script. Template is "BunkerHillWorkerTemplate" in the Creation Kit if you want to take a look. 

Posted

I made all npc's and settlers mortal,but when i abduct them they become protected,which ruins my synth settler death chamber

 

Can u make a version which leaves them mortal ?

Posted

The reason they're that way by default is simply due to the fact their alias "KidnappingVictims" the in  "_DLC01MODKidnappingQuest" quest has "Protected" checked. If you untick that they should die like good little synthfodder hehe

It's a good idea but as for making a separate version there is no need - it can be toggled in game just like the protected and essential flags. I'll look into adding the feature as another global setting with the option to toggle it on/off on an individual basis instead smile.png

Posted

The reason they're that way by default is simply due to the fact their alias "KidnappingVictims" the in  "_DLC01MODKidnappingQuest" quest has "Protected" checked. If you untick that they should die like good little synthfodder hehe

It's a good idea but as for making a separate version there is no need - it can be toggled in game just like the protected and essential flags. I'll look into adding the feature as another global setting with the option to toggle it on/off on an individual basis instead smile.png

 

Ah i see,yeh making it a toggle option would be great

 

Thanks for the quick reply  :)

Posted

used to work with .30 but now i simply dont have the ability to abduct people with .41fix

 

i looked at my pipboy and in intimidate it doesn;t have the make slaves anymore its got make follow specific demands.

 

too far into game to start fresh

 

 

Posted

used to work with .30 but now i simply dont have the ability to abduct people with .41fix

 

i looked at my pipboy and in intimidate it doesn;t have the make slaves anymore its got make follow specific demands.

 

too far into game to start fresh

The later versions don't touch Intimidation and are completely stand alone. Default mode is just aim and subdue/abduct without any equipment.

If you want to integrate Abduction in Intimidation again, overriding the last level, you have to use the custom 0.41fx override version but it's unsupported.

Posted

 

used to work with .30 but now i simply dont have the ability to abduct people with .41fix

 

i looked at my pipboy and in intimidate it doesn;t have the make slaves anymore its got make follow specific demands.

 

too far into game to start fresh

The later versions don't touch Intimidation and are completely stand alone. Default mode is just aim and subdue/abduct without any equipment.

If you want to integrate Abduction in Intimidation again, overriding the last level, you have to use the custom 0.41fx override version but it's unsupported.

 

 

i'll give it another try ty

Posted

Uploaded a new version. Due to changes to the system quest it may drop all NPCs from its control but you should be able to re-abduct them though you might have to "free" them before updating first. Workshopnpc script / functionality isn't touched so they should still keep doing whatever you've assigned them to do.

Posted

Uploaded a new version. Due to changes to the system quest it may drop all NPCs from its control but you should be able to re-abduct them though you might have to "free" them before updating first. Workshopnpc script / functionality isn't touched so they should still keep doing whatever you've assigned them to do.

 

Where is the file located? Can only find up to 41fix

Posted

It's up now, took a couple of re-uploads before it showed up dunno why

 

Okay, thank you very much; tomorrow at the latest I will be able to try it out. Just setting up my modded Fallout 4 from scratch again. Deleted ALL of my stuff + links to key mods I use etc... Hit a low, and now I can do it all form the beginning again. Atleast the HD version looks nice in the base game now :-D

 

Abduction is a great idea, and I see that you've ramped up the updates considerably O_o will be awesome to herd all of the big-titted beauties of the land =P

Posted

I'm about to update to your latest version, still using 0.41fix.  Just wanted to say that this mod's been working great for me.  I use a ton of mods from other places and this mod seems to play nice alongside all of them.  I have a mod that makes all the Red Rockets able to be used as settlements, and I've been sending my prisoners to Red Rocket Natick.  I captured a whole mess of raiders last time I ran through the Corvega Plant.   Would have got more but the prisoners I took started fighting on my side and killed some of my potential victims.

 

I know this mod is intended for use as capturing slaves for questionable purposes (heheheh) but this mod is also great for a peaceful roleplaying where you're trying not to kill people. 

 

Its an awesome mod idea and I look forward to seeing how it progresses in the future!

Posted

Well everything worked perfect for me before,but since the new update not anymore

 

I started a new game with the new update ,but now when i abduct named npc's they just stay at their original place,and if i summon them in the settlement they just walk back to their original place

Posted

Is there a way to tell if the mod system is running?

 

I crafted the gear (tape, collar, baton), started the system, added the perk (I have a "Slaver" perk, so I assume that's it) and then I sneaked into the Museum of Freedom, killed everyone there apart from one, and then sneaked up to touching distance.

 

I aimed along Deliverer's sights. I was expecting a "Subdue" option alongside "Pickpocket". Instead, I don't get anything at all. So I activated the Equipment Required option and whacked her with the baton. That killed her. Blocking with the baton didn't seem to help either.

 

What am I missing?

 

[edit]

 

Also tried standing up and iron-sighting, as well as getting her attention and trying while she was hostile. I haven't tried the baton while standing.

 

Is there a way to disable equipment req once enabled? My holotape menu says "enable" no matter how many times I enable it.

Posted

Well everything worked perfect for me before,but since the new update not anymore

 

I started a new game with the new update ,but now when i abduct named npc's they just stay at their original place,and if i summon them in the settlement they just walk back to their original place

 

I went back to 41fix and now everything works again...

 

:-/

Posted

Well everything worked perfect for me before,but since the new update not anymore

 

I started a new game with the new update ,but now when i abduct named npc's they just stay at their original place,and if i summon them in the settlement they just walk back to their original place

Hmm sounds like neither the travel or settlement scripts are properly hooked. Before abducting, verify the NPC has the workshopnpc script attached with the "sv" command. After Abduction you can run it again and check the script flags, the WorkshopId should have changed to the number representing their new home.

As for possible relevant changes there are two off the top of my head_

 

1 - The GenericGoHome script sending actors home was removed, in testing it seemed assigning them a home was sufficient for the game to transport them there either directly on teleporting once the player went elsewhere. Could be re-added as a toggle if needed.

2 - I added a generic sandbox package to the alias holding the abductees, it's possible this had something in it telling NPCs to do so around their spawnpoint rather than settlement. You could try opening the Abduction quest ingame and remove that package from the alias and see if it helps

 

If you have a troublesome NPC from the default mod that worked in the previous version let me know the ID and I'll take a look!

Is there a way to tell if the mod system is running?

 

I crafted the gear (tape, collar, baton), started the system, added the perk (I have a "Slaver" perk, so I assume that's it) and then I sneaked into the Museum of Freedom, killed everyone there apart from one, and then sneaked up to touching distance.

 

I aimed along Deliverer's sights. I was expecting a "Subdue" option alongside "Pickpocket". Instead, I don't get anything at all. So I activated the Equipment Required option and whacked her with the baton. That killed her. Blocking with the baton didn't seem to help either.

 

What am I missing?

 

[edit]

 

Also tried standing up and iron-sighting, as well as getting her attention and trying while she was hostile. I haven't tried the baton while standing.

 

Is there a way to disable equipment req once enabled? My holotape menu says "enable" no matter how many times I enable it.

 

The menu options show what will happens "on the next click", so if it says "enable" it'll be enabled if clicked. If it doesn't change that most likely means the quest handling everything is stopped or in the wrong state. So it seems indeed the mod isn't running for you.

Try the reset option in the MOD menu, exit out after you do so it can do it's job. After that the options should fire properly.

As for the baton it has no onhit function at the moment, it's just a check to see if you're wielding it for the subdue/abduct options and if you're blocking for the other options.

 

 

For those wanting some more in depth info on how/if the mod is working the "sv" and "sqv" commands can also be used directly on the controlquest. Just add the quest id after the command, you can find the correct one for your load order with "help abduct 4 qust".

These commands will show current quest stage (each stage corresponds to one command), the aliases which will show the id of all, if any, NPCs attached, and if the quest is running or stopped.

Posted

Uploaded a quickfix version with the sandbox package removed, seemed to keep my test raider in the settlement after assignment rather than trying to walk back to their spawn. Let me know if it works.

Posted

If it doesn't change that most likely means the quest handling everything is stopped or in the wrong state. So it seems indeed the mod isn't running for you.

 

More or less mess what I figured. Good.

 

Try the reset option in the MOD menu, exit out after you do so it can do it's job.

Is that a literal "reset" option? Because I don't see one. The one to start the system is there, and like the "enable equipment req" option, it doesn't change after I select and exit the menu. The popup says "success", but still I get no subdue option.

 

Maybe it's time for an uninstall, clean save and try again.

 

Posted

Uploaded a quickfix version with the sandbox package removed, seemed to keep my test raider in the settlement after assignment rather than trying to walk back to their spawn. Let me know if it works.

 

Ok it seems it has fixed it 

 

Thanks !  :)

Posted

 

If it doesn't change that most likely means the quest handling everything is stopped or in the wrong state. So it seems indeed the mod isn't running for you.

 

More or less mess what I figured. Good.

 

Try the reset option in the MOD menu, exit out after you do so it can do it's job.

Is that a literal "reset" option? Because I don't see one. The one to start the system is there, and like the "enable equipment req" option, it doesn't change after I select and exit the menu. The popup says "success", but still I get no subdue option.

 

Maybe it's time for an uninstall, clean save and try again.

 

 

Sorry to hear you're still having problems. Hmmm well "Start" or "Reset" are shown depending on the state of the Abduction quest, "isstopped" or "isrunning." Once selecting start it takes about 5-10 seconds outside the pipboy for everything to complete. It actually goes faster but I added some delays to make sure there is enough time for the quest state to change.

If you still see the start option when you re-enter the pipboy again and none of the toggle-able options actually change menu text to show them working it sounds like the scripts aren't properly installed. I had a user report problems with NMM so if you're using that try doing a manual install.

 

 

Uploaded a quickfix version with the sandbox package removed, seemed to keep my test raider in the settlement after assignment rather than trying to walk back to their spawn. Let me know if it works.

 

Ok it seems it has fixed it 

 

Thanks !  smile.png

 

Great, thanks for the confirmation!

Posted

Is there a way of abducting via console? The mod has been functioning inconsistently for me (some raiders show the abduct option, some don't), it would be easier for me to just hotkey a console command.

Posted

was wondering if there are any conflict between nuka and preston ?? This will make it easier playing a raider and have to subdue settler to forcefully work for raiders.

Posted

Is there a way of abducting via console? The mod has been functioning inconsistently for me (some raiders show the abduct option, some don't), it would be easier for me to just hotkey a console command.

I've only added the necessary workshopnpc script to the more common templates. Any NPC not using them, pretty much any handplaced non-random one = a lot of them, won't work.

You can verify if your current target is possible to abduct by running the "sv" command on them. If the "workshopnpc" script is listed and the NPC is of equal or lower level it should work.

 

 

If you want to do it manually there are four steps

 

1 - Make the _MODAbductionQuest the current active one, only needed once per game session I believe ("setconsolescopequest _MODAbductionQuest" command)

2 - Fill the "Holotapetarget" with the NPC id ("forcerefintoalias Holotapetarget" command with the NPC selected in console)

3(optional?) - Set the _MODAbductionQuest to the SUBDUE stage 150, ("setstage _MODAbductionQuest  150" command)

4 - Set the _MODAbductionQuest to the ABDUCT stage 160 ("setstage _MODAbductionQuest  160" command)

 

That's just from memory so if it doesn't work look up the syntax in some console command reference. Also remember that even though you can force an abduction this way the NPC won't work properly if the workshopnpc-script isn't attached since it handles all the core functionality.

Posted

I see. Thank you, I will check whether they have the workshopnpc script and report back if I find any inconsistency.

 

How can I add the workshopnpc script myself to an NPC? (I imagine not from console, but I do have the CK and some _very_ basic understanding on how it works)

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