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Posted

 

I see mentions of psc files in there, are you're compiling the scripts yourself?

Nope. I don't even have a Fo4 CK installed. I'd thought that was just papyrus reporting where the error was ... but I'm a little rusty and may be talking rubbush.

 

If so the source hasn't been included in the last updates and so any versions you have lingering around won't work with newer esps.

I do have source files though. Probably from an earlier install. Compiled scripts too, which is probably the source of the problem since the latest one seems to have everything in a bsa file.

 

... aaand, that was it! Deleted all the Abduction folders and reinstalled and it works. Thanks for the help :)

 

Glad you got it sorted and thanks for letting me know! When users don't you never know if they did or just gave up meaning there is a bug hidden somewhere unchecked  :)

 

Anyone noticing their slaves --- er, um ---- abductees are no longer producing for the workshops.  They are going through the motions but no tomatoes on the vines etc.

Do the normal settlers still work? Could try moving the abducted to another settlement and back, they might have been kicked out of the system or reset. Should probably add some mod stats option to the holotape but until then you can use "sqv _modabductionquest" and check the kidnappingvictims alias to see you have the correct number of NPCs as in the screenshots posted earlier.

 

For anyone having issues with NPCs being re-rolled, switching gender/face, try the "clone" function, abduct the clone instead and let me know if that one stays the way they should (will probably keep resetting their equipped items though).

Posted

I would like to report that my slaves are all working hard in the fields, unlike the ones from the Slavery mod, who don't do anything useful.

 

Varying results on cloning: (1) Tried to clone a settler in Covenant, who was abducted, but no new NPC appeared.  (2) Tried cloning a settler who was for some reason having script issues and being disobedient. An identical clone appeared and was abducted, the original remained. (3) Tried to clone a looter, who for some reason could not be abducted and was disobedient. Nothing happened.

 

Posted

More on that troublesome looter: Tried rerolling three times, but each time got an (unwanted) raider who immediately shot the looter.  Resurrected, the looter was troublesome as before.

 

Posted

Thanks for the feedback, interesting!

 

If it was one of the default settlers in Covenant they're hand placed so there is probably something special going on there. I'll take a look but it's possible they fall under the controlled-by-another-thing limitation that's a too big of a mess to fix.

 

The "Clone Target" in the Utility menu doesn't kill-and-strip like the clone-on-abduction does. Forgot about that but maybe it's better that way so the player don't lose anything they've equipped their subjects with

 

As for the looter, the fact it had a different name indicates it's controlled by a quest script/alias making changes including modifying factions. Explains even its own clone wanting to kill it lol. Been annoyed by that myself so I'm considering adding some sort of block for instant combat, maybe put the clone automatically in restrained state alternatively add a second or two delay to the spawning after exiting the pipboy so one can pull the gun out and prepare for abduction.

 

It's not likely these types of NPCs will ever be supported due to the large amounts variables to check against on each abduction and even then it wouldn't work with anything spawned by a mod.

If you're OK with a quick and (very) dirty workaround run "sv" on them, it'll list the quest handling them (probably something starting with "RE" for random encounter). Then you simply run "stopquest" followed by the questname to shut it down. It should then release its control over the NPC, verify with "sv" again, after which they should be good for abduction. Keep in mind this will stop the entire random encounter quest so only do it once you're done with it.

 

Regarding the annoyance of victims being killed before the chance to abduct occurs I'll look into adding the option to temporarily grant them protected status in the restrained state.

Posted

Thanks for the quick reply.

 

I tried changing the faction of the looter to player-faction, but it didn't help. Neither did toggling the AI and combat mode.

 

Don't really expect I'll be able to abduct everyone, though I keep trying.  Already have an nice collection of slaves, so thanks for that!

 

Posted

I wrote down the ID of the looter ff0592d1[PP][T].

 

Not sure what the [PP][T] means, but it was at the Nahant Bar and Restaurant, which is described in the Wiki: The building is almost empty, but is hotly contested by all factions. Almost any visit will provide the player character with the sounds of gunfire, including vertibirds..

 

I arrived just after the looters shot it out with some rust devils, so this was probably a scripted event staged for my benefit, and not just a random enounter. I will try summoning the same NPC sometime and see how it works out.

 

 

 
Posted

I have been using this mod for a while and love it, however I recently started a new game to get rid of some issues caused by other mods.  In the process I updated this mod to the latest along with adding a few new ones.  Now I have everything in game working fine except for one issue...

 

Every time I reload a save, my slaves have to be re-abducted by the on-load scan and they then start heading home as they are no longer recruited.

 

I use Unlimited Companions Framework, as I have for ages, so that should not impact.

 

Also, I have tried deactivating all the new mods I added, but that has not made any difference.

 

Any ideas?

Posted

OK. I had to reset the quest again before it would take, but I finally got an abduction to work. I collared one of the raiders from USAF Olivia took her to Tenpines Bluff and set her to working the crops.

 

Then I spent some time building some stuff, and when I looked back the slave had gone and there was a dead settler where she' been working. Is that something that's supposed to happen? Not a complaint, I just want to know if it's something I need to watch out for.

Posted

 

I wrote down the ID of the looter ff0592d1[PP][T].

 

Not sure what the [PP][T] means, but it was at the Nahant Bar and Restaurant, which is described in the Wiki: The building is almost empty, but is hotly contested by all factions. Almost any visit will provide the player character with the sounds of gunfire, including vertibirds..

 

I arrived just after the looters shot it out with some rust devils, so this was probably a scripted event staged for my benefit, and not just a random enounter. I will try summoning the same NPC sometime and see how it works out.

That id is the one assigned created dynamically on spawning and cannot be used to spawn or modify the NPC in another save or later if the game cleaned up/deleted it unfortunately. You need to get the name of the quest attached to them and then look its details up in the Creation Kit to see what their real id is.

That looters vs rust devils and any other faction/group vs faction/group that can happen when the player visits certain place are all random encounters btw. 

I have been using this mod for a while and love it, however I recently started a new game to get rid of some issues caused by other mods.  In the process I updated this mod to the latest along with adding a few new ones.  Now I have everything in game working fine except for one issue...

 

Every time I reload a save, my slaves have to be re-abducted by the on-load scan and they then start heading home as they are no longer recruited.

 

I use Unlimited Companions Framework, as I have for ages, so that should not impact.

 

Also, I have tried deactivating all the new mods I added, but that has not made any difference.

 

Any ideas?

The fact they return home is an oversight by me, the re-abduction routine does a full reset which unfortunately means loosing their teammate status which handles the follow package.

I have it added to the to-do list for the next update because it's bloody annoying to look around for your backup in a tough battle only to see them in the distance, casually strolling back to Sanctuary or whatever lol

OK. I had to reset the quest again before it would take, but I finally got an abduction to work. I collared one of the raiders from USAF Olivia took her to Tenpines Bluff and set her to working the crops.

 

Then I spent some time building some stuff, and when I looked back the slave had gone and there was a dead settler where she' been working. Is that something that's supposed to happen? Not a complaint, I just want to know if it's something I need to watch out for.

Raiders and settlers don't share a template to spawn from so a body switch like that isn't normally possible. Did you have a settler around? If so a fight might have broken out for whatever reason.

If you have a save with the corpse and one with the raider click them in console and see if their ids match, let me know if they do.

Posted

 

Raiders and settlers don't share a template to spawn from so a body switch like that isn't normally possible. Did you have a settler around? If so a fight might have broken out for whatever reason.

If you have a save with the corpse and one with the raider click them in console and see if their ids match, let me know if they do.

 

 

I think it was a fight. I had a population of four in that settlement with the captured raider. Then I had a population of two, a dead settler and no captive raider/

 

I just played on, I'm afraid, so no forensics. I'll keep a save if it happens again.

 

Posted

 

 

Raiders and settlers don't share a template to spawn from so a body switch like that isn't normally possible. Did you have a settler around? If so a fight might have broken out for whatever reason.

If you have a save with the corpse and one with the raider click them in console and see if their ids match, let me know if they do.

 

 

I think it was a fight. I had a population of four in that settlement with the captured raider. Then I had a population of two, a dead settler and no captive raider/

 

I just played on, I'm afraid, so no forensics. I'll keep a save if it happens again.

 

 

 

Could have been an attack from outside?

 

Posted

 

 

 

I think it was a fight. I had a population of four in that settlement with the captured raider. Then I had a population of two, a dead settler and no captive raider/

 

I just played on, I'm afraid, so no forensics. I'll keep a save if it happens again.

 

 

 

Could have been an attack from outside?

 

 

Seems unlikely - there was no fight music, no combat barks, no shots.

Posted

The fact they return home is an oversight by me, the re-abduction routine does a full reset which unfortunately means loosing their teammate status which handles the follow package.

I have it added to the to-do list for the next update because it's bloody annoying to look around for your backup in a tough battle only to see them in the distance, casually strolling back to Sanctuary or whatever lol

Ahh.  That would explain why it had been working well previously.  Thank you for that.  I was starting to go crazy thinking I was missing something.

 

So a rollback to a version pre the stray scan (0.49hotfix?) should do the trick until you have an update?

 

Edit:  I am guessing not?  I just rolled back to that version but the issue continues.  From memory I had also previously tried disabling the stray search at startup, but I don't think that helped either.

Posted

 

The fact they return home is an oversight by me, the re-abduction routine does a full reset which unfortunately means loosing their teammate status which handles the follow package.

I have it added to the to-do list for the next update because it's bloody annoying to look around for your backup in a tough battle only to see them in the distance, casually strolling back to Sanctuary or whatever lol

Ahh.  That would explain why it had been working well previously.  Thank you for that.  I was starting to go crazy thinking I was missing something.

 

So a rollback to a version pre the stray scan (0.49hotfix?) should do the trick until you have an update?

 

Edit:  I am guessing not?  I just rolled back to that version but the issue continues.  From memory I had also previously tried disabling the stray search at startup, but I don't think that helped either.

 

The stray function only does its thing on NPCs that for some reason are removed from the system. Disabling or reverting to an earlier version won't make your NPCs work any better because they won't even be (re)registered in the mod.

 

As for why or what makes them turn lost I have no idea, it seems to be dependent not only on mods but also on the game state. In my current game I have 40+ abductees in Sanctuary and they work fine, not a single one has been lost for 10-12 hrs of gameplay.

I thought one of the changes I made to the mod has fixed something but loading up another char/save and every NPC still had to be re-abducted on every save. Not even restarting the control quest helped.

Posted

Just a little report from my game:

 

The population of Croup Manor is 11, of whom 7 are slaves, all raiders. Two slaves run shops, one does recycling, and one is a sentry.  No problems to report.

 

Hangman’s Alley has a population of 9, all slaves.  Most are raiders, but one is a gunner, and one a settler. (I don’t usually enslave settlers, because they’re already doing what I want, but I found a random one dead in the wilderness and resurrected it for an extra slave.)  There are also two intimidated prisoners who are hanging around until I decide what do with them.  They are not subject to abduction. The slaves are very loyal and kept trying to kill the prisoners, as members of an enemy faction, so that I had to wall them off. The slaves also switched into combat mode whenever something hostile spawned in the street outside, so to keep things quiet, I had to build huge concrete walls. Given the chance, the slaves might have run out into the street and attacked, even without any weapons, or with a toy security baton.

 

Abduction is very unpredictable: Raiders are plentiful and easy to abduct, but there are exceptions, and I get tired of looking at raiders. Some of the gunners, mainly soldiers and recruits, can be abducted.  Haven’t had a lot of luck abducting anyone else, but I keep trying.

 

Posted

Hmm, cloning the trader Rylee resulted in abducting her, but no new character appeared.  Not wishing to lose Rylee as an NPC, I went back to an old save.

Posted

Tried cloning a caravan guard, which worked, except that the guard was abducted, and the naked clone remained.  Not happy with the picture of naked caravan guards wandering around, I went back to an old save.

 

Posted

Mod works by adding the workshopnpc-script to the more commonly used templates. NPCs rarely using this like Gunners (they're supposed to be the more organized group that shouldn't be randomly encountered anywhere like raider-riff-raff) have to be tracked down and edited manually for this function. I've added a guide earlier in this thread on how to do this.

 

As for Rylee that works as intended, at least how the mod is set up currently. The clone function duplicates the NPC and then issues a kill/unequip command on the original. This is blocked however by NPCs set to be essential/protected. So the caravan guard having protected status (otherwise it would have died in the first random encounter meaning the player most likely never would get the chance to see them alive) was cloned and then the original kept on trucking. He/she would have most likely regained their gear until your next encounter btw.

 

Ryle on the other hand is not protected or essential, at least not until she's recruited to a settlement, so cloning her meant killing the original. She can be abducted without cloning though, just make sure to disable faction removal and the threat speech. 

I actually did it myself just a few days ago in my current game since I never can be bothered to fulfill the prerequisites first to be able to recruit them normally hehe

 

As for why her original body vanished it's due to the previously mentioned controlling scripts/quests, the one handling her recruitment and custom dialogue most likely has a "cleanup" stage executing whenever she dies.

Posted

0.60 extended notes

 

Based on recent feedback I've made some changes/additions

 

Abduct clone can now operate in two modes

NoKill setting - The target NPC is cloned and the copy is abducted instead of the original. The clone is stripped of all gear except the collar by default but any set Abduction outfit should still be applied. Once the process is complete the original should continue doing whatever they're supposed to do, this mode does not make any changes to the source except putting them in the hands-up animation.

If you want to Abduct someone but keep the original untouched for Quests and whatnot this is the one to use. Keep in mind the clone will NOT retain any unique dialogue or behavior, those are handled by Quests/Scripts which are tied to the original ID. Functions applied through faction allegiance should however still work provided the option to keep factions is enabled.

Kill setting - As above except the original is killed unless they're set to be essential. If you tried to abduct a NPC that refuses to go to their settlement or follow you this is the one to use - the clone should be free of the Quests/Scripts/Packages doing this. Drawback is that in the case of randomly spawned NPCs the clone will most likely be spawned with different gear/looks

 

Shut down/Uninstall and Reinstalling

Shut down/Uninstall command - Removes all NPCs from the mod. This process makes sure they keep their aggression and faction settings which combined with the fact the workshopnpc script seems to be attached to them even with Abduction removed should mean they'll keep functioning as normal. Beyond that this action also adds the "CaptiveFaction" to the NPCs, being a vanilla faction it will remain even after un-installation.

Stray catcher - Now also re-abduct NPCs in the "CaptiveFaction" assigned to a Workshop.

 

The two changes combined means it's possible to now uninstall and later re-install the mod without losing any NPCs. Hopefully.

 

Finally, a minor change is that many NPCs from the Cabot questline have had Abduction support added.

Posted

Whats that black outfit with the institute symbol in one of the pictures 

Posted

Corser jacket from HN66s EasyGirl Outfits for CBBE 

Available for Atomic Body as well as in physics versions too. If you like the look the author also have some other great mods with matching accessories - earrings, french nails and whatnot.

 

On that note I want to point out the Mercenary Pack mod... awesome outfits even for bodyslided bigtitted ladies, like mine :-D One of the outfits glitches though - with a long physics-added spike from the sleeve. Don't know why.

 

http://www.nexusmods.com/fallout4/mods/20088/?

 

post-537283-0-32654900-1490334177_thumb.pngpost-537283-0-83993300-1490334185_thumb.pngpost-537283-0-59755900-1490334194_thumb.pngpost-537283-0-66195300-1490334206_thumb.pngpost-537283-0-99256300-1490334213_thumb.pngpost-537283-0-68707100-1490334222_thumb.png

 

By the way, I have around 20 working abductees now, mainly in Sanctuary, but I also have some kids and Raiders working together in Outpost Zimonja. Caravan Guard too. Pack Scavvers and so on. Even captured Nisha from the Disciples in Nukaworld with the Kill/Resurrect command :-D. The screenshots taken were from just now and haven't seen her in the settlement :-P

Posted

They look healthy, well-fed and with a purpose in life - if that isn't a happy end for any wastelander I don't know what is. Sure it may have required some threats of violence and an explosive device around their neck but that's just nitpicking  :lol:

Posted

They look healthy, well-fed and with a purpose in life - if that isn't a happy end for any wastelander I don't know what is. Sure it may have required some threats of violence and an explosive device around their neck but that's just nitpicking  :lol:

 

and the children, oh god, the happiness they receive every day from hard labour... and I get the Circuitry to set up more defenses, so they can never escape.... MUAHA.... muahahahhahahhaha :-P *kids crying and sniveling in the background* WHAT have you done to the kids Lazygirl!? :-P yoo maed possibru da deztroction of wörld!!! ^^

 

When I start a new game I think I will try the new version, I like some of the things in there, but don't dare do it now.

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