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Awesome mod!!!

 

I haven't had any fighting problems since the new cloning system. 

 

 

I have had a couple of instances where the NPC I'm abducting does not die or disappear but remain there (naked in one case!).  They aren't hostile.  In fact, don't move at all.  And I can then reclone them over and over again.  I'm not sure if its this mod doing that though.  I have so much stuff in my game, probably some sort of script conflict with another mod.   In fact, one instance of this was a minuteman, so they probably had some sort of weird script attached to them.  It isn't really game breaking or damaging, in fact it was funny as hell.  :-)

 

Thanks so much for continuing to work on this!

 

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Don't know if this was intentional, a bug or just happens in my game.
I assign an abductee to a job.. farming for example. They will go tend to the crops without complaint. They will also tend to any unassigned store, scavenging station...etc.
And they flat refuse to pass by any Crazy Animations Rug. Was kinda surprised how horny Raiders are! lol!

 

Don't get me wrong! This is actually really Nice! But, I do have 1 raider that will not stay assigned, no matter what I assign her to. This includes her bed, and she ignores "setownership" on my bed.. which apparently she likes more than the other 48. If I could teach her how to use soap & water it wouldn't be to bad.

 

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Tried it on a Gunner Lieutenant.  Abducting with the No Kill option left me with one non-commandable Gunner Lieutenant.  Disable Abduct Clone had the same result.

 

Cloning the target (in the Utility menu) produced a hostile raider.  Rerolling (under Edit) created a neutral raider.

 

I'm getting  sick of all these ugly raiders.

 

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Nasty, nasty, nasty. Arrived at Croup Manor to the sound of gunfire.  A small group of raiders had apparently spawned and was shooting it out with some caravan guards.  The settlers were wandering around complacently, taking neither side, and even commenting that everything was going well.  (Because no one what shooting at them?) However, some of the slaves (all raiders) had somehow lost their Abduction Collars and were shooting at the guards.  It was hard to tell them from the other raiders.  Attacking one of these disorderly slaves would cause the whole settlement to shoot at me.  It took me a long time to sort things out. Eventually, three raiders, two slaves and one guard were sent off to a harsh exile in the Mechanist's Lair, my new Siberia.  That left me with two slaves I had tied up and who could not be released without being attacked by the whole settlement.  I finally figured out I could turn off the AI and just kill them.  (Mercifully I then resurrected them and sent them to distant settlements.)  I then took a long snooze, and things are back to normal, I hope.

 

Not sure what went wrong, probably a couple different things.

 

 

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Awesome mod!!!

 

I haven't had any fighting problems since the new cloning system. 

 

 

I have had a couple of instances where the NPC I'm abducting does not die or disappear but remain there (naked in one case!).  They aren't hostile.  In fact, don't move at all.  And I can then reclone them over and over again.  I'm not sure if its this mod doing that though.  I have so much stuff in my game, probably some sort of script conflict with another mod.   In fact, one instance of this was a minuteman, so they probably had some sort of weird script attached to them.  It isn't really game breaking or damaging, in fact it was funny as hell.  :-)

 

Thanks so much for continuing to work on this!

Thanks! Yes many NPCs have functions monitoring their state and behavior not only on death (immediate removal) but also on spawn (start with AI disabled until player does X or is Y units close).

As for being able to repeatedly Nokill abduct the same NPC that's a known option I decided not to block but leave to the player to exploit (or not). Anything falling under "well, have you tried not doing it?" category will for now hehe. Mod balance will be done once the core functions are done and tested, which may or may not happen ever

Don't know if this was intentional, a bug or just happens in my game.

I assign an abductee to a job.. farming for example. They will go tend to the crops without complaint. They will also tend to any unassigned store, scavenging station...etc.

And they flat refuse to pass by any Crazy Animations Rug. Was kinda surprised how horny Raiders are! lol!

 

Don't get me wrong! This is actually really Nice! But, I do have 1 raider that will not stay assigned, no matter what I assign her to. This includes her bed, and she ignores "setownership" on my bed.. which apparently she likes more than the other 48. If I could teach her how to use soap & water it wouldn't be to bad.

Non-combat behaviour is controlled by "sandbox packages", they dictate what they can and cannot do like hanging around in an area like sleeping, opening doors and whatnot. The frequency of how often they do this is in turn governed by their "energy" value, higher means well more energetic - doing more stuff and switching actions more often.

These are both set directly on the NPC much like the WorkshopNpcScript and not accessed or changed by this mod meaning they'll retain this behaviour even when captured.

TLDR - You captured a strong independent raider who don't need no man  :D

 

Attempting to abduct a scavenger, with either the clone option or not, has no effect. Cloning it in the utility menu produces a raider.

Equipment like collars going missing, generally just unequipped into their inventory, is due to NPCs set to be unloaded and reloaded having their gear re-rolled. It's done by the game to save resources managing the many randomly spawned actors.

 

As for the scavenger turning into a raider as it didn't turn into as much as return to it's original state. The NPC was simply renamed and had it's behavior altered by a quest/script, generally whatever handled the random encounter they're abducted from.  If you want to keep them around you can try removing them from its control but it's not 100%, sandbox-packages seem to also mess things up.

 

The hostility against certain roaming NPC can start problems yes. It only takes for one abductee to bug out and start a fight to prompt the rest to do so too since they're in the same faction. You can try adding the workshopnpcfaction to the roamers. I've done so in my game and may make it so the known troublemakers already are in it in a future update. I've held off doing it since it's a workaround not fixing the core problems, the abducted npcs, but Carla seems to have chilled out without problems in my game and I honestly can't think of a situation where someone is supposed to be enemy towards workshopnpcs and not travelling traders (of which many will be in the workshopnpc-faction later anyhow if recruited)

 

I'd give the uninstall and re-install option a try, at least if you've run multiple versions on the same save. Basically, issue the uninstall command from the holotape, exit out and let it do it's job. The exit game, disable mod, load save and then save again. Exit, re-enable mod and then use the stray catcher to bring them back into the system. I didn't have any luck fixing the mod amnesia on my save that always forgets them despite it working perfectly on another with the exact same mods but maybe you do.

 

 

Finally, if anyone finds a NPC acting odd and feel like it's a bug and not a conflict with other mods I need their ID, name, location they where found plus a write up/screenshot of their data displayed by the "sv" command. If so I'll try to take a look provided it's either an important NPCs alternatively a commonly encountered one.

I don't have time to track down edge cases sorry but if you manage to get the previously mentioned information it's *really* easy to add abduction support yourself using the guide.

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As a footnote, the other caravan guard seems to have made her home a Croup Manor.  Maybe she is waiting for her lost partner to come back? Anyway, she has no quarrel with the remaining raiders, or they with her.  Not sure what she was doing there in the first place, never saw a merchant at Croup Manor.  But now I have a pack cow stuck in the dining room.  Life is complicated.

 

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Incidentally, I tried and failed to enslave a Legendary Raider near the Saugus Ironworks, and I decided to let her go.  She walked all the way to Libertalia.  I found her standing in the kitchen in the central building there with a pistol in her hand a  dead Raider Veteran at her feet.  I didn't kill him, so maybe she did. I said hi, but she wasn't talking.

 

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Incidentally, I tried and failed to enslave a Legendary Raider near the Saugus Ironworks, and I decided to let her go.  She walked all the way to Libertalia.  I found her standing in the kitchen in the central building there with a pistol in her hand a  dead Raider Veteran at her feet.  I didn't kill him, so maybe she did. I said hi, but she wasn't talking.

 

Have you seen the series "Westworld"? Maybe its one of those mysteries!?... UUUuuuuooohhhhHHHH (the plot thickens) :-P

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Yeah Abduction can act like brain washing when it comes to NPCs running patrol/travel packages, releasing them doesn't reapply their old factions (way too much to keep track of) so they'll retain player allegiance and walk straight back to their original destination to greet their friends with some good old fashioned ultra-violence.

 

Abducting traveling NPCS with guards can cause other messes. I sent Cricket to work at Hangmans alley as a special weapons vendor and her entire entourage tagged along, two guards AND the bloody brahmin. Things got cramped to say the least.

 

Someone could probably make a pretty cool mod where the player recruits, trains, equips and then sends off NPCs on patrols or hunting parties for food or materials by slapping the appropriate packages on them. A Fallout Settlement variant of Fallout Shelter.

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Yeah Abduction can act like brain washing when it comes to NPCs running patrol/travel packages, releasing them doesn't reapply their old factions (way too much to keep track of) so they'll retain player allegiance and walk straight back to their original destination to greet their friends with some good old fashioned ultra-violence.

 

Abducting traveling NPCS with guards can cause other messes. I sent Cricket to work at Hangmans alley as a special weapons vendor and her entire entourage tagged along, two guards AND the bloody brahmin. Things got cramped to say the least.

 

Someone could probably make a pretty cool mod where the player recruits, trains, equips and then sends off NPCs on patrols or hunting parties for food or materials by slapping the appropriate packages on them. A Fallout Settlement variant of Fallout Shelter.

 

That would be awesome... along with the SIMs settlements mod and Salvage Beacons and so forth, you wouldn't have to do anything(AI-like) :-P Next time you pop by Sanctuary, someone called Captain Ryke escorts you to the gate, and kicks you out of your own settlement lol

 

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Having enslaved a raider, I sent her off to Croup Manor. I got there before she did, and shortly thereafter, there was gunfire at the gate, as the defenses killed something that left no corpse.  I loaded a save and hurried to intercept her, before she met this gruesome fate, but found nothing; she was invisible. Returning to Croup, I saw her sitting by the fire and chatting with the caravan guard who now appears to be a permanent resident.

 

I reloaded, and the same damn thing happened.  Apparently, my presence caused an intruder alert when the invisible slave arrived.  When I was absent, no one paid her any attention; she could walk right in.  Croup Manor is turning into a kind of anarchist commune. I think I'll just stay away. They already have everything they need, and my presence just leads to bloodshed.

 

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Experimenting with the various NPCs listed in the Fallout .esm, I found that Nuka Girl (0601EE33) made a very attractive and docile slave, once I got past her intial attempts to kill me.  However, most of those I summoned resisted intimidation. Couldn't find the FF-NPCs for some reason, which made them impossible to edit.

 

post-1735588-0-64838600-1490650514_thumb.jpg

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So I am about 12 or so hours into a new start, this time with the version o.60.  The new changes have fixed the old wander home issue I had at each reload, so YAY for that.  :)

 

What I am now finding, and I am sure it is likely a known problem, is that all but two of the dozen npcs I have abducted so far have rerolled their look as soon as I reach Sanctuary bridge.  The two that have not done this I believe came from outside the Corvega factory.  The others include, raiders, gunners and a settler, all of which reroll each time the Sanctuary boundary is crossed.

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Anyone having trouble getting slaves to follow orders? Having successfully abducted Nuka Girl (as a clone), she just stood around in the settlement, usually ignoring orders and always refusing to change her outfit, a full set of leather armor with assault gas mask.  I had to abduct her again (killing the original and keeping the clone), to get rid of the outfit, and when I came back from a little trip, she was all suited up again.

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Hmm, this apparently happened because I used the removefromallfactions command, then added her as as ally in the player faction. Seemed to be a reasonable thing to do, but now she ignores my orders.  Adding her to the Minuteman faction didn't help, nor did setpv becommandable 1.

 

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I currently only have two further additions planned for this mod. First is making the clone spawned from already abducted targets be so in a restrained state to prevent instant attacks on the player. Second to test if the REIgnoreForCleanup (5DDA8) faction used by the game to allow random encounter functions to ignore abducted NPCs and shut down properly, possibly freeing them from their control more consistently, helps functionality.

 

The NPCs going hostile or being removed from the mod seems to be due to how they're spawned - not really intended to stick around or be "remembered" so tackling that would most likely mean having to edit the vanilla spawning systems which I rather not do to avoid conflicts.

Other solutions like the body-swap one seems fairly low reward for the effort since adding the workshopnpc-script to many actors doesn't seem to cause as much problems as I initially feared, if much any at all. Guess Bethesda managed to make the workshop system considerably more stable after the vanishing-genderbending-Settlers bug.

 

So unless anyone have some idea or fix they feel should be added I'll shift focus to wrapping things up - looking over the code, check if the holotape options can be more streamlined and possibly add "NPC packs" with support for more abductables.

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So unless anyone have some idea or fix they feel should be added I'll shift focus to wrapping things up - looking over the code, check if the holotape options can be more streamlined and possibly add "NPC packs" with support for more abductables.

 

I must admit, I was hoping for something in the way of Four-Play integration :)

 

Although I could probably sort something out from my end.

 

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I installed a new mod, which greatly expands the number and quality of NPCs available:

 

http://www.nexusmods.com/fallout4/mods/17343/?

 

 

I did player.placeatme on some random settlers (00020593).  I added them to the player faction and did setpv bcommandable.   No problems to report with any of them: All obedient, and none have respawned.

 

 

Abducting people is an entirely different thing. Abductables are mostly raiders, who are dumb, ugly and mean.  The new mod does improve their appearance. But I have had some nasty respawns: hostiles popping up, sex changes, NPCs without heads.  I send unacceptables off to the Mechanists’s Lair, my new Siberia, but sometimes they come back. Markfordelete eliminates them, but then I have to go abduct someone else.

 

New abductees tend to be disobedient.  I can assign them to agriculture, or whatever, and they do count as workers, but then they just stand around, ignoring further orders.  Compel them through console commands, and they stop talking to you. Those who survive the weeding out process do seem to become more docile, not sure why. Some lingering script thing, maybe. I have a Gunner Recruit who’s a total doll, does everything I want, and never gives me any trouble, but she’s the only one.

 

I don't expect any quick solutions. This game is very complicated: Fix one thing and something else goes haywire.

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I had a look at F4SS.esp.  The slavery system is flawed and the author abandoned it, but one thing I noticed was there was no respawn problem or problem with scripted NPCs.  The reason may be that new slaves are assigned a new template: F4SSnpcGenericSlave01 thru F4SSnpcGenericSlave04. So the NPC looks the same, but -- poof! -- his former peronality is gone, together with respawns and that annoying scripted behavior.

 

Also, the new slave is assigned to the Player Faction and the Workshop NPC Faction and four new factions: Enslaved Actors, Player Owned Slaves, Initialized Actors and Player Owned Slaves. So faction animosities also disappear.

 

I figure that since the original author abandoned this mod, you don't have to duplicate his work, you can just use as much or as little as you like by making FF4SS.esp a prerequisite for your own mod. A patch might also be necessary to convert existing abductees.

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I installed a new mod, which greatly expands the number and quality of NPCs available:

 

http://www.nexusmods.com/fallout4/mods/17343/?

 

 

I did player.placeatme on some random settlers (00020593).  I added them to the player faction and did setpv bcommandable.   No problems to report with any of them: All obedient, and none have respawned.

 

 

Abducting people is an entirely different thing. Abductables are mostly raiders, who are dumb, ugly and mean.  The new mod does improve their appearance. But I have had some nasty respawns: hostiles popping up, sex changes, NPCs without heads.  I send unacceptables off to the Mechanists’s Lair, my new Siberia, but sometimes they come back. Markfordelete eliminates them, but then I have to go abduct someone else.

 

New abductees tend to be disobedient.  I can assign them to agriculture, or whatever, and they do count as workers, but then they just stand around, ignoring further orders.  Compel them through console commands, and they stop talking to you. Those who survive the weeding out process do seem to become more docile, not sure why. Some lingering script thing, maybe. I have a Gunner Recruit who’s a total doll, does everything I want, and never gives me any trouble, but she’s the only one.

 

I don't expect any quick solutions. This game is very complicated: Fix one thing and something else goes haywire.

I have it installed already, together with Hot Mama NPCs, RaiderOverhaul, Diverse Children, Orphans of the Commonwealth, War of the Commonwealth (haven't added these spawns - they are the only ones not abductable), Prostitutes and so on. Haven't really had any issues since adding NPCs and such myself. Even captured some named NPCs in quests you are not normally able to(you have to kill them), and it works too. Still using the 0.50fix I believe.

 

Sometimes, when I use the scrapall command in Sanctuary, even the Concord natives do like you describe. They kind of lose their AI or pathing. Sturges always stood on the roof for some reason. Think its the game, not the mod xD

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So unless anyone have some idea or fix they feel should be added I'll shift focus to wrapping things up - looking over the code, check if the holotape options can be more streamlined and possibly add "NPC packs" with support for more abductables.

 

I must admit, I was hoping for something in the way of Four-Play integration :)

 

Although I could probably sort something out from my end.

 

 

That's rather interesting, the reason I'm thinking of wrapping this mod up is that there is some functionality in some Skyrim mods I'd like to bring over to FO4 one being "Random Sex". Was a nice surprise finding a project doing just that looking at the new mods after my post lol

Anyhow, send a message if there is anything I can add to increase/enable 4P compatibility. 

 

I had a look at F4SS.esp.  The slavery system is flawed and the author abandoned it, but one thing I noticed was there was no respawn problem or problem with scripted NPCs.  The reason may be that new slaves are assigned a new template: F4SSnpcGenericSlave01 thru F4SSnpcGenericSlave04. So the NPC looks the same, but -- poof! -- his former peronality is gone, together with respawns and that annoying scripted behavior.

 

Also, the new slave is assigned to the Player Faction and the Workshop NPC Faction and four new factions: Enslaved Actors, Player Owned Slaves, Initialized Actors and Player Owned Slaves. So faction animosities also disappear.

 

I figure that since the original author abandoned this mod, you don't have to duplicate his work, you can just use as much or as little as you like by making FF4SS.esp a prerequisite for your own mod. A patch might also be necessary to convert existing abductees.

Took a quick look and those NPCs don't seem to be templates or used as such but just debug NPCs unfortunately. Two have a zero count use by the CK and the remaining are in a detached test cell.

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I had a look at F4SS.esp.  The slavery system is flawed and the author abandoned it, but one thing I noticed was there was no respawn problem or problem with scripted NPCs.  The reason may be that new slaves are assigned a new template: F4SSnpcGenericSlave01 thru F4SSnpcGenericSlave04. So the NPC looks the same, but -- poof! -- his former peronality is gone, together with respawns and that annoying scripted behavior.

 

Also, the new slave is assigned to the Player Faction and the Workshop NPC Faction and four new factions: Enslaved Actors, Player Owned Slaves, Initialized Actors and Player Owned Slaves. So faction animosities also disappear.

 

I figure that since the original author abandoned this mod, you don't have to duplicate his work, you can just use as much or as little as you like by making FF4SS.esp a prerequisite for your own mod. A patch might also be necessary to convert existing abductees.

Took a quick look and those NPCs don't seem to be templates or used as such but just debug NPCs unfortunately. Two have a zero count use by the CK and the remaining are in a detached test cell.

 

 

The slaves do have faction problems in F4SS... random conflicts with caravans.

I read somewhere that this is caused because the caravan faction is also allied with the Institute faction. But not in the normal/obvious way....?

I've been trying to find where I seen it at... but not having any luck. grrr!

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Took a quick look and those NPCs don't seem to be templates or used as such but just debug NPCs unfortunately. Two have a zero count use by the CK and the remaining are in a detached test cell.

 

 

I think I was looking at the wrong templates.  The one I want is F4SSpckSlaveTemplate, which is under Package. It appears to have what I need.

 

There are ways of changing this in the console, so I guess I'll experiment.

 

 

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How hard would it be to introduce a small(1%) chance to wound instead of kill an enemy npc that leaves them disabled so that for the cost of a stimpack and abduction collar, you can beef up your numbers in a different method other than charming folks mid gunfight?

 

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