Oakern Posted November 21, 2016 Posted November 21, 2016 (edited) CRX - workshop crosses View File CRXXX - New and redesigned version of CRX mod. This mod adds crosses and other restraining workshop furniture. All items are under Furniture->CRXXX workshop menu. Important Always save the game before using any furniture from this mod. Save very often and keep many previous saves as unexpected errors breaking the game may happen occasionally! What's new in version 2.4 IMPORTANT! This version does not longer supports CRX 1.x furniture. All 1.x content has been removed from the mod. Before upgrading to 2.4 remove all 1.x furniture from your game and save. Uninstall previous version and delete all files before installing version 2.4 New furniture - high slave post added. New post allows up to 2 guards (back and front) Slave posts re done - Whipping now inflicts damage per hit. This can be configured in furniture's menu - Pose can be selected from the guard marker - More animations added New AI generated voice lines for female NPCs assigned to crosses added replacing vanilla lines New furniture - Firewood added. Fire wood can be moved around like other movable items and ignited with any flame weapon (flamethrower, flame trap, Molotov, torch etc.) or any energy weapon. It burns dead bodies around and ignites other firewood or wood stacks attached to crosses New wearables added available to create in chem stations under CRX section Fix - ropes position for X cross adjusted What's new in version 2.3 X cross with 2 poses (1 with nails, 1 with ropes) added New furniture type added - cage with 4 different cages available 4 new cross models added 2 new types of nails added. They are selectable under Configure... -> Configure attachments Integration with Knockout Framework added - NPCs released from the CRX furniture can be knocked out Experimental feature - NPC can be now assigned to CRX furniture outside settlement or within settlement they are not assigned to using 'command' option. There is an AI package implemented that will force them to sit back on the furniture on load. (Does not work 100% times) What's new in version 2.2 STABLE 3 new cross poses with ropes instead of spikes added 2 new cross poses with spikes added New type of cross made from rounded beams added FIX - Player is now automatically unassigned from CRX furniture on exit to avoid issue with player being teleported to furniture if not unassigned Workshop menu reorganized Multiple minor issues fixed Option to add special attachment added to crosses, check under Configure... -> Configure attachments What's new in version 2.1 BETA Player can use any CRXXX furniture as guard or slave New furniture - Rack - in 2 different versions with 2 different poses added Fixed issue with pose markers nor appearing in workshop mode Wounds overlays fixed/added for Male characters What's new in version 2.0 BETA Furniture mechanics have been completely redesigned and rewritten to avoid issues from the previous versions. Furniture use animation events instead of timers to update animations and state. All animations have been re-done to be more realistic, lot of new poses/animations added. Dead actors remain on the furniture until removed by the player. New furniture - Slave Post added - I recommend trying it! Blood decals applied via overlays which eliminates issues with previous mechanics. Lot of useful options added to the furniture: Known issues If NPCs don't want to stand on the guard marker for slave post or rack go into workshop mode then pick up and place marker in the same place. That ensures marker furniture is properly added to the settlement and NPC can be assigned to it. Additional information "release actor" ensures actor is unassigned from the furniture correctly - I recommend always using it to release the actor! "move to furniture" moves actor right to the furniture. All new furniture names are prefixed with [CRXXX] Furniture from CRX 1 were left for the compatibility and can be found under CRX 1.0 (OLD) workshop menu entry. Player can use any CRXXX furniture as guard or slave Crosses from CRX 1 can be updated to CRXXX via configuration menu option. Actor assigned to CRXXX furniture stands idle until pose is selected via configuration menu. Dependencies Mod is integrated with MCM, F4SE and Knockout Framework however these are not mandatory. If not installed mod won't use some features and can't be configured. Installation Vortex: Drag and drop RAR Archive to downloads area and install. Manual: Extract and copy content of RAR Archive into Fallout 4 Data folder. Uninstallation Before uninstalling mod CRX workshop menu must be removed: Open MCM and go to CRX configuration Select "Remove workshop menu entry" option from Mod Management section Optionally remove any CRX furniture placed, however it is not required Save game and quit Uninstall mod manually or using mod manager Continue game from previous save Upgrading from previous versions Uninstall previous version and remove all the files before installing new version. Permissions Modifying this mod in any way without my permission is prohibited. Redistribution of this mod or making any patches for this mod without permission is prohibited. If you want to make a patch for this mod or use it in your own mod please ask me for permission first. Credits Big thanks to: kadsend for creating wound overlays for Male characters Hair and Nails for letting me use their 3D models NoN for cage 3D model Different mods changing characters appearance have been used to create screenshots. Thanks to the authors for their work! Submitter Oakern Submitted 11/21/2016 Category Other Requirements Edited October 5, 2025 by Oakern 9
joshua1134 Posted November 21, 2016 Posted November 21, 2016 Awesome mod you have here. Is there a way to remove npc screaming? It is a little bit distracting.
Pasche2 Posted November 22, 2016 Posted November 22, 2016 Hey great mod first off. I did have one thing to report though. Weirdly If I assign a companion to the cross they suddenly have no dialogue even after I re recruit them or assign them to another resource within the same settlement. I haven't tried to leave and come back but I will later but for now I just thought you should now this occurs.
majorfreak Posted November 22, 2016 Posted November 22, 2016 Awesome mod you have here. Is there a way to remove npc screaming? It is a little bit distracting. omg that's hardcore. lol!
alambeard Posted November 22, 2016 Posted November 22, 2016 Great idea! One question: if I assign a settler to it, can he leave and go to sleep in a bed (like they do with shackles and other "restraining" furniture mods)? Because I think it's ridiculous.
Oakern Posted November 23, 2016 Author Posted November 23, 2016 Great idea! One question: if I assign a settler to it, can he leave and go to sleep in a bed (like they do with shackles and other "restraining" furniture mods)? Because I think it's ridiculous. No, furniture has flag 'work 24 hours' set to 'true' and every assigned NPC has 'restrained' flag set to 'true' so he won't move.
Oakern Posted November 23, 2016 Author Posted November 23, 2016 Hey great mod first off. I did have one thing to report though. Weirdly If I assign a companion to the cross they suddenly have no dialogue even after I re recruit them or assign them to another resource within the same settlement. I haven't tried to leave and come back but I will later but for now I just thought you should now this occurs. Because 'screaming' sounds are only available for a few common voice types if NPC that doesn't have one of these types (like unique companion) is assigned he/she gets voice overwritten (to one of common male or female voices depending on gender). On exit furniture voice override should be removed so NPC gets it's own voice back (with all unique dialogues). What you described seems to me like 'exit furniture' event hasn't been triggered for some reason and original voice hasn't been restored. Thanks for letting me know - I'll try to fix it. In the meantime you can try to call papyrus function from the console to remove voice override: [numeric npc id goes here].CallFunction "Actor.SetOverrideVoiceType" None
Primalforest Posted November 26, 2016 Posted November 26, 2016 The female settlers on the cross screams in a male voice. Is it possible to change it?
arusmis Posted November 26, 2016 Posted November 26, 2016 The female settlers on the cross screams in a male voice. Is it possible to change it? I'm having the same issue with female's screaming in male voices. Also once you remove them from the cross, they have a male voice, and lose their original female voice completely.
Soldat-Hans Posted November 26, 2016 Posted November 26, 2016 The female settlers on the cross screams in a male voice. Is it possible to change it? I'm having the same issue with female's screaming in male voices. Also once you remove them from the cross, they have a male voice, and lose their original female voice completely. Jop! Male voice here too!
Oakern Posted November 28, 2016 Author Posted November 28, 2016 The female settlers on the cross screams in a male voice. Is it possible to change it? I'm having the same issue with female's screaming in male voices. Also once you remove them from the cross, they have a male voice, and lose their original female voice completely. Jop! Male voice here too! This issue is fixed in updated version of the mod - 1.1
Agnot2014 Posted December 12, 2016 Posted December 12, 2016 Will you make a version that doesn't use nails? Rope is more suited to a Bondage roleplay, rather than a psychopathic killer?
Chekist Posted December 18, 2016 Posted December 18, 2016 "Aaaand always look on the bright side of life.." *whistles* It would be hilarious if screams would be replaced with that Monty Python classic. Otherwise, nice mod, Biggus Dickus and Pontius Pilate salute you!
SAC Posted December 23, 2016 Posted December 23, 2016 I have a problem with the body position - it is not flush next to the cross, but "floats" in front of it. I am using EVB, not sure if that's relevant. Otherwise, thank you for your work!
croco90 Posted December 23, 2016 Posted December 23, 2016 Really great mod here, but yeah, last patch made the two first crosses have position issues. Keep it up though, and maybe gallows would be cool?
Oakern Posted December 26, 2016 Author Posted December 26, 2016 Awesome mod you have here. Is there a way to remove npc screaming? It is a little bit distracting. It will be possible in next version that will be available soon.
Oakern Posted December 26, 2016 Author Posted December 26, 2016 Will you make a version that doesn't use nails? Rope is more suited to a Bondage roleplay, rather than a psychopathic killer? I know it is quite hardcore but using nails was an easy option as there is railway rifle projectile model available in game already. Adding ropes requires creating new custom model so requires a bit more work but this option will be available in next version of the mod. Thanks for suggestion. "Aaaand always look on the bright side of life.." *whistles* It would be hilarious if screams would be replaced with that Monty Python classic. Otherwise, nice mod, Biggus Dickus and Pontius Pilate salute you! Probably easiest option would be adding this song by crating "custom radio station" mod and play it from pipboy
Oakern Posted December 26, 2016 Author Posted December 26, 2016 I have a problem with the body position - it is not flush next to the cross, but "floats" in front of it. I am using EVB, not sure if that's relevant. Otherwise, thank you for your work! Really great mod here, but yeah, last patch made the two first crosses have position issues. Keep it up though, and maybe gallows would be cool? position issue v1.2 From descriptions provided it seems to me that you haven't replaced all files while upgrading from 1.1 to 1.2. Positions and interactions points have been adjusted in version 1.2 so if mod uses new interaction points with old models that what happens. My suggestion is - remove all mod files from F4 "Data" folder (scripts starting with CRX from Scripts folder and entire CRX folder from Meshes and CRX.esp) and install version 1.2 by extracting files from archive in F4 Data folder or using Nexus Mod Manager. Replace any existing files with new versions if asked. After loading game store/scrap all crosses in workshop and place them again. Let me know if that fixed the issue.
tsaishuting Posted December 27, 2016 Posted December 27, 2016 I have a problem with the body position - it is not flush next to the cross, but "floats" in front of it. I am using EVB, not sure if that's relevant. Otherwise, thank you for your work! Really great mod here, but yeah, last patch made the two first crosses have position issues. Keep it up though, and maybe gallows would be cool? position issue v1.2 From descriptions provided it seems to me that you haven't replaced all files while upgrading from 1.1 to 1.2. Positions and interactions points have been adjusted in version 1.2 so if mod uses new interaction points with old models that what happens. My suggestion is - remove all mod files from F4 "Data" folder (scripts starting with CRX from Scripts folder and entire CRX folder from Meshes and CRX.esp) and install version 1.2 by extracting files from archive in F4 Data folder or using Nexus Mod Manager. Replace any existing files with new versions if asked. After loading game store/scrap all crosses in workshop and place them again. Let me know if that fixed the issue. still have a problem with body position. float in front of the cross. im using CBBE 2.3
SAC Posted December 27, 2016 Posted December 27, 2016 Hi, I never used 1.1 - 1.2 was the first version I installed ever. Installed with NMM in the first place.
SAC Posted December 27, 2016 Posted December 27, 2016 Tried removing and reinstalling. It says it will override \AnimationOffsets\PersistantSubparagraph...txt from Crazy Animation Rugs ( http://www.loverslab.com/files/file/3288-crazy6987-sex-animation/ ) Tried CRX standalone (rugs uninstalled) or CRX installed after rugs. Same effect: crosses models 2 and 3 have position issues. Model 1 always worked fine. Thank you
Agnot2014 Posted December 28, 2016 Posted December 28, 2016 OK I like the no Nails great, but the damage? you removed the nails. I wanted this for BDSM play. I will wait for the no damage version, if you decide to make a version for play.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now