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Posted

 

I managed to set up the restraints to keep the dead bodies consistently on their crosses after "expiring".

 

The zip file contains:

- the necessary meshes: crosses + restraints (for some reason I cannot remember I also edited the cross meshes, the restraints are tested with my versions of the crosses)

- my version of the esp, because the restraints need for the body to animate higher on the cross than the original (may look "un-immersive" while animating, I'll see if I can tweak this)

- an edited version of the script, in order to not remove the restraints upon death (plus I eliminated some logical conditions in order to streamline my testing)

 

I edited the restraints instead of modifying the crosses because:

- the collision made the cross unreacheable by the NPC

- it gave me the opportunity to introduce slight variations

 

The restraints are the feet_rope and feet_spikes (ensuring there will always be a restraint present, in all configurations). Usually, the rope version slumps lower than the spike version, and, personally, I like them better.

 

The bodies will slump consistently upon death, that's pretty much 100%. More (most) problematic is the fact that, upon re-load of a save, the bodies get moved around slightly, and they may fall off. It is a game engine quirk, if you reload the same save twice in a row you get the body back where it belongs, but the first save will always mess with collision, for some reason. So, making the restraints as "load-proof" as possible (they are not 100% consistent) has taken me the most amount of time (and countless reloads...)

 

The screenshots are an example of this effect:

- SS1 = while still alive

- SS2 = just after death, meant to showcase the restraint variants

- SS3 = after a couple of iterative reloads (exit with save, reload game, continue...); note the position shifts from SS2 for all the bodies, and the fact that one of the bodies even fell off the cross

 

In SS2, the variants are, from left to right

- left: front CR01 with rope restrains, and CR01 with spike restraints in the back (note how low the rope restraint slumps)

- middle: front CR02 with rope, back CR02 with spikes

- right: CR03 with rope, and CR03 with spikes

 

Since the restraints are persistent, if you want to reuse a cross, you first need to click the restraint in console and disable; markfordelete, making the cross accessible again.

 

I also introduced standalone restraints, available as furniture, named "CRS" (1 to 3). Those need to be spawned by console because I didn't bother with COBJs, help crs 4 furn, click on some floor then pt... whatever the returned form_id is. Then you can direct an NPC to "sit" the restraint using setcommandstate 1. You can basically "nail" an NPC to a wall using these, spawn the CRS "furniture" against a wall, then take care of "business".

 

Unfortunately, I don't have a restraint for CR04 yet, I cannot seem to find a way to restrain the hands in that position.

 

At first I meant to upload this as a separate add-on mod dependent on CRX, but then I thought it wouldn't be appropriate. If Oakern says ok, I'll make a separate page for this addon.

 

 

Alive

 

 

Just dead

 

 

Reload

 

 

 

 

 

 

CRX restraints for the dead.zip

Posted
20 hours ago, SAC said:

 

I managed to set up the restraints to keep the dead bodies consistently on their crosses after "expiring".

 

The zip file contains:

- the necessary meshes: crosses + restraints (for some reason I cannot remember I also edited the cross meshes, the restraints are tested with my versions of the crosses)

- my version of the esp, because the restraints need for the body to animate higher on the cross than the original (may look "un-immersive" while animating, I'll see if I can tweak this)

- an edited version of the script, in order to not remove the restraints upon death (plus I eliminated some logical conditions in order to streamline my testing)

 

I edited the restraints instead of modifying the crosses because:

- the collision made the cross unreacheable by the NPC

- it gave me the opportunity to introduce slight variations

 

(...)

It's a fine addition to my collection, thanks for the addon :)

 

Using F4:SS, I crucified most of DC and a found some glitches: The actors are crucified one feet upward, not matching the nails, but i think you noticed this and should have a answer for this. The CRX default crosses were already kinda difficult for NPCs to enter, now it seems they, sometimes, are hitting an invisible barrier, i can snaptofurniture anyways XD.

I don´t think it´s time yet but are you thinking on making an invisible restraints version? It would be neato

Again, thanks for the addon!

Posted
14 hours ago, kadsend said:

It's a fine addition to my collection, thanks for the addon :)

 

Using F4:SS, I crucified most of DC and a found some glitches: The actors are crucified one feet upward, not matching the nails, but i think you noticed this and should have a answer for this. The CRX default crosses were already kinda difficult for NPCs to enter, now it seems they, sometimes, are hitting an invisible barrier, i can snaptofurniture anyways XD.

I don´t think it´s time yet but are you thinking on making an invisible restraints version? It would be neato

Again, thanks for the addon!

 

You are welcome, please enjoy un-responsibly :)

 

In order to re-use a cross, you first need to get rid of the placed restraint. That means clicking the restraint in console (not the cross, that will delete the cross and leave the restraint present) then disable; markfordelete. This way you make the cross accessible again. I don't know how to alter the furniture interaction point in order to be able to skip this step.

 

You are right about the placement of the "decor" items (spikes and such), those were cosmetic issues that I didn't pay attention to while trying to sort out the positioning of the actual collision elements (which are all invisible, btw). Now that those are relatively stable, I spent some time (a lot, actually, good thing I have the flu, so I'm stuck at home) tweaking the nails & co. Attaching version 1.1, which should be reasonably close to a plausible arrangement (when dead, not when animating, cannot have both).

 

Note that I have further tweaked the v1 restraints in v1.1! This means that your existing dead bodies most likely will fall off existing v1 restraints after overwriting with v1.1. Such is life for early adopters :)

 

Also updated CRS01 .. 03, adding a screenshot to visualize the potential uses. For using these:

- you need to place them via console (help crs 4 furn, get the base id, then pt...)

- most likely you may need to move them closer to the wall after placing them (looking into this)

- most likely you will need to snapintointeraction 

 

CRX restraints for the dead v1.1.zip

 

One more thing: my version of the esp is set for damage on, and with increased damage. So, please, don't crucify any valuable NPCs with this version, because they will die (quickly).

 

 

 

ScreenShot2166.thumb.png.0ccf098e502f7c8f202fcb984efd3dc9.png

 

 

 

Posted
On 01/12/2017 at 6:01 AM, SAC said:

At first I meant to upload this as a separate add-on mod dependent on CRX, but then I thought it wouldn't be appropriate. If Oakern says ok, I'll make a separate page for this addon.

It's OK with me if you upload it as an add-on.

 

Because at this stage it requires a lot of adjustments using console and renders lot of extra visible restrains I don't want to add it to main version of the mod.

Good work!

 

Posted

for some reason i couldn't command an NPC to exit the cross? the NPC would just stay on it like forever after assigning via workshop mode.

Posted
20 hours ago, Oakern said:

It's OK with me if you upload it as an add-on.

 

Because at this stage it requires a lot of adjustments using console and renders lot of extra visible restrains I don't want to add it to main version of the mod.

Good work!

 

 

Hey, thanks for the update, the T-cross is awesome! Looking forward to adapting some restraints for it!

 

I will start working on updating the add-on to your new version, and will post it when ready.

 

Have you changed anything on the old models, or animations?

 

And another question: I can only find one mat, with the standing, hands-up pose. How do I trigger the kneeling hands-up pose? (I haven't had the time to dissect the esp yet, just test drove the T-cross for about 10 minutes, so awesome!! :) )

 

Thanks!

Posted
5 hours ago, calscks said:

for some reason i couldn't command an NPC to exit the cross? the NPC would just stay on it like forever after assigning via workshop mode.

 

A bullet to the head? Or just nail them and leave them to it.

Posted
8 hours ago, calscks said:

for some reason i couldn't command an NPC to exit the cross? the NPC would just stay on it like forever after assigning via workshop mode.

You have to point NPC to a new target assign to other workshop furniture or select Command option from Assigned Character menu and point other furniture.

Posted
3 hours ago, SAC said:

And another question: I can only find one mat, with the standing, hands-up pose. How do I trigger the kneeling hands-up pose? (I haven't had the time to dissect the esp yet, just test drove the T-cross for about 10 minutes, so awesome!! :) )

There is only one mat. Standing is default position. You must select Configure option on empty mat and choose "Select pose" option from the menu.

Posted
16 hours ago, Seldon712 said:

Because, because, because, they come down from the cross ... I feel like crying!

 

There are some slaves defined in the CRX esp. help slave 0, pt <whatever id>, see if those come down from crosses. Sandboxing settlers may have issues, especially previously assigned ones, depending on their sandbox routine stage.

Posted
3 hours ago, SAC said:

 

There are some slaves defined in the CRX esp. help slave 0, pt <whatever id>, see if those come down from crosses. Sandboxing settlers may have issues, especially previously assigned ones, depending on their sandbox routine stage.

So the mod is not 'for settlers but only for captured slaves. I misunderstood. Thank you

Posted
4 hours ago, Seldon712 said:

So the mod is not 'for settlers but only for captured slaves. I misunderstood. Thank you

 

I did not say that. I said that you can test it on the slaves, see if they "misbehave" as well. The CRX slaves are not captured slaves, they are just some "test dummies".

 

You can absolutely crucify settlers. The problem with settlers is that they run a lot of packages in their sandbox, and it may yield unexpected results, such as the sandbox overriding the furniture sitting. The safe way to implement it is by attaching an empty AI package via the quest, which should override the sandboxing, but I don't know how to do that.

Posted
45 minutes ago, SAC said:

 

I did not say that. I said that you can test it on the slaves, see if they "misbehave" as well. The CRX slaves are not captured slaves, they are just some "test dummies".

 

You can absolutely crucify settlers. The problem with settlers is that they run a lot of packages in their sandbox, and it may yield unexpected results, such as the sandbox overriding the furniture sitting. The safe way to implement it is by attaching an empty AI package via the quest, which should override the sandboxing, but I don't know how to do that.

See if this can help: https://rd.nexusmods.com/fallout4/mods/21627

Posted
1 hour ago, Seldon712 said:

 

Had a look. Not going to work, all that does is changing some global working hours variables. What you (we) need is a targeted, no-sandbox AI package, directed at the crucified victim alone. 

 

Have you tried crucifying the slaves? Here are their ids. You need to prefix them with CRX.esp's load order.

 

 

 

slaves.PNG

Posted

Is there an (easy?) way of changing the male screams to ghoul voices? I have a few sound files taken from when male ghouls flee and cry out for help that I'd love to use when ghouls are put on the cross. I pretty much only put male ghouls on there are a way to add flavor to my bigoted settlements. 

 

I can see the folder that adds screams for females but obviously they won't trigger if I just rename the ghoul voice files and replace them. If it's an annoying amount of work to change the screams then it doesn't matter; the animations alone make this a great addition to my unforgiving anti-ghoul commonwealth.

  • 2 weeks later...
Posted

Hi, I tried the 1.7 version but the essential problem still happen.

My companions still die on friendly fire after they randomly use the crosses themselves, and I tried using the console command "setessential" but it's no use.

(The command is input correctly but the companions are still killable.)

 

Is there anything I can do to make my companions back to essential again?

 

Posted

I have a couple of issues here:
After I assigned Cait to a cross she became silent, as in her subtitles are shown but no audio or lip movement play. The same happened with MacCready after he accidentaly crucified himself while sandboxing. Silly man.
This happens with assigned settlers also, but that bothers me only when the game engine selects the only crucified settler in the whole town to be a minutemen quest giver.

Screams have a tendency to either not play at all or play all together (imagine what 4-5 victims would sound like and weep for my ears).


Besides that, sometimes restraint do not appear unless one fast travels twice at the location the cross is, but that's really a minor thing.

  • 2 weeks later...
Posted

Guys, your companions are still 'essential'. As essential as they've ever been!

Nothing in the game can kill them - except YOU.

Don't forget that it is you who are killing your companions with these crosses... right?

You should probably stop right away (bad karma) LoL

Posted
4 hours ago, MegaGryphon said:

Guys, your companions are still 'essential'. As essential as they've ever been!

Nothing in the game can kill them - except YOU.

Don't forget that it is you who are killing your companions with these crosses... right?

You should probably stop right away (bad karma) LoL

Wut, I am using the new update, and it says it has restored the companions essential tag, but the companions that where affected from this bug are still not essential and can be killed by npcs.

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