Will55 Posted June 8, 2022 Posted June 8, 2022 14 hours ago, Lodakai said: It's definitely the hair. The long strand is a giveaway. IF you did not change the hair yourself... the npc is using a hairstyle that has physics. But this typically happens when an npc has animated hair. A piece of the weighting goes off far away somewhere for some reason and the entire npc fails to render. One thing you can do is put a helmet on it... or change the hairstyle using SLM As I already made that point that it was the only thing that they all had in common (the hair) I do not disagree with that. But, I still no longer try to change any slave hair styles (and I have some unused 5-7 hair mods ticked) and i have no hair physics mods. SLM can be tricky in changing the hair on a slave as it frequently crashes the game and yes, I have tried multiple times that is why I no longer do so and all affected slaves are new and from new settlements. However I must make one attempt to do so on an invisible as that should be "interesting". So, thanks for the suggestion and I will have a go at it but I expect a CTD. At least Preston has recognized my PC's existence so that is a plus. ?
Lodakai Posted June 8, 2022 Posted June 8, 2022 You could try to pinpoint the mod that created the npc. Was it a raider or a settler you enslaved? do you have any mods that alter or add npcs to that list? If you go into that mods files... you can verify if it is using a unique body... this would explain the underwear being unable to be removed. It is probably part of the body model itself... and not conforming to your bodyslide adjustments. Once you identify and verify the mod that is doing that... you could create an ESL override that replaces the hair directly in the npc data... and fix the body issue as well. 1
Nilsomatic Posted June 8, 2022 Posted June 8, 2022 (edited) Hi! First of all thank you for your work, the mod is great. One thing I haven't gotten right yet it seems, once I've enslaved an NPC I can't edit their appearance. If I try it with the sml command, I can only change a few small things that are reset after the next load and if I do it with the conversation menu, the slaves become invisible after editing. What can be the reason? Many greetings! Edited June 8, 2022 by Nilsomatic
bubbabignose Posted June 8, 2022 Posted June 8, 2022 3 hours ago, Nilsomatic said: Hi! First of all thank you for your work, the mod is great. One thing I haven't gotten right yet it seems, once I've enslaved an NPC I can't edit their appearance. If I try it with the sml command, I can only change a few small things that are reset after the next load and if I do it with the conversation menu, the slaves become invisible after editing. What can be the reason? Many greetings! It has to be a unique npc to change the appearance. You have to use FO4Edit to create an esl flagged esp patch to change the appearance of another NPC that isn't unique. Just Business only makes a copy of the NPC you enslave.
Iforgotmypassword2 Posted June 9, 2022 Posted June 9, 2022 anyway to remove companions? I tried using the kill command just knocked them down
Will55 Posted June 9, 2022 Posted June 9, 2022 20 hours ago, Lodakai said: You could try to pinpoint the mod that created the npc. Was it a raider or a settler you enslaved? do you have any mods that alter or add npcs to that list? If you go into that mods files... you can verify if it is using a unique body... this would explain the underwear being unable to be removed. It is probably part of the body model itself... and not conforming to your bodyslide adjustments. Once you identify and verify the mod that is doing that... you could create an ESL override that replaces the hair directly in the npc data... and fix the body issue as well. 98% of my slaves are raiders, CoA, Gunners or even BoS (who attack me in Stalkers as with this mod in action I am attacked by a group every 20mins...those who attack have no link to game factions and killing them has no effect on that faction). The other 2% are a mixed bunch. Most have been enslaved to keep them alive (and to annoy the game engine) and example would be Phyllis of ETM who now runs Sunshine Coop and others as above. Two were pure lust items and are lonely resident concubines at Home Plate and RedRocket (main base). Enslaving settlers is only a last resort and I try to make their enslavement as painless as possible by giving then good jobs....it is pathetic I know, but it is how I play. Thank you for the suggestions. I will look at them in the very near future as I think that you may be on to something I had not considered. Currently now that Preston has finally noticed my PC I am being overloaded with new settlements & quests so in a couple of days.
Nilsomatic Posted June 9, 2022 Posted June 9, 2022 13 hours ago, bubbabignose said: It has to be a unique npc to change the appearance. You have to use FO4Edit to create an esl flagged esp patch to change the appearance of another NPC that isn't unique. Just Business only makes a copy of the NPC you enslave. Thanks for your fast answer! Do you know an tutorial video how do do this?
MrGrey Posted June 9, 2022 Posted June 9, 2022 I use commonwealth captives for most of my slaves. I prefer female slaves, but YMMV. Taking Danse as a slave works too, I make him a guard at one of my slave settlements. Knight Reek (okay Knight Reese) I always shoot first to make enemies of the BOS. Of course, Scribe Haylen is taken as one of my slaves. I always go for the big named Female NPC. Gotta have Overseer Gwen. Pity that her nice rubeneques body is replaced by whatever naked body standard is. From the neck down, they're all pretty much the same when naked. Gotta enslave Piper one day... Commonwealth Captives are cleaner than raiders (I have one slave, Erica... that woman spends all her free time in the shower. I'm not complaining! I approve of this). Gunner women come in two flavors cute and pigtail (I guess gunners are all clones) and most BOS women are hard to identify inside Power Armor or even the regular Scribe/knight kit. It's when you're looting the dead bodies when you see that cute little tit bounce when you go "opps. That would have been a keeper". Marking enemies is also difficult. Hard to take down Ack-Ack when she's using her minigun on sole survivor, and what you get is still a dirty raider women. I wish JB had a command where you could tell a slave "You stink, take a bath" and they'd use one of the showers from CWSS. Any way for a slave to not lose all their lines if you make them slaves? For example, for slave Curie (never enslaved that one, just an example) to say "you should wash your hands after that" while a slave?
DRomHawr Posted June 10, 2022 Posted June 10, 2022 9 hours ago, MrGrey said: I use commonwealth captives for most of my slaves. Where did you get it, I havent seen it in a while? I head it would be posted on sanctum however that was like 8 months ago.
Ghost_1911 Posted June 10, 2022 Posted June 10, 2022 Can someone help me out? I installed everything needed for JB just it didn't function correctly at all. When I tried to "Let me just slide this collar on." or "let see what we have here", the victim just said something like "Uhh" or "ghunn" and nothing happened after that. Even I tried the easier way by opening console command and do openactorcontainer 1 to put the collar on, it still the same like nothing happened. Do you know how to fix? Do I need to reinstall JB? Everything was smooth at first when I just installed, but now it seem like the mod is broken.
MrGrey Posted June 10, 2022 Posted June 10, 2022 (edited) 16 hours ago, DRomHawr said: Where did you get it, I havent seen it in a while? I head it would be posted on sanctum however that was like 8 months ago. I got it here... I like Commonwealth Captives (CWC). You can set the gender of the captives, how likely it is to find a captive, how likely it is to find additional captives, etc. They're generally clean and pretty fair looking i.e. boinkable and not ghouls. I like this mod, and prefer it over a Settlement beacon or synth factory. Issues: 1. You have to interact with them e.g. "If you want outta here, you can come work for me, on a settlement" before you can enslave them, tho. You can target them before hand, but you have to finish the Common Wealth Captives interactions first. 2. You get two or three "talk" interactions in the 4 menu when you first interact. One for CWC, one for Just Business, one for I forget what. The JB says only "Nevermind" until you finish the CWC interaction. 3. The Nuka World raiders love to murder them when they're still captives, but they can't die (usually, I've accidently killed a few) so they end up a bloody mess. In the commonwealth, the group holding them captive has always left them alone so you can fight them and then come back to the captive when the battle is over. Edited June 10, 2022 by MrGrey 1
bubbabignose Posted June 10, 2022 Posted June 10, 2022 16 hours ago, DRomHawr said: Where did you get it, I havent seen it in a while? I head it would be posted on sanctum however that was like 8 months ago. 13 minutes ago, MrGrey said: I got it here... I like Commonwealth Captives (CWC). You can set the gender of the captives, how likely it is to find a captive, how likely it is to find additional captives, etc. They're generally clean and pretty fair looking i.e. boinkable and not ghouls. I like this mod, and prefer it over a Settlement beacon or synth factory. Issues: 1. You have to interact with them e.g. "If you want outta here, you can come work for me, on a settlement" before you can enslave them, tho. You can target them before hand, but you have to finish the Common Wealth Captives interactions first. 2. You get two or three "talk" interactions in the 4 menu when you first interact. One for CWC, one for Just Business, one for I forget what. The JB says only "Nevermind" until you finish the CWC interaction. 3. The Nuka World raiders love to murder them when they're still captives, but they can't die (usually, I've accidently killed a few) so they end up a bloody mess. In the commonwealth, the group holding them captive has always left them alone so you can fight them and then come back to the captive when the battle is over. There's also a very solid patch someone made, but I can't find the original post. I've attached the .esp at least. It adds named settlers for the Captives mod to help diversify the women you find. I've used individual npcs from the attached patch to alter via presets, name changes, and voice changes to make the original mod very immersive and a way to make use of presets that have been collecting dust. Commonwealth Captives NPC Patch.esp 3
bubbabignose Posted June 10, 2022 Posted June 10, 2022 1 hour ago, bubbabignose said: There's also a very solid patch someone made, but I can't find the original post. I've attached the .esp at least. It adds named settlers for the Captives mod to help diversify the women you find. I've used individual npcs from the attached patch to alter via presets, name changes, and voice changes to make the original mod very immersive and a way to make use of presets that have been collecting dust. Commonwealth Captives NPC Patch.esp 94.26 kB · 1 download For anyone looking to add a custom preset to an unique npc, much like the the npc in the patch I linked, here's a general guide for what I've done. I use MO2, Face Ripper, and FO4Edit to get the job done. Load up your save, access looks menu, load a saved preset, adjust and resave as needed. Exit the game Load FO4Edit. Deselect all esps. Search for and select the mod in which your target npc is located. Do the same for any mod your preset requires. Once everything is loaded in FO4Edit you will search for the NPC you want to edit in the Non-Player Character (Actor) section of the target mod. Right click that NPC and select "Copy As Override (With Overwriting) Into... Select <new file> .esp with only .esl in the other fields Give that .esp a name You'll have a new .esp in your FormID list. Right click it and select "add masters." Select all of the mods your preset requires, along with the mod from which you received the NPC. Expand the mod until you reach the specific NPC you copied. Scroll down until you see the name / voice and right click and select edit to change them if you want. Save the new .esp and exit FO4Edit If you haven't already, right click on any Mod in your left window (Mod window), scroll to the top of the list (all mods), and select "install mod above." Name it whatever you want to in order to remember what you're doing. Right click and select, "open in explorer." Open your overwrite folder at the bottom of your mod list and copy / transfer that newly created .esp into your new mod folder. Launch Face Ripper (download from nexus if you haven't). In the first browse option select the save file you used to create your preset. In the second browse option select the .esp you created in FO4Edit in the folder you just created. Select transfer face. If you receive a message other than "done" it will tell you which mods you should have selected and made a master in FO4Edit at the start. Restart the process if needed and get back to this point. In the folder you created you'll see the original .esp and a new one. Delete the non-face ripper version and rename the face ripper one to the original name you came up with. Close MO2 and relaunch. This should help clean up the right window of any deleted .esp Make sure the mod is activated in the left window and it's selected in the load window on the right. Run LOOT to sort it. Load up the game, activate the console, help "npcnamehere" 4, placeatme #given The npc should appear as you created it in your step 1 In the folder you created, right click the .esp and make an archive using .7ip or whichever archive you prefer. Copy that to your downloads folder or a backup. This way your work isn't destroyed if you remove the mod from your left window in MO2 and you can load it up in FO4Edit to make changes down the road. I haven't proofread this, but it should be fairly close for trial and error on your end. It won't change the look of an npc in the same current cell / area as your character. For custom companion mods you need to do these changes most of the time when you start a fresh save. Just experiment and have fun! 1
DRomHawr Posted June 11, 2022 Posted June 11, 2022 7 hours ago, MrGrey said: I got it here... I like Commonwealth Captives (CWC). You can set the gender of the captives, how likely it is to find a captive, how likely it is to find additional captives, etc. They're generally clean and pretty fair looking i.e. boinkable and not ghouls. I like this mod, and prefer it over a Settlement beacon or synth factory. Issues: 1. You have to interact with them e.g. "If you want outta here, you can come work for me, on a settlement" before you can enslave them, tho. You can target them before hand, but you have to finish the Common Wealth Captives interactions first. 2. You get two or three "talk" interactions in the 4 menu when you first interact. One for CWC, one for Just Business, one for I forget what. The JB says only "Nevermind" until you finish the CWC interaction. 3. The Nuka World raiders love to murder them when they're still captives, but they can't die (usually, I've accidently killed a few) so they end up a bloody mess. In the commonwealth, the group holding them captive has always left them alone so you can fight them and then come back to the captive when the battle is over. Thanks for all of that a question since you seem to use JB alot. Have you run into an issue where you can enslave the raider however once you do there doesnt seem to be an option to have the raider stay at a settlement? If i talk to them more I get three options and a empty third option, I imagine if there was a ability to send them thats how you would do it however it seems to not work. Not sure if its due to XDI or what.
Will55 Posted June 11, 2022 Posted June 11, 2022 (edited) 5 hours ago, DRomHawr said: Thanks for all of that a question since you seem to use JB alot. Have you run into an issue where you can enslave the raider however once you do there doesnt seem to be an option to have the raider stay at a settlement? If i talk to them more I get three options and a empty third option, I imagine if there was a ability to send them thats how you would do it however it seems to not work. Not sure if its due to XDI or what. There is ALWAYs one who either never responds at all or who can do so after some time has passed. I did a lot of searching about this and it it appears to be due to a slowing of the data processing by the game engine responding to a local cell data overload (static objects in cell changed by PC or mod and not a few NPCs present). Slaves are usually the worst WRT this. Do note that I am a PC moron and that the above was the opinion of others and it simply seemed to fit my experiences. A classic example of such a non mod NPC (Preston) doing so for me was his refusal to start the minuteman quests for weeks after I had made them, at home in a heavily modded Sanctuary. I just kept returning and one day he started talking. New slaves (as one would expect) are often unwilling and slow to obey especially when the slave number is high. If you use a transfer settlement blueprint on a settlement do not expect anyone to be user friendly (ie obey orders) for days and in one case a week. Commonwealth captives is now my ONLY source of settlers (and I have only enslaved four as two did not respond) and I now never use the beacons (other than to finish a quest then turn them off). As most settlements have a good load of slave farmers the settlers are given the better jobs and most have a population of 40-60 with >80% happiness and about 40% are settlers and all are female. The sole exception is Spectacle island where I send all males, slave or settler ...as some are the PC's children I had to give them a decent settlement. With my mod setup the CoA's and the Gunners have the best looking slaves but I just wish that the CoA's could shut up. Edited June 11, 2022 by Will55
DRomHawr Posted June 11, 2022 Posted June 11, 2022 5 hours ago, Will55 said: There is ALWAYs one who either never responds at all or who can do so after some time has passed. I did a lot of searching about this and it it appears to be due to a slowing of the data processing by the game engine responding to a local cell data overload (static objects in cell changed by PC or mod and not a few NPCs present). Slaves are usually the worst WRT this. Do note that I am a PC moron and that the above was the opinion of others and it simply seemed to fit my experiences. A classic example of such a non mod NPC (Preston) doing so for me was his refusal to start the minuteman quests for weeks after I had made them, at home in a heavily modded Sanctuary. I just kept returning and one day he started talking. New slaves (as one would expect) are often unwilling and slow to obey especially when the slave number is high. If you use a transfer settlement blueprint on a settlement do not expect anyone to be user friendly (ie obey orders) for days and in one case a week. Commonwealth captives is now my ONLY source of settlers (and I have only enslaved four as two did not respond) and I now never use the beacons (other than to finish a quest then turn them off). As most settlements have a good load of slave farmers the settlers are given the better jobs and most have a population of 40-60 with >80% happiness and about 40% are settlers and all are female. The sole exception is Spectacle island where I send all males, slave or settler ...as some are the PC's children I had to give them a decent settlement. With my mod setup the CoA's and the Gunners have the best looking slaves but I just wish that the CoA's could shut up. Yeah I see your point however my issue is none of the slaves give a dialogue option to have them go to a settlement. Let alone them not doing the command.
Will55 Posted June 11, 2022 Posted June 11, 2022 5 hours ago, DRomHawr said: Yeah I see your point however my issue is none of the slaves give a dialogue option to have them go to a settlement. Let alone them not doing the command. No idea if this will help but I always teach them obedience first via the over obvious method. However if you have no speech options at all you cannot teach them obedience or tell them to "go home". This latter confused me no little in the beginning.
DRomHawr Posted June 11, 2022 Posted June 11, 2022 2 hours ago, Will55 said: No idea if this will help but I always teach them obedience first via the over obvious method. However if you have no speech options at all you cannot teach them obedience or tell them to "go home". This latter confused me no little in the beginning. Yeah I cant seem to get xdi to work either this might be the issue.
MrGrey Posted June 12, 2022 Posted June 12, 2022 On 6/10/2022 at 7:13 PM, DRomHawr said: Thanks for all of that a question since you seem to use JB alot. Have you run into an issue where you can enslave the raider however once you do there doesnt seem to be an option to have the raider stay at a settlement? If i talk to them more I get three options and a empty third option, I imagine if there was a ability to send them thats how you would do it however it seems to not work. Not sure if its due to XDI or what. I've never had that problem. I usually just make slaves out of commonwealth captives and gunners. I have some 30 odd slaves assigned to three settlements.
MrGrey Posted June 12, 2022 Posted June 12, 2022 On 6/11/2022 at 1:05 AM, Will55 said: With my mod setup the CoA's and the Gunners have the best looking slaves but I just wish that the CoA's could shut up. What's a COA? Is that the same as a commonwealth captive?
bubbabignose Posted June 12, 2022 Posted June 12, 2022 22 hours ago, DRomHawr said: Yeah I cant seem to get xdi to work either this might be the issue. Have you tried creating a duplicate of the NPC and seeing if the problem persists? Reason I ask is I've run into a problem on multiple fresh starts where a slave will eventually stop being responsive at all. I can use the real handcuffs mod to force open inventory but that's it. A few minutes ago I tried the duplicating technique on a similar problem and it worked like a charm. Open the console and target the npc. Make note of the # it gives you. Type "prid #" without the quotations. Then type "spawndupe" without quotations. See if you can talk to and/or interact with the newly created duplicate. If yes, target the original one and kill it off or disable it in the console. The duplicate should have all the items in its inventory, you'll just have to reequip them. If that doesn't work then it might be an issue with XDI. I don't have experience with issues / bugs concerning that mod.
bubbabignose Posted June 12, 2022 Posted June 12, 2022 3 hours ago, MrGrey said: What's a COA? Is that the same as a commonwealth captive? children of atom 1
DRomHawr Posted June 12, 2022 Posted June 12, 2022 1 hour ago, bubbabignose said: Have you tried creating a duplicate of the NPC and seeing if the problem persists? Reason I ask is I've run into a problem on multiple fresh starts where a slave will eventually stop being responsive at all. I can use the real handcuffs mod to force open inventory but that's it. A few minutes ago I tried the duplicating technique on a similar problem and it worked like a charm. Open the console and target the npc. Make note of the # it gives you. Type "prid #" without the quotations. Then type "spawndupe" without quotations. See if you can talk to and/or interact with the newly created duplicate. If yes, target the original one and kill it off or disable it in the console. The duplicate should have all the items in its inventory, you'll just have to reequip them. If that doesn't work then it might be an issue with XDI. I don't have experience with issues / bugs concerning that mod. I actually found the issue I had the mod a girls world and it was messing with XDI is wasnt a JB issue at all. 1
ispammail Posted June 21, 2022 Posted June 21, 2022 Hello there. I'm having a problem with using it with Crimes against Nature, more specifically the pony version. Whenever I want to recruit (put a collar on) someone, e.g. a gunner commander, it says "race not compatible". AAF works with them without problems.
gregaaz Posted June 24, 2022 Posted June 24, 2022 Hi folks, I have what I fear is a dumb question, but I'm obviously doing something wrong. I enslaved a raider and I want to put her in a hydraulic pillory from Zazout until I decide what to do with her. However, I can't seem to get the assign command to "stick" on anything. She'll go to the object and briefly interact with it, but then she gets out of it and resumes sandboxing. She's assigned to the settlement and showing up in its population count. Am I missing something?
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