Jump to content

Recommended Posts

Posted

It's not a win10 issue, as I'm still on seven (I hate windows 10 with a passion usually reserved for religious crusades and people who use cell phones in theaters.). There is no quickmenu on the clones. When I can actually talk to them, all it does is trade like a settler.

 

As an update: my invisible man/woman (she was a ghoul when I captured her, then she turned invisible and now apparently uses the male body, despite still having the female ghoul voice.) is still walking her provisioner route, but one of the other slaves I captured has disappeared entirely. I don't mean invisible, I mean gone. Not even showing up in the population count anymore. But she was invisible before she vanished.

 

Going to start working my way down the list provided (thank you kindly for the tips.) and see where we get with it. Worse comes to worse, I honestly don't mind restarting the game entirely, I've got a small list of mods I want to remove on my next playthrough anyway.

Posted

Okay, so renamed the mod, it restarted fine in the game. Made a slave out of a settler, slave still can't be interacted with, and since I didn't have a home set and didn't wait any time: couldn't assign the slave to anything in the settlement. In fact, it kind of broke the settlement mode after trying to assign her to something: I couldn't actually select or interact with the stuff in the world until I closed and restarted the settlement mode.

 

Yes, the slave had the abduction and the workshop scripts on her. I guess my next step is papyrus logging.

 

Edit: gonna skip the logging, reinstall the mods and try a new game instead. Go from there. I wasn't overtly happy with how things turned out in my current game anyway.

Posted

Hi, everyone I keep having messages in the upper corner saying "AbductionLite : item removed or added. is it normal or is there a way to turn it down. ?
 Thanks in advance.

Spoiler

20180224183333_1.thumb.jpg.803901ac90e3a697c119c6df5179548e.jpg

Posted
14 hours ago, Deadbrother said:

Hi, everyone I keep having messages in the upper corner saying "AbductionLite : item removed or added. is it normal or is there a way to turn it down. ?
 Thanks in advance.

  Hide contents

20180224183333_1.thumb.jpg.803901ac90e3a697c119c6df5179548e.jpg

 

I haven't seen this so I dont think its normal

Posted
21 hours ago, Deadbrother said:

Hi, everyone I keep having messages in the upper corner saying "AbductionLite : item removed or added. is it normal or is there a way to turn it down. ?
 Thanks in advance.

  Reveal hidden contents

The "Edit Outfit" option will report whenever it adds or removes an item to the custom outfit, sounds like it's been accidentally activated so just set that to OFF and things should quiet down.

 

11 hours ago, _Iceberg_ said:

My slaves and Trashcan Carla are getting into gunfights over at Sanctuary. Anyone else have this problem or know how to fix it?

Believe Carla has had an issue where she'll randomly turn hostile since release even in unmodded games.
Found a discussion on the SimSettlements forum here that suggests it's due to the brahmin bumping into NPCs which reads as an attack. I have no real fix for this but you could try adding them both to the AbductionLite faction, it should make at least the NPCs from this mod more "forgiving".

 

* Open console

* Type "help abduction 4 fact"

* Note the ID of the "AbductionLite registered NPCs" faction

* Click Carla and type "addfac numberHere 1"

* (possibly unneeded) Type "resetai"

* Repeat for her Brahmin

 

If you have a save in Sanctuary where she'll start fighting immediately on load you can avoid it by typing "tdetect" at the main screen to disable combat detection and then do the above. Once finished type "tdetect" again to disable and things should work as normal again.

Posted

I feel like I am missing something. I've put the AbductionLite Sequencer in the inventory of a knocked out person from the Knockout Framework mod, and a clone appeared named Slave. When I try and talk to slave I don't get any dialog options or inventory management. They just stand there and say "huh?" when I try and speak to them.

Posted

Quick question, is there an easier way to summon settlers only from a certain settlement? When i use summon all it teleports every other clones from other settlements, just wondering if there was an easier way to summon them

Posted
2 hours ago, Sixpaths22 said:

I feel like I am missing something. I've put the AbductionLite Sequencer in the inventory of a knocked out person from the Knockout Framework mod, and a clone appeared named Slave. When I try and talk to slave I don't get any dialog options or inventory management. They just stand there and say "huh?" when I try and speak to them.

You need to add the perk which enables the popup menu whenever they're targeted. With that you can trade and do other things to the clones.

Settler NPCs doesn't have the companion behaviour with dialogue trees so unless there's a radiant quest controller managing them that's pretty much all they say outside a settlement.

Well, if you use the menu to recruit a clone they get the basic follower dialogue menu of course including the trade option.

 

2 hours ago, ZaneKaiser said:

Quick question, is there an easier way to summon settlers only from a certain settlement? When i use summon all it teleports every other clones from other settlements, just wondering if there was an easier way to summon them

That's a good idea but for now, No - there's no way to move assigned NPCs from only one settlement to another.
If you're out hunting for new residents simplest might be to not send them anywhere and when you get to where they should be use the "Summon Unassigned" to bring just them in. But for anyone already attached to a settlement it's still the old fashioned way.

Posted

Alright, played some, took some new slaves (which you can actually do on dead bodies. So, yeah... no more killing raiders then lamenting that she was cute.). None of them showed up at sanctuary, despite waiting and fast traveling and quitting the game and reloading (not all at the same time. There was a couple of hours of game play in there.).

 

Went to the red rocket, built a nice little compound, and summoned all. Game crashed, saved right before cause I suspected it would happen. Reloaded, summoned all again. Three warp in. Nice, but still short by 1. Oh, and one was a molerat, one was an invisible mr.handy, and one was an invisible raider woman. Okay, that last one was spot on, except for being invisible.

 

Given how... randomly, the mod seems to be working, I'm wondering if there isn't a major conflict in there somewhere.

 

Edit: conflict on my end, not the mod itself. Lots of folks seem to have a perfectly good time with it.

 

Edit, again: I turned on the perk so I could interact with them (you might consider adding that as a requirement during the mods install stage. Or at least make a better note of it on the front page.) and clonecopied the invisible woman... which generated a radroach. Clonecopied the molerate also generated a radroach. All named slave, all unable to talk. When killed, they drop the right things for the creature.

Posted
2 hours ago, LazyGirl said:

That's a good idea but for now, No - there's no way to move assigned NPCs from only one settlement to another.

If you're out hunting for new residents simplest might be to not send them anywhere and when you get to where they should be use the "Summon Unassigned" to bring just them in. But for anyone already attached to a settlement it's still the old fashioned way.

 

I found a way to work around it using another mod called Insta Bell, slaves still get warped to other settlements but if I build the insta-bell on the other settlements and use it, the slaves attached to that settlement get teleported back to the settlement, quick tip for anoyone having the same out there ;).

 

Just search for Insta bell on the nexus

Posted
9 hours ago, Wonko486 said:

Alright, played some, took some new slaves (which you can actually do on dead bodies. So, yeah... no more killing raiders then lamenting that she was cute.). None of them showed up at sanctuary, despite waiting and fast traveling and quitting the game and reloading (not all at the same time. There was a couple of hours of game play in there.).

 

Went to the red rocket, built a nice little compound, and summoned all. Game crashed, saved right before cause I suspected it would happen. Reloaded, summoned all again. Three warp in. Nice, but still short by 1. Oh, and one was a molerat, one was an invisible mr.handy, and one was an invisible raider woman. Okay, that last one was spot on, except for being invisible.

 

Given how... randomly, the mod seems to be working, I'm wondering if there isn't a major conflict in there somewhere.

 

Edit: conflict on my end, not the mod itself. Lots of folks seem to have a perfectly good time with it.

 

Edit, again: I turned on the perk so I could interact with them (you might consider adding that as a requirement during the mods install stage. Or at least make a better note of it on the front page.) and clonecopied the invisible woman... which generated a radroach. Clonecopied the molerate also generated a radroach. All named slave, all unable to talk. When killed, they drop the right things for the creature.

Sorry for the problems, what a mess! This information gave me an idea on what's going on though.

 

Clones are a composite from two sources (NPC templates). One is stored in this mod, a stripped down bodyless variant with only the stuff needed for settlement functionality attached named "Slave". The other is read from the target during the abduction process, specifically the appearance and voicetype, and the two then merged into the final result.

 

This is repeated whenever the NPC is loaded by the game so if either template suddenly becomes unavailable so will anything it adds. In this case it sounds like the AbductionLite one works  (name is still there) but the one having all the appearance data isn't. Radroaches seem to be the fallback option if spawning fails from what I've read on other mods meddling in it.

 

As for why it's happening that's hard to say. A long shot guess is to start looking at any mods changing random spawn enemies, their levels, behaviour, numbers and so on. If they're making some exotic changes to the NPC templates it's possible that's what causing problems. 

 

Failing that a safe bet is to start an unmodded game and then use the 50/50 method to activate mods until things break. Deactivating mods until things work as described in the link isn't as accurate due to so much being baked into the save permanently.

 

Posted

I'm wondering if there isn't a despawn caused by leaving them wandering the commonwealth for hours/days until I summon them. The game pushes out the character to make room, but the mod remembers something is supposed to be there and does the best it can to fill in; So sue storms and radroaches. Cause I heard the one invisible woman using the chemistry bench when she warped into the red rocket. And the mole rats, rad roaches and mr handy (judging by the noise anyway.) were wandering the settlement properly when they arrived.

 

Any way around: I'm sorry I'm trying your patience with my problems. Should have a day or two off now. Fallout is updating and f4se is always a day or so behind.

Posted

Okay, new game, less in the mod list. Gave myself the perk right off, gave actual clothes (and configured the outfit.), set the home right away. Captured two: one never made it on her own, or was invisible by the time she got there. Clothes were invisible too. The other made it to red rocket on her own, but waiting to see if she goes invisible. Moved the mod to the top of the load list to see if that makes a difference.

 

Also, talking with slave after they arrive at the settlement does nothing, just plays some random sentence. No options for anything, all stuff has to be done through the config menu: but inventory management doesn't work. I can put stuff on them, but I can't make them equip anything.

Posted
On 1/20/2018 at 2:31 AM, LazyGirl said:

Seems I managed to get the site to eat the old submission entirely so this is a reupload with the missing MCM-files. Should load properly now, let me know if it doesn't.

Awesome!  Thank you!

Posted

Okay, I'm now getting CTD's when around the slaves, even the ones that are visible.

 

I like the mod, I like the concept. I'm going to wipe my saves, uninstall the mod and try again later after an update or two. I am going to be back though, I like using my slaves as decorations and provisioners WAYYYY too much.

Posted

If you ever figure out what mod it is that's overriding the spawn system let me know, it's not something I can fix on my end but it would be helpful to put in the description as incompatible.

  • 2 weeks later...
Posted

So how do you recruit slaves as followers? The option never seems to show up for me. 

 

Also I have found 2 bugs:

 

1.If I enable either off the outfit settings in the mcm I get spammed with messages about  AbductionLite : item removed or added 

2. If i assign slaves to run shops from sim settlements they all share an inventory I assigned a slave as a doctor, as a weapons merchant and general goods. They all had the doctors inventory when trying ot buy anything from them

 

 

Load Order:

Spoiler

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
four_play_resources.esm
HUDFramework.esm
Endless Warfare.esm
FCOM.esm
CROSS_CourserStrigidae.esp
ArmorKeywords.esm
SimSettlements.esm
TortureDevices.esm
Devious Devices.esm
CBBE.esp
FO4_AnimationsByLeito.esp
LooksMenu.esp
BostonFPSFixAIO.esp
Better Locational Damage.esp
FP_RSE.esp
FP_FamilyPlanningEnhanced.esp
KLPostersAdult.esp
Dongs_Of_Fallout.esp
AzarPonytailHairstyles.esp
Hot Mama NPCs Added Settlers and Minutemen B.esp
HotMamaBoSB.esp
HotMamaVault81B.esp
Quick Save.esp
PA-Quick Animations.esp
four_play.esp
F4SS.esp
SimSettlements_MegaPack_YearOne.esp
CWSS Redux.esp
W1932_RoboRangeU.esp
Crazy_Animations_Gun.esp
Better Locational Damage - DLC_Automatron.esp
Better Locational Damage - DLC_Far_Harbor.esp
Better Locational Damage - DLC_Nuka_World.esp
Better Locational Damage - DLC_WWorkshop.esp
Better Locational Damage - Ghoul Edition.esp
Better VATS - 0.75.esp
BLD - Leveled Lists.esp
Minutemenoverhaul.esp
Hot Mama NPCs Settlers and Bandits B.esp
Pilgrim.esp
CraftableWater.esp
LegendaryModification.esp
Pack Attack.esp
Pack Attack - Far Harbor Patch.esp
GorillasForAll.esp
FPEDogAddon.esp
FPESuperMutantAddon.esp
BackpacksByFeather.esp
My_Minutemen.esp
4PlaySEU.esp
FO4Hotkeys.esp
Pack Attack NPC.esp
Fallout4FasterRespawnRate12hrs.esp
Fallout4FasterRespawnRateCleared12hrs.esp
ConsoleEnable.esp
This is MY Bed (Basic).esp
TheKite_CaitSet.esp
TheKite_VTS.esp
AbductionLite.esp
Pchela.esp
No More Fake Puddles - Nuka World 1-0.esp
Locksmith.esp
FO4 NPCs Travel.esp
SalvageBeacons.esp
TabsMissingFix_DLC_WW_CW.esp
InstaBell.esp
TheKite_ScoopDigger.esp
TheKite_MilitiaWoman.esp
Schlong.esp
Synth_Uniform_Lootable.esp
Lots More Female Hairstyles.esp
Beautiful Female Enemies.esp
Crossbow.esp
ManufacturingExtended.esp
ManufacturingExtendedFH.esp
AttackButton.esp
SpawnSettlerButton.esp
SimSettlements_XPAC_RiseOfTheCommonwealth.esp
 

 

 

Posted
13 hours ago, zia said:

So how do you recruit slaves as followers? The option never seems to show up for me. 

 

Also I have found 2 bugs:

 

1.If I enable either off the outfit settings in the mcm I get spammed with messages about  AbductionLite : item removed or added 

2. If i assign slaves to run shops from sim settlements they all share an inventory I assigned a slave as a doctor, as a weapons merchant and general goods. They all had the doctors inventory when trying ot buy anything from them

 

 

Load Order:

  Reveal hidden contents

 

 

Recruit and dismiss will show if the following conditions are met

* The perk is active

* The NPC is fairly close

* You're "selecting them" by aiming with a weapon

 

1 - The settings do different things. One will enable a mode where anything you equip or unequipp is registered  (with a notification shown). Only have this active when you want to edit the outfit otherwise everything you put on/take off will get stuffed in there. The second will activate the option where these items are automatically applied to captured NPCs. 

2 - Could you check to verify they work with standard game shops in your game? Those are the ones I tested with during development.

Posted
On 3/13/2018 at 11:07 AM, LazyGirl said:

Recruit and dismiss will show if the following conditions are met

* The perk is active

* The NPC is fairly close

* You're "selecting them" by aiming with a weapon

 

1 - The settings do different things. One will enable a mode where anything you equip or unequipp is registered  (with a notification shown). Only have this active when you want to edit the outfit otherwise everything you put on/take off will get stuffed in there. The second will activate the option where these items are automatically applied to captured NPCs. 

2 - Could you check to verify they work with standard game shops in your game? Those are the ones I tested with during development.

So I have done farther testing and it seems to be limited to doctors. (If I assign a slave to be a doctor then all merchant slave gain the doctors shop inventory) It may have something to do with RSE's Madams Desk (as they function as a doctor) .  As the doctors slaves inventory is quite limited (barely anything except a few Stims and the misc. Medicines aded by RSE.)  And it does affect standard shops but again

 

The odd part is normal settlers don't have this issue, only slaves. 

 

And I got recruiting to work but the slaves are useless, any reason they spawn in with only 40 health? (Every slave has 40 health) 

Posted

No, clones are levelled to the player so 40 health isn't normal. The fact they all get the same vendor factions applied means the game isn't even counting them as different NPCs and a sign something is wrong as well.

Could be a mod that's making changes to NPCs and/or how they spawn alternatively even FO4SE if an update has made changes to the function that grabs their data.

 

If you don't want to dig around to see where the cause is you may have better luck using the old AbductionLite version. Besides the option to abduct the original (provided they've been edited to have the workshop-script) it also has a different way to clone NPCs. Likely with a different random appearance but it can be re-rolled with the "recycleactor" console command.

 

 

  • 2 months later...
Posted
Can I just say: ,,Thank you !!" for one of the Best Fallout 4 Mods? Works perfectly and makes a completely 
new and pleasant Gamefeeling!
 
Thank you very much for this work.

(Sorry, for my Google English)
Posted
On 6/3/2018 at 5:12 AM, Roberthegreat123 said:

can i add the perk with console commands? cause im playing fallout 4 vr and mcm dosent work without skse.

You can use the "addperk" command to do it, the name of it is "_MODAbductionLitePerk". The MCM works by modifying global variables and those can be changed as well through console by using "set variableNameHere to valueHere". Value 1 = active/on, 0 = disabled/off. The most relevant ones are the ones checked by the clones.

 

Quote

_MODAbductionLite24Work
_MODAbductionLiteCountsForPopulation
_MODAbductionLiteSelfSufficient
_MODAbductionLiteResistMatch
_MODAbductionLiteOutfitEnabled
_MODAbductionLiteOutfitEditing

 

The clone function relies on a SKSE function to make identical clones but it has a fallback that may work, it'll likely give random appearances though for anyone but unique NPCs or possibly none at all.

 

Let me know if it works, I have no vr headset and haven't tested the mod with it or without SKSE so these are just guesses.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...