Jump to content

Oakern

Members
  • Posts

    143
  • Joined

  • Last visited

10 Followers

Recent Profile Visitors

7309 profile views
  1. Regarding player immortality issue some of you report here. I wasn't able to recreate it myself but have good idea what could possibly cause it. I prepared the fix and now I am making sure it didn't break something else. I will drop a new version in couple of days. If my fix works it should fix a game where problem already happened. To do this player must enter one of the CRX furniture and then leave it. The new code should correctly un assign player from the furniture removing immortality effect.
  2. I removed them during on of the updates as I released a separate mod for capturing and enslaving NPCs. Check the mod below, I dropped new version couple of days ago. If you just want to spawn customizable NPC there are 100 unique female npcs and 50 male npcs:
  3. You can remove them in looks menu. They are in Overlays section.
  4. Yes they suppose to be wearable and in the right position. I added missing bodyslide files in the next release coming in a few days.
  5. Exactly that what it is for. First you gather one group of captured NPC and place them on one side of the cage/arena (you can make them follow you than press hotkey and choose "move all followers to player" next hotkey again and "stop all following player" from here you can activate individual NPCs and choose Assign to team then choose colour or press hotkey again and assign nearby NPCs to a team. Then you repeat that with second group of NPCs and assign them to a different team. There are 4 different teams to select and each team is hostile toward each other so you can have up to 4 groups fighting. To un assign NPCs from team press hotkey and select un assign nearby NPCs from teams although it won't break the ongoing fight (knock them out to do this) They start fighting if they are close enough. You can easily organise 20 vs 20 fight without building any beacons, pods etc.
  6. It wouldn't by default. I would have to check if this mod sends some kind of event on wake like KO Framework that can be received in my mod. I will take a look in free time. Here is a piece of script from CrxSeMainQuestScript that initiates the enslavement. If there is similar event coming from this mod it is just a matter of running the same code inside it: Event KoFrameworkEvents.OnKnockOutEnd(KoFrameworkEvents akSender, Var[] Arguments) Actor a = Arguments[0] as Actor ;Debug.Notification("CrxSeMainQuestScript - OnKnockOutEnd") ; check if this actor is not already enslaved and is human or ghoul if (CanEnslave(a)) ShowEnslavementChoices(a) endIf EndEvent
  7. I've just uploaded a new version 1.1. Lot of new stuff added. Just remember to setup hotkey in MCM.
  8. Not all furniture have been replaced. The single beam post was replaced by 2 prisoner posts and racks and cages. Simplex and upside down haven't been recreated yet. Thank you for the feedback - it's good to hear what people expect/want to plan for the next version. I also suggest you try my other mode - Simple Enslavement it let you capture any npc and command them as you like.
  9. Have you selected pose from furniture menu? Open menu with R key pointing on the furniture and go to Select Pose. All furniture have Standing Idle pose selected by default.
  10. So, fuz files you see in Sound->Voice->CRX.esp are custom voice lines and screams/moans created/prepared by me. Other voice lines used for some screams and moans are vanilla F4 files. I don't have list of all the files I used but you can find them using FO4VFRT tool and search for text displayed in the game if you have subtitles on when the given line is said. Once you find the line it tells you the name of the fuz file and voice type so you can replace it in Sound->Voice folder. I hope it helps.
  11. Simple Enslavement (Knockout Framework) View File Simple Enslavement is a very light mod based on Knockout Framework giving player an option to capture knocked out NPCs. The idea is to give as little limitations as possible and let player decide how to use the mod. There is no need to have any special weapons, collars, containers, terminals etc. to capture an NPC. Captured NPC can just stay in one place, follow player or be assigned to a settlement. Mod has a lot of customisation options allowing you to adjust it to your preferences. I recommend spending some time to explore available MCM configuration options as well as captured NPC menu options. HOW TO USE Knock out any NPC using Knockout Framework. Activate knocked out NPC and choose "wake up" option. Once NPC wakes up additional menu pops up with a choice to either do nothing or capture the NPC. DEPENDENCIES REQUIRED: Knockout Framework F4SE HIGHLY RECOMENDED: MCM - Allows customisation of the mod and integration with other mods. Non-lethal armory - More options to knock out NPCs. OPTIONAL BUT STILL RECOMENDED: Rename Anything - Gives captured NPCs random names. Sex'Em Up - Adds "Sex" option with captured NPC. Porc Overlays - Applies random skin overlays to randomise captured NPCs. Porc Pubes, Pubs Forever - Applies random pubes overlays to randomise captured NPCs. INTEGRATION WITH OTHER MODS: BodyMorphs - BodyMorphs itself applies random body morphs to all NPCs. Body morphs are copied from original NPCs to captured NPCs so they don't suddenly change their body shape after being captured. Crime and Punishment - Gives option to capture NPCs using CAP scripts as if NPC has surrendered during the combat. Looksmenu presets - Mod gives option to spawn unique Actor on capture (instead of Levelled Actor) so his/her appearance can be changed by applying Looks menu pre-set. This is useful when you capture many raiders, gunners etc. and you don't want many of them to look identically. IMPORTANT! Note that every unique Actor spawned this way has a default appearance until pre-set is applied or appearance is modified via Looks menu. MAKE SURE YOU HAVE ABOVE MODS INSTALLED AND ENABLED BEFORE ENABLING INTEGRATION! INSTALLATION/UNINSTALLATION Use your preferred mod manager PERMISSIONS You are more than welcome to create new add-ons/functionality for this mod. If you do so contact me about integrating it into the main mod release. CREDITS Special thanks to @EgoBallistic for helping me with some scripting! Submitter Oakern Submitted 05/24/24 Category Other Requirements  
  12. 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  
×
×
  • Create New...