Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

RLBaxter

Uploaded by

rlbaxter

Virus scan

Safe to use

Tags for this mod

27 comments

  1. Duzlo
    Duzlo
    • member
    • 1 kudos
    Hello everybody
    I captured a synth but I can't exchange items with it
    Any idea why? Thanks
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Unsure, but these captives retain their respective faction settings and are not 'true' settlers in the sense.  In some cases trade dialog does not exist, but I thought you could trade with the captives.   I will check it tonight,  I use most cages in my game, but rarely use the synth cage.

      Update:  I did confirm that trade does not work with both Synth and Mutants (i.e. non human races).  I had this limitation loosely documented in the description which has now been updated to clearly state this limitation.  I had the same issue in Nomads that I was never able to fix.  There might be a fix that I have yet to identify.  I recommend that if you need to trade with 'non standard' settlers such as these, use SKK Workshop Ownership Utilities with the Setter Command Menu enabled.
    2. Duzlo
      Duzlo
      • member
      • 1 kudos
      Thanks for your answer! I will try this :) 
      I tried reverse pickpocketing and forceequip to make the synth wear what I wanted, but with this technique it seems they can't wear Lab coat anyway (I wanted the synth to be a doctor in a settlement)
    3. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      I do know there are clothing limitations for synths, i.e. cannot wear a variety of human clothing.  That is a vanilla limitation.
  2. CrazedxPandaxKing
    CrazedxPandaxKing
    • member
    • 5 kudos
    Works perfectly, thank you.
  3. NiftyPower
    NiftyPower
    • member
    • 6 kudos
    ::deleted::
  4. Mayfly030
    Mayfly030
    • member
    • 0 kudos
    Wonderful mod. But I got a small problem; captives are still mortal after installing the patch. Ain't sure whether it is the result of changing the raiders' appearance.
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Providing you are not trying to modify the captive records in the main file, and the patch is loaded after the main file, the captives should be protected.  Worst case open your load order with Fo4Edit, open actor records in the patch file and see if another mod is overriding the protected flag.
  5. aliveagain002
    aliveagain002
    • supporter
    • 5 kudos
    Would this wonderful mod require a patch to work with "Just Business" on LL? :)
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      From what I understand about 'Just Business' you can subdue then enslave the hostile factions.  My mod operates similarly except you trap the hostile faction which are added as members of the respective settlement.   Of course, while retaining the faction attributes, they do operate as normal settlers i.e. you can assign them tasks, move them to other settlements, make them provisioners,.....
    2. aliveagain002
      aliveagain002
      • supporter
      • 5 kudos
      I tried to run both Just Business and your mod without any problems, the JB "slaves" i just assign to another settlement than the one your caged ones is assigned to because of the different dialogue options.

      Just if people was wondering if there's a conflict between the two mods :)
  6. Finzser99
    Finzser99
    • member
    • 2 kudos
    Do the captured NPCs have to controlled via a Betta Wave Emmiter?
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      No, as the description states, they are added to your settlements as settlers.  As such they behave like any other settler, i.e. non-hostile.
    2. Finzser99
      Finzser99
      • member
      • 2 kudos
      Great, thanks!
    3. Finzser99
      Finzser99
      • member
      • 2 kudos
      One more thing, will the be protected aswell?
    4. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      No, with my mods I protect unique 'named' NPCs, but never protect generic NPCs.  However, due to the multiple asks I ultimately added protection to my Nomads mod.  I have released an optional patch that will make future captives protected.  Please note the Protected patch cannot be used with the F76 patch as one will overwrite the other.
  7. Brandy1123
    Brandy1123
    • premium
    • 114 kudos
    What wonderful idea!

    I am going to give mine this, but could they spawn with a shock collar from Nuka World?
    It would fit the  "Captive" portion of their names.
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Maybe, might consider that in a future update.....  but consider they were trapped in a cage, so lore wise they would not come with a shock collar.   That would come after should you convert them to a real captive, take away weapons, throw a shock collar on them, put them in a prisoner suit, etc.
  8. blackboy2
    blackboy2
    • member
    • 6 kudos
    Tested out the mod, and it seems to be working alright. Though, I did notice some minor spelling errors in the item descriptions for the Gunner and Settler cages. The Gunner cage's description is just a single letter, and the Settler one appears to be copied over from the Synth cage.
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Ooops,  I will correct that once I get more input just in case I missed something else.
    2. blackboy2
      blackboy2
      • member
      • 6 kudos
      Alright, glad to know. Besides those very minor spelling errors, I haven't run into any issues with the captured NPCs themselves, granted I've only captured one Raider so far.
    3. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Hopefully you shouldn't see any problems.  I've been running the mod for over a month now with an extensive load order.   'Details' is where I often miss things.  Good catch on the cage descriptions.
  9. Sngll17
    Sngll17
    • member
    • 9 kudos
    My settlement system just got a level up. Thanks!

    [edit] Do the new settlers keep their name as "Captive" after the player has assigned them? I like it, actually.
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Yes, they retain the captive name unless you rename them with a mod like 'Rename Anything'
  10. wrathofterra
    wrathofterra
    • member
    • 7 kudos
    I really like this. Gonna try it. But before I do I want to say that it can be turned to an esl without even compacting. Well done
    1. rlbaxter
      rlbaxter
      • premium
      • 49 kudos
      Doh, I thought I converted it already,  so it will be ESL tagged along with some other corrections in the next release.