Popular Post ag12 Posted May 5, 2016 Popular Post Share Posted May 5, 2016 View File Fallout 4 : Slavery Systemv0.9b (alpha)Download - Thread - Blog Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first. That will not ever change for any reason. Also, this mod is in Alpha. It may try to kill you. I. IntroductionII. Requirements & InstallationIII. ContentIV. TroubleshootingV. IncompatibilitiesVI. Credits I. IntroductionThe Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months. II. Requirements & InstallationYou require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed. Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+ Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility. Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people. III. ContentF4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview. Enslave!Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people... Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic. Control!So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them. Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves. Profit!Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.) Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall. F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary! Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again. IV. TroubleshootingThere are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order. F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good. It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required. V. IncompatibilitiesDue to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully. The mods that are currently incompatible with F4:SS are: Abduction Just Business Non-lethal or lethal resolution I'm going to keep adding to this list as things come up. VI. CreditsBethesda for Fallout 4RuthlessPeasant for the logoLoversLab for what it is If you enjoy the mod - leave a like or follow the file to give me some extra motivation! Submitter ag12 Submitted 05/05/2016 Category WIP / Beta Requires TortureDevices 1.8+, Devious Devices 2.0+ 32 Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 Preview changelog for version 0.91: Type: Minor ETA: When it's done. Probably soon.Requires Clean Save: For Sure! Critical: Added mod requirement: Advanced Animation Framework (AAF) (100%) Critical: Added mod requirement: Bad End Animation Pack (AAF) (0%) Critical: Added mod requirement: Fifty Shades of Fallout 4 (AAF) (0%) Critical: Added mod requirement: Oakern's CRX Workshop Crosses (0%) Added: New model for slave scrapyard. (100%) Added: New workplace: slave sex station (generates revenue based on slave value, will decrease slave value permanently over time). (100%) Added: RefCollectionAlias for NPC owned slaves with attached AI and scripts. (100%) Added: Some keywords for NPC-NPC slavery and player interaction with those slaves. (100%) Added: Additional events registered on Slaver's Safe for later usage (e.g slave rebellions, maybe?). (100%) Added: RefCollectionAlias for potential NPC slave owners. (100%) Added: RefCollectionAlias for actual NPC slave owners. (100%) Added: New FSM structure and controller to improve performance. Also good foundation for expanded FSM. (100%) Added: Knockout Framework compatibility. (100%) Changed: Tazer Syringe now in correct category. (100%) Changed: Applied cloak spells directly onto the player, alias threw hissyfits. (100%) Changed: Inflicting 100 pain (when they go into bleedout) will make any slave stop resisting immediately for at least 1 tick. (100%) Changed: Slave sleeping bags now subtract 1 safety from your settlement. (100%) Changed: Most workstations are now containers in their own rights and you don't need to link them anymore. (100%) Changed: Streamlined a lot of script stuff, making scripts less likely to fail and more efficient. (100%) Changed: function: IsActorSlave() now checks via RefCollectionAliases instead of factions. (100%) Changed: script: F4SSscrGenericSlaveInit reworked for maximum ease of use. (100%) Changed: factions now only attached via RefCollectionAliases for maximum compatibility with other mods and uninstall chill. (100%) Fixed: Slaves leaving furniture after player leaves area and comes back (e.g. auction post). Fixed: Major bug with slave AI initialization that has gone unnoticed all this time. Fixed: Shock Baton no longer kills slaves (yay). 5 Link to comment
SerpentWave Posted May 5, 2016 Share Posted May 5, 2016 I am really excited that groundwork laid out, is seeing fruition. I know peeps are working on hkx. conversions, as well, to accompany your work Link to comment
TheCaptn Posted May 5, 2016 Share Posted May 5, 2016 Because I'm a massive pedant: I believe you mean "I do not condone slavery", unless you meant to say you're not giving us permission to enslave you?... I'm really looking forward to seeing where this goes, since it's definitely bothered me that this key 'dark' theme from the Fallout universe has been missing. That said I'm more interested in Slavers than I am in Slavery... I can't wait until there's more than just enemies trying to kill me in the Commonwealth. I -want- that Syringer Rifle dart to nail me in the back of the neck, so I wake up in chains with all my plans for the day ruined. 2 Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 I am really excited that groundwork laid out, is seeing fruition. I know peeps are working on hkx. conversions, as well, to accompany your work Yes, the animations is what we really need. And the gear, obviously. But I've already seen some people like DixiePig come up with great stuff. I'd just like to see collars etc. that don't have explosives on them. In the later versions of this, explosive collars will be extremely expensive, tricky to maintain and risky due to possible malfunctions. Because I'm a massive pedant: I believe you mean "I do not condone slavery", unless you meant to say you're not giving us permission to enslave you?... I'm really looking forward to seeing where this goes, since it's definitely bothered me that this key 'dark' theme from the Fallout universe has been missing. That said I'm more interested in Slavers than I am in Slavery... I can't wait until there's more than just enemies trying to kill me in the Commonwealth. I -want- that Syringer Rifle dart to nail me in the back of the neck, so I wake up in chains with all my plans for the day ruined. Hah, thanks for the headsup there - I was giving a totally wrong first impression there! Well, I might, once I got the main functions of this finished, implement player slavery as well. For now I will focus on NPC slavery, since I got most of the scripts finished anyway - they just need porting over from Skyrim. After that I'm thinking I might either start working on content for F4SS, or get that final version of S³ published - needs some work taking out all the debug functionality. And after that, I might dive into player slavery, if nobody else has picked it up by then. Link to comment
windu190 Posted May 5, 2016 Share Posted May 5, 2016 Good to see the groundwork is getting laid out Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 Updated to v.02 Changelog: Basic Slavery Changed: enslavement condition -> HasMagicEffectKeyword F4SSkwdVulnerable Added: MEFF DamageParalyzePoisonEffect added keyword: F4SSkwdVulnerable (used in lockJoint syringe) Added: MEFF DamageCalmPoisonEffect added keyword: F4SSkwdVulnerable (used in pax syringe) Changed: added Pride/Submission/Resistance/Misbehavior/Fear/Humiliation display to command menu Advanced Slavery Added: F4SSscrAI -> function GetSlaveStat(Actor akActor, String akString) e.g. GetSlaveStat(slaveActor, "Pride") Added: F4SSscrAI -> function SetSlaveStat(Actor akActor, String akString, Int akInt) e.g. SetSlaveStat(slaveActor, "Pride", 69) Added: F4SSscrAI -> function ModSlaveStat(Actor akActor, String akString, Int akInt) e.g ModSlaveStat(slaveActor, "Pride", -5) Added: slave av: Pride/Submission/Resistance/Misbehavior/Fear/Humiliation no functionality so far. Added: cloak spell monitor (F4SSscrCloakMonitor01) for initializing actors nearby Changed: Captured slaves start with resistance 50 Debug Added: OnInit -> Add Syringer Added: OnInit -> Add lockJoint syringe *5 Link to comment
Phnx Posted May 5, 2016 Share Posted May 5, 2016 I was very disappointed and still am that FO4 has no prostitution and slavery. Thank you for making this happen. Link to comment
Bloodfang Posted May 5, 2016 Share Posted May 5, 2016 Lady Caesar liked that A way to get them to stay in our settlements would be very funny too. Put them to work and stuff haha Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 I was very disappointed and still am that FO4 has no prostitution and slavery. Thank you for making this happen. You're welcome. Lady Caesar liked that A way to get them to stay in our settlements would be very funny too. Put them to work and stuff haha Yeah, I will see to that in due time - it's pretty far down the ToDo list, though. First I will get the slave AI and escape engine going - then work on the slave trading aspect and finally on slave training and putting them to work. And obviously I will interrupt my work on any of those topics to implement new gear and animations the community comes up with. Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 Preview for next version: I will implement the "Slave AI" next. Here is a more detailed description to how I imagine it to work. Please give feedback on your thoughts. Also keep in mind that while I will implement the whole engine soon, due to the lack of equipment it lacks a solid spine. In addition, tweaking / balancing it will take a long time and will most likely happen in each following update. Link to comment
Clegane Posted May 5, 2016 Share Posted May 5, 2016 That's so nice! I 'll catch those Raiders alive and they will work on my tatos plantation. Link to comment
Clegane Posted May 5, 2016 Share Posted May 5, 2016 Tested. Works. Poor Raider girl was killed by Dogmeat when she followed me Link to comment
Serapine Posted May 5, 2016 Share Posted May 5, 2016 (edited) Thank you very much for this Mod. I plans a Slavery Settlement in Spectable Islands with jails, bars and other things and that is exactly the Mod who has been missing for me. Edited May 5, 2016 by Serapine Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 That's so nice! I 'll catch those Raiders alive and they will work on my tatos plantation. =) Tested. Works. Poor Raider girl was killed by Dogmeat when she followed me Intentionally or did Dogmeat just attack? If the later is the case, I'll have to rework the factions. Slaves should be allied to player - making Dogmeat allied with them as well. Also Dogmeat will, as soon as the Slave AI is implemented, give a nice bonus to fear on all slaves. He's a dangerous beast after all! Thank you very much for this Mod. I plans a Slavery Settlement in Spectable Islands with jails, bars and other things and that is exactly the Mod who has been missing for me. Welcome! I hope that in the future we'll get nice furniture to use with this, so that you'll be able to build a proper slaver settlement. Link to comment
Clegane Posted May 5, 2016 Share Posted May 5, 2016 just attacked, also, I tested the collar on another Raider. she exploded but my game CTDed Link to comment
ag12 Posted May 5, 2016 Author Share Posted May 5, 2016 Alright - haven't had any CTDs yet. I'll have a look at Dogmeats faction and try to figure out why it does that. Might have an idea... Edit: Should be fixed in the next update. Link to comment
endersgame Posted May 5, 2016 Share Posted May 5, 2016 Is it possible that at some point in the future, we can also use Intimidation perk and the new capture cage system as alternatives to syringe? Link to comment
Sural Argonus Posted May 6, 2016 Share Posted May 6, 2016 I just like the idea of being able to use the Syringer. I think it's a perfect use for that weapon. Especially if a slave tries to run away. Link to comment
E_Nigma Posted May 6, 2016 Share Posted May 6, 2016 this is the start of a magical journey Hopefully this is the main one so other modders don't create 100 other slavery mods like the other games. Link to comment
Sixpaths22 Posted May 6, 2016 Share Posted May 6, 2016 Maybe I am missing something and you guys can help me out lol. So I shoot this raider with the Syringer, the lock joint one, She drops, I walk over, press the capture button, the inventory opens, I guess I am supposed to collar her so I do, press T to equip. Then when I wait the duration of the lock joint, she gets up and attacks me then my companion kills her. The Pax syringe works and I am able to talk to her where the menu comes up for various things, however, once the syringe wears off the same thing happens. What did I do wrong lol? I tried being out of combat but hitting her with the Syringer puts me in combat. Were there instructions I missed? Link to comment
ag12 Posted May 6, 2016 Author Share Posted May 6, 2016 Is it possible that at some point in the future, we can also use Intimidation perk and the new capture cage system as alternatives to syringe? Absolutely - I will work on alternative methods of enslavement later. Also - this is going to be very framework'ish - so other people will be able to create content very easily. If I get it right. I just like the idea of being able to use the Syringer. I think it's a perfect use for that weapon. Especially if a slave tries to run away. I'm glad you enjoy it! There will be endless ways to punish your runaways in the later versions (make gear and animation, people!). this is the start of a magical journey Hopefully this is the main one so other modders don't create 100 other slavery mods like the other games. I can't guarantee that and honestly I don't care. I will design this as framework and try to keep it compatible with LL mods - I bet someone over at the Nexus comes up with one as well. I wouldn't generally oppose teaming up - but scripting is lonely work. For me at least. Maybe I am missing something and you guys can help me out lol. So I shoot this raider with the Syringer, the lock joint one, She drops, I walk over, press the capture button, the inventory opens, I guess I am supposed to collar her so I do, press T to equip. Then when I wait the duration of the lock joint, she gets up and attacks me then my companion kills her. The Pax syringe works and I am able to talk to her where the menu comes up for various things, however, once the syringe wears off the same thing happens. What did I do wrong lol? I tried being out of combat but hitting her with the Syringer puts me in combat. Were there instructions I missed? That bug has been reported on the previous page of the thread. I forgot the _slave.StopCombat() on initialization capture. My fault, apologies. New version will be coming up either tonight or tomorrow - I'll take care of that issue. For now just test it on some friendly character if you want to see some heads explode. =) Link to comment
Serapine Posted May 6, 2016 Share Posted May 6, 2016 I have tested it on a friendly character. I tested it on the Settler who gives you the Quest with Lubowski Fabrik. When he get up he attack me, then Codsworth attack him but he don´t kill him. The Settler run away. I must laugh. The Settler was Nudity. I had all his things in my Inventory. Oh my dear . My Lady is not friendly she is very evil. Link to comment
ag12 Posted May 6, 2016 Author Share Posted May 6, 2016 I have tested it on a friendly character. I tested it on the Settler who gives you the Quest with Lubowski Fabrik. When he get up he attack me, then Codsworth attack him but he don´t kill him. The Settler run away. I must laugh. The Settler was Nudity. I had all his things in my Inventory. Oh my dear . My Lady is not friendly she is very evil. Same issue. Shooting people with stuff will generally start combat - next update will solve that. Yeah, on capturing you empty your victims inventory into your own. =) Link to comment
ag12 Posted May 6, 2016 Author Share Posted May 6, 2016 Updated to v.02b Changelog: Attempted Fix: Slaves attacking followers after capturing. Added: AV Repression and AV Pain Added: AI groundworks Added: AI update sequence Added: AI basic calculations Changed: +40 Humiliation bonus for being in "Settlement" areas This update is pushed out prematurely to hopefully fix the bug with slaves still being hostile towards companions after capturing them. It seems F4 aggression works a tad differently to Skyrim, so this may or may not fix it. If it doesn't, I'll have to think of something else. Please report bugs. Since v.02b the mod went "active" and is constantly calculating the slave AI system. That may affect performance. Please report here if you experience any lag. Link to comment
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