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F4:SS - Fallout 4 Slavery System 0.9b (05.08.17)


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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).

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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?... :P

 

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. :)

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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?... :P

 

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!  :cool:

 

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.

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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

 

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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

1462476296-main.jpg

 

 

 

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.

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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.

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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.

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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.

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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?

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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. =)

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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.

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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. =)

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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.
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