By
stobor
This mod provides a scenario for role-playing a Raider captive. The quest is basically free-form, few quest markers or fixed objectives; it can be started anytime, simply by putting all your weapons in storage and walking into a Raider camp. There's a demanding note (found and delivered by Jun Long in Sanctuary) providing some extra motivation, but that's entirely optional.
The first raider who greets you will take various items (bobby pins, caps, DD keys) and lock you in a collar - with an explosive attached. If you run away, or just stay away from Raider encounters for too long (20 min.), it will kill you... though there's a chance it'll misfire and spare your life. If you manage to remove the collar, or equip a weapon, the raiders will turn hostile again (grenades or mines don't count, if you equip them while sneaking).
The raider boss (if one could be identified) will have some additional dialogue, but other raiders are mostly generic. He or she will also have a key to your collar. If no boss could be identified, then the raider who put the collar on will have the key.
If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find. In that case, the timer will be disarmed as soon as hostilities resume. So DD is strongly recommended - but it isn't a hard dependency.
The first time you escape, you will gain the Black Widow perk (if you don't already have it). Every capture & escape will also provide a modest XP reward.
The scenario is repeatable.
NPC Interactions:
Jun Long finds a ransom demand and delivers it to you.
Several followers (Deacon, MacCready, Cait, Strong) may have scenes that play after you clear a location (any time after running the base infiltration scenario).
Diamond City guards will be abusive, but not hostile, if you've been running with a Raider pack.
Infiltration:
Start by putting away all weapons and walking into Raider territory unarmed. Power armor does not count as 'unarmed', by the way.
The first raider will collar you and take some items from your inventory.
You'll be able to talk to the raiders, and may even get paid a little. You can probably filch stuff from camp, while you're at it.
With the right animations installed, gang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character.
Equipping a weapon will end the infiltration, and the raiders will turn hostile again. Immediately.
Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Neither will placing a grenade in a target's pocket (though that usually kills you too). Equipping brass knuckles (while sneaking) will also go unremarked.
If you've picked up any weapons, particularly while outside the camp, raiders may notice and ask what you've got there. You might be able to distract them from confiscating the weapons.
Removing the collar, by any means, will turn the raiders hostile again.
There is a risk that one of the Raiders will attack you in a jealous rage.
One of the non-boss Raiders will be chosen as the special actor 'Lucky', who will have additional dialogue.
Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. Rat poison can often be found in garage cabinets (hint).
Poisonings affect the path of Lucky's quest, as well as offering a way out of captivity.
Pickpocket attempts are easier, for a short while after sex (i.e. distraction helps), but the DD keys are hard to steal. Certain targets may react violently, if you're caught.
Diamond city jail can be a risky place, for a Raider pet. Bored guards need to relieve the tedium...
This scenario is repeatable. Assuming you can still walk afterwards.
Mod Interactions:
Uses a collar and tape gag from Devious Devices, if available.
Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side).
Will try to work with Real Handcuffs, and can even remove them.
Mini-Quests:
Current mini-quests, who gives them, etc.:
The Get Lucky quest runs in parallel with the others, and currently has several endings:
Modder Documentation and Example:
This file is an example of various ways other mods can interact with this one, with extensive comments. It's a working example, tested in game.
ExampleQuestScr.psc
Troubleshooting:
Raiders not recognizing unarmed status:
Piercings:
AAF Recommendations:
...
Thanks:
Thanks go to the LL mods gang, for fantastic mod resources.
Thanks to @CGi for the German translation, @Caiena for the Russian translation, @A.J. for the Italian translation, @JBpy for the Spanish translation, and @Benjou1 for the French translation.
Requirements:
This mod requires AAF for animations (minimum version AAF 73Beta). It won't load without that.
The new dialogue is not voiced, so turn on subtitles.
Optional extras:
Toxic Raider Armor
SexAttributes (the AAF version of FPAttributes)
Devious Devices
Lord Escobar's Moddable Piercings
Real Handcuffs
Slave and Model Poses
Conflicts:
No known conflicts.
This covers some of the same territory as my Rogue Sexbot mod, so I don't necessarily recommend using both at once, but they shouldn't actually conflict.
Version History:
188,881 downloads