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I've installed TextInputMenu, New Dialog, and Extended Dialogue Interface but they are not working properly. In mods like Sexual Harassment the NPC will approach my character and pause for a bit as if they are speaking but there is no dialogue. I understand most won't actually be voiced but there is no Text for what they are supposed to be saying either, although I do get response dialogue choices, for which it does appear to function as No will deny the request and Goodbye will end the conversation, I just don't really know what I'm responding to. This is more of a concern for Just Business as Captures are not fully functional. I am able to activate the additional dialogue but it does not appear to be the correct options. I am able to *Enslave* and that part functions, but it becomes a problem after as I am not able to assign them to a settlement. I've also tried to use a Terminal built at one of my Settlements and used the Move Here option but they do not and the "no home" designation remains. I am currently checking the dependencies to try to fix it but I had thought I installed the mods properly on Vortex and could use some assistance. Also, I wanted to ask if it was likely that I would have to start a New Save once it is fixed?
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This file is an addition for the excellent Just Business mod here on Lovers Lab. What it does is make certain vanilla NPCs from the game into slave merchants using the same slave selling quest that's in Just Business. Requirements Fallout 4 Nuka World Far Harbor Just Business and whatever Just Business requires How Does It Work? The same way you'd sell slaves with the main mod. If you don't know how that works, then I recommend you read this excellent guide by @SlaveHunter311. Who Have I Added? From the main game: Penny Fitzgerald Arturo KLEO (I don't think she works for some reason) Cricket Joe Savoldi Eleanor Tommy Lonegan Connie Abernathy Trudy Daisy Fred Allen From Far Harbor: Allen Lee From Nuka World: Cora Monique Dunmore Katelyn Alden I've also posted up a pdf document of how I made the mod in the Creation Kit, but it's probably easier to look at it in xEdit and add more people there if you're so inclined. I usually play as either a good or amoral character who only takes raiders and gunners as prisoners. The new slavers I added are mostly already vendors, some of whom have a good reason to hate raiders, or have some other need for fighters/weapons testing/synth testing/whatever. Why? You now have some way to offload your excess slaves and make some caps right from the beginning of the game. Also, if you're like me and run Depravity by Thuggysmurf, there's a conflict with the Auction House mod. Optional 2024-February-08 - I'm adding an optional version/patch to work with The Auction House (BETA 1.3.4a version) that will obviously require The Auction House. I don't use that mod so can't really support it, but you would add Just Business and it's requirements, The Auction House, and then my Auction House version of this mod. You would only need one version of my plugin or the other, not both. Should let you sell to the vanilla vendors I added and still sell to the vendors added by The Auction House. One More (OK Two More) Things There are no scripts in this mod, it just adds conditions to the original quest in Just Business. It's also flagged as an esl file, so it won't count against your 255 plugin limit. Just install your prerequisites, then install this with your mod manager, and start selling.-
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How to use "Just Business" to Sell your Slaves
SlaveHunter311 posted a topic in Fallout 4 Adult Mods
How to use "Just Business" to Sell your Slaves In the wasteland, all struggle to survive. The sun shines down mercilessly scorching what's left of the dying greenery until it withers into dust. The animals that once created a kind of balance for the land have been irredeemable warped by the radiated landscape and transformed into monsters. And the people who live here are just as monstrous. In the wasteland decency is a rare and expensive commodity. For those who dispense with it, there is a lucrative set of opportunities to better one's station in life. But it shall come at the cost of your humanity, and remember conscience comes in one form or another for those with humanity and for those without...... Welcome to "How to use Just Business to Sell your Slaves." I wrote this tutorial for those of you who are trying out "just business" and you do not yet understand how to use all it's applications. In this case the Selling feature. The fact that you are here is not surprising to me. It is not immediately obvious how to use this feature. I would not call it self explanatory. Fortunately it is very simple once you know what to do. So take it easy, your frustration should end here, if you allow me to explain, step by step, exactly what to do. First of all, you can sell your slaves at any raider boss in Nuka World; Mason, Nisha, or Mags. That is as long as you have not completed the quest "Open Season." In that case they would all be dead. "Power Play" is another quest where you may have killed one of the raider bosses in Nuka World, so obviously that particular boss will not be available after completing that quest as well. Assuming that at least one of them is still alive in your game you can approach them to sell your captured slaves. Mason (Nuka-World) | Fallout Wiki | Fandom Nisha | Fallout Wiki | Fandom Mags Black | Fallout Wiki | Fandom If they are not available you can also sell the slaves at an auction house in Good Neighbor if you download this mod; The Auction House BETA - WIP / Beta - LoversLab Auction House The Auction House is located in Good Neighbor, at the top floor of the Rexford Hotel. Take the stairs to the third floor then enter the elevator. If you have this mod you can also sell to one of the numerous Snatcher npc's that show up outside the walls of your settlements and pop up in front of significant places like Good Neighbor for instance. Once you find either a Nuka world Raider boss an Auction House Vendor or a Snatcher, and you have your slave with you; Pause the game and go to the "Mod Configuration Menu" From there scroll down to "Just Business," and hit the action button to open it up. A for Xbox, X for PlayStation controllers From there scroll down to "hotkeys and game modes" assign a button to "Additional Dialogue Mode," in my case I used the A button to turn it on and off. Notice that this is the same menu where you assign a button to "Hunter Mode," in my case I used the H button to turn it on and off. When you exit the MCM menu you will want to hit H and make sure "Hunter mode is turned off. If it is still on then "Additional Dialogue Mode" will not work. Time to exit MCM and return to the game. Hit A or whatever button you assigned to activate "Additional Dialogue Mode." Make sure "Hunter mode is turned off. Now approach your slave and hit the action button on your controller-A for Xbox, X for Playstation. On the decision wheel hit the button for "Talk" Y for Xbox Triangle for PlayStation. This should open up the dialogue menu. Scroll down to "listen," and hit the action button. Once there, scroll to the dialogue option "I'm going to sell you. Behave decently." Then hit the action button to pick it. She is now marked as the object of sale. Next you should approach the Vendor or Raider boss you are going to sell her to. Hit the second talk option available on the decision wheel. X for Xbox, and Square for PlayStation. Time to make the sale. The dialog menu will open up again. Scroll to "I want to sell you a slave" and hit the action button to pick it. Congratulations! You have successfully sold your slave! You should get a short indication of the price you got for her in the upper left-hand corner triggered by a cha-ching sound at the time of sale. My slave had submission level of 100 so I got 1000 bottle caps for her. The slave will not disappear after the sale, but when you leave the area she will not come with you anymore. To sell the rest of your slaves rinse and repeat. Look how happy she is to be in her new home! It seems like one day your a fearsome gunner, the next day your toiling at nude forced labor. Isn't life full of interesting twists and turns? What's that honey? You don't think your going to like it here? You want to tear my head off by my pigtails?---What have I told you about sassing me army bitch? If you were still mine I would whip your ass with a car antenna! But now your someone else's problem. Don't worry though I can tell just by looking around that your going to like it here! See how happy all your new friends are? See! You'll be fine here! At any rate if you didn't want to be a naked slave peon then you should have been more careful! This is your life now. Forever! The End If you liked this tutorial or found it useful please feel free to leave a post on the forum. There is no monetary gain by me but it cheers me up.- 119 replies
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Just Business More Slavers View File This file is an addition for the excellent Just Business mod here on Lovers Lab. What it does is make certain vanilla NPCs from the game into slave merchants using the same slave selling quest that's in Just Business. Requirements Fallout 4 Nuka World Far Harbor Just Business and whatever Just Business requires How Does It Work? The same way you'd sell slaves with the main mod. If you don't know how that works, then I recommend you read this excellent guide by @SlaveHunter311. Who Have I Added? From the main game: Penny Fitzgerald Arturo KLEO (I don't think she works for some reason) Cricket Joe Savoldi Eleanor Tommy Lonegan Connie Abernathy Trudy Daisy Fred Allen From Far Harbor: Allen Lee From Nuka World: Cora Monique Dunmore Katelyn Alden I've also posted up a pdf document of how I made the mod in the Creation Kit, but it's probably easier to look at it in xEdit and add more people there if you're so inclined. I usually play as either a good or amoral character who only takes raiders and gunners as prisoners. The new slavers I added are mostly already vendors, some of whom have a good reason to hate raiders, or have some other need for fighters/weapons testing/synth testing/whatever. Why? You now have some way to offload your excess slaves and make some caps right from the beginning of the game. Also, if you're like me and run Depravity by Thuggysmurf, there's a conflict with the Auction House mod. Optional 2024-February-08 - I'm adding an optional version/patch to work with The Auction House (BETA 1.3.4a version) that will obviously require The Auction House. I don't use that mod so can't really support it, but you would add Just Business and it's requirements, The Auction House, and then my Auction House version of this mod. You would only need one version of my plugin or the other, not both. Should let you sell to the vanilla vendors I added and still sell to the vendors added by The Auction House. One More (OK Two More) Things There are no scripts in this mod, it just adds conditions to the original quest in Just Business. It's also flagged as an esl file, so it won't count against your 255 plugin limit. Just install your prerequisites, then install this with your mod manager, and start selling. Just Business More Slavers and Auction House.7z Submitter travelmedic Submitted 02/02/2024 Category Quest Requires Fallout 4, DLC03 Far Harbor, DLC04 Nuka World, Just Business and whatever Just Business requires
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Raider Reform School View File Raider Reform School is a collection of furniture, tats and Baggy Tank Top re-textures and other odds and ends themed around the idea of a reform school aimed at raiders. The aims of the school are twofold. Firstly to re-educate those misguided young women who may have fallen into a raider lifestyle, and to teach them to become productive members of society. Secondly, to keep these same young women pregnant, that their offspring might be raised to be respectable members of society,thereby helping to remedy the persistently low human populations that have plagued the East Coast ever since the Great War. The mod is generally aimed at a male player who wants to keep a harem of enslaved raiders, but it should work for female or futa players as well. Also, there's nothing to stop you wearing the tops or tats yourself as a female player. (Alas, there are no male versions). There's no quest as such, just a collection of role-playing aides. What you get: Seven colored tank tops corresponding to one of the School's seven designations: Prisoner, Breeder, Laborer, Dancer, Whore, Security and Slave Seven matched tats, font and back corresponding to the tops. The tats are full color and glow in the dark to make it easier to find the occasional nighttime runaway. Seven bikini tops as alternatives to the tank tops. Seven slotless, invisible tattoo-only items which can be equipped to get the tattoo without clothing, or matched with other items. The tats are scripted to apply when the tops are equipped. You can set the tats through LooksMenu if you don't like the tops The "Breeder" tattoo detects whether the wearer is pregnant or not, and changes the text to "Breeder" or "fertile" accordingly. So you can tell at a glance which of your charges needs servicing. It should also detect conception and birth,and automatically change to reflect the wearer's new status, although the giving birth aspect hasn't really been tested yet. There are "breeder" and "fertile" versions of the breeder tops too, and these will also change. If your captive is one of the named female bosses, giving her an RRS top will result in her other ass cheek being branded with the her name. Useful for telling who's who when they're all in the pillory. Piper, Cait and Curie, too. Just in case anyone feels the need to put them in their place from time to time. I'm planning on adding one for Nora as well). There's a patch for niston's Fuck Me Shoes so they stay on during sex. The tops also stay on. A script runs every day around midnight and looks for FPE children in need of loving homes. The kids are automatically sent to loving homes situated off-map. 100 caps is deposited in the settlement workbench for each adoption. A couple of Stump| (TM) outfts which zap the wearer's arms and legs, one more extreme than the other. A combination jet-pack, collar and asshook, the Skyhook, intended to justify StumpZ girls when they walk around An Empty Head Brain Amputation headset An Indoctrination headset with glowing visor and integral ballgag. Several unique restraints, including cuffs to pinion miscreats to glass walls, snappable, stackable cages for bulk storage. A triple cuff stand where three sets of cuffs snap to a central pole. Each set can be use separately The Hangspread Device Oh yes! There's a nifty School Flag too! Always remember the School Motto: "Retribution, Redemption, Reproduction" How To Use: Build the tops in Bodyslide. There's just tank top and one bikini. Then you can build the top and its variations at a chemlab under "Raider Reform School". The tats will auto-apply when the top is worn, or you can use them separately with looksmenu and the console "slm" command. Dependencies: I've tried to avoid hard depends, but I'm assuming that you're running Just Business here. If not, you may need to do some finagling to make some of the features work as advertised. AAF if you want to have sex with your charges. I'm assuming most people will. AAF FPE if you want them to get pregnant. Not strictly required but some scripts may nor work without it. Baggy Tank Top by jmenaru. The tops won't work right without this. If you use CBBE, then F-Me Shoes by niston. You don't strictly need it, since the mod just adds a patch, but if you want the shoes, you need that mod. If you use Fusion Girl, thenthe FG port of CB Bikini. And while it's by no means required, I recommend Raider Queens by @Senator Blutarsky since it makes those raider bossgirls a lot easier on the eye. Installation There are a lot of files. raider_reform_school_<version>.7z file is the main file. Unless you just want the tats, you'll always want this one rrs_tattoos__<version>.7z is the file with the tats and the looksmenu configs. If you don't install this, you'll get tops without matching tats and tattoo builds in the chemlab that don't do anything. rrs_cbbe.7z this just adds an exception for the Fuck-Me Shoes mod so they aren't unequipped during sex. Only really useful if you use CBBE rrs_fb.7z is similar, but uses ChainBikini.esp as the shoe mod. it also adds some workbench configurable combination tops so you can choose what you want out of tops, socks and shoes. The reason for the shoe based addons is that the tops don't have a body mesh. That means you can combine them with other items, and (since shoes tend to hold the body mesh in Fo4) it means that equipping a top won't unequip a girl's high heels. On the other hand, it means that if, in Bodyslide, you build the top to a different shape to your usual body you get clipping. So the idea is that you build a set of shoes to the same body shape as the tops, and if you wear them together, nothing clips. Or you can just build everything to the same bodyslide shape and you don't need the shoe addons. Unpack as usual. Build the top and the shoes with your body. Load raider_reform_school.esp for the main mod Load raider_reform_school_names.esl to pull in the tats for the raider boss names. If you don't want them, leave this file unchecked. There is an RRS preset included in the archive. You don't need to use it but it was there so I included it. (It's a tweaked Josie Body mesh, but use anything you want). There are also a few esl files. raider_reform_school_tattoos.esl just exists for force the load of the tattoo BSA file. raider_reform_school_names.esl loads the named ass-tats for various bosses. So you can see who's who from the rear view of a pillory. raider_reform_school_amputee.esl adds some tats for the less extreme version of StumpZ. This was from an early version and I'm not sure they still fit, to be honest. raider_reform_school_machine_tattoos.esl is a placehodler for the tats intended for the tatoo machine If all that seems needlessly over-complicated, I'm sure you're right. It is, however, as simple as I can make it. About The Shoes What you can do is build the tops to a body with exaggerated sexuality, and then build the rest of the outfits in the game to a more realistic body. That way, the RRS gear has some pre-war high-schience nanoquantum future-tech woven into it. That way, anyone who puts on one of the tops gets morphed into a humiliating caricature of their own sexuality. But if you do that, you need a set of shoes because you need something to supply the body that goes inside the tank tops. So that's why I was so keen on having a set of always on shoes to go with the tops. Future Plans The mod is playable as it is. I would like to get all the tops using dynamic retexturing system so you could change the design on a girl's shirt (and her tats in the process) with a scripted device or holotape. I want to add a little lore into the game. Just some stuff about the school's original founder. I plan on adding some recompense for impregnation and births. Something to remove the children from settlements so the game doesn't collapse under the weight of settlers when the babies start growing up. Maybe a Miss Nanny robot that collects them up and leads them off to be sold to supermutants an cannibals fostered with respectable and carefully vetted couples so that they may be raised as responsible and productive members of society. Acknowledgements Thanks to niston for permission to use his F-Me shoes. To jmenaru for permission to modify the Baggy Tank Top mesh. To @Invictusblade for helping me get my head around how LooksMenu tattoos work Monno and highhthere for the bikini top, taken (in accordance with the creators' permissions) from https://www.nexusmods.com/fallout4/mods/13720 To Death for the Leash Laws image, many thanks. Anyone I missed, let me know and I'll add you in. Submitter DocClox Submitted 04/21/2020 Category Armor & Clothing Requires AAF, AAF FPE, Just Business, Baggy Tank Top, TortureDevices
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Features of "Just Business" In the wasteland there is only one law; Strength! Out here there are no hero's. The only order is imposed by the wicked and the lawless. Not to mention those who have been freakishly and irredeemably warped by radiation poisoning. It is agreed here that the weak and the unwary shall be preyed upon by cunning opportunists, like you. As a Slave Hunter, you must conquer and exploit all who fail to heed natural order of the wasteland. When your victims or your enemies fall to you in battle you will bestow upon them a choice; die miserable but die free; or lower your neck and embrace the life of the collar. It is a fate dreaded by both the righteous and the wicked. And suffered often by both. Take warning, once you enter the wasteland you must be a villain. Or else you will be the prey... Welcome back. I am SlaveHunter311. And I will be guiding you through the rest of the major features of the mod "Just Business." You might wonder why I bothered to write a tutorial that introduces you to the features of this or any other mod for that matter. Well for one thing, its fun! That's why I wrote the first tutorial on "how to capture slaves." And I didn't feel like I was working for a minute. Secondly, I feel it is an undue head ache to try to figure out how to get your mods working from start to finish. Whether its learning to use your mod manager, cleaning your DLC's, Looting your load order correctly, resolving mod conflicts, and last of all trying to figure out how to use features of your favorite mods that are enjoyable but not easy to learn. And while they may not necessarily be very difficult to use in the end, it helps immeasurably to have someone with experience tell you what to do and what to expect. That is the biggest reason I wrote the second tutorial. People kept having trouble with it. And I thought "it wouldn't be hard for me to make it easy for them" instead of the headache it usually is just trying to figure it out with very little instruction to go on. No I wanted everyone, even those with little no experience at modding to be able to enjoy this mod and to know exactly what to expect. Because "Just Business is great. Controls: In this tutorial I am assuming that you are using either an Xbox or a PlayStation controller. Preparing for the Hunt: In the wasteland everything is prey, so dispose of your morals and replace them with harsh lessons of the Hunt. In "Just Business" your quarry is not limited to humans and their many factions. Nor are you limited to hunting morally bankrupt opponents. Neutrals and friendlies are game as well. Nothing is off the table! But be cautions and give your prey its due respect, or else you might become the prey instead. Types of NPC's you can enslave: Settlers, Scavengers, and Caravanners: Settler (Fallout 4) | Fallout Wiki | Fandom Settlers are the common people of the Commonwealth. They can include wanderers, former residents of Diamond City or Goodneighbor, scavengers, former raiders or Gunners, and even Gen 3 synths who are covertly working for the Institute or have been rescued by the Railroad, trying to integrate into normal life. Even wastelanders trying to scrape out a living will sometimes give up their solitary life as a wanderer and move into a soon-to-be-thriving settlement, sometimes under the protection of the Commonwealth Minutemen. Raiders: Raiders (Fallout 4) | Fallout Wiki | Fandom Raider groups that infest this region are some of the most primitive human groups to emerge in the wastelands — they are small anarchic bands of violent outcasts, preying on anything and anyone weaker than themselves. What they lack in intelligence, they make up for in abundance, ruthlessness, and extreme aggression. Large groups can be a handful, and some gangs contain particularly strong members, but most raiders are poorly equipped and all too accustomed to preying on the region's most vulnerable denizens. Although predominantly human, there are ghouls among their numbers. Many gangs also include one or more attack dogs.[1] Gunners: Gunners | Fallout Wiki | Fandom The Gare a ruthless mercenary organization that operates mainly in the Commonwealth in 2287. The Gunners are most known for their no prisoners mindset and have been known to wipe out entire settlements, like common raiders, but are better organized and equipped. The Gunners are a violent mercenary outfit, for whom no job is too brutal to undertake.[7] They are widely regarded as no better than common raiders, as they will attack anyone they believe is too weak to defend themselves.[8] As long as it improves their bottom line, everyone's a potential target.[9] As a result, while Gunners claim to be soldiers for hire, they have a well-earned reputation throughout the Commonwealth for being a highly-militarized gang of thugs with combat training considered equivalent to the Brotherhood of Steel Synths: Synth | Fallout Wiki | Fandom While the Institute is primarily a scientific group, it has a powerful army at its disposal: synths. Inside the main HQ of the Institute, the Robotics division can produce very large numbers of synthetic organisms, which can be very efficient foot soldiers with enhanced strength and resilience. This, coupled with the advanced technology at their disposal, makes the Institute's synths a serious threat to anyone who dares to oppose them. Generation 1 and 2 synths serve as the backbone of forces, equipped with variants of the Institute laser gun, shock batons, and synth armor. Ghouls: Feral ghoul (Fallout 4) | Fallout Wiki | Fandom The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral. Feral ghouls have lost all capacity to reason and are essentially wild animals. They are driven purely by what remains of their survival instincts, clustering in groups and attacking whatever disturbs them with relentless fury. When provoked, they all rush the source of the disturbance - usually a living creature from the wasteland - and try to attack using their limbs. The degeneration of the central nervous system means they cannot use tools (unless recently ghoulified)[9] though it also means they will attack with full force, without the natural human limiters on muscle use. Interestingly, ghouls will call out to other ferals with a screech, typically causing the entire pack to swarm the target. Interestingly, while they are clinically dead, they might consume flesh reflexively. Super Mutants: Super mutant (Fallout 4) | Fallout Wiki | Fandom Institute Super Mutants are the variant of super mutant found throughout the Commonwealth, Nuka-World and the Island in 2287. These mutants were created by the Institute by means of exposure to the Forced Evolutionary Virus (FEV). They are large, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central Bostonnd several other locations all throughout the Commonwealth, most of which can be identified by the telltale signs of hanging meat bags, twisted girders protruding out of the ground, cages and gory waste piles with which they enjoy decorating their surroundings. Now that we know what manner of quarry to stalk, it is time gather our equipment and set out on the Hunt. For a detailed explanation of how to do that just take this link to my tutorial about "How to Capture Slaves." This is a work in progress. Please don't post on this forum yet.
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What is and how to use the Convoy System in "Just Business" to send your captured NPCs to your settlements Be welcome to another “Just Business” tutorial. This time we are going to show the “Convoy System” for those of you who are trying out this awesome mod and do not yet understand how to fully use it. This feature may be tricky to find/understand /use, since it’s relatively new and it is not a “must” in order to send your victims to your settlements or for the mod to work properly. It is more an optional tool. Also, since it needs to follow some steps, it may not be an obvious nor straight forward tool to use. So, enough introduction, let’s get down to business (pun intended). First of all: if you haven’t, you need to check out both sell and capture tutorials first (and of course mod’s description), since this tutorial is written under the assumption that you already know those basic mechanics of the mod, especially the “capture” tutorial, since the Convoy System relapses on it and this tutorial itself is an extension of it. WHAT IS THE CONVOY SYSTEM? It is a way to send or follow your captured NPCs (guarded by up to 4 guards and the Convoy Leader) to one of your settlements minimizing the risk of them to escape, in a way war prisoners are guided in real life. You can follow two paths: since they are following the Convoy Leader to the settlement and not you, you can send them, guided by the Convoy Leader and the guards, to a settlement you previously chose so you can go and continue your adventures while they are on their way, OR you can follow them all the way down, and even capture more NPCs on your way. It’s up to you. But, what makes this tool useful if it isn’t part of the main mechanics and I can do basically the same shit without it?, you may ask. Well, basically, it adds two things: group automatization and immersion. We just covered a bit of the automatization part, but, why immersion? Well, because they are guarded all the way from point A to point B on a straight line (like war prisoners). They are not running like headless chickens behind you, and you don't need to send them on their own, which also ruins immersion. Returning to the automatization, if the settlement they're heading to has empty duties, they will be assigned to them automatically (the whole group until the duties are filled). BUT ALSO, if you have some... ehhmmm... empty "restrictive" stuff at the settlement, they will be assigned automatically to it too (see mod's page for what you need to do before for this feature to work correctly), so, that way, if you let them go on their own, or if you stay with the group, at your arrival to the settlement you are going to see the marvelous way this mod works with that automatization. One last point is that the Convoy Leader and the guards will also continue with their previously assigned duties after they arrive (yes, they can have an assigned duty AND their 2nd job is the convoy. NOTE that this will only work if you send them back to the settlement they were previously assigned to before you called the convoy). HOW CAN I MAKE THE MAGIC HAPPEN? Ok, ok, everyone calm down, I know it was a long lecture and by this time you may be impatient to know the how, so let’s start the show already, for God's sake! Here’s a step-by-step guide for you to follow in order to squeeze the most juice out of this feature. Remember to read at least the “capture” tutorial first before you continue beyond this point or you’re going to visit a dark place full of doubts, misery, and scary shit, and I know you don’t want that. Ok, first things first. Before you even try to use this tool, you need at least 1 NPC with a submission score of 100, not 100.000001, not 99.999999. Exactly 100. This NPC needs to be assigned to a settlement already. To know his/her submission score, talk to the settler, select “Info” and then “About”. When you have one, as I do, you need to talk to him/her again and assign as Convoy Leader by selecting “About your work…” and “I’m appointing you head of the convoy”. It doesn’t matter if (s)he is assigned to a duty already, (s)he can have a 2nd job as the Convoy Leader and that is not going to end his/her recent duty. If you want to assign some guards to the convoy too (up to 4, all of them need 100 submission points), then this is the time to do so. To assign them, you need to talk to them and select “About your work…” followed by “I assign you a guard…”. This is completely optional as the convoy can work with the Convoy Leader only. Although, I recommend to assign guards as it minimizes any escape attempts. 2 guards will be ok for small groups (6-10) and 4 for larger groups (11 and more). The guards need to be assigned to a settlement already (ideally, the same one as the Convoy Leader for the mod automatization tools to function at full capacity). After that, you can go and continue your game normally, and with that, I mean continue hunting, because that’s why you downloaded this mod, don’t cha? Now that you are finished with your relaxing hunting session, it is time to call it for a day. But wait… you are not going to bed with those 21 recently acquired raiders following you, are you?, unless you are hosting one of those special parties, of course. But if you are not, then it is time to call the convoy through your Pip-Boy via the Slave Control System holotape. (Note: the holotape is automatically added to your Pip-Boy when you download the mod. If it happens that you can't see it: go to the "Just Business" MCM menu, select "Debug and Other" and clic "Update". Return to game and you should see a notification top left. Now, open your Pip-Boy > Misc > Sup!, I'm the holotape and you should see me here now). You are going to see that a quest starts, and the convoy will begin its way to your location (which you can follow through the map by activating the quest). You don’t need to stay at the same place if you don’t want to, waiting for them to arrive. The convoy will change its destination to reach you if you move. After their arrival, the Convoy Leader will talk to you automatically. Select the “Expect guidance” option. Note: If your patience is below 0 and/or your PC needs to rush to the next mission because time is priceless, then you can previously assign a fast travel for the convoy at the MCM options (right at the “Convoy Settings” option). After that, the convoy will wait on its place. Now it’s time to talk to your captured NPCs (1 by 1) to assign them to their new life full of hard work without payment (just like any marketing startup agency) cof … I mean… to assign them to the convoy. When you talk to them, you’ll find a new dialogue that says "You will go under escort”. Select it. Once you have assigned all your captured NPCs to the convoy, then you need to talk again to the Convoy Leader and tell him/her to go to the settlement of your preference by selecting the “Go to your destination” option, aaaand you’re finally done. Piece of cake, right? Remember: if you send the convoy to another settlement that is not the one it came from, they will lose their previously assigned duties (their main job other than the convoy) automatically. Here's an example of the Convoy at work. You can see the Convoy Leader (front of the line), 2 guards (sides) and the prisoners in between. Also, as you can see, the prisoners are following them and not you, giving you the chance to go somewhere else or catch more prisoners on your way to the settlement. Be aware that if you encounter enemies on your way, the prisoners and the Convoy are going to attack them, meaning that the formation will be disbanded. After the enemies are killed, the Convoy will return to formation and continue their way as before. C'mon, you talk too much!! Let’s finish already!! Ok, ok, jeez… Last but not least, none of this stuff is going to work if you don’t have at least the 0.7.5 version of the mod, but I’m absolutely and completely sure you took care of that before reading all this bible chapter instead of trying to use the convoy feature with the wrong version and then rage in the support section, RIGHT? O.o Enjoy and thanks for reading! Special thanks to ignotum_virum for this great mod, and to SlaveHunter311 for the "Sell" and "Capture" tutorials and the great chat.
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So ive enslaved a females(im male). after teaching her an obedience lesson. when her clothes go back on CTD. if i command her to have sex with anyone or thing else, clothes come back on just fine. if im a female. again no issue. animations work fine. i have extended dialog but dialog runs smoothly. can you not be male with this mod??
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Just Business Vanilla Voiced View File Just Business to me is a staple, basically the SexLab Defeat of FO4, so it really surprised me to see it still hadn't been voiced. After looking around and not wanting to wait for the handful of (probably abandoned) AI voice attempts, I went ahead and tried to cobble something together. What this mod does: Changes all the Just Business dialog to be voiced, both by the male player and any female NPCs with a non-unique voicetype. Note that the actual lines themselves had to be changed a bit, obviously, since I'm just using voice lines from the game, but hopefully you still get the message. The non-unique voices are all covered, ie FemaleBoston, Gunnersfemale01, female raiders, etc. other than the Synth one, because that voice has like a dozen lines total and all of them suck. That includes the DLCs. So any NPC with those generic voice types (which is the vast majority in the game) should be fully compatible, but Piper will unfortunately still be silent. I didn't do the female player either, so those lines will likely just be silent as well. NOTE: If you use a silent protag mod and it doesn't automatically apply to this, I would imagine that all you have to do is go in and delete the playervoicemale01 folder and they'll be mute. Untested, but probably works. This was made using Just Business 0.7.6. I've also included an optional file for the Just Business Addon (the latest version, I think just 1.0 still) in case you use that too. I'm going to be honest with you, I don't know if it's actually necessary because the Creation Kit is confusing as shit sometimes, but if you come across some problems with starting dialog and you're using the Addon, it might fix it. If you'd like to mess around with this mod, edit anything, or add on to it in any way (maybe you WANT to hear Piper's voice, for some reason), I've included a .txt file with some documentation on all the filenames and what lines they correspond to in the main file. Feel free to use it however you want. Finally, be aware that I am really not a modder, and all this does is change some lines and include some .fuz files. I can't really make any "patches" or edits for Just Business itself, my abilities pretty much end at changing dialog text and swapping out voice files. I have not playtested this very extensively, but I did start a new game, spawned some random NPCs of various voice types and they all seemed to work fine with the various options available. If you notice any fucky dialog or silent lines or something, let me know, it's probably a quick fix. Submitter Manthorp Submitted 04/03/2023 Category Other Requires Just Business 0.7.6
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I have a problem with slave companions that randomly stop following and are not responding to a Talk request, selecting Follow or Talk has no effect Is there any way to reset the slave? Thank you for any help any one can offer
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Slaver's Camp View File Once Commonwealth minutemen prison fort to house the worst raiders. When hard times fell upon the minutemen the prisoners overpowered them and claimed this fort for themselves. Now one of the major centers of the slave trade in the Commonwealth Slaver's Camp produces some of the finest slaves caps can buy. Will you be up to the task of running as Slaver's Camp overseer? This is very much a work in progress. This just a settlement mod in the middle of the map with impregnable high walls. Slaver's camp comes with a farm to put slaves to work, a place to set up your own slave auctions scenarios, and a brothel and stripper stage with idle dance markers(they should work this time!!!) and a player home on the top floor. Did I mention cages! CAGES EVERYWHERE! Submitter rennex Submitted 08/02/2020 Category Other Requires Fallout 4 and all its DLC
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I love the mod Just business. It helps you capture hostile raiders, some of whom might end up being hot women, and after defeating them in battle you can enslave them with an exploding collar and send them to work in one of your camps just like a follower. Not only do you have unfettered access to their inventory and by extension, their clothes, But you can change what the slave looks like to make them more attractive. Consequently this will cause clones of this more attractive female raider to occur in the environment of Fallout 4 from now on. You can create a certain number of them and all the female enemies depending on the factions will look like the modified slaves you have created at your outposts. Special NPCs are not included like the named NPCs you encounter sometimes. You can still alter how they look but you wont encounter them again like the common place sets of enemies. The same goes with the men if you care. I usually dont mess with them, because I am too busy putting my girls to work in their new life as G-string slaves at my various outposts. The Idea: Just business features a capture sequence while in hunter mode. Hit H to activate target your desired enemy, fight them until they would normally die. Instead of dying they will fall down sitting up and you can enter a dialog with them if approached which allows you to convert them into a follower. I cant remember if it instantly strips them naked or if you have to do it manually but that's definitely my favorite part. The only thing is there's no expression on there faces when you change their lives like this. Most people dont like the typical slavery treatment. Its not like the white gloves treatment. They shouldn't feel passive when you forcefully take away their clothes and their dignity, not to mention their freedom forever and then send them off to a forced labor camp. I think they would feel some resentment, maybe some embarrassment too. Mostly likely blood curdling rage I would think, if they are not still injured. The point: What I am requesting is for a Modder to create a system of behavior that causes newly converted slaves to scowl at me like they hate my guts, and or to cover their naked bodies if they are the shy type. Because I want my slaves to hate me like they want to murder me, but fear me like they will obey me in spite of that. This is the look of a woman who has just been forcefully undressed against her will. This is the look a woman who knows I just murdered her friends and captured her. And from now on she will be subjected to slavery and abject humiliation.
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Version 4.0
41,190 downloads
Fallout 4 2021.03.01 - 03.23.24.02.mp4 Fallout 4 2021.03.01 - 03.23.24.02.mp4 About This File This mod transforms Egret Tours Marina into a raider themed slaver settlement. Features a strip club with exotic dance idle markers. Slave Auction Stage with several areas to keep slaves. Lots of jail cells and cages! Because you can never have enough cages! improved performance over my last version. ------ Required Mod ------------------------------------ Fallout 4 Game of the Year Edition --------------------------------------------------------------- 93173216_Fallout42021_03.01-03_23_24_02.mp4-
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Version 0.10.hotfix1
43,254 downloads
Raider Reform School is a collection of furniture, tats and Baggy Tank Top re-textures and other odds and ends themed around the idea of a reform school aimed at raiders. The aims of the school are twofold. Firstly to re-educate those misguided young women who may have fallen into a raider lifestyle, and to teach them to become productive members of society. Secondly, to keep these same young women pregnant, that their offspring might be raised to be respectable members of society,thereby helping to remedy the persistently low human populations that have plagued the East Coast ever since the Great War. The mod is generally aimed at a male player who wants to keep a harem of enslaved raiders, but it should work for female or futa players as well. Also, there's nothing to stop you wearing the tops or tats yourself as a female player. (Alas, there are no male versions). There's no quest as such, just a collection of role-playing aides. What you get: Seven colored tank tops corresponding to one of the School's seven designations: Prisoner, Breeder, Laborer, Dancer, Whore, Security and Slave Seven matched tats, font and back corresponding to the tops. The tats are full color and glow in the dark to make it easier to find the occasional nighttime runaway. Seven bikini tops as alternatives to the tank tops. Seven slotless, invisible tattoo-only items which can be equipped to get the tattoo without clothing, or matched with other items. The tats are scripted to apply when the tops are equipped. You can set the tats through LooksMenu if you don't like the tops The "Breeder" tattoo detects whether the wearer is pregnant or not, and changes the text to "Breeder" or "fertile" accordingly. So you can tell at a glance which of your charges needs servicing. It should also detect conception and birth,and automatically change to reflect the wearer's new status, although the giving birth aspect hasn't really been tested yet. There are "breeder" and "fertile" versions of the breeder tops too, and these will also change. If your captive is one of the named female bosses, giving her an RRS top will result in her other ass cheek being branded with the her name. Useful for telling who's who when they're all in the pillory. Piper, Cait and Curie, too. Just in case anyone feels the need to put them in their place from time to time. I'm planning on adding one for Nora as well). There's a patch for niston's Fuck Me Shoes so they stay on during sex. The tops also stay on. A script runs every day around midnight and looks for FPE children in need of loving homes. The kids are automatically sent to loving homes situated off-map. 100 caps is deposited in the settlement workbench for each adoption. A couple of Stump| (TM) outfts which zap the wearer's arms and legs, one more extreme than the other. A combination jet-pack, collar and asshook, the Skyhook, intended to justify StumpZ girls when they walk around An Empty Head Brain Amputation headset An Indoctrination headset with glowing visor and integral ballgag. Several unique restraints, including cuffs to pinion miscreats to glass walls, snappable, stackable cages for bulk storage. A triple cuff stand where three sets of cuffs snap to a central pole. Each set can be use separately The Hangspread Device Oh yes! There's a nifty School Flag too! Always remember the School Motto: "Retribution, Redemption, Reproduction" How To Use: Build the tops in Bodyslide. There's just tank top and one bikini. Then you can build the top and its variations at a chemlab under "Raider Reform School". The tats will auto-apply when the top is worn, or you can use them separately with looksmenu and the console "slm" command. Dependencies: I've tried to avoid hard depends, but I'm assuming that you're running Just Business here. If not, you may need to do some finagling to make some of the features work as advertised. AAF if you want to have sex with your charges. I'm assuming most people will. AAF FPE if you want them to get pregnant. Not strictly required but some scripts may nor work without it. Baggy Tank Top by jmenaru. The tops won't work right without this. If you use CBBE, then F-Me Shoes by niston. You don't strictly need it, since the mod just adds a patch, but if you want the shoes, you need that mod. If you use Fusion Girl, thenthe FG port of CB Bikini. And while it's by no means required, I recommend Raider Queens by @Senator Blutarsky since it makes those raider bossgirls a lot easier on the eye. Installation There are a lot of files. raider_reform_school_<version>.7z file is the main file. Unless you just want the tats, you'll always want this one rrs_tattoos__<version>.7z is the file with the tats and the looksmenu configs. If you don't install this, you'll get tops without matching tats and tattoo builds in the chemlab that don't do anything. rrs_cbbe.7z this just adds an exception for the Fuck-Me Shoes mod so they aren't unequipped during sex. Only really useful if you use CBBE rrs_fb.7z is similar, but uses ChainBikini.esp as the shoe mod. it also adds some workbench configurable combination tops so you can choose what you want out of tops, socks and shoes. The reason for the shoe based addons is that the tops don't have a body mesh. That means you can combine them with other items, and (since shoes tend to hold the body mesh in Fo4) it means that equipping a top won't unequip a girl's high heels. On the other hand, it means that if, in Bodyslide, you build the top to a different shape to your usual body you get clipping. So the idea is that you build a set of shoes to the same body shape as the tops, and if you wear them together, nothing clips. Or you can just build everything to the same bodyslide shape and you don't need the shoe addons. Unpack as usual. Build the top and the shoes with your body. Load raider_reform_school.esp for the main mod Load raider_reform_school_names.esl to pull in the tats for the raider boss names. If you don't want them, leave this file unchecked. There is an RRS preset included in the archive. You don't need to use it but it was there so I included it. (It's a tweaked Josie Body mesh, but use anything you want). There are also a few esl files. raider_reform_school_tattoos.esl just exists for force the load of the tattoo BSA file. raider_reform_school_names.esl loads the named ass-tats for various bosses. So you can see who's who from the rear view of a pillory. raider_reform_school_amputee.esl adds some tats for the less extreme version of StumpZ. This was from an early version and I'm not sure they still fit, to be honest. raider_reform_school_machine_tattoos.esl is a placehodler for the tats intended for the tatoo machine If all that seems needlessly over-complicated, I'm sure you're right. It is, however, as simple as I can make it. About The Shoes What you can do is build the tops to a body with exaggerated sexuality, and then build the rest of the outfits in the game to a more realistic body. That way, the RRS gear has some pre-war high-schience nanoquantum future-tech woven into it. That way, anyone who puts on one of the tops gets morphed into a humiliating caricature of their own sexuality. But if you do that, you need a set of shoes because you need something to supply the body that goes inside the tank tops. So that's why I was so keen on having a set of always on shoes to go with the tops. Future Plans The mod is playable as it is. I would like to get all the tops using dynamic retexturing system so you could change the design on a girl's shirt (and her tats in the process) with a scripted device or holotape. I want to add a little lore into the game. Just some stuff about the school's original founder. I plan on adding some recompense for impregnation and births. Something to remove the children from settlements so the game doesn't collapse under the weight of settlers when the babies start growing up. Maybe a Miss Nanny robot that collects them up and leads them off to be sold to supermutants an cannibals fostered with respectable and carefully vetted couples so that they may be raised as responsible and productive members of society. Acknowledgements Thanks to niston for permission to use his F-Me shoes. To jmenaru for permission to modify the Baggy Tank Top mesh. To @Invictusblade for helping me get my head around how LooksMenu tattoos work Monno and highhthere for the bikini top, taken (in accordance with the creators' permissions) from https://www.nexusmods.com/fallout4/mods/13720 To Death for the Leash Laws image, many thanks. Anyone I missed, let me know and I'll add you in.-
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Version 1.0.0
1,890 downloads
Just Business to me is a staple, basically the SexLab Defeat of FO4, so it really surprised me to see it still hadn't been voiced. After looking around and not wanting to wait for the handful of (probably abandoned) AI voice attempts, I went ahead and tried to cobble something together. What this mod does: Changes all the Just Business dialog to be voiced, both by the male player and any female NPCs with a non-unique voicetype. Note that the actual lines themselves had to be changed a bit, obviously, since I'm just using voice lines from the game, but hopefully you still get the message. The non-unique voices are all covered, ie FemaleBoston, Gunnersfemale01, female raiders, etc. other than the Synth one, because that voice has like a dozen lines total and all of them suck. That includes the DLCs. So any NPC with those generic voice types (which is the vast majority in the game) should be fully compatible, but Piper will unfortunately still be silent. I didn't do the female player either, so those lines will likely just be silent as well. NOTE: If you use a silent protag mod and it doesn't automatically apply to this, I would imagine that all you have to do is go in and delete the playervoicemale01 folder and they'll be mute. Untested, but probably works. This was made using Just Business 0.7.6. I've also included an optional file for the Just Business Addon (the latest version, I think just 1.0 still) in case you use that too. I'm going to be honest with you, I don't know if it's actually necessary because the Creation Kit is confusing as shit sometimes, but if you come across some problems with starting dialog and you're using the Addon, it might fix it. If you'd like to mess around with this mod, edit anything, or add on to it in any way (maybe you WANT to hear Piper's voice, for some reason), I've included a .txt file with some documentation on all the filenames and what lines they correspond to in the main file. Feel free to use it however you want. Finally, be aware that I am really not a modder, and all this does is change some lines and include some .fuz files. I can't really make any "patches" or edits for Just Business itself, my abilities pretty much end at changing dialog text and swapping out voice files. I have not playtested this very extensively, but I did start a new game, spawned some random NPCs of various voice types and they all seemed to work fine with the various options available. If you notice any fucky dialog or silent lines or something, let me know, it's probably a quick fix.-
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Slaver Camp, Brothel, Strip Club(Egret Tours Marina) View File Fallout 4 2021.03.01 - 03.23.24.02.mp4 Fallout 4 2021.03.01 - 03.23.24.02.mp4 About This File This mod transforms Egret Tours Marina into a raider themed slaver settlement. Features a strip club with exotic dance idle markers. Slave Auction Stage with several areas to keep slaves. Lots of jail cells and cages! Because you can never have enough cages! improved performance over my last version. ------ Required Mod ------------------------------------ Fallout 4 Game of the Year Edition --------------------------------------------------------------- 93173216_Fallout42021_03.01-03_23_24_02.mp4 Submitter rennex Submitted 09/08/2018 Category Other Requires Fallout 4 and all DLC
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4
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