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View File Welcome to Reginald's PreFab ShackFest! A completely script free way to quickly build an entire city or settlement in minutes! No DLC required, No scripting (no Script Extender Required), works with ALL versions of Fallout 4! This mod works well with all known existing mods, including Sim Settlements. 70 Shack Prefabs that work well on both flat and sloped areas! This mod offers a whole new menu in the workshop menu offering 4 new categories. It is meant as a very, extremely, light alternative to the awesome Sim Settlements mod. (These numbers below have been updated to reflect v1.0.3) 70 Buildable Prefabs: 13 Wooden Living Shacks 17 Metal Living Shacks 6 Outdoor Vendor Shacks 7 Indoor Vendor Shacks 8 Crafting stations 2 Scavenger Stations 4 Sim Settlements Compatible Shacks designed for Interior Plots (NOTE: SIM SETTLEMENTS IS NOT REQUIRED FOR THIS MOD) 2 Dog House Shacks (Furniture items) 6 Beds 1 Wooden Generic Platform for Brahmin Feed Troughs or Garden Plots 1 Craftable Security Marker (6 Defense) to be placed on the balcony of a SecuriShack Door snap points so players can snap doors All shacks are fully navmeshed by hand to make sure they are absolutely easy to navigate for settlers (This mod does not compensate for existing game bugs though!) Lore Friendly Balanced Building Recipes CHECK OUT THE SCREENSHOTS FOR ALL SHACKS. Simply drag and drop the 7zip file into your Mod Manager and activate the mod. Or alternatively unzip the mod into your Fallout 4 directory and enable the mod manually. This mod was made with love, dedication and care over the course of 5 intense days of modding that caused me a migraine and some late nights. I loved making it though and primarily targeted myself as audience, the main goal being; I didn't want to use a large mod like Sim Settlements which seemed over kill for game performance and I didn't want to spend a long time building settlements either, but I do want to have nice looking settlements. So I ended up with prefabs and it works pretty well for me. Special thanks to @Flashy (JoeR) for kicking me off on this adventure with his help on creating statics/furniture. If you enjoy this mod, or if you find anything interesting to share, don't hesitate to leave a comment. I am particularly interested in screenshots of your settlements! Enjoy this mod! Submitter Reginald_001 Submitted 02/23/2019 Category Models & Textures Requires Fallout 4 View File
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Human Resources View File Human Resources Mod Contributors: Malphias - Slave Market 3D Cell Space Morgenrot_68 - Voice feature Mod review by MxR (Note: The guy in the video messed up and put the NPCs close to radioactive barrels, that’s why they died. The mod itself DOES NOT randomly kill NPCs! ) What is this mod? This is an MF / MMF / MMMF / MMMMF / Creature + Female focused enslavement mod with focus on settlement gameplay. Currently, it allows you to: Enslave any NPC in the game via Knockout Framework Or AAF Violate. Assign the slaves to a settlement using the Human Resources Manager Terminal Assign Male slaves to “normal” workshop jobs Assign Female slaves as Breeding Slaves or Prostitute Female slaves can be made submissive Submissive slaves can be converted to Prostitutes Submissive slaves have a dialouge option (when following the Player) to work from the current location The Player can collect the earned money Breeding Slaves and Prostitutes automatically attract nearby male (non slave) clients Breeding slaves play only aggressive or semi-aggressive animations and earn a small amount of caps Prostitutes also play consensual animations and earn more caps (+ and they have a nice outfit) Collect caps payments from customers via a safe Attract brothel customers via a beacon to your settlement Customers are automatically asking slaves for their services Serving customers increases the fame level of your settlement Fame influences the amount of slaves / attracted customers of your settlement How to get started: On any Chem-Station, build one Enslavement Baton and several Enslavement Kits Wander around in the wasteland and Knock a humanoid NPC (e.g. Raider, Gunner,…) out using Knockout framework (e.g. using a blunt weapon, such as a baseball bat). Alternatively, you can just hit an NPC that has surrendered via AAF Violate! While out of combat, hit the knocked out character with the Enslavement Baton (You must carry an Enslavement Kit to enslave an actor) Talk to the new slave, tell the slave to move. The slave will now follow you. The slave is mortal, so guide the slave well! With your slave following you and having reached a settlement, build ONE Human Resources Terminal (Furniture à Misc) Optional: Build ONE safe Optional: Build ONE Advertisement Beacon Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…) Access the terminal, activate it and transfer the slave to this settlement Assign the “Breeding Slave” Role to the new slave (if it’s a female) Command the slave as a normal settler (if it’s a male) Optional: Power the advertisement beacon and activate brothel advertisement function. Brothel clients will be attracted, which will ask Breeding Slaves/Prostitutes for services Customer Attractor Rugs (furniture -> misc): New Customers that visit the settlement will sandbox randomly around one of the built rugs If no rugs are built, customers sandbox around the HR terminal Mechanics: Slave follower capacity: Determines how many slaves can follow you. Can be increased by enslaving more NPCs (Using the Enslavement baton) Submissiveness: Every time the slave served a certain amount of customers (currently 5), a submission roll is performed. The result of this roll can be: Failure: All other slaves in the settlement gain confidence, making it harder for them to be made submissive Partial Success: The chance of making the slave submissive is increased for the next rolls. Success: The slave is now submissive, all other slaves in the settlement lose confidence Some actions also increase the chance of submission; such raping the slave when it is following you (Will be extended in the future) Settlement Fame: Determines how many slaves and customers can be present in your settlement. Can be increased by letting customers use Breeding Slaves / Prostitutes. Decreases if a customer dies in your settlement. Feature: Slave Butchering You need a Butchering knife, craft it at any chemistry station. Hit a slave with the butchering knife to butcher it. IMPORTANT: THE SLAVE MUST BE TRANSFERRED TO A SETTLEMENT! Butchering a slave kills it and yields human meat. You can sell or eat human meat or you can use it to build creature attractors. Butchering male slaves gives a small meat bonus. Feature: Settlement Creatures IMPORTANT: If you upgraded from HR 7 or below and already have a HR terminal in your settlement, you MUST enter the terminal and click the “creature overview” menu first. Just click it and exit the terminal to get the system going. If you build a new terminal this is not necessary. With the butchered meat from human slaves, you can build creature attractor objects in your settlement (located in furniture - > misc). Each object attracts a creature to roam around. The object itself gives a small security boost and the creature itself gives a medium boost to security. Once a creature attractor is built, you must have an advertisement beacon powered and enable customer advertising in the HR terminal. These creatures will defend you settlement and use your breeding slaves/prostitutes. They will make slaves submissive more quickly than normal customers, but do not pay for the service. They also do not increase settlement fame. The amount of creatures that can be present is determined by your creature capacity. The creature capacity can be increased by increasing the settlement fame level (see above). Currently supported creatures: Slave Market! (by Malphias) Where? Fast Travel to Concord, the door should be directly in front of you to the right. How does it work? Go to the Slave Market Terminal. There you can sell slaves that are currently following you. The Market has a level and a slave for sale capacity. Increasing the level also increases the capacity of the market. You can increase the level of the market by buying and selling slaves. I can’t see any slaves, what shall I do?!?!? Go to the Slave Market Terminal and click “Restock slaves”. Exit the terminal and wait 15 real seconds. The market should get re populated. The amount of slaves that can be restocked will increase over time (until the capacity limit is reached). How do I buy slaves? After restocking with the slave terminal, you should see new slaves in the Auction cell or the cell upstairs. Simply talk to them and you should see a dialogue option to buy the slave. The slaves with names cannot be bought, they are just "eyecandy". What can I do with Slaves that are for sale? You can try a slave (50 caps, starts an AAF scene) or buy it. The price is determined by the attribute points and the submissiveness of the slave. Bought slave are functionally the same as slaves that were enslaved by you personally. Customer Activity Once you have hit “restock”, a market breeding slave will start servicing the market customers. Requirements: Hard Requirements (Must haves): Nuka World F4SE Workshop Framework Some Animation Mods AAF AAF Themes One of these: (using both might cause bugs) AAF Violate (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) Knockout Framework (NOT Recommended!, causes crashes and glitches...) Optional Addon: Non lethal armory Real Handcuffs Torture Devices Guide for setting up AAF infrastructure: Optional (Enabling certain mod features): Prisoner Shackles WITH HAPPINESS BONUS HOTC Settlement Edition SOUNDFILES from the download section Optional Sub-Mods (may or may not work) Furry Fallout 4 Compatibility Alternative Enslavement Method General nice-to-have mods: In game esp explorer Baka ScrapHeap Installation Install it with your favorite Mod Manager. For Modders The Sourcecode is available in the download section. Feel free to Study/Modify/Improve it. Legal You MUST NOT re-publish this mod anywhere in the Milky Way galaxy. You MUST NOT use this mod to create content that promotes extreme political views or child abuse. You MAY develop sub-mods/ additional content for this mod. You MUST notify me if you do so. Credits Malphias for providing the 3D Market Cell ignotum_virum for Just Business The technical process of creating slaves was mostly copied from him Seb263 for Knockout Framwork Kharos for Real Handcuffs Dagobaking for AAF Mlucke for Prisoner Shackles Rbddc 12 & associates for HOTC Kinggath for Workshop Framwork and the Bethesda mod School Series EgoBallistic for his Mods and answering my stupid questions Todd Howard for existing Changelog Submitter HR_Sinop Submitted 11/08/2020 Category Sexual Content Requires F4SE, AAF, AAF Themes, AAF Animations, Workshop Framework, Real Handcuffs, Nuka World, Prisoner Shackles, Hoockers of the Commonwealth
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Would it be possible for someone to create a standalone version of the bondage furniture mats from the 50 shades of fallout mod, I'd like a standalone mod that adds the furniture mats from this mod, without the requirements from this mod or AAF. I simply want the furniture mats for settlement aesthetics, to compliment the Prisoner Shackles, devious devices and torture device mods. The OMA has graciously granted permission for a standalone to be made
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There are a few bondage mods available which contain settlement furniture, such as workshop crosses and torture devices. These are all great mods, but they are all very heavily BDSM orientated. The others only contain the vanilla prisoner animations, which are boring. There's literally nothing available for those who prefer the Damsel in Distress / Kidnap and ransom style roleplay. My idea is an opportunity to fill a new niche. Would someone be willing to create a mod that adds assignable animated furniture items, which contain restrained, bound and struggling animations, such as those in the attached images. That way you could decorate your settlements with kidnap victims, or create lore friendly slaver camps etc Thanks
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OK, so I play on Xbox......I know, I know, please just hear me out. The reason I've come here, is because what I'm after, could be seen as NSFW, but only if its used under a certain context, and modders from other sites shy away at the idea, because it may be seen as NSFW. What I'd like is something that's lore friendly, something to enhance the lawless dystopian feel of the game, a Damsel in Distress type mod, an expansion of this mod, which is available on bethesda: https://www.nexusmods.com/fallout4/mods/18436 this mod adds assignable rugs that you can assign settlers to, permenantly, like the guard posts, which contain the vanilla prisoner and hostage animations and it allows you to basically create your own prison camps within settlements. I'd like a mod that expands on this mods idea, by adding more restrained animations, so there's more variety of restrained poses and animations, because the vanilla animations are a little boring. And also assignable furniture such as chairs, beds, tables etc which contain restrained animations. Animations and furniture don't actually contain nudity or depictions of sexual acts, hence it shouldn't breach Bethesda's TOS. But I can see why certain modders worry that it will. Also i'm not adverse to a little NSFW content. And this is why I've humbly come here to seek someone willing to create this for me. If someone is willing to do this but doesn't have an xbox, you don't need an xbox to upload mods to Bethesda. And I am more than happy to do any testing and provide feedback. Thanks for your time.
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591 downloads
Description This mod adds a new Loot Collection Beacon item. Dropping it in a cleared location allows you to automatically loot all bodies, containers, plants and loose items. Guide After reaching a total of at least 20 settlers in all controlled settlements, a new NPC appears in the Diamond City marketplace named Brother Bob. Speaking with this NPC will allow you to receive one complementary Loot Collection Beacon for you to try out. Clear a location and drop the Beacon to use it. It is sorted as a Miscellaneous Object. The Beacon is most effective at facilitating looting when it is in the centre of an area. The Beacon will call a Scavenger who will allow you to select a controlled settlement to which the looted items will be delivered. When a Beacon is used but the player leaves an area before selecting a destination settlement or if a destination settlement is not chosen, all looted items will be automatically added to the player. Returning to Brother Bob will allow you to purchase additional Beacons. Bugs The looting mechanisms used by this mod to automatically loot whole ares is functionally the same as having your companion, for example, pick up items/harvest plants/loot containers. Because of some oversights by Bethesda, this can actually cause some scripts to not fire as presumably intended. For example, Bobbleheads and Magazines must be picked up by the player directly from the game world to fully elicit their effects. Having your companion pick up a Bobblehead then taking it from their inventory does not fully confer the same intended effect. This is the same case for this mod. You need to drop it on the ground and the pick it up again. Support Only items of the Vanilla game are fully supported. Items added by the DLCs or other mods will not be looted unless they are stored in bodies or containers. I do not own the DLCs. Permissions Do not upload this mod or derivatives to the Nexus. This mod and/or derivative works can be uploaded to all other sites. -
Version 0.20.1
8,237 downloads
Originally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction. Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower Differences No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable No DLC requirement - Works with any version Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer" Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with. Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations" Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly. Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all. How to use Craft a DNA sequencer at any chem station Sneak it into a NPCs inventory That's it Notes No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again. Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work. Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1" NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place (Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly 0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour To get more diversity in your ranks of "volunteers" I highly recommend Unique NPCs and Better Settlers 2.0 Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again. Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use. This is a Loverslab only release, please do not upload this or modified versions elsewhere-
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🚧 UNDER CONSTRUCTION 🚧 This little blog post is describing my FO4 settlements. I'll try to get the balance between some kind of journal and an atlas or tour guide thing. I am currently in my second game and I am (re-)playing the settlements with the SimSettlements2 mod as a background storyline. History of the settlements in my little Empire My first settlement was obviously Sanctuary as in almost all vanilla game starts. For the story telling perspective it is just a safe place for desperate people. Yet, I cleaned my old house there and have it as a storage of mementos and rare stuff. Codsworth can keep guarding and maintaining it. Red Rocket Truck Stop was my second one. Even tough I did not have any settleres there, I decided to call it a strongpoint to defend against enemies before they reach Sanctuary Abernathy Farm was the third one. I was visiting them and helping them first, before moving along with the main quest to Concord. It's a bit hard to tell if the Farm or the Red Rocket Station should count as my 2nd or 3rd settlement, because I already had settlers here when they joined my little empire The Global Weather Control Site is from the mod Vivid Weathers and I discovered it, once I explored the immediate area around Sanctuary Hills to secure it and detect enemies. Starlight Drive-In was the next one. I got here on behalf of the people of Tenpines Bluff and decided that this is a nice place to use it for naughty businesses. First objective was to create a little fortress and have some workbenches here. The bigger plan is to develop it into a brothel/bar thing and a trade hub. Tenpines Bluff was next and happily joined my empire once their quest was done. Since they are just a little farm at the end of nothing, I'll keep them in that direction Graygarden is developing into my main residence. It's farming will still be continued but as soon as the population part of humans grows, it will become more and more industrialized and will get workbenches for all purposes. Next one is Oberland Station. Again, it's another farming area and the surplus of food in my empire is starting to get ridiculous. I see it's further purpose more in providing and storing ressouces. Sunshine Tidings Co-Op was a settlement that I didn't really want to bother with. And when I was tasked by the Oberland Station people to clear it out, I just left it where it was. Meaning that something killed or kidnapped that robot there and it was empty. But recently, I decided to give it it's farming purpose, surrounded it with a wall and defences Home Plate took me a while until I reached Diamond City. Again I haven't yet decided what to do with it. For the story purpose, it is just the prestige that comes with the biggest house in the city. Taffington Boathouse was "forced" upon me as part of the SimSettlements2 questline and I decided to make use of the opportunity. The Castle - With 11 settlements, I felt it is time to move on and get the Minutemen their HQ back. I will use it in that role: a military site, The settlements in detail Abernathy Farm *todo* Screenshots Global Weather Control Site *todo* Graygarden *todo* Screenshots Home Plate *todo* Screenshots Oberland Station *todo* Red Rocket Truck Stop *todo* Sanctuary Hills I started it a bit as a playground to see how things work out and which mods fit in. It has no dedicated purpose in my game, Meaning, it is the less structured and most randomly evolved settlement in my game. *todo* Screenshots Starlight Drive-In *todo* Screenshots Sunshine Tidings Co-Op *todo* Taffington Boathouse *todo* Screenshots Tenpines Bluff *todo* Screenshots The Castle *todo* Screenshots References Abernathy Farm https://fallout.wiki/wiki/Abernathy_farm https://fallout.fandom.com/wiki/Abernathy_farm https://www.ign.com/wikis/fallout-4/Abernathy_Farm Global Weather Control Site from the mod Vivid Weathers https://www.nexusmods.com/fallout4/mods/15466 Graygarden https://fallout.wiki/wiki/Graygarden https://fallout.fandom.com/wiki/Graygarden https://www.ign.com/wikis/fallout-4/Graygarden Home Plate https://fallout.wiki/wiki/Home_Plate https://fallout.fandom.com/wiki/Home_Plate https://www.ign.com/wikis/fallout-4/Home_Plate Oberland Station https://fallout.wiki/wiki/Oberland_Station https://fallout.fandom.com/wiki/Oberland_station https://www.ign.com/wikis/fallout-4/Oberland_Station Red Rocket Truck Stop https://fallout.wiki/wiki/Red_Rocket_Truck_Stop https://fallout.fandom.com/wiki/Red_Rocket_truck_stop https://www.ign.com/wikis/fallout-4/Red_Rocket_Truck_Stop Sanctuary Hills https://fallout.wiki/wiki/Sanctuary_Hills https://fallout.fandom.com/wiki/Sanctuary_Hills https://www.ign.com/wikis/fallout-4/Sanctuary Starlight Drive-In https://fallout.wiki/wiki/Starlight_Drive-In https://fallout.fandom.com/wiki/Starlight_Drive_In https://www.ign.com/wikis/fallout-4/Starlight_Drive_In Sunshine Tidings Co-Op https://fallout.wiki/wiki/Sunshine_Tidings_Co-op https://fallout.fandom.com/wiki/Sunshine_Tidings_co-op https://www.ign.com/wikis/fallout-4/Sunshine_Tidings_Co-op Taffington Boathouse https://fallout.wiki/wiki/Taffington_Boathouse https://fallout.fandom.com/wiki/Taffington_boathouse Tenpines Bluff https://fallout.wiki/wiki/Tenpines_Bluff https://fallout.fandom.com/wiki/Tenpines_Bluff https://www.ign.com/wikis/fallout-4/Tenpines_Bluff The Castle https://fallout.wiki/wiki/The_Castle https://fallout.fandom.com/wiki/The_Castle https://www.ign.com/wikis/fallout-4/The_Castle ToDo add story details add settlement detail add pictured articles for the settlements
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Version 1.0.5
4,354 downloads
Welcome to Reginald's PreFab ShackFest! A completely script free way to quickly build an entire city or settlement in minutes! No DLC required, No scripting (no Script Extender Required), works with ALL versions of Fallout 4! This mod works well with all known existing mods, including Sim Settlements. 70 Shack Prefabs that work well on both flat and sloped areas! This mod offers a whole new menu in the workshop menu offering 4 new categories. It is meant as a very, extremely, light alternative to the awesome Sim Settlements mod. (These numbers below have been updated to reflect v1.0.3) 70 Buildable Prefabs: 13 Wooden Living Shacks 17 Metal Living Shacks 6 Outdoor Vendor Shacks 7 Indoor Vendor Shacks 8 Crafting stations 2 Scavenger Stations 4 Sim Settlements Compatible Shacks designed for Interior Plots (NOTE: SIM SETTLEMENTS IS NOT REQUIRED FOR THIS MOD) 2 Dog House Shacks (Furniture items) 6 Beds 1 Wooden Generic Platform for Brahmin Feed Troughs or Garden Plots 1 Craftable Security Marker (6 Defense) to be placed on the balcony of a SecuriShack Door snap points so players can snap doors All shacks are fully navmeshed by hand to make sure they are absolutely easy to navigate for settlers (This mod does not compensate for existing game bugs though!) Lore Friendly Balanced Building Recipes CHECK OUT THE SCREENSHOTS FOR ALL SHACKS. Simply drag and drop the 7zip file into your Mod Manager and activate the mod. Or alternatively unzip the mod into your Fallout 4 directory and enable the mod manually. This mod was made with love, dedication and care over the course of 5 intense days of modding that caused me a migraine and some late nights. I loved making it though and primarily targeted myself as audience, the main goal being; I didn't want to use a large mod like Sim Settlements which seemed over kill for game performance and I didn't want to spend a long time building settlements either, but I do want to have nice looking settlements. So I ended up with prefabs and it works pretty well for me. Special thanks to @Flashy (JoeR) for kicking me off on this adventure with his help on creating statics/furniture. If you enjoy this mod, or if you find anything interesting to share, don't hesitate to leave a comment. I am particularly interested in screenshots of your settlements! Enjoy this mod! -
227,089 downloads
Human Resources Mod Contributors: Malphias - Slave Market 3D Cell Space Morgenrot_68 - Voice feature Mod review by MxR (Note: The guy in the video messed up and put the NPCs close to radioactive barrels, that’s why they died. The mod itself DOES NOT randomly kill NPCs! ) What is this mod? This is an MF / MMF / MMMF / MMMMF / Creature + Female focused enslavement mod with focus on settlement gameplay. Currently, it allows you to: Enslave any NPC in the game via Knockout Framework Or AAF Violate. Assign the slaves to a settlement using the Human Resources Manager Terminal Assign Male slaves to “normal” workshop jobs Assign Female slaves as Breeding Slaves or Prostitute Female slaves can be made submissive Submissive slaves can be converted to Prostitutes Submissive slaves have a dialouge option (when following the Player) to work from the current location The Player can collect the earned money Breeding Slaves and Prostitutes automatically attract nearby male (non slave) clients Breeding slaves play only aggressive or semi-aggressive animations and earn a small amount of caps Prostitutes also play consensual animations and earn more caps (+ and they have a nice outfit) Collect caps payments from customers via a safe Attract brothel customers via a beacon to your settlement Customers are automatically asking slaves for their services Serving customers increases the fame level of your settlement Fame influences the amount of slaves / attracted customers of your settlement How to get started: On any Chem-Station, build one Enslavement Baton and several Enslavement Kits Wander around in the wasteland and Knock a humanoid NPC (e.g. Raider, Gunner,…) out using Knockout framework (e.g. using a blunt weapon, such as a baseball bat). Alternatively, you can just hit an NPC that has surrendered via AAF Violate! While out of combat, hit the knocked out character with the Enslavement Baton (You must carry an Enslavement Kit to enslave an actor) Talk to the new slave, tell the slave to move. The slave will now follow you. The slave is mortal, so guide the slave well! With your slave following you and having reached a settlement, build ONE Human Resources Terminal (Furniture à Misc) Optional: Build ONE safe Optional: Build ONE Advertisement Beacon Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…) Access the terminal, activate it and transfer the slave to this settlement Assign the “Breeding Slave” Role to the new slave (if it’s a female) Command the slave as a normal settler (if it’s a male) Optional: Power the advertisement beacon and activate brothel advertisement function. Brothel clients will be attracted, which will ask Breeding Slaves/Prostitutes for services Customer Attractor Rugs (furniture -> misc): New Customers that visit the settlement will sandbox randomly around one of the built rugs If no rugs are built, customers sandbox around the HR terminal Mechanics: Slave follower capacity: Determines how many slaves can follow you. Can be increased by enslaving more NPCs (Using the Enslavement baton) Submissiveness: Every time the slave served a certain amount of customers (currently 5), a submission roll is performed. The result of this roll can be: Failure: All other slaves in the settlement gain confidence, making it harder for them to be made submissive Partial Success: The chance of making the slave submissive is increased for the next rolls. Success: The slave is now submissive, all other slaves in the settlement lose confidence Some actions also increase the chance of submission; such raping the slave when it is following you (Will be extended in the future) Settlement Fame: Determines how many slaves and customers can be present in your settlement. Can be increased by letting customers use Breeding Slaves / Prostitutes. Decreases if a customer dies in your settlement. Feature: Slave Butchering You need a Butchering knife, craft it at any chemistry station. Hit a slave with the butchering knife to butcher it. IMPORTANT: THE SLAVE MUST BE TRANSFERRED TO A SETTLEMENT! Butchering a slave kills it and yields human meat. You can sell or eat human meat or you can use it to build creature attractors. Butchering male slaves gives a small meat bonus. Feature: Settlement Creatures IMPORTANT: If you upgraded from HR 7 or below and already have a HR terminal in your settlement, you MUST enter the terminal and click the “creature overview” menu first. Just click it and exit the terminal to get the system going. If you build a new terminal this is not necessary. With the butchered meat from human slaves, you can build creature attractor objects in your settlement (located in furniture - > misc). Each object attracts a creature to roam around. The object itself gives a small security boost and the creature itself gives a medium boost to security. Once a creature attractor is built, you must have an advertisement beacon powered and enable customer advertising in the HR terminal. These creatures will defend you settlement and use your breeding slaves/prostitutes. They will make slaves submissive more quickly than normal customers, but do not pay for the service. They also do not increase settlement fame. The amount of creatures that can be present is determined by your creature capacity. The creature capacity can be increased by increasing the settlement fame level (see above). Currently supported creatures: Slave Market! (by Malphias) Where? Fast Travel to Concord, the door should be directly in front of you to the right. How does it work? Go to the Slave Market Terminal. There you can sell slaves that are currently following you. The Market has a level and a slave for sale capacity. Increasing the level also increases the capacity of the market. You can increase the level of the market by buying and selling slaves. I can’t see any slaves, what shall I do?!?!? Go to the Slave Market Terminal and click “Restock slaves”. Exit the terminal and wait 15 real seconds. The market should get re populated. The amount of slaves that can be restocked will increase over time (until the capacity limit is reached). How do I buy slaves? After restocking with the slave terminal, you should see new slaves in the Auction cell or the cell upstairs. Simply talk to them and you should see a dialogue option to buy the slave. The slaves with names cannot be bought, they are just "eyecandy". What can I do with Slaves that are for sale? You can try a slave (50 caps, starts an AAF scene) or buy it. The price is determined by the attribute points and the submissiveness of the slave. Bought slave are functionally the same as slaves that were enslaved by you personally. Customer Activity Once you have hit “restock”, a market breeding slave will start servicing the market customers. Requirements: Hard Requirements (Must haves): Nuka World F4SE Workshop Framework Some Animation Mods AAF AAF Themes One of these: (using both might cause bugs) AAF Violate (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) Knockout Framework (NOT Recommended!, causes crashes and glitches...) Optional Addon: Non lethal armory Real Handcuffs Torture Devices Guide for setting up AAF infrastructure: Optional (Enabling certain mod features): Prisoner Shackles WITH HAPPINESS BONUS HOTC Settlement Edition SOUNDFILES from the download section Optional Sub-Mods (may or may not work) Furry Fallout 4 Compatibility Alternative Enslavement Method General nice-to-have mods: In game esp explorer Baka ScrapHeap Installation Install it with your favorite Mod Manager. For Modders The Sourcecode is available in the download section. Feel free to Study/Modify/Improve it. Legal You MUST NOT re-publish this mod anywhere in the Milky Way galaxy. You MUST NOT use this mod to create content that promotes extreme political views or child abuse. You MAY develop sub-mods/ additional content for this mod. You MUST notify me if you do so. Credits Malphias for providing the 3D Market Cell ignotum_virum for Just Business The technical process of creating slaves was mostly copied from him Seb263 for Knockout Framwork Kharos for Real Handcuffs Dagobaking for AAF Mlucke for Prisoner Shackles Rbddc 12 & associates for HOTC Kinggath for Workshop Framwork and the Bethesda mod School Series EgoBallistic for his Mods and answering my stupid questions Todd Howard for existing Changelog-
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View File Originally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction. Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower Differences No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable No DLC requirement - Works with any version Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer" Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with. Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations" Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly. Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all. How to use Craft a DNA sequencer at any chem station Sneak it into a NPCs inventory That's it Notes No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again. Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work. Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1" NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place (Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly 0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour To get more diversity in your ranks of "volunteers" I highly recommend Unique NPCs and Better Settlers 2.0 Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again. Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use. This is a Loverslab only release, please do not upload this or modified versions elsewhere Submitter LazyGirl Submitted 01/20/2018 Category WIP / Beta Requires MCM
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View File Description This mod adds a new Loot Collection Beacon item. Dropping it in a cleared location allows you to automatically loot all bodies, containers, plants and loose items. Guide After reaching a total of at least 20 settlers in all controlled settlements, a new NPC appears in the Diamond City marketplace named Brother Bob. Speaking with this NPC will allow you to receive one complementary Loot Collection Beacon for you to try out. Clear a location and drop the Beacon to use it. It is sorted as a Miscellaneous Object. The Beacon is most effective at facilitating looting when it is in the centre of an area. The Beacon will call a Scavenger who will allow you to select a controlled settlement to which the looted items will be delivered. When a Beacon is used but the player leaves an area before selecting a destination settlement or if a destination settlement is not chosen, all looted items will be automatically added to the player. Returning to Brother Bob will allow you to purchase additional Beacons. Bugs The looting mechanisms used by this mod to automatically loot whole ares is functionally the same as having your companion, for example, pick up items/harvest plants/loot containers. Because of some oversights by Bethesda, this can actually cause some scripts to not fire as presumably intended. For example, Bobbleheads and Magazines must be picked up by the player directly from the game world to fully elicit their effects. Having your companion pick up a Bobblehead then taking it from their inventory does not fully confer the same intended effect. This is the same case for this mod. You need to drop it on the ground and the pick it up again. Support Only items of the Vanilla game are fully supported. Items added by the DLCs or other mods will not be looted unless they are stored in bodies or containers. I do not own the DLCs. Permissions Do not upload this mod or derivatives to the Nexus. This mod and/or derivative works can be uploaded to all other sites. Submitter TheDriedFinger Submitted 12/22/2016 Category Quest Requires Fallout 4