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2 hours ago, izzyknows said:

@Kharos

You can pretty easily kill your companions. About 6 or 7 shots. LOL

If you're using Thuggysmurf 's mods, Depravity, Fusion City, OaR then you have to use openactorcontainer 1 to get the collar off, due to the weird dual dialogue he uses.

Yeah, that sounds more like my intention, though as I said above I am still working on the balance.

 

My intention is that giving several shocks in a short time will send a character into bleedout. How many shocks are required should depend on the type of shock (throbbing is stronger than standard), whether they are otherwise at full health or not, and how quickly the shocks are given (i.e. the longer the time between shocks, the more they can recover). Once they are in bleedout, additional shocks may lead to death.

 

I have never heard of Thuggysmurf's mods, does he replace the "trade equipment" menu?

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1 hour ago, Kharos said:

I have never heard of Thuggysmurf's mods, does he replace the "trade equipment" menu?

He does some odd things.. but overall his mods are bloody fun. Especially when you run all of them at once.

https://www.nexusmods.com/fallout4/mods/28085

https://www.nexusmods.com/fallout4/mods/21469

https://www.nexusmods.com/fallout4/mods/35513

https://www.nexusmods.com/fallout4/mods/16423

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Tried to fix some of the findings, thank you very much for testing @JBpy@izzyknows and @Viri1!

 

Version 0.4.0 alpha 2
=====================
tweaks after first independent testing
- reimplement handling of temporary shock damage
- allow NPCs to switch from remote trigger to a different weapon in combat
- some very small fixes

If this still kills settlers on the first shock, something is definitively wrong and I would like to get more information, for example the health of the settler before it got shocked (getav health in console), or whether the settler is vanilla or from a mod.

 

Companions running away and looking for cover when equipped with a remote trigger was because the AI realized that it could not harm its enemy with the currently equipped weapon (the remote trigger is technically a dummy pistol firing grenades that explode instantly for 0 points of damage), and it was not allowed to switch weapons either (if you equip a NPC with a weapon they are usually not allowed to switch to something different on their own). I added a script to allow the poor companions to temporarily use a different weapon :classic_biggrin:.

RealHandcuffs 0.4 alpha 2.7z

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Nice! I tried it with another settler and he endured it. He died at the fifth discharge. Health: 110 :thumbsup:

 

I have a mod that makes my settlers deadly, maybe that makes their resistance less than a vanilla settler, I don't know. But, hey, everything works great.

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Here's what I got with vanilla stats settlers.

Starting Health 100

Shock drops health by 5 points each, health reaches 80 and they die. (4 shocks = death)

Their health does not regenerate, at least not around a 5 minute real time wait. Game time is set to 20 (default)

913268048_Fallout4Screenshot2019_09_09-18_07_56_80.png.f6512d27f3dc4af5276488dbeae3ed6d.png

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Awesome, thanks for testing both of you :thumbsup:. Looks like it mostly works as intended now.

 

The collars deal a small amount of  real shock damage and a large amount of "virtual" shock damage. That "virtual" damage does currently not show up as health damage, it is tracked separately by my mod. The virtual damage can kill them if it gets too high; it also regenerates slowly.

6 hours ago, izzyknows said:

Oh... on custom and normal companions their health doesn't drop at all, they just die after 6 or 7 shocks.

When they enter bleed out you can stimpak them even though their health bar is full. 99% full

The game does a lot of strange stuff with companions (and I have not been able to change these things). For example they instantly heal out of combat, this is one of the reasons that I track the virtual damage separately instead of applying it to health (so they probably did get the 5 points of damage in your tests, they just healed too fast for you to notice). The game giving you the option to stimpack them when they are in bleedout is another one of these things.

 

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aaaaahhhh!! Virtual Damage!!

Now THAT makes cents! hehehe

 

But... here's a suggestion. Not knowing the what the "virtual health" of the subject is, can allow the player to very easily kill an NPC, by accident. Because not all NPC's can stand the same number of shocks.

So the suggestion is, make essential flagged NPC's and unique, like Trader Rylee, go into bleed out and maybe have a popup asking the player if they want to kill them.

or some how letting them know that 1 more shock will be fatal.

 

Oh, the NPC swapping to a real weapon, why not just flag the trigger as player use only? I mean an NPC really doesn't need the trigger.

Unless.... you could give it to a Prison Guard who would randomly zap (fx only, no damage) collared slaves. Now that would be kool. :)
Just rambling! LOL

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I plan to put it on my slave and apply the electric shock during one of her escapes, hehe. If I am accompanied by another slave with the same collar, that means that both will suffer the discharge, right? Well, they will be sisters of pain, then.

 

The uses that could be given in other mods are varied. In Raider Pet, raiders can apply it as punishment by refusing to have sex, hehe. Ideas will be several. I have even tried to create a porn studio mod, to practice. But scripts are a real headache for a newbie ... it's like reading Chinese without any knowledge of the language. ?

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4 hours ago, izzyknows said:

So the suggestion is, make essential flagged NPC's and unique, like Trader Rylee, go into bleed out and maybe have a popup asking the player if they want to kill them.

or some how letting them know that 1 more shock will be fatal.

All NPCs should now go into bleedout after suffering from "too many shocks", and only giving further shocks while they are in bleedout should kill them. Do you mean that they die suddenly in your tests, without going to bleedout? If so the bleedout functionality might not work as it should... it can be surprisingly hard to reliably send NPCs into bleedout.

 

4 hours ago, izzyknows said:

Oh, the NPC swapping to a real weapon, why not just flag the trigger as player use only? I mean an NPC really doesn't need the trigger.

I actually hope that somebody makes a mod where NPCs do use the trigger, so I don't want to mark it as player use only. Of course I first need to provide a proper API to allow this.

 

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3 hours ago, JBpy said:

I plan to put it on my slave and apply the electric shock during one of her escapes, hehe. If I am accompanied by another slave with the same collar, that means that both will suffer the discharge, right? Well, they will be sisters of pain, then.

The range of the trigger is rather short, if you need to run after the slave the other one might not be able to keep up and be spared :wink:. Actually the mod already supports selectively punishing one or the other slave:

  1. Equip shock collar on slave
  2. Try to unequip collar from slave, the game should tell you that you can't open the electrical lock but that you can connect your pip boy plug instead
  3. Connect your pip boy and enter the "Trigger Mode" menu, choose single signal only mode
  4. Repeat for the second slave but select double signal only mode

Now if you press the trigger once, the first slave will get shocked (after a short delay) and the second one will be spared; if you press the trigger twice in rapid succession, the second one will be shocked and the first one will be spared.
 

3 hours ago, JBpy said:

But scripts are a real headache for a newbie ... it's like reading Chinese without any knowledge of the language. 

I am trying to support other mod authors using this, but some very basic scripting knowledge is required to get the most out of it.

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23 hours ago, JBpy said:

Nice! I tried it with another settler and he endured it. He died at the fifth discharge. Health: 110 :thumbsup:

 

I have a mod that makes my settlers deadly, maybe that makes their resistance less than a vanilla settler, I don't know. But, hey, everything works great.

Might also be the Survival multiplier? Like I use Survival Options to make it 2x, and I think the player damage output in survival is 1.5 by default. Just a thought, in case you are playing survival.

 

@Kharos

 

I am really excited you are doing the collar... brings back the fun of Slavery Simple in New Vegas. BZAP! It saves me the trouble of making my own when I do a little slavery mod after releasing Hardship, and I was already gonna make Real Handcuffs a requirement anyway. :D

 

Do you intend to add the KABOOM? As much as Bethesda wants to sanitize things by calling it a shock collar in Nuka world, it isn't lore friendly if it doesn't explode. :)

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8 hours ago, JBpy said:

I have even tried to create a porn studio mod, to practice. But scripts are a real headache for a newbie ... it's like reading Chinese without any knowledge of the language. ?

Keep with it. It took me a while to get any good.  My only programming experience before learning Papyrus was Dark Basic and that was clear back in 2001, so I was basically starting from zero. The easiest way to learn to mod is by altering other people's mods (for personal use) You see results quickly that way and don't get discouraged, as you start to understand how things work.

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18 minutes ago, Tentacus said:

Might also be the Survival multiplier? Like I use Survival Options to make it 2x, and I think the player damage output in survival is 1.5 by default. Just a thought, in case you are playing survival.

I use that same mod, but only to access the console in Survival.

 

Today I found the settler I killed from a single electric shock. Her health was only 10, not 100 like the rest. So the problem seemed to be mine and not the collar.

 

BTW, one of Beggar Whore's bosses could use the electric collar on the character... (If I learned something, it is very easy to ask, but implementing it is another story ...)

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3 hours ago, JBpy said:

I use that same mod, but only to access the console in Survival.

 

Today I found the settler I killed from a single electric shock. Her health was only 10, not 100 like the rest. So the problem seemed to be mine and not the collar.

 

BTW, one of Beggar Whore's bosses could use the electric collar on the character... (If I learned something, it is very easy to ask, but implementing it is another story ...)

I probably won't add that and besides you can already get zapped by a collar in my other mod DLYH. :) But who knows... maybe I'll add 1 or 2 more D/s related pimps in the future after Hardship is released since there seems to be a lot of interest in Queen Isabel. If I do it'll probably be an additional plugin with Real Handcuffs as a hard requirement. 

 

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21 hours ago, Tentacus said:

Do you intend to add the KABOOM? As much as Bethesda wants to sanitize things by calling it a shock collar in Nuka world, it isn't lore friendly if it doesn't explode. :)

Yep, my current plans are to make replacing the shock module with an explosive one an option at the armor workbench (might require Demolition Expert 1 though). I also plan to make a proper third party API for collars, it should allow spawning modded collars.

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The newest version with shock collars has come far enough that I consider it a beta version. This means that it can actually be used for playing and not just for testing.

Version 0.4.0 beta 1
=====================
continue on the way to beta
- move most loose files into .ba2 archive (ATTENTION, MAKE SURE TO DELETE OLD LOOSE FILES!)
- add MCM page with setting for non-lethal shocks
- new mods for shock collars: explosive module, robco mark III firmware
- add full support for shock collars to third party api
- various improvements, fixes and refactorings

There is still work to be done, e.g. more mods, support for hacking the access code, etc. Most of the systems are in place though. Collars can be modded at the armor workbench, they can be bought at general traders, and the third party api should support all new features.

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Congratulations. I have not had the opportunity to try it, but I hope to do it today! Do you know if I can activate the bombs from a long distance? The first idea I can think of is to send a pair of slaves, with explosive collars, to a supermutant camp ...  ?

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3 hours ago, JBpy said:

Congratulations. I have not had the opportunity to try it, but I hope to do it today! Do you know if I can activate the bombs from a long distance? The first idea I can think of is to send a pair of slaves, with explosive collars, to a supermutant camp ...  ?

Not yet, sorry. That will require a remote trigger mod to increase distance. I have not yet implemented mods for the remote trigger.

Also the strength of the explosion is probably too small for super muties. I am currently using the frag mine explosion effect. Using a rather small explosive effect makes sense logically as the amount of space in the small case on the collar is rather limited. Of course the victim still dies, the box is pressed against its throat.

 

I do like your idea of walking bombs! I just don't have the perfect idea how to implement it (without the explosion looking ridiculously large for the small case on the collar), for now...

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I love the long and tactical battles you can have in Fallout, especially at low levels. Killing many supermutants in a single explosion seems more like a cheat and does not seem satisfactory. But, an explosion of the power of a frag mine seems lore-friendly and could be an important tactical advantage. Weaken the strongest or weaken a group of weak enemies.

 

 

32 minutes ago, Kharos said:

I just don't have the perfect idea how to implement it (without the explosion looking ridiculously large for the small case on the collar), for now...

Is it possible to create this condition?: if the slave carries a nuclear bomb in her inventory, it could increase the power of the explosion.  

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How are we coming on having craftable versions of the cuffs and collars?

I know we can - partially - modify the collars we have, but I don't know how to get the recipes.

Mod II and Mod III firmware  dump is missing. I think same for timer mod.

A way to convert vanilla handcuffs and slave collars to the new ones would be great.

Armor Workbench will be used to craft and modify cuffs and collars?

Description could use a little more text on how to program collars.

Like open Trade with your target, and select the collar like removing it. That opens your Pipboy link. Took me forever to figure that out...

I kept searching my inventory for a holotape or something. And I keep feeling there are firmware holotapes floating around somewhere...

Great mod...

 

One more question: I use AAF. What exactly do I need the LL FourPlay patch for?

And does anything give me the ability to place a collar on an arbitrary NPC? OK - so that was two things.

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4 hours ago, Dominantbloke said:

i have handcuffs but don`t know where to get the collars ? if anyone know it would be most helpful ?

I got mine the old fashioned way - through the console. Sort of weird - when you addplayer and a number, the collars you get are split across the available types.

Use "help collar 4" to get the id.

 

I also got the firmware dumps for crafting the same way. Search "firmware".

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