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SexoutSewerSlave


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Posted

I was going to suggest having them send someone along with you to make sure you don't try anything. The person would have some sort of keypad-code-thingy and if they weren't alive to activate it every so often...KABOOM! But with the no-companion restriction for DLCs' date=' I'm not sure that would work either...

[/quote']

 

DLCs only check for Vanilla Companions and send them away, the extra mod companions won't be affected.

The only exception is Lonesome Road , I had to force start the DLC with console thanks to my bugged ED-E.

 

So if you don't care about stories, which will be awkward for a lot of spot, its completely doable.

 

Attached is a photo of me standing with 2 companions in Old World blues.

Posted
DLC only check for Vanilla Companions and send them away' date=' the extra mod companions won't be affected.So if you don't care about stories(it will be awkward for a lot of spot), its completelly doable.[/quote']I stand corrected.
Posted

To let the player out while remaining enslaved' date=' I would suggest that they compel you to return every week or so. Put the collar on a timer where if you dont come back to them to give up your earnings and reset the collar, kaboom! Could add tension if the collar started giving warning beeps as the time approached.

 

Or they could addict you to an obscure drug that gives you increasing stat penalties the longer you're away.

[/quote']

 

Sounds good Ideas to me. For the second one - maybe it could somhow be linked to SexoutDrugdealers - could get interesting (especially if you use the brutal addiction) :D

 

Both of those options would basically bar the player from playing DLC content' date=' because of the lack of ability to leave most DLC areas until the end of the quest(s). In fact, the first option would probably end up killing you if you tried to start Honest Hearts, because I think that DLC jumps the clock forward two weeks.

[/quote']

 

Currently the mod prevents you from doing any Quests or so, since you can not leave the sewers. But thats slavery about - you can not do everything you want. So some restrictions like that are imho perfectly ok.

 

Being able to roam the wasteland should greatly improve chances to escape anyway... Just grab a big gun and blow off Dermots Head, grab the remote and then do the DLCs :D

 

 

Posted

Yes I have to say I'm personally not too keen on the expanded freedom, especially the whole wasteland.

 

The whole point of Sewer Slave to me seems that you are a sewer slave! How would we also explain a slave roaming about the wasteland on his/her own accord? Trinar is right, it would just be too easy to get a gun and kill Dermot/St.James, or even try to find a specialist to remove it.

 

EDIT: Seems to be working perfectly so far. The food is just the right price, providing a good balance between feeding yourself and letting down Dermot/St.James.

 

I would recommend though that sewer appropriate food could be included with a little higher calorific and protein content. What I mean is that Giant Rat Meat isn't even cookable and provides a meagre reduction of hunger. Other plugins like Pregnancy actually speed up the hunger counter if you're pregnant, which means you end up hungry a lot of the time.

 

My character is constantly on the 250 hunger scale and has permament malnutrition (not to mention a -1 Strength which results from it)

 

For balance, I would suggest these following items be made available (for higher prices maybe) and a low random chance of being offered:

 

-Molerat Stew (-30 Hunger)

-Pork and Beans (-40 Hunger)

-Gecko Kebab (-80 Hunger)

-Grilled Mantis (-75 Hunger)

-Iguana on a Stick (-75 Hunger)

-Squirrel on a Stick (-75 Hunger)

 

and every now and then, some of these:

 

-Desert Salad ( -80 Hunger)

-Wasteland Omelet (-150 Hunger)

-Caravan Lunch (-200 Hunger)

 

Other than that, seems to be working just fine.

Posted

I'm working on a way for the player to still be enslaved but wander the wastelands. Any have ideas for how to make the player still feel "enslaved" while having total freedom? :\

 

I know it's a little... magic-ish, but have her teleported back to the sewers every so often just to keep her honest... and turning over her caps. "Give me my money, ho'!"

 

 

Posted

Also, Dermot does not in fact give you the 'doctors bag and stimpack' as a reward if you chose that option, he just leaves. The food option works though. Haven't tried the water one.

 

I see the 'sewer rep' thing is no longer in the MCM menu, why is that? Also, what did it do? Did it have any function?

 

Is the minimum for a reward 300 or does it depend on how much ammo/salvage you get?

Posted

Okay, okay, no full freedom. However, I'm keeping the limited freedom (staying within Westside/interiors). I'll make it so if you don't consistently bring in enough caps/items, you get sent back to the sewers. As you bring in more stuff, Dermot and Saint James will get better equipment. Also, I'll add in ChancellorKremlin's food suggestions.

 

 

Also' date=' Dermot does not in fact give you the 'doctors bag and stimpack' as a reward if you chose that option, he just leaves. The food option works though. Haven't tried the water one.

 

I see the 'sewer rep' thing is no longer in the MCM menu, why is that? Also, what did it do? Did it have any function?

 

Is the minimum for a reward 300 or does it depend on how much ammo/salvage you get?

[/quote']

I'll fix the doctor's bad/stimpack, but the Sewer Rep being missing is a bug. It's actually important now, as you need it at 2000 before you're allowed to whore yourself out of the sewers. And I lowered the requirements for a reward. It use to be that you had to bring in more and more goods several times in a row, but now you just need to have a large haul of caps/goods.

Posted

Ah, that explains why the second time I got no rewards even though I had brought the same amount as last time.

 

Also, ignore what I said about the stimpack/doctors bag/sex treatment kit, I asked for it again and this time he gave me it.

 

Finally managed my escape from the sewer! Was hilarious the moment I stepped out of a random manhole in the mojave I meet an angry fiend with a home made plasma rifle (some mod I have I suppose) that instantly takes three quarters of my health and then kidnaps me. Back to the sewer, although I'm not sure it worked as it was supposed to, as Dermot saw me and said 'how did that get off' and put it back on, no comment that I had escaped or anything.

 

Also, even when I steal his detonator/collar control device and use the option 'put it down a drain' if I attack him he can still explode my head, which is strange.

 

Lastly, this item does not get replaced if you get captured by him again, so there is no way to escape the second time by taking the device off him.

 

Thanks for heeding my suggestion on the food by the way!

 

Cheers!

Posted

"

Both of those options would basically bar the player from playing DLC content' date=' because of the lack of ability to leave most DLC areas until the end of the quest(s). In fact, the first option would probably end up killing you if you tried to start Honest Hearts, because I think that DLC jumps the clock forward two weeks.

 

I was going to suggest having them send someone along with you to make sure you don't try anything. The person would have some sort of keypad-code-thingy and if they weren't alive to activate it every so often...KABOOM! But with the no-companion restriction for DLCs, I'm not sure that would work either..."

[/quote']

 

Taking Dermot along as a companion could open up all sorts of possibilities. To prevent you just killing him, have the collar remote on a "dead-man switch". If you kill him or allow him to die, you go boom.

 

edit: sorry, goofed up the whole "quote" system, but you get my drift, right?

 

Posted
Both of those options would basically bar the player from playing DLC content' date=' because of the lack of ability to leave most DLC areas until the end of the quest(s). In fact, the first option would probably end up killing you if you tried to start Honest Hearts, because I think that DLC jumps the clock forward two weeks.

 

I was going to suggest having them send someone along with you to make sure you don't try anything. The person would have some sort of keypad-code-thingy and if they weren't alive to activate it every so often...KABOOM! But with the no-companion restriction for DLCs, I'm not sure that would work either..."[/quote']Taking Dermot along as a companion could open up all sorts of possibilities. To prevent you just killing him, have the collar remote on a "dead-man switch". If you kill him or allow him to die, you go boom.

The reason I suggested something that has to be deactivated every so often was to give the PC a chance of escape, rather than simply instantly dying if Dermot dies. They would have to either have a high enough Science skill, or find someone to be able to take it off, but either way the player has a chance, even if it is under a strict time limit.

Additionally, and I know I'm escaping the realm of game logic here, a dead man's switch would not be feasible in this situation, considering the whole point of such a switch; he would have to keep the button pressed at all times, during firefights, while sleeping, etc..

Posted

Chase - you're a lovely, fantastic, wonderful person. THANK YOU!

 

ChancellorKremlin - regarding the detonator/collar control device. After stealing it once, I think you need to wait 24 hours before it shows up in their inventory again.

Posted

Yet another update:

- Replaced the code that determines how Dermot/Saint James reacts to your cap/item collection.

- Made it tougher to keep your limited freedom. Dermot/Saint James will expect more caps.

- Added more/better food when buying off of people.

- Dermot/Saint James will get somewhat better clothing if you consistently do well.

Posted

Outside the sewer the slave player could have to bring back a new slave every 30 days with a de-activated collar (Dermot trusts the player).

Dermot "Now I trust you go on the strip, bring me back Kate, you have 30 days, one of my men will spy you."

"Now bring me back Michelle from 188 trading post"

...

 

You have to earn 1000 or 2000 caps to pay the boss or ncr officer of the place your new victim lives, then convince/seduce/addict to drug her to come with you.

 

Less a victim gameplay more a slaver gameplay.

Posted

Fixed a MCM bug that interfered with Sexout MCM.

 

There was a glitch that happened during the kidnapping sequence where the player was unconscious and Dermot could not start a dialog. Added a few checks to address the problem. Trying to duplicate the events that caused it again.

SexoutSS.esp

Posted

I'm giving this last version (by jbezorg) a try, will report on it in a few hours.

 

I've noticed with the last version though that even at 1%-20% the chance you got 'kidnapped' was very high, almost one in one. Dermott also materialised in the toilet of a random hut at Cottonwood Cove to tell me I was lucky I wasn't in the sewer or he would put the collar back on, which was... surprising.

 

 

Posted

You have to admire the tenacity of a man willing to navigate through a sewer and climb up through a toilet to verbally threaten you.

 

Haha it was hilarious. He does seem very determined. He also just popped up now at Goodsprings, and this time he treated me just like his slave even though I wasn't. He just doesn't know when to give up this one :P

 

It could have something to do with the fact MCM shows me as enslaved even though I am (or was before the update) an escapee. I think it's because I failed to do a clean save, will do that now.

 

On another note, there are certain items which shouldn't be taken from you I don't think, things like the Sexout, Pregnancy and Prostitute Handbook for example should be made essential or made to stay in your inventory even when he enslaves you.

 

The better clothing option seems to be working fine. Gave him a few caps and he got leather armour. If anyone can tell me where I can buy leather armour for only 48 caps I promise to repay in kind! :heart:

 

EDIT: OK, weird thing here, but I was raped and then kidnapped by a deathclaw, which was very amusing. Was hilarious to find myself back in the dungeon thanks to a particularly profit orientated Deathclaw. I think animal rapes should be looked into to and altered to prevent them selling you as slaves.

 

EDIT 2: Also, when you ask for medical supplies and them them, they are equipped, but you don't actually get any of the benefits from them, like I didn't lose an STD, have my limb fixed or my health upped by the stimpack. I suggest it is given to the player instead, because there is nothing I can really do with these chems other than using them myself down in the sewers. If they count as an item Dermott can collect, then maybe this should be altered, and other chems given to the player instead, leaving these only available through Dermot.

 

 

Posted

Been trying out the latest version of this plug-in from above. For some reason, however, after being attacked by some random NPC my character ends up passed out naked on a sewer floor while a NPC enters. I am unable to start a conversation with him and it just keeps saying my character is unconscious (she never seems to revive no matter how long I wait). Hope someone can help me get this plug-in working correctly.

Posted

On another note' date=' there are certain items which shouldn't be taken from you I don't think, things like the Sexout, Pregnancy and Prostitute Handbook for example should be made essential or made to stay in your inventory even when he enslaves you.[/quote']

I had already set the handbook to "can't be taken", I've set it to quest item in the latest version. I was thinking of making the book a PregScanner as a quest item later anyway :)

Posted

On another note' date=' there are certain items which shouldn't be taken from you I don't think, things like the Sexout, Pregnancy and Prostitute Handbook for example should be made essential or made to stay in your inventory even when he enslaves you.[/quote']

I had already set the handbook to "can't be taken", I've set it to quest item in the latest version. I was thinking of making the book a PregScanner as a quest item later anyway :)

 

Have you added it to the holdout weapons formlist? That will keep anything marked from being taken away by "guards" at the casinos and fort.

Posted

On another note' date=' there are certain items which shouldn't be taken from you I don't think, things like the Sexout, Pregnancy and Prostitute Handbook for example should be made essential or made to stay in your inventory even when he enslaves you.[/quote']

I had already set the handbook to "can't be taken", I've set it to quest item in the latest version. I was thinking of making the book a PregScanner as a quest item later anyway :)

 

Have you added it to the holdout weapons formlist? That will keep anything marked from being taken away by "guards" at the casinos and fort.

No but I will do :)

 

Posted

Not sure if this is either due to Pregnancy plugin or this one, but I no longer seem to get the 'sex smells', I no longer have either the ghoul sex smell (which was pervasive and wouldn't go away for ages) or the pheromones, but for some reason all ghouls are friendly to me.

 

EDIT: Also, I don't know if its because of this plugin or the TryoutLegion (which has been a bit strange for me lately) but on escaping (thus earning the escaped status on MCM) and killing Dermot, all legion members are hostile to me despite the fact I've not interacted with them in an way.

 

Stranger still, I was captured by them by being knocked out, and promptly shipped back to the sewers to be talked to by a naked, dead and headless Dermott, which was very freaky.

 

Ghouls are also consistently friendly despite the fact I have neither hormones nor ghoul sex smell.

Posted

Tried this for the first time today, lots of potential I think, great mod! I was very impressed with the 'opening sequence'. The long walk down through the tunnel built the suspense well, and the intro 'train' was very well done without sexout support for callbacks!

 

It did take me about three tries to start it off. First, I expected to be able to 'change my mind' when I said 'no' to the ammunition thing the first time, and couldn't restart the dialogue. Second go around, I expected to just get raped when I told them to 'fuck off'. That didn't go as they planned though due to the third issue; I forgot to leave my companions behind! E-DE and Veronica made short work of those human trafficking thugs, even though I had no ammo myself. :)

 

Overall it seems pretty good and has a lot of potential. I think a few more verbal warnings might be in order for dialogue choices that are going to lead to you getting murdered.

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