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When all else fails, you can look up the area in the Fallout wiki, the Vault. It lists the RefIDs and cell names for all the areas in Fallout 3 and Fallout: New Vegas for use with such codes.

 

For the Fort, you can use the code TheFort, or FortMainGate. If you coc directly to TheFort, it won't be populated until you leave and re-enter.

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Also' date=' does one's Charisma score interact at all with anything in this mod? Even something as minor as the Legion trying to enslave you more aggressively or being more reluctant to let you go?

[/quote']

 

No, though there are a few Speech checks here and there.

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Yeah' date=' though you're using the FO3 version of the speech check, rather than the New Vegas version.

[/quote']

 

What is the difference again? I haven't played FO3 in a LOONG time...

 

FO3 is a percentage chance; the higher your speech skill, the better chance you have at passing the check, but until that percentage hits 100% there's a chance it could fail. Conversely that means you can pass it even with a low speech skill, with a little luck or save scumming.

 

During my testing I managed to get a level 1 male Courier to convince Veronica to be his sub on the first try, so... yeah.

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No' date=' though there are a few Speech checks here and there.

[/quote']I haven't encountered the Speech checks yet, but I'm liking what I've seen so far with your mod.

 

Now, I know that this would require a huuuuge undertaking, but doy ou think one day it'd become reality? Basically, allow the Courier to finish the rest of the game as a sex slave. Caesar sees the Courier as a usegul tool in his war against the NCR, but unlike normal where the Courier does Legion quests but basically has total freedom, in this case she still wears the explosive collar. She has to go out and do the quests for the Legion, and she is still considered a sex slave by any and all Legionnaires out in the world, so any one of them can use her at will. After every major quests she'll be required to report back to the Fort for additional instructions and additional sex-slave training.

 

Bonus points if someone can really expand on the siding-with-the-legion half of the game. Maybe extra quests like taking over more and more towns on the map. Once a town is taken over Legionnaires spawn at the town and guard it, and probably enslave everyone there, especially the females. As the Courier helps the Legion presence grow, there will be less and less space where she herself is free from Legion 'requests' for sex. Maybe the more towns that the Legion controls, the more resources they have at the battle for the dam.

 

I know this is wishful thinking, but I like throwing cool ideas out there in case someone is REAALLY bored, talented, and wants to give it a shot :P I like the Courier being recognized and treated as a sex slave, and usually once the Courier is allowed to leave with her stuff, the sex-slave treatment is over. It'd be nice to be able to continue the game with people still treating her as a slave-whore.

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No' date=' though there are a few Speech checks here and there.

[/quote']I haven't encountered the Speech checks yet, but I'm liking what I've seen so far with your mod.

 

Now, I know that this would require a huuuuge undertaking, but doy ou think one day it'd become reality? Basically, allow the Courier to finish the rest of the game as a sex slave. Caesar sees the Courier as a usegul tool in his war against the NCR, but unlike normal where the Courier does Legion quests but basically has total freedom, in this case she still wears the explosive collar. She has to go out and do the quests for the Legion, and she is still considered a sex slave by any and all Legionnaires out in the world, so any one of them can use her at will. After every major quests she'll be required to report back to the Fort for additional instructions and additional sex-slave training.

 

Bonus points if someone can really expand on the siding-with-the-legion half of the game. Maybe extra quests like taking over more and more towns on the map. Once a town is taken over Legionnaires spawn at the town and guard it, and probably enslave everyone there, especially the females. As the Courier helps the Legion presence grow, there will be less and less space where she herself is free from Legion 'requests' for sex. Maybe the more towns that the Legion controls, the more resources they have at the battle for the dam.

 

I know this is wishful thinking, but I like throwing cool ideas out there in case someone is REAALLY bored, talented, and wants to give it a shot :P I like the Courier being recognized and treated as a sex slave, and usually once the Courier is allowed to leave with her stuff, the sex-slave treatment is over. It'd be nice to be able to continue the game with people still treating her as a slave-whore.

 

Thats more or less how i RP my game anyways. Be nice to have it in mod form with actual features though.

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I'd been thinking of offering a permanent (optional) slavery option, so I may work on that.

 

Your overall vision, 998, is intriguing but probably too ambitious to be properly done. It would affect the main game immensely, and it'd be hard to do without breaking things. (As just one example, it'd be hard to do a Legion takeover of Novac without breaking Boone as a companion.)

 

It's kind of unfortunate that the only major Legion-controlled areas are the Fort and Cottonwood Cove.

 

But there might be other approaches. One might be reciprocal agreements with the Powder Gangers or Khans. Another might be sleeper agents... maybe certain people see your collar and invoke their hidden Legion status...

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Well, for Boone, if the Legion takes over Novac, he should be dead period. D E D dead. Or maybe run off and the courier never sees him again.

 

Some towns can definitely be taken over without trouble. I think Primm and Good Springs should do just fine without breaking story.

 

I *do* like the reciprocal agreements and sleeper agents idea as well. You're so creative, Mavia :heart:

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Updated the mod (see first post) to support multiple companions, and to rename msexBase.esp to msexBase.esm.

 

The esm file lives here. If you grab this update, make sure you delete msexBase.esp. You only need this update if you get the latest msexVeronica in order to handle multiple companions.

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Hello!

 

Was hoping to try out this mod, and noticed that it should work with Loogies legion.esm mod as long as the approach chance is set to 0. Unfortunately, even after changing that setting I'm getting a CTD at startup. Already went through all my other mods, disabling them all and re-enabling one by one, and the problem only popped up once I enabled the msexFort.

 

I'm leery of disabling Tryout-Legion because alot of mods require it, however I'm wondering if this mod would provide the same framework that the Tryout one does. if anyone has any experience in that area, I'd appreciate your thoughts.

 

Thank you!

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Aaargh, I knew you'd ask for the load order :P

 

I use NMM (it let's me manage Skyrim and FNV both, so I go with that). So I have to type this out. Gimme one minute...

 

 

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

Primary Needs HUD.esm

Sexout.esm

SexoutCommonResources.esm

SexoutPregnancyV3.esm

Sexout Slavery.esm

Sexout Legion.esm

aHUD.esm

MikotoBeauty.esm

SexoutStore.esm

Arwen_NV_Core.esm

msexBase.esm

DarnifiedUINV.esp

CASM.esp

Arwen_Camera.esp

The Mod Configuration Menu.esp

populatedcasino-light.esp

Arwen_NV_Realism_Core.esp

Arwen_NV_Hard-Core.esp

Arwen_NV_Encumberance.esp

Arwen_NV_Med-Tec.esp

RadiiHairFix.esp

GARU.esp

SunnyCompanion.esp

UlimitedCompanions.esp

UnlimintedCompanions SCRIPT FIX.esp

MikotoBeauty.esp

SexoutNCR.esp

SexoutKhans.esp

SexoutKings.esp

SexoutFiends.esp

SexoutPowderGangers.esp

SexoutWorkingGirl.esp

SexoutZAZ.esp

RepairKit.esp

KDC_Companions_Removable_Armors.esp

Novac Motel - Couriers Room.esp

SmallerTalk.esp

msexFort.esp - DEACTIVATED

msexVeronica.esp

SexoutASB.esp

SexoutBreeder.esp

SexoutBrutalRapers.esp

SexoutCompanions.esp

SexoutConsequences.esp

SexoutDiscounts.esp

SexoutFadeToBlack.esp

SexoutLust.esp

SexoutLust - anyHUD.esp

SexoutRapist.esp

SexoutResolutions.esp

SexoutSS_C.esp

TryoutPG Kennel.esp

Tryout-PG Arwens.esp

HZBagofHolding.esp

 

 

 

Hope that worked. Still fairly new to these forums... so not sure if the spoiler tag worked or not :P

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Strange things happen in the mojave wastelands ...

 

So, the issue was already reported, but I politely want do ask, if someone has a resolution:

 

The PC got enslaved in Cottonwood Cove, then gets teleported to the Slave Pen. When leaving the pen, the fort is nearly empty (except of the woman, one dog and two door-guards) and noone aproaches. (The PC hasn't been at the Fort bevore). As I have read in the other posts here, this issue is caused by the teleporting to the area, and could be solved by leaving and returning the "normal" way. But as a slave I can't leave the area, and entering and leaving Cesars Tent doesn't seem to have any effect.

Oh ... one Time the PC was raped by a invisible Legionaire and one time suddenly PCs head blew off inside(!) the fort ;)

 

So, the simple Question: Any other resolution, but to go to the Fort bevore getting enslaved?

 

Oh ... by the way: Still there are little problems with "double dialogues", as reported at the beginning of the thread. For example: At the end of a "sex"-dialogue a second beginns ("So, you are naked ..." etc.) the PCs body vanishs at the animation. But its no realy problem, because it doesn't break the game. Just wan't to report it.

 

But after all: A great mod, and I hope I can play it to the end, someday.

 

Greetings

 

Swyke

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One approach, here, that Mavia might be able to use would be:

 

Add a special encounter or game mechanic to help the player escape this situation, then add a trigger to turn this off when the player reaches some location.

 

Of course, quite likely all that needs to happen is some other trigger needs to be activated, but that could easily be a series of things.

 

An example "special mechanic" would be to clone the entire fort location and populate it for this encounter. A variation on this theme would be to create and use a different fort (which would also solve the Loogie Compatability Issue).

 

Obviously my last suggestion would take a lot of time (but perhaps Mavia does not have to do that part - if someone else did a nice enough of a job of fort creation).

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