998 Posted January 23, 2013 Posted January 23, 2013 Do you remember the cell ID for entrance to Cottonwood or the Fort? Since we can get enslaved in cottonwood, getting enslaved there will probably let the Fort be populated correctly.
RDKateran Posted January 23, 2013 Posted January 23, 2013 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.
Mavia Posted January 23, 2013 Author Posted January 23, 2013 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.
RDKateran Posted January 23, 2013 Posted January 23, 2013 Yeah, though you're using the FO3 version of the speech check, rather than the New Vegas version.
ChancellorKremlin Posted January 23, 2013 Posted January 23, 2013 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...
RDKateran Posted January 23, 2013 Posted January 23, 2013 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.
998 Posted January 24, 2013 Posted January 24, 2013 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 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.
leftwr65 Posted January 24, 2013 Posted January 24, 2013 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 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.
Mavia Posted January 25, 2013 Author Posted January 25, 2013 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...
998 Posted January 25, 2013 Posted January 25, 2013 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
Mavia Posted January 26, 2013 Author Posted January 26, 2013 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.
Deamionzero Posted January 27, 2013 Posted January 27, 2013 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!
RDKateran Posted January 27, 2013 Posted January 27, 2013 ... last I checked, TryoutLegion is only a requirement if you're using any of the other Tryout mods. I can't recall any of the other Sexout mods utilizing it as a master.
Deamionzero Posted January 27, 2013 Posted January 27, 2013 Aaargh, I knew you'd ask for the load order 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
zippy57 Posted January 27, 2013 Posted January 27, 2013 You're missing something of mild importance... Where's msexFort.esp?
Deamionzero Posted January 27, 2013 Posted January 27, 2013 You're missing something of mild importance... Where's msexFort.esp? Gyahh It's there, but since I have it turned off I didn't think to include it. I'll edit the post with my list and add it in... Sheesh. Hand me my noob hat, please....
Swyke Posted February 1, 2013 Posted February 1, 2013 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
sen4mi Posted February 1, 2013 Posted February 1, 2013 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).
Swyke Posted February 1, 2013 Posted February 1, 2013 False Alarm! Everything works. You can leave the Fort without exploding head (why did it happen one time inside the center fort ... don't know.) and when you come back, everybodys here. Sorry! Swyke
YumiChan19 Posted February 8, 2013 Posted February 8, 2013 is this going to be updated again? i really liked the ideas that you said mavia of permanantly being owned by the legion and legionairs and their allies (great khans) know it and can use you when you are out in the mojave
Mavia Posted February 10, 2013 Author Posted February 10, 2013 Yes... I started working on permaslavery this weekend.
YumiChan19 Posted February 11, 2013 Posted February 11, 2013 Yes... I started working on permaslavery this weekend. awesome looking forward to it
Raelyn Lockwood Posted February 11, 2013 Posted February 11, 2013 I love the sheer amount of dialogue you've put into this mod, some of the stuff that comes up is truely humiliating. I can't figure out how to work my way into the weather station for the sensor module though. I even tried killing the guy.
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