poblivion Posted November 20, 2021 Share Posted November 20, 2021 @HR_Sinop Would you be willing to add the possibility of “normal” workshop jobs and Breeding Slaves or Prostitute for both sexes in the next update? Thanks Link to comment
HR_Sinop Posted November 21, 2021 Author Share Posted November 21, 2021 (edited) 16 hours ago, poblivion said: @HR_Sinop Would you be willing to add the possibility of “normal” workshop jobs and Breeding Slaves or Prostitute for both sexes in the next update? Thanks In the MCM go to cheats-> New slaves are commandable After toggling this option, newly generated slaves should be able to do normal settler jobs. This option does NOT impact existing slaves. Edited November 21, 2021 by HR_Sinop 1 Link to comment
poblivion Posted November 21, 2021 Share Posted November 21, 2021 31 minutes ago, HR_Sinop said: In the MCM go to cheats-> New slaves are commandable After toggling this option, newly generated slaves should be able to do normal settler jobs. This option does NOT impact existing slaves. Thank you for the information. Would you be willing to add more options for slaves of both sexes in the future? Link to comment
theanarchistotaku Posted November 22, 2021 Share Posted November 22, 2021 Can breeding slaves get pregnant using family planning? Breeding slaves sound like an interesting way to populate my settlement Link to comment
EgoBallistic Posted November 22, 2021 Share Posted November 22, 2021 On 11/20/2021 at 9:59 AM, HR_Sinop said: the messy work however will be making knockout framework optional.... For making Violate optioinal I would suggest the following: create a new script that listens for the event from Violate, checks the victims and aggressors, and then calls a function in your main script to trigger the enslavement. Do not make any of your other scripts call functions in this event handler script. This will isolate any interaction with Violate to that event handler script, so that if the user does not have Violate installed, only the event handler script will fail to load. None of your other scripts will be affected. If the user later installs Violate, the event handler script will start working as intended. Link to comment
Jimbobbyish Posted November 24, 2021 Share Posted November 24, 2021 Great mod! Everything is working well but I have come across one issue. I'm using Fusion Girl with Bodygen so NPCs will have unique bodies. It hasn't been very noticeable on NPCs i've come across so far, but for some reason scribe Haylen spawned with a very large rack on a skinny body. Now the issue that came up when I tried to enslave her (aside from the objections from Danse and Rhys) is that when you hit her with the enslavement baton she loses her Body morphs and is given a default body. Is there anyway to avoid this? 1 Link to comment
BreezeIndigo Posted November 25, 2021 Share Posted November 25, 2021 Is it, or would it be possible to have it so that once a slave is broken, assigning them as a prostitute allows you to use them as a normal settler? Link to comment
EWRTEWTDFG45280yu Posted December 1, 2021 Share Posted December 1, 2021 On 11/19/2020 at 10:57 AM, HR_Sinop said: My changes to the HOTC file: Removed Spawner Changed the biped object slot of 38_40 items to 38 Added the HOTC_AAF_Protected Keyword to Armors so they can be ignored by AAF during scenes Was it needed to remove the spawner though? Link to comment
EgoBallistic Posted December 12, 2021 Share Posted December 12, 2021 @HR_Sinop not sure if you saw, but I (finally) uploaded an updated version of Violate with the OnSurrender event we talked about before. Let me know if I can help with anything. Link to comment
poblivion Posted December 12, 2021 Share Posted December 12, 2021 @HR_Sinop Hi, I made a patch to make your mod compatible with FFO races. I want to publish this patch. I thought it would be good to let you know. I hope you do not mind it. Link to comment
Olmech Posted December 12, 2021 Share Posted December 12, 2021 7 hours ago, EgoBallistic said: @HR_Sinop not sure if you saw, but I (finally) uploaded an updated version of Violate with the OnSurrender event we talked about before. Let me know if I can help with anything. Does this mean I can get rid of Knockout Framework now or must @HR_Sinop do something on his end? AAF Violate and Human Resources are in my load order. Just like to get rid of the Knockout Framework. Link to comment
AWHA2 Posted December 13, 2021 Share Posted December 13, 2021 14 hours ago, Olmech said: Does this mean I can get rid of Knockout Framework now or must @HR_Sinop do something on his end? AAF Violate and Human Resources are in my load order. Just like to get rid of the Knockout Framework. You can't. The entire main script function in HR is based on KF. The author would have to rewrite the entire script function to remove dependency on KF. 1 Link to comment
EgoBallistic Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, AWHA2 said: You can't. The entire main script function in HR is based on KF. The author would have to rewrite the entire script function to remove dependency on KF. Correct. HR_Sinop mentioned earlier that once Violate supports the OnSurrender event, which it now does, he will need to modify HR to support it and to make KF optional. 2 Link to comment
Catto012 Posted December 13, 2021 Share Posted December 13, 2021 im having a problem enslaving people. whenever i knock out say a raider i clear out the other hostiles and hit them with the enslavement baton. But nothing happens when i do. Yes i have a enslavement kit in my inventory. The mod seems to be installed correctly as the other additions like the brothel ad beacon and safe along with the market in concord are in the game. 1 Link to comment
AWHA2 Posted December 14, 2021 Share Posted December 14, 2021 (edited) On 12/13/2021 at 9:49 AM, EgoBallistic said: Correct. HR_Sinop mentioned earlier that once Violate supports the OnSurrender event, which it now does, he will need to modify HR to support it and to make KF optional. Spoiler ; --------------------------------------------- ; HumanResources:HR_KF_InterfaceQuestScript ; --------------------------------------------- ; Interface Script to allow HR detecting when an Actor was knocked out by Knockout Framework (KF) ; In case a knocked out Actor is hit with an enslavement Weapon by the Player, the Player has the option to enslave the knocked out Actor. ; --------------------------------------------- Scriptname HumanResources:HR_KF_InterfaceQuestScript extends Quest ; --------------------------------------------- ; Editor Properties ; --------------------------------------------- ; KF Main Quest Group Quests KoFrameworkEvents Property KoFrameworkQuest Auto Const EndGroup ; HR Main Controller Script Group Scripts HumanResources:HR_ControllerQuestScript Property Hr_ControllerQuestScript Auto Const EndGroup ; Variables to detect if an Actor is currently knocked out Group KFVariables ActorValue Property Paralysis Auto Const Keyword Property KFKnockedOutKeyword Auto Const EndGroup ; --------------------------------------------- ; Events ; --------------------------------------------- Event OnQuestInit() RegisterForCustomEvent(KoFrameworkQuest, "OnKnockOutStart") EndEvent ; Fires as soon as some Actor was knocked out with KF Event KoFrameworkEvents.OnKnockOutStart(KoFrameworkEvents akSender, Var[] akArgs) ; Register for an onHit Event on the knocked out Actor ; Only get notified if the Aggressor is the Player & he uses a Weapon with the HR_EnslavementWeapon Keyword RegisterForHitEvent(akArgs[0] as Actor, akAggressorFilter=Hr_ControllerQuestScript.PlayerRef, akSourceFilter=Hr_ControllerQuestScript.HR_EnslavementWeapon ) EndEvent ; Fires if a registered Actor was hit by the Player using a Weapon with the HR_EnslavementWeapon Keyword Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) Actor kTargetActor = akTarget as Actor ; Player cannot enslave while in combat If (Hr_ControllerQuestScript.PlayerRef.IsInCombat()) Debug.Notification("HR: Cannot enslave NPC while in combat") ; Re-register for hit event RegisterForHitEvent(kTargetActor, akAggressorFilter=Hr_ControllerQuestScript.PlayerRef, akSourceFilter=Hr_ControllerQuestScript.HR_EnslavementWeapon ) return None endif ; Player cannot enslave a slave.... If (kTargetActor.hasKeyword(HR_ControllerQuestScript.HR_Enslaved)) Debug.Notification("HR: Cannot enslave an enslaved NPC") ; Re-register for hit event RegisterForHitEvent(kTargetActor, akAggressorFilter=Hr_ControllerQuestScript.PlayerRef, akSourceFilter=Hr_ControllerQuestScript.HR_EnslavementWeapon ) return None endif ; Enslavement of targets in Power armor is stupid and not supported If kTargetActor.IsInPowerArmor() Debug.Notification("HR: NPC "+ akTarget.GetDisplayName() + " is in Power Armor and cannot be enslaved. Remove Power Armor via Knockout Framework (Interact).") ; Re-register in case the user removes the power armor RegisterForHitEvent(kTargetActor, akAggressorFilter=Hr_ControllerQuestScript.PlayerRef, akSourceFilter=Hr_ControllerQuestScript.HR_EnslavementWeapon ) return None EndIf ; Check if the player has an Enslavement Kit If Hr_ControllerQuestScript.PlayerRef.GetItemCount(Hr_ControllerQuestScript.HR_EnslavementKit)<1 Debug.Notification("HR: You require an Enslavement Kit to enslave an NPC") ; Re-register for hit event RegisterForHitEvent(kTargetActor, akAggressorFilter=Hr_ControllerQuestScript.PlayerRef, akSourceFilter=Hr_ControllerQuestScript.HR_EnslavementWeapon ) return None EndIf ; Check if the character is still knocked, not dead and not a child if (kTargetActor.GetValue(Paralysis)==1 && kTargetActor.hasKeyword(KFKnockedOutKeyword) && kTargetActor.isDead()==false && kTargetActor.isChild()==false) ; Spawn Clone Debug.Notification("HR: Enslaving this NPC...") Hr_ControllerQuestScript.CreateSlaveFrom(kTargetActor) endif EndEvent Looking at the code, do you think it's possible to modify the script so that the cloning process works on dead NPCs? i.e. hit dead NPC with special weapon > start the HR cloning process Edited December 14, 2021 by AWHA2 Link to comment
noel_one Posted December 15, 2021 Share Posted December 15, 2021 Hey LOVE the Mod but I'm having a strange problem. I used the kidnap function and bagged a settler. Now, I can't open the bag to enslave the Settler. What am I doing wrong? Tried dropping it and it hung in mid-air. Tried unequipping it but it sill sits in my inventory, weighing 60 pounds. Did I break something? Link to comment
HR_Sinop Posted December 16, 2021 Author Share Posted December 16, 2021 On 12/12/2021 at 4:40 PM, EgoBallistic said: @HR_Sinop not sure if you saw, but I (finally) uploaded an updated version of Violate with the OnSurrender event we talked about before. Let me know if I can help with anything. Great! I will have a look at it over the weekend. On 12/12/2021 at 10:00 PM, poblivion said: @HR_Sinop Hi, I made a patch to make your mod compatible with FFO races. I want to publish this patch. I thought it would be good to let you know. I hope you do not mind it. Also great! I can link you sub mod on my mod page if you want. However, if changes on my mod break something in the sub mod, you will have to fix them. 18 hours ago, noel_one said: Hey LOVE the Mod but I'm having a strange problem. I used the kidnap function and bagged a settler. Now, I can't open the bag to enslave the Settler. What am I doing wrong? Tried dropping it and it hung in mid-air. Tried unequipping it but it sill sits in my inventory, weighing 60 pounds. Did I break something? This is an issue of Knockout Framework. This usually happens if an actor used a furniture animation during knockout. The only fix for this is reloading 2 Link to comment
poblivion Posted December 16, 2021 Share Posted December 16, 2021 2 hours ago, HR_Sinop said: Also great! I can link you sub mod on my mod page if you want. However, if changes on my mod break something in the sub mod, you will have to fix them. Thanks, here is a link to the patch. If I should add some details to the description let me know. Link to comment
shadow boxer 10 Posted December 17, 2021 Share Posted December 17, 2021 So I've had this mod installed for a good while on my gsme but haven't had a good reason to use it for immersive reasons, but I nidt started it amd I got ro say I really enjoy it I make way to many caps but thats alright I just use to buy more raw materials. But truly loving this glad to see its still being updated quiet frequently can't wait till we use aaf violate instead of KF there is soany incompatibility issues with it and my load order can only knock someone out with my bare Knuckles even with non lethal armory installed bit I realize that is no part your fault. Question though would yoy be willing to add a way to sell the slave off for use while she is following you take her to bandit camps and so on, maybe compatibility with WDF or a way yoy can see the status of yoyr slaves like how submissive they are with out going to the terminal amd finally one last thing I way to fuck/rape/train your slave with out making them follow you like just walk up to them while they are still in breeder mode and abuse them till they submit giving more submissive points or a way to punish them for not submitting maybe putting a debuff on them so they will submit easier for say 1 hour or whatever. I'm not a modder say idk how hard any of these suggestions will be amd thats all they are I expect nothing from someone's labor of love. Thank you again for an excellent mod Link to comment
poblivion Posted December 18, 2021 Share Posted December 18, 2021 (edited) How I can increase the capacity of the settlements ? I can't add more than one slave. Spoiler Edit @HR_Sinop Did I make an FFO patch for Slave Market, do I need anyone else's permission, or just from you? Because you mentioned that the premises of Slave Market were created by Malphias, if I understood correctly. Edited December 18, 2021 by poblivion Link to comment
AWHA2 Posted December 19, 2021 Share Posted December 19, 2021 On 12/18/2021 at 7:34 AM, poblivion said: How I can increase the capacity of the settlements ? I can't add more than one slave. Reveal hidden contents Edit @HR_Sinop Did I make an FFO patch for Slave Market, do I need anyone else's permission, or just from you? Because you mentioned that the premises of Slave Market were created by Malphias, if I understood correctly. Based on the description, you will have to increase the settlement's "fame" somehow. Personally I dislike the limitations on the number of captives, it makes the whole experience very grindy. 1 Link to comment
HR_Sinop Posted December 19, 2021 Author Share Posted December 19, 2021 (edited) On 12/18/2021 at 1:34 PM, poblivion said: How I can increase the capacity of the settlements ? I can't add more than one slave. Reveal hidden contents Edit @HR_Sinop Did I make an FFO patch for Slave Market, do I need anyone else's permission, or just from you? Because you mentioned that the premises of Slave Market were created by Malphias, if I understood correctly. Fame can be increased by Breeding slaves serving customers. Use the Advertisement Mechanic to attract customers and set a female slave to "breeding slave". After serving some customers, fame will increase. You have my go ahead for a FFO slave market patch. I don't think Malphias would be against it either. On 12/12/2021 at 4:40 PM, EgoBallistic said: @HR_Sinop not sure if you saw, but I (finally) uploaded an updated version of Violate with the OnSurrender event we talked about before. Let me know if I can help with anything. Version 9 released! You can now get rid of Knockout Framwork! Big thanks to @EgoBallistic for making this possible! Spoiler 2021-12-19 – v9 Added MCM option for slaves to keep their outifit after beeing enslaved. Added MCM cheat allowing enslavement of dead NPCs. The NPC must have been KO'd via Knockout Framework or have surrendered via AAF Violate before death. Knockout Framwork is now no longer a hard requirement - You can remove it in favour of AAF Violate. Added support for AAF Violate You can now enslave NPCs by hitting a surrendered NPC with the enslavement baton. Please let me know if you encounter any bugs or problems. Edited December 19, 2021 by HR_Sinop 7 Link to comment
Darkflyer1964 Posted December 19, 2021 Share Posted December 19, 2021 Can the female player enslaved as well? Link to comment
AWHA2 Posted December 20, 2021 Share Posted December 20, 2021 1 hour ago, HR_Sinop said: Fame can be increased by Breeding slaves serving customers. Use the Advertisement Mechanic to attract customers and set a female slave to "breeding slave". After serving some customers, fame will increase. You have my go ahead for a FFO slave market patch. I don't think Malphias would be against it either. Version 9 released! You can now get rid of Knockout Framwork! Big thanks to @EgoBallistic for making this possible! Reveal hidden contents 2021-12-19 – v9 Added MCM option for slaves to keep their outifit after beeing enslaved. Added MCM cheat allowing enslavement of dead NPCs. The NPC must have been KO'd via Knockout Framework or have surrendered via AAF Violate before death. Knockout Framwork is now no longer a hard requirement - You can remove it in favour of AAF Violate. Added support for AAF Violate You can now enslave NPCs by hitting a surrendered NPC with the enslavement baton. Please let me know if you encounter any bugs or problems. Thanks for the new version. I appreciate the option to keep the existing outfit! Can we please have an option to disable the "fame" mechanic? It will make testing new games much easier. Is there a hard limit on the max number of slaves? Can "fame" increase indefinitely? Link to comment
rubber_duck Posted December 20, 2021 Share Posted December 20, 2021 Why is Workshop Framework a requirement and will this mod work without it? Also, will Workshop Framework conflict with Workshop Rearranged? Link to comment
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