underdone Posted January 20, 2022 Posted January 20, 2022 1 hour ago, 12TheDoctor said: is this mod compatible with "Magno Cum Gaudio" mod? You can't sell mcg slaves at the market or use mcg command on hr slaves if that's what you're looking to do
justh3r3 Posted January 20, 2022 Posted January 20, 2022 (edited) On 1/16/2022 at 12:23 PM, rennex said: Just tossing ideas around I'm having trouble trying to get the AAF Violate to work with enslaving npc, I won't use Knockout Framework it has corrupted 3 of my saved games. I love the breeding slave/brothel features HR offers that Just business does not. I have not tried using Just Business to enslave the npc raiders, having AAF Violate installed but just disabling the mod in game because it is a master of HR. Then just using HR for only the slave breeding and brothel content. could it work and be stable in game? I had the same problem, what I suspect is that surrendered npcs health gets lowered to 1 and a baton hit just straight up kills them. I found a work around which was to use Just business hunter mode which puts marked npcs into a downed state then wake them with the baton and that seemed to work, more than likely i'm probably going to see some bugs and mod conflicts down the line but when it works it works Edited January 20, 2022 by justh3r3 spelling errors
newturtle3 Posted January 20, 2022 Posted January 20, 2022 Great mod after several other mods that just are buggy this one works surprisingly easy. I got some questions though: 1. About how long does it take to gain more fame and hence more slaves and customers on average? Is it per hour or session from customers / slaves? 2. How long does it usually take for the guards to show the bloatflies and super mutants? 3. Do i need to be a specific distance away like RR near Sanctuary is close and seems to bug out on alot of mods 4. Does it work with other settlement mods? 5. Is it only 1 terminal per all the settlements or 1 in each settlement? 6. This is more of an open ended question but does anyone have a good immersive setup for the mod in term of the timers and fame gaining to make it more realistic / immersive?
Darkanna17 Posted January 21, 2022 Posted January 21, 2022 Sorry if this has been asked multiple times before in previous pages, but I'm wondering about the previous commenter's question #5 as well. Have just started experimenting with slaves and if I can only build ONE slave colony, I want to put it in the right place. Also, once a slave is broken, why can't we move them to other settlements to act as local labour (thinking male slaves here)?
Darkanna17 Posted January 21, 2022 Posted January 21, 2022 (edited) On 1/3/2022 at 6:59 PM, Watson152 said: SO I have it installed I crafted the settlement stuff, but when i get an AAF surrender and i try to bam them with the batton, it kills them even when i have the kit in my inventory. any ideas? P.S can anyone who has the mod working with AAF Violate share their mod load orders? maybe theres where i messed up. If you kill them with the baton, you can bash their dead body again and they'll pop right up. So far the things it seems to rely on: 1. Setting for "works on dead bodies" needs to be ON 2. You need to be standing up when you hit them the first time, no sneak attacks - though this might be because of the damage bonus. 3. You need to be standing up when you hit their dead body. 4. They can't be missing any limbs, or their head. If you do happen to completely explode them or a body part of theirs, you can ` resurrect, and then hit them again to retry. edit: (the body parts of their slave clone will be restored, even though the resurrected target was still in pieces and alive) Edited January 21, 2022 by Darkanna17
Darkanna17 Posted January 21, 2022 Posted January 21, 2022 On 12/20/2021 at 10:47 AM, Darkflyer1964 said: Can the female player enslaved as well? Look in the AAF_Violate settings in Mod Config. You'll see that it has an integration option with another mod called "Bad End." That may offer what you are after. Personally, I like being able to run away once I'm done being a slave for a while, and Violate offers that pretty well if you turn the non-combat time way up. Though it would be awesome if someone made a mod where you can get enslaved and then ...sold to other, perhaps larger, groups. But then there'd be no chance to play around behemoth and deathclaw lairs.
HR_Sinop Posted January 21, 2022 Author Posted January 21, 2022 (edited) 19 hours ago, newturtle3 said: Great mod after several other mods that just are buggy this one works surprisingly easy. I got some questions though: 1. About how long does it take to gain more fame and hence more slaves and customers on average? Is it per hour or session from customers / slaves? 2. How long does it usually take for the guards to show the bloatflies and super mutants? 3. Do i need to be a specific distance away like RR near Sanctuary is close and seems to bug out on alot of mods 4. Does it work with other settlement mods? 5. Is it only 1 terminal per all the settlements or 1 in each settlement? 6. This is more of an open ended question but does anyone have a good immersive setup for the mod in term of the timers and fame gaining to make it more realistic / immersive? 1) Depends on the current fame level. Formula: Fame Goal = Current Settlement Lvl *5 (or *3 I cant remeber) e.g. If you settlement is lvl 2, you need 2*5=10 additional fame points to go to lvl 3. A fame point is awarded if a slave/prostitute assigned to the settlement serves a customer. Scenes with multiple customers award more points (MMF=2points, MMMF=3 Points ...) 2) should spawn with together with the advertised customers. make sure to have enough creature capcity so they can spawn. 3) the whole system only works if the settlement is loaded ingame. e.g. being in a dungeon or on the other side of the map "pauses" HR for the settlement 4)yes 5) One per settlement, they are not connected in any way Edited January 21, 2022 by HR_Sinop
Darkanna17 Posted January 21, 2022 Posted January 21, 2022 (edited) I'm getting something strange on the monitor, Token.Name = (etc.) I've set up the monitor, safe, beacon (powered) and several mats. Did I do something wrong? Location: <Token.Name=WorkshopLocation>, Fame Lvl.<Token.Name=Fame> (and some other, similar stuff) Edited January 21, 2022 by Darkanna17
newturtle3 Posted January 22, 2022 Posted January 22, 2022 (edited) 10 hours ago, HR_Sinop said: 1) Depends on the current fame level. Formula: Fame Goal = Current Settlement Lvl *5 (or *3 I cant remeber) e.g. If you settlement is lvl 2, you need 2*5=10 additional fame points to go to lvl 3. A fame point is awarded if a slave/prostitute assigned to the settlement serves a customer. Scenes with multiple customers award more points (MMF=2points, MMMF=3 Points ...) 2) should spawn with together with the advertised customers. make sure to have enough creature capcity so they can spawn. 3) the whole system only works if the settlement is loaded ingame. e.g. being in a dungeon or on the other side of the map "pauses" HR for the settlement 4)yes 5) One per settlement, they are not connected in any way yes thank you that helped 11 hours ago, Darkanna17 said: If you kill them with the baton, you can bash their dead body again and they'll pop right up. So far the things it seems to rely on: 1. Setting for "works on dead bodies" needs to be ON 2. You need to be standing up when you hit them the first time, no sneak attacks - though this might be because of the damage bonus. 3. You need to be standing up when you hit their dead body. 4. They can't be missing any limbs, or their head. If you do happen to completely explode them or a body part of theirs, you can ` resurrect, and then hit them again to retry. edit: (the body parts of their slave clone will be restored, even though the resurrected target was still in pieces and alive) i tried i think the person has to be alive and not killed prior. edit: Nope not working for me. Do you need to place the enslavement kit on them or what to do to get surrendered raiders and gunners to become slaves? double edit: Aight after reading and shifting through the most recent 10 pages it seems others are having issues and not even updating the latest aaf violate solves it. Guess i'll just stick to buying slaves from the slave market. You know support local businesses Edited January 22, 2022 by newturtle3
Darkanna17 Posted January 22, 2022 Posted January 22, 2022 (edited) I've been tinkering for hours and I'm still getting the error messages on the manager terminal, and no customers are coming to my settlement. What am I likely to have done wrong? edit: I think I may have worked out what was going wrong (need to do a bit more testing). If your Manager terminal is too far from the Workshop, it may not recognise the existence of the Workshop and think it has been built nowhere. Likewise there are distance limitations for the Safe and the Beacon. Unsure yet if there are distance limitations for the worker service stations and client hang-out mats, will test. edit2: There are distance limitations for the Management Terminal to recognise the "customers hang around here" mats, but no distance limitations on pose points and furniture that aren't changeable (search distance) in the Mod Control menu. All of this was tested at Taffington Boathouse, where I've had difficulties with the area to the right of the main house when you're facing it, specifically NPCs teleporting from their homes/workplaces there to the front of the house, in past playthroughs. Edited January 22, 2022 by Darkanna17
_Sarge_ Posted January 22, 2022 Posted January 22, 2022 I cannot get this mod to work I knock them out but when they wake up it doesnt let me enslave them and YES I have baton and enslavement kit
EgoBallistic Posted January 22, 2022 Posted January 22, 2022 I see people are having issues with the AAF Violate integration, particularly that using the baton on a surrendered enemy often kills them. Surrendered enemies in Violate are very fragile, they have 1/10 their normal Health so they die really easily. Would it help if I added an option to Violate that restores enemies to full health when they surrender? 2
_Sarge_ Posted January 22, 2022 Posted January 22, 2022 I LOVE violate but HR i think is pretty much broken
poblivion Posted January 22, 2022 Posted January 22, 2022 Everything works great for me. That is, except for the enslavement of surrendering enemies. I also have a problem that a baton will kill them I hope this issue will be resolved soon so I can fully enjoy this mod. I really like this mod and I'm glad it was created ?
Nuka Cherry Posted January 22, 2022 Posted January 22, 2022 7 hours ago, EgoBallistic said: I see people are having issues with the AAF Violate integration, particularly that using the baton on a surrendered enemy often kills them. Surrendered enemies in Violate are very fragile, they have 1/10 their normal Health so they die really easily. Would it help if I added an option to Violate that restores enemies to full health when they surrender? That would be perfect, as the death conversion in HR9 is a bit of a cheat, and I have to resist abusing it. Other than that thanks for the combat strip integration. That is working flawlessly. 2
Darkanna17 Posted January 22, 2022 Posted January 22, 2022 (edited) Although it's immersion breaking, my method is to kill people normally, then "spawndupe" them selected in the console and then beat them down with the rod. I have surrender set to 100% chance, but only at 10% of their health, and cripple surrender is enabled. The reason for this is fourfold: 1. Beating them down after everyone else is dead is significantly easier. 2. Taking them as a slave eliminates any extra equipment they may have, so I get my original loot, but not the spawndupe's loot. 3. Taking someone as a slave seems to eliminate the chance of them spawning again when the area refreshes, I don't want a Commonwealth devoid of NPCs. (edit: this is the big one) 4. I've had 100% success rates except with the dead bodies at the destroyed Automatron caravan in enslaving them this way, as I'm whipping them from full health to death and then hitting them one more time once they're dead/surrendered/surrendered+dead. While I'm on the topic, the alien cloning device mod comes in handy for certain stubborn NPCs at the slave market that refuse to be enslaved after they're spawndupe'd, They appear as "Settler" instead of their name, but generally this could come in handy for people who's appearances and background behaviours you really want for something (the copy of the woman standing to the right of the bar in the slave market still does the thing with her hands and acts the way her original does). Edited January 22, 2022 by Darkanna17
tch65721 Posted January 22, 2022 Posted January 22, 2022 (edited) 2 hours ago, Nuka Cherry said: That would be perfect, as the death conversion in HR9 is a bit of a cheat, and I have to resist abusing it. Other than that thanks for the combat strip integration. That is working flawlessly. I think you are exactly right although "cheat" is a bit strong as it was the only way I found to get it to work at present. Forgot to add that sometimes surrender just didn't work. They surrendered but managed to somehow "recover" very fast and continue fighting... but that is likely a different issue, or a conflict. Edited January 22, 2022 by tch65721
supernipsu Posted January 23, 2022 Posted January 23, 2022 I also had the issue of the NPC dying. My fix was to open the HumanResources.esp in FO4Edit and set the weapon damage of the Baton from 1 to 0, and it works for me at least. 1
bytemule Posted January 23, 2022 Posted January 23, 2022 On 1/21/2022 at 1:34 PM, Darkanna17 said: I'm getting something strange on the monitor, Token.Name = (etc.) I've set up the monitor, safe, beacon (powered) and several mats. Did I do something wrong? Location: <Token.Name=WorkshopLocation>, Fame Lvl.<Token.Name=Fame> (and some other, similar stuff) This happens to me when using a mod to extend a settlement, and I place the terminal out of the original settlement borders.
poblivion Posted January 23, 2022 Posted January 23, 2022 6 hours ago, supernipsu said: I also had the issue of the NPC dying. My fix was to open the HumanResources.esp in FO4Edit and set the weapon damage of the Baton from 1 to 0, and it works for me at least. Thanks, that sounds like a good idea, I'll give it a try.
Certix18 Posted January 25, 2022 Posted January 25, 2022 This mode is quite broken, sadly. I have been completely unable to get any NPC to get enslaved, even after beating them for quite a bit. They just retrace back to AFF Violate state, but I never get the option to enslave them. Also, the Dead NPC thing also seems to be broken for me.
EgoBallistic Posted January 25, 2022 Posted January 25, 2022 I just uploaded version 1.56 of AAF Violate. There is now an option under Enemy Surrender Options to set surrendering NPCs' health to 10, keep the current value, or restore them to full health. I tested this with Human Resources and it fixes the problem where the enslavement baton would kill them. The Current Value option worked fine for me, but you might want to set it to Full Health if you find that you are still killing them with the baton. 3
Crevelle Posted January 26, 2022 Posted January 26, 2022 (edited) AAF Violate has always worked fine w/ HR for me. Not sure what the problem is for so many people. Maybe try fiddling with load order. Edited January 26, 2022 by zane0
Darkanna17 Posted January 26, 2022 Posted January 26, 2022 2 hours ago, zane0 said: AAF Violate has always worked fine w/ HR for me. Not sure what the problem is for so many people. Maybe try fiddling with load order. I've been finding it an on-or-off thing due to my character's level. Sometimes it works perfectly, sometimes it kills them and you can hit them one more time, sometimes it kills them and hitting them has no effect (especially low level targets).
Darkanna17 Posted January 26, 2022 Posted January 26, 2022 (edited) Noticed 2 interesting quirks, one nice, and one not so nice. The nice one: Rename Anything applied to a target _before_ enslaving them registers the slave's name in this mod as the thing you named its source. Their "core" name is still "slave" and their display name is whatever you name them (again), but their standard name will still be whatever you named them - it's as if there's 3 different name sources for every character. Either way renaming characters before you enslave means you can keep better track of your slaves, so you can clearly distinguish "Suzie Suxxx" from "Bruised Betty" instead of getting confused and applying the wrong role because they're no longer "Settler" and "Settler." The not so nice one: When there is a spawn point that is fixed somewhere (open console and have a look at the target, if it doesn't start with ff, it's fixed) such as bandits in a place that always spawns bandits, using this mod to enslave a character who spawned there results in that spawn never producing an NPC again. I tested this on Corvega Assembly plant. Every bandit standing to the left of the driveway up to its yard was enslaved, every bandit in the majority of the facility was killed normally. Now the area to the left is devoid of bandits at all times, including (most notably) the two sitting in the trailer doing chems. (edit) forgot to mention that the spawn remains broken even if you sell the slave, butcher them or otherwise dispose of them. (/edit) Edited January 26, 2022 by Darkanna17
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