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Posted

Is this safe to uninstall mid game?

 

This may sound like a criticism, but it's more of a personal preference, but I hate the fact that unassigned female slaves can't be assigned in the workshop. I have CRX crosses, Zazs' shit, all kinds of shit that I could lock them up with, but instead they just wander aimlessly or stick to few kneeling spots attached to Prisoner Shackels. If I'm missing something, someone please enlighten me. Is there an MCC option to assign females in the workshop or something? If not I'm going back to Just Business. 

Posted (edited)
2 hours ago, althekoolkid said:

Is this safe to uninstall mid game?

 

This may sound like a criticism, but it's more of a personal preference, but I hate the fact that unassigned female slaves can't be assigned in the workshop. I have CRX crosses, Zazs' shit, all kinds of shit that I could lock them up with, but instead they just wander aimlessly or stick to few kneeling spots attached to Prisoner Shackels. If I'm missing something, someone please enlighten me. Is there an MCC option to assign females in the workshop or something? If not I'm going back to Just Business. 

there is a MCM option to make new slave workshop assignable if i remember correctly, i think it'll only work for new slave though, the one you had before will still be unassignable, but you can always butcher them for meat and get new one i guess

Edited by erynyes
Posted

So it is safe to uninstall mid game anyone? I use it with SS2 and in large settlement, always get script lag when the slave found a client and initiated an animation, lag for about 30 seconds.

Posted
7 hours ago, erynyes said:

I was wondering, is the the Fame level, butchering slave, number of breeders, etc...  affecting settlements happiness in any way?

I don't think so.

In my experience, the only thing that affects happiness is the prostitute rug.

Posted

Found a cool little mod that pairs well with HR, i had a settlements that was just too busy with customers (i enslaved some prostitutes from HoTC, one of them had 41 charisma, she's real popular and yield insane amounts of caps lol), so sometimes i had to turn off advertisement to have a break when i visit.  With the MCM option to set new slaves assignable, i just assign them to the stations of this mod, so my slave still looks like they doing their job and it still bring me caps. It's just more options than just the regular prisoner shackles mat and torture device, for immersion lol

Posted (edited)
1 hour ago, erynyes said:

Found a cool little mod that pairs well with HR, i had a settlements that was just too busy with customers (i enslaved some prostitutes from HoTC, one of them had 41 charisma, she's real popular and yield insane amounts of caps lol), so sometimes i had to turn off advertisement to have a break when i visit.  With the MCM option to set new slaves assignable, i just assign them to the stations of this mod, so my slave still looks like they doing their job and it still bring me caps. It's just more options than just the regular prisoner shackles mat and torture device, for immersion lol

That's indeed a very nice addition to HR. Thanks

All i have to do is make them not generate caps because with HR, i already have enough caps to buy the whole commonwealth. (lowered the income multiplier to 0.1)

ps

Enslaving HoTc prostitutes ? is cruel but clever. I was planning on making an AAF patch for them but i like the idea of making them start from scratch and learn the basics.

Edited by lee3310
Posted

so i finally nail down what was causing my HR slaves to take the male role when servicing customers,, i noticed that when i launched the game and i'm not doing anything they always take the female role, but after playing for a while they always end up in the wrong role, so i thought that some action i was taking was triggering the bug. After testing it for a while found out the culprit was Magno Cum Gaudio.  When you use MCG to initiate sexy time theres always a message box popping asking you wich role you want to take, No matter wich role i choose, after using MCG to do a sex scene, HR slave always take the male role.  So far i played with load order and fiddle with MCG settings, but i haven't been able to fix it.  It may be a case of bad install or XML tagdata been corrupted on my part, since there was no problem reported before between these 2 mods.  Just thought i would share what i found for reference, also the person that ran into that same problem before me in this topic mention he was also using MCG

Posted
10 minutes ago, erynyes said:

so i finally nail down what was causing my HR slaves to take the male role when servicing customers,, i noticed that when i launched the game and i'm not doing anything they always take the female role, but after playing for a while they always end up in the wrong role, so i thought that some action i was taking was triggering the bug. After testing it for a while found out the culprit was Magno Cum Gaudio.  When you use MCG to initiate sexy time theres always a message box popping asking you wich role you want to take, No matter wich role i choose, after using MCG to do a sex scene, HR slave always take the male role.  So far i played with load order and fiddle with MCG settings, but i haven't been able to fix it.  It may be a case of bad install or XML tagdata been corrupted on my part, since there was no problem reported before between these 2 mods.  Just thought i would share what i found for reference, also the person that ran into that same problem before me in this topic mention he was also using MCG

Here a quick test that can rule out xmls:

Reproduce the bug, open console, select the HR client that acts as female then use this cmd "HasKeyword AAF_GenderOverride_Female"

If it returns "1" so your xmls are probably ok.

Posted
34 minutes ago, lee3310 said:

Here a quick test that can rule out xmls:

Reproduce the bug, open console, select the HR client that acts as female then use this cmd "HasKeyword AAF_GenderOverride_Female"

If it returns "1" so your xmls are probably ok.

it returns HasKeyword >> 0.00, so i guess my XMLs are fucked

Posted
28 minutes ago, erynyes said:

it returns HasKeyword >> 0.00, so i guess my XMLs are fucked

Not for sure, it could still be script related but like i said before i never used MCG, so you will get better help there especially if the Mod Author is still active.

Posted
31 minutes ago, lee3310 said:

Not for sure, it could still be script related but like i said before i never used MCG, so you will get better help there especially if the Mod Author is still active.

That mod author is MIA for a long time, i think i'll just drop MCG from my load order in my next set up and give SEU, SA, SH a try, at least these mods are still supported and seem more compatible with what i usually run with. It's not the first time i run into problem with MCG, i only used the npc initiative interraction module from it anyway.

Posted
On 8/21/2022 at 11:15 PM, whatifaliensarehot said:

So... I have no idea where I put the Human Resources terminal in Sanctuary. I've spent literal hours looking for it. Does anyone know if there's anyway to find it or how I could recover the slaves there?


Best you can do Imo is just go tfc and look at likely spots

Posted
On 8/21/2022 at 4:15 PM, whatifaliensarehot said:

So... I have no idea where I put the Human Resources terminal in Sanctuary. I've spent literal hours looking for it. Does anyone know if there's anyway to find it or how I could recover the slaves there?

Just how big is your Sanctuary to loose a terminal (did you scrap it without knowing?)

You can recover your slaves using console

Posted
8 hours ago, lee3310 said:

Just how big is your Sanctuary to loose a terminal (did you scrap it without knowing?)

You can recover your slaves using console

I'm coming around to the thought that I may have scrapped it on accident. How do I recover them with console?

Posted

Any ide why my game after installing human resources crashes near concord and cambridge polymer labs because i cant find the source of issue because game didnt even make any logs after crash and windows event viewer shows that MSVCR110.dll is to blame but idk what is the exact problem. Yes i reinstalled vcredist 2012 to check if it resolves a problem

Posted (edited)
7 hours ago, katrina.balanchuk said:

I have a chemistry staiton loaded with supplies but cannot build either the baton nor the kit.

 

I have AAV, BW(disabled) , and SH

PS Human resources seems to have loaded fine into my Mods control menu.

And I can recognize some new features in the game that I did not notice before and believe come from HR

So the installation was likely at least in part successful.

 

1)I have the perk to build the chemistry station and built it.

Its loaded with supplies.

 

And when I try to craft it lists recipes but there are none listed.

Is there a level limit?

Or?

 

2)On a separate issue, I cannot get the AAV surrender to play.
he has 2 girls he rescued from a raiders camp but they do not enter AAv surrender mode when eh tries to "convince" them.

They are in his settlement but not assigned as settlers yet  still in "followers from the raiders camp" mode.

And the control on them as smilar as for settler girls except for the "you do something for me" option.

 

but I am afraid once I make them "normal" settlers if I try to change them via AAV to a resource the settlement would turn against me?

 

3)

When will the market in Concord open? And where will it be?

Wiped out the raiders there many game days ago but no market yet

 

PS: I was playing this as a realistic and immersive female character but after much play I realized there are some locations I will not be able to be in and as a weak character it limits you in the game.

(even though it was refreshing at first)

I restarted with a guy character and want him to have some fun, hence a HR install.

 

PS2: I also have this location mod on Sanctuary which cleans it up for me :

I cannot imagine this would affect a gameplay mod but here it is:

https://www.nexusmods.com/fallout4/mods/17561

Edited by katrina.balanchuk
Posted
On 8/30/2022 at 9:10 AM, theoneguy12 said:

WHERE TF IS THE ADVERTISEMENT BEACON lol

 

 

It is under misc in furniture at the end. Depends on what you have done to your settlement menu.

 

erynyes Thanks for the simple prostitutes mod, more poses is always good.

 

The best fix to being caps rich is the worthless loot mod (https://www.nexusmods.com/fallout4/mods/27927?tab=posts). This makes vendors pay 0 for everything, then set HR to a low income, and you will be struggling for caps in no time.

Posted (edited)
2 hours ago, katrina.balanchuk said:

PS Human resources seems to have loaded fine into my Mods control menu.

And I can recognize some new features in the game that I did not notice before and believe come from HR

So the installation was likely at least in part successful.

 

1)I have the perk to build the chemistry station and built it.

Its loaded with supplies.

 

And when I try to craft it lists recipes but there are none listed.

Is there a level limit?

Or?

 

2)On a separate issue, I cannot get the AAV surrender to play.
he has 2 girls he rescued from a raiders camp but they do not enter AAv surrender mode when eh tries to "convince" them.

They are in his settlement but not assigned as settlers yet  still in "followers from the raiders camp" mode.

And the control on them as smilar as for settler girls except for the "you do something for me" option.

 

but I am afraid once I make them "normal" settlers if I try to change them via AAV to a resource the settlement would turn against me?

 

3)

When will the market in Concord open? And where will it be?

Wiped out the raiders there many game days ago but no market yet

 

PS: I was playing this as a realistic and immersive female character but after much play I realized there are some locations I will not be able to be in and as a weak character it limits you in the game.

(even though it was refreshing at first)

I restarted with a guy character and want him to have some fun, hence a HR install.

 

PS2: I also have this location mod on Sanctuary which cleans it up for me :

I cannot imagine this would affect a gameplay mod but here it is:

https://www.nexusmods.com/fallout4/mods/17561

Theres definitly something not working on your install or another mod conflicting :

1) you should be able to craft everything from the chemistry workbench in the HR submenu if you got the materials for it, i just started a new game yesterday, and the first thing i did when i left the vault was going to the chemistry  bench in sanctuary to craft the security enslavement baton and the enslavement kit, no levels or perk were needed

2) What is AAV? not sure if you meant Violate, but the raider camp girl you saved sounds like  they are from the Commonwealth captives mod, and if they don't do anything when you ask them to repay the favor, maybe your AAF installation is not working either

3) the market is always there in concord, from red rocket you go down the road theres 2 ruined houses on the right and then theres a big building with a blue door, theres no marker for it.  If i were you i"d check if i got any mods that modify concord, there may be a conflict there, i dunno about sim settlement, but in my game depravity and the metro from HoTC are compatible, they affect different buildings .

 I don't think the sanctuary mod you linked could conflict, but i'm not familiar with it, and i've heard that some settlement transfer mods can mess with AAF.

 

Edited by erynyes
Posted (edited)
4 hours ago, erynyes said:

Theres definitly something not working on your install or another mod conflicting :

1) you should be able to craft everything from the chemistry workbench in the HR submenu if you got the materials for it, i just started a new game yesterday, and the first thing i did when i left the vault was going to the chemistry  bench in sanctuary to craft the security enslavement baton and the enslavement kit, no levels or perk were needed

2) What is AAV? not sure if you meant Violate, but the raider camp girl you saved sounds like  they are from the Commonwealth captives mod, and if they don't do anything when you ask them to repay the favor, maybe your AAF installation is not working either

3) the market is always there in concord, from red rocket you go down the road theres 2 ruined houses on the right and then theres a big building with a blue door, theres no marker for it.  If i were you i"d check if i got any mods that modify concord, there may be a conflict there, i dunno about sim settlement, but in my game depravity and the metro from HoTC are compatible, they affect different buildings .

 I don't think the sanctuary mod you linked could conflict, but i'm not familiar with it, and i've heard that some settlement transfer mods can mess with AAF.

 

Thank you so much for the response!

 

1) yes not luck crafting anything on the chemistry bench ( I did not know there was one in sanctuary, I made my own)

2)Violate yes. Yes the girls are from the captives mod.

They do provide service when I ask them to return the favor but I do not know how to enslave them.

Right now I turned one loose and kept the prettier one in Sanctuary .

3) Nothing in Concord is modified.

Would the raiders respawning in Concord conflict with the market?

Because they always seem to do that.

Or do I need to clean out Corvega plant to prevent the raiders from respawning (which is really hard)

4) the settlment mod in Sactuary changes no game play or dialogue. Only the houses/roofs are in better shape under the assumption that Cosworth took better care of the town. (Cosworth do your job mod)

They still look worn, just not ruined.

 

Edited by katrina.balanchuk

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