Nuka Cherry Posted October 16, 2022 Posted October 16, 2022 On 10/15/2022 at 2:42 AM, PanzerMaster said: Every time i disable this and go in game, any time i try to save or the game tries to auto save, it crashes. How do i fix that? Disable? As in removing the mod from your load order midgame? Nope, nothing can help you, as this will wreck your save sooner or later. It is better to turn off the mod within the MCM but leave it installed, with Human resources this is even easier as all you need to do is butcher the slaves and then scrap the settlement items (console, beacon, etc). Bleak.
lee3310 Posted October 16, 2022 Posted October 16, 2022 8 hours ago, Miauzi said: but women would also be allowed among the "customers" from the settlement You need to remove a condition in the script that checks customers sex
Miauzi Posted October 16, 2022 Posted October 16, 2022 Vor 16 Minuten sagte lee3310: Sie müssen eine Bedingung im Skript entfernen, die das Geschlecht des Kunden überprüft I suspected it - no - not now - maybe in 2 months when the basic framework for the "novella" is complete Do I have to "manage" something else at the moment?
Miauzi Posted October 16, 2022 Posted October 16, 2022 Bin beim Testen - klappte alles soweit ganz gut - bekomme aber aktuell eine "merkwürdige" Dialog-Situation Der Raider der sich ergab - hat zwar die Sprachoption zum Versklaven - die ist auch grün aber "semi-transparent" der Überredungsversuch (Halsband umlegen) schlägt fehl derzeit sind in der Siedlung 3 von 4 Plätzen belegt und 0 von 2 beim Spieler selbst die Frage ist natürlich warum schlägt das Anlegen des Versklavungskits fehlt - 4 Stück sind derzeit im Inventar noch zu erwähnen - das ist der erste Versuch nach der Aktualisierung der esp kann es daran liegen?
Jeffey67 Posted October 16, 2022 Posted October 16, 2022 Second breeder gal has dead 2day. Some time ago damn Hound became shine a green radiation glowing. And I notised, that after several acts vs babe, she suddenly dies. I guess it is radiation sickness.
Miauzi Posted October 16, 2022 Posted October 16, 2022 Vor 32 Minuten sagte Jeffey67: Das zweite Züchtermädchen ist am 2. Tag tot. Vor einiger Zeit wurde der verdammte Hound zu einem leuchtenden grünen Strahl. Und ich habe festgestellt, dass sie nach mehreren Akten gegen Baby plötzlich stirbt. Ich vermute, es ist Strahlenkrankheit. You can set the slaves to "essential" in the MCM in the debug menu - that actually protects them
lee3310 Posted October 16, 2022 Posted October 16, 2022 3 hours ago, Miauzi said: Bin beim Testen - klappte alles soweit ganz gut - bekomme aber aktuell eine "merkwürdige" Dialog-Situation Der Raider der sich ergab - hat zwar die Sprachoption zum Versklaven - die ist auch grün aber "semi-transparent" der Überredungsversuch (Halsband umlegen) schlägt fehl derzeit sind in der Siedlung 3 von 4 Plätzen belegt und 0 von 2 beim Spieler selbst die Frage ist natürlich warum schlägt das Anlegen des Versklavungskits fehlt - 4 Stück sind derzeit im Inventar noch zu erwähnen - das ist der erste Versuch nach der Aktualisierung der esp kann es daran liegen? That dialogue is not part of the base mod, i added it as an alternative enslavement option. You must pass a dialogue challenge in order to enslave the NPC, exactly like in other vanilla interactions. (try increasing your charisma with chems...)
Miauzi Posted October 16, 2022 Posted October 16, 2022 Vor 9 Minuten sagte lee3310: Dieser Dialog ist nicht Teil des Basismods, ich habe ihn als alternative Versklavungsoption hinzugefügt. Sie müssen eine Dialogherausforderung bestehen, um den NPC zu versklaven, genau wie bei anderen Vanilla-Interaktionen. (versuchen Sie, Ihr Charisma mit Chems zu steigern ...) The problem was an incorrect or "duplicate" installation - my fault - it is now fixed. I know that the colors indicate a language challenge - but since the dialog box was "transparent" it didn't work even if it was "green" was. And yes - I also installed their alternate enslavement option, of course. However, this is not only triggered with "normal" NPCs, but also with raiders who appear - hitting them with the "normal" baton does nothing - only when I take the "crop" that belongs to the alternative mod - can I put the collar on him. I'm assuming that it wasn't planned that way - but at the moment I don't care - I get my slaves in the collar and can assign them in the settlements Since I've tweaked the settings a bit, the rise in fame is pretty quick I'm still experimenting at the moment - I also have the "raider-reform-school" running at the same time So far, thanks to your help, everything is looking good for me Spoiler Das Problem war eine falsche bzw. "doppelte" Installation - mein Fehler - es ist jetzt behoben. Das die Farben auf eine Sprach-Heraus-Forderung hinweisen ist mir bekannt - da das Dialogfeld aber "transparent" war hatte es nicht funktioniert auch wenn es "grün" war. Und ja - ich habe natürlich auch ihre alternative Versklavungsoption installiert. Diese wird aber eben nicht nur bei "normalen" NPC ausgelöst sondern auch bei sich ergebenden Raidern - das schlagen mit dem "normalen" Schlagstock bringt gar nix - erst wenn ich die "Gerte" nehme die zu dem alternativen Mod gehört - kann ich ihn das Halsband umlegen. ich gehe mal davon aus das es so nicht geplant war - aber derzeit ist mir das egal - ich bekomme meine Sklaven ins Halsband und kann sie in den Siedlungen zuweisen da ich ein bisschen an den Einstellungen probiert habe geht der Anstieg des Ruhmes ziemlich rasch derzeit experimentiere ich noch herum - ich habe auch noch die "raider-reform-school" parallel laufen bis jetzt sieht das alles auch danke ihrer Hilfe für mich ganz gut aus
Jeffey67 Posted October 16, 2022 Posted October 16, 2022 1 hour ago, Miauzi said: You can set the slaves to "essential" in the MCM in the debug menu - that actually protects them Ty very much! I think, I'll keep it as plan B. Cos it would be less immersive, when your slaves are immortal. (and I'm not). Howerer, tryed another glue - recycleactor on Hound. Glowing faded away. Let's see if this works)
Miauzi Posted October 17, 2022 Posted October 17, 2022 Vor 8 Stunden sagte lee3310: Dieser Dialog ist nicht Teil des Basismods, ich habe ihn als alternative Versklavungsoption hinzugefügt. Sie müssen eine Dialogherausforderung bestehen, um den NPC zu versklaven, genau wie bei anderen Vanilla-Interaktionen. (versuchen Sie, Ihr Charisma mit Chems zu steigern ...) But this mod seems to enable something else: I've been using this one for a while in the raider and super mutant camps one finds -> "female sex slaves but they are only used for "decoration" - you can't free them (the mod for the normal prisoners doesn't work here) or they recruit etc. I just hit such a slave out of suspicion with the "crop". and oops I got a dialogue and was then able to put the collar on her - she keeps the name "SexSklavin" during the "conversion" off to the settlement - register and assign Did you plan it that way or does the engine also work with these "warehouse decorations" by chance? Spoiler in den Raider- und Super-Mutantenlagern findet man -> "weibliche SexSklaven die dienen aber quasi nur zur "Dekoration" - die kann man weder befreien (der Mod für die normalen Gefangenen wirkt hier nicht) oder sie rekrutieren usw. ich habe einfach mal aus Verdacht mit der "Gerte" so eine Sklavin geschlagen und upps ich bekam einen Dialog und konnte ihr dann das Halsband umlegen - den Namen "SexSklavin" behält sie ja bei der "Umwandlung" ab in die Siedlung - registrieren und zuweisen hast Du das so geplant oder funktioniert die engine ehr zufällig auch bei diesen "Lager-Dekorationen"?
lee3310 Posted October 17, 2022 Posted October 17, 2022 (edited) 8 hours ago, Miauzi said: I got a dialogue and was then able to put the collar on her - she keeps the name "SexSklavin" during the "conversion" off to the settlement - register and assign Did you plan it that way or does the engine also work with these "warehouse decorations" by chance? HR uses the same name that the NPC have before enslaving. You can use rename anything mod, and change the NPC name before enslaving or select your NPC in console and use this: SetPapyrusVar originalName "NewName" Edited October 17, 2022 by lee3310 1
ltanderl Posted October 18, 2022 Posted October 18, 2022 (edited) 2 questions: 1. Can i use this mod with Just business? 2. Sometimes after my compainions use the services of the breeding slaves they become silent and no longer talk. You can see the subtitles but no voice. Is that somehow fixable? But awesome mod Thanks for that also my old question about sim settlement 2 ignore that one i remove it already... Not compatiple with my mod list.... Edited October 18, 2022 by ltanderl
lee3310 Posted October 19, 2022 Posted October 19, 2022 3 hours ago, ltanderl said: 2. Sometimes after my compainions use the services of the breeding slaves they become silent and no longer talk. You can see the subtitles but no voice. Is that somehow fixable? CF "actor.SetOverrideVoiceType" None
ltanderl Posted October 19, 2022 Posted October 19, 2022 Thanks for that. It works to get the voices back
Npi9 Posted October 19, 2022 Posted October 19, 2022 I can't seem to get enslavement to work. I have a kit and smack unconcise bodies but nothing happens
IamFrums Posted October 20, 2022 Posted October 20, 2022 Does butchering a slave affect the happiness of a settlement their in?
Miauzi Posted October 20, 2022 Posted October 20, 2022 Vor 6 Minuten sagte IamFrums: Beeinflusst das Schlachten eines Sklaven das Glück einer Siedlung in ihrem Inneren? I couldn't find anything there - but it was only one if I saw it correctly - to craft a trough for the flies you need the flesh of two slaves (20 units of human flesh) but you can also get this in another way -> from the super mutants in their meat bags (which hang everywhere or lie in their camps) But with the "slaughter" I noticed something else: The body disintegrates into umpteen individual parts and these can no longer be removed - even with "scrap" they don't go away in build mode ? Spoiler ich konnte da nix festellen - es war aber auch nur einer wenn ich es korrekt gesehen haben - braucht man für die Anfertigung eines Trogs für die Fliegen das Fleisch von zwei Sklaven (20 Einheiten Menschenfleisch) das kann man sich aber auch auf anderem Weg besorgen -> bei den Super-Mutanten in deren Fleisch-Beuteln (die überall hängen oder liegen in ihren Lagern) mit dem "Schlachten" habe ich aber etwas anderes festgestellt: Der Körper zerfällt in zig Einzelteile und diese kann man nicht mehr beseitigen - selbst mit "scrap" gehen die im Bau-Modus nicht weg
FruitPython Posted October 20, 2022 Posted October 20, 2022 On 10/2/2022 at 10:00 AM, lee3310 said: i didn't tell you the fix yet just want to know if you are able to find the chest ID What needs to be done after a person obtains the ID?
lee3310 Posted October 21, 2022 Posted October 21, 2022 (edited) 15 hours ago, FruitPython said: What needs to be done after a person obtains the ID? cf "HumanResources:HR_SlaveWorkshopScriptWrapper.unregisterBrothelSafe" "ID" you should be able to build a new one after this. Save and reload or teleport if doesn't work Edited October 21, 2022 by lee3310
Iforgotmypassword2 Posted October 23, 2022 Posted October 23, 2022 so I have just business with about 50+ slaves can I load human resources with it too? or do I need to remove just business
ltanderl Posted October 30, 2022 Posted October 30, 2022 On 10/24/2022 at 12:15 AM, Iforgotmypassword2 said: so I have just business with about 50+ slaves can I load human resources with it too? or do I need to remove just business i use both together since starting a new game. Got so far 32 from just business and around 30 from human resoureces and so far it works like a charm without any issues... 1
siliseric Posted November 2, 2022 Posted November 2, 2022 all my settlers that sleep with my slaves lose their voice afterwards. I had to remove the AddVoice property from the different client dialogue quests in FO4edit to prevent this from happening. Unfortunately, it doesnt fix what is already broken, so i had to go back to previous saves
lee3310 Posted November 2, 2022 Posted November 2, 2022 12 minutes ago, siliseric said: all my settlers that sleep with my slaves lose their voice afterwards. I had to remove the AddVoice property from the different client dialogue quests in FO4edit to prevent this from happening. Unfortunately, it doesnt fix what is already broken, so i had to go back to previous saves The fix was just few comments above yours: Target the voiceless NPC in consol then tap: CF "actor.SetOverrideVoiceType" None
siliseric Posted November 2, 2022 Posted November 2, 2022 38 minutes ago, lee3310 said: The fix was just few comments above yours: Target the voiceless NPC in consol then tap: CF "actor.SetOverrideVoiceType" None thanks, search failed me. Now i dont have to go back to an old save, and i can use the change i made, and just accept voiceless clients
Parley1984 Posted November 6, 2022 Posted November 6, 2022 Hi. First of all, I love your mod! Thank you very much for it. I have only one question: Is it possible to change the display of the terminals so that not the original name of the slave, but his current name is displayed? I rename my slaves by mod. But in the terminal they are still displayed as "Raider", "Gunner" etc.. This makes it very difficult to distinguish them. I tried to customize the script myself, but currently I can't even get it to compile due to a bug in CreationKit. xD Thanks already for the answer.
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