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Posted
19 hours ago, Malphias said:

Slave Market is now finished. Requires TortureDevices. It currently is not connected to the Commonwealth so to see it go into the console and type: coc behslavemarket

 

Turning things over to you, HR_Sinop.  In the Creation Kit, all modifications are prefixed with beh ... most of them are in the Static category, a few in Lights. These are just things you can find in the game and stuff into your inventory, but as statics, the player can't do that with these.

 

This is my first mod. I've tinkered around with creation kits since Skyrim and Fallout 3 but never really put anything together. Too busy with life and with playing the games to really make anything. I hope it will suit your purposes.

 

The only things the player can do is empty some containers, dressers and desks are stock and thus connected to level lists to place a few items into said containers. Also there are some weapons which I would like to be owned by an NPC and thus, if the player tries to snag one, gets himself (or herself) into trouble.

 

Gonna go watch some tutorials about NPCs. I'm gonna play around with my version and see about filling it with some 'life'.

 

I hope this works, having used stock items (and TortureDevices), all textures and meshes should exist in the required places on your system.  I ran Precombine but it didn't seem to do anything, the Precombine folder in Meshes remained empty.  So, really, I don't think you need anything more than the esp file.

 

Here it is:

behSlaveMarket.esp 132.89 kB · 0 downloads

Looks quite nice so far. I inspected the interior and did some AAF testing. Things I noticed:

Layout/Furniture:

Perhaps a little bit of diversity with the chairs could make it look more “natural”

I think that the slave area at the top floor should be locked behind some jail bars to stop slaves from escaping

 

Also, I think Prisoner Shackles Furniture would make a nice addition.

 

What do you think about extending the “trial area” for slaves? I was thinking about re-purposing a guard quarter room to a “slave trial” room?

 

AAF related:

The motorbike in the boss office is recognized by AAF as a furniture item. I don’t think that is intended.

 

grafik.png.9bc3e612f61da87befa83e35a304384a.png

 

AAF is in general detecting lots of chairs as furniture items. Reducing the amount of chairs/diversifying them might help a little. You might want to replace some tables&chairs with standing tables (i.e. tables where people stand instead of sit) to reduce the chair density.

Ironically, the mattress in the existing trial area behind the curtain is not recognized by AAF as furniture

 

 

grafik.png.11e887266f6446cb5898c9d86316985c.png

 

Altogether, I think that the market is coming up nicely.

I will start working on the buying/selling scripts now.

grafik.png

Posted

Fucking AAF... the whole furniture thing is crap. In mods that allow me to turn off the use of furniture, I do.  Furniture does not work.  I can't enjoy a scene when one of the actors is clipping half-way thru the wall right behind the table, or the girl is struggling with a vase sticking out of her chest. Nice concept, but in reality not every chair, table and bed is made for having sex and what is needed is for all furniture to have a flag that can designate it as usuable or not...a CanHaveSex boolean property which AAF checks to see if it can or cannot be used.

 

Being able to use every single "Fancy Round Table" in the game is shit.

 

Conceptually...this is a slave market, they make a lot of money. They can afford nice furniture to pull in customers with. Now I have to replace the nice tables with shit tables that AAF won't recognize. Replace the nice chairs with crap chairs. There is no room in the auction area for sex amongst those chairs.

 

My Kit has a "Furniture Tester" NPC, must be a part of TortureDevices as it's the only dependent mod. Put a bunch of them in here for testing and yea, it sees a ton of furniture to use in a scene... another fucking issue with AAF, it's scan is way too fucking broad. If furniture is to be used it shouldn't be in a chair 5 miles away, but in the fucking room she/he is in...scan should be restricted to around 10 feet.

 

My first test my character got walked from the Slave Sleeping Quarters all the way over to the Boss's Living Quarters for whoopie on a chair. WTF

 

So too with the motorcycle....it's not really a model. It's the real thing shrunk down to fit on a shelf as decoration so yea, fucking AAF sees it as a full sized ready for sex bike.

 

Including Prisoner Shackles is fine by me, but that also makes it dependent on NukaWorld which I didn't want to do. My personal philosophy...don't make my own shit dependent on anything. Be self-contained.  Still, it's Bethesda's work and it won't be changing.

 

Now, if you'll excuse me...I have to go rip my place apart because AAF is too stupid to leave the furniture alone.

 

The only furniture it should be using in here are the beds/mattresses...not a single chair or table.

 

I can put a cage gate to the Slave Sleeping Quarters I just figured they are naked and without arms and there is security guard stationed up there who is armed. Nothing more was needed.

 

Didn't want to remove space from staff/security ...they need a place to live when not on duty so the Trial Area became that little alcove, felt it was more than enough as my idea is that it's just eye-candy for the PC when they visit (Why the curtain isn't completely closed, an eager customer didn't shut it all the way).  If it can be done via quest or scene, I imagined a poor girl in there being fucked by a client when the PC shows up...and for the duration of the PC's stay every 10 minutes or so the client gets up, leaves, and another one from the Lobby takes his place. Kind of like at a settlement where you can assign a settler to a Salvage Station ....only here...she's the Station.

 

Anyway, off to make some modifications to keep AAF from mucking things up when a PC visits.

 

EDIT: Oh,  hell...I can do this LMAO ...of course! Make my 'own' tables and chairs! Just like I did most of the decorations.  In reality, most of what you see are Barnacles ...I just pointed my own copy to a different mesh so it looks like something else. All those bottles of booze are Barnacles. A barnacle is not something a player can pick up and stick in their inventory, which they can do with a bottle of booze.  I can make a Barnacle look like a Fancy Round Table! Duh

 

 

 

 

 

Posted

Ok, the desk in the boss's bedroom is no longer a sex furniture, nor is the motorcycle model. Round tables in the hallways are also no longer made for sex.

 

Question is...where shall sexual activity take place? Even though you may desire for sex to only occur in certain rooms the player is always free to turn on AAF and start a scene where ever they want with who they want using whatever is available: ground, chair, bed, table.

 

The chairs in the lounge are positioned so that chair animations will work without clipping adjacent furniture or walls.  Non Sex versions I will make for the chairs in the auction room.

But, do we make the chairs in the lounge all non sex as well, or let the player enjoy them. They could be left with no option but 'Ground'.

 

Posted

I have "Timetout for slave" message from time to time. What does it mean? Should I do something about this? Attached my load order just in case

 

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Posted

New version. The only sex furniture now should be: Mattresses and beds, 2 chairs in Boss's Office only if Savage Cabbage is installed, HydroPillary (Savage Cabbage again), Jail Cell Doorframe (again, Savage Cabbage only).  Replaced the wall shackles with Prisoner Shackles version...I really hated the green. Oh, and two of the chairs in the Lounge. I placed a bunch of npcs in there for testing, gonna leave them for the time being for further testing.

 

 

behSlaveMarket.esp

Posted
8 hours ago, farinelli said:

I have "Timetout for slave" message from time to time. What does it mean? Should I do something about this? Attached my load order just in case

 

HR_Sinop answered this on the previous page

 

 

On 11/25/2020 at 12:57 PM, HR_Sinop said:

"Timout for slave" means that the clients that should go to the slave did not reach the slave in time. There can be many reasons for this to happen (e.g. pathing issues, other assignments, ...)

 

I've found that this usually happens when two or more clients are trying to access the same slave for a gangbang scene, but one of them is on the opposite side of the settlement, so it takes long enough that the sex act aborts before starting as part of the failsafe against actors getting stuck. Usually the problem resolves itself fairly quickly and just means one missed "tick" of prostitution for that slave.

 

EDIT: I've noticed that the MCM toggle for whether settlers pay doesn't seem to work. I have the setting switched to "off," but still gain 40 bottlecaps in the safe after a settler has sex with a breeding slave. Has anyone else seen this behavior?

 

Also, for purposes of submission, does the number of participants in a scene matter, or is it just 5 scenes = 1 check?

 

EDIT again: I have noticed that Prostitutes seem to time out more often than Breeding Slaves, probably because they move around more (or at least, I haven't figured out which mat they're "supposed" to get assigned to, so my prostitute seems to keep walking around at the same speed as the customers walking towards her.)

Posted
18 hours ago, Dargaron said:

HR_Sinop answered this on the previous page

 

 

 

I've found that this usually happens when two or more clients are trying to access the same slave for a gangbang scene, but one of them is on the opposite side of the settlement, so it takes long enough that the sex act aborts before starting as part of the failsafe against actors getting stuck. Usually the problem resolves itself fairly quickly and just means one missed "tick" of prostitution for that slave.

 

EDIT: I've noticed that the MCM toggle for whether settlers pay doesn't seem to work. I have the setting switched to "off," but still gain 40 bottlecaps in the safe after a settler has sex with a breeding slave. Has anyone else seen this behavior?

 

Also, for purposes of submission, does the number of participants in a scene matter, or is it just 5 scenes = 1 check?

 

EDIT again: I have noticed that Prostitutes seem to time out more often than Breeding Slaves, probably because they move around more (or at least, I haven't figured out which mat they're "supposed" to get assigned to, so my prostitute seems to keep walking around at the same speed as the customers walking towards her.)

I'll look into the MCM bug.

Edit: Bug will be fixed in the next version, had the logic reversed....

The submission ticks are driven by the participants of the scene, not the number of scenes.

 

Since everyone is constantly wandering around doing stuff and the sandbox can influence the situation in many ways (e.g. settlement attack, actor death,...) the timeout mechanism was introduced to just "give up" after a certain amount of time and start the search again, so the slave is not blocked. In my opinion, a timeout is by far more desireable than a blocked slave that is not doing anything.

Posted
18 hours ago, Malphias said:

New version. The only sex furniture now should be: Mattresses and beds, 2 chairs in Boss's Office only if Savage Cabbage is installed, HydroPillary (Savage Cabbage again), Jail Cell Doorframe (again, Savage Cabbage only).  Replaced the wall shackles with Prisoner Shackles version...I really hated the green. Oh, and two of the chairs in the Lounge. I placed a bunch of npcs in there for testing, gonna leave them for the time being for further testing.

 

 

behSlaveMarket.esp 136.12 kB · 3 downloads

I like the changes to the market. I have come across 2 minor things during testing:

The red seats are displayed as "airplane steats", I dont' think that is intentional (or makes sense).

Loading the plugin in the CK gives me an error:

grafik.png.4ef53c6155ef8b647eed333de8b34412.png

I assume that these are the Prisoner Shackles replacements, but I could not find Prisoner Shackles furniture in the market. I guess the Prisoner Shackles Master is missing? (please use the Prisoner Shackles version with happines bonus)

Posted
1 hour ago, HR_Sinop said:

I like the changes to the market. I have come across 2 minor things during testing:

The red seats are displayed as "airplane steats", I dont' think that is intentional (or makes sense).

Loading the plugin in the CK gives me an error:

grafik.png.4ef53c6155ef8b647eed333de8b34412.png

I assume that these are the Prisoner Shackles replacements, but I could not find Prisoner Shackles furniture in the market. I guess the Prisoner Shackles Master is missing? (please use the Prisoner Shackles version with happines bonus)

Chairs are fixed... but I don't know what is wrong with the Prisoner Shackles. They are there in the CK, I can drop one into the market. Save it. But when in game, they are gone. If I close the CK and open it again, load everything up. They are gone. The only masterfile other than Fallout 4 is NukaWorld and I ticked it. The only other thing I can say about it is that when I drop one into the market I get a warning "

ANIMATION: STAT 'DLC04\Markers\DLC04MARKERPrisonerShackles.nif' has a controller that targets the root 3D."...and that can only be fixed by the author.

 

EDIT: They work in the settlement, I can craft them, stick 'em to a wall.

 

Posted

I'm having trouble enslaving NPC's, no matter if they are raiders, gunners or just caravan folks. I got both enslavement baton and enslavement kits in my inventory. I knock them out hit whit the baton but when I wake NPCs up they attack right when they get up. Already set up a base whit terminal-beacon-save-mats. 

Have all requirements installed and working correctly but I gess I'm missing something. 

I have a video showing what happens once NPC's wake up

Posted
7 hours ago, Icefish77 said:

I'm having trouble enslaving NPC's, no matter if they are raiders, gunners or just caravan folks. I got both enslavement baton and enslavement kits in my inventory. I knock them out hit whit the baton but when I wake NPCs up they attack right when they get up. Already set up a base whit terminal-beacon-save-mats. 

Have all requirements installed and working correctly but I gess I'm missing something. 

I have a video showing what happens once NPC's wake up

Normally, hitting a knocked out actor with the enslavement baton should trigger the enslavement process, no wakeup involved. It seems like the link to the knockout framework got messed up somehow.

Could you try starting a new save & enable the verbose logging option in the MCM? If you dont'get any notification from Human Resources then the problem is something else than just the enslavement process.

 

PS: Uploading a video with half a GB is not a good idea for this site. Try reducing the recording quality/video size next time.

Posted

I do not get any notification from HR when starting a new save whit verbose logging.  I also ran AAF_Debug and it did not show anything wrong.  

Wonder if I need to uninstall knockout and HR and set them up again. 

 

 

2 hours ago, HR_Sinop said:

PS: Uploading a video with half a GB is not a good idea for this site. Try reducing the recording quality/video size next time.

Sorry about this did not pay attention to my video size.

 

Posted
On 11/29/2020 at 5:14 PM, Icefish77 said:

I do not get any notification from HR when starting a new save whit verbose logging.  I also ran AAF_Debug and it did not show anything wrong.  

Wonder if I need to uninstall knockout and HR and set them up again. 

 

 

Sorry about this did not pay attention to my video size.

 

 

12 hours ago, althekoolkid said:

I can't get the terminal to recognize that I've built a advertisement beacon. . . Any ideas? 
My bet is its a conflict with Sim Settlements 2. . . 

Try using the mod with a minimal setup (i.e. just the stated requirements and nothing else).

I am developing this mod on a relatively gameplay-mod free setup, so it is very likely that some other mod is interfering.

Posted
12 hours ago, althekoolkid said:

I can't get the terminal to recognize that I've built a advertisement beacon. . . Any ideas? 
My bet is its a conflict with Sim Settlements 2. . . 

Dumb tech support-y question: did you try storing the advertisement beacon and replacing it? I had a bit of trouble getting Sanctuary Hills to recognize the beacon after reshuffling my mods around, but unpowering/repowering and storing/replacing the beacon got it to register. I also played around with the power system because at first it wasn't properly powered.

Posted
Quote
On 11/18/2020 at 10:06 AM, HR_Sinop said:

..."I might add a dialogue option that triggers a customer approach later, but this mod is designed to handle everything automatically for the player."

 

I'm sorry is was not more clear. What a meant to say was that it would be nice to be able to manually assign the slave (possibly after a certain submission value is reached) like a normal settler. That way it would also be possible to select which PS mat or set of shackles the slave is assigned to. It would also make it possible to use both your male and female slaves for menial labor.

Posted

So, shall I create a version of the Slave Market without Prisoner Shackles? I don't know what is wrong with it. The CK strips them on save and/or exit and when I load up again, Prisoner Shackles is no longer a master file to my esp.

 

Posted

From further testing I think the issue I was having is most definitely a conflict with Sim Settlements 2. Does HR pull resources from the vanilla recruitment beacon scripts. The vanilla beacon is heavily modified by SS2. 

Posted
16 hours ago, Malphias said:

So, shall I create a version of the Slave Market without Prisoner Shackles? I don't know what is wrong with it. The CK strips them on save and/or exit and when I load up again, Prisoner Shackles is no longer a master file to my esp.

 

Just skip it if it causes problems, maybe we can figure it out later

1 minute ago, althekoolkid said:

From further testing I think the issue I was having is most definitely a conflict with Sim Settlements 2. Does HR pull resources from the vanilla recruitment beacon scripts. The vanilla beacon is heavily modified by SS2. 

The advertisement beacon is basically a modified version of the vanilla beacon. If SS2 modifies the vanilla beacon then there is a problem. If changing the load order does not help, I will provide alternative means (e.g. giving an MCM option that always allows for advertisement functionality)

Posted
59 minutes ago, HR_Sinop said:

Just skip it if it causes problems, maybe we can figure it out later

The advertisement beacon is basically a modified version of the vanilla beacon. If SS2 modifies the vanilla beacon then there is a problem. If changing the load order does not help, I will provide alternative means (e.g. giving an MCM option that always allows for advertisement functionality)

I intend to do some more testing tonight after work. I’d love to have both mods work side-by-side. 
 

Right now, I’ve only tried both beacons in the same settlement and whichever beacon is placed first works and the second is disabled/non functioning. 

 

I’ll try different locations and placement orders tonight and report my findings. Maybe having them in different settlements will still work. 

Posted

Ok, removing Prisoner Shackles. Gonna tackle adding some NPCs starting with the boss. Should your own esp be a master and if so, what factions should the boss be in?

Posted
20 hours ago, Malphias said:

Ok, removing Prisoner Shackles. Gonna tackle adding some NPCs starting with the boss. Should your own esp be a master and if so, what factions should the boss be in?

I think it would be ideal if the market itself is relatively stand alone (independent of HR). Could you define factions for animation markers for the following npc types:

  • Customers
  • Slaves (in the trainig area)
  • Slaves (in the auction area)

I think that these NPCs should be automatically generated by HR and sandbox in their area.

The rest (e.g. guards/barkeeper/boss)... should be placed on fixed positions with fixed animation markers (maybe add a faction for the torturer so he switches positions between devices)

3 hours ago, farinelli said:

Is there any way to exclude turrets from client searching? Got many searching fails with them

Short answer: no

Long answer: Unfortunately, Lord Howard decided that implementing Turrets as Actors is a good idea (An Actor is basically any form of NPC). The searching procedure searches for a random actor in the area. Since turrets are Actors, the search may catch turrets.

Posted
4 minutes ago, HR_Sinop said:

I think it would be ideal if the market itself is relatively stand alone (independent of HR). Could you define factions for animation markers for the following npc types:

  • Customers
  • Slaves (in the trainig area)
  • Slaves (in the auction area)

I think that these NPCs should be automatically generated by HR and sandbox in their area.

The rest (e.g. guards/barkeeper/boss)... should be placed on fixed positions with fixed animation markers (maybe add a faction for the torturer so he switches positions between devices)

Short answer: no

Long answer: Unfortunately, Lord Howard decided that implementing Turrets as Actors is a good idea (An Actor is basically any form of NPC). The searching procedure searches for a random actor in the area. Since turrets are Actors, the search may catch turrets.

I can try...like I said, making NPCs is new to me. What I've done so far, it's just an extension of settlement building. Well, yea, it is more than that. Still, it's pretty straightforward stuff compared to dealing with factions, packages, quests, etc.

 

I have made a Boss and I have created a SlaverFaction and given him some default sandbox packages...but when I talk to him, all he says is "Huh"...and has no generic lines to say while I am nearby.

 

But, yes, I understand you. From one tutorial I watched on Youtube, factions can own things so only they use them...so yes, slaves need a faction to use the bondage gear and only them.

 

Will work on it.

 

Posted
1 hour ago, HR_Sinop said:

I think it would be ideal if the market itself is relatively stand alone (independent of HR). Could you define factions for animation markers for the following npc types:

  • Customers
  • Slaves (in the trainig area)
  • Slaves (in the auction area)

I think that these NPCs should be automatically generated by HR and sandbox in their area.

The rest (e.g. guards/barkeeper/boss)... should be placed on fixed positions with fixed animation markers (maybe add a faction for the torturer so he switches positions between devices)

Short answer: no

Long answer: Unfortunately, Lord Howard decided that implementing Turrets as Actors is a good idea (An Actor is basically any form of NPC). The searching procedure searches for a random actor in the area. Since turrets are Actors, the search may catch turrets.

Ok, how about skipping turrets from counter ticks? Like this: we got 5 max fails. Female +1 to the counter, dog +1, turret - skip (+0). 

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