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Posted
On 4/12/2023 at 12:52 AM, lee3310 said:

Nope, i could stay away from a settlement for months without having any issue. The problem you are describing only happens when you cut the power.

Thanks for your answer. Is it possible that the standard radio tower is responsible for my problems? I need to build one to start Sim Settlement 2.

Posted
4 hours ago, BlueScreenX71 said:

Thanks for your answer. Is it possible that the standard radio tower is responsible for my problems? I need to build one to start Sim Settlement 2.

Could be, i think the vanilla recruitment beacon and also the nuka world radio tower may interfere with HR somehow but i didn't investigate properly.

Posted

Wondering if anyone else has had this problem or knows a solution/the cause of it. So the mod works perfectly fine except for one thing, all the terminals have "placeholder" in place of all the what I assume are numerical values (makes sense huh). Im able to craft everything, enslave npcs, restock the store, etc. It's annoying but still playable in this state. The biggest thing is once the store has been stocked, hitting restock again doesn't refresh the ones for sale (unless it isnt supposed to?). I have a feeling its tied in with this whole placeholder problem. I've tried reinstalling it but it didn't change anything. Anyone know what i can do to fix that? 

Posted

Is it possible to enslave proctor ingram?

 

even if I make her leave the power armor, she just dies if I use rubber bullets or the enslavement baton.

Posted (edited)
1 hour ago, LueRV said:

Is it possible to enslave proctor ingram?

 

even if I make her leave the power armor, she just dies if I use rubber bullets or the enslavement baton.

maybe there is a setting in MCM for unique NPCs that needs to be enabled (i'm sure Violate has one, Ko framework too probably).

Edited by lee3310
Posted (edited)
6 hours ago, LueRV said:

thanks this worked. 

 

I had no trouble enslaving unique npcs before but I guess ingram is just different.

Ingram is the one in Power Armor ? you can't enslave an NPC in PA and since she's not supposed to leave it (ever) you may not be able to enslave her even after making her exit the PA.

Edited by lee3310
Posted

Hi, I really enjoy this mod except for only females being able to be breeding slaves/prostitutes. Does anybody know if their exists any male slave breeder/prostitutes patches or if anybody has knowledge on how to edit the mod to add this feature?

 

I would assume that it wouldn't be too hard to do so unless the gender checks are too deeply ingrained within the mod itself. Thanks in advance.

Posted
On 4/21/2023 at 12:13 AM, lee3310 said:

Ingram is the one in Power Armor ? you can't enslave an NPC in PA and since she's not supposed to leave it (ever) you may not be able to enslave her even after making her exit the PA.

yeah I had to use console commands to get her out of power armor before i could enslave.

 

it wasn't working before even if I got her out of power armor. 

Posted
2 hours ago, GarfieldOfficial said:

Hi, I really enjoy this mod except for only females being able to be breeding slaves/prostitutes. Does anybody know if their exists any male slave breeder/prostitutes patches or if anybody has knowledge on how to edit the mod to add this feature?

 

I would assume that it wouldn't be too hard to do so unless the gender checks are too deeply ingrained within the mod itself. Thanks in advance.

I haven't looked into this myself, but the fix SHOULD be pretty simple.  I recently made a patch for this that allows it to recognize a modded race, and the fix was as simple as adding this new race to a list.  I would assume a gender check would be similar, if outright removing the check doesn't break things.

Posted
On 4/24/2023 at 5:58 PM, Valykry said:

I haven't looked into this myself, but the fix SHOULD be pretty simple.  I recently made a patch for this that allows it to recognize a modded race, and the fix was as simple as adding this new race to a list.  I would assume a gender check would be similar, if outright removing the check doesn't break things.

Alright so I went and opened up human resources esp with f04edit and I managed to find two gender check conditions in "HR_SettlementTerminal_SettlementSlaveDetailsScreen" for the set breeding slave and set prostitute menu items.

 

From what I have tested it appears that removing this condition gives male slaves full breeder functionality. I haven't tested the prostitutes or creatures but I would assume they would work as well. There have only been two major issues I have noticed so far.

1. Slave-Client dialogue is inappropriate with actor genders: should be easy fix to either add new dialogue for M/M scenes or edit existing dialogue to be gender neutral

 

2. Slaves take the dominant/giver positions instead of clients during aaf scenes: this is probably due to original script not being built for M/M and assuming that actor genders would automatically take correct roles. Should be relatively simple to add scripts to ensure actors are in the correct roles but I don't have a good idea of how human resources initiates aaf + im kinda inexperienced with bethesda modding. If anyone has any ideas or tips on how to do this I would certainly appreciate it.

Posted
On 3/27/2023 at 3:57 PM, Valykry said:

If I'm not mistaken, it's meant for one per settlement.  Also note that this beacon interferes with the settlement recruitment beacon.  Pick one or the other IIRC.

 

I have a Question regarding this. I have a working Setup at the Red Rocket Stop near Sanctuary and tried to create a second one at the Starlight Settlement, the HR-Beacon vanish with the message that this is not supposed to be build twice, also the Terminal does show the first Settlement name upon first interactions. So I can't build a Pimp Empire an earn a shitload of Caps? 

Posted
2 hours ago, f0rs4keng0d said:

 

I have a Question regarding this. I have a working Setup at the Red Rocket Stop near Sanctuary and tried to create a second one at the Starlight Settlement, the HR-Beacon vanish with the message that this is not supposed to be build twice, also the Terminal does show the first Settlement name upon first interactions. So I can't build a Pimp Empire an earn a shitload of Caps? 

You can build multiple brothels (one per settlement).

Posted

Actually, since posting I've found that it seems that not only can you only have one settlement with a brothel, you can't change later.  Whichever settlement you establish first, that's the only one you seem to get.  It bugs out anywhere else.

 

This mod could use a bit of TLC I think.

Posted

Anybody having a problem with HR converting new slaves automatically to the male gender? It only happens internally, they still look female, but it's really screwing over my SAM adjustments since SAMFormer assigns adjustments based on actor gender. Since they're both considered male by the game, only one adjustment is getting applied.

 

image.thumb.png.d3dd09e9c279a19be4c9c350d1985de8.png

Posted
12 minutes ago, red-forest said:

Anybody having a problem with HR converting new slaves automatically to the male gender? It only happens internally, they still look female, but it's really screwing over my SAM adjustments since SAMFormer assigns adjustments based on actor gender. Since they're both considered male by the game, only one adjustment is getting applied.

 

image.thumb.png.d3dd09e9c279a19be4c9c350d1985de8.png

Weird, what does the terminal say about the NPC sex ?

Posted (edited)
1 hour ago, lee3310 said:

Weird, what does the terminal say about the NPC sex ?

The HR in-game terminal? It interprets the gender correctly, the mod is working correctly. However, newly created slaves are still getting flagged as males so SAMFormer freaks out.

 

I've looked into the HR scripts and with my very, very limited understadning, it seems when enslaving, the mod created a copy of the original actor and reads their original sex. The roles within HR itself are assigned based on the original actors' sex, not the copy--and the copy is always male for some reason. I have no idea how to change it, I'd honestly even take every slave coming out female, but everyone becoming male screws over my animations so much it's not even worth playing the mod at all for me. :(

Edited by red-forest
Posted (edited)
2 hours ago, red-forest said:

The HR in-game terminal? It interprets the gender correctly, the mod is working correctly. However, newly created slaves are still getting flagged as males so SAMFormer freaks out.

 

I've looked into the HR scripts and with my very, very limited understadning, it seems when enslaving, the mod created a copy of the original actor and reads their original sex. The roles within HR itself are assigned based on the original actors' sex, not the copy--and the copy is always male for some reason. I have no idea how to change it, I'd honestly even take every slave coming out female, but everyone becoming male screws over my animations so much it's not even worth playing the mod at all for me. :(

I will check the sex in my game when i get home. in the mean time, try using console cmd "sexchange" on them.

Edited by lee3310
Posted (edited)
2 hours ago, lee3310 said:

I will check the sex in my game when i get home. in the mean time, try using console cmd "sexchange" on them.

Already did, unfortunately it flips the assets of the character completely changing the look :( Interestingly, it changed the visuals of Connie, but made Lucy disappear completely.

 

Edit: So it looks like this is an issue that dates back to the Just Business code used in HR. Just tested the enslavement mechanic in JB and it does the same thing, converts all enslaved clones to males.

Edited by red-forest
Posted (edited)

image.png.9d9a8d93a2feddc25383b39ed72ad1ae.png

 

You are right but as you can see, even if better console reports them as "male" (actorBase), the cmd "GetIsSex" and the script function getSex() report them as "female".
Even AAF reports them as female so i don't now why SAMformer has a problem with them.
The only way to fix it AFAIK, is to create a separate actor base for male and female which require editing both plugin and script (easier to edit SAMformer script instead i think).

Edited by lee3310
Posted (edited)
47 minutes ago, lee3310 said:

image.png.9d9a8d93a2feddc25383b39ed72ad1ae.png

 

You are right but as you can see, even if better console reports them as "male" (actorBase), the cmd "GetIsSex" and the script function getSex() report them as "female".
Even AAF reports them as female so i don't now why SAMformer has a problem with them.
The only way to fix it AFAIK, is to create a separate actor base for male and female which require editing both plugin and script (easier to edit SAMformer script instead i think).


Ah, doing either is way beyond my pay grade knowledge-wise. Guess I'll have to get rid of HR, sadly. I've made over 500 custom adjustments for animations and it's way too frustrating to not be able to see them. Thank you for your help!

Edited by red-forest
Posted (edited)
1 hour ago, red-forest said:


Ah, doing either is way beyond my pay grade knowledge-wise. Guess I'll have to get rid of HR, sadly. I've made over 500 custom adjustments for animations and it's way too frustrating to not be able to see them. Thank you for your help!

Well, you can report it to niston (SAMformer author), maybe he can adjust the script (or propose a better fix).

Edited by lee3310
Posted

Is there any intention (or way) to make this work with Just Business? I had some issues with this and like the simplicity of the marking system. If not I'll probably make the switch anyway. This has more content 

Posted
On 5/9/2023 at 10:15 AM, Mitchthecunn said:

Is there any intention (or way) to make this work with Just Business? I had some issues with this and like the simplicity of the marking system. If not I'll probably make the switch anyway. This has more content 

Use the non-hostile enslavement mod on the first page. It's not particularly lore friendly, but it works. I had problems with both the Knockout Framework and Violate options, and this works without them.

Posted (edited)
4 hours ago, bogus123 said:

Use the non-hostile enslavement mod on the first page. It's not particularly lore friendly, but it works. I had problems with both the Knockout Framework and Violate options, and this works without them.

I chose the "crop" as a reminder to the "enslavement baton" but i can change it to a holotape (enslavement mod on/off) and just talk to any NPC to trigger the dialogue.
PS
You should also get Ko and/or violate to work too because you can't talk to hostile actors (or can you ?) i don't remember if it's possible, if so i'll probably add a hostility check (you shouldn't anyway).

Edited by lee3310

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