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Posted

There's a couple of races at Nexus mod site I've been trying to make a HR "patch" for

https://www.nexusmods.com/fallout4/mods/75945
https://www.nexusmods.com/fallout4/mods/67632
https://www.nexusmods.com/fallout4/mods/72817

They even have their own NPCs injector mods

https://www.nexusmods.com/fallout4/mods/76515
https://www.nexusmods.com/fallout4/mods/70978
https://www.nexusmods.com/fallout4/mods/73157

I try using FO4edit to make a quick patch for both the race and NPCs injector mods, but I don't know if it just patch up the race and not the injected NPCs cause my poor excuse of a  patch doesn't seems to work on on the NPCs and instead states the race isn't compatible.

To be fair, I'm a greenhorn with it comes to scripts editing and such

Is there a chance for a patch for these mods?

Oh and if someone have the HR Patch for Vulpine Race and would like to share that would be great~

Please and thanks~
 

Posted

I'm currently using v6b as I just came back to FO4 after a very long hiatus to continue my playthrough with my OG char. Can I update to the latest version of HR form v6b mid-save/game and if so, is there anything special I need to do? I am running FO4 1.10.163 with F4SE 0.0.6.21.

Posted

Can you have more than one settlement as a HR Brothel with a HR terminal, safe and customer attractor rug? I want to have a couple different settlements setup with slaves.

Posted
7 hours ago, Martok73 said:

Can you have more than one settlement as a HR Brothel with a HR terminal, safe and customer attractor rug? I want to have a couple different settlements setup with slaves.


yes, you can.
I have a save where I have it in nearly all settlements. (most of them only for storing/jailing, maybe 6 or 7 set up as active brothels with customers)

Just be mindful of the MCM-settings concerning the intervall for "search for customer", both while you are in the settlement or away.
I believe it can have a performance impact.
I've not stress-tested it, just left it at it's normal settings. Actually, I reduced the number of customers - because it can get quite busy & crowded in some settlement locations.

PS: vanilla settlements are ok, but setting up HR on mod-added settlements can be hit or miss.
(depends on how the specific settlement-mod is hooking into FO4s settlement/workshop framework - for me, there's a few mod-added settlement workshops where it simply will not register the HR safe+terminal)

Posted
6 hours ago, egonm68 said:


yes, you can.
I have a save where I have it in nearly all settlements. (most of them only for storing/jailing, maybe 6 or 7 set up as active brothels with customers)

Just be mindful of the MCM-settings concerning the intervall for "search for customer", both while you are in the settlement or away.
I believe it can have a performance impact.
I've not stress-tested it, just left it at it's normal settings. Actually, I reduced the number of customers - because it can get quite busy & crowded in some settlement locations.

PS: vanilla settlements are ok, but setting up HR on mod-added settlements can be hit or miss.
(depends on how the specific settlement-mod is hooking into FO4s settlement/workshop framework - for me, there's a few mod-added settlement workshops where it simply will not register the HR safe+terminal)

so how do you go about doing it? I've tried setting up Sanctuary and Red Rocket, and can't get it to work right at all. I assign a slave to breeding in one, then assign a slave to breeding in the other, and the slaves just wander off away from the terminal and the customer attractor rug, and never do anything, never make any money. I have one beacon powered and turned on for advertising, I clicked the start advertisement on the terminals in each settlement, but no customers, just wandering slaves doing nothing.

 

I have built prisoner mats for sitting, kneeling, hands behind back, and according to the main mod description page it is supposed to auto assign slaves to those mats, but it isn't and they are still just wandering around. How do I make them stay on the mats? How do I make more than one settlement and have all of them attracting customers and making money?

Posted
8 hours ago, Martok73 said:

so how do you go about doing it? I've tried setting up Sanctuary and Red Rocket, and can't get it to work right at all. I assign a slave to breeding in one, then assign a slave to breeding in the other, and the slaves just wander off away from the terminal and the customer attractor rug, and never do anything, never make any money. I have one beacon powered and turned on for advertising, I clicked the start advertisement on the terminals in each settlement, but no customers, just wandering slaves doing nothing.

 

I have built prisoner mats for sitting, kneeling, hands behind back, and according to the main mod description page it is supposed to auto assign slaves to those mats, but it isn't and they are still just wandering around. How do I make them stay on the mats? How do I make more than one settlement and have all of them attracting customers and making money?


Basically, what you did.

Build the safe, build the terminal.
Register the location / activate HR in the terminal.
Build the attractor rug and beacon.

Build the slave rugs/shackles after the location is registered in the terminal - I discovered that otherwise, auto-assign of breeders won't work.

I have also transferred/rebuild settlements using "transfer settlement" blueprints. Other than having to register the location and afterwards scrap&rebuild the slave rugs, I haven't had a problem.

Try scrapping and re-building the rugs, then grab and re-assign the slaves again.

 

Customers....  it can take a while for them to pop up. I usually wait a day / sleep / do some other stuff elsewhere.

.

Posted
On 5/30/2024 at 4:07 AM, egonm68 said:


Basically, what you did.

Build the safe, build the terminal.
Register the location / activate HR in the terminal.
Build the attractor rug and beacon.

Build the slave rugs/shackles after the location is registered in the terminal - I discovered that otherwise, auto-assign of breeders won't work.

I have also transferred/rebuild settlements using "transfer settlement" blueprints. Other than having to register the location and afterwards scrap&rebuild the slave rugs, I haven't had a problem.

Try scrapping and re-building the rugs, then grab and re-assign the slaves again.

 

Customers....  it can take a while for them to pop up. I usually wait a day / sleep / do some other stuff elsewhere.

.

Ok, so having the rugs built before building the terminal is what was causing the breeder slaves to not work then... huh, ok, lol.

 

So, build the safe first or the terminal? I have been building the terminal, then safe, then beacon, then the rugs. Should I only use one rug per location? I know I can only have one beacon period, cause it auto deletes a second beacon.

 

After all is built, then use the terminal to activate HR at that location/turn it on. THEN build the prisoner mats / shackles, and THEN transfer the slaves to the settlement and assign them as breeders correct?

 

Can I store the terminal, safe and beacon/rugs if I want to expand later? I know not to scrap them, not sure about storing them.

Posted
Vor 1 Minute sagte Martok73:

Ok, also war es der Grund, warum die Zuchtsklaven damals nicht funktionierten, weil die Teppiche vor dem Bau des Terminals gebaut wurden ... huh, ok, lol.

 

Also zuerst den Safe oder das Terminal bauen? Ich habe das Terminal gebaut, dann den Safe, dann die Bake und dann die Teppiche. Sollte ich nur einen Teppich pro Standort verwenden? Ich weiß, dass ich nur eine Beacon-Periode haben kann, da dadurch automatisch ein zweites Beacon gelöscht wird.

 

Nachdem alles gebaut ist, verwenden Sie das Terminal, um HR an diesem Standort zu aktivieren bzw. einzuschalten. DANN bauen Sie die Gefangenenmatten/Fesseln und DANN überführen Sie die Sklaven in die Siedlung und weisen sie als Züchter zu, richtig?

 

Kann ich das Terminal, den Safe und die Bake/Teppiche aufbewahren, wenn ich sie später erweitern möchte? Ich weiß, dass ich sie nicht verschrotten soll und bin mir nicht sicher, ob ich sie aufbewahren soll.

 

You can also assign the sex slaves to these "carpets" manually - then the whole thing works correctly... I just did it again in Far Habor at my first settlement (the trapper's hut).

 

remember - that initially only one slave can be transferred per settlement... the "reputation" of the settlement still has to "develop" (increase)

Posted
8 hours ago, Martok73 said:

Ok, so having the rugs built before building the terminal is what was causing the breeder slaves to not work then... huh, ok, lol.

 

So, build the safe first or the terminal? I have been building the terminal, then safe, then beacon, then the rugs. Should I only use one rug per location? I know I can only have one beacon period, cause it auto deletes a second beacon.

 

After all is built, then use the terminal to activate HR at that location/turn it on. THEN build the prisoner mats / shackles, and THEN transfer the slaves to the settlement and assign them as breeders correct?

 

Can I store the terminal, safe and beacon/rugs if I want to expand later? I know not to scrap them, not sure about storing them.

 

rugs build before activating HR in the terminal: the breeders still 'work' (with settlers, customers). only the auto-assign to the rugs does not.

 

and:  build the safe first, then the terminal - then activate HR in the terminal - then build the other stuff (rugs, beacons). And assign the slaves last.
At least, that seems to be the safe way.

storing.... I've not tried it with the safe or terminal.
The beacon and rugs should be ok, I guess. But I think it will not work with the safe or terminal. At least it will delete the current data, at best it will reset HR at that settlement.

Posted
On 5/31/2024 at 8:35 PM, Miauzi said:

You can also assign the sex slaves to these "carpets" manually - then the whole thing works correctly...

I've tried doing that in the build menu but it won't let me manually select the slave to assign her.

Posted
On 6/1/2024 at 4:43 AM, egonm68 said:

and:  build the safe first, then the terminal - then activate HR in the terminal - then build the other stuff (rugs, beacons). And assign the slaves last.
At least, that seems to be the safe way.

will try that, thanks

Posted
Vor 6 Stunden sagte Martok73:

Ich habe versucht, dies im Build-Menü zu tun, aber ich kann die Sklavin nicht manuell auswählen, um sie ihr zuzuweisen.

 

For this to happen, the slave in question must have already been assigned to the settlement and assigned to it via the terminal.

If this still doesn't work, you have a very deep-seated problem - beyond this mod

 

because you can use the restraint devices from the "Raider Reform School" mod instead of the mats to "present" the sex slaves

(The customers can speak to them - the slave leaves the device on her own and returns to it after sex)

  • 2 weeks later...
Posted

Does anyone knows how to uninstall this without breaking the save?

 

After I disable the mod in MO2 and run the game, on my first save attempt getting CTD. 

 

I've removed all slaves, terminals, mats, etc, but still can't rid of the mod itself. 

Posted
6 hours ago, J_Bunny said:

Does anyone knows how to uninstall this without breaking the save?

 

After I disable the mod in MO2 and run the game, on my first save attempt getting CTD. 

 

I've removed all slaves, terminals, mats, etc, but still can't rid of the mod itself. 

sadly it will be well baked into save might be best to just start a new game or a save from before you installed it should never realy uninstall mods mid game 

  • 2 weeks later...
Posted (edited)

i have tryed and test is more the one time (compatibility test for abduction lite, just business and so on)

works fine on me, but i get ALL slaved npc and sold em in concord. 

then throw awai all slavery stuff like beaton, slave kits and so on.

dont hold stuff taken from the slaves in your inventory, best choice is put all inventory stuff in an workbench and leave this settlement.

after i sold ALL slaves, delete all stuff in every settlement (beacon, mat, tresor)

check that alle settlements are clear of registered slaves (look in pipboy - settlemets people count)

make an quicksave, load the quicksave.

THEN deactivate in settings. 

go sleep for 2 game days (give the scripts time to compare)

make an quicksave, load the quicksave

 

if the LAST quicksave loads correctly, end fo4 with alt+f4 fallout (DONT LET IT SAVE AGAIN), remove the mod

(check in steam that fo4 has ended, if not, end it manually with rightclick and stop)

restart fo4 and load the quicksafe

 

as last, on crash by loading after uninstall, check the quicksave with "re-saver" for errors -> if you found an "input enabler script", delete this one, save the savegame and load THIS one

 

works on me with ALL mods i have added and remove for testing purposes

 

Screenshot 2024-06-27 210151.jpg

 

lol damn, i should type an guide how to unstall mods "safest ways" rofl

Edited by roflmaones
Posted (edited)
11 minutes ago, roflmaones said:

i have tryed and test is more the one time (compatibility test for abduction lite, just business and so on)

works fine on me, but i get ALL slaved npc and sold em in concord. 

then throw awai all slavery stuff like beaton, slave kits and so on.

dont hold stuff taken from the slaves in your inventory, best choice is put all inventory stuff in an workbench and leave this settlement.

after i sold ALL slaves, delete all stuff in every settlement (beacon, mat, tresor)

check that alle settlements are clear of registered slaves (look in pipboy - settlemets people count)

make an quicksave, load the quicksave.

THEN deactivate in settings. 

go sleep for 2 game days (give the scripts time to compare)

make an quicksave, load the quicksave

 

if the LAST quicksave loads correctly, end fo4 with alt+f4 fallout (DONT LET IT SAVE AGAIN), remove the mod

(check in steam that fo4 has ended, if not, end it manually with rightclick and stop)

restart fo4 and load the quicksafe

 

as last, on crash by loading after uninstall, check the quicksave with "re-saver" for errors -> if you found an "input enabler script", delete this one, save the savegame and load THIS one

 

works on me with ALL mods i have added and remove for testing purposes

 

Screenshot 2024-06-27 210151.jpg

 

lol damn, i should type an guide how to unstall mods "safest ways" rofl

another way is to kill al slaves and THEN go sleep :) 

 

 

 

ScreenShot5.png

 

Edited by roflmaones
  • 2 weeks later...
Posted
Vor 4 Minuten sagte EpicCheese:

Der Mod funktioniert bei mir nicht, ich habe alle angegebenen Anforderungen installiert. Hat Next Gen es kaputt gemacht?

 

You can bet on it

Posted (edited)

hello thanks for your mod, but I have a problem, a slave gives a quest to defend the colony, I defend successfully but I cannot complete the quest, the slave only trade items with me, what can i do ?

 

 

PS the quest ended by itself, its not a problem anymore

Edited by naft50
Posted (edited)

Hello, fellow ladies and gentlemen.

 

I notice a little problem with the actor ordering in animation and would be glad if anyone could help me out.

 

The problem I have is that the slave or prostitute is assigned the "Giver" roll, and the client gets the receiver position.

At first, I thought it was the preference of the client, but it happens too often for that, but not always.

 

I already checked if the raider is correctly shown as female in the HR menu.

 

Any other mod (sex harassment, AAF Violate, etc.) works correctly.

 

Thanks in advance.

enb2024_7_17_07_18_58.jpg

enb2024_7_17_11_34_54.jpg

Edited by It0w
- added another Picture with AFF Menu open
Posted (edited)

I don't know if the Mod author is still active but if so, this is my experience

 

Using NG and NG AAF.   To work with the NG updates the mod, apparently, needs an update of some sort.  The brothel system doesn't work.  The terminal doesn't show any information.  It only shows token.xxx.xxx for all of the info.   It doesn't crash the game.  I just can't assign slaves to a settlement.  I am not using the knockout framework (using violate as recommended).

 

Rollback:  Everything works as far as a friend can tell (he runs a rolled back version of FO4 and AAF).

 

EDIT:  Okay so I figured this out .. in the event that others have an issue.
I use All Settlements Extended to expand my build area .. if you put the terminal down outside of the vanilla build area it does not recognize the settlement.  You must place the terminal inside the vanilla boundary for the settlement.

Edited by Seawolfe02
Posted

Sorry if this has been covered already, but I am having an issue with enslaving an NPC.  They will surrender, but when I try and use the baton on them, it does nothing except act as a melee weapon. I have installed the mod according to The Fucking Manual, but is seems like very few of the mods I have using this setup seem to work very well. I've done a clean reinstall of the game, I've used the basics of making sure the install game path is not in Program files. Commonwealth Captives works alright, but even getting sex animations to work is an issue.

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