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Posted
On 7/18/2024 at 11:11 AM, cantobite said:

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.

Use the discord shown in the "Fucking Manual" to fix AAF problems.
For the Human Resources inability to enslave people with the baton, this is usually because there are still some active enemies around.  Kill those you don't want to capture, pacify those you do want to capture by getting them to surrender or put them to sleep with the syringe rifle.  Unfortunately, while removing other enemies if you get hit, the ones you have subdued into surrender will most likely get up and join the attack on you.  I can't remember if active enemy turrets are included in the active enemy list.

 

Posted (edited)
On 5/8/2024 at 9:45 PM, egonm68 said:


yes, there is an option for it you can set in MCM,
"ignore settlement limit" (or sth like that).

The terminal will still show you a limit - but you can simply transfer a slave to it anyway (and that will automatically increase the 'limit')

Is this still up to date information? I can't find any option in the MCM menu that would allow me to increase/ignore the settlement capacity.

Edited by DerPeter
Posted (edited)
9 hours ago, DerPeter said:

Is this still up to date information? I can't find any option in the MCM menu that would allow me to increase/ignore the settlement capacity.


yes, it is
image.png.6f1b041cf0e80dd84515e0b21ab720be.png


EDIT:
no it is not.  at least not in the original release. 

I totally forgot I am using this addon/fix :
 


 

Edited by egonm68
Posted (edited)

uh... how does the mod work? Ive been using Just Business for all my sex slave settlement staffing requirements but this mod looks interesting. My first goal was to just buy the slaves. Go to the local Slaves-R-Yours in Concord... see some nice.... decorations. Go to the terminal. Restock. Get one slave in the slave cage. Cant seem to buy her.

Well, lets go capture a slave! make the enslavement batton and some collars, Go to the wackamole junk pile where the two settlers pick a fight with the rad-wackamoles. Okay, one looks acceptable. fight moles, save her. So, I just gotta tap her with this base ball bat huh?

SPLAT! her head goes into a dozen pieces. Hummm.... No necrophila mod.... Not even a cannibal.  Try the guy. SPLAT!! No, he doesn't look enslaved at all. Looks... dead.

I think the instructions say tap with the baseball bat and then when subdued, you use the slave stick.

 

What am I doing wrong?

Edited by MrGrey
Posted (edited)
30 minutes ago, MrGrey said:

uh... how does the mod work? Ive been using Just Business for all my sex slave settlement staffing requirements but this mod looks interesting. My first goal was to just buy the slaves. Go to the local Slaves-R-Yours in Concord... see some nice.... decorations. Go to the terminal. Restock. Get one slave in the slave cage. Cant seem to buy her.

Well, lets go capture a slave! make the enslavement batton and some collars, Go to the wackamole junk pile where the two settlers pick a fight with the rad-wackamoles. Okay, one looks acceptable. fight moles, save her. So, I just gotta tap her with this base ball bat huh?

SPLAT! her head goes into a dozen pieces. Hummm.... No necrophila mod.... Not even a cannibal.  Try the guy. SPLAT!! No, he doesn't look enslaved at all. Looks... dead.

I think the instructions say tap with the baseball bat and then when subdued, you use the slave stick.

 

What am I doing wrong?

 

are you using "Knockout Framework" or "AAF Violate"?
subjects need to be in the knockout/surrender state before tapping them with the "enslavement baton".

did you just craft collars? or "Enslavement Kits"? (you need the latter)

Other than that..... the mod's download page's "How to get started" section explains the basics, I can't improve on that.


PS: if you are high-level and all "perked up", it can be hard to get subjects to surrender w/o outright killing them.
I am using "AAF violate", so I need to get them to surrender.  weapons like a low-damage 10mm with cripple bonus help with that.
There's also the "alternate enslavement method" (addon mod), which let's you convince non-hostile NPCs to ... put on some jewelry.
https://www.loverslab.com/files/file/23794-human-resources-alternative-enslavement-method/

 

Edited by egonm68
Posted (edited)
On 7/28/2024 at 1:39 PM, egonm68 said:

 

are you using "Knockout Framework" or "AAF Violate"?
subjects need to be in the knockout/surrender state before tapping them with the "enslavement baton".

did you just craft collars? or "Enslavement Kits"? (you need the latter)

Other than that..... the mod's download page's "How to get started" section explains the basics, I can't improve on that.


PS: if you are high-level and all "perked up", it can be hard to get subjects to surrender w/o outright killing them.
I am using "AAF violate", so I need to get them to surrender.  weapons like a low-damage 10mm with cripple bonus help with that.
There's also the "alternate enslavement method" (addon mod), which let's you convince non-hostile NPCs to ... put on some jewelry.
https://www.loverslab.com/files/file/23794-human-resources-alternative-enslavement-method/

 

Thanks. I am using AAF Violate. Yeah, Level 60 and my build is "Engine of death". Baseball bat was the least deadly thing in my weapon's stash. Instructions said use something blunt. At least I didn't use slugger, which has a chance of sending heads flying. Potential slaves tend to be so fragile.  I'm used to Just business where you mark them and then even the Zetan death ray makes them submit.

And the slave market? I really wanted to buy slaves. I guess the slave market needs to level up as well.

Thanks for the help. See you in the commonwealth!

 

 

Edited by MrGrey
Posted
On 7/30/2024 at 6:40 PM, MrGrey said:

Thanks. I am using AAF Violate. Yeah, Level 60 and my build is "Engine of death". Baseball bat was the least deadly thing in my weapon's stash. Instructions said use something blunt. At least I didn't use slugger, which has a chance of sending heads flying. Potential slaves tend to be so fragile.  I'm used to Just business where you mark them and then even the Zetan death ray makes them submit.

And the slave market? I really wanted to buy slaves. I guess the slave market needs to level up as well.

Thanks for the help. See you in the commonwealth!

 

 


yes, the slave market does level up. by selling or buying slaves there.
btw, you cannot buy the 'named' ones. and some don't spawn in the cage, but upstairs. (you should get a few on the first 'restock')

and, as I said: low-damage rapid-fire weapon, best with a 'cripple' perk help with getting surrender condition. maybe increase the threshold in AAF violate for surrenders.
Maybe a Syringer with a lockjoint-dart to incapacitate them - and then convince them by single shots to the knees 😉  (unless you have a companion who just ventilates them).
Or, a Syringer with pacify darts, and then the "alternate enslavement crop" I linked above to initiate a conversation and gift them some 'jewelry'

^ just some of the methods I came up with.
 

Posted (edited)

And actually, I fiddled around a bit more. created some "custom stuff"

 

an "Enslaver Rifle"   (think: "Collar Thrower")

Because I got tired of the Enslavement Baton dishing out a roundhouse whack to everyone around me.

Basically, it's just a custom pipe rifle that deals almost no damage, and takes special ammo ("springs").  
It works the same way as the "Enslavement Baton" (it has the HR keyword needed for triggering the usual enslavement, and still requires "Enslavement Kits") - but at range, and only hitting one target.
Both the Rifle and its ammo are craftable in the HR menu at a chem station.

 

a "PaxLock Syringe" for the Syringer rifle.
Combining the pacify effect with the lockjoint/paralyze one, lasting 3 minutes.
To paralyze an opponent - but also make them friendly at the same time. Simply so my companions don't kill them, and give me some time to "clean house"
(before starting to poke their ribs or knees until they surrender. Mind you, they become hostile again when poking them with a low-damage cripple weapon. So make sure any companion is not near. And when they turn "green" again, they have surrendered and are ready for enslavement.    yeah, it's kind of a "complex workaround" - but it works)
Craftable in the usual Syringer ammo menu.


Just simple-ish FO4edit modded stuff thrown together, no scripts, nothing special.
I just wanted to see if it works, and it did, and I kept it.


I've simply ripped (and re-referenced) them out of my bigger 'personal addons' esp just now, not even tested it standalone.
If you want it - here it is.
No guarantees, anybody feel free to use / reuse / copy / change, no credit needed.
(And if I did not mess it up, it should be a light-flagged esp file)

HR_addon_Enslaver.esp

Edited by egonm68
Posted
On 11/8/2020 at 12:18 PM, HR_Sinop said:

Human Resources

View File


Human Resources

 

Mod Contributors:

  1. Malphias - Slave Market 3D Cell Space
  2. Morgenrot_68 - Voice feature

 

Mod review by MxR

(Note: The guy in the video messed up and put the NPCs close to radioactive barrels, that’s why they died. The mod itself DOES NOT randomly kill NPCs! )

 

What is this mod?

 

This is an MF / MMF / MMMF / MMMMF / Creature + Female focused enslavement mod with focus on settlement gameplay. Currently, it allows you to:

 

  • Enslave any NPC in the game via Knockout Framework Or AAF Violate.
  • Assign the slaves to a settlement using the Human Resources Manager Terminal

     

  • Assign Male slaves to “normal” workshop jobs

     

  • Assign Female slaves as Breeding Slaves or Prostitute

     

  • Female slaves can be made submissive

     

  • Submissive slaves can be converted to Prostitutes
  • Submissive slaves have a dialouge option (when following the Player) to work from the current location
    • The Player can collect the earned money

       

  • Breeding Slaves and Prostitutes automatically attract nearby male (non slave) clients

     

  • Breeding slaves play only aggressive or semi-aggressive animations and earn a small amount of caps

     

  • Prostitutes also play consensual animations and earn more caps (+ and they have a nice outfit)

     

  • Collect caps payments from customers via a safe

     

  • Attract brothel customers via a beacon to your settlement

     

  • Customers are automatically asking slaves for their services

     

  • Serving customers increases the fame level of your settlement

     

  • Fame influences the amount of slaves / attracted customers of your settlement

     

How to get started:

 

  • On any Chem-Station, build one Enslavement Baton and several Enslavement Kits

     

  • Wander around in the wasteland and Knock a humanoid NPC (e.g. Raider, Gunner,…) out using Knockout framework (e.g. using a blunt weapon, such as a baseball bat). Alternatively, you can just hit an NPC that has surrendered via AAF Violate!

     

  • While out of combat, hit the knocked out character with the Enslavement Baton (You must carry an Enslavement Kit to enslave an actor)

     

  • Talk to the new slave, tell the slave to move. The slave will now follow you.

     

  • The slave is mortal, so guide the slave well!

     

  • With your slave following you and having reached a settlement, build ONE Human Resources Terminal (Furniture à Misc)

     

  • Optional: Build ONE safe

     

  • Optional: Build ONE Advertisement Beacon

     

  • Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…)

     

  • Access the terminal, activate it and transfer the slave to this settlement

     

  • Assign the “Breeding Slave” Role to the new slave (if it’s a female)

     

  • Command the slave as a normal settler (if it’s a male)

     

  • Optional: Power the advertisement beacon and activate brothel advertisement function. Brothel clients will be attracted, which will ask Breeding Slaves/Prostitutes for services
    • Customer Attractor Rugs (furniture -> misc):
      • New Customers that visit the settlement will sandbox randomly around one of the built rugs
      • If no rugs are built, customers sandbox around the HR terminal

Mechanics:

 

Slave follower capacity:

 

Determines how many slaves can follow you. Can be increased by enslaving more NPCs (Using the Enslavement baton)

 

Submissiveness:

 

Every time the slave served a certain amount of customers (currently 5), a submission roll is performed. The result of this roll can be:

 

  • Failure: All other slaves in the settlement gain confidence, making it harder for them to be made submissive

     

  • Partial Success: The chance of making the slave submissive is increased for the next rolls.

     

  • Success: The slave is now submissive, all other slaves in the settlement lose confidence

     

Some actions also increase the chance of submission; such raping the slave when it is following you (Will be extended in the future)

 

Settlement Fame:

 

Determines how many slaves and customers can be present in your settlement. Can be increased by letting customers use Breeding Slaves / Prostitutes. Decreases if a customer dies in your settlement.

 

Feature: Slave Butchering

You need a Butchering knife, craft it at any chemistry station.

Hit a slave with the butchering knife to butcher it. IMPORTANT: THE SLAVE MUST BE TRANSFERRED TO A SETTLEMENT!

Butchering a slave kills it and yields human meat. You can sell or eat human meat or you can use it to build creature attractors. Butchering male slaves gives a small meat bonus.

 

Feature: Settlement Creatures

IMPORTANT: If you upgraded from HR 7 or below and already have a HR terminal in your settlement, you MUST enter the terminal and click the “creature overview” menu first. Just click it and exit the terminal to get the system going. If you build a new terminal this is not necessary.

With the butchered meat from human slaves, you can build creature attractor objects in your settlement (located in furniture - > misc). Each object attracts a creature to roam around. The object itself gives a small security boost and the creature itself gives a medium boost to security. Once a creature attractor is built, you must have an advertisement beacon powered and enable customer advertising in the HR terminal.

These creatures will defend you settlement and use your breeding slaves/prostitutes. They will make slaves submissive more quickly than normal customers, but do not pay for the service. They also do not increase settlement fame.

The amount of creatures that can be present is determined by your creature capacity. The creature capacity can be increased by increasing the settlement fame level (see above).

Currently supported creatures:

  Reveal hidden contents

Creature           Settlement Object           Provided Security    Required Capacity

Bloatfly             Bloatfly reservoir             2 Security                 2 Capacity

FEV Hound       Hound House                  3 Security                 3 Capacity

Supermutant    Supermutant Cauldron    5 Security                 4 Capacity

Slave Market! (by Malphias)

Where?

Fast Travel to Concord, the door should be directly in front of you to the right.

How does it work?

Go to the Slave Market Terminal. There you can sell slaves that are currently following you.

The Market has a level and a slave for sale capacity. Increasing the level also increases the capacity of the market. You can increase the level of the market by buying and selling slaves.

I can’t see any slaves, what shall I do?!?!?

Go to the Slave Market Terminal and click “Restock slaves”. Exit the terminal and wait 15 real seconds. The market should get re populated. The amount of slaves that can be restocked will increase over time (until the capacity limit is reached).

How do I buy slaves?

After restocking with the slave terminal, you should see new slaves in the Auction cell or the cell upstairs. Simply talk to them and you should see a dialogue option to buy the slave. The slaves with names cannot be bought, they are just "eyecandy".

What can I do with Slaves that are for sale?

You can try a slave (50 caps, starts an AAF scene) or buy it. The price is determined by the attribute points and the submissiveness of the slave. Bought slave are functionally the same as slaves that were enslaved by you personally.

Customer Activity

Once you have hit “restock”, a market breeding slave will start servicing the market customers.

 

 

Requirements:

Hard Requirements (Must haves):

 

Guide for setting up AAF infrastructure:

 

Optional (Enabling certain mod features):

 

Optional Sub-Mods (may or may not work)

General nice-to-have mods:

In game esp explorer

Baka ScrapHeap

 

Installation

Install it with your favorite Mod Manager.

 

For Modders

The Sourcecode is available in the download section. Feel free to Study/Modify/Improve it.

 

Legal

  1. You MUST NOT re-publish this mod anywhere in the Milky Way galaxy.
  2. You MUST NOT use this mod to create content that promotes extreme political views or child abuse.
  3. You MAY develop sub-mods/ additional content for this mod. You MUST notify me if you do so.

 

Credits

Malphias for providing the 3D Market Cell

ignotum_virum  for Just Business

                The technical process of creating slaves was mostly copied from him

Seb263 for Knockout Framwork

Kharos for Real Handcuffs

Dagobaking for AAF

Mlucke for Prisoner Shackles

Rbddc 12 & associates for HOTC

Kinggath for Workshop Framwork and the Bethesda mod School Series

EgoBallistic for his Mods and answering my stupid questions

Todd Howard for existing

 

Changelog

 

  Reveal hidden contents

2023-01-08– v11b

  • Fixed a bug regarding the slave listing in slave markets
    • Fix by lee3310

 

2022-07-23– v11a

  • Fixed a bug that toggled customer spawns in settlements on/off upon exiting the terminal via the exit button.

 

2022-06-12– v11

  • Minor technical update, potentially preventing enslavement of AAF_Violate surendered NPCs.

 

 2022-04-15– v10

  • New Feature! Voices! robovoices by Morgenrot_68!
    • You need to download the optional voice package (download section)
  • Added "Customer visits ON/OFF" option to HR Settlement Terminals
    • In case you want only HR creatures to spawn, set it to Customer visits:OFF. This prevents "normal human customers" from visiting

 

 2022-02-16– v9b

  • Fixed a bug causing two slaves to be created if Violate and Knockout FW were used together.
    • There might still be bugs if both mods are used, it is recommneded to use just one of them.

 

 2022-01-26– v9a

  • Fixed a bug preventing NPCs spawned by a spawner from respawning after enslavement.

 

 2021-12-19 – v9

  • Added MCM option for slaves to keep their outifit after beeing enslaved.
  • Added MCM cheat allowing enslavement of dead NPCs. The NPC must have been KO'd via Knockout Framework or have surrendered via AAF Violate before death.
  • Knockout Framwork is now no longer a hard requirement - You can remove it in favour of AAF Violate.
  • Added support for AAF Violate
    • You can now enslave NPCs by hitting a surrendered NPC with the enslavement baton.

 

2021-08-24 – v8b

  • Fixed a bug that caused the "limit customers per brothel" option to be ignored
  • Fixed a bug that prevented essential slaves from being butchered

 

 2021-07-28 – v8a

  • added MCM Option to add a bonus to submission rolls - use it if you have trouble getting slaves submissive
  • added MCM Option to skip the walk up process for brothel clients - use it if you get too many 'timeout for slave' messages or clients just refuse to walk towards the slaves.

 

 

2021-07-21 – v8

  • New Feature: Slave Butchering! (see Mod description page)
  • New Feature: Creature Support! (Currently: Supermutant,  FEV hound, Bloatfly, see Mod description page)

 

2021-07-16 - v7

  • Verified full functionality with latest versions of aaf/real handcuffs/WorkshopFramework
  • Removed Dependency on XDI
  • Added various mcm controls for customizing existing features
  • Added mcm cheat option to make new slaves essential
  • Added max. Brothel customer limit, set it lower if you have too many customers in your settlement. The option influences only the spawn of new customers.
  • Added mcm debug  button to check if HR essential Quests are running - please ckeck if all the Quests are running before reporting bugs
  • Added mcm debug  button to start HR essential Quests – use only if they are not running
  • Converted the message box notification for increasing settlement fame to a “top left notification” (the “[Location” message)
  • Fixed a bug where market restocked slaves could briefly attack NPCs in the market.
  • NukaWorld is now listed a hard requirement

Uninstall the previous version in your mod manager and install this version to upgrade

 

2021-02-19 - v6a

  • Increased the range an advertisement beacon is found by the Settlement terminal

    • Try building the beacon right next to the terminal if the beacon is not recognized

  • Decreased the amount of HR customers in the slave market

 

2021-01-22 - v6

  • Slave timeout message now shows only if verbose dialogue is enabled in MCM
  • Added Customer Attractor Rugs als buildable items (furniture -> misc)
    • New Customers that visit the settlement will sandbox randomly around one of the built rugs
    • If no rugs are built, customers sandbox around the HR terminal

 

2021-01-4 - v5a

  • Fixed a grammar error in customer dialogue
  • Removed floating cuffs in market
  • Fixed a minor script issue that caused errors

 

2020-12-31 - v5

  • Added Slave Market
  • Added Option for submissive slaves that are following the player to look for customers where they currently are
    • Via Dialogue
    • The Player can collect the earned money (in inventory of slave)
  • Added MCM cheat to simulate an active Beacon
  • Added settlement identifier for the fame increase message
  • Added MCM cheat that lets every new slave become a "normal" working settler
  • Fixed MCM Option "Settlers pay for slave services"

 

2020-11-21 - v3

  • Improved handling of HOTC Armor
  • Added Verbose Debugging Option in the MCM
  • Added FOMOD installer
    • You do not have to unzip/rezip the original HOTC file anymore, just install the original and then tick the compatibility patch in the installer
    • Completely remove any mod files that are older than v3

2020-11-14 - v2

  • Fixed copying issue of the AAF protectedEquipment file
  • Added MCM

2020-11-09 - v1a

  • Fixed HOTC Masters

2020-11-08 - v1

  • Initial Release

 


  • Submitter
  • Submitted
    11/08/2020
  • Category
  • Requires
    F4SE, AAF, AAF Themes, AAF Animations, Workshop Framework, Real Handcuffs, Nuka World, Prisoner Shackles, Hoockers of the Commonwealth

 

Doesn't work... either with or without knockdown nor using fist or "baton" all I do is leave a bloody mess

Posted
On 8/9/2024 at 3:50 AM, xTheFreakx said:

Doesn't work... either with or without knockdown nor using fist or "baton" all I do is leave a bloody mess

Works for me.  I don't know if this mod is compatible with Fallout 4 Next Gen or not.  I'd hazard a guess that you are trying to enslave someone who has entered submission, but there are still hostiles in the area.  If this is the case, there should be a notification in the top left corner of the display indicating that there are hostiles in the area.

 

I use AAF Violate for the submission, I don't know about how it works with the Knockdown framework.

 

Posted

I seem to have a problem with the mods enslavement not working, i get the actor to surrender with AAF Violate and then hit them with the Enslavement baton while having the enslavement kits in inventory, but nothing happens. Is the mod broken on NG? There are no enemies left within the cell and it doesn't work. apologies if the it was answered earlier, but i've found no answer.

Posted
On 8/11/2024 at 3:14 PM, tinkerbelle said:

Works for me.  I don't know if this mod is compatible with Fallout 4 Next Gen or not.  I'd hazard a guess that you are trying to enslave someone who has entered submission, but there are still hostiles in the area.  If this is the case, there should be a notification in the top left corner of the display indicating that there are hostiles in the area.

 

I use AAF Violate for the submission, I don't know about how it works with the Knockdown framework.

 

Yes I tried violate but I don't want to be violated or robbed and despite turning them off I still got robbed . Yes I was trying it on NG I now downgraded FO4 so hopefully it works

Posted
10 hours ago, xTheFreakx said:

Yes I tried violate but I don't want to be violated or robbed and despite turning them off I still got robbed .


hmm, strange.
more a Violate question.  still: do you really have it deactivated?

If you only want to violate enemies/get them to surrender for HR:
to deactivate surrender for the player, you have to set the "chance to surrender" to 0.
or, the "health value for player surrender" to 0 and "cripple surrender" to 'off'
Best: all three options  (so it does not do unnecessary rolls)


"player can be violated" is only the toggle for whether AAF scenes trigger involving the player - after a surrender  (I think)

PS: also check the settings in "Mod Integration options", and deactivate any applicable options

image.png.d0f56de1e77b0d35ef6f7ab2aa00856c.png

Posted
On 3/3/2024 at 6:10 PM, jason95821 said:

 (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) 

will the ver 1.6 work or am i screwed due to lack of 1.55 being shown 

Ver. 1.60 works fine for me.

Posted (edited)
On 4/1/2024 at 12:26 PM, Orgokom said:

I took them to teh settlement and bound them to the settlement by using the Enslavement terminal (it read that one slave would be with me but none assigned, so I assigned the one to the settlement. Afterwards, it read 0 slaves accompanying me and 1/3 slaves active at the settlement.).

I would get rid of knockout in favor of AAF Violate Ver.1.6. In the MCM under HR go to "gameplay" and make sure to select that dead NPC's can be enslaved.

Violate has a surrender slider you can set to your liking but the main thing is if they die, you can still enslave by using the "resurrect" command (if you have PC) 

Hope this helps

Edited by Wicken
Posted
On 5/5/2024 at 9:44 PM, Willmari said:

Hi, I wished to thank you for your work with this mod; Also I'm asking if anyone has found a way to restrict furniture animations playing for prostitutes/breeders, possibly to force AAF to select a specific piece of furniture. I would be totally fine with restricting the scan radius for furniture as mentioned here, but I lack the knowledge to do so. Could you tell me where to begin looking? I am no programmer but maybe I could try. Many thanks.

 

 

 

 

There is a scan radius slider for furniture in the MCM HR. If you are using SEU (sex em up) after setting up hotkeys, you can cursor over a piece of furniture, hit you "passive" hotkey and you should get a prompt telling you "XXX was selected" or something like that. Then start a sex scene and AAF will use that piece of furniture.

Posted

Hey, I'm having a problem getting my settlers to use my slaves. Starlight has 30 settlers including slaves (10) but none of the settlers (all men) are interested.

I've checked and double checked MCM settings. I moved my workbench, brothel console, antenna and safe right in the middle but that didn't help.

Customer attractor pads are in place and work fine attracting clients when the recruitment beacon is on, but nothing for my settlers.

Everything else works great, just this one annoyance. Any and all help greatly appreciated. Thanks.

Posted (edited)
On 7/9/2023 at 9:14 PM, alex61821 said:

So i am having a heck of time finding any female enemies.  the only one i have gotten so for is cinder.  so i was thinking i would get all the lovely ladies in convenant.  is there a way to do that from their dead bodies?  seems when i resurrect them they just fight to the death.

 

the slave market has had no working restocks its been the same 3 ugly dudes everytime i do a restock.

 

I didnt want to have to resort to turning peaceful settlers into working girls but i got no fresh meat ? 

I love turning the Covenant girls into slaves. Complete the quest lines for Covenant. DO NOT KILL DEEZER OR THE CAT. or you can't use workbench.

After you complete the quests they will all be hostile to you. Make sure you're using Violate ver1.60, adjust the enemy surrender slider to your liking (they may still get up and fight if you don't get everyone quick enough) in the MCM HR Cheats and debug, make sure enslave dead NPC's is on.

Make sure you have enough "enslavement kits" and your "enslavement baton" ready. And that's it. Just use a gun that won't blow their heads off and you should be all set. You have to use the console command "resurrect" if they die. They may or may not come back in the surrender position. If not, hit them with the baton. you may have to use a low dmg item like knuckles to get them to surrender.

Edited by Wicken
Posted
On 7/31/2024 at 6:51 PM, egonm68 said:

And actually, I fiddled around a bit more. created some "custom stuff"

 

an "Enslaver Rifle"   (think: "Collar Thrower")

Because I got tired of the Enslavement Baton dishing out a roundhouse whack to everyone around me.

Basically, it's just a custom pipe rifle that deals almost no damage, and takes special ammo ("springs").  
It works the same way as the "Enslavement Baton" (it has the HR keyword needed for triggering the usual enslavement, and still requires "Enslavement Kits") - but at range, and only hitting one target.
Both the Rifle and its ammo are craftable in the HR menu at a chem station.

 

a "PaxLock Syringe" for the Syringer rifle.
Combining the pacify effect with the lockjoint/paralyze one, lasting 3 minutes.
To paralyze an opponent - but also make them friendly at the same time. Simply so my companions don't kill them, and give me some time to "clean house"
(before starting to poke their ribs or knees until they surrender. Mind you, they become hostile again when poking them with a low-damage cripple weapon. So make sure any companion is not near. And when they turn "green" again, they have surrendered and are ready for enslavement.    yeah, it's kind of a "complex workaround" - but it works)
Craftable in the usual Syringer ammo menu.


Just simple-ish FO4edit modded stuff thrown together, no scripts, nothing special.
I just wanted to see if it works, and it did, and I kept it.


I've simply ripped (and re-referenced) them out of my bigger 'personal addons' esp just now, not even tested it standalone.
If you want it - here it is.
No guarantees, anybody feel free to use / reuse / copy / change, no credit needed.
(And if I did not mess it up, it should be a light-flagged esp file)

HR_addon_Enslaver.esp 2 kB · 7 downloads

I've been experimenting with something similar to your "Paxlock Syringe", where I modified the Syringer to stun the target. I've been trying to tweak it to add the Surrender state to the target but couldn't get it to work. My idea is to bypass Violate entirely and have a single Syringer rifle to both pacify the target and make them eligible for enslavement. If anyone is skilled with scripting and would like to lend a hand, it would be appreciated.

Posted
6 hours ago, AWHA2 said:

I've been experimenting with something similar to your "Paxlock Syringe", where I modified the Syringer to stun the target. I've been trying to tweak it to add the Surrender state to the target but couldn't get it to work. My idea is to bypass Violate entirely and have a single Syringer rifle to both pacify the target and make them eligible for enslavement. If anyone is skilled with scripting and would like to lend a hand, it would be appreciated.


I had been thinking about something like that, too.
Either adding additional effects to trigger the Violate surrender - both crippling effects, and maybe a variable reduction of the health pool.
Or, adding the functionality of the 'alternate enslavement crop' to a pacifier syringe, so you can approach and collar them with the speech check.

 

First one has the problem of getting the variable damage right.
Also, "surrender" only lasts until you are hit again, so bad in a firefight (although this shouldn't be an issue if you keep the pacify effect on it)

 

Second one, problem is to link what I think is a "weapon characteristic" to an AID-effect item (sort of)....
I had been toying with the idea of making a 2nd 'special' syringer rifle, but had wanted use ammo unique to it - so a second "syringe group". But I did not get that far into it before I abandoned that idea, and hence never tried to copy over the crop's characteristics to another weapon.

 


^ just a few ideas / what I was thinking of at the time, before I settled for "eh - good enough"
 

  • 2 weeks later...
Posted
On 8/17/2024 at 1:52 PM, DasKebab said:

Still wishing that annoying thing where if settlers use the slaves, their voice needs to be re-applied

how do you reapply the voice?  i put a prostitute in diamond city and now all the vendors have no more voice.

Posted
17 hours ago, alex61821 said:

how do you reapply the voice?  i put a prostitute in diamond city and now all the vendors have no more voice.


> Console
> Select the affected NPC, and type in CF "actor.SetOverrideVoiceType" None

Posted

How do i make them stay in the same place, i followed the steps, set up terminal , beacon, and safe. they are making money but by setting down the ps mats and fast travel no matter what i do, not sure how to assign them to stay in that place, built a whole custom jail type building for them too! any help? and how to make settlers stay permanently on devices such as pillory

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