ruggsy9 Posted December 4, 2024 Posted December 4, 2024 3 hours ago, Giakou said: I don't have the knockout framework, I have the Violate-mod as recommended by the creator of this mod, and of course all of the requirements. In the violate-mod they kneel and that's the same as knocked out. I've followed the LL Manual so there's nothing wrong with my load order. There's just something strange with this mod. The debug option to enslave even dead npcs isn't working either, or... it's working 10% of the time. I've tried to enslave around 25 npcs and have been able to enslave 3 of them. Only regular npcs (Raiders, Gunners etc). You need the knock-out framework: https://www.nexusmods.com/fallout4/mods/27086 yes, sometimes you get glitches or bugs but otherwise the H.R. mod won't function correctly. The mod creator has abandon the H.R. mod. No updates are coming to fix the many errors and bugs within the mod.
Giakou Posted December 4, 2024 Posted December 4, 2024 10 hours ago, ruggsy9 said: You need the knock-out framework: https://www.nexusmods.com/fallout4/mods/27086 yes, sometimes you get glitches or bugs but otherwise the H.R. mod won't function correctly. The mod creator has abandon the H.R. mod. No updates are coming to fix the many errors and bugs within the mod. This is in the mod description: Requirements: Hard Requirements (Must haves): Nuka World F4SE Workshop Framework Some Animation Mods AAF AAF Themes One of these: (using both might cause bugs) AAF Violate (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) Knockout Framework (NOT Recommended!, causes crashes and glitches..
ruggsy9 Posted December 4, 2024 Posted December 4, 2024 (edited) I know..... then just keep swinging the slave baton and hope for the best.. or wait for the creator to respond to you and or fix the mod.. good luck. Edited December 4, 2024 by ruggsy9 more info
tinkerbelle Posted December 4, 2024 Posted December 4, 2024 8 hours ago, Giakou said: This is in the mod description: Requirements: Hard Requirements (Must haves): Nuka World F4SE Workshop Framework Some Animation Mods AAF AAF Themes One of these: (using both might cause bugs) AAF Violate (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) Knockout Framework (NOT Recommended!, causes crashes and glitches.. I use Human Resources with AAF Violate and Knockout Framework. For me, there are no problems. The AAF Violate I use is V1.60
ruggsy9 Posted December 4, 2024 Posted December 4, 2024 (edited) 1 hour ago, tinkerbelle said: I use Human Resources with AAF Violate and Knockout Framework. For me, there are no problems. The AAF Violate I use is V1.60 I did as well, without it HR has many issues, hence why it was listed as a Hard requirement. The only issue was sometimes it would create slave doubles and CTD. This Happened If you tried to enslave them while they were knocked out. If you woke them and waited for them to kneel, then hit them with the baton, it worked correctly. But there are many other bugs with HR so after pleading for help or an update and being ignored by the mod author I recommend Just Business. Some of HR's settlement items deal radiation damage to settlers or customers might attack other settlers and often turns an entire settlement hostile towards the player. Also the handcuffed slaves randomly will still follow you even after being assigned to a settlement brothel, or if you had sold them in Concord, once you reach the higher brothel fame ranks. CTD! I enjoyed the concept and would love to see this mod fixed or a 'small workshop shack room' that you could build at settlements and assign settlers/companions to the small building and then have them continually be sexually abused as the slave 'Julie' is, in the Concord slave market. Edited December 4, 2024 by ruggsy9 more info
tinkerbelle Posted December 5, 2024 Posted December 5, 2024 22 hours ago, ruggsy9 said: I did as well, without it HR has many issues, hence why it was listed as a Hard requirement. The only issue was sometimes it would create slave doubles and CTD. This Happened If you tried to enslave them while they were knocked out. If you woke them and waited for them to kneel, then hit them with the baton, it worked correctly. But there are many other bugs with HR so after pleading for help or an update and being ignored by the mod author I recommend Just Business. Some of HR's settlement items deal radiation damage to settlers or customers might attack other settlers and often turns an entire settlement hostile towards the player. Also the handcuffed slaves randomly will still follow you even after being assigned to a settlement brothel, or if you had sold them in Concord, once you reach the higher brothel fame ranks. CTD! I enjoyed the concept and would love to see this mod fixed or a 'small workshop shack room' that you could build at settlements and assign settlers/companions to the small building and then have them continually be sexually abused as the slave 'Julie' is, in the Concord slave market. Sounds like a terrible experience. However, I've experienced none of this. As long as I've built the settlement items in the proper order, it just works (to quote a phrase). My biggest problem is the Concord Auction house. At higher Auction House levels, getting in and out of the Auction house is problematic. I try to keep the number of Human Resource hookers in a given settlement to a small number, say about three or less.
CockyCookie Posted December 11, 2024 Posted December 11, 2024 (edited) i've put down the mat but the slave isn't getting itself assigned automatically at it. is there a way to bypass this buggy automation and just assign them myself? edit1: nevermind just forgot to download the optional mods, all's good Edited December 12, 2024 by CockyCookie
darkblackbad Posted December 12, 2024 Posted December 12, 2024 do you guys ever enslave npc but you cant talk with them and cant enslave again since they already enslaved?
tyler perry Posted December 14, 2024 Posted December 14, 2024 How do you make the slaves carry weapons?? when i take off the handcuffs they just walk around and stop following you!
Bluerose1977 Posted December 26, 2024 Posted December 26, 2024 (edited) Greetings. I am new to using HR and I have a few questions. Before I ask anything though, I would like to thank the author of this mod for sharing this with us. My first question is about slaves, and their IDs. I have been unable to successfully change the appearance of any of my slaves (bought or captured in battle). I think this is due to the base ID being the same for all slaves (630090a6). Wondering if there might be a way in the future to be able to set the appearance of our slaves. One workaround I was thinking of is the ability to enslave settlers that are already at our settlements. I have a 'Unique Settlers' mod that allows me to spawn settlers with unique IDs, which in turn allows for editing of the appearances. I have yet though been able to enslave any of these settlers, as the enslavement baton simply doesn't work on them. If anyone has had any success in changing the appearance of their slaves, please let me know your method, or ideas of how this might be possible. Many thanks! Edited December 27, 2024 by Bluerose1977
Dont Tell My Parents Posted December 26, 2024 Posted December 26, 2024 (edited) Hello! I keep getting these errors over and over in my papyrus log, I know Nullptr errors cause crashes so I'm hopeful you can look into this and fix it. I don't have knockout framework and it's not a requirement. Maybe you need to add it back as a requirement or make a version that definitely doesn't use it? I don't know but here's the errors: [12/27/2024 - 10:01:14AM] error: Property KFKnockedOutKeyword on script humanresources:hr_kf_interfacequestscript attached to HR_KF_InterfaceQuest (21004C51) cannot be bound because <nullptr form> (21001ED5) is not the right type [12/27/2024 - 10:01:14AM] error: Property KoFrameworkQuest on script humanresources:hr_kf_interfacequestscript attached to HR_KF_InterfaceQuest (21004C51) cannot be bound because <nullptr form> (21000F99) is not the right type Wyre Bash also says this which can cause crashes too: === Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins. * __HumanResources.esp:__ 1 deleted base record Edited December 27, 2024 by Dont Tell My Parents
gman1234512 Posted December 27, 2024 Posted December 27, 2024 hello am pretty new to modding so idk if i did something wrong but am having an issue with the HR terminal not working correctly and it gives me a bunch of lines like "Token.Name=workshoplocation" and stuff like that to all the info it should be giving me. and for it not working when i click on "allow management of human resources" all it does is send me right back to the startup window where it tells you to not build two of HR terminals am using MO2 and AAF Violate and am sure i installed it correctly unless there's an extra step i missed if anyone has encountered this issue any help would be greatly appreciated
egonm68 Posted December 28, 2024 Posted December 28, 2024 On 12/27/2024 at 5:55 AM, gman1234512 said: hello am pretty new to modding so idk if i did something wrong but am having an issue with the HR terminal not working correctly and it gives me a bunch of lines like "Token.Name=workshoplocation" and stuff like that to all the info it should be giving me. and for it not working when i click on "allow management of human resources" all it does is send me right back to the startup window where it tells you to not build two of HR terminals am using MO2 and AAF Violate and am sure i installed it correctly unless there's an extra step i missed if anyone has encountered this issue any help would be greatly appreciated do you have Workshop Framework installed? (one of the requirements listed on the main page) I've seen the problem you describe before, but only when there was something seriously wrong with the integration of mod-added settlements. More often, I get that the settlement simply will not register properly in the games underlying workshop framework, causing HR not being able to hook into it - and the screen will just loop the "register settlement" without actually registering it in HR. if you are using a custom/mod added settlement, there's a sort-of 'verification procedure' I do after I have added the settlement mod: Spoiler using Workshop Framework after installing the settlement mod: 1) load your savegame (one where you are far away, ofc) 2) go to MCM - Workshop framework - Tools 3) and start the 'remote settlement recovery menu' 4) exit MCM, you get a popup 5) select the settlement you have added IF you do not get a further popup with options - you will run into the 'unclaimable' problem. IF, however, you do get the popup/recovery menu: it will work. exit the recovery menu without doing anything, Then SAVE (!) Go there, claim the settlement - and enjoy. Some settlement mods can be a bit janky.... i.e. "Home Manor" adds three settlements, one of which most often does not integrates properly - so I repeat the procedure from step one a few times, until it does. But some mod settlements are so badly integrated, it will never work. PS: From what I've read over the years, the games settlement functionalities are janky a-f to begin with, let alone to use it in mods. Hats off to those modders that do make it work, though!
egonm68 Posted December 28, 2024 Posted December 28, 2024 and, it is.... 'unadviseable' to scrap the terminal and build a new one. Things get janky or bug out, sometimes not allowing you to build a new terminal. Once it's build - only move it around, but never store or scrap it. (if that's already happened - best go back to a savefile before you built the first terminal in that settlement.) Also / related: If you are importing a settlement via Transfer Settlements to a new game, you may get that roblem, too. best go through the settlement blueprint json file before you import it, and remove all the HR entities - and then build them manually after import. (stored in the gamefolder, ...\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints) PS: things like the prisoner shackles only register with the HR script if you build them after the HR terminal is registered, anyway. So there's always a bit of 'manual fitting' required after importing one, anyway.
egonm68 Posted December 28, 2024 Posted December 28, 2024 On 12/27/2024 at 12:39 AM, Dont Tell My Parents said: Hello! I keep getting these errors over and over in my papyrus log, I know Nullptr errors cause crashes so I'm hopeful you can look into this and fix it. I don't have knockout framework and it's not a requirement. Maybe you need to add it back as a requirement or make a version that definitely doesn't use it? I don't know but here's the errors: [12/27/2024 - 10:01:14AM] error: Property KFKnockedOutKeyword on script humanresources:hr_kf_interfacequestscript attached to HR_KF_InterfaceQuest (21004C51) cannot be bound because <nullptr form> (21001ED5) is not the right type [12/27/2024 - 10:01:14AM] error: Property KoFrameworkQuest on script humanresources:hr_kf_interfacequestscript attached to HR_KF_InterfaceQuest (21004C51) cannot be bound because <nullptr form> (21000F99) is not the right type Wyre Bash also says this which can cause crashes too: === Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins. * __HumanResources.esp:__ 1 deleted base record I get the same, all the time. (not using knockout framework) But they appear to be benign(ish) / not causing problems. yes, a clean version would be nice-to-have.... but then again, all the fine mods here are build on a bugthesda game, sooo....... 😅 (plus, looking at all the other nullptr errors I get in my logfiles...... yikes. my current savefile has been burdened with too many mod updates)
sedeeri Posted December 28, 2024 Posted December 28, 2024 i cant see he market or terminal in my workshop
Dont Tell My Parents Posted January 3, 2025 Posted January 3, 2025 On 12/28/2024 at 11:45 PM, egonm68 said: I get the same, all the time. (not using knockout framework) But they appear to be benign(ish) / not causing problems. yes, a clean version would be nice-to-have.... but then again, all the fine mods here are build on a bugthesda game, sooo....... 😅 (plus, looking at all the other nullptr errors I get in my logfiles...... yikes. my current savefile has been burdened with too many mod updates) Nullptr references can cause CTD so might not be as benign as you think
DLMMIST Posted January 4, 2025 Posted January 4, 2025 Got everything working just have a question, how high does your fame need to be before you can use another breeder/prostitute in your settlement? Currently at fame level 6 and still can't assign another breeder. Thanks
tinkerbelle Posted January 7, 2025 Posted January 7, 2025 On 1/3/2025 at 6:58 PM, DLMMIST said: Got everything working just have a question, how high does your fame need to be before you can use another breeder/prostitute in your settlement? Currently at fame level 6 and still can't assign another breeder. Thanks As I understand it, have any existing breeders and prostitutes get used by settlers and customers. Eventually you'll get a notice that you now can have more slaves in that settlement (although the notice doesn't mention which settlement). There are adjustments in the MCM for Human Resources to make fame growth easier or harder.
RAAMPEAK Posted January 11, 2025 Posted January 11, 2025 so, the brothel beacon disappears and can't be bult again when I have a recruitment beacon anywhere in the game saying there's already one, do I need to delete it
Badtanker Posted January 11, 2025 Posted January 11, 2025 1 hour ago, RAAMPEAK said: so, the brothel beacon disappears and can't be bult again when I have a recruitment beacon anywhere in the game saying there's already one, do I need to delete it That happens to me also when I try to build a brothel beacon in a settlement with a recruit beacon. usually a warning pops up on my screen and then the brothel beacon disappears. I usually build a brothel beacon in Red Rocket then again in Hangman's alley. Haven't tried to build a recruit beacon in a settlement where a brothel beacon is currently located. Might give that a try. But regardless if you have a recruit beacon in the settlement you don't need a brothel beacon because once you assign a slave to that settlement through the computer they will work long as you have the other stuff down. Like the customer attraction mat, safe and computer. Least on my game that has worked.
RAAMPEAK Posted January 11, 2025 Posted January 11, 2025 11 hours ago, Badtanker said: That happens to me also when I try to build a brothel beacon in a settlement with a recruit beacon. usually a warning pops up on my screen and then the brothel beacon disappears. I usually build a brothel beacon in Red Rocket then again in Hangman's alley. Haven't tried to build a recruit beacon in a settlement where a brothel beacon is currently located. Might give that a try. But regardless if you have a recruit beacon in the settlement you don't need a brothel beacon because once you assign a slave to that settlement through the computer they will work long as you have the other stuff down. Like the customer attraction mat, safe and computer. Least on my game that has worked. well i just deleted the recruit one since i never use it 1
Bluerose1977 Posted January 12, 2025 Posted January 12, 2025 Can anyone assist with some problems I have with HR? I love this mod, but its incredibly unstable on my system. Constant CTD when interactions between customers and slaves are initiated. Was talking & testing some stuff with @EgoBallistic and managed to get some stability happening, however there is still just no way I can go to a brothel without this mod eventually crashing my game. What happens is that when there is an interaction between a customer and slave (right after the dialogue is complete), my FPS tanks from a solid 60 down to 5-20 fps. If there are multiple interactions that happen at once, it's almost guaranteed that the game will crash. I have a solid GPU with a solid 60 FPS everywhere in the game (including Boston), and no issues with AAF animations in other parts of the game with Violate or SEU. The crashes only happen with HR in settlements with brothels. I'd love to have this mod working, so any help is appreciated. Thank you.
poblivion Posted January 12, 2025 Posted January 12, 2025 1 hour ago, Bluerose1977 said: Can anyone assist with some problems I have with HR? I love this mod, but its incredibly unstable on my system. Constant CTD when interactions between customers and slaves are initiated. Was talking & testing some stuff with @EgoBallistic and managed to get some stability happening, however there is still just no way I can go to a brothel without this mod eventually crashing my game. What happens is that when there is an interaction between a customer and slave (right after the dialogue is complete), my FPS tanks from a solid 60 down to 5-20 fps. If there are multiple interactions that happen at once, it's almost guaranteed that the game will crash. I have a solid GPU with a solid 60 FPS everywhere in the game (including Boston), and no issues with AAF animations in other parts of the game with Violate or SEU. The crashes only happen with HR in settlements with brothels. I'd love to have this mod working, so any help is appreciated. Thank you. This is very strange, there could probably be a conflict with another mod. It could also be precombines. Have you tried putting the mod at the end of the load order?
lee3310 Posted January 12, 2025 Posted January 12, 2025 (edited) 12 hours ago, Bluerose1977 said: Can anyone assist with some problems I have with HR? I love this mod, but its incredibly unstable on my system. Constant CTD when interactions between customers and slaves are initiated. Was talking & testing some stuff with @EgoBallistic and managed to get some stability happening, however there is still just no way I can go to a brothel without this mod eventually crashing my game. What happens is that when there is an interaction between a customer and slave (right after the dialogue is complete), my FPS tanks from a solid 60 down to 5-20 fps. If there are multiple interactions that happen at once, it's almost guaranteed that the game will crash. I have a solid GPU with a solid 60 FPS everywhere in the game (including Boston), and no issues with AAF animations in other parts of the game with Violate or SEU. The crashes only happen with HR in settlements with brothels. I'd love to have this mod working, so any help is appreciated. Thank you. How many NPCs are in your settlement (customers included) ? if it's a large number (20/30+) it could tank your FPS. Also upload a crash log you have one. Edited January 12, 2025 by lee3310
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now