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Posted
On 3/20/2025 at 11:15 AM, CockyCookie said:

Does anyone know if this mod works with MCG?

i did it before, it worked for a while, but at some point some function from MCG messed with human ressources, if i remember correctly when initiating a scene with MCG, it ask you what role you'd like to assume in the scene, well at some point this conflicted with all the scenes from HR, johns would assume female role,etc... But then again theres a lot of config option in MCG, you can use some of it's feature and turn off some others, use it at your own risk i guess

Posted
On 3/21/2025 at 7:29 PM, erynyes said:

i did it before, it worked for a while, but at some point some function from MCG messed with human ressources, if i remember correctly when initiating a scene with MCG, it ask you what role you'd like to assume in the scene, well at some point this conflicted with all the scenes from HR, johns would assume female role,etc... But then again theres a lot of config option in MCG, you can use some of it's feature and turn off some others, use it at your own risk i guess

Thanks for the heads up! Appreciate it a lot 

Posted
7 hours ago, you are 2486 said:

Hi, It appears that this mod will also make you can't interaction with male NPCs in settlement. Is there any thing i can fix it without disable mod?

I don't play with male settler, use female replacers. But I have been digging around in the code a bit to make changes and improvements for my playstlye.

 

I haven't seen anything in the code that changes settlers unless they are selected as a customer for the slave. I have noticed that settlers don't like to walk to the slave. But not sure if that is an issue with my modification to allow female customers or not. Base script does not allow for female customers. Eventually get a timeout for a scene with a settler. Possible that the settler is stuck in the alias to walk to the slave. Try turning off the option for customers walk. This will effect customers as well as settlers. They will just comment from wherever they are and then start the AAF scene walking to the slave. May have to wait a bit for existing customer selections to timeout or try exiting the game and reloading a save.

 

If it is a voice issue as in the settler doesn't have audible lines. Then there is a patch in the comments here to restore the voice. I have noticed that even with the patch that a NPC will have no audible voice occasionally. Simple fix if you have the patch is to trigger an AFF scene (can use any mod for this) and the voice will be restored after the scene.

Posted
17 hours ago, Zeke2323 said:

I don't play with male settler, use female replacers. But I have been digging around in the code a bit to make changes and improvements for my playstlye.

 

I haven't seen anything in the code that changes settlers unless they are selected as a customer for the slave. I have noticed that settlers don't like to walk to the slave. But not sure if that is an issue with my modification to allow female customers or not. Base script does not allow for female customers. Eventually get a timeout for a scene with a settler. Possible that the settler is stuck in the alias to walk to the slave. Try turning off the option for customers walk. This will effect customers as well as settlers. They will just comment from wherever they are and then start the AAF scene walking to the slave. May have to wait a bit for existing customer selections to timeout or try exiting the game and reloading a save.

 

If it is a voice issue as in the settler doesn't have audible lines. Then there is a patch in the comments here to restore the voice. I have noticed that even with the patch that a NPC will have no audible voice occasionally. Simple fix if you have the patch is to trigger an AFF scene (can use any mod for this) and the voice will be restored after the scene.

Thannks alot! That patch works and i can report missions to NPC normally now.

Posted
9 hours ago, you are 2486 said:

Thannks alot! That patch works and i can report missions to NPC normally now.

 

May want to also consider F4z Ro D'oh if you don't have it already. Allows for silent dialog if the NPC voice type is not correct for the dialog lines. Then at least can go by dialog subtitles instead of no interaction at all.

 

https://www.nexusmods.com/fallout4/mods/39848

Posted
23 hours ago, Dang3ru5 said:

i have the problem that everything on the terminal has "placeholder" in it i can play but its annoying as hell.

i also got the error "Unable to find MT animation keyword for (NPC ID)"

image.thumb.jpeg.afd7c8d597c03cfa703460b602b9a6ab.jpegimage.thumb.jpeg.6a4ea76e904510924f9537c2150c85e8.jpeg

 

Are you using a custom race or have a mod that modifies races? That is the only thing that I can think of that might cause this.

Posted

Sorry if this is an already answered question, but is this compatible with Crime & Punishment/Gun For Hire? I'm using both, alongside AAF Violate and just wanted to be sure.

Posted
On 4/1/2025 at 5:15 PM, Zeke2323 said:

 

Are you using a custom race or have a mod that modifies races? That is the only thing that I can think of that might cause this.

could have beed that its woking right now dont know what it wal tho lol.

Posted (edited)

In an older playthrough there was a girl (1 of 2) in the Slave Market, but she's not there this time, so the room to the right as you walk in never gets used (unless the customers are using me or one of my acquisitions). What happened to her? Did I do something wrong? Is she from an extra plugin?

edit: nvm, just had to refresh the supplies.

Edited by Darkanna17
Resolved
Posted

Has the most recent version made it so you can't enslave named actors? I'm trying to grab those two chem dealers that bother the lady at the diner and nothing is happening.

Posted
2 minutes ago, Darkanna17 said:

Has the most recent version made it so you can't enslave named actors? I'm trying to grab those two chem dealers that bother the lady at the diner and nothing is happening.

I've enslaved named NPC's with the current version. I believe there is an option in the MCM menu that toggles unique npc enslavement that is set to 'off' by default. That might be the issue, as I had the same problem once and that fixed it.

Posted (edited)
19 hours ago, SunScrubbed said:

I've enslaved named NPC's with the current version. I believe there is an option in the MCM menu that toggles unique npc enslavement that is set to 'off' by default. That might be the issue, as I had the same problem once and that fixed it.

That option doesn't seem to exist for me, I looked through 11c's config file for MCM (and checked 9's as well, for good measure) and it doesn't exist in there. 
Is there any chance the option exists somewhere more obscure? Perhaps a holotape or something?

edit: thanks for the suggestion, worked it out, it was in AAF Violate, "Unique NPCs can surrender"

Edited by Darkanna17
Resolved
Posted (edited)

I seem to got a problem, I’ve enslaved an npc and transferred them to red rocket, I’ve got 2 costumers but no scenes start for some reason, I’ve even increased the search radius and decreased how long the slave should wait until next scene start yet nothing starts. Would anyone know why??

 

also for some reason when female enemies surrender sometimes a male voice plays instead of a female, anyone know why???

Edited by CockyCookie
Posted
1 hour ago, CockyCookie said:

I seem to got a problem, I’ve enslaved an npc and transferred them to red rocket, I’ve got 2 costumers but no scenes start for some reason, I’ve even increased the search radius and decreased how long the slave should wait until next scene start yet nothing starts. Would anyone know why??

 

also for some reason when female enemies surrender sometimes a male voice plays instead of a female, anyone know why???

 

Using the terminal, did you assign the slave to either sex slave or Prostitue?

 

Not sure about the voice, voice files are a little odd sometimes.

Posted
2 hours ago, Zeke2323 said:

 

Using the terminal, did you assign the slave to either sex slave or Prostitue?

 

Not sure about the voice, voice files are a little odd sometimes.

 

Ooh so that’s what I was missing, I’ll check it out thanks a ton!

  • 2 weeks later...
Posted
On 4/28/2025 at 5:36 AM, xirandy said:

ts says i have 1 beacon but i only had one and it disapeared anyhelp/?

 

Look the terminal. If says there is one and working, is good.

Posted (edited)

Hi.

 

I think there is a problem between Human Resources and "Transfer settlement" since update to Next-Gen. I read from other people the problem we have is if we import an old BP from a settlement with HR-Brothel, we have messages about "you have 2 beacon" or "you have 2 safes" and then the thing is missing. And at Workshop mode you cannot see all items from HR. Sometimes you see the beacon and the terminal, but not the safe. And with the warning "2 safes", if you see the safe in the menu, you cannot build another.

 

I have too "Dairy framework" mod and after import the blueprint i have options for build bloatfy, mutant dog and supermutant houses in the brothel items positions.

 

I have been 1 or 2 hours looking at the problem.

 

First, i reinstalled "Human resources".

 

Then enter the game and if i enter workshop mode in a settlement without the brothel items (never build the brothel in that site), yes, i can see the 3 things in the options, and i can build them.

 

So, i am going to try build the full settlement from the start, but do the save blueprint with "Transfer Settlement", without the brothel items. Then at each playthrough first i will import the "clean" settlement and add the brothel items later. If this works i will need rebuild all settlements with brothel from start.

 

I will update tomorrow.

 

Greetings.

 

Edited by Hober9
Posted (edited)
19 hours ago, Hober9 said:

Hi.

 

I think there is a problem between Human Resources and "Transfer settlement" since update to Next-Gen. I read from other people the problem we have is if we import and old BP from a settlement with HR-Brothel, we have messages about "you have 2 beacon" or "you have 2 safes" and then the thing is missing. And at Workshop mode you cannot see all items from HR. Sometimes you see the beacon and the terminal, but not the safe. And with the warning "2 safes", if you see the safe in the menu, you cannot build another.

 

I have too "Dairy framework" mod and after import the blueprint i have options for build bloatfy, mutant dog and supermutant houses in the brothel items positions.

 

I have been 1 or 2 hours looking at the problem.

 

First, i reinstalled "Human resources".

 

Then enter the game and if i enter workshop mode in a settlement without the brothel items (never build the brothel in that site), yes, i can see the 3 things in the options, and i can build them.

 

So, i am going to try build the full settlement from the start, but do the save blueprint with "Transfer Settlement", without the brothel items. Then at each playthrough first i will import the "clean" settlement and add the brothel items later. If this works i will need rebuild all settlements with brothel from start.

 

I will update tomorrow.

 

Greetings.

 

 

Well, is working, scrapall, build all but not HR-items, then save with Transfer Settlements. Then with new game, scrap all, Transfer the blueprint  (import), build HR-items. The safe, the beacon, the terminal, add some slaves and money is in the safe.

 

The problem is at workshop, furniture, miscellanous. Before import the blueprint, HR-items can be see, but after import an old blueprint, i can see some HR-items, but others are missing and i can see other items from other mod i have.

 

Greetings.

 

 

Edited by Hober9
Posted (edited)
7 hours ago, Hober9 said:

 

Well, is working, scrapall, build all but not HR-items, then save with Transfer Settlements. Then with new game, scrap all, Transfer the blueprint  (import), build HR-items. The safe, the beacon, the terminal, add some slaves and money is in the safe.

 

The problem is at workshop, furniture, miscellanous. Before import the blueprint, HR-items can be see, but after import a old blueprint, i can see some HR-items, but others are missing and i can see other items from other mod i have.

 

Greetings.

 

 

 

I have perhaps another solution for import and old blueprint with HR-items, but is about disable a mod and after enable again.

 

At "Transfer settlement" mod page in Nexus i read some words "If you disable a mod, items from this mod are not imported with Transfer Settlement". So i test this and i think works.

Before import the blueprint, disable "Human resources" and "Non lethal enslavement" from load order. Then import the blueprint. Then look all is imported but not HR-items, terminal, Safe and Beacon. Then enable "Human resources" and "Non lethal enslavement" from load order, then build HR-items.

 

I do not know if is good disable and enable a mod several times for the playthrough. Perhaps is better start the game with HR disabled, have all settlements you need to have a brothel, import the blueprints, then enable HR, then build HR-items at the settlements.

 

I cannot search more, i like a lot use mods, but know nothing to find what mod have the problem and later how repair it.

 

Greetings.

 

 

Edited by Hober9

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