Jump to content

Recommended Posts

Posted

Add the NPC to YOUR faction thus:

(with target selected)

addtofaction 1c21c 1 (the player's faction)

addkeyword workshopallowmove (allows transfer to other settlements)

addkeyword workshopallowcommand (allows you to assign as worker)

addkeyword workshopallowcaravan (allows you to assign them to a supply line)

When complete you will need to go to the desired destination settlement and use the console to bring the new settler to the settlement where you can assign them in build mode. (with target selected) moveto player

Note that the keyword changes to allow assignment to jobs and assign supply routes will only work with NPCs named "Settler". NPCs not named "Settler" (or any NPCs in the game for that matter) can be made a part of your faction and can be sent to different settlements, but they cannot be assigned to work or hold a supply route. Other more versed players may know a way around this.

8 hours ago, Tempest_Art said:

Have you come up with any solution? Its looks like addkeyword WorkshopAllowCommand stop work when i leave settlement.

This from a reddit thread worked for me

Posted (edited)

With AAF up-to-date, I can't get following slaves to show on th HR terminal, even though they me follow around (Slave menu -> follow). Thus, I can't activate them in my settlements. 

Another issue which is probably unrelated, but I'd mention it since it could be, ofc, is that both pc and npcs move their lips, but do not audibly speak when asked for Kiss/Hug/Sex etc. (AAF SEU is up to date as well).

Is the problem with the following slaves known? 

Edited by Wammmingoly
  • 2 weeks later...
Posted (edited)

Is it normal customers never leave the brothel despite the mod's description saying they would?

Would have been nice if slavers could be randomly equipped with stuff from kzitd or whatever.

Edited by georgechalkias
Posted

I don't know if someone has mentioned this before but Human Resources 11c seems to be causing a problem with NPC dialogue.  Not the generic dialogue, but if a companion starts on one of their stories or an NPC that wants to ask for my help, the dialogue won't play.  If I disable human resources, the dialogue comes back.  Is there a solution that anyone is aware of, or a previous version I could get that didn't have this issue?

Posted

I'm not sure what I messed up, but the mod is telling me that I have constructed multiple beacons when I have never crafted one previously at any settlement. Is this an issue with the Settlement Recruitment Beacons or is there another known issue with the Brothel Advertisement Beacons?

Posted
8 hours ago, Badalice said:

I'm not sure what I messed up, but the mod is telling me that I have constructed multiple beacons when I have never crafted one previously at any settlement. Is this an issue with the Settlement Recruitment Beacons or is there another known issue with the Brothel Advertisement Beacons?

The game is confusing the recruitment beacon for the brothel beacon.  If you go into the mods menu and select for the beacon to always run under the cheats menu, that "resolves" the issue.

Posted

Can anybody give me a quick tutorial on how to make a Human Resources patch for another mod's custom race?

I'm trying to make some compatibility patches for various followers mods such as the DOA Kasumi follower which aren't inherently compatible since it uses  a custom race for the follower.

 

Posted (edited)

It's been a while, so I don't remember the specifics, But i've done exactly this with my Lupine patch.  I know it's as simple as adding the modded race to a list.  Feel free to dissect my mod to see exactly what I did.  It took a while to figure out, but it's simple.  The only too you should need is the creation kit.  Load my mod, and IIRC there is a filter to only show files loaded by the mod you loaded.  Loading mine, there should be very few, and easy to find what you're looking for.

 

9 hours ago, GarfieldOfficial said:

Can anybody give me a quick tutorial on how to make a Human Resources patch for another mod's custom race?

I'm trying to make some compatibility patches for various followers mods such as the DOA Kasumi follower which aren't inherently compatible since it uses  a custom race for the follower.

 

 

Edited by Valykry
Posted (edited)

So for some reason if I pick up a standard shock collar it will constantly convert to a robco shock collar (both types) and attempt to re-add itself to my inventory in an infinite loop slowing both the game and my character down. Any thoughts?

 

Edit: 

I believe my auto looter is nabbing them off of corpses that it shouldn't be able to and it's grabbing a type that the player isn't supposed to have in their inventory.

Edited by Sangheili9235
Posted
21 hours ago, LarryJD8822 said:

Hi @Venocrest69 the only thing you have to do is , adding the race to the HR_RaceHumanGhoulList [FLST:xx00D514] in xedit( Form ID List) XX is your loadorder ID, and maybe add the race to the collar in armor addon

@LarryJD8822 Thanks, works perfectly

Posted

Love this mod, used it for a few years now. Gor everything set up on a new device, but for some reason I cant grt unique npc's to surrender. On an older device, I could enslave literally any npc regardless of who it was. Right now im trying to enslave the daughters at abernathy using the baton to force them to surrender. I have "unique npcs can surrender" option on. Surrender conditions are set to trigger at 100% chance at 100% health. Not sure what im missing this time.

Posted (edited)

Found a bug, settlement visitors can access the workshop. During a settlement attack, at least one visitor accessed the workshop and grabbed a weapon. Thats quite an issue, if you have multiple visitors, they'll steal all your good weapons.   

Edited by plutocene
  • 2 weeks later...
Posted
6 hours ago, Ct140 said:

Question, how does this mod work?
How do you get someone to become a slave?

Assuming you have the required mods, you need to have an enslavement kit and an enslavement baton.  If an enemy surrenders in combat, whack them with the baton.

Posted (edited)
4 hours ago, Valykry said:

Assuming you have the required mods, you need to have an enslavement kit and an enslavement baton.  If an enemy surrenders in combat, whack them with the baton.

Hmmmm, but how?
I have both the enslavement baton and the kit but when I hit them they surrender but thats it, and if I press E on him this is all that shows

image.png.16358719e8a7c120ab20ed6e9f7619a3.png

Edited by Ct140
Posted
2 hours ago, Ct140 said:

Hmmmm, but how?
I have both the enslavement baton and the kit but when I hit them they surrender but thats it, and if I press E on him this is all that shows

image.png.16358719e8a7c120ab20ed6e9f7619a3.png

Odd...  So, to be clear, you fight them as normal and they surrender once below X health.  Then while they're kneeling, you hit them with the baton?  Because that looks like the options you see before striking them with the enslavement baton.

Posted (edited)
30 minutes ago, Valykry said:

Odd...  So, to be clear, you fight them as normal and they surrender once below X health.  Then while they're kneeling, you hit them with the baton?  Because that looks like the options you see before striking them with the enslavement baton.

Yea, I hit them with the Security Enslavement Baton and nothing happens, am I suppost to have anything else equiped of in my invintory?
Also, what mod do you use? AAF Violate or Knockout Framework?

Edited by Ct140
Posted
2 hours ago, Ct140 said:

Yea, I hit them with the Security Enslavement Baton and nothing happens, am I suppost to have anything else equiped of in my invintory?
Also, what mod do you use? AAF Violate or Knockout Framework?

Just the baton and kit.  And I use Violate.  IDK why Knockout Framework is listed in the requirements since even on the main page it says it causes crashes and glitches.

Posted
Just now, Valykry said:

Just the baton and kit.  And I use Violate.  IDK why Knockout Framework is listed in the requirements since even on the main page it says it causes crashes and glitches.

Hmmmmmm, still cant get it to work, I think I will try remaking both the kit and the baton. Also I also use violate so that cant be the problem. hmmm do you think any of these mods are the problem? Iv tried disabling FPE, Floozy Furniture, and commonwealth Captives.
image.png.6d3ae9b0135af9061a82560781ede747.pngimage.png.549c1b0079ec87c9c37b4d3bdb9ff360.png

Posted
43 minutes ago, Ct140 said:

Hmmmmmm, still cant get it to work, I think I will try remaking both the kit and the baton. Also I also use violate so that cant be the problem. hmmm do you think any of these mods are the problem? Iv tried disabling FPE, Floozy Furniture, and commonwealth Captives.
image.png.6d3ae9b0135af9061a82560781ede747.pngimage.png.549c1b0079ec87c9c37b4d3bdb9ff360.png

Some of them i'm unfamiliar with, but it doesn't appear anything there should interfere.  Could be a load order issue.  I recommend Mo2 over vortex if you aren't already using that.   Just make sure nothing is overriding it.

  • 2 weeks later...
Posted

Does anyone know if this mod going to be updated to work with the New Gen update, this is my fav of all the mods, right now it shows up in my game, and I can build everything, the Slave store is in Concord, but the computers will not work properly. The one in my settlement will not recognize the settlement, and the one at the slave market will not restock slaves, so there is no slaves to buy. 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...