john ol snow Posted October 17, 2025 Posted October 17, 2025 After being enslaved, NPCs will lose their original names and become slaves called "Slaves." I hope that after being enslaved, NPCs will retain their original names.
norcain1 Posted October 18, 2025 Posted October 18, 2025 This is very nice Work! But is there a way or a cheat command consol to increase Fame reputation? I dont want to wait so long to have more slaves in sattlements.
KrustyShackleford Posted October 26, 2025 Posted October 26, 2025 (edited) Hey I just have a question. Is there a way to make it so that if a slave is assigned to a device from Torture Devices any AAF animations called by Human Resources will be exclusively animations for said device? Edited October 30, 2025 by KrustyShackleford
Chubrikone Posted November 1, 2025 Posted November 1, 2025 Hi, I tried searching the comments, but I couldn't find anything... How should I setup Sex Attributes to work well with this mod, because after capturing and raping a slave I got trauma debuff, as if my PC was raped instead of the opposite. I don't know if SA cannot read the data that player was not on the receiving end
KrustyShackleford Posted November 1, 2025 Posted November 1, 2025 1 hour ago, Chubrikone said: Hi, I tried searching the comments, but I couldn't find anything... How should I setup Sex Attributes to work well with this mod, because after capturing and raping a slave I got trauma debuff, as if my PC was raped instead of the opposite. I don't know if SA cannot read the data that player was not on the receiving end In the mcm for SA there should be an option for "sex type" or something like that, this cycles how SA treats sex events, 1 "SA treats sex acts as consensual" 2 "SA treats sex acts as non-consensual" 3 "SA will look for aggressive/player raped tag" if you set up a hotkey for this abd cycle it to consensual before rapingna save it should not result in trauma for the player character
3r1c2008 Posted November 4, 2025 Posted November 4, 2025 On 9/24/2025 at 12:38 AM, 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. i have the same problem before but i found a work around by using the hr non violent enslavement, with this mod you craft the enslavement crop and hit a surrendered npc with it and press e to talk to the npc and a new dialog will show upand allow you to enslaved that npc instead of using the security enslavement baton.
Necramancie Posted November 14, 2025 Posted November 14, 2025 Do you still recommend AFF Violate 1.55, or will 1.61 work just as well?
Matata Posted November 25, 2025 Posted November 25, 2025 Question to anyone. I realize this is an NPC slaving and slave training mod. My question is this, if I am playing a a Female, is she able to "provide services" as well, or is it just NPC use
richtersuc Posted November 25, 2025 Posted November 25, 2025 Guys I have a problem. Every time I fast travel somewhere, after the loading screen, all the slaves I captured using Enslavement Kits appear next to me for a second, then disappear. These are slaves I captured during battles, but I couldn’t bring them home because I’ve reached my follower limit. So they’ve just been kneeling on the map somewhere. I think when they load in during fast travel, it slows down the game. But I can’t go around the map looking for each missing slave one by one. Is there any way to fix this? 1
tinkerbelle Posted November 25, 2025 Posted November 25, 2025 15 hours ago, Matata said: Question to anyone. I realize this is an NPC slaving and slave training mod. My question is this, if I am playing a a Female, is she able to "provide services" as well, or is it just NPC use This mod is female NPCs as prostitutes. For the player character, you might try AAF Prostitution or AAF Sex Em Up. These are both wheret he player character asks if the NPC wants to use them. Horrible Harassment can have NPCs ask the player character to "do it" for caps.
Salovas Posted December 10, 2025 Posted December 10, 2025 I can't find clarity on this, the HotC patch in this mod, does it add functionality between the two mods, or just make it so assigned prostitutes from this mod use HotC outfits? I saw that the spawn prostitute button was removed in the patch because it was considered cheating, but that just confused me more, do the prostitutes in HotC SE count as prostitutes for the purpose of human resources or would I still have to enslave a spawned prostitute from hotc to make them work?
TABChoice Posted December 20, 2025 Posted December 20, 2025 On 12/10/2025 at 12:19 AM, Salovas said: I can't find clarity on this, the HotC patch in this mod, does it add functionality between the two mods, or just make it so assigned prostitutes from this mod use HotC outfits? I saw that the spawn prostitute button was removed in the patch because it was considered cheating, but that just confused me more, do the prostitutes in HotC SE count as prostitutes for the purpose of human resources or would I still have to enslave a spawned prostitute from hotc to make them work? As far as I'm aware they just act like they would without this mod haven't noticed any difference.
Mark Antony Posted December 28, 2025 Posted December 28, 2025 I noticed the mod makes a clone when you enslave an npc is there any way to keep their original dialogue
Ehgak Posted January 16 Posted January 16 Is there a way to add female customers and/or male breeders-prostitutes? I've looked over this forum for a while looking for a fo4edit guide, but despite great demand I have not found anything. looking over the files it's beyond me
roflmaones Posted January 16 Posted January 16 change in fo4edit the customer from male to female LEVELED NPC and role model of ure choice. if u want male "breeder" add keywords for male slaves too and activate in family planning (extend)..
JJuice Posted January 18 Posted January 18 On 1/16/2026 at 4:01 PM, roflmaones said: change in fo4edit the customer from male to female LEVELED NPC and role model of ure choice. if u want male "breeder" add keywords for male slaves too and activate in family planning (extend).. Can you post a picture of where you changed the keywords? I can't figure out how to make it work in the editor.
gri33m Posted January 25 Posted January 25 On 2/24/2023 at 2:16 AM, fredfunk said: Its something to do with Tessa herself and the PA check in HR as I have come back to Quincy recently (left it alone in case a fix came up after I report it before) and was able to enslave Baker who was in PA but still get that same HR message with Tessa after she jumps out of her PA for a Violate surrender. I have yet to run into another named HR enslavable NPC in PA with this issue. I am guessing there is some keyword or script on her that keeps her in a PA frame which triggers the HR message. I have enslaved her in previous games with MCG but that probably uses a very method for the enslavement even though it looks functionally similar to HR Sorry to necro this particular bit of questioning, but in case anyone else was struggling with this (I've spent about half an hour fucking with it today), it's a fucking weird one. The workaround I found is to use the "spawndupe" command on Tessa, then kill said dupe. Use the cheat/debug setting to let you enslave corpses. Be sure to use a weapon that won't kill her too quickly, because she won't go down again properly, and isn't TECHNICALLY defeated (even though she's using the animation). Honestly, nobody'd fault you for turning on god mode if you have to, cause you already actually beat her. IDK what it is with her in particular (I noticed she still has powerarmor actor values after being forced out of it, so maybe there's some fucky bethesda code there?), but it does seem to be specific to her.
Proactive Posted February 4 Posted February 4 Any one else experience issues while using this mod with npc dialogue and voices? I've noticed that during some Sim Settlement 2 quests the dialogue options dont show while I have this mod enabled. Also Preston and the generic settler have lost their voice and make no sound. Sadly the mod seems so baked in to my save that I cant save if I disable it .
Proactive Posted February 4 Posted February 4 14 minutes ago, Proactive said: Any one else experience issues while using this mod with npc dialogue and voices? I've noticed that during some Sim Settlement 2 quests the dialogue options dont show while I have this mod enabled. Also Preston and the generic settler have lost their voice and make no sound. Sadly the mod seems so baked in to my save that I cant save if I disable it . Holy shit, trawling through these pages I just stumbled upon the fix. If anyone else has silent voice/dialogue bugs use the below console command on the NPC: CF "actor.SetOverrideVoiceType" None
cockroach666 Posted February 18 Posted February 18 error: incompatible race when trying to enslave super mutants. any help?
darknightgarden Posted February 20 Posted February 20 On 11/9/2020 at 4:18 AM, HR_Sinop said: Human Resources View File Human Resources Mod Contributors: Malphias - Slave Market 3D Cell Space 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): 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...) Optional Addon: Non lethal armory Real Handcuffs Torture Devices Guide for setting up AAF infrastructure: Optional (Enabling certain mod features): Prisoner Shackles WITH HAPPINESS BONUS HOTC Settlement Edition SOUNDFILES from the download section Optional Sub-Mods (may or may not work) Furry Fallout 4 Compatibility Alternative Enslavement Method 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 You MUST NOT re-publish this mod anywhere in the Milky Way galaxy. You MUST NOT use this mod to create content that promotes extreme political views or child abuse. 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/c Fixed a bug regarding the slave listing in slave markets and settlement terminals 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. Credits to @EgoBallistic 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. Credits to @EgoBallistic 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 HR_Sinop Submitted 11/08/2020 Category Sexual Content Requirements F4SE, AAF, AAF Themes, AAF Animations, Workshop Framework, Real Handcuffs, Nuka World, Prisoner Shackles, Hoockers of the Commonwealth Here's an archive of the MxR review video since their YouTube channel was terminated this year: https://web.archive.org/web/20240727181126/https://www.youtube.com/watch?v=aGl2sOJyf88 2
LarryJD8822 Posted February 20 Posted February 20 On 2/18/2026 at 2:35 AM, cockroach666 said: error: incompatible race when trying to enslave super mutants. any help? You can only help yourself; mutants are not supported. If you want mutants to be supported, you must add the corresponding race to Xedit or the CK. HR_RaceHumanGhoulList [FLST:xx00D514] xx is your load order , but you also have to accept strange animations.(scaled mutants)
LarryJD8822 Posted February 20 Posted February 20 (edited) On 2/4/2026 at 1:56 AM, Proactive said: Holy shit, trawling through these pages I just stumbled upon the fix. If anyone else has silent voice/dialogue bugs use the below console command on the NPC: CF "actor.SetOverrideVoiceType" None you dont need a console command , I don't remember which page in the thread it was on or who wrote it, but there's a fix here that automatically brings back the original voice after every AAF scene. It should be pinned, @lee3310 that would be best. I found it... Edited February 20 by LarryJD8822 1
lee3310 Posted February 20 Posted February 20 (edited) 1 hour ago, LarryJD8822 said: you dont need a console command , I don't remember which page in the thread it was on or who wrote it, but there's a fix here that automatically brings back the original voice after every AAF scene. It should be pinned, @lee3310 that would be best. I found it... I can't pin anything since it's not my mod, but i have plans to take it over and release a complete rework of this mod (no ETA). Edited February 20 by lee3310 4
Hoshii_Miki Posted March 8 Posted March 8 (edited) Somehow the brothel advertisement beacon from this mod appears to be clashing with the municipal power pylon from sim settlements 2. I think it's this mod that gives a pop up box message saying that there appears to be a 2nd beacon activated and that it'll delete one. No nevermind. something changed somewhere since I last played the game so now the advertisement beacon appears to work without power (i haven't confirmed this yet but the HR terminal seems to think it does at least), so connecting the beacon to the power grid makes the mod think a 2nd beacon was activated and deletes the beacon Somehow it's working fine again Edited March 19 by Hoshii_Miki
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