TopCake58 Posted March 27 Posted March 27 (edited) Hey! Where i can get HumanResources HOTC SE Compatibility.esp plugin? Everybody have it installed, but no links for download. This is last warning in aaf console. Edited March 28 by TopCake58
MSM_Alice Posted April 2 Posted April 2 (edited) On 2/21/2026 at 12:52 AM, lee3310 said: 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). If you do this, please consider adding custom events that the external quest scripts from other mods can conditionally listen for when a new slave is added or removed from the pool, and an easy way to get an actor list of slaves without the mod having to do a hard integration. Some mods have all sorts of social interactions that are good for normal NPC, but would seem out of place on slaves, so it would be grand if there's a lightweight way to see who those slaves are ( full list), and be notified when new slaves are being added or removed. Few examples Sexual Harassment Mod: - slaves should probably be ineligible to be harassers Hot Pockets Mod: - Slaves should probably be ineligible to be thieves MSMA:- Slaves should not engage with the same social behavior with the player as if they weren't slaves, and the player should not engage with slaves as they would with normal citizens. probably many others that have any form of simulated social interactions In MSMA I am currently trying to do this management and set all these actor values remotely, but it would be so much better if the slavery mod itself would: a. offer quick access to the slave list like a simple actor list and not an array of a custom script type that extends the Actor script. b. Fire events that offer access to an actor's reference when a new slave is added or removed from the slave pool, so there's no need for ongoing periodic checks for changes. For instance, for me, it seems cleaner/faster when a slave is added to : 1. Add an MSMA-specific internal slave keyword to that actor so I can use then that MSMA itnernal keyword in CK conditions across my mod, without additional papyrus if load. An externally loaded keyword ( what i am doing now with the HR_Enslaved keyword) can work too, but is harder to manage (unless I make the slaverymod a hard dependency/master for my mod, I can't freely use it in CK conditions as far as I can tell, so there's a need for additional papyrus load, which is not ideal or something I necessarily want). Edited April 2 by MSM_Alice 2
MSM_Alice Posted April 5 Posted April 5 (edited) I have added a bit of integration of HumanResources in MSMA 1.0552 and later (not a hard dependency though) There is a new Enslavement path into Human Resources via MSMA mindbreak (as in: the enslavement is done via the bimbo actions menu available after a successful sexfight). Classical Human Resources enslavement (with the enslavement rod and whatnot) stays as it was; I do not interfere with that. Bimbo HR Eslavement via MindBreak can now be done on enemies who have been paralyzed or dazed via Sexfight ( via the same menu where you have Bimbo Loot/Bimbo Kill, now called Bimbo Actions). Most aspects around this are controllable via options in the MSMA MCM. Most of them are found on the MSMA MCM page called 3rd party mod integration- Simple settings, in the specific Human Resources mod section. HR Slaves that are created via Mindbreak path are also set to follow a slave-appropriate social etiquette out of the box, as in: they will not be Sexual Harassment harrasers (if Sexual Harassment is installed and enabled) they will not be Hot Pocket Thieves ( if Hot Pockets is installed and enabled), and they will stay silent and not use degrading MSMA social comments if the MSMA social comment system is turned on. There is some tutorialisation via pop-up on the risk of breaking vanilla quests if enslaving key vanilla quest NPCs. This is shown the first time Mindbreak enslavement is attempted in a playthrough. Nearby NPCs who have their wits about them can stop you from enslaving a mindbroken NPC if they are too close (or if they are having low affinity for the player - customizable in the MCM). Going to a more secluded spot to do this ( or other nefarious bimbo actions to mindbroken individuals ) might be advisable. Alternatively, make sure the nearby NPCs have high affinity with the player, and they might just be willing to look the other way and let you do your dirty deeds. Enslavement based on Bimbo mind break can be set to be rather self-sufficient and generate their own HR Enslavement Kits, if lacking (as in: You don't need one, if you don't have one - this is also MCM settable, you can turn this self-sufficiency off if you want to keep the need to craft enslavement kits beforehand. If you do have one, then it will be used.) Slaves that are following the player naturally will not attempt to stop the player from making more slaves. If you have other unruly HR slaves (created the classical way with the eslavement rod and whatnot, and not a bimbo way) and they start taking up rolesin HotPocket orSexual Harrasment, there is a button in the MCM to "Educate" them too (based on a 1000 unit range aroundthe player), so from that moment on, they too should refrain from being SH sexual harassers, hot pocket thieves, OR comment inappropriate comments in the MSMA social comments system. Essential NPCs are 100% spared enslavement on this bimbo enslavement path. Edited April 5 by MSM_Alice 1
Ehgak Posted April 6 Posted April 6 On 2/20/2026 at 5:52 PM, lee3310 said: 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). I'm cheering for you because this is one of the few slavery mods that plays well with aaf violate. Mixed with the custom races patch made creating unique settlements with more than just human settlers. I have one small request- to have breeder/prostitutes and their customers be any gender for the option of bisexual fuckfests 1
trapdoorguy Posted April 6 Posted April 6 Hello, Is there a console command or a way to modify the slave capacity of a settlement? In this playthrough i just want to horde a harem (of delicious super mutant babes), i dont necessarily want to make brothel to increase the capacity. I suppose i could make one to get the capacity then replace all the slaves... but if theres a way I can modify it then that would be cool. Thank you for the great mod!
Oscar von BJ Posted April 10 Posted April 10 Hi guys I like this one and girls working well in my settlement, total functioning no problem in that part, but now I have a problem after play this for 3 days. Some hostiles behaving no more hostile to me, inside Corvega all raiders won't shoot me back when I shooting at them and all the human enemies from the NPCs Travel acting same in commonwealth thus my team won't engage them either, so I guess this is because the beacon and mat make them friendly so I scrap the terminal/mat/beacon/safe, all things from this mod scrapped and all girls trans to another settlement as usual settlers by usual way, and the hostiles are non-hostiles still, so what can I do to turn them back to hostile again before I waste this 3 days playing?
lee3310 Posted April 10 Posted April 10 7 hours ago, Oscar von BJ said: Hi guys I like this one and girls working well in my settlement, total functioning no problem in that part, but now I have a problem after play this for 3 days. Some hostiles behaving no more hostile to me, inside Corvega all raiders won't shoot me back when I shooting at them and all the human enemies from the NPCs Travel acting same in commonwealth thus my team won't engage them either, so I guess this is because the beacon and mat make them friendly so I scrap the terminal/mat/beacon/safe, all things from this mod scrapped and all girls trans to another settlement as usual settlers by usual way, and the hostiles are non-hostiles still, so what can I do to turn them back to hostile again before I waste this 3 days playing? Wrong mod. Sounds like "raider pet's" doing.
Oscar von BJ Posted April 10 Posted April 10 6 hours ago, lee3310 said: Wrong mod. Sounds like "raider pet's" doing. Thx for the info, yes I do have that one so IDK what I did to make this happened and how I can fix it?
downloader148 Posted April 11 Posted April 11 having the same issue as @john3977 where the beacon, mats, terminal and everything work, and the breeding slave is in the correct position but the customers just walk around the settlement randomly and dont interact with anything. Any fixes for this ? I am on 1.10.163
egonm68 Posted April 11 Posted April 11 On 4/7/2026 at 1:54 AM, trapdoorguy said: Hello, Is there a console command or a way to modify the slave capacity of a settlement? In this playthrough i just want to horde a harem (of delicious super mutant babes), i dont necessarily want to make brothel to increase the capacity. I suppose i could make one to get the capacity then replace all the slaves... but if theres a way I can modify it then that would be cool. Thank you for the great mod! there's a console command: also, there's this patch/addon which adds a few MCM options " 1
K777K Posted April 28 Posted April 28 Hey guys, has anyone tried using it with “Just Business”? Even if it doesn't work together, will there be any conflicts?
7fbsfbs7 Posted May 27 Posted May 27 mod works fine except for the creatures, they just do not spawn after placing the supermutant cauldron, the hound house etc. I've tried leaving the settlement for 3 to 4 days, tried fresh installs, nothing works. It doesn't work
alex61821 Posted May 28 Posted May 28 Ive tried changing the look of slaves with looksmenu but it does nothing. is there a way to alter the look of the slaves? the ones for sale are butt ugly quite often.
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