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Posted

Hey HR_Sinop  just reporting a bug.

 

I captured a slave and took it to market.   When I sold the slave on the console it all worked perfectly.  However... instead of pressing enter to continue, I pressed tab to go back... I tend to do things this way...    When I pressed tab I saw that I still had the option to sell the slave.   I repeated the process  5 times (with the same slave who is now in some kind of reselling loop until I move forward).   I'm now rich.   On second thought... never mind I said everything.  Everything is working properly. 

 

Please inform your slave market vendors that their profit losses must be something completely unrelated.  I think Danny Vito is skimming.   Yeah... thats it...

Posted
21 hours ago, Lodakai said:

Hey HR_Sinop  just reporting a bug.

 

I captured a slave and took it to market.   When I sold the slave on the console it all worked perfectly.  However... instead of pressing enter to continue, I pressed tab to go back... I tend to do things this way...    When I pressed tab I saw that I still had the option to sell the slave.   I repeated the process  5 times (with the same slave who is now in some kind of reselling loop until I move forward).   I'm now rich.   On second thought... never mind I said everything.  Everything is working properly. 

 

Please inform your slave market vendors that their profit losses must be something completely unrelated.  I think Danny Vito is skimming.   Yeah... thats it...

I know the player can cheat this way, but if you are able to mod your game, you know how to cheat money anyways...

I could implement checks that prevent this, but this is kind of a lot of effort.

So just play by the rules of the free market and I won't inform the wasteland financial supervision :P

18 hours ago, Number24 said:

@HR_Sinop Will there ever be an option to set your companions as prostitutes to work the brothel?

You could enslave your companion, but this would be a one-way trip (reverting enslavement is not possible)

There are no plans to add dialogue options for "normal" companions.

Posted
1 hour ago, HR_Sinop said:

I know the player can cheat this way, but if you are able to mod your game, you know how to cheat money anyways...

I could implement checks that prevent this, but this is kind of a lot of effort.

So just play by the rules of the free market and I won't inform the wasteland financial supervision :P

 

Haha :D fair enough.

 

If it's a pain in the butt fix, I'm sure there are better things that can be done.  I had a few things in mind myself...  I'm sure you already have your own task list, but I thought I'd throw these out to think about adding whenever you have the whim to.   Actually, some of these might already exist... and I am not aware of all the aspects of this mod yet.

 

- Would be nice if Just business slaves that are following can be traded at the console.  Right now what I do is knock them by punching them till they pass out... then selling them as an HR follower.

 

- Would be also nice  if I had an easier method to pass slaves into the HR network.    Right now I am using Just business... MCG... and abduction light.    Each has its own benefits and if I could simply give them a special armor piece to wear... or just plain hit em with the baton to transfer into HR, rather than having to punch them out first... it would make things a little smoother.

 

Also I had a few ideas that maybe I could work on at a later date.  Since you are looking to incorporate in with SS2,  once I get a feel for this mod.. (say in maybe a month)  I was thinking we could set up some plots that use savage cabbage dance anims as entertainment plots for assigned employees.  

Posted
2 hours ago, HR_Sinop said:

I know the player can cheat this way, but if you are able to mod your game, you know how to cheat money anyways...

I could implement checks that prevent this, but this is kind of a lot of effort.

So just play by the rules of the free market and I won't inform the wasteland financial supervision :P

You could enslave your companion, but this would be a one-way trip (reverting enslavement is not possible)

There are no plans to add dialogue options for "normal" companions.


Alright this actually gives me an idea for a solid work around. I’ll clone my companions via Wasteland Dairy, then enslave the clone and assign them to the brothel. Lastly I’ll shove the real companions in my Portable Bunker settlement so that I don’t have two instances of them roaming around in the open world. This way i can have the satisfaction of enslaving them, but still have the option of questing with them if I choose.

 

Thank you for the information and inspiration. Also thanks for the great mod!

Posted
9 hours ago, Lodakai said:

- Would be nice if Just business slaves that are following can be traded at the console.  Right now what I do is knock them by punching them till they pass out... then selling them as an HR follower.

 

I second this. Would be great to have an option that disables the Knockout Framework check and just allow the player to capture Just Business NPCs.

Posted

Hey I'm looking for some help I don't have any animation mods installed and the mod says:
 

Requirements:

Hard Requirements (Must haves):

  • Some Animation Mods

 

Which animations should I download?

 

I also have sim settlements installed but not sim settlements 2 is that a problem?

Posted
1 hour ago, Krussla said:

Hey I'm looking for some help I don't have any animation mods installed and the mod says:
 

Requirements:

Hard Requirements (Must haves):

  • Some Animation Mods

 

Which animations should I download?

 

I also have sim settlements installed but not sim settlements 2 is that a problem?

 

Just follow this guide

 

https://www.loverslab.com/topic/139374-aaf-up-to-date-adult-oriented-setup-guide-16jan2021/

 

Leito, Savagecabbage, atomic lust, greyusers 50 shades, BP70 anims are a few basics.

Posted

Hi! For whatever reason I can't seem to get this mod to work. It lets me build the Terminal and Safe, but that's about it. The enslavement baton and kit don't work, and in the slave market there is no sound or character audio and I can't initiate dialog with anyone else but the barkeeper. Can anyone help me out here? I have all the pre-required mods and I use NMM (Vortex) as my manager.

Posted

So, anyone got a handle on finding ghoul raiders/gunners/etc? I've set up the Slog to be a brothel, where you can rent a Ghoulfriend for the evening, and I'm expanding fast than I can find staff.

Posted
14 hours ago, x39965 said:

So, anyone got a handle on finding ghoul raiders/gunners/etc? I've set up the Slog to be a brothel, where you can rent a Ghoulfriend for the evening, and I'm expanding fast than I can find staff.

If you don't mind me asking, how does the slave baton work? I can't seem to get anything to work unfortunately, and I was hoping for some help. Also, try using this console command to change an npc's race: "(npc ID).setrace GhoulRace" (you can also just click on the npc and type in "setrace GhoulRace") or if you want to become a ghoul, try "player.setrace GhoulRace" I hope this helps :) 

Posted

Hi, I have the vanilla game and using vortex. It keeps saying that this mod and its plugins need the Nuka world and workshop DLCs to run as masters. The MCM also says the plugin is missing. Has there been a fix for this yet?

Posted

I made the baton and a bunch of enslavement kits at the chemistry station. I knock them out bare-fisted, and whack them with the enslavement baton. They then appear kneeling with a shock collar blinking, hands cuffed behind their back, and you can tell them to follow.

 

Thank you for the command to change races on npc's. I changed an armor rack into a ghoul, an assaultron into a deathclaw, and other shenanigans, but I could not get a female raider to change into a ghoul.

Posted
On 1/29/2021 at 9:54 PM, x39965 said:

I made the baton and a bunch of enslavement kits at the chemistry station. I knock them out bare-fisted, and whack them with the enslavement baton. They then appear kneeling with a shock collar blinking, hands cuffed behind their back, and you can tell them to follow.

 

Thank you for the command to change races on npc's. I changed an armor rack into a ghoul, an assaultron into a deathclaw, and other shenanigans, but I could not get a female raider to change into a ghoul.

No problem! Happy to help :) I've done the exact same thing as you have, but still nothing. Hopefully I can find a fix somdeday.

Posted
On 1/29/2021 at 10:03 PM, whakattack said:

Hi, I have the vanilla game and using vortex. It keeps saying that this mod and its plugins need the Nuka world and workshop DLCs to run as masters. The MCM also says the plugin is missing. Has there been a fix for this yet?

I have the same problem, are ALL the dlcs a requirement for this mod?

Posted

I have all the addons, Nuka World, Fart Harbor, and all the workshop DLC's. I could post a list of the mods I have, if anyone's interested.

 

Posted
16 hours ago, x39965 said:

I have all the addons, Nuka World, Fart Harbor, and all the workshop DLC's. I could post a list of the mods I have, if anyone's interested.

 

If you could that would be much appreciated. 

 

18 hours ago, Algoz- said:

I have the same problem, are ALL the dlcs a requirement for this mod?

And yes, I have to assume so.

Posted

Here's my list of mods. I am a subscriber to Nexus, and I have all the DLC. These are in the order they are loaded. I use Vortex.

 


Caliente's Beautiful Bodies Enhancer V2.6.3
AAF_AnimatedFannies V1.11.7z
AAF_VanillaKinkyCreatureAnimations_Themes_V201014.0.7z
Address Library 1.10.163.00
Armor and Weapon Keywords Community Resource v8.6.0
Atomic Lust - 2.6.1
Baka Scrapheap Script Memory Limit Expander 1.3
BodySlide and Outfit Studio 5.2.0
Bunnygirl Outfit V1.71
Clean Snap'n Build CS SnB 1.9
Create Settlement Bat 1.0
DavesMods -In Game ESP Explorer Maintenance 1.13.0620
Extended Dialog Interface 1.3.6
Female Deathclaws 1.0 (because who doesn't love tits on deathclaws?)
French Maid F04 CBBE Physics v1.2
Functional Displays 0.2.9.2
Hookers of the Commonwealth Settlement Edition - HotC SE - v0.95d
ZaZ - Extended Skeleton
TortureDevices 1.9
ZaZOut4 Beta V.003.7z
Human Armor Racks Poseable and AAF Patch 1.5.3
Human Resources 6
Knockout Framework - latest Version 1.3.11
LazmansPoses_AAF .2
LazmansPoses .6
Looksmenu v1-6-20
Settlement Supplies Expanded Main file 3.9
Mod Configuration Menu 1.39
MyCleanRaiders_CBBE1.0
Mysterious Stranger Silver Shroud 1
Non-Lethal-armory - latest version 1.1.0
Prisoner Shackles 4.0
Advanced Animation Framework (AAF) - AAF Beta 154
RealHandscuffs.0.410.7z
Robot Home Defense 1.50
SavageCabbages Animation Pack V1.2.5.7z
Slavers Camp - no version
Snap'n Build 2.0
Unlimited Companion Framework v1-1-0
Better Generation - Unlimited Power v1-0-0
Unofficial Fallout 4 Patch 2.1.1a
Workshop Framework
behSlaveMarket.esp
Fallout 4 Script Extender (F4SE) 0.6.21

 

I will post the plugins, and the order they are

loaded, later.

Posted

Here are my plugins.

I created a couple of groups in Vortex, that would load AFTER the "Dynamic

Patches" group. Specifically, "LastOnes, and "Level2", in that order.

So: after everything in the "default" group loads, it will load everything

in "Dynamic Patches", and then "LastOnes", and then everything in the

"Level2" group.

CBBE.esp Loaded in the "Alternative Start" group. I didn't put it there.

In the Default Group, in this order
AAF.esm
CleanSettlement Snap'n Build.esp
ESPExplorerF04.esp
Armor Rack.esp
SSEX.esp
SilverShroudMysteriousStranger.esp
Non-Letal Armory.esp
robot Home Defense.esm
UnlimitedPower.esp
Snap'n Build.esm
behSlaveMarket.esm

In "Dynamic Patches", In this
Atomic Lust.esp
XDI.esm
Knockout Framework.esm
Eff.esp
FunctionalDisplays-Collectibles.esp

In the "Fixes" group,
Unofficial Fallout 4 Patch.esp

In the "LastOnes" group,
Animated_Fannies.esp
FrenchmaidF04-CBBEPhysics.esp
FunctionalDisplays-AID-Weightless.esp
LazmansPoses.esp
LooksMenu.esp
Prisoner Shackles.esp
Realhandcuffs.esp
Servitron.esm
TortureDevices.esm
WorkshopFramework.esm
behSlaveMarket.esp
ArmorKeywords.esm
RealHandcuffs_AWKCR_Compatibility.esp
FunctionDisplays-AID-WI.esp
FunctionalDisplays-MISC-Weightless.esp
Realhandcuffs_Servitron_Compatibility.esp
FunctionalDisplays-Patch-DLC-ALL.esp
FunctionalDisplays-Patch-DLC-ALL-Weightless.esp
MohaveImports.esp
FunctionalDisplays.esp
More Power Armour Mods.esp
PAMAP.esp

In the Level2 group, the very last to load,
AAFThemes.esl
AWKCR - Mod Power Armor Engine Glitch fix.esp
Headcrab_Bunny.esp
AA HOTC - Standalone - SE.esp
HumanResources.esp
SlaversCamp.esp
SavageCabbage_Animations.esp
ZaZOut4.esp
HumanResources_HOTC_SE_Compatibility.esp

This works, but likely could stand to be examined. I just poked with it

until it ran.

 

Posted
18 hours ago, x39965 said:

Here are my plugins.

I created a couple of groups in Vortex, that would load AFTER the "Dynamic

Patches" group. Specifically, "LastOnes, and "Level2", in that order.

So: after everything in the "default" group loads, it will load everything

in "Dynamic Patches", and then "LastOnes", and then everything in the

"Level2" group.

CBBE.esp Loaded in the "Alternative Start" group. I didn't put it there.

In the Default Group, in this order
AAF.esm
CleanSettlement Snap'n Build.esp
ESPExplorerF04.esp
Armor Rack.esp
SSEX.esp
SilverShroudMysteriousStranger.esp
Non-Letal Armory.esp
robot Home Defense.esm
UnlimitedPower.esp
Snap'n Build.esm
behSlaveMarket.esm

In "Dynamic Patches", In this
Atomic Lust.esp
XDI.esm
Knockout Framework.esm
Eff.esp
FunctionalDisplays-Collectibles.esp

In the "Fixes" group,
Unofficial Fallout 4 Patch.esp

In the "LastOnes" group,
Animated_Fannies.esp
FrenchmaidF04-CBBEPhysics.esp
FunctionalDisplays-AID-Weightless.esp
LazmansPoses.esp
LooksMenu.esp
Prisoner Shackles.esp
Realhandcuffs.esp
Servitron.esm
TortureDevices.esm
WorkshopFramework.esm
behSlaveMarket.esp
ArmorKeywords.esm
RealHandcuffs_AWKCR_Compatibility.esp
FunctionDisplays-AID-WI.esp
FunctionalDisplays-MISC-Weightless.esp
Realhandcuffs_Servitron_Compatibility.esp
FunctionalDisplays-Patch-DLC-ALL.esp
FunctionalDisplays-Patch-DLC-ALL-Weightless.esp
MohaveImports.esp
FunctionalDisplays.esp
More Power Armour Mods.esp
PAMAP.esp

In the Level2 group, the very last to load,
AAFThemes.esl
AWKCR - Mod Power Armor Engine Glitch fix.esp
Headcrab_Bunny.esp
AA HOTC - Standalone - SE.esp
HumanResources.esp
SlaversCamp.esp
SavageCabbage_Animations.esp
ZaZOut4.esp
HumanResources_HOTC_SE_Compatibility.esp

This works, but likely could stand to be examined. I just poked with it

until it ran.

 

I have no idea how, but mine still doesnt work. It won't let me edit my load order properly, and I can no longer even create the enslavement baton and kit needed for the mod. Again, any further help is much appreciated.

Posted
22 hours ago, DeVoNoLvEr said:

I have no idea how, but mine still doesnt work. It won't let me edit my load order properly, and I can no longer even create the enslavement baton and kit needed for the mod. Again, any further help is much appreciated.

 

Have you tried running FO4Edit to see if it loads properly in that?   You can check for database conflicts there.   For script and other resource conflicts... I can't help much with vortex (super easy with MO2 though)

 

The only thing I can think of is maybe something is failing to load causing other things to not load properly.   That would be my guess since you are not even seeing the recipes in the chem station.

Posted

I am enjoying this mod quite a bit.  There are only a few issues that I have noticed:

 

1.  At the Slave Market, there were multiple July Johnsons.  Three at one point before I disabled two of them and marked them for deletion.  The capacity level of the market also reverts back to one every once in a while.  I also removed some of the nameless customers because there were around 20 of them.  It was getting difficult to walk through the lobby.

 

2.  The fame increase notification messages for settlements never shows the settlement name.  It either shows "None" or just a line and a colon.  EDIT:  the text "[Location".  I assume these messages are telling me that a settlement increased it's fame level but I can't tell which settlement except by going to all of them and checking the terminals.

 

3.  The breeding slaves at Murkwater settlement all did weird things.  The first one stood in the settlement in one spot and never used the mats or manacles.  The second and third slaves walked away from the settlement back to the place where I captured them.  They just stand there until they get killed by random encounters.  I still got some cash from the three slaves but two are now dead and I am reluctant to put any more slaves at that settlement.

 

EDIT: 4.  The terminal information often shows the wrong settlement name.  It gets the fame level correct but often shows the settlement name of the last Human Resources settlement that I visited.  I frequently travel a circuit to see each Human Resources settlement and collect their caps.

 

On the good news side, my best brothels at the Slog and Covenant are humming with activity and often have three or more AAF scenes going at the same time.  I think seven scenes simultaneously is the current record.  

 

Thanks for all the hard work to make a mod that keeps FO4 interesting.

 

EDIT: February 28, 2021  I tried a few things at my Murkwater raider settlement and finally got the breeding slaves to stay there.  Basically, I had to open the terminal but not use it.  Fast travel away but not open any other settlement HR terminals.  Fast travel back to Murkwater and the terminal will show the right settlement name and fame.  Transfer my slaves and assign them.  I also got the breeding slaves that had previously gone outside the settlement (back to where I captured them) to follow me and then transferred them again to Murkwater and they stayed there.

 

I removed 40 more customers from the Slave Market.  The crowd was too thick again.  I used Just Business to knock them out by putting collars on them and then enslaved them using Human Resources enslavement kits and baton.  I sold all of them at the Slave Market for caps.

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