AWHA Posted February 12, 2021 Posted February 12, 2021 On 2/11/2021 at 1:31 AM, GrimGrim31 said: 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. The mod really should make the slaves essential so they don't die randomly. I doubt anyone will be using them as combat followers so there shouldn't be any concerns about them being too strong, combat wise.
NapierDupont Posted February 12, 2021 Posted February 12, 2021 45 minutes ago, AWHA said: The mod really should make the slaves essential so they don't die randomly. I doubt anyone will be using them as combat followers so there shouldn't be any concerns about them being too strong, combat wise. An option, toggle on/off for death would work. I like the idea of they being killed randomly
D_ManXX2 Posted February 14, 2021 Posted February 14, 2021 in your description you mentioned !! Quote Slave Market! (by Malphias) Where? Fast Travel to Concord, the door should be directly in front of you to the right. But when i travel to concord their is no door on the right side ?? where is it ?? i dont see any marker either so i am going blind finding this door ? nvm fianlly found it.. i should have looked better in front of me.
shawnz392 Posted February 14, 2021 Posted February 14, 2021 Why XDI? I really want to try this mod but I'm not a fan of XDI.
NapierDupont Posted February 16, 2021 Posted February 16, 2021 I got a crash when trying to assign a captured slave to the settlement: [02/16/2021 - 06:24:18PM] error: Cannot call beaconPowered() on a None object, aborting function call stack: [ (FF01172A)].HumanResources:HR_SettlementBrothelBeaconScript.OnPowerOn() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementBrothelBeaconScript.psc" Line 43 [02/16/2021 - 06:24:18PM] [RRR04Script <RRR04 (000B26C2)>] WorkshopObjectPowerStageChanged received [02/16/2021 - 06:25:09PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:25:09PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23
NapierDupont Posted February 16, 2021 Posted February 16, 2021 35 minutes ago, Algoz- said: I got a crash when trying to assign a captured slave to the settlement: [02/16/2021 - 06:24:18PM] error: Cannot call beaconPowered() on a None object, aborting function call stack: [ (FF01172A)].HumanResources:HR_SettlementBrothelBeaconScript.OnPowerOn() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementBrothelBeaconScript.psc" Line 43 [02/16/2021 - 06:24:18PM] [RRR04Script <RRR04 (000B26C2)>] WorkshopObjectPowerStageChanged received [02/16/2021 - 06:25:09PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:25:09PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 So I tried readding the human resources terminal so that it finds the beacon turned on. But i got a different error on same crash: [02/16/2021 - 06:59:15PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF00FAF5)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00A7B1)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:59:15PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF00FAF5)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00A7B1)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23
HR_Sinop Posted February 17, 2021 Author Posted February 17, 2021 On 2/11/2021 at 7:31 AM, GrimGrim31 said: 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. 22 hours ago, Algoz- said: I got a crash when trying to assign a captured slave to the settlement: [02/16/2021 - 06:24:18PM] error: Cannot call beaconPowered() on a None object, aborting function call stack: [ (FF01172A)].HumanResources:HR_SettlementBrothelBeaconScript.OnPowerOn() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementBrothelBeaconScript.psc" Line 43 [02/16/2021 - 06:24:18PM] [RRR04Script <RRR04 (000B26C2)>] WorkshopObjectPowerStageChanged received [02/16/2021 - 06:25:09PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:25:09PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 22 hours ago, Algoz- said: So I tried readding the human resources terminal so that it finds the beacon turned on. But i got a different error on same crash: [02/16/2021 - 06:59:15PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF00FAF5)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00A7B1)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:59:15PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF00FAF5)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00A7B1)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 Will be taken into consideration for the next update.
Jaysjunk Posted February 18, 2021 Posted February 18, 2021 I'm having that issue now as well as others I see that the terminal will not recognize the placed beacon. I do have SS2 installed. I tried turning the beacon on and off. I tried disconnecting it and I tried storing it and replacing it. Nadda. Also I don't know which of the Prisoner mats are usable in "Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…)" I can't seem to assign my slave to anything and don't know which mats is the right ones. And "Customer Attractor Rugs (furniture -> misc)" do not show up on the build menu. I looked at every item. Is it because SS2 is causing conflict with the beacon?
AnimeHuntress Posted February 18, 2021 Posted February 18, 2021 So here are the 3 mods I think or know may be interfering with this. Wasteland Dairy, (I have the slave feature off and disabled it), Random Shenanigan's, and yes Sexual Harassments. Honestly I don't mind how it works with them. I'm fairly sure that not putting in any of the Pillories, beds, etc. from wasteland in the same settlement as a human recourse works pretty well. Random Shenanigan's and Sexual Harassments have some glitches but its doesn't disable the HR play so I don't mind it. I like having Shenanigan's for the Wasteland and Family Planning as its kind of moot without it. If anyone can patch them into this I'd be eternally grateful but if not I'm alright for now. My question is if anyone has Wasteland and or Family Planning are they having issues with the women looking pregnant when they are? Since this is the newest mod on my list and I haven't played in a long while I'm whittling down what might be the issue.
AxarT Posted February 19, 2021 Posted February 19, 2021 raider knocked out, switch to baton from this mod, hit nothing happens at all. if I press wake up, he wakes up and starts attacking me with blows with a truncheon, they don't lead to anything, he just dies. in the inventory there is also a club and what is it called in general the second thing that is needed for enslavement.
HR_Sinop Posted February 19, 2021 Author Posted February 19, 2021 On 2/18/2021 at 6:41 AM, Jaysjunk said: I'm having that issue now as well as others I see that the terminal will not recognize the placed beacon. I do have SS2 installed. I tried turning the beacon on and off. I tried disconnecting it and I tried storing it and replacing it. Nadda. Also I don't know which of the Prisoner mats are usable in "Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…)" I can't seem to assign my slave to anything and don't know which mats is the right ones. And "Customer Attractor Rugs (furniture -> misc)" do not show up on the build menu. I looked at every item. Is it because SS2 is causing conflict with the beacon? The beacon thing is a known issue caused by SS2. I implemented a cheat as a work around (MCM-> cheats-> advertisement always functional). Slaves not being commandable is per design. However, there is also an MCM cheat to make NEW slaves commandable (MCM-> cheats-> new slaves are commandable). Cheat does not work on exisiting slaves. Rugs are there (see screenshot). If you cannot see rugs or any of the cheats, you might have an outdated version.
HR_Sinop Posted February 19, 2021 Author Posted February 19, 2021 On 2/16/2021 at 10:27 PM, Algoz- said: I got a crash when trying to assign a captured slave to the settlement: [02/16/2021 - 06:24:18PM] error: Cannot call beaconPowered() on a None object, aborting function call stack: [ (FF01172A)].HumanResources:HR_SettlementBrothelBeaconScript.OnPowerOn() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementBrothelBeaconScript.psc" Line 43 [02/16/2021 - 06:24:18PM] [RRR04Script <RRR04 (000B26C2)>] WorkshopObjectPowerStageChanged received [02/16/2021 - 06:25:09PM] error: Cannot call CallFunction() on a None object, aborting function call stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 [02/16/2021 - 06:25:09PM] warning: Assigning None to a non-object variable named "::temp329" stack: [ (FF0105FB)].humanresources:hr_slavenpcscript.RemoveAllRestraints() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveNPCScript.psc" Line 649 [ (FF00E3A0)].humanresources:hr_slaveworkshopscriptwrapper.transferSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SlaveWorkshopScriptWrapper.psc" Line 96 [HR_SettlementTerminalQuest (6604543E)].HumanResources:hr_settlementterminalquestscript.TransferFollowingSlaveToSettlement() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\HumanResources\HR_SettlementTerminalQuestScript.psc" Line 328 [ (660475E4)].Fragments:Terminals:TERM__0C0475E4.Fragment_Terminal_05() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals\TERM__0C0475E4.psc" Line 23 The crash seems to happen when calling the Real Handcuffs mod. Which Version of the mod do you have installed? Regarding the bug with the beacon being not recognized: Try building the beacon close to the terminal.
NapierDupont Posted February 20, 2021 Posted February 20, 2021 On 2/19/2021 at 1:33 PM, HR_Sinop said: The crash seems to happen when calling the Real Handcuffs mod. Which Version of the mod do you have installed? Regarding the bug with the beacon being not recognized: Try building the beacon close to the terminal. 0.4.12
sissylover19 Posted February 21, 2021 Posted February 21, 2021 are these slaves it creates unique(i.e can i customize them)
HR_Sinop Posted February 23, 2021 Author Posted February 23, 2021 On 2/21/2021 at 4:50 PM, theanarchistotaku said: are these slaves it creates unique(i.e can i customize them) no
AWHA Posted February 24, 2021 Posted February 24, 2021 Is it possible to make the clones keep the outfit and inventory of the original instead of getting a generic outfit applied?
JohnRage Posted February 25, 2021 Posted February 25, 2021 I'm having an issue with both the NPCs in the slave market and the Devious Devices trader in Goodneighbour having "blank" dialogue. No voice line is being said, no subtitles are displayed even with them enabled in the menu, it's not easily skippable but by spamming it eventually proceeds (and works as far as I can tell, things like being able to buy keys in DD or opening the bartering menu with the slave market vendor) I have XDI installed but my standard dialogue looks vanilla Any pointers?
HR_Sinop Posted February 25, 2021 Author Posted February 25, 2021 On 2/24/2021 at 3:33 AM, AWHA said: Is it possible to make the clones keep the outfit and inventory of the original instead of getting a generic outfit applied? Theoretically yes. You could undress the NPC by activating it during knockout and then trade the items back if the slave is part of a settlement. 1 hour ago, JohnRage said: I'm having an issue with both the NPCs in the slave market and the Devious Devices trader in Goodneighbour having "blank" dialogue. No voice line is being said, no subtitles are displayed even with them enabled in the menu, it's not easily skippable but by spamming it eventually proceeds (and works as far as I can tell, things like being able to buy keys in DD or opening the bartering menu with the slave market vendor) I have XDI installed but my standard dialogue looks vanilla Any pointers? Seems like XDI was not correctly installed/is conflicting with another mod.
AWHA Posted February 26, 2021 Posted February 26, 2021 15 hours ago, HR_Sinop said: Theoretically yes. You could undress the NPC by activating it during knockout and then trade the items back if the slave is part of a settlement. I meant having the cloning script apply the inventory of the original to the clone. Just Business has a working version of the script, is it possible to somehow implement the same function with this mod?
AxarT Posted February 26, 2021 Posted February 26, 2021 Does not work . Installed all required mods and required patches. A lighthouse was built, the terminal is activated, it is connected to the energy. In the inventory there are 50 devices from the mod and a baton of enslavement in hand. Ok, explain what to do next. here is the raider before me. what's next ? If I hit him with the butt, he will lose consciousness, click on him, a window will come out with options to awaken, search, kill, etc. Awakening is spent stimulant. he wakes up and becomes hostile. runs away. if I hit him with the baton of enslavement, his health is simply taken away from him and he dies if I hit him with this baton when he is passed out the same death or nothing happens. so how does it work?
GrimGrim31 Posted February 28, 2021 Posted February 28, 2021 I tried a few things at my Murkwater raider settlement and finally got the breeding slaves to stay there instead of walking to wherever I captured them. Basically, I had to open the Murkwater HR 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. EDIT: You can also open the terminal, close it, walk out of the settlement boundary, walk back into the settlement and open the terminal again. That works quicker than fast travelling away and back. 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.
HR_Sinop Posted March 1, 2021 Author Posted March 1, 2021 On 2/26/2021 at 7:45 AM, AWHA said: I meant having the cloning script apply the inventory of the original to the clone. Just Business has a working version of the script, is it possible to somehow implement the same function with this mod? Yes, might be implemented as MCM option in the future. 1
pére-vitine Posted March 2, 2021 Posted March 2, 2021 keep this while building the beacon, the slaves do not go to their post but walk all the time, according to the messages appearing on the top left, she does not find any male client, always only finds clients not compatible with tourrel defance, dead puffy fly, then nothing happens,
Guest Posted March 2, 2021 Posted March 2, 2021 I have a kidnapped settler in a body bag but I can't wake them up. Dropping them doesn't do anything. Is this related to human resources or another mod?
HR_Sinop Posted March 4, 2021 Author Posted March 4, 2021 On 3/2/2021 at 8:31 PM, ClunkyChimp said: I have a kidnapped settler in a body bag but I can't wake them up. Dropping them doesn't do anything. Is this related to human resources or another mod? body bag is knockout framework. You need to use the baton.
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