SlaveHunter311 Posted February 28, 2021 Posted February 28, 2021 Features of "Just Business" In the wasteland there is only one law; Strength! Out here there are no hero's. The only order is imposed by the wicked and the lawless. Not to mention those who have been freakishly and irredeemably warped by radiation poisoning. It is agreed here that the weak and the unwary shall be preyed upon by cunning opportunists, like you. As a Slave Hunter, you must conquer and exploit all who fail to heed natural order of the wasteland. When your victims or your enemies fall to you in battle you will bestow upon them a choice; die miserable but die free; or lower your neck and embrace the life of the collar. It is a fate dreaded by both the righteous and the wicked. And suffered often by both. Take warning, once you enter the wasteland you must be a villain. Or else you will be the prey... Welcome back. I am SlaveHunter311. And I will be guiding you through the rest of the major features of the mod "Just Business." You might wonder why I bothered to write a tutorial that introduces you to the features of this or any other mod for that matter. Well for one thing, its fun! That's why I wrote the first tutorial on "how to capture slaves." And I didn't feel like I was working for a minute. Secondly, I feel it is an undue head ache to try to figure out how to get your mods working from start to finish. Whether its learning to use your mod manager, cleaning your DLC's, Looting your load order correctly, resolving mod conflicts, and last of all trying to figure out how to use features of your favorite mods that are enjoyable but not easy to learn. And while they may not necessarily be very difficult to use in the end, it helps immeasurably to have someone with experience tell you what to do and what to expect. That is the biggest reason I wrote the second tutorial. People kept having trouble with it. And I thought "it wouldn't be hard for me to make it easy for them" instead of the headache it usually is just trying to figure it out with very little instruction to go on. No I wanted everyone, even those with little no experience at modding to be able to enjoy this mod and to know exactly what to expect. Because "Just Business is great. Controls: In this tutorial I am assuming that you are using either an Xbox or a PlayStation controller. Preparing for the Hunt: In the wasteland everything is prey, so dispose of your morals and replace them with harsh lessons of the Hunt. In "Just Business" your quarry is not limited to humans and their many factions. Nor are you limited to hunting morally bankrupt opponents. Neutrals and friendlies are game as well. Nothing is off the table! But be cautions and give your prey its due respect, or else you might become the prey instead. Types of NPC's you can enslave: Settlers, Scavengers, and Caravanners: Settler (Fallout 4) | Fallout Wiki | Fandom Settlers are the common people of the Commonwealth. They can include wanderers, former residents of Diamond City or Goodneighbor, scavengers, former raiders or Gunners, and even Gen 3 synths who are covertly working for the Institute or have been rescued by the Railroad, trying to integrate into normal life. Even wastelanders trying to scrape out a living will sometimes give up their solitary life as a wanderer and move into a soon-to-be-thriving settlement, sometimes under the protection of the Commonwealth Minutemen. Raiders: Raiders (Fallout 4) | Fallout Wiki | Fandom Raider groups that infest this region are some of the most primitive human groups to emerge in the wastelands — they are small anarchic bands of violent outcasts, preying on anything and anyone weaker than themselves. What they lack in intelligence, they make up for in abundance, ruthlessness, and extreme aggression. Large groups can be a handful, and some gangs contain particularly strong members, but most raiders are poorly equipped and all too accustomed to preying on the region's most vulnerable denizens. Although predominantly human, there are ghouls among their numbers. Many gangs also include one or more attack dogs.[1] Gunners: Gunners | Fallout Wiki | Fandom The Gare a ruthless mercenary organization that operates mainly in the Commonwealth in 2287. The Gunners are most known for their no prisoners mindset and have been known to wipe out entire settlements, like common raiders, but are better organized and equipped. The Gunners are a violent mercenary outfit, for whom no job is too brutal to undertake.[7] They are widely regarded as no better than common raiders, as they will attack anyone they believe is too weak to defend themselves.[8] As long as it improves their bottom line, everyone's a potential target.[9] As a result, while Gunners claim to be soldiers for hire, they have a well-earned reputation throughout the Commonwealth for being a highly-militarized gang of thugs with combat training considered equivalent to the Brotherhood of Steel Synths: Synth | Fallout Wiki | Fandom While the Institute is primarily a scientific group, it has a powerful army at its disposal: synths. Inside the main HQ of the Institute, the Robotics division can produce very large numbers of synthetic organisms, which can be very efficient foot soldiers with enhanced strength and resilience. This, coupled with the advanced technology at their disposal, makes the Institute's synths a serious threat to anyone who dares to oppose them. Generation 1 and 2 synths serve as the backbone of forces, equipped with variants of the Institute laser gun, shock batons, and synth armor. Ghouls: Feral ghoul (Fallout 4) | Fallout Wiki | Fandom The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral. Feral ghouls have lost all capacity to reason and are essentially wild animals. They are driven purely by what remains of their survival instincts, clustering in groups and attacking whatever disturbs them with relentless fury. When provoked, they all rush the source of the disturbance - usually a living creature from the wasteland - and try to attack using their limbs. The degeneration of the central nervous system means they cannot use tools (unless recently ghoulified)[9] though it also means they will attack with full force, without the natural human limiters on muscle use. Interestingly, ghouls will call out to other ferals with a screech, typically causing the entire pack to swarm the target. Interestingly, while they are clinically dead, they might consume flesh reflexively. Super Mutants: Super mutant (Fallout 4) | Fallout Wiki | Fandom Institute Super Mutants are the variant of super mutant found throughout the Commonwealth, Nuka-World and the Island in 2287. These mutants were created by the Institute by means of exposure to the Forced Evolutionary Virus (FEV). They are large, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central Bostonnd several other locations all throughout the Commonwealth, most of which can be identified by the telltale signs of hanging meat bags, twisted girders protruding out of the ground, cages and gory waste piles with which they enjoy decorating their surroundings. Now that we know what manner of quarry to stalk, it is time gather our equipment and set out on the Hunt. For a detailed explanation of how to do that just take this link to my tutorial about "How to Capture Slaves." This is a work in progress. Please don't post on this forum yet.
Johan_at_lovers_lab Posted August 6, 2021 Posted August 6, 2021 Is "just business" unpublished, or what?
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