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Help Request : I would like to make some amendments to how Just Business works, but my modding skills are low


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I think 'Just Business' has the features I like, out of all the slavery mods, but for my personal playing needs I would like to tweak some aspects.

I would appreciate any heavy hints or pointers on how to make these change. Links to tutorials on "that kind of thing" or specific bits to look at would be great.

Sorry if this is a bit wordy. I a just sort of typing as I think.

 

Note, these are just personal choices and I do not want anything which is perceived as critical to be considered derogatory to a fine mod. Disclaimer ends :)

 

When I played JB I found I could just Mark a raider, Kill them through any means, Enslave them automatically with no checks or gear required, and they would fight as a companion for me creating a rapid exponentially expanding army. [This was just my experience and perhaps I avoided some built in consquences, but anyway...]

 

What I would like :

 

1. Only able to capture enemies who surrendered through AAF Violate surrender rules. (This would make Marking irrelevant)

So the player walks up to surrendered enemy and instead of initiating the AAF:Violate  conversation, they could choose to melee-zap them with something like an HR style enslavement baton and initiate slavery mode.

Where my skill is lacking :
1. How do I make such a baton recognize a surrendered enemy?
2. Once I have that, how can I tell Just Business to take over and do its thing? Do I have to make the baton script Mark, then Kill, the NPC?

 

2. Need some kind of gear which costs some effort to make and carry around, before they can be enslaved. Probably Devious Devices, of any kind, but especially collars. 
Example: the baton from step 1 converts the NPC to the slave-version and instantly opens their inventory for the player to equip gear on them. Or the Enslave conversation option in JB is rewritten to do this. Once inventory closes it checks to see if they have enough of the right devices on, to make them feel enslaved. Otherwise they could rebel on the spot.

I could probably already do this, if I got step 1 working. Probably. But if a capturee rebels I would want any other surrendered enemies to join in the rebellion? Can I get a list out of AAF Violate or would I just have to not do this part? 

 

3. They will not fight for you as companion types until properly "convinced" or trained. And when they do, they are not 'essential' and can be killed. If you force random captives to fight for you they might turn at any second.

Not sure how to tackle this : maybe just remove the ability for them to act as companions at all? So they will follow the player around as prisoners but just cower or run for cover if a fight breaks out? I imagine that just means changing their AI package, is that right?

 

4. If the player surrenders to an enemy, then any flagged slaves currently following them, as companions or just following as prisoners, are freed (and maybe join their rescuers if they are from same original faction, maybe joining in the following scenes in revenge!)

Again not sure when and how to make these checks. Assume it only happens when player surrenders in AAF Violate. Would I need an addendum to an AAF:Violate quest to run an additional script?

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