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Does Human Resources have any advantages over Just Business?


Just Business or Human Resources?  

198 members have voted

  1. 1. Which one do you prefer?

    • Just Business
      81
    • Human Resources
      117


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Posted

I am currently using Just Business and was wondering if Human Resources has anything to offer that JB doesn't (or vice versa). I also have some questions about HR.

Do female slaves in HR that are assigned to settlements count as settlers as in do they need resources like food water and beds?

How performant and stable is the mod?

 

And to the guys who used both mods, which one do you prefer?

Posted

I prefer Human Resources by leaps and bounds. To put it simply, it just works. I found JB to be glitchy and it didnt play well with some of my other mods. But that was my experience with it. Others have no troubles with JB I guess. My biggest complaint about HR is just having one place to sell slaves and its in Concord. But thats a minor thing.

  • 2 weeks later...
Posted
On 1/31/2022 at 9:45 PM, PlayingOneHanded said:

I am currently using Just Business and was wondering if Human Resources has anything to offer that JB doesn't (or vice versa). I also have some questions about HR.

Do female slaves in HR that are assigned to settlements count as settlers as in do they need resources like food water and beds?

How performant and stable is the mod?

 

And to the guys who used both mods, which one do you prefer?

To be honest both are slim on instruction and can be a pain to get going.  My skinny little sniper girl PC wouldn't even consider HR until recently. She was never going to beat anything to death with a club.... trust me.  Now however it works with AAF Violate and there is a cheat where she can "capture" dead raiders provided they surrendered before death.  This works much better for me.  So if you can get it up and operating... and there are a few tricks to that...  it has the most impressive whorehouse I've seen in FO4.  I've seen several customers having fun with my working girls at the same time.   Seriously, couples, threesomes and moresomes all at the same time.  My computer was "brought to it's knees" but didn't crash.  Raiders, Gunners and Diamond city guards all use my Hangman's Alley whorehouse and all get along.  AND it makes tons of money.  Not right away... but when you have 20 whores working full time for a few days you'll have a pile of cash, trust me.    

  • 2 weeks later...
Posted

I used to use both.  I turned The Slog into a jamming HR whorehouse with party pool and strippers.  Now I only use JB because I kept having issues with the HR terminals and some of the HR actors would not stay in the settlements.  They kept returning to where I captured them.  I do miss the HR slave trading location in Concord.

 

JB is easy to use in conjunction with Crazy's multi-tool pistol.  Just shoot an enemy, open their inventory, add a slave collar to their inventory, equip the collar, and the JB slave option window pops up.  I don't use it much anymore since I made my syringes that allow my PC to capture human enemies as long as they are not in power armor.

  • 2 weeks later...
Posted

Workshop Framework dependency keeps me from using both.  SKK's Global Stash mod and WF conflicts with the menus on settlement workshops, which is a deal breaker.  It would be excellent if Just Business let you sell slaves to Raider / Gunner bosses using Crime and Punishment's disguises.

Posted

In a vacuum I would use Just Business, the dealbreaker is that it seems to require extended dialouge interface to work.  Have tried to find ways around that but no dice.  That mod is incompatible with various quest mods, some receive patches but they still often encounter gamebreaking segments or moments you'd have to use console command to skip.  Sim Settlements 2 is a big one which I don't think I'd still be playing F04 without, so yeah.  HR has issues as well, but if you have the patience to sort them out it's preferable to missing or not being able to access content from major quest mods imo

Posted

 SS2 was a mod I really wanted to use but they tied it to the main quest line which I hate, as most of my current play thrus are hardly saviour complex. To answer the question I tried using both individually,but uninstalled as they both seemed to break mid game.

Posted

Human Resources has been pretty stable so far.  There's no conflicts, and so far the assigned breeder slaves raiders given to Sanctuary have been fine to interact with as far as Sim Settlements is concerned.  I haven't had any experience with JB so far, but I'll admit that HR has impressed me out of the box.

  • 5 months later...
Posted (edited)

I am in the HR market doing  a playthrough as a guy, how d es he buy any girls for his fun?

Talked to the auctioneer who only says "auction starting soon, no matter how much I wait.

 

PS: never mind I figured it out.

Edited by katrina.balanchuk
  • 1 year later...
Posted (edited)

Based on my inspection of both mods:

 

Human Resources

  • Enslavement is handled with immersive AAF violate integration (plus)
  • Immersive slave behavior. Slaves will wear handcuffs and rags once enslaved. Newly enslaved slaves will not fight for you. (plus)
  • Player is forced to craft enslavement kits at the chem station in order to enslave NPCs (plus)
  • There is no submission level. Slave can either be submissive or not. (neutral)
  • Tightly coupled with prostitution: Slaves must have sex with clients in order to become submissive. This is basically a deal breaker for me as I do not enjoy being a pimp. (minus)
  • HR has annoying integration with settlements. Player can build a HR terminal into a settlement. Player can then transfer follower slaves into the settlement with it. Through the terminal player can monitor each slave and assign them as followers. Needless to say it is kind of cumbersome to assign them as followers if you have to first check the name of the slave and then use the terminal. If HR terminal is deleted then the mod will malfunction. (minus)
  • I have not tried selling slaves but I checked the code for slave pricing. The price is determined by skill levels and submission. If slave is submissive then its price is increased by 50 %. (neutral)
  • Slaves cannot escape (minus)

Just Business

  • Enslavement is less immersive: NPCs can be marked which turns them essential. Once the NPC enters bleedout, player can initiate a dialog with the NPC which allows player to perform the enslavement. (minus)
  • Slave behavior is less immersive: newly enslaved NPCs will have all the gear with them and they will fight for you. (minus)
  • Requires XDI which is a huge minus for me. Personally I enjoy the dialog style of FO4 because it allows for rapid player response. (minus)
  • There is submission level which is increased through multitude of ways. For example by having sex with a slave or restraintment. (plus)
  • I use an additional mod for selling the slaves which works quite well although the UI is quite unintuitive. The prices are impacted by the submission level. (plus)
  • There is a escape system but according to the forum discussion, it is buggy. (plus)
  • Slaves at the settlement can be directly interacted with and you can easily assign them as followers. (plus)
  • It is easy to check slave submission level (plus).

I have to side with JB due to the fact that it does not require player to run a brothel. 

 

It would be so cool to have a single mod that would combine the plusses of both of these mods. Something like HR enslavement system with JBs submission. Also, maybe additional collars for different effects. For example, explosive collar would make the slave less likely to escape but also kill the slave upon escape. Shock collar in the other hand would start the JB escaped slave quest. New slaves without a collar should turn hostile instantly. New slaves should also not fight for the player. Instead they should be looking for a way to escape: for example if player health is low then they should swap sides and try to attack the player in order to escape. Some new slaves should simply try to escape during combat.  There should be ways to restrain slaves outside of the settlements in order to prevent escape but such restraintment  should kill the slave if it lasts too long. There should not be needless dependencies such as XDI.

Edited by Dassu
  • 4 weeks later...
Posted
On 11/4/2023 at 3:19 PM, Dassu said:

Based on my inspection of both mods:

 

Human Resources

  • Enslavement is handled with immersive AAF violate integration (plus)
  • Immersive slave behavior. Slaves will wear handcuffs and rags once enslaved. Newly enslaved slaves will not fight for you. (plus)
  • Player is forced to craft enslavement kits at the chem station in order to enslave NPCs (plus)
  • There is no submission level. Slave can either be submissive or not. (neutral)
  • Tightly coupled with prostitution: Slaves must have sex with clients in order to become submissive. This is basically a deal breaker for me as I do not enjoy being a pimp. (minus)
  • HR has annoying integration with settlements. Player can build a HR terminal into a settlement. Player can then transfer follower slaves into the settlement with it. Through the terminal player can monitor each slave and assign them as followers. Needless to say it is kind of cumbersome to assign them as followers if you have to first check the name of the slave and then use the terminal. If HR terminal is deleted then the mod will malfunction. (minus)
  • I have not tried selling slaves but I checked the code for slave pricing. The price is determined by skill levels and submission. If slave is submissive then its price is increased by 50 %. (neutral)
  • Slaves cannot escape (minus)

Just Business

  • Enslavement is less immersive: NPCs can be marked which turns them essential. Once the NPC enters bleedout, player can initiate a dialog with the NPC which allows player to perform the enslavement. (minus)
  • Slave behavior is less immersive: newly enslaved NPCs will have all the gear with them and they will fight for you. (minus)
  • Just business can be configured to require a shock collar for enslavement but I haven't found a decent way to procure them so I had to turn this setting off. By default shock collar will simply spawn on the new slave. (minus)
  • Requires XDI which is a huge minus for me. Personally I enjoy the dialog style of FO4 because it allows for rapid player response. (minus)
  • There is submission level which is increased through multitude of ways. For example by having sex with a slave or restraintment. (plus)
  • I use an additional mod for selling the slaves which works quite well although the UI is quite unintuitive. The prices are impacted by the submission level. (plus)
  • There is a escape system but according to the forum discussion, it is buggy. (plus)
  • Slaves at the settlement can be directly interacted with and you can easily assign them as followers. (plus)
  • It is easy to check slave submission level (plus).

I have to side with JB due to the fact that it does not require player to run a brothel. 

 

It would be so cool to have a single mod that would combine the plusses of both of these mods. Something like HR enslavement system with JBs submission. Also, maybe additional collars for different effects. For example, explosive collar would make the slave less likely to escape but also kill the slave upon escape. Shock collar in the other hand would start the JB escaped slave quest. New slaves without a collar should turn hostile instantly. New slaves should also not fight for the player. Instead they should be looking for a way to escape: for example if player health is low then they should swap sides and try to attack the player in order to escape. Some new slaves should simply try to escape during combat.  There should be ways to restrain slaves outside of the settlements in order to prevent escape but such restraintment  should kill the slave if it lasts too long. There should not be needless dependencies such as XDI.



Hi there, 

What mod are you using to sell slaves for Just Business? I tried the AuctionHaus but it's not working for me. Aditional dialog just has one option (nothing) when talking to slaver in auctionhaus

Posted

I've been using Just Business for a while, have had no issues besides sex animations not playing

but probs the collection I am using [ Story Wealth ]

Posted
On 11/29/2023 at 6:18 PM, monkinsane said:



Hi there, 

What mod are you using to sell slaves for Just Business? I tried the AuctionHaus but it's not working for me. Aditional dialog just has one option (nothing) when talking to slaver in auctionhaus

You need to first talk to your slave: Listen -> behave decently you're going to be sold, only after that will the sell option appear.

Posted
On 12/7/2023 at 8:04 PM, Dassu said:

You need to first talk to your slave: Listen -> behave decently you're going to be sold, only after that will the sell option appear.


Done that, my issue turned out to be a mod conflict. 

 

To anyone else having this issue, the Mod Just Business Addon allows you to make anyone a slave buyer. 

My issue seems to be a mod conflict - some other mod modified the Buyer NPCs - removing the flag that makes them a slave buyer. I used "Just Business - Addon" to fix this.

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