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Simple NPC Slavery Mod


gammons123

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Hi, 

 

This is the 3rd and definitely most awesome (read "functional") version of my NPC slavery mod.

 
Overview:
 
This mod will allow you to enslave NPCs that you can sneak up on or knock out in combat, Break them, train them, prostitute them and sell them.
 
Changes since the last version:
 
1). Captured NPCs will now reliably remember their packages (wait/follow/etc) even after the game has been saved, exited and reloaded. This should also apply with NPCs added by any other mod.
2). Dialogue has been rewritten and expanded, with attempts at being more immersive.
3). Multiple slave trainers have been replaced with a single trainer for simplicity.
4). Rebellious slaves can now have their collars set from stun to KILL.
5). Prostituting slaves can now be re-positioned whenever you want and will stay where you put them.
6). Player no longer feels the need to undress when disciplining slaves.
7). A baton has been added that is good for knocking out hostile targets without killing them.
8). Selling and training slaves now includes options to increase profitability with the Barter Skill, and pricing has been adjusted with more variables.
 
Features:
 
1). Capture NPCs in and out of combat with slave collars.
2). Break them in so they don't run away or develop attitude problems
3). Train them to carry out specific tasks to help you out.
4). Sell them at any point to a range of characters (not entirely lore friendly at the moment).
5). String them out on Jet to work as prostitute as a regular source of (variable) income.
6). Repercussions for capturing too many slaves (very limited at the moment).
7). There is a karma hit for enslaving people.
8). Slaves that are not broken in will try and escape (usually when you are asleep). Don't forget to Tie them up with the "wait" dialogue option!
 
How it works:
 
The intro to this mod is still setup for testing purposes, and as such is not the most immersive.
 
To get started speak to the Slave Trainer in Chet's Store in Goodsprings. She will offer to help you get started. Once you have paid, you will be given all of the items you need to get started, and the schematics needed to make any tools you might need. (Can't find a work bench? Capture a slave and turn them into one...).
 
Once you have your equipment there are two methods of capturing NPCs. 1). Non hostile NPCs can be drugged with the knockout drug by sneaking, activating them and selecting the knockout option. Your success depends on your sneak skill. 2). Hostile NPCs can be captured by hitting them with a big stick (Slaver Baton, provided). You can also use any other method that renders an NPC unconscious. One the NPC is knocked out, activate them again while sneaking, and choose the "Enslave" option. This will give you all of their stuff, and equip them with a slave collar. Once this is done, you can manage each slave by speaking to them. If a slave is hostile to you they can be pacified with the collar activator - Slaves can be hostile when they try to escape, and when they have woken up after being knocked out in a fight.
 
Once you have a slave they can be broken in, addicted to Jet, trained and sold. 
 
Slaves can be sold at any time in the breaking/training process to a variety of NPCs. To sell a slave use the "prepare yourself for sale" dialogue option, then speak to one of the following NPCs and use the "Buy This Slave" Dialogue option to haggle over the price.
 
Chet - goodsprings
Trudy - goodsprings
Jeannie May Crawford - Novac
Red Lucy - the Thorn
Gloria Van Graff  - silver rush
Canyon Runner - cottonwood cove
 
 
To Break a slave use the "You need to learn your place" dialogue option util they address you properly.
 
To Train a Slave use the "prepare yourself for training" Dialogue option, then speak to the Slave Trainer and selected the type of training you would like them to receive. Slaves can currently be trained to:
 
Repair your equipment
Cook meals
Make items
Carry your stuff
Heal light wounds
cut your hair
Fight for you in an arena
 
To addict a slave to Jet (required for prostitution) use the "time for your medicine" dialogue option until it goes away. Once this is done use "You are prostitute now. Put this on." Dialogue option. Speak to them once a day for your caps, though they will require Jet to pay out if they earn enough. If they perform consistently they might ask for a favour.
 
Requirements:
 
Fallout new Vegas
Sexout
Sexout Common Resources
 
 
known Limitations:
 
Due to my general lack of experience there may be unforeseen problems. If you do give it a shot please ensure you have a backup of important save games etc... 
 
1). All slave interactions are managed by using misc item tokens. These are now invisible, but I think a reckless RemoveAllitems will cause problems...
 
2). Plot critical characters can be enslaved, and as such could cause you problems.
 
Future Additions (No timetable)
 
1). Some sort of quest to introduce the player to their new profession.
2). Repeatable quests to provide slaves for various clients.
3). More consequences for a player following this career path.
4). Improvement of some slave skills to make them more interesting. For example,  the healing slave is currently little more than a walking, dialogue activated stimpack.
 
Disclaimer:
 
This is my first  mod to be made at all public and may as a result have problems. I've tested it myself and fixed what I can so far, and I used FNVedit to check it for errors. It should be safe enough...
 
Regarding other people's work:
 
This mod requires some mods made by other people in this group and I have not sought permission in advance. If this is a problem please delete this post and reprimand me appropriately...
 
Thanks:
 
To those people in this thread so far that have made suggestions and offered tips, and provided feedback.
 
 
Russian Version:
 
 
 

NPCS2.esp

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Sounds great, trying it out.

 

There are a few good slavery mods on the nexus (without much sex though):

Slavery simple + extended

http://newvegas.nexusmods.com/mods/43785/?

And a nice jail for storage

http://newvegas.nexusmods.com/mods/45480/?

 

Maybe you could check those mods and make them compatible. Because they have a few nice features too imho:

-you can have up to 32 slaves

-some interesting interactions, especially ordering slaves to do gladiator fights against each other or execute another slave

 

Unfortunately i can't script but maybe you like the following idea and can implement it:

Simple slavetraining for jobs like whore, stripper, bartender etc.

Then you order your slave(s) to stay in an appropriate home like the jail or a player casino house and when you visit them every few days you can collect money from them.

To make this more interesting and not an infinite money source training them should be expensive and there could also be the possibility that your slave runs away or actually looses money because he got sick and needed medical treatment or the like.

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Sounds great, trying it out.

 

There are a few good slavery mods on the nexus (without much sex though):

Slavery simple + extended

http://newvegas.nexusmods.com/mods/43785/?

And a nice jail for storage

http://newvegas.nexusmods.com/mods/45480/?

 

Maybe you could check those mods and make them compatible. Because they have a few nice features too imho:

-you can have up to 32 slaves

-some interesting interactions, especially ordering slaves to do gladiator fights against each other or execute another slave

 

Unfortunately i can't script but maybe you like the following idea and can implement it:

Simple slavetraining for jobs like whore, stripper, bartender etc.

Then you order your slave(s) to stay in an appropriate home like the jail or a player casino house and when you visit them every few days you can collect money from them.

To make this more interesting and not an infinite money source training them should be expensive and there could also be the possibility that your slave runs away or actually looses money because he got sick and needed medical treatment or the like.

 

Thanks for the reply, Hope it works ok for you.

 

I've looked at the mod on the nexus you recommend - the large number of slaves is pretty cool, but it is beyond my ability at the moment. 

the main idea with this mod is to try and focus on the repeatable mercantile aspect of slavery. While lead a train of 40 slaves to a buyer sounds cool, I imagine it would be laggy and hard to manage.

 

Your idea regarding putting the slaves to work in a location is good, and something I am working up to. the sexout angle needs a lot more work from me as I cannot seem to get sexout to run on references stored in a quest variable...so no prostitution yet. At the moment there is a chance of slaves escaping if you sleep, and training a slave has a cost, though low enough to make it worthwhile. 

 

further feedback appreciated.

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Tried the mod now, on the first attempt when i also had enabled the nexus-slave mod it lead to a ctd, so i disabled those and started a fresh game.

 

I like your mod very much, everything seems to work as it should so far.

 

The reasoning behind my suggestion for the large number of slaves is that i would like to also collect some slaves for a personal harem while also selling some, maybe as punishment or because i am short on caps or another rpg reason.

 

I am looking forward to whatever features you implement in further versions, your mod really filled a gap for me in Fallout New Vegas. I always like both sides, player slave and the other way round, and afaik your mod is the first one for sexout that enables npc slaving,trading and torturing/training.

 

 

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I will give this a go tonight, I love the idea of enslaving NPCs and being able to sell them! Would also love to see the ability to whore them out say at the atomic wrangler or whatnot! 

 

Not sure what category of item a token is, but if its anything like an armor I know you can flag them as unplayable. That way they won't appear in the inventory. 

 

Secondly, for the sake of lore friendly and game-immersion could you perhaps change the NPC from Chet to Canyon Runner ? 

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Yeah, Armor tokens are the only way for them to be invisible by not setting the Playable box, you get a stupid error in GECK about biped something that you can't get rid of, but it doesn't affect anything.

 

Magic, that shouldn't take long to change around, thanks for the tip.

 

I will give this a go tonight, I love the idea of enslaving NPCs and being able to sell them! Would also love to see the ability to whore them out say at the atomic wrangler or whatnot! 

 

Not sure what category of item a token is, but if its anything like an armor I know you can flag them as unplayable. That way they won't appear in the inventory. 

 

Secondly, for the sake of lore friendly and game-immersion could you perhaps change the NPC from Chet to Canyon Runner ? 

 

Regarding Lore friendliness - Fair point. The selling and training part is still being worked on so it helps to have them somewhere convenient for testing. If I can get some more functionality working and some more problems removed I'll focus on dialogue and lore. As it stands most of the Slaves respond to everything with "OK", which is less than great.

 

Regarding setting up slaves as prostitutes - I was working on this last night and hope to have something soon, currently having some issues with a GameDaysPassed script that was making prostitution far too profitable (300 Caps per second...) and getting npcs to reliably use idles without spawning furniture markers all over the place is proving obstinate.

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Yeah, Armor tokens are the only way for them to be invisible by not setting the Playable box, you get a stupid error in GECK about biped something that you can't get rid of, but it doesn't affect anything.

 

Magic, that shouldn't take long to change around, thanks for the tip.

 

Oh also have a look into the NX variables and how they work, they make a lot of tokens obsolete, the only disadvantage is they aren't useful for dialogue mods as you can't use them in conditions.

 

They aren't as scary as some people think. I wish they were around when I started modding Sexout :)

http://www.loverslab.com/topic/22270-fnv-scripting-nx-variables/?do=findComment&comment=550218

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I am testing the mod now and I must say I love the simplicity of this mod! Good Job!

 

Though I did find some issues:

 

1) I enslaved an NPC and when they woke up they attacked me! I don't know if this is by design, but because I wanted to keep the slave I tranqed her again and enslaved her again. 

 

I am not sure if the enslavement has a proc chance but if its not I think it would be brilliant to integrate this as not all NPCs will be so willing to be enslaved, I think it really adds a sense of realism in it. 

 

2) When i ask the slave to wait, she begins to wait but hence ignores all other commands unless I ask her to wait and follow again to reset her

 

 

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Though I did find some issues:

 

1) I enslaved an NPC and when they woke up they attacked me! I don't know if this is by design, but because I wanted to keep the slave I tranqed her again and enslaved her again. 

 

 

That's working as designed i think:

 

9). there should be a surprise for a slaver that forgets to secure their prey before going to bed...

 

 

 

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I didn't mean leaving her unrestrained, I meant when she awoke from being first knocked her out to enslave her. 

 

Hi, 

 

I understand what you mean - it has happened to me during testing. The simplest solution is to open the console, click on the slave in question and type "StopCombat" if it is causing a problem.

 

However, if the slave has otherwise been captured properly (their name has changed to Slave One/Slave Two/Slave Three)  you can equip the "Collar Detonator" and this will have the same effect, as it knocks them out again and stops combat. 

 

One of the problems I am working on is the number of script actions are used when you enslave/train/sell because they take a few seconds to finish applying properly, there can be problems that stop them completing properly.  I had actually already written this mod using only slave collars and quest variables (no tokens) but it was to unreliable to release so i started again.

 

Thanks for giving it a go and please keep me posted with issues like this.

 

Edit: When using the collar detonator you have to point it at the correct slave and it will take a second or two before it works. Test it on a working slave to get a feel for it. I found it quite funny watching them faceplant...

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I've Updated the ESP in the first post with a more robust follow/wait system (I hope). Slaves that fail to follow you to a new cell will now be waiting for you outside and will start following again. 

 

I have also added a rudimentary prostitution option. If the player trains a slave as a prostitute they will be given an dialogue option telling them to stay where they are and sell themselves. When I have worked out the details they may randomly engage in sex if the player is in the same cell, but for now they will simply have a small sums of caps available to the player every 3 days. If you miss a collection it will be added to the next collection. This should work for RP but actual sex with random NPCs needs to wait until I figure out how to... make that happen. 

 

EDIT: When telling a Prostitute slave to work somewhere, beware that for now that will stay there and work forever, unless they die. I have yet to come up with a decent escape system. Please ensure that they are where you want them to work before you tell them to start.

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I didn't mean leaving her unrestrained, I meant when she awoke from being first knocked her out to enslave her. 

 

Hi, 

 

I understand what you mean - it has happened to me during testing. The simplest solution is to open the console, click on the slave in question and type "StopCombat" if it is causing a problem.

 

However, if the slave has otherwise been captured properly (their name has changed to Slave One/Slave Two/Slave Three)  you can equip the "Collar Detonator" and this will have the same effect, as it knocks them out again and stops combat. 

 

One of the problems I am working on is the number of script actions are used when you enslave/train/sell because they take a few seconds to finish applying properly, there can be problems that stop them completing properly.  I had actually already written this mod using only slave collars and quest variables (no tokens) but it was to unreliable to release so i started again.

 

Thanks for giving it a go and please keep me posted with issues like this.

 

Edit: When using the collar detonator you have to point it at the correct slave and it will take a second or two before it works. Test it on a working slave to get a feel for it. I found it quite funny watching them faceplant...

 

 

Yea, I tried the Collar Detonator. It was funny just watching her collapse to the floor! 

 

But I actually quite like the idea that they remained hostile after enslavement, as it adds a sense of realism to the whole enslavement. The fact that I have to 'punish' them to get them to submit made it that much more real. 

 

EDIT: I will try the updated esp tonight. 

 

UPDATE: I tried the updated esp and when I try to enslave NPCs, they aren't getting enslaved. I get their gear, but when they wake up they reset and continue their normal package. 

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I didn't mean leaving her unrestrained, I meant when she awoke from being first knocked her out to enslave her. 

 

Hi, 

 

I understand what you mean - it has happened to me during testing. The simplest solution is to open the console, click on the slave in question and type "StopCombat" if it is causing a problem.

 

However, if the slave has otherwise been captured properly (their name has changed to Slave One/Slave Two/Slave Three)  you can equip the "Collar Detonator" and this will have the same effect, as it knocks them out again and stops combat. 

 

One of the problems I am working on is the number of script actions are used when you enslave/train/sell because they take a few seconds to finish applying properly, there can be problems that stop them completing properly.  I had actually already written this mod using only slave collars and quest variables (no tokens) but it was to unreliable to release so i started again.

 

Thanks for giving it a go and please keep me posted with issues like this.

 

Edit: When using the collar detonator you have to point it at the correct slave and it will take a second or two before it works. Test it on a working slave to get a feel for it. I found it quite funny watching them faceplant...

 

 

Yea, I tried the Collar Detonator. It was funny just watching her collapse to the floor! 

 

But I actually quite like the idea that they remained hostile after enslavement, as it adds a sense of realism to the whole enslavement. The fact that I have to 'punish' them to get them to submit made it that much more real. 

 

EDIT: I will try the updated esp tonight. 

 

UPDATE: I tried the updated esp and when I try to enslave NPCs, they aren't getting enslaved. I get their gear, but when they wake up they reset and continue their normal package. 

 

 

Thanks for the continued testing!

 

I have uploaded a new version that fixes the problem you have reported, and should continue to fix the earlier problem of slaves not following.

 

Please keep me updated of further issues if you have come across them.

 

EDIT: ESP updated with some more tweaks regarding follow/wait packages.

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I encountered a bug i think. Downloaded the new version and when i visit nipton vulpes inculta and oliver swanwick were missing. I then started FNVEdit and saw that you included lots of scripts, i wonder if they are necessary. Your previous version was like 80kb, this one 6mb.

I deactivated now your mod and loaded my save, ignoring the warning, and now oliver swanwick and vulpes inculta show up in nipton as they should.

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So far everything but the mistress training in the goodsprings shop works for me.

 

Hi, Are the slaves "broken" before trying to train them? at the moment this is achieved by using the training dialogue option with your slave 5/6 times.

 

I won;t have a chance to look into this until this evening otherwise, but will get round to it.

 

I encountered a bug i think. Downloaded the new version and when i visit nipton vulpes inculta and oliver swanwick were missing. I then started FNVEdit and saw that you included lots of scripts, i wonder if they are necessary. Your previous version was like 80kb, this one 6mb.

I deactivated now your mod and loaded my save, ignoring the warning, and now oliver swanwick and vulpes inculta show up in nipton as they should.

 

I was wondering why it suddenly went from 80kb to 6mb. I think you might have just solved it - that's what happens if you accidentally press "Re-compile all scripts"...D'oh. I should be able to sort this tonight. I will remove the current ESP until it is fixed.

 

I have uploaded a new version in the first post, this should hopefully resolve the "missing NPC" problem.

 

Now I gotta go to work...

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Sorry to be the bringer of bad news again but now i only get the search and speak options to unconscious npcs, but not enslave.

 

Ok, the version in the first post should work as I tested it for myself.

 

Here are some possibilities: 

 

1). you current have 3 slaves - only three at a time allowed.

2). you don't have any slave collars - you can make some more at a workbench

3). you forgot to get the perk from chet? (unlikely, i know)

4)/ If you are using something other than the tranq bullets I made, the condition for capture is fatigue <= 0 - so other methods of knocking out npcs might not work (if there are any)

5). If you have previously captured slaves there may have been an issue with the script updating properly if you have killed them or sold them. 

 

I will see if I can add an option somewhere that will reset all the quest variables if there is a problem.

 

Chet now has a dialogue topic for resetting the slavery quest. Please check point above before using it as it will release your slaves and you will have to capture them again. This is a temporary measure while I keep figuring things out.

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Just downloaded the new version, Chet's resetting did the trick. Now it works.

 

Two minor flavor/immersion questions/suggestions:

1.Please include a weak meelee weapon for enslaving, the .22 silencer rounds seem too powerful as normally 1 hit is enough to know out an enemy.

In Vanilla there are already  boxing gloves which do fatigue damage and in the nexus slavery simple mod there was a modified cattle prod for meelee which did fatigue damage.

 

2.I've been thinking about better fitting slavers than Chet that won't require other mods:

-Red Lucy from the Thorn, looking for arena slaves

-Canyon Runner from Cottonwood Cove, looking for all kinds of slaves

-The Fiends Violet and Driver Nephi, looking for slaves to abuse and torture

 

 

 

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Just downloaded the new version, Chet's resetting did the trick. Now it works.

 

Two minor flavor/immersion questions/suggestions:

1.Please include a weak meelee weapon for enslaving, the .22 silencer rounds seem too powerful as normally 1 hit is enough to know out an enemy.

In Vanilla there are already  boxing gloves which do fatigue damage and in the nexus slavery simple mod there was a modified cattle prod for meelee which did fatigue damage.

 

2.I've been thinking about better fitting slavers than Chet that won't require other mods:

-Red Lucy from the Thorn, looking for arena slaves

-Canyon Runner from Cottonwood Cove, looking for all kinds of slaves

-The Fiends Violet and Driver Nephi, looking for slaves to abuse and torture

 

Hi

 

glad the reset got you going again.

 

1). this doesn't seem too difficult, and the existing boxing gloves should work, as long as the health to fatigue damage ratio is good enough not to kill the target. The main reason the tranq works in one hit is so that friendly NPCs don't kill your chosen target during the fight. I'll try to throw together a melee option.

 

2). all good suggestions, still trying to work out some of the problems with the script before working on immersion - close to giving up on getting the follow/wait packages to work better so I might move on to this soon. I also want to move training to individual trainers for each skill so that more effort is required to make a profit. Only problem with the fiends is that they tend to be hostile, and messing with that messes with quests and other mods.

 

I was thinking of the following for folks who buy slaves:

a. a legion type - offers the lowest price as they have a tonne of slaves already

b. the cannibals at the ultralux - only pay the basic slave price, meat doesn't need trained

c. Gomorrah - they have no problem using drugs to keep the hookers in line, so would probably be cool with slaves. 

d some random folks who will request specific training.

 

 

 

 

 

 

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