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SexoutSlavers - Enslave NPC and enjoy (deprecated)


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Posted

not sure if it was intended but faction standings remain after enslavement so when you try to setup a prostitute in a faction area that has negative standing ends up in an aggro state. 

 

also after updating to the current version the saves that were getting the num 3 are loading correctly however the slaves racial data is no longer listed upon collar examination... think they become useless for baby and sperm making.  edit** will test with new slaves after a save and load

 

an explanation on how corpse harvesting and deployable external/internal beacons mechanics are suppose to work would be nice.

 

not sure if it's your mod doing this but some of the text ingame is in a different language, for instance the save label is in french now (i think?)

 

pregancies not showing correctly?

 

 

Posted

trying to bring criters to the camp often leads to a message popup after fast travel saying the slave is not valid.  any chance we could have a list of critters it will accept for testing purposes?

 

edit, script for jobs will not stop, even after asking them to follow you.

 

changing setings on clothing in the menu doesnt affect those currently running those jobs.  example turning off symbiote on baby makers will not remove symbiotes from exsisting baby makers.

 

sometimes hitting e to talk to a slave will not do anything.  holding e longer seems to fix it or using the forced dialogue key.

Posted

not sure if it was intended but faction standings remain after enslavement so when you try to setup a prostitute in a faction area that has negative standing ends up in an aggro state. 

 

also after updating to the current version the saves that were getting the num 3 are loading correctly however the slaves racial data is no longer listed upon collar examination... think they become useless for baby and sperm making.  edit** will test with new slaves after a save and load

 

an explanation on how corpse harvesting and deployable external/internal beacons mechanics are suppose to work would be nice.

 

not sure if it's your mod doing this but some of the text ingame is in a different language, for instance the save label is in french now (i think?)

 

pregancies not showing correctly?

 

Is it a prostitute enslaved after v1-1-0-0 ? If yes there is no issue. If not it's not a normal thing, let me know.

 

For slave racial data you'll have sometimes 'Race : unknow'. It's because you use a mod which add and/or modify some vanilla races. I'll do a patch later to add the new races I can see.

 

pregancies not showing correctly?  What do you mean by that ?

 

I'll add more documentation, no problem.

 

Yes, some texts are in french cause I modified some cells for the camp. I'll redo them in english with FNV edit when I'll clear the mod.

 

Concerning critters I've no list, it depends of which mods are installed. Some works some don't, I've the same problem  and I'll see that later. For testing you can enslave the dog and the bighorner at the camp, for the other try at different locations.

Posted

just had a named npc spawn in the camp, or walk in, named Malcolm Holmes who promptly agroed the park creatures and died a horrible death.

 

dog and the bighorner died from slave aggro when i quick traveled back in with 3 slaves.  suppose i could resurrect them but they’d probably just die again lol.

 

the information states that your camp workers are making collars and mez drugs in addition to food but my stock does not replenish at all.

Posted

loading a saved game from a client restart is causing all the slaves to warp to me.

 

edit, it seems that if slaves are not attached to a camp becon, but one of the deployable ones, this does not happen to them.

 

edit, seems its limited to saves that are not in the camp as well.

Posted

armor collection option is not collecting armor.

 

items spawned/collected are in pristine condition making them stackable but also worth loads of caps.

 

Also this is just my opinion but slaves shouldnt respawn items at all, the item collection combined with instant item selling adds a lot of caps.  plus if they dont respawn anything you don't need to worry about scripting for the collection of items, and possibly saving overhead resources.

Posted

rather than assign jobs/becons in camp using the dialogue it might be better to use the becon menu to manage jobs/idles.

 

you could easily extend that to managing new slaves automaticly in the field without needing to quick travel back to camp the instant you have a new slave. for instance, a newly enslaved npc is quicktraveled to the camps newby training ground with a x% chance of not making the journey commiting suicide, or manages to escape from collar somehow.  escaped slaves could then come back to hunt you down randomly, or get a group of friends and attack the slave camp.

 

Some other suggestions, a house property to build up and camp upgrades.

Posted

SexoutSlavers version Beta 1-2-0-0 : attached at this thread at the first post

 

MAJOR VERSION : all features I want to do for now are in, I'll now work only on stabilization and debugging

 

Fixes :

  • corrected a major bug in controller 7
  • corrected a bug on baby-makers. They are inseminated only if ovulating 
 
Features :
  • Doctor can now produce frozen babies if stock of frozen fertilized ova is sufficient
  • Doctor can now produce children slaves if stock of frozen babies is sufficient
  • children slaves grows while not adult
Tools :
  • added an example permitting you to create unique children on your own
I manage in mod, for each race and sex, a unique child and a standard child. The first child produced, for each race and sex is the named, all others of the same race and sex will be based on the same standard model.
 
BUT, if you are able to use Geck with NVSE enabled and want to help, you can add your own unique named child :
  • copy the  SexoutSlaversMoreChildModels.esp with a name you want and open in geck
  • create the NPC you want (they must be child and flagged as quest item), add each NPC in the formlist it must be (see the formlists begining by '0')
  • add your mod in the load order after SexoutSlavers.
 
 
IMPORTANT FOR DEBUGGING :
 
Before posting a bug, be sure you use the last version (it appears on each load)
 
When posting a bug, give the maximum information permitting me to try to product it in my game. 
 
If it is a controller bug, please attach in the post or PM me the save (zipped please) which product the bug AND you load order.
 
Good game :)
 
 
 
Posted
 

armor collection option is not collecting armor.

 

items spawned/collected are in pristine condition making them stackable but also worth loads of caps.

 

Also this is just my opinion but slaves shouldnt respawn items at all, the item collection combined with instant item selling adds a lot of caps.  plus if they dont respawn anything you don't need to worry about scripting for the collection of items, and possibly saving overhead resources.

 

 

Normally armors respawning are collected if option is checked exept if they are quest items. No quest items are removed.

 

If you know a solution to avoid the engine of Fallout making the items to respawn, give me, I'm very interested. And it's worst, not only the engine is concerned, some mods force the items (even sometimes the complete NPC) to respawn.

 

 

rather than assign jobs/becons in camp using the dialogue it might be better to use the becon menu to manage jobs/idles.

 

you could easily extend that to managing new slaves automaticly in the field without needing to quick travel back to camp the instant you have a new slave. for instance, a newly enslaved npc is quicktraveled to the camps newby training ground with a x% chance of not making the journey commiting suicide, or manages to escape from collar somehow.  escaped slaves could then come back to hunt you down randomly, or get a group of friends and attack the slave camp.

 

Some other suggestions, a house property to build up and camp upgrades.

 

I voluntary force the player to go to camp regularly cause some job can't be done if the player is not near, it's a limitation of the game. Same for the house, there wil be no house, all must be in exterior at camp.

 

 

Posted

 

If you know a solution to avoid the engine of Fallout making the items to respawn, give me, I'm very interested. And it's worst, not only the engine is concerned, some mods force the items (even sometimes the complete NPC) to respawn.

 

 

 

 I know a way but it includes a lot of scripting. a slaver mod for skyrim called paradise halls would replace the person you are enslaving with a copy and that copy would be your slave. It fixed a lot of problems such as engine deleted characters, characters that don't support cell changing, and armor respawning. but it meant only non essential characters could be enslaved.

Posted

The new version seems to have fixed the controll 9 bug for me. Also found that using beta versions of SCR or Sexout pregnancy is not a good thing. It results in totally random and unpredictable bugs. I also had the legion assassins crew spawn in camp looking for me and caused all kinds of chaos and fun. Noticed that when making slave sales that it would say sold for 0 gold. Also just an fyi speech and charisma levels definitely affects ability to sell.

Posted

I downloaded the meshes and textures, and it is now fixed. But can someone tell me how to radio for "food" pickup. I cannot find any hotkey or item that allows you to call them.

Posted
 

 

 

If you know a solution to avoid the engine of Fallout making the items to respawn, give me, I'm very interested. And it's worst, not only the engine is concerned, some mods force the items (even sometimes the complete NPC) to respawn.

 

 

 

 I know a way but it includes a lot of scripting. a slaver mod for skyrim called paradise halls would replace the person you are enslaving with a copy and that copy would be your slave. It fixed a lot of problems such as engine deleted characters, characters that don't support cell changing, and armor respawning. but it meant only non essential characters could be enslaved.

 

Yes it can be done but don't resolve all. For example if you make a copy of a scripted char, the copy have the script and all the packages of  the original and you can easily break game quests. You can remove the script but not the packages.

 

A second solution is too use a mod to change the delay of respawn, for example 1 year instead of 3.5 days. But you will lack quickly NPCs to enslaves or to kill if you do that and it don't solve the problem of scripting chars and packages :P

 

There are 2 major problems :

 - There are no tools to remove existing packages on a NPC so you must permanently verify that slave have always the one you give it and did not change to one of it's original.

 - There are no tools to change completely the faces of NPC so if you make a clone from scratch of a NPC you can't make it having the same face at original.

 

 

The new version seems to have fixed the controll 9 bug for me. Also found that using beta versions of SCR or Sexout pregnancy is not a good thing. It results in totally random and unpredictable bugs. I also had the legion assassins crew spawn in camp looking for me and caused all kinds of chaos and fun. Noticed that when making slave sales that it would say sold for 0 gold. Also just an fyi speech and charisma levels definitely affects ability to sell.

 

Yes, I fix bugs as I found them but surely it remains some. For the legion spawn, it's normal cause I try to not broke any bas mechanic of the game, so if you are legion enemy ... Have a max of guards :P

Selling for 0 is a bug, Ill look at that and yes, speech influence the ability to sell.

 

For now I don't work with new SCR and Preg. V2 will, if done.

 

I downloaded the meshes and textures, and it is now fixed. But can someone tell me how to radio for "food" pickup. I cannot find any hotkey or item that allows you to call them.

 

You must recruit at camp console terminal at least 1 corpse harvester (it's a virtual NPC you'll never see). After that you have an option to call by radio by activating a corpse while sneaking. Each corpse harvester harvest 1 corpse every 2 or 4 hours, don't remember but total is done once a day (during night).

 

Add this to the FAQ

Posted

I downloaded the meshes and textures, and it is now fixed. But can someone tell me how to radio for "food" pickup. I cannot find any hotkey or item that allows you to call the

 

you need to be crouched, use the corpse like you were opening it and a menu will pop up, if you have a corpse harvester purchased at the camp you will have the option to call a corpse harvester.  just like injecting the posion into an npc before collaring you must crouch and then hit action key (e) while in melee range.

 

 

would it be possible to make slaves invisible to npcs right before reset/respawn, fix their factions, then uncloak them? or maybe just turn off combat AI until factions on slaves is finished being renewed ?  impact on gameplay would probably be minimal similar to to internet lag.

Posted

would it be possible to make slaves invisible to npcs right before reset/respawn, fix their factions, then uncloak them? or maybe just turn off combat AI until factions on slaves is finished being renewed ?  impact on gameplay would probably be minimal similar to to internet lag.

 

It is already done when you enslave a NPC.

 

 

I'm starting a game from scratch to test all the mod and I reactivated all the mod I ususally have active.

 

If you use IWS I recommend you to sneak before activing the teleporter :D

Posted

NVSE 4 gives you access to packages on the BaseForm, but not only cloned form are not saved, but even if they were packages are not saved with form :(.

NVSE 4 also brings working SetEyes, SetHair...

 

As for faces, if you fully MatchRace a character from the default race preset of the original NPC race, the face should be identical. Just don't start from an NPC from another race.

Posted

NVSE 4 gives you access to packages on the BaseForm, but not only cloned form are not saved, but even if they were packages are not saved with form :(.

NVSE 4 also brings working SetEyes, SetHair...

 

As for faces, if you fully MatchRace a character from the default race preset of the original NPC race, the face should be identical. Just don't start from an NPC from another race.

 

I'll use NVSE 4 when NG and Preg new versions will be stable. I'll port SexoutSlavers.

 

For MatchRace I remember I've done some test and was not happy with results. I'll retry.

 

For now I think I've resolved my major problem by adding a token on each slave and doing a double cross check between formlist and token. It had charge to computer but I've no choice.

Posted

SexoutSlavers version Beta 1-2-0-1 : attached at this thread at the first post

 

 

Fixes :

  • harvesters don't anymore transform dead robots in food 
  • slaves which became invalid are not anymore removed from slaves list cause it can be temporarily
  • corrected a major problem with NPC which lost there slave status when you change cell. Even if the NPC don't follow you during a fast travel or a door it will remain slave if you return in the cell.
  • side effect : the number of slaves showed by slaver's tool can sometime be false
  • you can't anymore sell slave to attendant
  • corrected a bug causing some corpses never harvested
  • corrected a bug setting the price to slaves to 0
  • other minor corrections
 
 
 
@Jaam : NVSE4 is stand alone ? No need of other things ?
Posted

The corpse harvesters stopped working after i upgraded (I didnt start a new fresh save, it would probably work if i did) and now even if i go back to the old versions they still dont work, is there any something a can do that can fix or give a more detailed error so i can post here?

 

I dont want to start again, this save of mine have quite a few gameplay hours but im willing to help with the bug, i didnt install or alter the mod order after i upgraded, i simply upgraded

 

 

Im at version 1.2.0.1, i installed the 1.2.0.0 before that

 

I can call the harvester, but the corpse doesnt disappear and at the end of the day i dont get money + food, i have 3 harvesters and i cant hire a new one

Posted

Have you a message saying there is a controller error ?

 

Did you order the corpse to be harvested before installing the version 1.2.0.1 ? If yes redo the job, call a harvester on the corpse once again. 

 

Sometimes some corpse can't be harvested if you are not in the cell cause they became invalid when you quit the cell. So in that case, rest a few hours (at least 4) in the cell, there is nothing I can do it's a game mechanic I can't manage for now.

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