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[DEPRECATED] SexoutSlavers 2 - Final demo version


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I'm having a curious issue. I have tried to enslave the Follower guard twice. Both times it works until I want to leave the mission fort and then they disappear never to be found. They count towards my slave number, but I can't find them. Due to the copy effect there's new guards when I return to the Mission but they're not enslaved. Both guards were gas drugged on bunk beds. Read earlier on here that bunk beds caused an issue. However I was able to get a gambler off one of the bunk beds fine.

 

Other than that the mods appears to be working flawlessly.

 

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Also cannot seem to get the sex slave training to kick off. 

 

 

 

 

I'm standing on the flat area above the main road just east of the dogs and Crucifixion posts. Have run all over it with no dice. I can pretty much make all other slaves into food, guards, assistants, and production, just no dice on the sex slaves.

 

 

 

 

And what's the blue pip boy and orange stand for? Green is obedient  I can see that much.

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I'm having a curious issue. I have tried to enslave the Follower guard twice. Both times it works until I want to leave the mission fort and then they disappear never to be found. They count towards my slave number, but I can't find them. Due to the copy effect there's new guards when I return to the Mission but they're not enslaved. Both guards were gas drugged on bunk beds. Read earlier on here that bunk beds caused an issue. However I was able to get a gambler off one of the bunk beds fine.

 

Other than that the mods appears to be working flawlessly.

 

Some NPC's are restricted to certains zones, they'll never ever leave them. Follower guards seems to be some of them...

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  • 2 weeks later...
What a great mod!

Unlike most mod authors, strec is a competant programmer, good at both design and coding.

I would recommend him for a position at Bethesda.

This mod is at about the 60 percent mark for a full game mod. Immersion is great.

This is now my favorite PTT (Personal Training Tool). I highly recommend it for anyone wanting to learn modding on FNV.

Strec has about 125 scripts, and 30 Quests.

Script structure is very good, with debugging (at both script and mod level) built in.

 

My own procedure for working with this mod is:

1) Convert the .esm to .esp, for loading in GECK. The .esp is your new master - the .esm is never edited.

2) Never - ever - use NMM - even once on FNV. It will break FOMM.

3) Use GECK 1.4 with all the nvse GECK-PU extensions. Unlike Skyrim, all the source code is there.

4) Use Wrye Flash to convert the modified .esp to .esm, replacing the original .esm (I never got the .esp to work - seems to require a .esm in game).

5) Use FOMM to cycle Invalidate Archive (important)

6) Run in game

7) Iterate on 3)-6)

 

So far my debug messages only go to the console. I can't get a hard copy in the NVSE log. Anyone know how?

FNV is both less capable - and less buggy - than Skyrim. Embedded script fragments are not a problem here.

Script changes take effect immediately, and no cached references to worry about.

 

Give modifying this mod a try, even if only to look at Strec's code. Broken english bother you? Replace it.

Can't find that training marker? Use GECK to see where the marker is. (this was another main reason I started using GECK).

Your slaves pumping out 308 slave ammo but no 308 rifle for it? Add one.

Gender/race change on enslaving bother you? Strek has the basis for a fix in place - make it work.

Slaves get "stuck" at one of the stages and never complete? Reason I opened this mod. Duration for a few slaves winds up a large negative number. Having fun figuring out why. Broke them free by bypassing the training finished test.

Adding support for poisoning drinks or using a syringe - will be more of a challenge.

So will making the prostitutes actually work tricks.

 

Recommend starting this mod with a high level character, because of the skill checks. Note: Do it before the legion wants to assasinate you. I had legion assasins hitting the camp every three days. Wiped out all my slaves once. Start with a save game where at least both sides tolerate you.

 

And Thanks Strec! 

Having tons of fun, and learning a lot. 

I will be looking forward to your full mod!

 

Not that I can really spare them, but I did enslave Willow and Wendy just to see how highly scripted followers did.

I successfully ran them all the way through Prostitute training. I have to set out more Prostitution markers, like in the Casinos...

Note: to get more than the first prostitute, you have to mod the mod... Just a matter of changing "== 25" to ">= 25" in one place.

 

 

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Unlike most mod authors, strec is a competant programmer, good at both design and coding.
 
 
 
I don't think to be complete and I lack a fondamental capacity : graphism
 
It's on of the reasons (other than IRL problems) why  I did stop the dev of the final version. I had the quest line and the ideas (thx for testers and helpers on texts and ideas), but it was to big to develop alone and a mod is nothinh without a good graphism and I wasn't able to find a mesher.
 

 

I will be looking forward to your full mod!
 

 

Stop waiting, see before, such mod is too big to be done alone.

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@Zenogias777

 

Do you have smaller talk installed? Try to have smaller talk and at least one sexout mod that use it (e.g. sexout sex) active and talk to Betsy May again.Sometimes npcs do not respond to small/smaller talk with a dialogue window but only give there short comments (e.g. when talking to a sleeping npc). Try to talk with them again and close the comment before smaller talk activates (or adjust your mcm settings of smaller talk).

 

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Unlike most mod authors, strec is a competant programmer, good at both design and coding.
 
 
 
I don't think to be complete and I lack a fondamental capacity : graphism
 
It's on of the reasons (other than IRL problems) why  I did stop the dev of the final version. I had the quest line and the ideas (thx for testers and helpers on texts and ideas), but it was to big to develop alone and a mod is nothinh without a good graphism and I wasn't able to find a mesher.
 

 

I will be looking forward to your full mod!
 

 

Stop waiting, see before, such mod is too big to be done alone.

 

Is there any easy way to bundle up my Americanized English text strings and get them to you? They might be useful.

You don't need my help on a 308 rifle - but I sure like mine.

Note: you have the prostitutes script as an object script, not a quest. It runs at frame rate (120 dispatches per second, roughly).

Three working girls bogs my system down - completely.

I was also having problems with follow packages active at the same time as your beacon packages. I think.

Slaves "flashing" to my location then back to beacon.

What helped me was to delete the  cntl object before adding it. Those scripts only get invoked first time added, so it looked like old packages (follow) were not getting cleared because the script was not running the second time the cntl object was added.

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After training level 1 you have to take them to the farming part of the camp(in the north west). Talk to the slaves there (try the area between the ofens and the water tank or the field near them) and order them to train here. It will take a few days (see mcm settings) for them to get broken and even more to get obediant (change of pipboy color). The slavers attendant should say that six slaves have to work in the field to get to the next stage.

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After training level 1 you have to take them to the farming part of the camp(in the north west). Talk to the slaves there (try the area between the ofens and the water tank or the field near them) and order them to train here. It will take a few days (see mcm settings) for them to get broken and even more to get obediant (change of pipboy color). The slavers attendant should say that six slaves have to work in the field to get to the next stage.

 

Thanks a lot.

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Strec I am still having fun poking at your mod...

Things I have done so far:

1) Topics - and all the other strings I can find - translated to Americanized English

2) MCM scripts reworked. Added support for slave sex training variables and MCM default scales. Everything works correctly - and looks good.

3) Sex change problems fixed. That cute young female stays a cute young female of the correct race after enslaving.

4) .308 Slaver rifle added to use all that ammunition the slaves make.

5) Basic support added for drugged drinks and syringe. Works off perk, like gas. Needs more conditions to keep enslaving from being too easy.

6) Multiple Prostitutes supported - well they support me.

 

I don't know if any of this would be useful to you, but let me know if and how I should send it to you.

I enjoy your mod, and this is a great training exercise.

Poor Willow is getting a real workout as my test case... She is a good sport about it.

 

 

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Need some help; I got the slaves through the first broken stage, but at the fields-working stage their slave pipboys remain orange forever, no matter how long I wait (have it set to the lowest breakin-in duration, resting for 72 hours at a time)

 

Some of the slaves also seem to have a habit of getting over the walls and get stuck trying to walk back to the fields.

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Need some help; I got the slaves through the first broken stage, but at the fields-working stage their slave pipboys remain orange forever, no matter how long I wait (have it set to the lowest breakin-in duration, resting for 72 hours at a time)

 

Some of the slaves also seem to have a habit of getting over the walls and get stuck trying to walk back to the fields.

The control scripts use game Day to figure training duration. GameDay gives you day of the month, and really bad things happen when the month rolls over. The duration goes negative and may never complete. I use GameDaysPassed in my modified game, and it never fails. Workaround: only start training on the first half of the month.

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It's on of the reasons (other than IRL problems) why  I did stop the dev of the final version. I had the quest line and the ideas (thx for testers and helpers on texts and ideas), but it was to big to develop alone and a mod is nothinh without a good graphism and I wasn't able to find a mesher.

 

 

 Sad :( I know it's not a good compromise, but can't you simply use the meshes that already exist for the devel ? This will let us with an almost finalized mod and, like a lot of people love it, we can kidnap some guys for to make it even prettier.

 I mean, it'll probably be easy to find a guy to help you with the meshes if the mod is almost done. It's not a waste of time for him, he'll know for sure that his work will be used and enjoyed by a lot of people.

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 I use GameDaysPassed in my modified game, and it never fails. Workaround: only start training on the first half of the month.

 

 At one point GameDaysPassed will betray you. It work fine with a new game, but the more you play, the less its value is accurate. In example, I've a save game for the 27 jully 2282, so 285 day after the day you've been buried alive (which is GameDaysPassed 0), and GameDaysPassed return a value of 214.870880.

 

 The most reliable way to do it is to use a token with a fadeaway timer. Here's a quickly made script that can do the trick. I use it in another way, so perhaps I've made some mistake when i've cleared it for to put it here.

 

 

 

short bActivated

short iTTL
short iLastHour
short iHour
short iLastDay
short iDay

begin onAdd

	set iTTL to [whatever you want]
        set iLastHour to gameHour
        set iLastDay to gameDay
        set bActivated to 1

end

begin gameMode

    if bActivated == 1

        set iHour to gameHour
        set iDay to gameDay

        if iLastHour != iHour

            if iHour - iLastHour == 1
                let iTTL -= 1
            elseif iLastHour > iHour    ; Next day.
                let iTTL -= ( iHour + 24 ) - iLastHour
            else ; same day but with sleep/wait time.
                let iTTL -= iHour - iLastHour
            endif

            set iLastHour to iHour
            set iLastDay to iDay

        ; Player have waited 24 hours in a row. 
        elseif iLastDay != iDay
            let iTTL -= 24
            set iLastDay to iDay
        endif

        if iTTL <= 0
            set bActivated to 0
            [do what you want]
            removeMe
        endif

     endif
end
 

 

 

 

Edit: I've made some error in the format of the code

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It's on of the reasons (other than IRL problems) why  I did stop the dev of the final version. I had the quest line and the ideas (thx for testers and helpers on texts and ideas), but it was to big to develop alone and a mod is nothinh without a good graphism and I wasn't able to find a mesher.

 

 

 Sad :( I know it's not a good compromise, but can't you simply use the meshes that already exist for the devel ? This will let us with an almost finalized mod and, like a lot of people love it, we can kidnap some guys for to make it even prettier.

 I mean, it'll probably be easy to find a guy to help you with the meshes if the mod is almost done. It's not a waste of time for him, he'll know for sure that his work will be used and enjoyed by a lot of people.

 

 

I will use an other philosophy for now other than trying to dev a complete mod, I'll dev some separate libs and tools on which I (or others) will be able to dev some RP oriented mods.

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