Zalzany Posted January 23, 2014 Posted January 23, 2014 Alright quest line isn't bad, I was able to guess that the caravan company was none other then large one with the "boss" based outside of New Vegas. I am at a stand still now though as I try to get her to let me in on the slavers, I skiped as much fighting as I could, leaving as many future corpses as I can for my butcher, my guess is its either level or rep caped. Gonna go back and do the tutorial to save the caravan guy in goodsprings and see if that will boost my rep with the caravan and let me continue on the quest line. I really like that I can't just instantly jump into being a slave camp owner, although I do miss all the easiness of sending every single corpse in the game from day one to the camp butcher, eliminating the need for me to loot the valuables since they hawk them at the camp. It was way to easy to simply grab the ammo and caps, a gun if I needed spare parts to fix my guns, and send out the corpse pick up order for the rest. Only minor issue I have right now, is I don't know if I can rehot key the forced talk key. I use wasd to walk so it can be annoying with the defualt set to D and no option to reset the key.
Geneo54 Posted January 23, 2014 Posted January 23, 2014 Alright quest line isn't bad, I was able to guess that the caravan company was none other then large one with the "boss" based outside of New Vegas. I am at a stand still now though as I try to get her to let me in on the slavers, I skiped as much fighting as I could, leaving as many future corpses as I can for my butcher, my guess is its either level or rep caped. Gonna go back and do the tutorial to save the caravan guy in goodsprings and see if that will boost my rep with the caravan and let me continue on the quest line. I really like that I can't just instantly jump into being a slave camp owner, although I do miss all the easiness of sending every single corpse in the game from day one to the camp butcher, eliminating the need for me to loot the valuables since they hawk them at the camp. It was way to easy to simply grab the ammo and caps, a gun if I needed spare parts to fix my guns, and send out the corpse pick up order for the rest. Only minor issue I have right now, is I don't know if I can rehot key the forced talk key. I use wasd to walk so it can be annoying with the defualt set to D and no option to reset the key. For testing purposes, i took the companionable perk that the mod 'Companion Share and Recruit' gives you, that way I can befriend them by just talking to them. That way I avoided having to build a rep with them to get them to give me the clues I needed. If you have the Smaller Talk mod, you don't need to use the Force Key to talk to them. As far as you avoiding to kill things in order to have a food stock for the camp later on... This is still Alpha and I'm sure we'll have to start a fresh sooner or later so I wouldn't worry about that at this point. What I did was this: I started a fresh game and explored all the areas I'll need to do quests in for this mod, then saved the game. Of course I avoided killing anything while doing so. Just take enough stim packs with you. That way each time the mod is updated I do a fresh run through from that saved game. Then if he updates something and it happens to break something else, I'll be able to let him know.
Strec Posted January 23, 2014 Author Posted January 23, 2014 In this quest line receiving infos or not is not based on your reputation (you are unknow and not a slaver) but on your own capacities. For the corpse recovery think I know it was too easy in v1 and I'll change that. Finally I'm not sure corpse harvesting was a so good idea and there will be other way to get food and caps. Yes the 'D' key will be changeable but I didn't do the McM job for now. I'll do something on that subject on next version cause the difference with SmallTalk or SmallerTalk is that it will open only the dialogues needed, for example for a slave you will have normal dialogue with "E" and slave options with 'D'. I'm finishing for now the loss of reputation on attacking and enslaving and will attack the next quest serie concerning recruiting some employees. I'll deliver a version with a change for the 'D' key before begining the second quest line.
Strec Posted January 23, 2014 Author Posted January 23, 2014 Sexout Slavers Alpha 0.0.3 delivered Fixes : fixed a bug making removed armors having bad health once in the containers Features : added reputation loss when hitting with drug or enslaving. If you hit a target, area is scanned for NPC having seeing the attack and if detected by an ally of the target you loss reputation with it's faction. Same process when enslaving. EDIT : for now only Goodspring faction is managed Hitting is an average crime Enslaving is a minor crime CAUTION : not sure it's finished and may bug, I deliver that for the next thing Added an add-on, SS2KeyToForceIsK.esp. It's an empty mod but if you active it the key to force is 'K' ('D' else). Thanks to all tester and returns.
Zalzany Posted January 24, 2014 Posted January 24, 2014 I did a little digging tonight I saw a possible issue with the Caravan quest, nothing to major, but it seems the caravan rep is linked to NCR rep, so if we piss off the NCR with are roleplay or just slaver shinagins it will make things complicated. Granted you can just wait till after you become a slaver to piss them off, but your still required to be friends with them from the start if not using a mod or similar method to befriend the caravan. That is why I was having so much of a hard time yesterday, I was avoiding 99% of the NCR quests, only knocked out the simple one with sniper on the roof of the NCR checkpoint to check on the town that got destroyed by the Legion, since I was gonna walk through it either way.
Strec Posted January 24, 2014 Author Posted January 24, 2014 I did a little digging tonight I saw a possible issue with the Caravan quest, nothing to major, but it seems the caravan rep is linked to NCR rep, so if we piss off the NCR with are roleplay or just slaver shinagins it will make things complicated. Granted you can just wait till after you become a slaver to piss them off, but your still required to be friends with them from the start if not using a mod or similar method to befriend the caravan. That is why I was having so much of a hard time yesterday, I was avoiding 99% of the NCR quests, only knocked out the simple one with sniper on the roof of the NCR checkpoint to check on the town that got destroyed by the Legion, since I was gonna walk through it either way. No, in the first quest line rep don't act (while you are not an enemy), Dialogue with Alice is managed by your speech value. As I know, there is no faction relation between Crimson and NCR. Anyway, The mod will modify some faction relations, for example some factions allied with NCR can come friend or neutral. Second, some NPC will be traitors, preferring money than loyalty If you want to test and pass the Alice dialogue you can type for example 'player.setav speech 30' in console. Note : for now I miss some ideas on the vanilla NPC and factions I want to be allied or enemy and there were few responses on this subject in the survey I made so I advance slowly.
Zalzany Posted January 24, 2014 Posted January 24, 2014 Oh well I did confirm they are linked, I did some bounties for NCR, got accepted and the caravan now lists me as accepted now. Good to know it was speech holding me back... I normally prefer barter over speech skill
Strec Posted January 24, 2014 Author Posted January 24, 2014 As this time we are on stage of rumors so speech is better to gain confidence, barter will surely act when negotiating after you will be officially a slaver. For the reputation I'll work on. Here are the rep in vanilla game : RepNVBoomer RepNVBrotherhood RepNVCaesarsLegion RepNVFollowers RepNVFreeside RepNVGoodsprings RepNVGreatKhans RepNVNCR RepNVNovac RepNVPowderGanger RepNVPrimm RepNVTheStrip RepNVWhiteGloveSociety
Zalzany Posted January 24, 2014 Posted January 24, 2014 Well finally finished it, the quests themselves are good, but there are little things that are off inside the slavers camp. The 2 guards escorting the attendant get stuck when he moves towards the terminal, after I put my slaves in the pin to train. The male has a clear path but runs in small circles, the female some how ends up in a fenced off area I can get her out by opening it for her, since it is locked with my slaver key by default. My first attempt to drug a hostile didn't work out so well. I went around the police station on purpose that is just south of nipton knowing there was 3 females there, so I could test the drug gun. I managed to stay hidden and enslave the viper leader outside of it, but when I gave her a follow order she started attacking me. I was defiantly impressed with the camp changes, far more impressive then the other version.
Strec Posted January 24, 2014 Author Posted January 24, 2014 The guard problem is solved Once put at train, slaves are not yet managed Will be in next version. For the hostile enslaving, I will look.
Zalzany Posted January 25, 2014 Posted January 25, 2014 Tested it again with 3 different females, it seems they stay red after enslaved, and they reset when on follow to prevent getting stuck the second they reset it flips the agro switch of sorts back on and they fire. Until that first magic teleport behind me though they are completely calm. Not a huge issue since it is in alpha still, but non hostiles I found it simpler to just wait till night time and search beds for what I want. Also if you kill them it drags part of their corpse around with you, via the teleport system. Not the whole corpse mind you I shot the first test subjects head off, (.357 cowboy repeater to the face) since she had a 10mm pistol and well it hurt by the time I found the other 2 I realized just her lower half was following me, her body from the waist down. Half temted to blow off legs on some test subjects to see which part is actually tethered, if its a specific leg or just the pelvis. Its safe to say the whole upper half at least in my first victims case was not attached to the telepot system especialy since I only shot the head off. The last version once you put the collar on they flaged yellow, of course you had to crouch and get point blank to inject the drug in order to get a hostile, and I am not sure that it was intended for me to run into a viper with a cowboy reapeter or 10mm pistols face to drug them. The other version also did a full conversion on them though, swapping out their inventory instantly, only the name and basic features remind upon enslavement. I personally like picking what they wear, and not having them magically drop every thing and equip things as if by magic.
Strec Posted January 25, 2014 Author Posted January 25, 2014 Be patient, for now nothing is managed on slaves, even their dead Concerning the slaves inventory you will be entirely free to manage it, there will be no automatic removing. In the first step of training you'll have to make them nude to help training, shame and humiliation are part of the process of break-mind but their clothes are not lost, just stocked 'as is' in lockers. Later if you choose to let slaves have weapons it will be your choice For now I've 2 major process to do : beeing able to entirely manage a slave (it's done during the first quest line) beeing able to entirely manage a non slave NPC as employee (it will be done during the second quest line) If I can't solve these 2 points I'll can't do the mod, but for now it's not the question.
Zalzany Posted January 25, 2014 Posted January 25, 2014 After playing version one I got tons of patience for this, the new camp alone makes it worth the wait. Now that I tested this a bit I will go back to the old one again, although it won't feel the same now lol. I still haven't played any of the new dlc stuff, so I got plenty to kill time between test versions. I played the crap out of this on console when it was new, and burned out before I got DLC packs. Was on the quest for the perfect build just like I do with all Bethesdia games, luckily the pc versions with mods like these divert my gamer OCD to a new more fun facet, so I can actually finish everything mods permitting lol.
Strec Posted January 26, 2014 Author Posted January 26, 2014 Sexout Slavers Alpha 0.0.4 delivered Fixes : slaves will not attack anymore guards are moved with the attendant when he goes to control center player collar is removed when finishing first quest line slave collar is added when just enslaved slaves begin train step 1 minor texts corrections Features : step 2 of the main quest line to do access to terminal some camp's control center furnitures added slaves in train level 1 are managed to the end of the process Terminal : some information added on possibility to deposit caps Note on camp's furnitures : All lockers at control center are persistent Bed permits you to be well rested CAUTION : when you have NPCs following you and leave a cell, verify they did follow you. If not, come back in cell and leave it a second time. It may solve the problem. Thanks to all tester and returns.
0verload Posted January 26, 2014 Posted January 26, 2014 It seems after ive updated to 0.0.4 every npc i get close enough to will start a conversation. " what can i do for you?" over and over again on a constant loop unless im quick enough to walk away. I disabled smallertalk and that didnt seem to fix it. Should i have started a new save game?
0verload Posted January 26, 2014 Posted January 26, 2014 well that explains alot i hope he adds a setting in MCM to remap it
Strec Posted January 26, 2014 Author Posted January 26, 2014 Read this. I did add the add-on alone in the downloads.
MOG81 Posted January 28, 2014 Posted January 28, 2014 It seems after ive updated to 0.0.4 every npc i get close enough to will start a conversation. " what can i do for you?" over and over again on a constant loop unless im quick enough to walk away. I disabled smallertalk and that didnt seem to fix it. Should i have started a new save game? I have the same issue, disabled smaller talk and started again but the problem persisted, anyone got any suggestions? ...mind you, getting backed into a corner with a bunch of slaves going "What can I do for you?" was quite funny...
Zalzany Posted January 29, 2014 Posted January 29, 2014 You should probably look at the answer for the same issue.. it was one post after the one you quoted if memory serves right.Wait the problem was pointed out one post after, and the post above yours has the answer.
Zalzany Posted January 29, 2014 Posted January 29, 2014 Ok so I finaly got time to test .4 and I can't get Jeannie to tell me about the slavers. I used console command to up my speech, barter, even busted into her safe to get the bill of sale. Still she will not go to the next phase. Do I have to help the farmer first now? Last patch that broke the quest chain
Strec Posted January 29, 2014 Author Posted January 29, 2014 Perhaps a bug in getting the novice perk. Before speaking to Jeannie try at console : player.addperk XX006EF1
Geneo54 Posted January 29, 2014 Posted January 29, 2014 Ok so I finaly got time to test .4 and I can't get Jeannie to tell me about the slavers. I used console command to up my speech, barter, even busted into her safe to get the bill of sale. Still she will not go to the next phase. Do I have to help the farmer first now? Last patch that broke the quest chain Same here, did all i could but she just wont give up the clue. Maybe... just maybe she knows as long as she don't, we wont rat her out to boone. It seems after ive updated to 0.0.4 every npc i get close enough to will start a conversation. " what can i do for you?" over and over again on a constant loop unless im quick enough to walk away. I disabled smallertalk and that didnt seem to fix it. Should i have started a new save game? I have the same issue, disabled smaller talk and started again but the problem persisted, anyone got any suggestions? ...mind you, getting backed into a corner with a bunch of slaves going "What can I do for you?" was quite funny... Got the same thing. I went to smalltalk and so far it seems to be ok.
NepoznatiNN Posted January 29, 2014 Posted January 29, 2014 Same thing here , Jeannie May is repeating that Chet is probably joking (maybe she is connected with level or charisma requirement , i have 10 intelligence) . After redownloading alpha001 she was OK , then i switched again to alpha004 , Alice McLafferty did not trust me too ( she is probably connected with level or charisma requirement too , after 1 party mentat she was OK) . If you have requirements , maybe is best to make booth of them - either intelligence , either charisma , noone have booth of them so people will have more possibilities . Good mod , cheers
Strec Posted January 29, 2014 Author Posted January 29, 2014 I must and want have a certain logic in sequence of the main quest. For now : NPCs main topics (proposing some dialogue about slavery) depends of : your advance in the quest Fallout New Vegas bugs (for example Chet will never show mods main topic the first time you speak with him, don't know why) bugs I've done NPCs responses proposed depends of : speech is dialogue concern confidence barter if dialog concern .......... barter bugs I've done For testing, set your barter and speech skill to 100, you eliminate these problems. In the lasts posts it seems there are 2 problems : After that, if you have no topic concerning slaves when engaging dialogue you miss something on the PC (for example a perk I forget to set) or you are not in the good quest stage. So the more precise you describe the problem the more easy it's for me to respond and the thing I need are : where you are in the quest line (say what the quest wait you for) does engaging dialogue contains some slavery options (and which ones) For example I discovered your problem when you say Jeannie says it's a joke, there is a bug I made in v0.0.4, the test '<> Boone' have priority on the test '==Jeannie' so v0.0.4 is definitively broken for Jeannie, you will not be able to advance with her. Tip : but if I remember well, you have an other contact to see I'll launch v0.0.5 sooner than I did think to solve that problem with Jeannie.
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