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Sexout Slave Jail and Reloaded - For Slavery Simple and Cortexscrambler


lukaslunt

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Posted

They work and I very much enjoy them. I prefer sexout for roleplaying as a male slaver, and I have not found any problems with slavery simple, the jail, and sexout, although I will note that I did not try the quest version of the jail, and I believe some people said they had problems with it in general.

Posted

You are supposed to be able to take the wardens place, and keep your slaves acquired through HumanTrafficking.Esp there, but I have been unable to do so. It basically works with NPC's like it worked for you during the quest.

Posted

I haven't had problems keeping slaves there. I activated the mistress and the nurse in the jail quarters, and I walk the captured slave through the door to the nurse, through the jail cell where the slave has their items removed, and walk them into the main center and when they go through the doorway the slave gear is equipped, and they leave me and stand around in the jail.

Posted

To complete the quest after meeting the warden, freeing yourself and killing him, you must do a few things first.

 

Let the secretary talk to you - you can then order her and the mistress to follow you to the cells - where they will be processed (like your own slaves will later).

 

When they have ran to their respective cells, you are prompted to retrieve your geare from the slave loot box. Then you can go back to goodsprings and kill Pete and Bill. After that return to the cellblock and talk to the mistress and exhaust all the dialog so you end releasing her and gaining a perk (slave jail owner).

 

This will then effectively end the tutorial quest and enable some activators in the jail which you can use to turn the staff npcs on and off, and cause them to be re-equipped from whatever you have placed in thier lockers.

 

You can then process slaves into the jail part and the bedroom part in the same way that you were processed yourself during the quest.

 

The slave outfits they are equipped into are in the nearby wardrobe/footlocker - labelled something like 'Slave Equipment'

 

Make sure you have the Slavejail Reloaded - Humantrafficking.esp or the SlaveJail Reloaded - Cortexscrambler.esp (only one of them) activated so that the jail can recognise and process slaves captured by your chosen method.

 

 

Posted

Oh hey Roger, I only just realised you are in fact the creator of the mod.

 

I think it's amazing, it's extremely well executed and really made my day when I discovered it. I have a few questions though.

 

I saw a few screenshots of what looked like a railward by the end of the map (with a tower and a tunnel entrance by the mountainside) and was wondering, where can I find that? Or is that content still to be added?

 

Secondly, I noticed Pete calls you 'fresh meat' the first time you speak to him, shouldn't that be changed to something a little more conspicuous and misleading, like 'hey friend' - I just found it weird for him to call you fresh meat and then deny there is any slavery going on. Kind of a give away you know!

 

I've done everything you've enumerated there. When I return after killing Pete and Bill, I go to the Mistress and the Secretary, which I've left in the cells, and I get these options.(paraphrased)

 

[slave Jail Owner] I'm taking over.

[slave Jail Owner] I'm taking over, go back to the Wardens place, hand over control of the jail to me.

How about you and I get it on? (This is because I am running SexoutSex/SexoutHookupsAlt)

Goodbye.

 

(with the secretary, I also get a prostitute option for some reason, ie I would like some company - probably because her and the other slaves are flagged as such)

 

Anyway, using the first two options gets me the perk, and ends the quest, but then how do I go about procuring a nurse and guards? They return to the wardens office (can I not control where they stay?) and talking to them only offers me the option to say 'You've been naughty, return to your cells' or something similar.

 

I'm using only Slavejail Reloaded - Human Trafficking.esp, and Slavery Simple and Slavery expanded.

 

Thanks, loved the mod.

 

EDIT: Oh yes, and one more thing. There seems to be a door behind the railyard, into the rock behind it, but clicking on it doesn't do anything. Is that part of your mod?

 

 

 

Posted

@ChancellorKremlin

 

As for the first part about the wording of pete, i cant help you. i know nothing about moding or scripting. however as for the second part, the controls for the guards, mistress and nurse there is a control pannel just to the left of the lockers that can change the outfits that they where in the room that connects all the jails together. the secretary and guards for the wardens room along with the out fit for the secretary are in the wardens annex or what ever its called. the control for them is i think in the first room on the right and the colthing for the secretary is in the next room on the left i think, hope that helps. I just like the mod too thats the only reason i am trying to help.

Posted

Hello, for my part I have a problem with this mod. I begin the quest, I met Pete, I did capture, until the all is well. I talk to him, I slept until 20H it gives me is that I put clothes and I told him I am ready ue and nothing happens when I should follow him in the desert of Mojave.

 

Or is the problem. I download everything and I even extentions (Dead money and the rest).

 

How to help me continue the mission.

Posted

Oh hey Roger' date=' I only just realised you are in fact the creator of the mod.

 

I think it's amazing, it's extremely well executed and really made my day when I discovered it. I have a few questions though.

 

I saw a few screenshots of what looked like a railward by the end of the map (with a tower and a tunnel entrance by the mountainside) and was wondering, where can I find that? Or is that content still to be added?

 

Secondly, I noticed Pete calls you 'fresh meat' the first time you speak to him, shouldn't that be changed to something a little more conspicuous and misleading, like 'hey friend' - I just found it weird for him to call you fresh meat and then deny there is any slavery going on. Kind of a give away you know!

 

I've done everything you've enumerated there. When I return after killing Pete and Bill, I go to the Mistress and the Secretary, which I've left in the cells, and I get these options.(paraphrased)

 

[slave Jail Owner'] I'm taking over.

[slave Jail Owner] I'm taking over, go back to the Wardens place, hand over control of the jail to me.

How about you and I get it on? (This is because I am running SexoutSex/SexoutHookupsAlt)

Goodbye.

 

(with the secretary, I also get a prostitute option for some reason, ie I would like some company - probably because her and the other slaves are flagged as such)

 

Anyway, using the first two options gets me the perk, and ends the quest, but then how do I go about procuring a nurse and guards? They return to the wardens office (can I not control where they stay?) and talking to them only offers me the option to say 'You've been naughty, return to your cells' or something similar.

 

I'm using only Slavejail Reloaded - Human Trafficking.esp, and Slavery Simple and Slavery expanded.

 

Thanks, loved the mod.

 

EDIT: Oh yes, and one more thing. There seems to be a door behind the railyard, into the rock behind it, but clicking on it doesn't do anything. Is that part of your mod?

 

 

 

It seems I replied to you on the nexus before reading this thread, I shall paraphrase for you here.

 

Essentially once you have let the staff out of their cells, the tutorial quest is over and the jail is now your playground.

 

The activators that spawn on the walls next to the doors allow you to lock the doors instantly, should you wish to.

 

The staff control panels in the main jail and wardens annex, allow you to spawn or dismiss the guards, nurse secretary and mistress. More importantly they allow you to force the staff to equip the outfits in the respective NPC's locker.

 

e.g. put the outfit of your choice into the guard locker - tell the control panel to update the staff equipment and the outfit in the locker will be copied onto all of the guards and the old outfit removed (its actually removed to the lockbox on top of the lockers in the main jail). There are separate lockers for the nurse, secretary and mistress.

 

 

As for Pete's greeting topic - I totally agree

 

The secretary and mistress AI is a bit broken - I only intended to have options for them to be sent for punishment or to do a general sandbox in the wardens annex. This didn't work too well after sending them away for the first time.

 

If there is sufficient interest, I can do a quick fix to them (now that I've learned some less horrible ways to do AI)

 

If people are interested, please feel free to suggest things you want the npcs to do (Just the secretary, nurse and mistress - the guards are fairly dumb).

 

I can probably fix the punishment/wardens annex sandbox - and get the AI for the to go take a bath working again.

 

For people with NPC freezing problems, the only way around it was to fundamentally change the way I approached the AI. Whilst I have done a rework of the AI, it has got completely carried away and turned into a much bigger mod.

 

The door you mention in the hillside is indeed part of this mod - It was to be a cave complex where you are put to work. However, i wanted to do numerous other things to the player and really couldn't find enough vanilla settings to stage things in (not without horrible clashes with other peoples mods).

 

So the door in the hillside has morphed into a new worldspace (12 x 12 cells) with enough room for the locations I envisaged using. The preview screenshots you saw are from this new world and aren't in the current release.

 

I do like to make things quite detailed and busy, so I had fun enabling the player to see lots of activity whilst still being in a closed cell at the complete mercy of your captors.

 

This expanded mod is due for release soon (maybe a few days). Since I had to go through the horror of making, heightmapping, populating and LOD'ing a new worldspace - I most certainly want to release it.

 

And thanks all for the kind words, It really does make a difference.

 

 

Posted

It seems I replied to you on the nexus before reading this thread' date=' I shall paraphrase for you here.

 

 

Essentially once you have let the staff out of their cells, the tutorial quest is over and the jail is now your playground.

 

The activators that spawn on the walls next to the doors allow you to lock the doors instantly, should you wish to.

 

The staff control panels in the main jail and wardens annex, allow you to spawn or dismiss the guards, nurse secretary and mistress. More importantly they allow you to force the staff to equip the outfits in the respective NPC's locker.

 

e.g. put the outfit of your choice into the guard locker - tell the control panel to update the staff equipment and the outfit in the locker will be copied onto all of the guards and the old outfit removed (its actually removed to the lockbox on top of the lockers in the main jail). There are separate lockers for the nurse, secretary and mistress.

 

 

As for Pete's greeting topic - I totally agree

 

The secretary and mistress AI is a bit broken - I only intended to have options for them to be sent for punishment or to do a general sandbox in the wardens annex. This didn't work too well after sending them away for the first time.

 

If there is sufficient interest, I can do a quick fix to them (now that I've learned some less horrible ways to do AI)

 

If people are interested, please feel free to suggest things you want the npcs to do (Just the secretary, nurse and mistress - the guards are fairly dumb).

 

I can probably fix the punishment/wardens annex sandbox - and get the AI for the to go take a bath working again.

 

For people with NPC freezing problems, the only way around it was to fundamentally change the way I approached the AI. Whilst I have done a rework of the AI, it has got completely carried away and turned into a much bigger mod.

 

The door you mention in the hillside is indeed part of this mod - It was to be a cave complex where you are put to work. However, i wanted to do numerous other things to the player and really couldn't find enough vanilla settings to stage things in (not without horrible clashes with other peoples mods).

 

So the door in the hillside has morphed into a new worldspace (12 x 12 cells) with enough room for the locations I envisaged using. The preview screenshots you saw are from this new world and aren't in the current release.

 

I do like to make things quite detailed and busy, so I had fun enabling the player to see lots of activity whilst still being in a closed cell at the complete mercy of your captors.

 

This expanded mod is due for release soon (maybe a few days). Since I had to go through the horror of making, heightmapping, populating and LOD'ing a new worldspace - I most certainly want to release it.

 

And thanks all for the kind words, It really does make a difference.[/quote']

 

 

Thanks for your prompt reply. Yeah, the previous poster explained it to me, see, the reason I kept missing it is because I did my 'sweep' before taking over the jail, and not afterwards, and just missed the new switches. In fairness, I must have just mistaken them for light switches. I didn't even noticed the lockdown buttons were added only post Jail Owner.

 

In any case, I think it would be easier if you did one of the following. Stated in the download description that the functions are available through these switches, and say where they are (as I saw quite a few other people had the same problem as I did) or even better, rather than using a switch, why not a computer? I think it would make a lot more sense.

 

In regards to the outfits, what would happen if I put more than one into the locker? Ie, a few outfits I want them to wear randomly, would they wear it randomly (ie one slave would wear one item, the next slave wears something different, etc) or would it not work?

 

As for AI, I think bathing for any individuals (minus the guards) in the Warden cell would be amazing - this could include the secretary, the mistress and any and all slaves you have in that cell. Is there any way to make the water non-radioactive btw?

 

Other AI suggestions - I think the Mistress should have free reign to move through the Warden, Jail room and JailBlock A-J freely, as a Mistress, I think she should be inspecting stuff. So say she starts in the Warden cell, walks a round a bit, maybe interacts with the odd slave or two, bathes, and then proceeds to the Jail, stands there for a while, and then goes into the JailBlock A-J, talks to a guard, or the nurse, walks around, then repeats the process. Just to show that she is 'mobile' and doing her duty. The Secretary I think is fine to sandbox in the Warden, although it would be a nice touch if she sat down on the chair and pretended to use the computer for a few hours at a time, ie like a real secretary.

 

I don't see much of what the nurse could do, unless she could actually go into the slave pens and 'inspect' the slaves every now and then. But I don't think there is an animation for that, or any form of first aid/heal animation for that matter.

 

I think it would also be useful if outside, there were 'mercenaries' or 'slavers' - maybe two at a time, that you could 'hire' for a certain amount of caps to come with you on slave runs. I think they should be quite expensive, but as default they should be armed with paralysing weapons (ie tranquilizer armed hunting rifles, cattle prods or those shotguns that paralyse people - I don't use those) and maybe just light armour so as to not be too powerful.

 

I'm glad you explained the door, and it's really nice to know you are still working on it - especially given the fact you've worked up a whole town of slavers, I think it's fascinating and adds a really nice touch. I especially like that you are a member on this board, because it makes talking to you a lot more accessible, especially given you probably already know all about this board's 'proclivities' lol.

 

Speaking of which, what about instead of a 'fade to black' scene when the warden comes, you hookup a sexout animation instead? Or a LoversLab version that supports sexout during that particular cutscene, and a 'vanilla' one for Nexus.

 

Excellent work, keep it up, and kudos!

 

 

Posted

This mod does not work with me, I know not how you run it with me but it does not work.

I tried with and without humantraffiking always the same result we do How to make it work?

 

If someone could answer it would be nice Thanks

 

Posted

This mod does not work with me' date=' I know not how you run it with me but it does not work.

I tried with and without humantraffiking always the same result we do How to make it work?

 

If someone could answer it would be nice Thanks

 

[/quote']

 

It's not a mod from here, you should ask the mod author for help.

 

However, we can remind you that you should be using FOMM. It has a package manager for installing things consistently, FNVEdit for checking your installation for errors, and checking for records which conflict with the mod you care about. It has some support for examining your save files and if they match your installation. (It has other tools also, that can help you make your own mods -- and sometimes just loading someone else's mod is like making your own mod because they left work undone.)

Posted

Already I'm using FOMM. Why you tell me that this is not the subject on the forum?

It's good that I speak this mod unless it's been changed.

If you talk about is that you have it and it works, why it does not work with me (I mean the quest)?

Posted

Already I'm using FOMM. Why you tell me that this is not the subject on the forum?

It's good that I speak this mod unless it's been changed.

If you talk about is that you have it and it works' date=' why it does not work with me (I mean the quest)?

[/quote']

 

Ok, if you are using FOMM did you use FNVEdit from its tools menu to check for mods that you have installed which conflict with this mod?

Posted

You find it or FNVEdit?

 

I do not understand your question.

 

If you are using FOMM, there is a menu which in english is labeled "Tools". If you use this menu, the second to last option is for FNVEdit. If you start FNVEdit from this menu, it will have active all of your installed mods and you can use this to check for some problems, like record conflicts.

 

When FNVEdit has finished loading all of your mods, you can right click on the mod list and select "Build Reference Info". This is the fourth option on that context menu. If you check every box and click ok and wait for it to finish, you can then use "Apply Filter" -- this is the third option on that context menu. It has many checkboxes. You should uncheck all of them except for "Conflict status inherited by parent" which is at the bottom of the options, in the middle -- this option will take time to complete. If you see red (or pink) on a mod, that means that that mod has contents which are being overridden by a different mod.

Posted

You find it or FNVEdit?

 

I do not understand your question.

 

If you are using FOMM' date=' there is a menu which in english is labeled "Tools". If you use this menu, the second to last option is for FNVEdit. If you start FNVEdit from this menu, it will have active all of your installed mods and you can use this to check for some problems, like record conflicts.

 

When FNVEdit has finished loading all of your mods, you can right click on the mod list and select "Build Reference Info". This is the fourth option on that context menu. If you check every box and click ok and wait for it to finish, you can then use "Apply Filter" -- this is the third option on that context menu. It has many checkboxes. You should uncheck all of them except for "Conflict status inherited by parent" which is at the bottom of the options, in the middle -- this option will take time to complete. If you see red (or pink) on a mod, that means that that mod has contents which are being overridden by a different mod.

[/quote']

 

FNVedit only shows up in tools if you installed it previously in your Fallout New Vegas game directory.

Posted

Lukaslunt, what is your actual problem with the mod? Can you play it, does the quest not load? Be more specific. Saying 'it doesn't work' doesn't tell us anything useful.

 

EDIT: Btw, where can I get FNVedit?

Posted

Lukaslunt' date=' what is your actual problem with the mod? Can you play it, does the quest not load? Be more specific. Saying 'it doesn't work' doesn't tell us anything useful.

 

EDIT: Btw, where can I get FNVedit?

[/quote']

 

FNVedit: http://newvegas.nexusmods.com/mods/34703

FNVedit manual: http://newvegas.nexusmods.com/mods/38413

 

Also there is a vdeo manual. I did not use it:

http://newvegas.nexusmods.com/mods/43195

 

Copy inside fallout directory (same as nse files) if you want the option to launch it from FOMM.

 

Posted

Lukaslunt' date=' what is your actual problem with the mod? Can you play it, does the quest not load? Be more specific. Saying 'it doesn't work' doesn't tell us anything useful.

 

EDIT: Btw, where can I get FNVedit?

[/quote']

 

FNVedit: http://newvegas.nexusmods.com/mods/34703

FNVedit manual: http://newvegas.nexusmods.com/mods/38413

 

Also there is a vdeo manual. I did not use it:

http://newvegas.nexusmods.com/mods/43195

 

Copy inside fallout directory (same as nse files) if you want the option to launch it from FOMM.

 

 

Thank you, I somehow lost track of that manual before reading it.

 

It looks like I left out a step in my description of how to apply the filter. (My advice was based on a message that pops up in FNVEdit, instead of on the manual. I have not yet had time to experiment with all of the suggestions in the manual.)

 

It also looks like the manual needs to be read with some care. I see a reference to a .esp file which does not exist in the copy of FNVEdit which I downloaded -- I think this file has been renamed to a .dat file which is described in the manual immediately previous to the .esp file -- in other words, I think the file got renamed and that the manual was edited inconsistently. However, it's also possible that something else is going on here (like maybe I need to download an earlier version and use the .esp -- but currently I doubt that).

Posted

I will say I have a question, with the new update requiring umpas dance animations, wont that now make this mod conflict with sexout? i was under the impression that sexout didnt work with some of the groovatrons and umpas animations

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