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[Idea] Wasteland Slaveshop


Choppytehbear

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Posted

Wasteland Slaveshop

 

With the upcoming "Wasteland Workshop" DLC, you will be able to capture creatures and raiders to fight in your fighting pit. But instead of capturing Raiders to fight for you, you could have an option of enslaving them instead. 

 

 

Acquisition of Slaves:

  • Syringers: obvious for capturing raiders. (Higher science skill = more powerful syringes?)
  • Syringer turrets: could be useful for defence against raiders. 
  • Capture robots: dispatched to collect attackers brought down with syringer
    • stripped down PA frame
    • can also be used for inter settlement transport
    • possible stealth boy add-on 
    • Chainbot
  • Intimidation: Can attach a slave collar or send a capture robot.
    • Usable Handcuffs
    • Collars
      • Not a big fan of the exploding collar idea - Institute and Enclave give us better options
      • mind control headsets (Modified Tinker Tom's headset, the Sack cloth hood with straps, Or some sort of mesh combination with the headset and the synth helmet might work)
      • shock collars
      • wearable dog collars (with some sort of 'slave' tag?)
  • Stun baton: can be used to stun enemies, perhaps passing an agility or charisma check to slide a slave collar on to the stunned enemy  (Maybe a legendary variation with less damage?) 

 

AI fixes and problems

 

Kill the enslaved actor and replace them with a clone with different AI.

Instead of trying to attach scripts to respawning actors, create a stable of actors that can be drawn from. Capture a raider, it goes into the chainbot, and is actually removed from the game - deleted. The chainbot then expels "Generic Raider-equivalent NPC #4" into the slave pen. Script to match gender.

 

 

 

Slave Pens:

  • fenced off areas, like cattle pens
  • cell blocks for difficult cases
  • A flat object (visible, so you can pick it up, move it, scrap it, etc) on the ground to keep the "herd" nearby.

Stations:

 

Comfort stations

  • raise settler morale

Training stations (possibly to change slaves from farming slaves to milk slaves or sex slaves)

  • one unit per trainee
  • one salve per unit
  • one captive trained at a time

Brainwash stations

  • improved training station
  • can condition into full settlers
  • maybe with bimbo and brainwipe settings

 

 

Types of Slaves:

  • Farming slave
  • Sex slave
  • Milk slave - (When a Milk mod is made)

 

 

 

Possible addons:

  • Shops for devious devices
  • "Display Racks"
  • ​Auction stages to earn caps

 

 

 

Any thoughts on this idea? If you have any ideas along these lines feel free to comment, and I will add them to the main post to help keep the whole thing in one view-able area. 

 

 

Contributors:

Modder102

DocClox

Content Consumer

Comrade DR. MAHUJ DIK

Grine

 

 

Please bear in mind I have no modding skills what so ever, so I don't know the feasibility of this.

Posted

Please yes! :D I would love something like this and perhaps it could fit in with the charisma abilities as well? It always bugged me when you had a high level charisma yet after the fight was over the raiders, soldiers and what not that had joined your side seemingly have no use ;_;!!!

 

With the Charisma ability whilst surrendered it would be rather easy to slip a slave collar on them, or even if your skill is high enough you could order them to head to your camp and await you there. Upon arrival, your settlers would make sure that she or he ended up in the slave pens,

Posted

Dont worry Son, you are not the only one which thought of such things first ;).

 

Upon reading the about the robot dlc the first thing which came into my mind was "oh yeah, build your own sex-o-bot" and about the workshop mod "Wow, thats almost like a build in slaving system. And i dont need to go out in the wilderness and be "defeated" by one of the animals when my little girl is in heat, now i can just catch dogs and other creatures and have some fun with them... awesome!"

Posted

Sure. We just need a CK and a working SexLab equivalent.

 

I suppose there's always the fade-to-black-and-text-box approach for the naughty bits. Still needs a CK though :)

Posted

Sure. We just need a CK and a working SexLab equivalent.

 

I suppose there's always the fade-to-black-and-text-box approach for the naughty bits. Still needs a CK though :)

 

I know. If some one decides to actually make this, fleshing it out before hand seems like a good idea.

Posted

I will be personally making the area for this and already know where I can build this human slave shop.

I mainly build cells and edit world cells (in detail) however I learned my lesson setting up factions, NPCs, dialogues or quests (not to mention scripts).

Sure I can do them now but honestly every minute of it kills me inside.

 

 

Posted

After Skyrim and SSG I don't want to get too deep into advance planning a mod like this, but I do have some ideas I've been kicking around.  Obviously a lot of this depends on what the announced DLC actually provide. That said, here's my notes so far.

  • syringers: obvious for capturing raiders, etc
  • syringer turrets: could be useful for defence against raiders. scripting could be tricky
  • capture robots: dispatched to collect attackers brought down with syringer
    • was thinking "chain beast"
    • stripped down PA frame might work better
    • can also be used for inter settlement transport
  • slave pens
    • fenced off areas, like cattle pens
    • cell blocks for difficult cases
  • comfort stations
    • raise settler morale :)
  • AI
    • modified to allow them to work on crops or scavenger stations
  • face change stations
    • bit of an ask
    • at least wash dirt off
  • training stations
    • one unit per trainee
    • one settler per unit
    • one captive trained at a time
    • fences
  • brainwash stations
    • improved training station
    • can condition into full settlers
    • maybe with bimbo and brainwipe settings
  • usable handcuffs
  • collars
    • Not a big fan of the exploding collar idea - Institute and Enclave give us better options
    • mind control headsets (as in F3 Enclave Deathclaws)
    • shock collars
    • wearable dog collars

I'm also keen on an Institute style synth printer that lets you design your own synthetic concubines, but that's a little off-topic.

Posted
  • syringers: obvious for capturing raiders, etc
  • syringer turrets: could be useful for defence against raiders. scripting could be tricky
  • capture robots: dispatched to collect attackers brought down with syringer

Something like a syringer disables an NPC (similar to the pacifism syringe) and throws a flag that says "this NPC is suitable for capture," and then your chain beast walks as quickly as possible to the closest one, each one in turn (probably requiring a cloak spell, I guess?)?

 

slave pens

How do we prevent slaves from being outside the pen on cell switch? Like, I teleport fast travel in to the cell, only to find my captures wandering outside their cages.

I'm sure that no matter how "advanced" this engine has become, it'll still be as much a problem as it has been in previous games.

 

comfort stations

  • raise settler morale  :)

Happy Harry's Happy Pills Dispensary! And you get it by activating that otherwise-useless food rack you can put on your walls.

Which reminds me - the automatic food dispenser, the one with the moldy food and the one piece of pristine cake? That's an excellent honey trap equivalent.

 

AI

  • modified to allow them to work on crops or scavenger stations

What modifications need to be done? If they're counted as settlers, they already can do this, right? The only thing that needs to be changed is the voiced response - instead of "Sure!" in a happy tone, something like "yes master" or "whatever you say" or "fuck you."

 

mind control headsets

Tinker Tom's headset already looks like something like this.

Posted

 

  • syringers: obvious for capturing raiders, etc
  • syringer turrets: could be useful for defence against raiders. scripting could be tricky
  • capture robots: dispatched to collect attackers brought down with syringer
Something like a syringer disables an NPC (similar to the pacifism syringe) and throws a flag that says "this NPC is suitable for capture," and then your chain beast walks as quickly as possible to the closest one, each one in turn (probably requiring a cloak spell, I guess?)?

 

 

The way I imagine it, there's a syringer turret built on top of a robot station. Turret only pops up if it detects a suitable target; once one is down, robot activates, moves as fast as possible to paralysed raider, "swallows" them and returns to the base station. Raiders still active could be a problem I suppose. Possibly use a delayed activate for the robot to give the raiders a chance to thin out.

 

No reason why they can't have a stealth field though (I mean everything else in the Commonwealth does). Maybe reserve that for characters with suitable perks.

 

 

slave pens

How do we prevent slaves from being outside the pen on cell switch? Like, I teleport fast travel in to the cell, only to find my captures wandering outside their cages.

I'm sure that no matter how "advanced" this engine has become, it'll still be as much a problem as it has been in previous games.

 

 

Dunno yet. I'm assuming we can make them work like brahmin pens where the cows do seem to remain inside the fence. We may need some markers in place, or maybe some AI or scripting to move them back if they spawn outside. I'd want to look at the brahmin scripting first.

 

 

comfort stations

  • raise settler morale  :)

 

Happy Harry's Happy Pills Dispensary! And you get it by activating that otherwise-useless food rack you can put on your walls.

Which reminds me - the automatic food dispenser, the one with the moldy food and the one piece of pristine cake? That's an excellent honey trap equivalent.

 

 

Well, that too I suppose. Although I was thinking of it in the sense of providing "comfort girls" :)

 

 

AI

  • modified to allow them to work on crops or scavenger stations

 

What modifications need to be done? If they're counted as settlers, they already can do this, right? The only thing that needs to be changed is the voiced response - instead of "Sure!" in a happy tone, something like "yes master" or "whatever you say" or "fuck you."

 

Mmm... probably.

 

In Skyrim you were always battling with the Bandit AI and the tendency of levelled actors to reset. With a bit of luck the Wasteland Whatsit DLC will provide overrides we can use. Otherwise we might need something like a quest per settlement with alias slots for enslaved raiders. Then we can attach packages and scripting to the aliases.

 

Or we might just be able to change factions or monkey with keywords. I want to wait until we have a CK before I start digging into F4 modding.

 

 

mind control headsets

Tinker Tom's headset already looks like something like this.

 

Good point, actually.

 

It's a pity there's not a pre-war hairdresser with a set of those over-the-head hairdryers that you used to see in the films. The potential for pervy brainwashing for those things was immense.

Guest Comrade DR. MAHUJ DIK
Posted

I have some ideas:

 

1) stun batoon can be used to enslave and punish rebel slaves.  Maybe an legendary variation with lesser damage but much higher stun chance (could be called "a master orders a slave obeys")

 

2)sleping gas grenades: for those annoying raider cluster groups that dont qualify as sentient beings. So you just punched a glowing deathclaw to death on an X-01 suit? Lets shoot you with pipe pistols :mellow:.

 

3)builders: maybe some builders slaves could reduce the material requirements  for building stuff. Once after I killed the BOS I wanted to make a monument and had to walk fro one side to another of the commonwealth looking for shipments of concrete and cooper! in the end it was worth it! I made a concrete penis with a vertibird on the top and sveveral BOS power armors pieces on the ground, also Ive put maxons skull in front of it and soldier statues pointing guns to his skull. It was called fall of the biggest dick :lol:.

 

4)interrogation: were at war on a nuclear wasteland there are no war regulation anymore! Why I cant "extract information" from captured enemies? the charisma stat could help on it.

       

           *BOS: how to build vertibirds and signal grenades (low chance). Gamma rounds, fusion core, laser guns ammo (forgot how theyre called) Fiber optics,nuclear materials and circuit caches. Special BOS bosses loactions.

 

            *railroad: how to make ballistic weaving (low chance). 10mm rounds,.44, .45 rounds, cloth and balistic fiber shipments. Railroad agents locations (also bosses).

 

             *institute: teleporter schematic (low chance). EMP grenades,Fiber optics,nuclear materials and circuit caches. Coursers locations (boss0.

 

              *minutemen: artillery schematics and smoke signal crafting. random ammo, concrete,food, purified water and cloth caches.

             

               *raiders: raider camps locations. caps,chems and ammo caches. raider bosses. slave market, slaves transport  and black market location (low chance).

 

                *supermutants: meat and random junk caches. behemoth locations.

Posted

Raiders still active could be a problem I suppose. Possibly use a delayed activate for the robot to give the raiders a chance to thin out.

 

 

Hmm... would a raider really object to seeing a fellow raider get swallowed by an enslavement robot?

Given the nature of raiders (as presented in such locations as the Combat Zone, for example), they probably wouldn't care all that much. I mean, if the whole purpose of attacking a settlement is to raid it, stealing food and supplies, possibly slaves as well, why not enslave your former buddy? He was dumb enough to get caught, after all.

And even if he would care, why not just let it happen anyway, and free his brother/sister from the robot later? I mean, if a group  of eight raiders is insanely optimistic enough to go up against a dozen missile turrets and hope to win, if one goes down, well, we've still got seven more, right? The stupidity of the AI gives a grand excuse here, when there's one lone guy left and a dozen of his comrades have been killed in a vanilla attack and he still keeps coming, he's either overconfident or thick as a bag of bricks.

My thinking is, raiders might not care that much about it one way or another, so the robot can just be given a "friendly to everyone" faction and the raiders will (should, anyway) ignore it.

 

 

 

Dunno yet. I'm assuming we can make them work like brahmin pens where the cows do seem to remain inside the fence. We may need some markers in place, or maybe some AI or scripting to move them back if they spawn outside. I'd want to look at the brahmin scripting first.

 

I completely forgot about that. Yeah, that should work nicely. A flat object (visible, so you can pick it up, move it, scrap it, etc) on the ground to keep the "herd" nearby.

 

 

 

Mmm... probably.

 

In Skyrim you were always battling with the Bandit AI and the tendency of levelled actors to reset. With a bit of luck the Wasteland Whatsit DLC will provide overrides we can use. Otherwise we might need something like a quest per settlement with alias slots for enslaved raiders. Then we can attach packages and scripting to the aliases.

 

Or we might just be able to change factions or monkey with keywords. I want to wait until we have a CK before I start digging into F4 modding.

 

 

How often do you look at your settlers, though? I mean, mostly they're all interchangeable. You may notice if a ghoul changes to a human or vice versa, and if you've put outfits on them you'll certainly notice the difference, but... they're not unique, so you don't spend much time examining them. Same goes for raiders.

So if a captured bandit slave changes their appearance, will it be noticed? And if so, is that a problem?

What I'm getting at is, instead of trying to attach scripts to respawning actors, why not just create a stable of actors that can be drawn from, similar to how the vanilla game does it? Capture a raider, it goes into the chainbot, and is actually removed from the game - deleted. The chainbot then expels "Generic Raider-equivalent NPC #4" into the slave pen. Script to match gender.

Duplicating the looks of the vanilla raiders for the stable will help minimize any noticeable differences. So the player doesn't notice any armor or equipment changes, the chainbot can "strip" the raider of gear (the virtual stable starts out with no outfit), and place a random-ish amount of scrap materials in a bin, like it destroys the gear instead of taking it off.

That way, the respawning actor is never used, and instead a non-respawning "slave raider" actor is used instead.

I dunno how easy this is to do, or even if it's feasible. Just tossing out ideas.

 

EDIT: Actually, it might even be possible to script to match appearance too. Baby Shawn grows up to look like a combination of his parents, right? Is this just skin and eye color, or does it do face morphs too? I think Fallout 3 only did skin color, but if F4 does facial structure, it might be possible to do this for every raider.

 

EDIT: Re Mind Control headsets, the sack cloth hood with straps looks pretty good too. Or some sort of mesh combination with the headset and the synth helmet might work, or those medical goggles, or... I dunno.

Posted

1) stun batoon can be used to enslave and punish rebel slaves.  Maybe an legendary variation with lesser damage but much higher stun chance (could be called "a master orders a slave obeys")

How could I have forgotten the stun batons? Good point!

 

My thinking is, raiders might not care that much about it one way or another, so the robot can just be given a "friendly to everyone" faction and the raiders will (should, anyway) ignore it.

 

 

Could do. It might be possible to give targets priorities. I know turrets and generators are preferred targets, so we might be able to do that for the robot. That way they draw some fire (raider mad on psycho or just wants to break stuff) but most of them will ignore the bot.

 

So if a captured bandit slave changes their appearance, will it be noticed? And if so, is that a problem?

Well.. in Skyrim a pacified, naked slavegirl would reset to fully armed, bearded and hostile bandit male. Particularly jarring when it happened on fast travel and you arrived to a self made ambush.

 

What I'm getting at is, instead of trying to attach scripts to respawning actors, why not just create a stable of actors that can be drawn from, similar to how the vanilla game does it? Capture a raider, it goes into the chainbot, and is actually removed from the game - deleted. The chainbot then expels "Generic Raider-equivalent NPC #4" into the slave pen. Script to match gender.

Oh yeah. That should work. Combine that with a face change machine and you can pick what they look like as well. That is (I think) How FNNCQ works in F3 and Paradise Halls in Skyrim. They both kill the enslaved actor and replace them with a clone with different AI. It must be possible to do something similar here.

 

EDIT: Re Mind Control headsets, the sack cloth hood with straps looks pretty good too. Or some sort of mesh combination with the headset and the synth helmet might work, or those medical goggles, or... I dunno.

Yeah, a lot of that raider gear wouldn't take too much tweaking to adapt it to our purposes here :)

Posted

So do you guys have any requests on how the place should look?

 

My original plans included 2 sections.

First part is Vault area were the slaves are trained (quest or activity ideas?). This place is where the player would end up if they get captured. (all in one cell)

 

 

The second part is on the surface. So I was to have some Auction stages like this: http://thumbs.hentai-foundry.com/thumb.php?pid=222513&shadow=0&size=728

 

And besides a slave pen close by I was going to put some shops for devious devices, food and supplies and etc.

 

Is there anything you guys want me to add?

Posted

So do you guys have any requests on how the place should look?

 

My original plans included 2 sections.

First part is Vault area were the slaves are trained (quest or activity ideas?). This place is where the player would end up if they get captured. (all in one cell)

 

 

The second part is on the surface. So I was to have some Auction stages like this: http://thumbs.hentai-foundry.com/thumb.php?pid=222513&shadow=0&size=728

 

And besides a slave pen close by I was going to put some shops for devious devices, food and supplies and etc.

 

Is there anything you guys want me to add?

 

 

Hmm... I see I'm drifting off topic due to my preoccupation with settlement additions. That said ...

 

There's an argument for giving your vault area a molecular relay. Say it's stolen Institute tech or a group that was trying to reverse engineer the teleport system.

 

That way you can set up a settlement as a slaver compound, much the same way you can claim one as a RR safehouse. Then most of the above ground facilities you can build yourself and set the traders up as level 4 traders to find and recruit. It also has the advantage that you don't need to find a site for the facility, given how crowded the map is in most places. (You could also site it in the glowing sea and use radiation and radscorpions to discourage the escape of naked slavegirls I suppose... :)

Posted

I want to recruit Dr. Virgil and have him manufacture super mutants for me. I will supply the human subjects and go back to his lab to steal the FEV.

 

And please consider some kind of breeding farm. I want to breed slaves to sell or conquer the Commonwealth with them.

Posted

 

So do you guys have any requests on how the place should look?

 

My original plans included 2 sections.

First part is Vault area were the slaves are trained (quest or activity ideas?). This place is where the player would end up if they get captured. (all in one cell)

 

 

The second part is on the surface. So I was to have some Auction stages like this: http://thumbs.hentai-foundry.com/thumb.php?pid=222513&shadow=0&size=728

 

And besides a slave pen close by I was going to put some shops for devious devices, food and supplies and etc.

 

Is there anything you guys want me to add?

 

Hmm... I see I'm drifting off topic due to my preoccupation with settlement additions. That said ...

 

There's an argument for giving your vault area a molecular relay. Say it's stolen Institute tech or a group that was trying to reverse engineer the teleport system.

 

That way you can set up a settlement as a slaver compound, much the same way you can claim one as a RR safehouse. Then most of the above ground facilities you can build yourself and set the traders up as level 4 traders to find and recruit. It also has the advantage that you don't need to find a site for the facility, given how crowded the map is in most places. (You could also site it in the glowing sea and use radiation and radscorpions to discourage the escape of naked slavegirls I suppose... :)

No its fine really. Once the CK is available I can begin working wgile most of the wip ideas here need additional stuff.

Anyway for the Vault I have some ideas but regarding the surface area. Is it better for the actions, shops and other brothels and stores to be in the WORLD Cell or should I make it a seperate interior Cell?

Posted

Anyway for the Vault I have some ideas but regarding the surface area. Is it better for the actions, shops and other brothels and stores to be in the WORLD Cell or should I make it a seperate interior Cell?

I'd probably go for a separate space. The Commonwealth is pretty densely placed and even where there are no map markers, there's still a lot of stuff. And there'll be competition among modders for suitable locations. If you have your little world you can do what you like without worry.

Posted

I guess I can create something like Good Neighbor which looks like its outside but its not... But that would mean creating a seperate world space and I have never made nav meshes for that... Then again it could be in a cave but that is not at all what I was going for...

Ah fuck it I will just make it on the world map. I doubt it would conflict with anything because it seems pretty empty patch of land woth nothing important in the serrounding despite being in the middle of the world map.

Dream location really...

Posted

I cannot believe the reception this has gotten. I glad to see that there are actual modders interested in this. :)

 

Please let me know if I should change anything in the main area to make it loom better or cleaner. Thanks everyone!

Posted

To be honest I have been thinking about this for quite a while. So my idea was to set up a location that will act as a defacto location for all slave related stuff.

So in the vault the player along with some other NPCs get trained. If you have some fun things that the player can do in this vault then I am all ears.

 

As for the surface I was thinking of a brothel, devious devices and perhaps some brothel items shop so you can set up your own brothel in your settlement.

I was also thinking of adding a spot where there are bounties for special named NpCs either raiders or civilians in the commonwealth. Perhaps player can caturr slaves and give them (custom bault suit and special dialogues maybe?) to the Vault for training or just for sale.

Posted

So many ideas...so many great ideas. But still need CK. So...we waiting until April.

April is when they've promised mods will be available on the consoles. That may or may not include a release for the CK.

 

But yeah, I don't want to get over-invested in any projects before we have the toolset.

Posted

 

So many ideas...so many great ideas. But still need CK. So...we waiting until April.

April is when they've promised mods will be available on the consoles. That may or may not include a release for the CK.

 

But yeah, I don't want to get over-invested in any projects before we have the toolset.

 

Hm. I read from other sources that he said something about April. CK for Xbox after a month, then another month for PS4. Poor Todd Hovard - he actually didnt know what or when he must do.

Posted

 

So many ideas...so many great ideas. But still need CK. So...we waiting until April.

April is when they've promised mods will be available on the consoles. That may or may not include a release for the CK.

 

But yeah, I don't want to get over-invested in any projects before we have the toolset.

 

 

April.... are they planning to go April Fools on us?

Posted

 

 

So many ideas...so many great ideas. But still need CK. So...we waiting until April.

April is when they've promised mods will be available on the consoles. That may or may not include a release for the CK.

 

But yeah, I don't want to get over-invested in any projects before we have the toolset.

 

 

April.... are they planning to go April Fools on us?

 

I wouldn't put it past them.

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