ag12 Posted May 9, 2016 Author Share Posted May 9, 2016 1. will the slaves accidentally teleported outside a locked room? (pack brahmin scenario) 2. I don't understand the use of syringe, If you want to be as immersive as possible, in the future update, why not just intimidate perk and use collar to subdue? fantastic job btw. How is that more immersive than shooting someone with a sedative and then putting a collar on him? Doesn't make sense to me. I will include something with the intimidation perk in addition to the normal syringe / shock baton enslavement, if you like that... Thanks for the praise. yay and nay. yay- i found the problem, this mod wont work with 1.5, nay- my game crashes after while loading if i am using 1.4 You should probably reinstall your game. This mod is compatible with all F4 versions from 1.0.0 to the most recent. Link to comment
Meheksas Posted May 9, 2016 Share Posted May 9, 2016 If you did everything right, you'll get a message on loading the game that tells you that you did everything right. Shoot someone with either Lock Joint or Pax and then hit R on them. Rest is self-explanatory for now (since it lacks depth). yup did that, but after pressing R nothing happens. Link to comment
ag12 Posted May 9, 2016 Author Share Posted May 9, 2016 If you did everything right, you'll get a message on loading the game that tells you that you did everything right. Shoot someone with either Lock Joint or Pax and then hit R on them. Rest is self-explanatory for now (since it lacks depth). yup did that, but after pressing R nothing happens. I know for a fact that it works and multiple people have reported that it works - so it's something with your setup and I can't really tell what it is. If you want, you can dump your Papyrus log in here and I'll take a look. Without logs, I can't do anything. Link to comment
bh02930 Posted May 9, 2016 Share Posted May 9, 2016 One question. How do you free or "un-capture" a slave if possible. Because, I made jail sells to lock my captives in, and I only really need the collar to transport them to their lock-up from where I capture them. I put enemy factions on trial and either behead or use a firing squad, although I sometimes let them fight for their lives in my arena. lol. Thanks, for such a great mod. Its like the Fallout 3 emancipation mission all over again, lol. Link to comment
Meheksas Posted May 9, 2016 Share Posted May 9, 2016 http://pastebin.com/cZ6GHrqB http://imgur.com/a/0toVa i start my game via f4se_loader.check post #77 Link to comment
ag12 Posted May 9, 2016 Author Share Posted May 9, 2016 One question. How do you free or "un-capture" a slave if possible. Because, I made jail sells to lock my captives in, and I only really need the collar to transport them to their lock-up from where I capture them. I put enemy factions on trial and either behead or use a firing squad, although I sometimes let them fight for their lives in my arena. lol. Thanks, for such a great mod. Its like the Fallout 3 emancipation mission all over again, lol. At the moment the only way to free a slave is by freeing him from all the pain of this world - if you know what I mean. Thanks for the praise, glad you like it. http://pastebin.com/cZ6GHrqB http://imgur.com/a/0toVa i start my game via f4se_loader. check post #77 Thanks for the log - it's due to the reduction to 1 slave slot in 0.3! I don't think those errors will still be present in 0.4. Link to comment
ag12 Posted May 9, 2016 Author Share Posted May 9, 2016 Evening, sorry for the delay on the next version. I'm having some trouble with a keyword check, doesn't seem to recognize keywords that were added by a weapon mod if using .HasKeyword on the weapon. Thus, there is a little hold-up with the shock baton and the pain addition that should happen if you hit a slave with it. Link to comment
Meheksas Posted May 10, 2016 Share Posted May 10, 2016 whats wrong? game crashes if i try to equip a collar to slave http://pastebin.com/tw9tXAd6 Link to comment
ag12 Posted May 10, 2016 Author Share Posted May 10, 2016 Did you use a clean save for the new version? Looks to me like you didn't. Link to comment
yggrtheterrible Posted May 10, 2016 Share Posted May 10, 2016 just tried this out, ctd when trying to equip slave collar on captured npc. current version, no other versions have been installed. Link to comment
yggrtheterrible Posted May 10, 2016 Share Posted May 10, 2016 I have some suggestions as well if you don't mind: adding the workshopnpc script to captured slaves upon capture, so that you can force them to work in your settlements. adding a slave trader npc so that we can sell captured slaves. adding other humanoid races to it so we can capture ghouls, supermutants and etc. great mod, quite liking it! Link to comment
ag12 Posted May 10, 2016 Author Share Posted May 10, 2016 just tried this out, ctd when trying to equip slave collar on captured npc. current version, no other versions have been installed. Strange. I'm not getting any issues or errors when using the mod. I'll go over the scripts and effects again. I have some suggestions as well if you don't mind: adding the workshopnpc script to captured slaves upon capture, so that you can force them to work in your settlements. adding a slave trader npc so that we can sell captured slaves. adding other humanoid races to it so we can capture ghouls, supermutants and etc. great mod, quite liking it! That's all obvious stuff - I'm no magician, I can't do everything at once. Thanks for praise and suggestions, it will all be implemented in due time. Link to comment
dr4cos Posted May 10, 2016 Share Posted May 10, 2016 Just wanted to say thank you AG12 you off work here. Liked the Skyrim version very much. Looking forward to this here. Link to comment
android1966 Posted May 10, 2016 Share Posted May 10, 2016 V 0.4 worked fine for me. I liked the interaction layout much better. I did find out that you need to watch which NPC's you capture. If they are part of a group you have a mission to defeat then the mission might not complete. Captured a raider during a defend the settlement mission and though the settlers went back to work and the attack had finished the mission was not completed until I blew the enslaved raiders head up. Link to comment
Grine Posted May 10, 2016 Share Posted May 10, 2016 I had a question regarding the cow caravans and the trade system accross the other settlments? Can you use that for anything? I was thinking of slave caravans and the potential of raiding them and putting a bounty on your head from the slavers faction. I know its out there but it seems like a cool idea. Link to comment
ag12 Posted May 10, 2016 Author Share Posted May 10, 2016 V 0.4 worked fine for me. I liked the interaction layout much better. I did find out that you need to watch which NPC's you capture. If they are part of a group you have a mission to defeat then the mission might not complete. Captured a raider during a defend the settlement mission and though the settlers went back to work and the attack had finished the mission was not completed until I blew the enslaved raiders head up. Good to hear that it works for you! Yeah, some people want their enemies dead instead of enslaved! At some later point I'll try to find a work-around - for now that's just how it is. Nothing I can do, but hey, there's plenty of people out there that you can enslave freely without interrupting any quests. As you said, just got to choose targets carefully. I had a question regarding the cow caravans and the trade system accross the other settlments? Can you use that for anything? I was thinking of slave caravans and the potential of raiding them and putting a bounty on your head from the slavers faction. I know its out there but it seems like a cool idea. Seems like cool ideas - I won't do any "anti-slavery" storyline or the like, though. I'll try to keep this as much a framework as possible. I may or may not implement trade caravans into the framework itself, I will not do any bounties or quests. Link to comment
gamer7777 Posted May 10, 2016 Share Posted May 10, 2016 Mod causes my game to freeze when I go to capture, I have a crafted collar in my inventory when I go to capture and as soon as I click capture it freezes. I do have both of the DLC. Link to comment
ag12 Posted May 10, 2016 Author Share Posted May 10, 2016 As always, please attach your Papyrus log of the crash. How am I supposed to do anything without logs, I can't read your PC. Cheers. Link to comment
Grine Posted May 11, 2016 Share Posted May 11, 2016 Well what I meant was you just have these traders going from settlment to settlment. Buy and sell. Thats it. Others could link your existing framework to quests and etc... I was just thinking outloud really. Do whatever is in the scope of your mod. Link to comment
Sickotik Mods Posted May 11, 2016 Share Posted May 11, 2016 Once Fallout 4 Defeat and SexLab are released, or whichever relevant mod replaces them, mixed with this mod will make for some EPIC adventures. Link to comment
Grine Posted May 11, 2016 Share Posted May 11, 2016 Once Fallout 4 Defeat and SexLab are released, or whichever relevant mod replaces them, mixed with this mod will make for some EPIC adventures. This only works on NPCs though remember that. The Player slavery system is a different beast all together. Link to comment
gamer7777 Posted May 11, 2016 Share Posted May 11, 2016 Sorry forgot to add it, I guess it would make it easier to troubleshoot. Went back a few more saves and got it to work. Thank you for the quick reply and the mod. Link to comment
asdfcowboy Posted May 11, 2016 Share Posted May 11, 2016 cant wait until there are some nice placeables for my hideout, i mean theres cages already but more of that would be nice. Link to comment
ag12 Posted May 11, 2016 Author Share Posted May 11, 2016 Well what I meant was you just have these traders going from settlment to settlment. Buy and sell. Thats it. Others could link your existing framework to quests and etc... I was just thinking outloud really. Do whatever is in the scope of your mod. No worries, Grine, your feedback and thoughts are always appreciated. Once Fallout 4 Defeat and SexLab are released, or whichever relevant mod replaces them, mixed with this mod will make for some EPIC adventures. Once Fallout 4 Defeat and SexLab are released, or whichever relevant mod replaces them, mixed with this mod will make for some EPIC adventures. This only works on NPCs though remember that. The Player slavery system is a different beast all together. What Grine said. So while the Defeat subdue NPC function may very well get a link to F4SS - most of the features won't have an impact since they aim at Player slavery and not NPC slavery. SexTec, however, will greatly increase the functionality of this mod. Oh, the possibilities... Sorry forgot to add it, I guess it would make it easier to troubleshoot. Went back a few more saves and got it to work. Thank you for the quick reply and the mod. Yeah, the logs are basically your game's way of telling me what's wrong. You're welcome and I'm glad you got it to work. Link to comment
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