FreakinWasted Posted January 27, 2017 Posted January 27, 2017 Hi there, I wonder if anyone can help me out with this. Â Well, the thing is I'm having a problem with the slavery system mod, I've downloaded it and installed it and also the CRP. I've activated them both on the NMM, but I may missed on something, because I can't craft anything on the chemistry station, the new items don't show up anywhere to be crafted, but whenever I stunn an NPC he gets frozen and falls to the floor just like the mod does, then I have the option of capture, but since I don't have the collars I can't do anything else. Any ideas? Â
lanperso Posted January 28, 2017 Posted January 28, 2017 Hi First of all, thanks for this great mod. Â I used to experience the freezes people talk about but since the mod was updated from 0.6 to 0.7b, it's been working fine. Â There's something that bothers me though. My settlers always attack the slaves --who don't react. I tried to work this around, using console commands; but I don't know enough to make sure I use the right commands. Is this a matter of factions? If so, would anyone know which commands I should use so the settlers stop attacking them? Thanks
Thatguyuknow12 Posted January 31, 2017 Posted January 31, 2017 so i looked around but did not find any thing is there a patch so this mod works with settlement keywords expanded Â
ag12 Posted January 31, 2017 Author Posted January 31, 2017 Just dropping by to state that I'm super busy and that's why there has been a distinct lack in support for the mod. Sorry about that, people.
nightsyde Posted February 2, 2017 Posted February 2, 2017 Â Hi there, I wonder if anyone can help me out with this. Â Well, the thing is I'm having a problem with the slavery system mod, I've downloaded it and installed it and also the CRP. I've activated them both on the NMM, but I may missed on something, because I can't craft anything on the chemistry station, the new items don't show up anywhere to be crafted, but whenever I stunn an NPC he gets frozen and falls to the floor just like the mod does, then I have the option of capture, but since I don't have the collars I can't do anything else. Any ideas? Â Â the chemistry station allows you to build the Pax syringer ammo. the latest update adds a new crafting station- Restraints Station. that is where you build the collars and cuffs.
Wicken Posted February 4, 2017 Posted February 4, 2017 Hi First of all, thanks for this great mod.  I used to experience the freezes people talk about but since the mod was updated from 0.6 to 0.7b, it's been working fine.  There's something that bothers me though. My settlers always attack the slaves --who don't react. I tried to work this around, using console commands; but I don't know enough to make sure I use the right commands. Is this a matter of factions? If so, would anyone know which commands I should use so the settlers stop attacking them? Thanks  It may be faction related. If you're capturing scavvers and gunners who are hostile to settlers anyways. I had this same problem with a couple but I didn't really take notice of the circumstances. You can change your NPC's factions using the console like this; prid (to get RefID) <target ID>.Removefromallfactions <target ID>.addtofaction 1c21c (player faction) <target ID>.addtofaction 68043 (Minutemen) <target ID>.addtofaction 994f6 (R/R) <target ID>.addtofaction 1d289 (non-hostile) etc... check fallout.wikia.com for a list of factions and console commands. Hope this helps.
ag12 Posted February 6, 2017 Author Posted February 6, 2017 Changelog for Version 0.8:  Dependency: All DLCs Dependency: TortureDevices 1.5+  Added: Restraint Struggle systems Added: Misbehavior Action system Added: Animation control system Added: VirtualInventory system to counter CTD on .RemoveAllItems() / .SetOutfit(None) (attempt) Added: Support for Shock module from CRP Added: 'Undress' command to retrieve slot 33 gear Added: Auction Pole to build in settlements to sell slaves at  Changed: .captureNPC() function altered to counter CTD (VirtualInventory) Changed: Improved faction relationships - pending feedback. Changed: Integrated F4SS workshop items into CRP categories Changed: General script performance improvements   ETA: Done and uploaded.  A clean save is necessary, as with all updates to F4:SS! Backwards compatibility is not a priority at this early stage in development, thus clean saves are unavoidable. There are traces in the logs, so if you report errors to me and send me your logs, I will see if you disregarded this warning and then I'll sell you to the highest bidder.
ag12 Posted February 6, 2017 Author Posted February 6, 2017 Here is the longer explanation for the new update, since some things changed slightly and new features were added. Â Firstly, the escape engine is back in place, so if you're not careful, your slaves might run away. However, with the implementation of storage possibilites from the previous update as well as the now implemented shock modules on collars from CRP, you should be fine. While the collars with shock modules are obviously quite expensive, they do pay out. They will zap the slave if resistance rises too high. Worked quite nicely for me, so nicely in fact, that I think I will at some point add battery usage to the collar, in order for it to not be over-powered. Â In addition to the escape engine, which includes slaves trying to break free of any restraints you put on them, a system to define misbehavior actions has been put in place. Slaves will, provided they aren't obedient, pick up bobby pins in their vicinity to expedite the process of breaking free. Basically, the slave builds up Action Points and uses those to do certain actions that raise misbehavior - which you can punish the slave for (or should, really). Right now the only two actions are picking up bobby pins and attempting to run away. In the future I plan on adding a variety of different actions, including chem abuse, pick-pocket and whatever else comes to mind. Chopping people's heads off, maybe. Â Furthermore, you can now build Auction Posts in your settlements to sell slaves. To do that, first select a slave Slave Menu -> Details -> [select] then activate the auction post. It's going to tell you how many caps you'd get for the slave and if you want to sell. If you click yes, the slave will be removed from your authority and tied to the post. You can have three slaves up for sale at each post. Later on, I will implement proper slave caravans that come to pick your slaves up, however that is purely a cosmetic feature hence very far at the bottom of my list. It takes 24 hours for the slaves at the post to disappear and your money to be deposited. To retrieve your money, simply activate the post after the slave has disappeared. Fun fact: the slaves get stored in a secret location for further usage - for example it would be easy now to set up a slave market that gets populated with slaves from a generic list + the ones the PC sold. Â The last big thing is the implementation of TortureDevices 1.5 - if you equip Handcuffs on your slaves, they will now play the appropriate animation. Also, if your slave does not have tied hands but is not resisting at all (completely obedient), the slave will assume slave position. Later that will be only possible after training the slave, however, since the training system isn't written yet, I figured I'd just do it this way for now. Special thanks to Vader666 for his work on TortureDevices. Â Also there have been some attempts to fix reported bugs, including another go at the often reported CTD on enslave bug. As always, enjoy this mod with a clean save and report any and all issues you experience with it.
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Hmm, no luck: I still CTD on enslaving with the new version (tried on a clean save, then just to be sure, a new game). Â It's an odd situation to cause a CTD imo, but since Bethesda still won't give us a proper error log all I can do is *guess* and feed you some info on my setup that *COULD* plausibly be causing some kind of conflict: Â - I am running a targeting HUD pretty much at all times, including the additional edits made by Customizable Targeting HUD. - I run several different mods that edit various HUD elements (some that edit/add content menu options), including DEF_UI, Third Activate Key is T not Space, and QuickTrade. - I'm pretty sure I have some other active cloak spells on me from other mods, too. - I run two major companion mods: Unlimited Companion Framework and Beast Master - Creature Companion Overhaul. Â Some additional notes: - The crash seems to occur right after I click the "enslave" contextual option on a person shot by a Pax Syringe, but only after all their clothes are removed and the new context menu options show up (could it be a conflict in the armor slot management system perhaps?). - I have no plugin conflicts with this mod (checked via TES5Edit). - I always make sure that there are no mod conflicts before I use a plugin, and make my own manual patches if they're needed. I honestly don't really ever CTD in Fallout 4, and I use very few scripted mods.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Hmm, no luck: I still CTD on enslaving with the new version (tried on a clean save, then just to be sure, a new game). Â It's an odd situation to cause a CTD imo, but since Bethesda still won't give us a proper error log all I can do is *guess* and feed you some info on my setup that *COULD* plausibly be causing some kind of conflict: Â - I am running a targeting HUD pretty much at all times, including the additional edits made by Customizable Targeting HUD. - I run several different mods that edit various HUD elements (some that edit/add content menu options), including DEF_UI, Third Activate Key is T not Space, and QuickTrade. - I'm pretty sure I have some other active cloak spells on me from other mods, too. - I run two major companion mods: Unlimited Companion Framework and Beast Master - Creature Companion Overhaul. Â Some additional notes: - The crash seems to occur right after I click the "enslave" contextual option on a person shot by a Pax Syringe, but only after all their clothes are removed and the new context menu options show up (could it be a conflict in the armor slot management system perhaps?). - I have no plugin conflicts with this mod (checked via TES5Edit). - I always make sure that there are no mod conflicts before I use a plugin, and make my own manual patches if they're needed. I honestly don't really ever CTD in Fallout 4, and I use very few scripted mods. Â Bollocks. I just don't seem to be able to get to the bottom of this friggin' CTD. Can you attach your Papyrus log and tell me exactly which actor it was that you tried to capture? Also, can you try to enslave a Settler and report the result?
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Â Hmm, no luck: I still CTD on enslaving with the new version (tried on a clean save, then just to be sure, a new game). Â It's an odd situation to cause a CTD imo, but since Bethesda still won't give us a proper error log all I can do is *guess* and feed you some info on my setup that *COULD* plausibly be causing some kind of conflict: Â Â - I am running a targeting HUD pretty much at all times, including the additional edits made by Customizable Targeting HUD. - I run several different mods that edit various HUD elements (some that edit/add content menu options), including DEF_UI, Third Activate Key is T not Space, and QuickTrade. - I'm pretty sure I have some other active cloak spells on me from other mods, too. - I run two major companion mods: Unlimited Companion Framework and Beast Master - Creature Companion Overhaul. Â Some additional notes: - The crash seems to occur right after I click the "enslave" contextual option on a person shot by a Pax Syringe, but only after all their clothes are removed and the new context menu options show up (could it be a conflict in the armor slot management system perhaps?). - I have no plugin conflicts with this mod (checked via TES5Edit). - I always make sure that there are no mod conflicts before I use a plugin, and make my own manual patches if they're needed. I honestly don't really ever CTD in Fallout 4, and I use very few scripted mods. Â Â Bollocks. I just don't seem to be able to get to the bottom of this friggin' CTD. Can you attach your Papyrus log and tell me exactly which actor it was that you tried to capture? Also, can you try to enslave a Settler and report the result? Â Yeah, I can do that, but Papyrus Logs are not any good for CTD troubleshooting and that probably won't tell you anything. Â It DOES occur to me that I tried it this time on a mod-added NPC, though (a generic non-quest related Children of Atom member added by the mod Tales from the Commonwealth), so I will try a normal unmodified settler (and I'll include the log, too).
izzyknows Posted February 7, 2017 Posted February 7, 2017 Well... I'm also still getting CTD. I tried capturing a settler and same result as with raiders. As soon as they're naked, hard freeze. I wish it would CTD, then I wouldn't have to reboot. Anyway...Papyrus log is attached. (log from trying to capture a settler)  Papyrus.0.log
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Well... I'm also still getting CTD. I tried capturing a settler and same result as with raiders. As soon as they're naked, hard freeze. I wish it would CTD, then I wouldn't have to reboot. Anyway... Papyrus log is attached. (log from trying to capture a settler)   Thanks for the log. It seems to be the same issue as before. In 15 minutes, I'll upload a patch to go AWOL with the log traces (I'm adding a trace after each single line of code) as well as reactivating the remaining 7 slave slots  (silly me, making the same lazy mistake on each release).  I'd be super nice if you could try again after said patch and post me the log - I'm going insane over this bug. *gets out the bug-tracing broadsider*
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8a  Added: log traces. A lot of log traces. Changed: re-enabled to remaining 7 slave slots... duh.  This patch is mainly intended to get a better understanding of the still present CTD bug on capture. I can, for the love of it, not grasp what is happening - I'm again unable to reproduce the bug on my machine and thus this patch includes a lot of log traces - if you are having said issue, please test it again and send me your Papyrus log. It's the only way I may be able to figure out what exactly causes it.
izzyknows Posted February 7, 2017 Posted February 7, 2017  Well... I'm also still getting CTD. I tried capturing a settler and same result as with raiders. As soon as they're naked, hard freeze. I wish it would CTD, then I wouldn't have to reboot. Anyway... Papyrus log is attached. (log from trying to capture a settler)   Thanks for the log. It seems to be the same issue as before. In 15 minutes, I'll upload a patch to go AWOL with the log traces (I'm adding a trace after each single line of code) as well as reactivating the remaining 7 slave slots  (silly me, making the same lazy mistake on each release).  I'd be super nice if you could try again after said patch and post me the log - I'm going insane over this bug. *gets out the bug-tracing broadsider*   Doing now... Â
izzyknows Posted February 7, 2017 Posted February 7, 2017 Well that kinda sucks. I did exactly the same thing as last time, with the same settler, and it worked perfectly. Except for the entire settlement shooting the crap out of me. Â I'll play around some more and see if I can get it to crash. Successful capture log attached. (just in case!?) Papyrus.0.log
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Well that kinda sucks. I did exactly the same thing as last time, with the same settler, and it worked perfectly. Except for the entire settlement shooting the crap out of me. Â I'll play around some more and see if I can get it to crash. Successful capture log attached. (just in case!?) Â This is why that CTD bug is doing my nut. Thanks for the feedback.
izzyknows Posted February 7, 2017 Posted February 7, 2017 Got it to freeze. Tried to capture a raider close to Hardware Town, not the one that tries to lure you in. Would have loved a screenshot. Syringe was still sticking in her boob. lol! Â Fingers crossed this shows the inviso bug. Papyrus.0.log
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Heh, guess izzyknows beat me to it. Â I was gonna upload my log n shit (still crashed on normal settler), but I'll wait till I try it again with your super-debug version.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8b: Â Added: yet more log traces. Changed: pacified OpenSlaveInventory() in attempt to fix CTD. Â So, using Izzyknows log, I've traced the issue down to the moment where the actual inventory of the slave gets opened. I've pacified the function a bit, implemented some utility.wait()'s and made it use SetPlayerTeammate() again. I tried enslaving both settlers and raiders without problems. If anyone who had the bug could try again and send me the Papyrus log if it still happens, that'd be nice.
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Changelog for Version 0.8b: Â Added: yet more log traces. Changed: pacified OpenSlaveInventory() in attempt to fix CTD. Â So, using Izzyknows log, I've traced the issue down to the moment where the actual inventory of the slave gets opened. I've pacified the function a bit, implemented some utility.wait()'s and made it use SetPlayerTeammate() again. I tried enslaving both settlers and raiders without problems. If anyone who had the bug could try again and send me the Papyrus log if it still happens, that'd be nice. I'm about to test again using v08b, so I'll let you know in a few mins. Â Oh right: I take it I'm correct in assuming that a "clean save" is not required for the last two debug patches (I'm nearly positive that the answer is "yes" but I feel the need to ask anyways lol). Â ----------------------------------- EDIT: *GASP* No crashes! HURAAAAY!
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Â Changelog for Version 0.8b: Â Added: yet more log traces. Changed: pacified OpenSlaveInventory() in attempt to fix CTD. Â So, using Izzyknows log, I've traced the issue down to the moment where the actual inventory of the slave gets opened. I've pacified the function a bit, implemented some utility.wait()'s and made it use SetPlayerTeammate() again. I tried enslaving both settlers and raiders without problems. If anyone who had the bug could try again and send me the Papyrus log if it still happens, that'd be nice. I'm about to test again using v08b, so I'll let you know in a few mins. Â Oh right: I take it I'm correct in assuming that a "clean save" is not required for the last two debug patches (I'm nearly positive that the answer is "yes" but I feel the need to ask anyways lol). Â ----------------------------------- EDIT: *GASP* No crashes! HURAAAAY! Â Go with a clean save! Some properties have been changed and depending on what you did on the save, they may already have been set - thus the patch wouldn't take effect! I know it's a bit tedious to go with clean saves all the time, but sadly that is necessary, especially when going about to find a bug like this. So, in order to keep things simple: until I give explicit go ahead that the mod is stable, always use a clean save with new updates. I'll check back here in half an hour or so, I have to run an errand. Â Edit: I just saw your edit on the way out. Sounds alright - however, I'm not going to light the fireworks until at least a couple more people have reported the issue to be resolved. And I wouldn't be too surprised if you came back in an hour and said that it started again. This bug is my nemesis, and I fear it's power...
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Go with a clean save! Some properties have been changed and depending on what you did on the save, they may already have been set - thus the patch wouldn't take effect! I know it's a bit tedious to go with clean saves all the time, but sadly that is necessary, especially when going about to find a bug like this. So, in order to keep things simple: until I give explicit go ahead that the mod is stable, always use a clean save with new updates. I'll check back here in half an hour or so, I have to run an errand. Â Edit: I just saw your edit on the way out. Sounds alright - however, I'm not going to light the fireworks until at least a couple more people have reported the issue to be resolved. And I wouldn't be too surprised if you came back in an hour and said that it started again. This bug is my nemesis, and I fear it's power... I didn't end up doing a clean save (that term is a misnomer BTW lol), but I will test that now. Â TBH though I've tried many versions of your mod in many different situations and on many different NPCs and this the FIRST TIME I've *EVER* not gotten a CTD, so there's that... n.nU
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Well, let's not get our hopes up prematurely. For now, enjoy it while it lasts. It'd be cool if you could also provide feedback on the auction pole, I had some trouble making NPCs stay in it and maintaining the animation - I think I have it figured out, but cannot be sure until I get feedback from others.
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