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F4:SS - Fallout 4 Slavery System 0.9b (05.08.17)


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Posted

Where in Workshop is Slavery Menu, please? I

Where in Workshop is Slavery Menu, please? I

 

The stuff is in a sub-menu of the Community Restraints Pack menu. Make sure you have that active as well, then the menu should be furthest right - but that depends on your load order.

Posted

9 slaves later (captured inside and out) and no CTD.
The capture system seems to be working very well.  They follow through loading doors and fast travel and stay attach to your hip.

Once in a settlement.. they tend to be a bit flakey. Like standing in one spot and when commanded to do anything they just have a slight twitch and stay put.
But that's for later refinement. lol!

At least for me, the bug seems to be cooked. :)

Posted

Nice! That is good news.

Then tomorrow I can move on to the next set of features. For now, enjoy being a slaver, everyone! 

Posted

I can check the system myself now.

 

---

To be honest, since most of these issues seem to be centered around removing the slave's items, why don't you just, uh, *NOT* do that and let the player take their items themselves if they want to?

 

I mean I know there are logistical issues centered around getting an NPC to be TRULY naked (the main torso biped slot armor gets hidden (33)), but there are ways to get around that. One of the easiest would be:

 

1) Make a dummy armor item that used biped slot 33, but is not classified as a torso armor piece. A hat/helmet item has always worked the best for me.

2) Add biped slot 33 to the dummy item (make sure you keep the other biped slots!).

3) Equip the dummy item (this will cause the invisible outfit armor to be unequipped).

4) Unequip the dummy item. The NPC should now be naked with their former "outfit" armor visible and unequipped in their inventory.

Posted

No crashes so far. :]

 

---

 

 

EDIT: Hmm, well that's strange... Seems like "talk" has been replaced with "Capture" as a context option on non-slave NPCs that could potentially become slaves (i.e. it's still "Talk" for children).

 

But what's even more bizarre is that if I open the console it goes back to being "Talk".

 

Since opening the console reverts the contextual text back to the default, it makes me think that a script is probably the thing changing it (since opening menus or the console pauses all running scripts).

 

*I should clarify that even when it SAYS "Capture" it still talks to them like normal when I toggle it.

Oh damn, I'm wrong. The guy I tried this on was currently in the middle of a scene - it DOES capture them all instead of talking to them lol...

 

---

EDIT2: It's the "Slaver" perk. If I remove it with the console, the normal "Talk" option resumes. Hmmm... maybe I have a conflict with some of the condition checks in another mod. I'll go check.

 

---

 

EDIT3: Nevermind, ignore all of the above - it was my fault.

 

I patched the race checks on that perk to support some custom races I've been working on trying to create, and I accidentally changed the "AND" flag on the "GetIsRace HumanRace = 1" check to "OR", so the "HasKeyword" check for "F4SSkwdVulnerable" was being ignored if the actor was human. n.nU

Posted

0.81

Really liking it so far! No CTDs, which is always good.

Since this is a throw-away, I am picking on my companions.

Could really use a definition of slave stats - like what is repression.

Also have no idea what level submission stops fleeing.

Took me forever to find where constructable items are.

Note: Your mod and TD both add a restraints work bench.

The Slaves icon in the workbench is not visible - the other two are.

Once selected the Slaves items are visible - and constructable.

No real idea how to use the pillory - it has no activator (same for wall cuffs).

A slave can be assigned to the pillory in the workbench - but it does not seem to affect their behavior,

and there is no way to unassign that slave from the pillory.

Curie is not capturable - is it because she is special or is that true of all synths?

Assigning a slave to the auction post - once I found it - worked well.

Would really like a way to locate missing slaves or a roster of active slaves. Make that "and"...

I can't get any of these girls to actually take drugs - does the injection collar do anything?

Somewhere down the line, a "Slave Owner's Handbook" would really be great.

I have Piper and Cait up to 100 submission - time to find a new test subject. I suspect Magnolia will be - difficult.

Note: No way to get rid of Cait's weapon. This nude slave keeps pulling a rifle out of - somewhere...

 

Magnolia captured fine. Only difficulty was moving her to a safe spot so no one aggroed.

She does die easy - my low shock baton killed her once.

Posted

Just a thought:

 

Using the generic baton with the new module for discipline is "fine" I guess, but it may be worth looking into getting a more "custom" model. I'd recommend maybe trying to use this one:

http://www.nexusmods.com/fallout4/mods/16997/?

 

I've been using that baton for a long time now and I really like how it looks and handles. I made a white retexture of it at one point for personal use (to match the institute chastity set), but I'd be more than willing to make you a different color retexture if you'd like.

 

Hell, if you want a retexture of *anything* just lemme know - I'd love to help! :3

Posted

I can check the system myself now.

 

---

To be honest, since most of these issues seem to be centered around removing the slave's items, why don't you just, uh, *NOT* do that and let the player take their items themselves if they want to?

 

I mean I know there are logistical issues centered around getting an NPC to be TRULY naked (the main torso biped slot armor gets hidden (33)), but there are ways to get around that. One of the easiest would be:

 

1) Make a dummy armor item that used biped slot 33, but is not classified as a torso armor piece. A hat/helmet item has always worked the best for me.

2) Add biped slot 33 to the dummy item (make sure you keep the other biped slots!).

3) Equip the dummy item (this will cause the invisible outfit armor to be unequipped).

4) Unequip the dummy item. The NPC should now be naked with their former "outfit" armor visible and unequipped in their inventory.

That's exactly what I already did.

 

No crashes so far. :]

 

---

 

 

EDIT: Hmm, well that's strange... Seems like "talk" has been replaced with "Capture" as a context option on non-slave NPCs that could potentially become slaves (i.e. it's still "Talk" for children).

 

But what's even more bizarre is that if I open the console it goes back to being "Talk".

 

Since opening the console reverts the contextual text back to the default, it makes me think that a script is probably the thing changing it (since opening menus or the console pauses all running scripts).

 

*I should clarify that even when it SAYS "Capture" it still talks to them like normal when I toggle it.

Oh damn, I'm wrong. The guy I tried this on was currently in the middle of a scene - it DOES capture them all instead of talking to them lol...

 

---

EDIT2: It's the "Slaver" perk. If I remove it with the console, the normal "Talk" option resumes. Hmmm... maybe I have a conflict with some of the condition checks in another mod. I'll go check.

 

---

 

EDIT3: Nevermind, ignore all of the above - it was my fault.

 

I patched the race checks on that perk to support some custom races I've been working on trying to create, and I accidentally changed the "AND" flag on the "GetIsRace HumanRace = 1" check to "OR", so the "HasKeyword" check for "F4SSkwdVulnerable" was being ignored if the actor was human. n.nU

Ok. I'm going to have to rework the conditions at some point to provide support for Ghouls and custom races. For now, however, I'll just leave that to the users. There is more important things to work on.

 

0.81

Really liking it so far! No CTDs, which is always good.

Since this is a throw-away, I am picking on my companions.

Could really use a definition of slave stats - like what is repression.

Also have no idea what level submission stops fleeing.

Took me forever to find where constructable items are.

Note: Your mod and TD both add a restraints work bench.

The Slaves icon in the workbench is not visible - the other two are.

Once selected the Slaves items are visible - and constructable.

No real idea how to use the pillory - it has no activator (same for wall cuffs).

A slave can be assigned to the pillory in the workbench - but it does not seem to affect their behavior,

and there is no way to unassign that slave from the pillory.

Curie is not capturable - is it because she is special or is that true of all synths?

Assigning a slave to the auction post - once I found it - worked well.

Would really like a way to locate missing slaves or a roster of active slaves. Make that "and"...

I can't get any of these girls to actually take drugs - does the injection collar do anything?

Somewhere down the line, a "Slave Owner's Handbook" would really be great.

I have Piper and Cait up to 100 submission - time to find a new test subject. I suspect Magnolia will be - difficult.

Note: No way to get rid of Cait's weapon. This nude slave keeps pulling a rifle out of - somewhere...

 

Magnolia captured fine. Only difficulty was moving her to a safe spot so no one aggroed.

She does die easy - my low shock baton killed her once.

Alright, so it's good to hear that it works.

Basically, the system is two-level: primary and secondary values. The primary values are Repression and Resistance. If Resistance is higher than Repression, the slave will start misbehaving. Each tick there is a chance the slave cycles up one level of 'misbehaving', there are 5 levels. The chance is calculated from the difference between Resistance and Repression. If the slave reaches F4SSavAi01 level 5, he runs. Level 0 is obedient, Level 1 is still alright, starting Level 2 there is misbehavior actions, like picking up Bobby Pins. There is no way to see the AI Level ingame, apart from the animations, which we don't have enough yet to display all states. However, if your slave is AI Level 0 (obedient) and doesn't have cuffs equipped, you'll see that the slave assumes slave pose with hands behind the back touching each elbow.

The secondary values are Pride, Submission, Humiliation, Pain and Fear. They determine how the Primary values change. E.G: High Pride and low Submission will lead to the slave's Resistance climbing. Pain and Fear impact Repression.

Lastly, there's Misbehavior - Misbehavior rises if the slave is nagging at the restraints, gets a spike if he drops a restraint and does stuff like picking up Bobby Pins.

I'll write full documentation at some point, there is a lot of tweaking to do with the values.

 

The Pillory and Wall Shackles are from CRP, they don't have a use in F4SS yet. The F4SS supported stuff is in the slaves section. I'll see about making the icon appear.

 

Just a thought:

 

Using the generic baton with the new module for discipline is "fine" I guess, but it may be worth looking into getting a more "custom" model. I'd recommend maybe trying to use this one:

http://www.nexusmods.com/fallout4/mods/16997/?

 

I've been using that baton for a long time now and I really like how it looks and handles. I made a white retexture of it at one point for personal use (to match the institute chastity set), but I'd be more than willing to make you a different color retexture if you'd like.

 

Hell, if you want a retexture of *anything* just lemme know - I'd love to help! :3

Well, I won't include any mods from that site. They and I don't get along too nicely.

Also, I don't accept going to the Nexus for stuff if we are the #1 adult community. We will get whips in due time. I think bumex is working on the DD conversion and I have full confidence that Kimy will provide us with the implementation. It is left to see whether that implementation will allow for F4SS to use the items or if it's going to be a pain in the ass - depending on how far it leans from DDa to DDi... (I'm still hoping the DD Assets will be made available the way I made the stuff from CRP available: with no scripts and nothing but the actual assets - but as I said, that's left to be seen.)

 

In terms of retexturing, I don't really know. I don't think I need any retextures. I need animations and more assets, like Hanresses, Plugs, Gags, Blindfolds and the like.

DDa is being ported by bumex and kimy, however if we could find someone to do the same for ZaZ's Assets, that'd be great. There's a lot of good stuff in there as well, especially low-tier things like rope/leather cuffs, hoods, wood gags. With the new crafting system, those should be real immersive. I'd gladly do the implementation of any asset provided.

 

So, next things I'm going to start working on are:

  • Tweaks to the AI system
  • New enslaving mechanic (not the scripts that we just fixed, but the actual enslave mechanic could use a piece of dialogue aka "You're mine now. Put on this collar and come with me!".)
  • Stances: make slaves crawl for additional humiliation and training
  • Pain Rework (100 Pain will make the slave pass out, so that you actually need to think about your punishments, whereas right now you can just beat someone until they are obedient, even though they shouldn't have any teeth left...)
  • Slave maintenance: slaves should be rather expensive to maintain: either paying caps or having to provide food for them. (Possibly settlement integration?)
  • Global Fear mechanic: execute slaves to instill fear in the others. Stuff like that.
These are in no particular order. I'll just see what I'll do first.
Posted

Thank you for the definitions - that helps!

Just need a couple more...

On the first page of the slave menu, there is lvl and progress. I don't think this is the ai level you spoke of.

What do those represent? lvl 3 seems to have 3 progress stages to lvl 4.

At some point - lvl - the dialog option changes to command, which seems to let you give commands.

I had a slave up to lvl 10. I stored her in the sleeping bag for a bit, and when I took her out again she was lvl 1. Is she starting over?

I hate jiggling your elbow while you are creating - but I think this is useful for all of us...

Posted

Thank you for the definitions - that helps!

Just need a couple more...

On the first page of the slave menu, there is lvl and progress. I don't think this is the ai level you spoke of.

What do those represent? lvl 3 seems to have 3 progress stages to lvl 4.

At some point - lvl - the dialog option changes to command, which seems to let you give commands.

I had a slave up to lvl 10. I stored her in the sleeping bag for a bit, and when I took her out again she was lvl 1. Is she starting over?

I hate jiggling your elbow while you are creating - but I think this is useful for all of us...

 

It really shouldn't start over. That's definitely a bug I'll have to look into when doing the training system.

The XP Level is a precursor for the training system. Basically, you'll have the choice to train your slave in order to increase usefulness and value - you'll need different amounts of slave XP levels to acquire certain skills.

The command function that enables is just a test to see if the system itself is responsive.

 

For example: your slave reaches Level 10. Then you'll be able to start training for Basic Training. Once training on that is complete, the slave gets a new perk added. The slave pose they do when they are at ai level 0 will only be assumed by slaves that have at least Basic Training. So, now the slave is Level 15 and has Basic Training - then you'll have the option to start training on Mule Perk. After that is done, you can open a separate backpack on the slave to have him/her carry your stuff.

At level 20 you may decide it's worth spending the time to train her up to Intermediate Training. Then after that you'll get the option to train her to be a Scavenger Slave that automatically picks up stuff aka loots for you. 

 

All the numbers in the above paragraph are completely fictional, I haven't laid out the requirements for different perks yet. However, that's approximately what I imagine the training system to be like.

Posted

If you want some actual enslavement dialog (including player lines), then you may wanna consider making Nuka World a requirement. That DLC has a large number of assets that are very helpful for a mod of this nature. :3

 

I mean there's quite literally a line that's nearly identical to the one you mentioned ("You're mine now. Put on this collar and come with me!").

Posted

Love what you have in mind - Thanks again!

 

I will be quiet now - for a bit anyway...

Don't hesitate to ask. The only way this mod is getting good is with a lot of feedback from the users.

 

If you want some actual enslavement dialog (including player lines), then you may wanna consider making Nuka World a requirement. That DLC has a large number of assets that are very helpful for a mod of this nature. :3

All DLCs are already a requirement. Check the first post in the thread.

Posted

 

If you want some actual enslavement dialog (including player lines), then you may wanna consider making Nuka World a requirement. That DLC has a large number of assets that are very helpful for a mod of this nature. :3

All DLCs are already a requirement. Check the first post in the thread.

 

Heh, good point, I missed that part. Well then yeah, you can just steal the dialog lines from the radiant side quests in Nuka World where you go put a "shock collar" on a random NPC. :]

Posted

Looking at your plugin in FO4Edit, I see that the category for the workshop items seems to rely on a broken keyword ID:

[0701035A] < Error: Could not be resolved >
("07" for me is the "Unofficial Fallout 4 Patch".)

 

So that might explain why people are having trouble finding the things Auction Pole and Slave Sleeping Bags. n.nU

Posted

Make sure you're loading CRP as well. The F4SS stuff does not have it's own category - it uses CRP's categories. Also people have trouble finding it, because they were blind - which they admitted. Let's try to not make up problems where there aren't problems, shall we? :)

 

Make sure CRP and TD are the last .esm's in the load order and you should be fine.

Posted

Make sure you're loading CRP as well. The F4SS stuff does not have it's own category - it uses CRP's categories. Also people have trouble finding it, because they were blind - which they admitted. Let's try to not make up problems where there aren't problems, shall we? :)

 

Make sure CRP and TD are the last .esm's in the load order and you should be fine.

Hmm looks like I missed your last bugfix update for CRP (I'm REALLY getting sick of doing clean saves, they're such a pain for me since I keep my own manually created "master patch" plugins and I have to devise a way to strip the masters out of them first).

 

FYI you forgot to put a changelog on that modpage for the 1.2c version.

Posted

 

Make sure you're loading CRP as well. The F4SS stuff does not have it's own category - it uses CRP's categories. Also people have trouble finding it, because they were blind - which they admitted. Let's try to not make up problems where there aren't problems, shall we? :)

 

Make sure CRP and TD are the last .esm's in the load order and you should be fine.

Hmm looks like I missed your last bugfix update for CRP (I'm REALLY getting sick of doing clean saves, they're such a pain for me since I keep my own manually created "master patch" plugins and I have to devise a way to strip the masters out of them first).

 

FYI you forgot to put a changelog on that modpage for the 1.2c version.

 

 

Alright. I figured something like that - I wouldn't be able to explain why there'd be wired keywords in there. Shouldn't really be.

CRP is stable now. Do one last clean save with CRP and you'll be fine to run CRP on your save-games.

CRP has everything it needs and will only get expanded, but not changed in a fundamental way so that it would require clean saves. F4SS however, I can't help it, mate. Clean saves are necessary when you're working with a mod that has what.. 2500 lines of code?

 

Edit: Changelog is right there.

 

 

Updated to 1.2c:

- Added: all DLCs as requirement.

- Added: Made pillory and NukaCola wall shackles buildable under 'Restraints' category in workshop menu.

- Fixed: Bug where the workshop menu wouldn't be installed properly, thus overriding other mods.

 

This update does not include any new content, however it fixes the workshop menu issue - therefore I'd say it's now safe to run this mod in your save game. If any issues occur, let me know here or pitch me a PM.

 

Posted

...Do one last clean save with CRP and you'll be fine to run CRP on your save-games.

CRP has everything it needs and will only get expanded, but not changed in a fundamental way so that it would require clean saves. F4SS however, I can't help it, mate...

To be perfectly blunt, you really ask for "clean saves" far more often than they are actually required. A simple workshop menu alteration is NOT something that requires a complete mod uninstallation to fix (and indeed I see zero problems ingame with just a simple update procedure - all the workshop menu items are where they should be and function correctly).

Bethesda actually improved on the engine's capacity to automatically clean up bogus data in save files with Fallout 4. Orphaned scripts for example really aren't an issue anymore (and good thing too, or else "clean saves" would be worthless for scripted mods like this one).

 

Largescale changes to complex scripted systems on the other hand - yeah you'd probably want to make a clean save for those kinds of things (or a better way to handle it would be to write in uninstallation scripts so that typing the console command "stopquest X" would prep the mod for uninstallation by halting most of the running functions).

 

--------------------

Oh, and one more thing: You should REALLY consider putting your "Slavery" workshop category under another pre-existing subcategory. Fallout 4's workshop menu has a hard cap on how many categories can exist at the top level, and after that limit is bypassed all additional categories will simply not show up. *Shrug*

 

EDIT: I'm gonna test the Auction Pole now for ya, so I'll let you know how that goes. :]

 

--------------------

Bug Report #1:

 

Your description on the Auction Pole is too long and gets cut off.

Example:

 

 

mnkxob.jpg

 

 

Here's a suggestion for a rewrite that will fit:

Sell your slaves at this auction pole. A slave trader will come collect them after a while, so come back later for your caps.
Posted

Cool, I'll quickly change that up.

So far the selection option in the slave menu seems to be working great: I've tested assigning and retrieving several slaves from Slave Sleeping Bags without any issues.

 

I also successfully assigned a slave to the auction pole, that worked well, too. I'll let you know when she gets sold how that worked out. :]

 

---

The baton is proving to be... problematic. I can very easily kill a slave with it without knowing their health was getting low (not like this game gives any visual cues for low leath unless limbs are crippled).

 

I created a clone of the baton and set its damage to 1, and that seems to be a lot less "deadly".

 

It probably doesn't help that my character has maxed out strength and is level 200. n.nU

Posted

Yeah, my PC is a melee beast as well. I had that issue. However, I've pushed that back to sort out those CTD issues and get animation support done. I'll have a look at it again. I'll have to adjust the damage over the mod item, I'll see what can be done.

 

Also, starting in the next version there will be native support for all NPCs, including Ghouls and custom races as long as the custom races are set up properly and have the ActorTypeNPC Keyword.

Posted

Yeah, my PC is a melee beast as well. I had that issue. However, I've pushed that back to sort out those CTD issues and get animation support done. I'll have a look at it again. I'll have to adjust the damage over the mod item, I'll see what can be done.

 

Also, starting in the next version there will be native support for all NPCs, including Ghouls and custom races as long as the custom races are set up properly and have the ActorTypeNPC Keyword.

Sounds great. I mean I was able to just manually patch in race checks for my custom races, but using blanket checks for "humanrace" was probably not the most "robust" way to handle that, so glad to hear you're giving that an overhaul. :3

Posted

Hello guys! Thanks for the mod ag12 ! I really want to try that mod to, i am one of the player that is a bit disapointed by the censoring and the lack of hardcore and real wasteland stuff in Fallout 4. But.... maybe i missed something but i cant find anywhere some instructions of how to use the mod ingame.

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