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


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Posted

v.82 - Clean save

 

  • Slaves get stuck with their hands bound behind their backs, even though I have no cuffs on them.
  • Slaves are being attacked by the random, and quest friendly Institute NPCs (I am with the Institute)
Posted

 

v.82 - Clean save

 

  • Slaves get stuck with their hands bound behind their backs, even though I have no cuffs on them.
  • Slaves are being attacked by the random, and quest friendly Institute NPCs (I am with the Institute)

 

 

Is it a particular faction, Raiders, Gunners etc, that is getting attacked?

So far, for me, it's the Raider faction that is getting picked on. All my other slaves are being ignored.

Posted

v.82 - Clean save

  • Slaves get stuck with their hands bound behind their backs, even though I have no cuffs on them.
  • Slaves are being attacked by the random, and quest friendly Institute NPCs (I am with the Institute)

I'm pretty sure the "hands behind their back" thing was intentional, meant to be a way to visually tell how high their oppression level is at (since they start the idle once over 50 oppression), and they fall down when they hit 100 oppression.

 

On that note, though, while I do think visual cues like this are a neat idea, I'm having lots of issues with the "100 opression, fall down" mechanic. It plays too much, and sometimes it gets stuck and the slaves get up and fall right back down again many times in a row. :/

Posted

Let me express a preference that when a slave is sold - they are killed off.

It appears now that they are just disabled.

Case in point: Enslaving Nisha does not count as killing her for the kill all Quest.

Selling her does not count as killing her - and her Quest marker stays where she was sold - forever.

Putting a bullet in her slave head does count as killing her and completes her part of the Quest.

Posted

Let me express a preference that when a slave is sold - they are killed off.

It appears now that they are just disabled.

Case in point: Enslaving Nisha does not count as killing her for the kill all Quest.

Selling her does not count as killing her - and her Quest marker stays where she was sold - forever.

Putting a bullet in her slave head does count as killing her and completes her part of the Quest.

 

No, slaves won't be killed. I'm already laying ground-work for NPC-NPC slavery, so that if you sell a slave you may later find that a NPC bought the slave. Or you'll see one of your previous slaves in a slave caravan. That sort of thing.

Posted

 

No, slaves won't be killed. I'm already laying ground-work for NPC-NPC slavery, so that if you sell a slave you may later find that a NPC bought the slave. Or you'll see one of your previous slaves in a slave caravan. That sort of thing.

 

Very early in the thread (1 - 2 - 3), you mentioned that you may tinker with player slavery although it's not the priority. The thing is, your mod is starting to encapsulate the whole slavery universe especially by adding NPC-NPC slavery, caravans and auctions.

 

Do you intend to bind the programming to only NPCs for these, or do you already plan to allow players to be a part of that (even if just faction/script wise and not fully implemented) ?

Posted

 

 

No, slaves won't be killed. I'm already laying ground-work for NPC-NPC slavery, so that if you sell a slave you may later find that a NPC bought the slave. Or you'll see one of your previous slaves in a slave caravan. That sort of thing.

 

Very early in the thread (1 - 2 - 3), you mentioned that you may tinker with player slavery although it's not the priority. The thing is, your mod is starting to encapsulate the whole slavery universe especially by adding NPC-NPC slavery, caravans and auctions.

 

Do you intend to bind the programming to only NPCs for these, or do you already plan to allow players to be a part of that (even if just faction/script wise and not fully implemented) ?

 

I'm not quite sure, yet.

On one hand, it shouldn't be too much of a problem for me to implement player slavery. It's generally far easier to do player slavery than NPC slavery, from what I've seen. With the player, you just need to prohibit certain actions, and for most of those actions there is functions already present. Like disabling sprinting for example. Also, you can always count on the fact that someone that runs player slavery mods is willing to RP a little and may not try to break the mod and plays along nicely. With NPCs, well, they are NPCs. They do exactly what you tell them when you tell them - there's way more possiblity for something to break and lead to awkwardness.

 

On the other hand, I mainly stay away from Player slavery, because it's none of my business. There is talented and well-known modders like Kimy, who already announced that she was going to do DD stuff for Fallout 4. I try to deliver quality content, and one way of making that happen is by leaving things to people that have more experience in working with them. I have 4 years of experience (if you include the early attempts at S³) with NPC slavery. I have 0 days of experience working with Player slavery. Therefore I figure I don't occupy those castles and instead leave them open for other people.

 

Having said that, I'll probably out-source some of the F4SS equipment functionality to CRP on the next set of updates, mainly the explosive/shock collar functionality. I am thinking about adding scripts for locking gear on the player as well, just because it would make things easy for someone else to write a small player slavery mod, maybe hooking in with Player Surrender. Again, the main reason why I haven't done any of that stuff yet, is that I always thought someone else would've taken care of it by now. *looking at the DD team*

 

Why does the mod now require all DLCs? I only have the base game :(

I'm sorry to hear that. Believe me when I say I contemplated the decision for a good amount of time exactly because I knew this would happen. However, it's been a long time since the game released and I figured that earlier or later everyone that stays true to Fallout 4 will buy all the DLCs. Especially if willing to mod the game. I didn't buy the DLCs for their gameplay value, but rather to complete the basis upon which I will build my mods. There is some slavery related stuff in NukaWorld, as UC said, and it's implemented in CRP.

Again, I'm sorry you can't use the mod now and I would say that if you intend to play with LL mods, then get the DLCs.

Posted

Hi there. Been using this mod a while now, and having great fun. But somehow i run into a problem all of a sudden. When capturing enemies, enslaving them dont remove them from there hostile state. Before they turned friendly, but its no longer the case - I havent  changed anyting in my loas order, nor downloaded new mods, but seems like a keywords not longer working. Been trying to roll back, clean save,  reinstaling both F4SS and CRP, bot i cant make it work. Happens to raiders, rustdevils and gunners, making me unable to enslave them, since they are killed at sight bye companions and allied. Anny help would be very appriciated.

On a sidenote, the download on CRP dosnt state its version 1.2c, and my modmaneger  keeps telling me version 1.2b is the new version. i igenord that, as i can see in detail, that crp was updated 4.2 2017

 

Thanks in advance.

Posted

Hi, can you please attach your Papyrus log, thanks.

Without Papyrus log all I can do is guesswork, and that's no good.

Posted

Hi, can you please attach your Papyrus log, thanks.

Without Papyrus log all I can do is guesswork, and that's no good.

Sure. but no idea where to find it? Iwe tried rolling back 30 lvls, that helped, but thats a bit of a rollback :(

 

Ups, fpund out my papyrus was set to off, sadly. Have enabled it, and will go and capture someone quick with tcai on - hopefully it will now generate a log.

 

1 files from rollback, there it works ok - next files from my current save, not working, still hostile, killing slave with my overboss tesla armor mod :(

Both logs done with "tgm" and "tcai" to speed it up a little.

 

Update: I really dont understand whats happening. Rolling back to clean saves, from befor i installed f4ss, let me capture 1 slave raider - the next one im trying to capture stays hostile - been tryin this on 3 clean saves now, same same.

 

 

Papyrus.0.log

Papyrus.1.log

Posted

Minor suggestion:

 

Consider in the Sell script

If the slave is not essential - kill them off and resurrect them.

This would complete any Quests - like targeted kills - and still leave you the NPC for further use.

 

Next Clean Start will be a hit - enjoying this mod so much I killed all my Raiders and liberated the Wasteland.

Never did that before...

 

Posted

Bug Report:
Selling Post..
Select a stored slave (you have selected a slave), Select "Talk, details, select", assign to selling post...
Some will attach properly, some will just stand there & go into an idle loop.

Fast Travel away, to be sold slaves travel with you and stand in one spot looping the struggle idle.

Fast Travel back, (been 24hrs.) slaves gone and caps can be collected.
Now, you cannot select any stored slaves, anywhere.

 

The same happens if you sleep/wait for 24hrs.

Papyrus.0.log

Posted

Thanks for that bug report and thanks for the logs as well. I'll go through them in detail tomorrow. I just had a quick look and they will be providing excellent data to make the mod more stable. Thanks, that's a big collection of play-test data.

Posted

.082

Just another selling post data point.

On my system, I have sold a lot of slaves (maybe all named), but have never had a problem with the mechanics.

They hook up to the post and have no struggle animation. They stay hooked and do not follow me.

I have found they won't attach if the top of the post is selected. They attach fine if the post bottom is selected.

So the code is not broken - just not working right in some environments.

Let me know if I should try something specific to force a failure.

Posted

...On my system, I have sold a lot of slaves (maybe all named), but have never had a problem with the mechanics.

They hook up to the post and have no struggle animation. They stay hooked and do not follow me.

I have found they won't attach if the top of the post is selected. They attach fine if the post bottom is selected.

So the code is not broken - just not working right in some environments...

That has to do with the "nhkNPCollisionObject" node in the auction pole mesh's .nif file. The way activators work is that they need to have a collision object over top of the area you want the player to be able to see activation prompts pop up when looking at it.

 

I don't know how to create these, so what I generally do is steal one off of an existing object. So it's possible to fix this kind of issue by finding a vanilla object that more closely resembles the shape of the auction pole and copying the "nhkNPCollisionObject" off of it.

 

---

tl;dr:

 

Basically what I'm trying to say here is that this has nothing to do with this mod's plugin, coding, or anything else, and the creator of the Torture Devices mod would need to mess with the model to fix an issue like that one.

Posted

Thanks - I was not even reporting the activation point as a bug - just an operational characteristic.

Once someone finds the sweet spot, that is what they will always use.

You expanded my vocabulary - I did not even know there was such a thing as "nhkNPCollisionObject".

Posted

You expanded my vocabulary - I did not even know there was such a thing as "nhkNPCollisionObject".

I have no clue what that term is actually SUPPOSED to mean of course, just what it does. Nobody ever accused Bethesda of being good at naming shit. n.nU

 

There's a lot of really long-winded node names lol, but just in case you wanted to know what I was referring to specifically, it was this:

 

 

sibhgz.png

 

 

Posted

OK, seems I might have confused with reporting missing objects in the CRP workshop, as the crafting station is there under crafting (duh), but I am missing the slave bed and selling post from F4SS. All along that was the one I was expecting part of the CRP, but must be part of F4SS. So where should I be finding these objects?

Posted

 

...On my system, I have sold a lot of slaves (maybe all named), but have never had a problem with the mechanics.

They hook up to the post and have no struggle animation. They stay hooked and do not follow me.

I have found they won't attach if the top of the post is selected. They attach fine if the post bottom is selected.

So the code is not broken - just not working right in some environments...

 So it's possible to fix this kind of issue by finding a vanilla object that more closely resembles the shape of the auction pole and copying the "nhkNPCollisionObject" off of it.

 

 

 

 

I think you won´t find a vanilla collision object which fits the pole better then the one attached, because i made the one its using for exactly that pole.

But yeah, its kind of weird how the collision object and the point to activate a furniture correlate.

It seems that the activation point is placed in the center of the collision object, so maybe spliting the pole collisions into two collision objects would give a better result.

Or i just did some stuff badly...

Posted

OK, seems I might have confused with reporting missing objects in the CRP workshop, as the crafting station is there under crafting (duh), but I am missing the slave bed and selling post from F4SS. All along that was the one I was expecting part of the CRP, but must be part of F4SS. So where should I be finding these objects?

 

Slave bed (sleeping bag) and the auction pole are both under Slave in the workshop.

That is an invisible icon to the far right in the workshop - to the right of Torture Devices.

Hover your mouse in that area and you will see the categories. "restraints" and "Slave" I think.

Click on the one that says "Slave". Both auction pole and sleeping bag are there. In .082 anyway.

Note: the restraints (pillory and wall shackle) don't do anything yet.

Posted

 

 

...On my system, I have sold a lot of slaves (maybe all named), but have never had a problem with the mechanics.

They hook up to the post and have no struggle animation. They stay hooked and do not follow me.

I have found they won't attach if the top of the post is selected. They attach fine if the post bottom is selected.

So the code is not broken - just not working right in some environments...

 So it's possible to fix this kind of issue by finding a vanilla object that more closely resembles the shape of the auction pole and copying the "nhkNPCollisionObject" off of it.

 

 

I think you won´t find a vanilla collision object which fits the pole better then the one attached, because i made the one its using for exactly that pole.

But yeah, its kind of weird how the collision object and the point to activate a furniture correlate.

It seems that the activation point is placed in the center of the collision object, so maybe spliting the pole collisions into two collision objects would give a better result.

Or i just did some stuff badly...

 

I don't know how to create a custom collision mesh for Fallout 4, but I always choose a collision mesh that's slightly larger than my object.

 

Additionally "form fitting" collision meshes generally are actually WORSE in a lot of cases. A generic blob-like shape around the object is often the best way to go imo, particularly for activators.

 

So for example, I would have gone to look for something that's just a basic straight cylinder for that slave pole, like a wooden column or something like that.

 

----

But anyways, similar to what fred200 originally said I too noticed a slight issue with activating the top of the pole. So if you made the collision mesh expand to better fit around the dish at the top, then I'd maybe try undoing that and just keep a straight Z-axis line for the entirety of the collision bounding box. :]

Posted

 

OK, seems I might have confused with reporting missing objects in the CRP workshop, as the crafting station is there under crafting (duh), but I am missing the slave bed and selling post from F4SS. All along that was the one I was expecting part of the CRP, but must be part of F4SS. So where should I be finding these objects?

 

Slave bed (sleeping bag) and the auction pole are both under Slave in the workshop.

That is an invisible icon to the far right in the workshop - to the right of Torture Devices.

Hover your mouse in that area and you will see the categories. "restraints" and "Slave" I think.

Click on the one that says "Slave". Both auction pole and sleeping bag are there. In .082 anyway.

Note: the restraints (pillory and wall shackle) don't do anything yet.

 

 

Thanks for the info. I'm definitely missing that one. There is nothing to the right of Tortured Devices for me, not even an invisible icon.

Posted

...There is nothing to the right of Tortured Devices for me, not even an invisible icon.

How many custom mod-added top level workshop menus do you have? I've said this quite a few times, but there IS a hard cap, and any mods that try to add a top level menu after it's been reached will simply not show up.

 

I believe I only have 4 personally: the Settelment Keywords Expanded menu (which itself was created as a way to try and mitigate this very issue), the menu for DDproduction's workshop items, Torture Devices, and Slavery.

And I've been thinking I should make a patch that merges Torture Devices and Slavery, since having them under one menu would make sense and keep the top level de-cluttered.

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