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


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Posted

 

Not sure if this bug is related to this mod or not....though i think it might be this.

 

I started a new game, i did not built the slaver safe yet so i have a choice to Release people instead of enslaving them. However, if i choose to release them, my controls will lock up and i'm unable to do anything unless i load to a previous save. I use a bunch of mods but most of them are clothes/armor/weapons.

 

The only ones i can think of that might be doing weird stuff is the Four play series(autonomy, sex em up and mindless sex not included due to game fuckery).

 

Basically whenever you interact with a surrendered enemy and that little menu shows where you can tie them up or enslave them, the player will play a little Idle when binding them.

Are you running any animation replacers? Not like FourPlay, but for the normal animations for like lockpicking and such?

If in doubt, go ingame, load the mod and then type set F4SSglobalDebug to 5 in the console. Then reproduce the bug and afterwards post your Papyrus log here.

 

Animation replaces i run are as follows:

Better female walk

BLH animations(these are all literally poses.)

Grab the damn mag

Lowered weapons and all it's DLC's.

 

Only lockpicking mod i have is to give me a bar at the top so i see where to lockpick directly because i am really horrible at lockpicking.

Posted

I suspect there's a conflict with one of the animation replacers. I'll add a global setting to disable the animation when tying/untying people.

Posted

I'll be able to post the papyrus log here either later tonight or tomorrow so you can see what's causing the issue.

 

Also just a question out of my own stupidity,  i haven't tried it since my workplace taught me not to assume anything and i don't want to break the world itself. But in order to enslave someone, i need to choose option one aka Companion?

Posted

There is no option 'Companion' in this entire mod? If some is viable to enslave, e.g tazed your interaction prompt will change from 'activate' to 'capture' an will then ask you for confirmation,

 

Papyrus log or it didn't happen!

Posted

So, I tried the new version on a new game.

 

- My enemies never surrender. I assume they should just do it without any other requirements from my side (perks etc)? As far as I know I have no mods that have similar functionality, but I do have a ton of mods. I will try to find out more. Could be a conflict with something I have.

- Tazer syringes work very well (and I like the effect).

- My single slave started to resist even though she was wearing iron collar and heavy cuffs (both from DD). Once that started I was unable to make her stop; beating her up would kill her after a few blows, torturing her with tazer syringes did not have any effect. Am I missing an obvious option? Also is that supposed to happen even when they are wearing DD items? She was in follow mode, so I never left her alone...

 

Posted

"Capture" showing up in the dialog wheel only happened (occasionally) with the M9 Suppressed pistol from Non Lethal Resolutions.

Simple fix - I removed "Non Lethal Resolutions".

The only actual problem I reported is that a companion experiencing a capture effect has a "Capture" activator that locks out normal dialog until it wears off.

Posted

So, I tried the new version on a new game.

 

- My enemies never surrender. I assume they should just do it without any other requirements from my side (perks etc)? As far as I know I have no mods that have similar functionality, but I do have a ton of mods. I will try to find out more. Could be a conflict with something I have.

- Tazer syringes work very well (and I like the effect).

- My single slave started to resist even though she was wearing iron collar and heavy cuffs (both from DD). Once that started I was unable to make her stop; beating her up would kill her after a few blows, torturing her with tazer syringes did not have any effect. Am I missing an obvious option? Also is that supposed to happen even when they are wearing DD items? She was in follow mode, so I never left her alone...

Prisoner Shackles adds a "toy baton" that when equipped by a settler gives them the cowardly AI.

Unfortunately they won't fight back when attacked, but at least they won't run out either. If you  instead of giving it to  anyone, add a low shock amp  to the toy baton, you can beat even a lvl 1 slave to 100 percent pain, without killing them - takes a little longer, but hey, it works. Even on a lvl 50 captured slave starting out with 78 % resistent, it quite quickly turns the resistence to 0.  :D http://www.nexusmods.com/fallout4/mods/18436/?

 

I wont advice anyone to go for 100 percent pain, as it on this new version of f4ss freezes the slave, so you will have to use "recyckle actor" to continue to have any use of them.

Posted

I've added a list of incompatible mods to the front page. Hopefully that clears a little bit of it up.

 

@Kharos: for some reason, when cleaning the .esp prior to upload, it rewired some stuff. I'm going to put out a patch tonight, when I'm done with the slave logistics station, that moves the surrender cloak spell from an alias directly onto the player, fixing that issue. For some reason, the spell itself is active on the player, but the magiceffect doesn't apply. It's ridiculous, really. Classic Bethesda.

Posted

I've added a list of incompatible mods to the front page. Hopefully that clears a little bit of it up.

 

@Kharos: for some reason, when cleaning the .esp prior to upload, it rewired some stuff. I'm going to put out a patch tonight, when I'm done with the slave logistics station, that moves the surrender cloak spell from an alias directly onto the player, fixing that issue. For some reason, the spell itself is active on the player, but the magiceffect doesn't apply. It's ridiculous, really. Classic Bethesda.

 

Good to know.

 

And now for something completely different biggrin.png 

 

I am currently beta-testing my first real mod, it dynamically renames generic npcs like settlers, raiders etc. Technically this works by using a quest that periodically detects nearby npcs, runs some scripts on them to check if they need renaming and renames them if true, and then marks them as processed such that the quest will not find them again.

 

It works quite well in my tests, but of course the cloned NPCs end up with different names than their original. If I had some way to tie in into the cloning system I could make sure that they get the same name. It is hard to make a real proposal without your script sources as I have no idea how the cloning works, but with my limited self-taught papyrus knowledge I would propose a custom event in a central place (e.g. a quest in your mod) that is fired after cloning, getting the old and the cloned Actor as arguments. I could then RegisterForCustomEvent in my soft dependencies code to handle the situation. I also would propose that you somehow tag the clones (e.g. with an ActorValue) to make recognizing them easier. This will allow me to exclude them in my regular code, preventing a race condition where the regular code renames them before the event had a chance to do so. Both of these mechanisms could be useful for other modders, too.

Posted

Recent events have made it impossible for me to publish script sources until certain things are definitely dealt with. Script sources will likely be published starting either next update or the one after that. I have always had the habit of publishing my sources, since that's what we should do as modders (it's a community afterall), they are only temporarily unavailable.

 

All slaves are already tagged. I'm not a fan of introducing unnecessary tags, so I will not introduce a 'IsClone' keyword or something like that. If you want to know if some actor is a clone, you check if the actor is a unique actor (unique actors don't get cloned) and check for IsActorSlave(). Alternatively, instead of using the function from the library, you can just check IsInFaction or GetFactionRank against F4SSfactionSlavesGeneral.

Clones will be in the general slave faction and will not be unique.

 

CustomEvents are fairly resource intensive, and I won't be sending them for trivial things like that.

 

By the way, if you want to detect actors around the player periodically, use a cloak spell - you can set the conditions for the cloak impact effect to not fire if the actor is in a specific faction - so on your script that renames people you add them to a faction like FactionRenamed or something and then the cloak effect won't trigger on them anymore. It's far more resource efficient than using quests, aliases or any other method of querying. Bethesda really stepped up their game on that end. They don't even use the cloak functionality (I think there is one entry in vanilla F4), but it runs way faster than it used to.

Posted

Just an observation: The menu system is - fragile.

I rolled back to restart F4SS - and the Slavery menu under Raiders was missing. This is with .9B.

I do not know the division of labor here - does DD provide the Slavery entry and the Restraints workbench - or does F4SS?  I am sure F4SS adds the safe.

Tortured Devices is pretty reliable on it's workbench Icon. It only vanishes if I try to fix something.

I tried the "Universal menu fix" to recover missing entries. All it did was remove the Icons for Tortured Devices and Singing Settler.

Tortured Devices eventually came back. Singing Settler never did.

To be on the safe side, I removed Singing Settler and rolled all the way back to DD 2.0 installation.

That fixed it. Slavery Icon under Raider is back, Crafting under Slavery is back - and so is Slavery Safe.

This is with no load order changes - other than removing Singing Settler - and I don't think that is related.

It would be great if DD and / or F4SS could programmatically check for their menu Icons - and either fix or report missing ones.

It is way too hard to realize the Icon is missing, and what part of the workbench tree it should be in.

 

Side note: I appreciate your position on source. Too bad Fallout 4 makes it harder to distribute source compared to Skyrim (no source in BSA).

I look forward to when you can distribute it again - the little I know about Papyrus I learned from studying your code.

 

Posted

So...i'm home now, just adding a few more mods and i'll go stab someone until they surrender and grab papyrus log, quick drop off though.

 

When an enemy surrenders, i have 4 options

1: Companion

2:Release

3:Rob

4:Sex

 

The sex related mods i use are everything from Four Play except autonomy because that breaks my game completely. Is F4SS incompatible with one of them or something?

 

Posted

So...i'm home now, just adding a few more mods and i'll go stab someone until they surrender and grab papyrus log, quick drop off though.

 

When an enemy surrenders, i have 4 options

1: Companion

2:Release

3:Rob

4:Sex

 

The sex related mods i use are everything from Four Play except autonomy because that breaks my game completely. Is F4SS incompatible with one of them or something?

IIRC those dialogue options are from FP Violate.

Posted

So...i'm home now, just adding a few more mods and i'll go stab someone until they surrender and grab papyrus log, quick drop off though.

 

When an enemy surrenders, i have 4 options

1: Companion

2:Release

3:Rob

4:Sex

 

The sex related mods i use are everything from Four Play except autonomy because that breaks my game completely. Is F4SS incompatible with one of them or something?

 

Again, that's not F4:SS content. I have nothing to do with those nor do I know where they are from or what they do. If you want to know exactly how F4:SS enslave mechanic looks like, craft yourself a tazer round at the chem station and use your syringer rifle to taze someone, then activate them.

Posted

are the files suppose to be .pex files or did mess up somewhere ? and if the files are supposed to be pex files, then how do i build a slaver's safe ? i cant find it in the workshop

Posted

Ah, the good old solitaire issue.

Just right-click the file and open it with the archive tool of your choice. I recommend 7zip.

Posted

I've updated the preview changelog on the second post of the thread to represent today's progress.

 

This update is going to be focused around fixing bugs that came to my attention as well as expanding the use of slaves in your settlement industry. I'm intending to go all the way with the industry, since I've always felt that in the mid-game building materials are running out quite quickly if you're expanding heavily and I also end up with dozens of slaves that need things to do. Only collecting scrap, well, that can't be it. The first chain I'm going to build in is steel - it uses a mixture of slave driven workstations and conveyors.

 

You'll be using slave-driven mines to gather mineral-rich rocks, you'll use either direct conveyors or slave logistics stations to transport the goods into a conveyor container - then using the conveyor builder-based rock crusher to refine the rocks into minerals. They will then be dropped into the smelter (I'm trying to make it so that you literally need to drop them into the top of the furnace by conveyor), which again needs slaves to operate. The smelter finally produces usable material; in this particular scenario it's steel.

 

Slave-driven workstations will work while you're not in the settlement. Mines have short cycles, so they'll put out loads of stuff to populate your conveyor systems - the rock crushers will only work when you're actually there and operating the conveyors (... turning them on and watching the mesmerizing rocks go by...) and finally the smelters will work when you're not there, but have longer work-cycles, putting out large chunks of materials after a relatively long production time.

 

By doing that, I'm hoping to get the right mixture of player involvement. If you don't visit your mine for some time, because you were busy hunting replacements for your workers, you'll have large amounts of material to push through the conveyors. You can then leave again and the smelters will finalize the product. If you assign a slave logistics station to grab the steel from the smelter and put it into the workbench you don't even need to step by to collect the final goods.

 

Having everything run in the background without the player having to visit every so often seemed overpowered, so I threw in the rock-crusher phase. Hope you like the idea - I'm going to add different mines over time. Planned mines are:

  • Copper mine
  • Bauxite mine (Aluminium)
  • Lead mine
  • Precious metal mine (Gold, Silver, Crystals)

There's not going to be different versions of the rock crusher and smelters. Rock crushers will accept any mixture of rocks and break them down into their respective minerals. Smelters will accept any sort of mineral and melt it into the appropriate component - however if two or more minerals are entered into a smelter at the same time, all entered minerals will become worthless. So you'll either have to manage what goes into the smelter manually or build conveyor sorters to do that for you, feeding different minerals into different smelters. Oh, and dropping crystal into the smelter won't do anything for you, so you'd better filter that out before the belt leads into the fiery heat.

 

And if you're thinking: 'this is a slavery mod, not an industry mod', think again. But to sooth your pain, I promise I will implement any bondage content that gets available - right now however I don't have more things to add in that department because everything we have is already implemented and FourPlay isn't in a state where I'd want it as a dependency. So I'm going to use the time and do this instead.

 

I'm also not sure about whether smelters will require fuel of some sort. I'm contemplating leaving them like they are, giving them a high power requirement (arc furnace style), or making them need wood or coal (which I'd add a mine for) to fuel them. What do you think about that?

Posted

Great release I just noticed your extremely well written and fully commented source code has not been included in this beta as in the last. All the best

Posted

Great release I just noticed your extremely well written and fully commented source code has not been included in this beta as in the last. All the best

The source files will be released again at some point in the near future. There's some stuff I need to check on before I do that again, it's issues beyond my direct control. Once that's all sorted, I'll start releasing source codes again. If you really want the source codes, because you like disassembling them, send me a PM and I'll send them to you privately. All the best to you as well.

 

Great update, i love how you implement industry. It fits my view of slavery perfectly  :)

Glad you like it.

Posted

is it possible to enslave a companion, if so how can i do it ?

 

Like any NPC, shooting them with a Syringer with a Tazer syringe works. Make those syringes at a chem station.

You will find them under Healing until AG12 gets the next update out.

Posted

thx fred200. i was searching for the tazer under ammo :-/ . another question, talking doesnt work yet under the slavermenue? is this correct? if not i guess i have incompabilities with another mod.

and how do i train my slave piper? i can restrain her which increases repression, but how do i raise her humiliation etc. still looking through all the menues the mod added but its quite crowded.

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