OsoConfesos Posted May 31, 2016 Posted May 31, 2016 Could you release a guide to installing mods manually? Precisely this one please.
Magestays Posted May 31, 2016 Posted May 31, 2016 I've had an interesting experience with this mod, some things thats happened 1. Spawned an NPC synth from quest -used syringe -unable to "capture" 2. Captured a Legendary Raider -sometimes would random go into combat -fire at nothing 3. At Santuary Hills with Legendary Raider -no one attacked Raider slave -working at a bench -raider slave went into combat (not sure who started it) -fast traveled to remove her from combat with preston http://pastebin.com/yQ0mA0ns http://pastebin.com/GGmQhgrP http://pastebin.com/a0BYGhgE what the hell??? captured 3 slaves, now game crashes on opening or loading save If you upgrade the mod, use a clean save. I can tell you didn't because the properties perkControlWait and perkControlFollow aren't even existant in the current version anymore. So, to quote, "what the hell???". BLOWN THE FUCK OUT
Pokaplayer Posted June 2, 2016 Posted June 2, 2016 Wenn ich leute stunne kommt keine capture option /when i paralieze someone i cant capture them :/
Pokaplayer Posted June 5, 2016 Posted June 5, 2016 Can someone help me when i paralize anyone i cant capture them :/
bamboy12 Posted June 5, 2016 Posted June 5, 2016 At the moment i can only capture Companions, the vm freezes whenever its someone else. SMH
iamlost000 Posted June 6, 2016 Posted June 6, 2016 I found it freezes when you capture someone who is connected to a quest
VOIDPORN Posted June 7, 2016 Posted June 7, 2016 Hey there, i got a little problem. So every time when i´m pressing e to capture my Game is crashing completly. i tried both versions but it keeps going. please help me.
fred200 Posted June 7, 2016 Posted June 7, 2016 I highly recommend this version of the mod be used only for testing. If you can dig into it and identify some of the problems, I am sure that would be helpful to AG12. People who just want to play with slavery should wait until AG12 gives the go-ahead.
tentaclemight Posted June 7, 2016 Posted June 7, 2016 I've captured a child of the atom slave (in the commonwealth, not in far harbor): fought a little, then realized "hey, you are not so bad good looking after all!", equipped the syringe rifle, shot pax syringe to tranquillize her, gave her the collar, all is right. But after a while (I think after the time effect of the syringe), the slave appears as red on the compass, like an enemy, but she won't attack me. The problem is the minute I pass by a settlement of mine, she's attacked by settlers and killed... unless I keep firing syringes at her. Is this happening because before enslaving her I attacked her and now she will always be flagged as hostile? Or is this a bug to be fixed in a future update? =)
bamboy12 Posted June 7, 2016 Posted June 7, 2016 I've captured a child of the atom slave (in the commonwealth, not in far harbor): fought a little, then realized "hey, you are not so bad good looking after all!", equipped the syringe rifle, shot pax syringe to tranquillize her, gave her the collar, all is right. But after a while (I think after the time effect of the syringe), the slave appears as red on the compass, like an enemy, but she won't attack me. The problem is the minute I pass by a settlement of mine, she's attacked by settlers and killed... unless I keep firing syringes at her. Is this happening because before enslaving her I attacked her and now she will always be flagged as hostile? Or is this a bug to be fixed in a future update? =) Normally I have trouble capturing hostile npc's without crashing but if the npc was tied to a quest it will be very buggy bassed on my knowledge and experience.
bamboy12 Posted June 7, 2016 Posted June 7, 2016 Hey there, i got a little problem. So every time when i´m pressing e to capture my Game is crashing completly. i tried both versions but it keeps going. please help me. If the npc is tied to a quest your vm freezes causing you to crash.
tentaclemight Posted June 7, 2016 Posted June 7, 2016 I've captured a child of the atom slave (in the commonwealth, not in far harbor): fought a little, then realized "hey, you are not so bad good looking after all!", equipped the syringe rifle, shot pax syringe to tranquillize her, gave her the collar, all is right. But after a while (I think after the time effect of the syringe), the slave appears as red on the compass, like an enemy, but she won't attack me. The problem is the minute I pass by a settlement of mine, she's attacked by settlers and killed... unless I keep firing syringes at her. Is this happening because before enslaving her I attacked her and now she will always be flagged as hostile? Or is this a bug to be fixed in a future update? =) Normally I have trouble capturing hostile npc's without crashing but if the npc was tied to a quest it will be very buggy bassed on my knowledge and experience. I see. Well, it was just a random atom child, not tied to any quest. I had already captured a raider before but hit her with the syringe before she saw me. Told her to "wait" in sanctuary hills; when I got back there later, she was gone =/
bamboy12 Posted June 8, 2016 Posted June 8, 2016 I've captured a child of the atom slave (in the commonwealth, not in far harbor): fought a little, then realized "hey, you are not so bad good looking after all!", equipped the syringe rifle, shot pax syringe to tranquillize her, gave her the collar, all is right. But after a while (I think after the time effect of the syringe), the slave appears as red on the compass, like an enemy, but she won't attack me. The problem is the minute I pass by a settlement of mine, she's attacked by settlers and killed... unless I keep firing syringes at her. Is this happening because before enslaving her I attacked her and now she will always be flagged as hostile? Or is this a bug to be fixed in a future update? =) Normally I have trouble capturing hostile npc's without crashing but if the npc was tied to a quest it will be very buggy bassed on my knowledge and experience. I see. Well, it was just a random atom child, not tied to any quest. I had already captured a raider before but hit her with the syringe before she saw me. Told her to "wait" in sanctuary hills; when I got back there later, she was gone =/ weird, well the mod author said they are working on it and that there will be another update just in a while so good luck enslaving.
ETSubmariner Posted June 8, 2016 Posted June 8, 2016 And after that, I might dive into player slavery, if nobody else has picked it up by then. Yes please. Tied to alternative death mechanic so you wake up enslaved, and must do what the quest giver tells you, or find a way to get the exploding collar off in other ways. Also, perhaps a small chance each time you sleep of waking up having been kidnapped/enslaved? Also, going near a settlement while enslaved = head popper, trapping your character into enslavement more thoroughly.
ray_magini92 Posted June 8, 2016 Posted June 8, 2016 First love your work, I wish I could mod like this. I have found an issue. If you leave your slave alone in a different cell it seems the slave package expires. Here's what I experienced. I enslaved two people, a female scavenger and one of the named female raiders. I used the wait command to keep them in the cellar in Sanctuary. I traveled to Far Harbor and dicked around for a little bit. When I came back to the cellar, the raider was gone and the scavenger turned to a dude. The scavenger still had the wait and slave menu options but nothing happens when you try to interact with them. The only mods I'm running are this mod, CBBE, and the slave collar one for the textures.
android1966 Posted June 10, 2016 Posted June 10, 2016 I see. Well, it was just a random atom child, not tied to any quest. I had already captured a raider before but hit her with the syringe before she saw me. Told her to "wait" in sanctuary hills; when I got back there later, she was gone =/ If you leave a captive in a settlement then their resistance will gradually rise until they make a run for it. If they are wearing a collar then *bang*. The captive was probably a headless body somewhere just outside the settlement. I watched this happen, my captive made it just across the river near Sanctuary Hills before the collar exploded. The mechanism's for permanently pacifying a captive are not yet implemented.
corkyduke Posted June 11, 2016 Posted June 11, 2016 getting a purple collar in the v.05 (newst to date) read through the entire thread, and, nothing. I have not alterd the path of the files (since that would be bad) I did put the mod in Nexus ModMannager, wich does the same as doing it manualy. so it shouldnt casue a issue I belive. I might try installing it normaly wich I dont realy like, since NMM I have more controll if a mod gets updated or I want to get rid of a mod. normal unpack didnt work either
Vioxsis Posted June 11, 2016 Posted June 11, 2016 getting a purple collar in the v.05 (newst to date) read through the entire thread, and, nothing. I have not alterd the path of the files (since that would be bad) I did put the mod in Nexus ModMannager, wich does the same as doing it manualy. so it shouldnt casue a issue I belive. I might try installing it normaly wich I dont realy like, since NMM I have more controll if a mod gets updated or I want to get rid of a mod. normal unpack didnt work either The material file is not set right. The nif points to ("Materials\DixiePig\slaveCollar\slaveCollar.BGSM") but the .bgsm is in ("Materials\DixiePig\slaveCollar.BGSM") Either make the "slaveCollar" folder in "Materials\DixiePig" and place the slaveCollar.BGSM in it or edit the nif to remove the "\slavecollar" from material path.
corkyduke Posted June 11, 2016 Posted June 11, 2016 getting a purple collar in the v.05 (newst to date) read through the entire thread, and, nothing. I have not alterd the path of the files (since that would be bad) I did put the mod in Nexus ModMannager, wich does the same as doing it manualy. so it shouldnt casue a issue I belive. I might try installing it normaly wich I dont realy like, since NMM I have more controll if a mod gets updated or I want to get rid of a mod. normal unpack didnt work either The material file is not set right. The nif points to ("Materials\DixiePig\slaveCollar\slaveCollar.BGSM") but the .bgsm is in ("Materials\DixiePig\slaveCollar.BGSM") Either make the "slaveCollar" folder in "Materials\DixiePig" and place the slaveCollar.BGSM in it or edit the nif to remove the "\slavecollar" from material path. Thank you, that worked. I jsut made a folder and copied the file into it, leaving a original in the DixiePig folder, jsut in case. Edeting the NIF-File casued some issues, just got a big red block wit ha ! on it over my character >_< But does this mod cause any issues with the savegame if I deside to remove it at a later point? Beside not having the syringes in my weapon/inventory, and or collar/other mod related items. abit currious what would happen to the slaves if I do remove the mod, any bugs they will come over?
corkyduke Posted June 11, 2016 Posted June 11, 2016 the new issue I have is when I try to shoot a npc with a name, the game freezes up, like people as: Memory Den - Doctor Amari Memory Den - Irma Memory Den - Kent Connolly I tryed it on Cait (being evil of enslaving her since she got free from being a slave, yeah, didnt think that part through), it worked the first time, but she keept running away. I do not know if this is cause theyr a vital npc for a mission or not this might be casue of the NPC being a quest/importaint character, and can break the game. :/ One thing that this mod needs is a Slavery faction type, Slave hunters that is out for capturing the Lone Wanderer / Player, at random times. The Trackers/Slavers should be sneaky, and unable to get into fight with people/security in Diamond City/Settlements and such, cause they have a "hunting permit" for the Lone Wanderer / Player, so you always have to be causious about your surroundings, or else you get a tranc up your ass. (you should be able to kill them before they take you out) When caught you will be moved/Teleported to a new location where the Slavers are, waking up in a cell with the collar and maby the DA Harness / DA Christie Harness worn. If you do get caught your items would need to be placed in a storage in the HQ of theyr place, maby have a penaly of caps removed. Your Companions leave to theyr homeplaces before the TP, leaving you alone. To get free, the price gets higher and higher as the level you are, like if your level one, its 100 caps, then level two, its 200 caps and so on so in the lvl 50s its 5000 caps to get free, this I thounk could be a fun addon to this mod. So maby having stash of caps scatterd around the commonwelth is a new idea. Now having to collect all the junk to sell, just incase you get captured How to earn caps to get free: Task to kill a slave that ran away (you get a basic pipepistol with a few rounds, and if you use this to shoot the Slavers, you get your head blown off) Entertainment, in pit-figts, trapmaze (with the new Workshop DLC) Work in the fields if thers one, collecting food other types of jobs, I do not know, as how far scripting can go with this And when you paid off, the locker or room with all your stuff gets unlocked, can get what you had. I doubt it would be possible, but it would be a fun addition to this mod, the new element of danger to the game
Freezman01 Posted June 12, 2016 Posted June 12, 2016 I tried to test this mod but i get a freez like "CrimsonLegend" when i stun them with a dart and press "R". I tried it on different NPC's and with version 4 and 5. I've got two of the log files attached and hope someone can help me with my problem. Papyrus.0.log Papyrus.1.log
H4ck3rMC Posted June 15, 2016 Posted June 15, 2016 Crash on trying to capture a slave. Log included Papyrus.0.log Papyrus.0.log
Quarzarquarzuuwie Posted June 16, 2016 Posted June 16, 2016 mine crashed when trying to put a slave collar on a raider while in combat
bamboy12 Posted June 19, 2016 Posted June 19, 2016 Seems like we are not getting an update... rip slavery Mod
dr4cos Posted June 20, 2016 Posted June 20, 2016 Seems like we are not getting an update... rip slavery Mod Sorry gents, got a lot to do at the moment - next update is going to be a while and is mostly going to be bugfix attempts. He said that he got alot to do at the moment patience guys ^^.
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