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


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Posted

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

Posted

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.

Posted

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.

 

Posted

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? =)

Posted

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. 

Posted

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.

Posted

 

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 =/

Posted

 

 

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.

Posted

 

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.

Posted

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.

Posted
  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.

Posted

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

Posted

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.

 

Posted

 

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?

Posted

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

Posted

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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