ignotum_virum Posted April 27, 2017 Share Posted April 27, 2017 (edited) Just Business [WIP] View File This mod allows you to enslave NPCs. Enslaved NPCs can be sent to settlements to work there or can be used as companions. REQUIREMENTS Fallout 4 DLC Nuka-World DLC Vault-Tec Workshop F4SE Mod Configuration Menu Extended Dialogue Interface Advanced Animation Framework LL FourPlay community F4SE plugin (Included in AAF) RECOMMENDS Rename Anything TextInputMenu [AAF] Themes (beta) - BasicAnimations, SexAnimations, Kinky/CreatureSexAnimations INSTALLATION To install simply extract all files into Fallout 4 folder and enable "Just Business.esp" in any plugin manager. To update just extract all files to Fallout 4 folder and allow newer files to replace old ones. If you are updating from version 0.3.2 or higher use "Update" option in MCM-menu. Warning: Clean save is strongly recommended if you are updating from versions lower than 0.3.0. For version 0.6.7, a clean save is recommended. Upgrade is possible only from version 0.5.8. Attention: If you decide to update the mod, you need to, before installing the update, to dismiss slaves from any work and from the followers and just settle them in the settlement. Be sure to wait for the message about the end of the update! HOW TO USE IT This mod adds new "Hunter mode", in which you can mark victims. While marked, NPCs will become essential and once their health reaches "0" they will enter "bleedout state". When NPCs is in "bleedout state" player can talk to them and decide their fate (kill, enslave or let go) . To enter "Hunter mode" you need to press "H" (can be reassigned in MCM). To mark NPC press "R". Enslaved NPCs can be used as companions (you can have more than one companion slave at once) or sent to any player settlement. All enslaved NPCs have "submission level" which represents their escape chance. "Submission" is being increased automatically while slave wears "Shock collar" or works in your settlement. You can see slave's "submission" in information option in dialogue. There you can also change NPC's name and appearance. If NPC's "submission" reached 100 you can assign this NPC to be a "Quartermaster". This allows NPC to have "Pack Brahmin" in which you can store your items. Companion slaves can take orders in command mode(same as vanilla game companions), you can ask them to relax, show their inventory, use power armor and instantly unequip all their clothes. In settlements NPCs can be assigned to any settler activities except some, that have slave "submission" level requirement. These activities are: stay on guard post (requires at least 80 "submission"), use trading post (50 "submission") or use trade caravan post (100 "submission"). If you leave slave with "submission" lower than 100, then this slave will have a chance to escape depending on his "submission" value i.e. the lower "submission level", the more chances are that slave will escape. When slave escapes, player will receive "Escaped slave" quest ,which will show runaway slave location. To prevent slaves from escaping - assign them to pillory in settlement (DLC "ContraptionsWorkshop"). VIDEO Slave capture by SlaveHunter311 MCM You can toggle: slave tracking unlimited ammo for slaves ability to rename settlers (not slaves) reassign "Hunter mode" button allow teleport to Institute (and not only) allow management of vassal settlements switch the quest "Runaway slave" Enables and assigns a hotkey to "Additional Dialogs Mode" Settings sex scenes with slaves. CREDITS AND THANKS DMC500 for translating the description into English F4SE Team for F4SE reg2k - Neanka - shadowslasher410 - registrator2000 for Mod Configuration Menu and Extended Dialogue Interface registrator2000 for Rename Anything Neanka for TextInputMenu DocClox for Four-Play vinfamy for Four-Play Community Patch dagobaking for Advanced Animation Framework jaam for LL FourPlay community F4SE plugin Submitter ignotum_virum Submitted 04/27/2017 Category WIP / Beta Requires F4SE, DLC Nuka-World, DLC Vault-Tec Workshop, MCM, Extended Dialogue Interface, Advanced Animation Framework Edited April 13, 2022 by ignotum_virum 15 Link to comment
dr4cos Posted May 18, 2017 Share Posted May 18, 2017 Have taken Whiplash (http://fallout.wikia.com/wiki/Whiplash) as a Slave, it change her name to railroad-agent Link to comment
ignotum_virum Posted May 19, 2017 Author Share Posted May 19, 2017 Have taken Whiplash (http://fallout.wikia.com/wiki/Whiplash) as a Slave, it change her name to railroad-agent will be fixed in the next version Link to comment
Lexzia Posted July 31, 2017 Share Posted July 31, 2017 The "H" buttom is use in another mod (Four Play - Sex 'Em Up) Just for your info Link to comment
Invictusblade Posted August 3, 2017 Share Posted August 3, 2017 The "H" buttom is use in another mod (Four Play - Sex 'Em Up) Just for your info you can change that in the settings holotape Link to comment
anghelos92 Posted January 16, 2018 Share Posted January 16, 2018 On 19/5/2017 at 9:21 PM, ignotum_virum said: will be fixed in the next version Hi I love your mod, with your permission I would integrate some of the code in a project i am developing...may I sir, please? 1 Link to comment
strongi Posted January 28, 2018 Share Posted January 28, 2018 It looks like the mod is no more working because of the last Gameupdate. i can activate Huntingmode, but Mark a target seems not to work anymore and the target dies. no matter how many times i try to mark and beat him/her. Also the conf-menu semes to be broken the slaves traking is allways on OFF in the settings even when i want to change it tells me it is on but it shows as off in the menu and like i said before the mod seems not to work with the latest gameupdate and the newest F4SE. before it worked good so far, can you take a look and maybe update this Mod? 1 Link to comment
ignotum_virum Posted February 11, 2018 Author Share Posted February 11, 2018 On 16.01.2018 at 11:38 AM, anghelos92 said: Hi I love your mod, with your permission I would integrate some of the code in a project i am developing...may I sir, please? Yes, of course. 1 Link to comment
plutocene Posted February 12, 2018 Share Posted February 12, 2018 Cool mod, I was wondering if that could be implemented into a detention camp mechanic, rather than straight slavery, or killing people F04 always laked an alternative to deal with criminals. 1 Link to comment
Guest Posted February 17, 2018 Share Posted February 17, 2018 Great mod expet for one thing... Any way to get rid of the god awful delay in dialgoue with slaves??? It feels like it takes forever just to put a collar on a downed npc. IS their anymod i can use with this to fix this issue? Becasue without this delay problem in slave dialogue this mod would be perfect. Link to comment
anghelos92 Posted February 19, 2018 Share Posted February 19, 2018 On 17/2/2018 at 7:49 AM, seanguy68 said: Great mod expet for one thing... Any way to get rid of the god awful delay in dialgoue with slaves??? It feels like it takes forever just to put a collar on a downed npc. IS their anymod i can use with this to fix this issue? Becasue without this delay problem in slave dialogue this mod would be perfect. Unfortunately there is a major limitation in creation kit: when dialogues are unvoiced they cannot be skipped. Workaround for this is to give silent voices to aliases but it's not simple, I tried without success, I mean I did it but the creation kit created 250 mb of data just for silent sounds and as you can imagine it's not very feasible for a mod. Flashy from RSE says he did it in his mod, I mean skippable non voiced dialogues, maybe he can help in the future, not now as he is already busy with his mod! Link to comment
Guest Posted February 19, 2018 Share Posted February 19, 2018 26 minutes ago, anghelos92 said: Unfortunately there is a major limitation in creation kit: when dialogues are unvoiced they cannot be skipped. Workaround for this is to give silent voices to aliases but it's not simple, I tried without success, I mean I did it but the creation kit created 250 mb of data just for silent sounds and as you can imagine it's not very feasible for a mod. Flashy from RSE says he did it in his mod, I mean skippable non voiced dialogues, maybe he can help in the future, not now as he is already busy with his mod! It is a pain in the butt to get working properly and trust me, it leads to a non-stop string of questions from people asking 'why does this male NPC sound like a female'. I had to hack the dialogue system in a way it wasnt really meant to be used just so I could create skippable non-sound 'voiced' dialogue. Without doing this, RSE's dialogue was set to be about 3.5 gigs but with my hack of the way it works, I got it down to under 20 megs. Link to comment
anghelos92 Posted February 19, 2018 Share Posted February 19, 2018 10 minutes ago, Flashy (JoeR) said: It is a pain in the butt to get working properly and trust me, it leads to a non-stop string of questions from people asking 'why does this male NPC sound like a female'. I had to hack the dialogue system in a way it wasnt really meant to be used just so I could create skippable non-sound 'voiced' dialogue. Without doing this, RSE's dialogue was set to be about 3.5 gigs but with my hack of the way it works, I got it down to under 20 megs. One day, when you will not be busy giving good mods to ungrateful people , I'll take some lessons from you, Flashy I mean that is impressive! 1 Link to comment
Guest Posted February 23, 2018 Share Posted February 23, 2018 On 2/19/2018 at 8:11 AM, anghelos92 said: Unfortunately there is a major limitation in creation kit: when dialogues are unvoiced they cannot be skipped. Workaround for this is to give silent voices to aliases but it's not simple, I tried without success, I mean I did it but the creation kit created 250 mb of data just for silent sounds and as you can imagine it's not very feasible for a mod. Flashy from RSE says he did it in his mod, I mean skippable non voiced dialogues, maybe he can help in the future, not now as he is already busy with his mod! Thanks for the response. I mean i wouldn't mind having a 3.5 gb mod size but i can see the technical issues that would arise from this. Perhaps the XDI framework mod could get around this limitation? Link to comment
anghelos92 Posted February 23, 2018 Share Posted February 23, 2018 1 minute ago, seanguy68 said: Thanks for the response. I mean i wouldn't mind having a 3.5 gb mod size but i can see the technical issues that would arise from this. Perhaps the XDI framework mod could get around this limitation? You're welcome, yeah I saw that XDI framework, and it seems a really good mod, maybe it could be worth a try, but people reported in other forums that it doesn't resolve the problem of unskippable unvoiced dialogues however, even if it says so in the description page. Link to comment
jcooper81 Posted February 25, 2018 Share Posted February 25, 2018 Hey great mod, Thank you much. I have a question. I can assign slaves to work the gardens, and it generates food for the settlement, but the plants themselves never grow any produce. Is that intended? Link to comment
ignotum_virum Posted February 26, 2018 Author Share Posted February 26, 2018 On 25.02.2018 at 3:14 AM, jcooper81 said: Hey great mod, Thank you much. I have a question. I can assign slaves to work the gardens, and it generates food for the settlement, but the plants themselves never grow any produce. Is that intended? Fixed in version 0.3.4 1 Link to comment
uncleben7 Posted February 26, 2018 Share Posted February 26, 2018 Just wanted to take a moment to say thank you. Great mod, I had an odd issue, that I am not sure of. I had hunter mode on while doing "The Secrete OF Cabot House" quest where I sided with Lorenzo. I marked Emogene for slavery. When Lorenzo finished his little speech, she never turned violent, and thus never killed. Consequently the quest wouldn't complete. I tried killing her, but she just stood there unfazed. no loss of health, no reaction. Reloaded my save a couple times with the same result. Finally, I turned hunter mode off, and everything worked as intended. To get her as a slave, I resurrected her, and then marked her. Link to comment
jcooper81 Posted February 27, 2018 Share Posted February 27, 2018 7 hours ago, ignotum_virum said: Fixed in version 0.3.4 You are Awsome, Thank you. Link to comment
zia Posted March 3, 2018 Share Posted March 3, 2018 I have found a bit of an issue, 2 issue actually: 1. Intermittenlty a mark npc will be knocked down but still be hostile (preventing you from talking to them). I have had this happen with raiders and gunners (Havent tried any other factions) 2. Raiders cant be sent to a settlement, they instantly become hostile to everyone. (I tried several different raiders and they all had the same issue, I have only tried 1 gunner and she did not become hostile and was properly assigned) Spoiler Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Unofficial Fallout 4 Patch.esp four_play_resources.esm HUDFramework.esm SimSettlements.esm CBBE.esp FO4_AnimationsByLeito.esp PrivateVertibird.esp SimSettlements_XPAC_IndustrialRevolution.esp LooksMenu.esp BostonFPSFixAIO.esp Better Locational Damage.esp FP_RSE.esp FP_FamilyPlanningEnhanced.esp four_play.esp SimSettlements_XPAC_RiseOfTheCommonwealth.esp SalvageBeacons.esp KLPostersAdult.esp Dongs_Of_Fallout.esp AzarPonytailHairstyles.esp Hot Mama NPCs Added Settlers and Minutemen B.esp HotMamaBoSB.esp HotMamaVault81B.esp Hot Mama NPCs Settlers and Bandits B.esp Quick Save.esp PA-Quick Animations.esp CWSS Redux.esp Fallout4FasterRespawnRate1hr.esp Fallout4FasterRespawnRateCleared1hr.esp W1932_RoboRangeU.esp Crazy_Animations_Gun.esp Better Locational Damage - DLC_Automatron.esp Better Locational Damage - DLC_Far_Harbor.esp Better Locational Damage - DLC_Nuka_World.esp Better Locational Damage - DLC_WWorkshop.esp Better Locational Damage - Ghoul Edition.esp Better VATS - 0.75.esp BLD - Leveled Lists.esp Pilgrim.esp CraftableWater.esp LegendaryModification.esp Pack Attack.esp Pack Attack - Far Harbor Patch.esp GorillasForAll.esp FPEDogAddon.esp FPESuperMutantAddon.esp BackpacksByFeather.esp My_Minutemen.esp Just Business.esp 4PlaySEU.esp FO4Hotkeys.esp Pack Attack NPC.esp (I thought this one MAY have been part of the issue and tried without it and there was no change.) Link to comment
ignotum_virum Posted March 3, 2018 Author Share Posted March 3, 2018 11 hours ago, zia said: 1. Intermittenlty a mark npc will be knocked down but still be hostile (preventing you from talking to them). I have had this happen with raiders and gunners (Havent tried any other factions) If npc be knocked down during the execution of the animation (stand up or any) - in console run on it "kill" - this reload his ai. 11 hours ago, zia said: 2. Raiders cant be sent to a settlement, they instantly become hostile to everyone. (I tried several different raiders and they all had the same issue, I have only tried 1 gunner and she did not become hostile and was properly assigned) Nor has never rebuffed with such a mistake. Link to comment
zia Posted March 8, 2018 Share Posted March 8, 2018 Found another issue, how do you complete the run away slave quest? My slave ran off and I found her but I cant get her to follow again or talk. (I can trade with her and order to to go places) The follow command and the talk command just do nothing. And she escaped because I use a vertibird and she stayed behind and ran off. Link to comment
uncleben7 Posted March 9, 2018 Share Posted March 9, 2018 3 hours ago, zia said: Found another issue, how do you complete the run away slave quest? My slave ran off and I found her but I cant get her to follow again or talk. (I can trade with her and order to to go places) The follow command and the talk command just do nothing. And she escaped because I use a vertibird and she stayed behind and ran off. Have the exact same issue. fast traveled from nuka world to good neighbor. Got the run away slave quest. Found her standing exactly where I had left her. She doesn't run away. She won't follow me at all. Anyone know if there's a way to reset a slave? Link to comment
intrepidxiii Posted March 12, 2018 Share Posted March 12, 2018 Is anyone else having issues using this mod and violate? Whenever I go up to enslave someone after marking them and bringing their HP down to zero, I just get the regular Violate options of rob, companion, release, and sex. Link to comment
Stiffon Posted March 14, 2018 Share Posted March 14, 2018 Is there any method other than the shock collar to 'beat' the slave in to submission? If not, is it possible to add? F4SS has a low voltage baton for this, PAHE+ (Skyrim) had a whip - from the perspective of a slaver, beatings would happen, to a runaway particularly, to instill submission faster. Chasing the same slave around, regardless of restraints placed, gets tiresome lol. Also, is there a particular furniture used in settlements (stocks) that can hold a slave? I ask because I have built a couple different ones, placed the slave in there, when interacting I can see an option for "follow", so assume that she is not following and locked in - but, when I then fast travel away from the settlement, the slave fast travels with me. Thanks for the mod, great work so far. 1 Link to comment
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