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Posted
On 10/8/2018 at 10:47 PM, Apap said:

Got a technical question about the follower slaves - are they recognized by the game as companions? Meaning, are they affected or affect perks like Lone Wanderer and Inspirational?

 

Thanks!

Answer: No. Lone Wanderer definitely ignores them. Have not tested Inspirational.

 

And... I have a problem of my own. I'm unable to send slaves to Raider Settlements or Vassals, even with Vassal Management enabled. Using the dialog to move them, only normal settlements are available as choices. Using the *Slave Management holotape in a raider settlement also fails to set their home. From the patch notes for v0.5.6: " *Slaves farmers do not lower the happiness of a raider settlement" seems to imply this should be possible. Am I missing something?

 

Answering my own question after a dive into the scripts: In order to assign slaves to raider/vassal settlements, "Counts as population" needs to be switched off in the MCM. Population will still increase with each added slave though.

Posted
On 10/7/2018 at 8:08 PM, fred200 said:

Having enslaved several hundred NPCs at this point with no crashes at that time, I feel safe in saying something else is broken in your build.

I have seen pretty much every other kind of problem, like no dialog at all - but no crashes.

 

 

thanks im gonna try to trim down my mod list.

Posted

So does "Offer for sale" actually do anything?  Is there someplace I need to take them to sell them off?  It would be nice to be able to ditch excess meat without having to kill them with the holotape, so when I saw this start popping up I was very interested.  But I don't see it mentioned anywhere here. 

Posted

My prostitute collection has begun. lol  Just realized I turned Marcy Long  into Wicked Wanda, dunno if they still make that adult comic strip.  This mod will never get old.

ScreenShot8.png

Posted
1 hour ago, Froggy said:

So does "Offer for sale" actually do anything?  Is there someplace I need to take them to sell them off?  It would be nice to be able to ditch excess meat without having to kill them with the holotape, so when I saw this start popping up I was very interested.  But I don't see it mentioned anywhere here. 

 

I didn't try feature that because I don't like the idea of selling them and I use those "slaves"  in a different way than just slaves but... I believe the sales can be done esclusively to the bosses of the Raiders factions in Nuka World, definitely to the boss of the Pack.

 

 

Posted
1 hour ago, Hogz50 said:

My prostitute collection has begun. lol  Just realized I turned Marcy Long  into Wicked Wanda, dunno if they still make that adult comic strip.  This mod will never get old.

ScreenShot8.png

 

Did you rename them yourself? I did try myself but unsuccessfully.

 

 

 

Posted

Hey, i have some issues with my actual savegame. I can enslave, but cannot fuck. The animations doesn't launch.

 

But in a new game, the mod works. It's probably an AAF issue since i have the same issue with AAF_Violate, who work only on my new game.

Any idea ? 'cause i made some raiders settlements for my slaves, it takes a long time, and if fuck doesn't work... well, i'll be deceived lol

Posted
2 hours ago, fred200 said:

Leader of the Pack is long since dog food. All the other Raider bosses are working as prostitutes for me.

So no slave market for me.

There are mods available to resolve that. The Auctionhaus is one. BETA but works fine. And better, not on Nuka World.

Posted
2 hours ago, fred200 said:

Leader of the Pack is long since dog food. All the other Raider bosses are working as prostitutes for me.

So no slave market for me.

Your loss. 

 

For those who haven't bought NukaWorld yet: You get to become a raider boss.  That's the entire point of the DLC.  If you don't want to go that route - if you just kill the raider gangs instead - then NukaWorld a waste of your money, because all that's left is a couple of new guns & armors.

 

My personal path choice is to favor the Operators and the Pack (in that order), allowing the Disciples to go traitor.  Give Safari Wonderland and Kiddie Kingdom to the Pack, because it suits them (because animals & goofy fun) and everything else to the Disciples (because money), then split the commonwealth more or less evenly between them. 

 

My reasoning is that the Operators aren't really that bad - like the mafia that they imitate, they're businessmen first and thugs second.  As long as they're making money, they're happy and won't act all psychotic.  The Pack, once you get to know them, are probably the least violent of all the gangs.  Their little dominance rituals revolve around playing pranks, not violence, and they're really only interested in having fun.  Give them booze and carnival rides and they'll love you for life.  It was the Disciples that I had issues with - they love violence for it's own sake.  Total psychopaths.  Wasn't a hard decision to let them go rogue as an excuse to get rid of them.

 

I looked at it like this.  They're will always be raiders.  It's just how the Fallout world works.  But those generic randos you encounter are always mindless psychos without a plan who just slaughter for the hell of it.  If I do the lame thing and wipe out the NukaWorld gangs, then all I'm doing is condemning the Commonwealth to dealing with those generic, irrational psycho raiders basically forever.  If I go with the actual plot of NukaWorld I can actually make things better.  I can muscle out those peon raiders and replace them with my own.  Raiders that are more organized and, most of all, more reasonable.  Like I said, neither the Operators or the Pack are into random violence or even violence for it's own sake.  Send them caps & chems (respectively) and they're content to leave people alone.  Compared to having to actually fight off raider attacks every frikkin' five days this is a serious step up in quality of life for your average settler, I would think.  Besides, is it really any different than paying taxes to the government?  Because that's what you're really doing: establishing a government in it's purest, most honest form.  None of the bullshit, none of the false pretenses.  You gotta start somewhere and feudalism is the first step.

 

Anyway, rant over.  I'll head over to Mason and Mags and offload my fuglies.

Posted
11 hours ago, Khaahan said:

 

Did you rename them yourself? I did try myself but unsuccessfully.

 

 

 

nah Marcy, Simone .Darcy Pembroke  keep their names only K1, I rename to Jenny cause that's what she prefers. I only kidnap or make captives named characters  or raider bosses, like Ack Ack, Clutch and so on. Otherwise it would be crazy with all those captives, Plus its a challenge to Mark a raider boss without being killed, especially in gunners plaza or quincy.   If you have the rename anything mod, you could rename them in console......Setname Micky..or whatever name you want otherwise you'll need text input menu mod.

Posted
6 hours ago, Froggy said:

Your loss. 

 

For those who haven't bought NukaWorld yet: You get to become a raider boss.  That's the entire point of the DLC.  If you don't want to go that route - if you just kill the raider gangs instead - then NukaWorld a waste of your money, because all that's left is a couple of new guns & armors.

 

My personal path choice is to favor the Operators and the Pack (in that order), allowing the Disciples to go traitor.  Give Safari Wonderland and Kiddie Kingdom to the Pack, because it suits them (because animals & goofy fun) and everything else to the Disciples (because money), then split the commonwealth more or less evenly between them. 

 

My reasoning is that the Operators aren't really that bad - like the mafia that they imitate, they're businessmen first and thugs second.  As long as they're making money, they're happy and won't act all psychotic.  The Pack, once you get to know them, are probably the least violent of all the gangs.  Their little dominance rituals revolve around playing pranks, not violence, and they're really only interested in having fun.  Give them booze and carnival rides and they'll love you for life.  It was the Disciples that I had issues with - they love violence for it's own sake.  Total psychopaths.  Wasn't a hard decision to let them go rogue as an excuse to get rid of them.

 

I looked at it like this.  They're will always be raiders.  It's just how the Fallout world works.  But those generic randos you encounter are always mindless psychos without a plan who just slaughter for the hell of it.  If I do the lame thing and wipe out the NukaWorld gangs, then all I'm doing is condemning the Commonwealth to dealing with those generic, irrational psycho raiders basically forever.  If I go with the actual plot of NukaWorld I can actually make things better.  I can muscle out those peon raiders and replace them with my own.  Raiders that are more organized and, most of all, more reasonable.  Like I said, neither the Operators or the Pack are into random violence or even violence for it's own sake.  Send them caps & chems (respectively) and they're content to leave people alone.  Compared to having to actually fight off raider attacks every frikkin' five days this is a serious step up in quality of life for your average settler, I would think.  Besides, is it really any different than paying taxes to the government?  Because that's what you're really doing: establishing a government in it's purest, most honest form.  None of the bullshit, none of the false pretenses.  You gotta start somewhere and feudalism is the first step.

 

Anyway, rant over.  I'll head over to Mason and Mags and offload my fuglies.

The Raiders Are Just A More Honest Minutemen.

Posted

Let me add - I had no loss. I was the big Overboss for a number of months, and actually helped my raiders take over half of my settlements. When I was sufficiently bored with that - and wanted a working economy - I turned on them and restored all my settlements. It was time. And Nisha looks better in a miniskirt.

Posted

Here's a problem that I'm certain has either A) already been solved and I just don't know about it or B) can't be solved at all.  I'm hoping it's A.

 

If I change the appearance of any non-unique/non-named Raider (or any other generic NPC for that matter) it ends up changing the appearance for their entire template.  Which kinds of blows because there's only, like, maybe six female raider templates in the game. 

 

Example: I've got three slaves all from the same looks template.  I customize them all to look different so that I can frikkin' tell them apart.  Everything looks good, right?  Except that when I come back the next day all of them will look exactly like the last one that I changed, and so now they all look exactly alike... again.

 

Is there any way around this?  A solution?  Some way to flag them so that they don't reset every day and actually keep their custom looks?

Posted
21 hours ago, JeanReno said:

Hey, i have some issues with my actual savegame. I can enslave, but cannot fuck. The animations doesn't launch.

 

But in a new game, the mod works. It's probably an AAF issue since i have the same issue with AAF_Violate, who work only on my new game.

Any idea ? 'cause i made some raiders settlements for my slaves, it takes a long time, and if fuck doesn't work... well, i'll be deceived lol

Try with resaver, it is a tool contained in FallrimTools available on the Nexusmods.
https://www.nexusmods.com/fallout4/mods/22633/

I also had this problem and I solved it this way.


Do not forget, it is strongly recommended to make a backup of the savegame first!!!

 

Load the savegame and then run the "Remove unattached instances" command in the "Clean" menu, done this just overwrite the savegame.

Posted

i am having a small bug with the rename part everytime i use it on an npc my stats resets again and i have to put all options in the correcsponding place like charismna, guns etc.. small annoyance. but worth every effort. having all npc with unique names make it more lively.

Posted
1 hour ago, D_ManXX2 said:

i am having a small bug with the rename part everytime i use it on an npc my stats resets again and i have to put all options in the correcsponding place like charismna, guns etc.. small annoyance. but worth every effort. having all npc with unique names make it more lively.

I have You Are Exceptional mod and the same happens. Solution? Open console, select the NPC you want to change name and type setname "xxxxx". It should work :)

Posted
3 hours ago, Froggy said:

Here's a problem that I'm certain has either A) already been solved and I just don't know about it or B) can't be solved at all.  I'm hoping it's A.

 

If I change the appearance of any non-unique/non-named Raider (or any other generic NPC for that matter) it ends up changing the appearance for their entire template.  Which kinds of blows because there's only, like, maybe six female raider templates in the game. 

 

Example: I've got three slaves all from the same looks template.  I customize them all to look different so that I can frikkin' tell them apart.  Everything looks good, right?  Except that when I come back the next day all of them will look exactly like the last one that I changed, and so now they all look exactly alike... again.

 

Is there any way around this?  A solution?  Some way to flag them so that they don't reset every day and actually keep their custom looks?

There's not a workaround yet. You can use Lots More Settlers and Enemies that widen the pool of avaliable NPC templates, or only enslave named ones. But if it's a respawnable, you will find the modified template. That's why I only keep some named as pets and sell the others

Posted
1 hour ago, kadsend said:

I have You Are Exceptional mod and the same happens. Solution? Open console, select the NPC you want to change name and type setname "xxxxx". It should work :)

Thanks yes that is what was happening. i will try the console workaround.

Posted

Is there any way at all to free/release slaves or atleast access vanilla dialogue once npcs are enslaved? I accidently enslaved preston before completing when freedom calls and ive lost the dialogue necessary to complete the quest, I really hope the whole thing isnt botched, Please help!

Posted
12 minutes ago, LarryTheLumberjack said:

Is there any way at all to free/release slaves or atleast access vanilla dialogue once npcs are enslaved? I accidently enslaved preston before completing when freedom calls and ive lost the dialogue necessary to complete the quest, I really hope the whole thing isnt botched, Please help!

You can use the console to complete it: SetStage Min00 1000

That should complete the quest if I'm not mistaken, I don't usually use the console to alter queststages so I may have used the wrong Quest ID there, make sure to save before trying to you can go back if it doesnt work as intended.

Posted

please help.. the esp is deactivated in the game but is active in mod orgamnizer... only this one esp wont load in game... game latest version with all DLCs and dependencies

Posted
23 hours ago, ngc2008 said:

Try with resaver, it is a tool contained in FallrimTools available on the Nexusmods.
https://www.nexusmods.com/fallout4/mods/22633/

I also had this problem and I solved it this way.


Do not forget, it is strongly recommended to make a backup of the savegame first!!!

 

Load the savegame and then run the "Remove unattached instances" command in the "Clean" menu, done this just overwrite the savegame.

Thank you, but sadly it doesn't work

Posted
19 hours ago, Dave0000 said:

please help.. the esp is deactivated in the game but is active in mod orgamnizer... only this one esp wont load in game... game latest version with all DLCs and dependencies

open steam and verify the game, if the game verifies, reinstall fallout 4, it should re-synch with your mods, this will take a long time, so use this as a final solution if nothing else works. Its what I would do. Oh, just an after thought....do you have loot? 

Posted
On 10/12/2018 at 5:03 AM, Dave0000 said:

please help.. the esp is deactivated in the game but is active in mod orgamnizer... only this one esp wont load in game... game latest version with all DLCs and dependencies

I have the same problem, and I think it's somekind of mod organizer 2 problem. If I install the mod normally via the MO2, it doesn't appear on the right side panel in the plugins. But if I instal via MO2, and choose the manual install type (the data folder is selected), then the .esp do appear in the right side panel, but still won't work ingame. I tried with LOOT, there isn't any problem shown. I don't have simple slavery or full dialog interface (or any similar mod).

 

I attached my modlist, maybe it helps.

modlist.txt

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