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Posted
4 hours ago, Hogz50 said:

I haven't upgraded yet, but just to clarify...the slaves have a workshop mode meaning they'll do their assigned job, and patrol to a leisure area and use their assigned bed?

ATM in my current jb only prostitutes patrol a certain area and sleep in beds. Once I do this  I'm starting a new game

 

Oh p.s.    Will the mark hotkey still work? I like to simply mark them and give them a collar,  that's if my companions don't kill them first.   Heather gets trigger happy and shoots them as I mark them 80 percent of the time she kills them.

Now all the slaves have WorkshopNPCScript, and in the settlements they are controlled by the vanilla system workshops, as ordinary settlers.

With hot keys everything is still.

Posted
2 hours ago, ignotum_virum said:

Now all the slaves have WorkshopNPCScript, and in the settlements they are controlled by the vanilla system workshops, as ordinary settlers.

With hot keys everything is still.

Sounds great i'll get started on this soon thank you :}

 

Posted

I downloaded  jb 6.7 and the auctionhouse patch, started a new game.  I updated script registrations to restore aaf animations, which wasn't a problem, but when I took slaves I marked angie and fred, hard to find NPC's, they only exist in the beginning of the game,  then I marked simone and wolfgang, When I changed the appearance on both angie and simone using looksmenu and picturesque looks menu they vanished after I completed their new hair and makeup, turning invisible. later I went into build menu, the 2 female npcs were by me but with a green outline of their bodies, I left buildmode and clicked their invidible forms and made them stay, I selected Reset Slave, and they re-appeared customized and fully visible, and functional.  Just figured I'ld share that in case anyone encounters this, its fixable and  interesting when you see the green outline with stretched out hair almost ghostlike lol

Posted

slight problem, when I choose "teach you obedience" or use SEU they preform well, but when the prostitutes find a client, ...nothing they go to the workplace and stand there.

Posted

I am really loving this new update!  At first I was mildly annoyed that running the update on my previous game deleted the pregnancy status of slaves, but once I realized that slaves were now 100% compatible with Sim Settlements a fresh restart was going to be needed anyway.  No more spam-capturing every cute raider that I could find, stuffing them in a sleeping bag on the dirt and telling them go chew corn stalks like cheap robots.  Now I'm planning out rooms, jobs, new construction designs, deciding whether to go with an urban apartment theme or a more spread out suburban look, and making sure that each new laborer plugs into the whole thing properly.  And now I get to watch them visit the bars, listen to the radio in the lounge, and sleep like normal people at the end of the day.

 

This is better than I was ever hoping for.  You've done something I didn't think was possible.  Awesome work, I.V.!

Posted

Great Mod.

Any ideas on how to make it more challenging?  I would suggest that limiting shock collars to the number of cages your settlements contain could work.  Maybe add slave riots? :D

Posted

A word of note anyone using Nuka World: Yes, your slaves will still work, even better than before in fact.  However because they follow almost all the same rules as regular settlers, you can accidentally shoot yourself in the foot if you're not careful (as I did yesterday).  I'm going to assume that everyone already knows the difference between outposts and vassals.

 

The good news is that JB still has an option in the MCM to let you manage vassal settlements.   However, slaves do not count as setters for Skank's intimidation check.  Meaning that if you only have slaves in a location then you can't target it to become a vassal or an outpost.  There needs to be at least one vanilla, un-named settler (meaning not Piper, Danse,  Dogmeat or any other special NPCs) present to be able to claim either type of territory for your gangs.  That being said, that's not a real issue - just pop up an old fashioned radio beacon and wait, or if you have workshop framework (and you should) just set it to instantly spawn in three settlers when you switch it on and skip the wait.  Save yourself some trouble and relocate the two extra settlers to other locations that you want to hit later.

 

The bad news is that while the occupants of vassal territories stay put, the occupants of outposts get deleted (visually they walk off into the distance, but yes, the game just erases them once they're out of sight).  This includes any slaves that you have present there!  And once you tell Skank that territory is your target you can't go back out on it.  Even if you tell the slaves to leave first, they'll still end up getting deleted once you claim it as an outpost.  So you need to make sure that you send away all your slaves (relocate them elsewhere) before you tell Skank that you want to make a new outpost.

 

This isn't any kind of flaw with JB - this is just how the vanilla game mechanics work.  And yes, once again, slaves are now FULL COMPATIBLE with Sim Settlements now.  Woot!

 

Addendum: Personally, I only ever use bribes and intimidation take territory.  I have no idea what becomes of slaves if you decide to just go in shooting, and I really don't want to risk finding out, either.

 

 

Posted

Just found a new bug.

I enslaved the Alien.  At first he worked fine; the initial dialog was like that of the supermutants, he agreed to follow me.  However once we were on our way he wouldn't talk to me.  I had no way to kill him or dismiss him.  Only way I could find to get rid of him was to load a previous save.

Posted
13 hours ago, Yazour said:

Great Mod.

Any ideas on how to make it more challenging?  I would suggest that limiting shock collars to the number of cages your settlements contain could work.  Maybe add slave riots? :D

I've made it challenging by only marking the raider bosses, and rare NPC's, like fred, angie and so on, Its hard to capture Tessa, baker and, clint at quincy, as well as the bosses at gunners plaza, and clutch in almost impossible being shes inna small room with a raider and she carries an M60 or M14 in my game. Riots would be awesome, I was thinking about that being I have a mod called, Boston Prison, I had Tower Tom and Red Tourette in lockdown, Tower Tom according to storyline killed Red Tourettes sister, so it would be nice to see a vendetta shanking in the showers LOL.

Posted

Funny question....why are my slaves names  randomly changing, for example, Marcy Long, became Gianna, then Anna, now its Abigale. This is with all of my slaves. I have re-naming turned off, I never use it  I only capture Named Raider bosses and unique Npc's.

Posted
12 hours ago, Hogz50 said:

Funny question....why are my slaves names  randomly changing, for example, Marcy Long, became Gianna, then Anna, now its Abigale. This is with all of my slaves. I have re-naming turned off, I never use it  I only capture Named Raider bosses and unique Npc's.

It's hard to say, I have nothing like this happened. To understand what is going on, I need to reproduce the situation when such a bug occurs.

All slaves are renamed, otherwise they would all have the name "Slave". That's the name of the ActorBase they're all based on.

There's something wrong with your install.

Posted
12 hours ago, ignotum_virum said:

It's hard to say, I have nothing like this happened. To understand what is going on, I need to reproduce the situation when such a bug occurs.

All slaves are renamed, otherwise they would all have the name "Slave". That's the name of the ActorBase they're all based on.

There's something wrong with your install.

I can see that, makes a lot of sense, because you gave them workshop npc features. Now they also count as settler population, I cant turn that feature off, its not in MCM.  So that might be an install failure.  With the name thing, Red Tourette usually stayed Red Tourette when collared, as did all the other Raider bosses I collect.. I'll try a reinstall I hope I can turn off the settler count.

Posted
11 hours ago, BJN7004 said:

Maybe this happens because of this mod - Don't Call Me Settler?

I don't have this mod and  I have rename anything disabled.

Posted
5 hours ago, Hogz50 said:

I can see that, makes a lot of sense, because you gave them workshop npc features. Now they also count as settler population, I cant turn that feature off, its not in MCM.  So that might be an install failure.  With the name thing, Red Tourette usually stayed Red Tourette when collared, as did all the other Raider bosses I collect.. I'll try a reinstall I hope I can turn off the settler count.

This is not a failure, there is no such option at the moment.

Posted
On ‎1‎/‎29‎/‎2019 at 1:45 AM, ignotum_virum said:

This is not a failure, there is no such option at the moment.

ahh okay then, the workaround is to make all my convicts prostitutes, and still have my 16 prison guards  and 5 vendors, all minutemen from the ( we are the minutemen ) mod

and house up to 30 convicts.

Posted
On 1/27/2019 at 6:46 PM, Hogz50 said:

Funny question....why are my slaves names  randomly changing, for example, Marcy Long, became Gianna, then Anna, now its Abigale. This is with all of my slaves. I have re-naming turned off, I never use it  I only capture Named Raider bosses and unique Npc's.

I've had names of randoms change but never named NPCs.  The randoms can be explained by the game using one name on screen and another hidden inside the NPC's template.  The template name ends up getting pulled to the top by JB sometimes.  I noticed that long ago whenever a slave had a baby their custom name would revert back to their original template name.  Anyway, some NPCs - in particular random encounter hostile scavvers and disgruntled settlers - all have hidden template names that they will switch to if you capture them.

 

My guess would be that some other mod is changing their hidden names and that JB is just bringing it out.  It's a weak guess, but that's all I've got.

Posted
3 hours ago, ignotum_virum said:

What is MK2?

Mark 2... It's just the denomination of this Synth (this one is not just skeletal) just it seems that his bug is just somehow the femalebody model was swapped.

Posted
7 hours ago, kadsend said:

Mark 2... It's just the denomination of this Synth (this one is not just skeletal) just it seems that his bug is just somehow the femalebody model was swapped.

Weird part is it is combined.  It is both bodies at once.  If I remove the clothing or give them something else to wear, they still have bit of Synth sticking out of them; as if the appearance is set to two models at once.  Just wondering has anyone else had it happen?

Posted
22 minutes ago, Yazour said:

Weird part is it is combined.  It is both bodies at once.  If I remove the clothing or give them something else to wear, they still have bit of Synth sticking out of them; as if the appearance is set to two models at once.  Just wondering has anyone else had it happen?

I had something maybe simillar when having sex with iCurie (her face turned into a MK1 synth, didn't enslave her tough)... Maybe it's not JustBusiness but my issue was far different than yours and I couldn't solve..Just reloading a before save.

 

Hum... It could be something related to the SLAVE NPC additional races merging both characters and since synths are...well...structured simillarly, it happened that monstruosity.

 

Sorry for not being too helpful and I know that everyone says this but reload an older save before this and check your load order, hopefully is just something with it. If it's not that, II'm afraid that you should just evade enslaving synths until this has been fixed...

 

 

Posted
On ‎1‎/‎30‎/‎2019 at 11:59 PM, Froggy said:

I've had names of randoms change but never named NPCs.  The randoms can be explained by the game using one name on screen and another hidden inside the NPC's template.  The template name ends up getting pulled to the top by JB sometimes.  I noticed that long ago whenever a slave had a baby their custom name would revert back to their original template name.  Anyway, some NPCs - in particular random encounter hostile scavvers and disgruntled settlers - all have hidden template names that they will switch to if you capture them.

 

My guess would be that some other mod is changing their hidden names and that JB is just bringing it out.  It's a weak guess, but that's all I've got.

its something to do with fast travel, I collared Capt. Bridget, the gunner  boss at hub city auto wreckers. She stayed Capt. Bridget until I fast traveled  to Boston State Prison ( An old Settlement mod) Upon arrival, She became "Zoe" I tried to rename her using the rename slave  option, Nope. Zoe is set in stone . I tried to change her name back 3 times, not happening,   Like the Name Boston state Prison, Bostons not a state. It should be, Suffolk county Correctional. But, meh, whats in a name.  Both mods are awesome and I have a great time with them.

Posted
6 hours ago, Yazour said:

Weird part is it is combined.  It is both bodies at once.  If I remove the clothing or give them something else to wear, they still have bit of Synth sticking out of them; as if the appearance is set to two models at once.  Just wondering has anyone else had it happen?

seems like a snag in Bethesdas laziness when making npc's, They(the generic) npc's have 8 or 12 Npc item ID's the rest are all replicas, If I change the hair on one generic raider, it changes the hair on all raiders of that class, seems somehow the generic mk 2 synth fused with a generic brand of raider, probably because  Beth' used the same body mesh or something. I can picture them (BETH) taking a raider body stripping the skin and retexturing synth skin over it.  Now when you enslaved the synth, the Npc class became Slave, somehow they fused.     just a thought.

Posted
20 hours ago, kadsend said:

Mark 2... It's just the denomination of this Synth (this one is not just skeletal) just it seems that his bug is just somehow the femalebody model was swapped.

13 hours ago, Yazour said:

Weird part is it is combined.  It is both bodies at once.  If I remove the clothing or give them something else to wear, they still have bit of Synth sticking out of them; as if the appearance is set to two models at once.  Just wondering has anyone else had it happen?

Yes, I see. This race is Gen 2 Synth. I only tested on the Gen 1 Synth race. I will fix it in the next version. Synths race Gen 2 Synth, capture is not necessary.

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