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Posted

I would like to make a request, I guess. I just think since they're slaves/defeated raider scums...etc they should be expendable (as human meat shields, or be executed if PC feels like it for evil playthrough). I know they can be killed once they're on settlement but you know what I mean. Would be nice to be able to toggle essential or not in MCM during exploration (I wouldn't miss them if they happen to get killed :). Thanks for the mod, just installed it yesterday. 

Posted

Please help:

 

1. Under MCM it has a on/off switch about "managing vassel settlements or something What is it? is it a special settlement?

2. Renaming does not seem to do anything. Do I need rename anything to work?

 

Thanks

Posted

I know this seems like a little thing. But when you enslave someone after a bleed out, they instantly become your own personal super soldier and they hold up their hands in position as if they were holding a machine gun even if they have nothing in their inventory. Now it is  little thing, but if I was recently wounded and captured by some scum bag who put an exploding/shock collar around my neck I might not be ready to dive back into combat like a terminator, nor would I be 100% obedient to the bastard that just killed my friends and took my life away as his own possession. Can you maybe add something that links up with the slave obedience rating that increases over time? I mean if you cant trust this person to guard your base yet why would you trust them not to blow your head off when your back is turned so they could get away-assuming you have control over the bomb in their collar?

 

Anyway I love the mod. Its remade the game for me, but it never hurts to give some constructive criticism. I hope you will take it in stride. 

Posted

I thought this was a really great mod, and I haven't changed my mind, BUT I started to run into a problem when I had about 22 slaves: New slaves would no longer follow or obey me. I can mark them, knock them down, put on collars, and take their stuff, but after that, they just stand there staring at me. I thought there might be a conflict with AFT, but I removed it and replaced it with the Unlimited Companion Framework, and the problem persisted. I frankly have no idea what's going on.

Posted
7 hours ago, Faustling said:

I thought this was a really great mod, and I haven't changed my mind, BUT I started to run into a problem when I had about 22 slaves: New slaves would no longer follow or obey me. I can mark them, knock them down, put on collars, and take their stuff, but after that, they just stand there staring at me. I thought there might be a conflict with AFT, but I removed it and replaced it with the Unlimited Companion Framework, and the problem persisted. I frankly have no idea what's going on.

From changelog:

Quote

 

Posted

I deleted most of those slaves, but my slave count hasn't declined, and new slaves don't take orders. Also, a Submission 100 slave just escaped from a locked room and cannot be recovered because she's underground.

 

Posted

Apparently there's some kind of conflict with the Dump Pond mod: My escaped slaves all go there and disappear underground. I uninstalled the Dump Pond mod and used the console moveto command to put all the slaves back where they belonged. The Escaped Slave quest disappeared from the quest list, but somehow there is still an escaped slave at the former location of the Dump Pond and she is still underground.  Also, for some reason, the game crashes every time I go to Sanctuary or the Red Rocket, places where I had slaves. The Starlight is still OK, even though I have five slaves there, maybe because they were all recruited before I crossed the 20 slave limit, and I never deleted any of them.  So near as I can figure, the program keeps looking for those slaves I deleted, which are supposed to be somewhere, according to the slave count. Anyway, things just keep getting worse, and I can't think of any solution except to delete all the slaves and reinstall after a clean save. If there is something else you think I should try first, please let me know.

Posted
On 7/3/2018 at 4:27 PM, nynx2 said:

Hello,

 

the Four Play Tutorial says I should disable the Leito esp, but when I try to run this mod with AAF it says when loading the game that AAF relies on Leito eps. Whats up with that?

were it say's disable Leito's gun that was for when we were installing it with Crazy's gun animation pack as they conflicted with each other..

 

oop's old post sorry

Posted

I deleted everyone and reinstalled the mod. My slave count is now 1. However, I am reluctant to increase it, if the only way to cut the slave count is to uninstall the mod.

 

Also, I can't do much with slaves except leave them standing around in pillories, if they can otherwise escape and disappear somewhere underground.

 

 

Posted
23 hours ago, Faustling said:

Apparently there's some kind of conflict with the Dump Pond mod: My escaped slaves all go there and disappear underground. I uninstalled the Dump Pond mod and used the console moveto command to put all the slaves back where they belonged. The Escaped Slave quest disappeared from the quest list, but somehow there is still an escaped slave at the former location of the Dump Pond and she is still underground.  Also, for some reason, the game crashes every time I go to Sanctuary or the Red Rocket, places where I had slaves. The Starlight is still OK, even though I have five slaves there, maybe because they were all recruited before I crossed the 20 slave limit, and I never deleted any of them.  So near as I can figure, the program keeps looking for those slaves I deleted, which are supposed to be somewhere, according to the slave count. Anyway, things just keep getting worse, and I can't think of any solution except to delete all the slaves and reinstall after a clean save. If there is something else you think I should try first, please let me know.

As far as sanctuary and red rocket goes... crashing is a common occurrence there.  It's best to ONLY build one detailed settlement out of red rocket, sanctuary, or abernathy farms.

See this topic from sim settlements for more information on why this happens.   TRIANGLE OF DEATH

Posted
2 hours ago, Faustling said:

Hmm, maybe the problem was DELETING slaves. I could have just told them to go away.

 

yea.. you can also kill them all remotely with the holotape if you wanted.   If you didn't get the holotape, just click update under debug and it will provide a new one.

Posted
On 3/26/2019 at 7:43 PM, ignotum_virum said:

The sale is not deleted, now it is carried out through "Additional Dialogs Mode (ADM)" 

I came to DC and tried to sell a slave. In ADM only "2. Cancel".

In dialog with the slave, I said that I sell her. What is the problem?

 

Posted

Problem with elevators: When I take certain elevators, suddenly a crowd of slaves teleports in from distant locations and joins me.  This doesn't happen, for example, in the main elevator at the Weston waterworks, but when I try to leave via the elevator on the bottom floor, poof, I'm surrounded by slaves.  I remember I had a similar problem with the old F4_SS slavery system by ag12, but I don't know if they ever found a fix. 

Posted

so is there like a max amount of slaves or am i maybe missing something cause i keep marking people but when i get them down and go to hit "let me just slide this collar in..." which i used to successfully enslave 2 people...now they just respond with "uhhhhh....." and nothing. i have collars, i have all manner of restraints, i have shock collars. i thought it was cause i was missing enslaving chips but nope. still responds the same way.  what am i missing? also i am using knockout framework AND AAF violate which i have so far read that they may cause issues.

Posted
18 hours ago, shadowof034 said:

so is there like a max amount of slaves or am i maybe missing something cause i keep marking people but when i get them down and go to hit "let me just slide this collar in..." which i used to successfully enslave 2 people...now they just respond with "uhhhhh....." and nothing. i have collars, i have all manner of restraints, i have shock collars. i thought it was cause i was missing enslaving chips but nope. still responds the same way.  what am i missing? also i am using knockout framework AND AAF violate which i have so far read that they may cause issues.

The max is 20.  Don't repeat my mistake by deleting the extras. The slave count remains where it was and the game gets all buggy. Try telling them to go away or just killing them.

 

Posted
20 hours ago, Faustling said:

The max is 20.  Don't repeat my mistake by deleting the extras. The slave count remains where it was and the game gets all buggy. Try telling them to go away or just killing them.

 

Ok thats good to know but i was more hoping to see if anyone might have an idea why i cant enslave anyone after the first 2

Posted
On 5/8/2019 at 5:55 AM, Faustling said:

The max is 20.  Don't repeat my mistake by deleting the extras. The slave count remains where it was and the game gets all buggy. Try telling them to go away or just killing them.

20 are the ones that can follow you at the same time.

Spoiler

20180903221217_1.jpg.2ca24f32f020690c6c265cf8abaadde2.jpg

On 5/2/2019 at 3:41 PM, Lodakai said:

Ignotum, is there a way to adjust the income level for the prostitutes?

At the moment, there is no such possibility.

On 5/4/2019 at 10:27 PM, konik007 said:

I came to DC and tried to sell a slave. In ADM only "2. Cancel".

In dialog with the slave, I said that I sell her. What is the problem?

What is DC?

Slaves can be sold to gang leaders, in the Nuka World.

On 5/6/2019 at 5:03 PM, ElderGleam-Boy said:

Before F4SE Update,the whole system is great to work,but after updataed,if I slave some poor guys,it always change their name to "slave",not their original name( Preston Garvey ),did someone happened this too?Or any fix?

Most likely, the point is that you need to update "LL FourPlay community F4SE plugin" (and "Rename Anything" if you used it) to the current version of f4se.

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