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Posted
On 9/18/2019 at 5:48 PM, mayterion said:

Something similar was happening here too, her dialogue options refused to work, could not initiate any "obedience" options with her either. Even trying to kill her did nothing, just put her in a downed state before getting up.

I used the disable console command to get rid of her eventually, which might not have been the safest thing to do.

There should be a *slave control holotape" in your inventory. You can get rid of them using that.  No idea what the problem is, I've not run into that one before.

Posted
On 9/20/2019 at 6:02 AM, Sulphur.999 said:

The only one it complains about, in my experience, is XDI.  Make sure that is installed. It won't work without it.

Which plugin did it say was missing?

 

Just business.esp is the plug-in

I installed it with mo2.

Posted
11 hours ago, Von Schlebin said:

Just business.esp is the plug-in

I installed it with mo2.

My questions might sound stupid, but I'm not there to look at things, so bear with me.

When I first switched to mo2 I had the devil of a time to remember to activate the mod after installation. It doesn't do it automatically like NMM did, and I assume Vortex does. Gave me all kinds of fits and I'd finally look at it and see I hadn't activated it. So make sure you have activated Just Business and XDI. If that doesn't work, review the required mods and make sure you have all of them installed, activated and working. (List on page one)

That error is usually a missing requirement in my experience.

Posted
1 hour ago, Sulphur.999 said:

My questions might sound stupid, but I'm not there to look at things, so bear with me.

When I first switched to mo2 I had the devil of a time to remember to activate the mod after installation. It doesn't do it automatically like NMM did, and I assume Vortex does. Gave me all kinds of fits and I'd finally look at it and see I hadn't activated it. So make sure you have activated Just Business and XDI. If that doesn't work, review the required mods and make sure you have all of them installed, activated and working. (List on page one)

That error is usually a missing requirement in my experience.

xdi is aaf right I have it

the xdi says its missing the plug-in too

they are checked.

Posted
21 hours ago, Von Schlebin said:

xdi is aaf right I have it

the xdi says its missing the plug-in too

they are checked.

XDI is Extended Dialogue Interface. AAF is the Advanced Animation Framework. Try running through the requirements for the required files. Make sure they are all working. You do have f4se installed right? So your AAF is working? MCM? etc.

Posted

Any future chance of integration patch with selling slaves to the Diamond City slave market added in the Depravity mod as part of one quest branch? Would be a perfect fit.

Posted

Tried this with the Nanako anime race replacer - no good, a message is thrown that the race isn't compatible when I attempt to enslave.

 

I tried making a patch, but I don't really know what I'm doing.  I added nanarace record to an .esp file - would I also need to edit and recompile scripts?  I have zero experience with that, and I don't know that I'm even barking up the right tree?

 

 

test3.7z

Posted
On 9/23/2019 at 8:28 AM, Sulphur.999 said:

XDI is Extended Dialogue Interface. AAF is the Advanced Animation Framework. Try running through the requirements for the required files. Make sure they are all working. You do have f4se installed right? So your AAF is working? MCM? etc.

yes I have f4se.

I think aaf is working.

mcm is working.

I looked again at the requirements I have what I need so i'm lost to why it is not working.

Posted
On 9/20/2019 at 1:06 PM, Sulphur.999 said:

That has to be total mod conflict. There are a few good load order articles running around the web. I'd get with one and start sorting your list out. Amazing Follower Tweaks will do that with slaves too, so if you are using AFT and JB and try to import them into AFT you're gonna get that. I dunno why and don't know of any fix. If it's not AFT, then I don't have any further advice other than to learn to load order. It is worth every minute you'll spend figuring it out. Unfortunately with all the mods out there, there's no way to hand you a "quick fix."

Good luck

Yeah I assumed as much, and I'm not a total moron when it comes to load orders, I tend to use loot for the initial sorting and hand adjusting afterwards.

However just to clarify, the renaming slave option does work without any other plugins for others? The one where you open the slave info menu and use "rename slave"  with the option in the MCM enabled to rename slaves of course.

 

Because I assume the resetting of the name happens because I use setname console command which gets overwritten by this mod setting it back again. As far as i can tell I dont have any other mods overwriting JB. I am not running AFT for example.

but for me the in-mod option to rename slaves just does nothing.

Posted
6 hours ago, mayterion said:

Yeah I assumed as much, and I'm not a total moron when it comes to load orders, I tend to use loot for the initial sorting and hand adjusting afterwards.

However just to clarify, the renaming slave option does work without any other plugins for others? The one where you open the slave info menu and use "rename slave"  with the option in the MCM enabled to rename slaves of course.

 

Because I assume the resetting of the name happens because I use setname console command which gets overwritten by this mod setting it back again. As far as i can tell I dont have any other mods overwriting JB. I am not running AFT for example.

but for me the in-mod option to rename slaves just does nothing.

The in mod slave naming is dependent on rename anything, which is what you are using when using the setname command. Dunno why it wouldn't work within JB tho, unless that is dependent on the TIM mod.

Not sure. I always do it like you're doing it. And they only get renamed, back to "slave," when I import them into Amazing Follower Tweeks. Then it does exactly what you're describing. As long as I don't import them, they keep whatever names I give them. If you figure it out, let us know. I'd be tickled to learn it's not AFT.

Posted
On 9/25/2019 at 2:38 PM, Von Schlebin said:

yes I have f4se.

I think aaf is working.

mcm is working.

I looked again at the requirements I have what I need so i'm lost to why it is not working.

Me either. Hopefully the mod author will peep in. He usually know what's up right away, but the error you're getting is telling you "something" it's looking for is missing. I am out of ideas at this point.

Posted
2 hours ago, Sulphur.999 said:

Me either. Hopefully the mod author will peep in. He usually know what's up right away, but the error you're getting is telling you "something" it's looking for is missing. I am out of ideas at this point.

the weird thing is I think Xdi is working its the one that changes the options for talking right.

Posted

@ignotum_virum Hi man. I have a question about an outfit auto-assignment as result of the enslavement process. I've been working on that in FO4Edit for over a week by now and I'm facing some issues.

 

Basically I added the Outfit option within the JB plugin and I've tried to do that using both vanilla outfits and outfits from mods {like The Mercenary Pack, for example, or others} but someway I failed. FO4Edit seems to allow adding new records from other mods only when they are in higher position in the load order and that's my biggest problem... despite being sure The Mercenary Pack, for example , being loaded before Just Business I get JB still loaded before that, in FO4Edit... why is that happening? What can I do to fix that?

 

I really hope you can help me on this, is an improvement for JB which I believe can be very important, specially when enslaving many NPCs like I do {I'm basically creating like a new faction, my private army...  hence the reason why I chose The Mercenary Pack}.

 

Can you help me with that?

 

 

last but not least... dialogues... is there any way to make a mod load dialogues from an external source like a .txt file!? In that way we might be able to personilize them a bit or add new lines. Thanks!

 

 

Cheers...

 

 

 

 

 

PS: It cames to my mind now... slaves control in settlements. They do not follow my orders when trying to assign them to a role or position within a settlement Is there any way to force them!?

Posted

I hope I'm not being dumb, but how do you sell slaves without using The Auction House, I have to change some things for next play through so I can use The Auction House, but in the mean time how do I sell them, is it the nuka world bosses?

Posted
8 hours ago, Bearded_lady27 said:

I hope I'm not being dumb, but how do you sell slaves without using The Auction House, I have to change some things for next play through so I can use The Auction House, but in the mean time how do I sell them, is it the nuka world bosses?

I'm fairly sure that is affirmative. I don't do the slave thing, I just collect hostiles (weirdo) but I'm pretty sure you can sell them to the raider bosses in Nuka World

Posted
22 hours ago, Von Schlebin said:

the weird thing is I think Xdi is working its the one that changes the options for talking right.

Yes. It changes from a dialogue wheel to a block text "box." You don't have Full Dialog Interface loaded too by any chance do ya? It and XDI are not compatible at all.

Posted
3 hours ago, Sulphur.999 said:

Yes. It changes from a dialogue wheel to a block text "box." You don't have Full Dialog Interface loaded too by any chance do ya? It and XDI are not compatible at all.

so it is working but the mcm still says it is missing a plug-in (WTF)

no I don't have full dialog interface.

 

Posted

Just discovered this mod and really liking it so far but one question: Is there a way to disable Sandboxing for Slaves? So when i tell the to stay somewhere they stay on the exact point forever. There was another Slave mod where you could place prisoner sleeping bags. They would always stay near or on top of it...

Posted
On 9/26/2019 at 11:51 PM, Sulphur.999 said:

The in mod slave naming is dependent on rename anything, which is what you are using when using the setname command. Dunno why it wouldn't work within JB tho, unless that is dependent on the TIM mod.

Not sure. I always do it like you're doing it. And they only get renamed, back to "slave," when I import them into Amazing Follower Tweeks. Then it does exactly what you're describing. As long as I don't import them, they keep whatever names I give them. If you figure it out, let us know. I'd be tickled to learn it's not AFT.

 

So after some tinkering, I started a new save with JB almost near the bottom of the loadorder. This seemed to have fixed the renaming function. However ONLY when using the built in system, and not the setname command (that still resets on reload). However a very curious new problem is that every time I use the built-in function now it triggers the initial skill selection menu from the mod "Be Exceptional", which then resets all my stats to their level 1 values. The names do stick when renaming, however at a cost of resetting me to effectively level 1.

I'm assuming that whatever function call that happens on the renaming menu also points to the same value used by the menu for the startup skill selection of "Be Exceptional", and the reason why the console setname resets is because JB is overwriting it whenever it loads its naming function back to whatever it has stored. I'm assuming there's no easy way for me to fix this unless being familiar with modding.

 

EDIT:

After some digging through the .pex files for both mods, with my extremely limited modding knowledge, I am beginning to suspect (And this is a HUGE guess) that the renaming function works by turning the player into the slave, then renaming it, and swapping back, which is triggering the initialisation script of Be Exceptional when swapped back. I'm going to try and see what happens when hamfistedly removing the init script from that mod. 

 

EDIT2:

Results, after editing the wrong file 3 times, I stumbled upon the right file, I managed to remove the OnInit() of said script and everything works fine now, just have to remember to bring the old version in whenever I start a new character. Leveling up works, haven't found any issues with renaming either. So for anyone using the Be Exceptional mod with this one, I can share a very very jank-slapped fixed .ba2
I'm still unsure why it was calling that script, I have no idea how JB's renaming actually works, but whatever it was it was causing the Be Exceptional script to think it was being loaded for the first time running the oninit() for something that was supposed to only get initialised once per playthrough. I really hope I have not disabled more than just that specific function... 

Posted

I have a few questions, mostly related to how this mod operates within game, and one buggy related one, that hopefully someone knowledgeable can fill me in on:

 

1) I can see in the conversation tree where you can both indicate that you intend to use a slave's body for money (talk>listen>i want to make money off your body. I'll look for a client), and another where you can tell them that they will be a prostitute here (talk>about your work>you will prostitute here).  Selecting the first doesn't appear to do anything...for example, if I engage conversation with some likely "client", it just enters a normal conversation.  Is this part of the control tree working?  Choosing the second option, at least in a settlement, I see the that the option appears at least semi-functional.  If you choose that the next time you pan over the slave, the e) option shows e) prostitute.  However, selecting e) there doesn't appear to do anything other than enter the normal conversation tree for slaves.  Does the prostitute slave actually engage in prostitution 'Off camera' as it were, while you are away?  Or is there a functionality that simply isn't fully addressed as yet?

 

2) The buggy bit... I had a slave in Nuka world's red rocket escape.  In this case it was the old Dixie before the mod killed her, copied her and created her as slave.  Renaming brought her back to being Dixie; fair enough.  First 'bug' is more a request... would it be possible to create the new copy of Dixie as a slave in this instance retain her pregnancy status as it pertains to AAF family planning?  I noticed that the pregnant Dixie, upon being slaved after the disciples chose to rebel, was deleted, rebuilt as a slave, but that she lost that pregnancy status upon being recreated as a slave [I'm under the assumption that JB is creating copies of characters when it slaves them, as they appear to disappear and then reappear with the shock collar and all their items unequipped but still on them.]  On a related note, for characters with some sort of banter (named ones, like Dixie), is there anyway to link this new slave back to the old banter?  For example, the older mod F4SS appeared to create a copy but the slave in F4SS (again, Dixie as an example), would still voice threaten banter when my main was near here.  F4SS doesn't really work now, so I switched after a day to JB... but this Dixie slave (and all others so far) have no voices at all... for the generic raider, that's to be expected.  But a previously named slave, it might be interesting to hear occasional voice.  Lastly, the truly buggy bit... Dixie escaped, I tracked her down.  Shot her in the head to get back to wounded status and told her to get up and come with me.  Which she did, so recapturing slaves appears to work ok.  However, all the obedience options disappeared from the recaptured slave... I only have "nevermind" as an option under the "obedience" conversational tree.  A quick check of all the other conversation branches indicated to me that they were all still fully open and as functional (or not) as they were before old dixie escaped... but obedience is simply that one selection of 'changed my mind'... I assume this is a bug.  It appears from above posts that others have experienced it.  Is it being looked at for a fix?  I didn't see any comments other than the +1/me too sort, and one that indicated that they just killed off the slave after getting tired of the problem... As this is Dixie, I'd prefer to keep the psychopath enslaved so she can enjoy what it feels like to be powerless... who deserves it more after all?

 

Thanks,

Posted
10 hours ago, Carradon said:
Spoiler

 

I have a few questions, mostly related to how this mod operates within game, and one buggy related one, that hopefully someone knowledgeable can fill me in on:

 

1) I can see in the conversation tree where you can both indicate that you intend to use a slave's body for money (talk>listen>i want to make money off your body. I'll look for a client), and another where you can tell them that they will be a prostitute here (talk>about your work>you will prostitute here).  Selecting the first doesn't appear to do anything...for example, if I engage conversation with some likely "client", it just enters a normal conversation.  Is this part of the control tree working?  Choosing the second option, at least in a settlement, I see the that the option appears at least semi-functional.  If you choose that the next time you pan over the slave, the e) option shows e) prostitute.  However, selecting e) there doesn't appear to do anything other than enter the normal conversation tree for slaves.  Does the prostitute slave actually engage in prostitution 'Off camera' as it were, while you are away?  Or is there a functionality that simply isn't fully addressed as yet?

 

2) The buggy bit... I had a slave in Nuka world's red rocket escape.  In this case it was the old Dixie before the mod killed her, copied her and created her as slave.  Renaming brought her back to being Dixie; fair enough.  First 'bug' is more a request... would it be possible to create the new copy of Dixie as a slave in this instance retain her pregnancy status as it pertains to AAF family planning?  I noticed that the pregnant Dixie, upon being slaved after the disciples chose to rebel, was deleted, rebuilt as a slave, but that she lost that pregnancy status upon being recreated as a slave [I'm under the assumption that JB is creating copies of characters when it slaves them, as they appear to disappear and then reappear with the shock collar and all their items unequipped but still on them.]  On a related note, for characters with some sort of banter (named ones, like Dixie), is there anyway to link this new slave back to the old banter?  For example, the older mod F4SS appeared to create a copy but the slave in F4SS (again, Dixie as an example), would still voice threaten banter when my main was near here.  F4SS doesn't really work now, so I switched after a day to JB... but this Dixie slave (and all others so far) have no voices at all... for the generic raider, that's to be expected.  But a previously named slave, it might be interesting to hear occasional voice.  Lastly, the truly buggy bit... Dixie escaped, I tracked her down.  Shot her in the head to get back to wounded status and told her to get up and come with me.  Which she did, so recapturing slaves appears to work ok.  However, all the obedience options disappeared from the recaptured slave... I only have "nevermind" as an option under the "obedience" conversational tree.  A quick check of all the other conversation branches indicated to me that they were all still fully open and as functional (or not) as they were before old dixie escaped... but obedience is simply that one selection of 'changed my mind'... I assume this is a bug.  It appears from above posts that others have experienced it.  Is it being looked at for a fix?  I didn't see any comments other than the +1/me too sort, and one that indicated that they just killed off the slave after getting tired of the problem... As this is Dixie, I'd prefer to keep the psychopath enslaved so she can enjoy what it feels like to be powerless... who deserves it more after all?

 

Thanks,

 

 

I am by no means an expert on this mod, however I can share my experiences with you.

First off, I have had the function to "make money off your body" work, I am unsure what exactly enables it but be sure to have the additional dialogues either toggled on or off, or hunter mode toggled on or off. I have noticed that some options appear and disappear when enabling or disabling these features. Also occasionally if an NPC shows 2 talk options, try the other one, it usually has some of the more sexually oriented options in that one separate from the regular talk option. I have succesfully asked NPC's to 'make use' of my slave for caps.

 

Secondly the prostitute option does work, I have however also installed RSEE's vol4 brothels, I think it's interacting with that? Unsure, never tried the mods separate from each other. You tell the slave to prostitute which you managed to do, and then they will wander that area looking for potential customers, and over time earn caps. This will happen when you're near and when you are not. I had a safe where all the earnings were deposited in, I think its from RSEE though. Your confusion with selecting e) on the prostitute comes from that the title of the slave changed to prostitute, to you that person is the same and you can interact with them as a slave. They will occasionally wander up to you and offer you a good time for free, because you're the boss. Unsure what triggers this though.

 

Thirdly, I have no knowledge or advice on your questions regarding the voicing or pregnancy, I do not run a pregnancy related mod, nor do I know anything about modding.

 

Finally, I have had the same issue with escaping slaves, recapturing them consistently turns them into what you describe, however I also cannot tell them to leave to go back 'home' to a settlement. I can tell them to, but they just stick around anyway. I've resorted to turning off the running away feature, it seemed to add quite little to the gameplay anyway. For some reason I am far more obsessed with renaming than the immersion of running away =D 

Posted

I've never used the "I want to make money off your body" so I can't answer to that. The prostitution part tho, yes. They will work off camera also. If you hang around a while you'll see them perk up, run up to someone and ask "Want to have some fun?" And if the RNG gods favor you, you'll get to watch them get busy. Remember tho, that their prostitution and sex "skill" is very low and they'll get turned down a lot for a good long while. Then one day you'll go check her inventory and she'll have a bunch of caps and her skill level will have improved. You can make JB slaves for RSE brothels by giving them a ring and putting them on a mat, but they don't interact with it any other way. It WILL grab them as customers tho.

As I understand it, when JB makes a character a slave, it makes a duplicate of the appearance and kills the original character. So you aren't actually getting that character, you are getting a doppelganger, and the doppelganger is not pregnant. I'm sure it could be done, but I dunno how to do it. I used these things, not make 'em! Not sure how the voices work, but raiders keep their scintillating banter. Most characters are only verbally active for specifically scripted scenes tho. So there is nothing to trigger their voice lines after being taken. So MY experience is no, you're gonna lose all that. I haven't "enslaved" companions or whatnot to see how they would react. I'd think some of it hangs around based on the raiders I've taken, but I could be full of shit.

Escaping slaves has been wonky since day one. It's a total pain in the ass to me also so I turn that shit off in MCM right away. But I don't actually use it to "enslave" anyone, in my mind. It gives me a way to keep characters that I like, like Darla, and Skinny Malone, after their quest when they will just disappear, or die, like Maria at parsons. So I run around collecting these types and turn them into settlers, more or less.  My Red Rocket usually ends up being a sort of who's who of the Commonwealth. Heh

Hope this helps

Posted
2 hours ago, Sulphur.999 said:

I've never used the "I want to make money off your body" so I can't answer to that. The prostitution part tho, yes. They will work off camera also. If you hang around a while you'll see them perk up, run up to someone and ask "Want to have some fun?" And if the RNG gods favor you, you'll get to watch them get busy. Remember tho, that their prostitution and sex "skill" is very low and they'll get turned down a lot for a good long while. Then one day you'll go check her inventory and she'll have a bunch of caps and her skill level will have improved. You can make JB slaves for RSE brothels by giving them a ring and putting them on a mat, but they don't interact with it any other way. It WILL grab them as customers tho.

As I understand it, when JB makes a character a slave, it makes a duplicate of the appearance and kills the original character. So you aren't actually getting that character, you are getting a doppelganger, and the doppelganger is not pregnant. I'm sure it could be done, but I dunno how to do it. I used these things, not make 'em! Not sure how the voices work, but raiders keep their scintillating banter. Most characters are only verbally active for specifically scripted scenes tho. So there is nothing to trigger their voice lines after being taken. So MY experience is no, you're gonna lose all that. I haven't "enslaved" companions or whatnot to see how they would react. I'd think some of it hangs around based on the raiders I've taken, but I could be full of shit.

Escaping slaves has been wonky since day one. It's a total pain in the ass to me also so I turn that shit off in MCM right away. But I don't actually use it to "enslave" anyone, in my mind. It gives me a way to keep characters that I like, like Darla, and Skinny Malone, after their quest when they will just disappear, or die, like Maria at parsons. So I run around collecting these types and turn them into settlers, more or less.  My Red Rocket usually ends up being a sort of who's who of the Commonwealth. Heh

Hope this helps

Thanks, both the responses helped... Guess I'll just turn off the runaway bit and let the ones that are working girls do their thing for a bit and see what comes of it... 

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