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11 hours ago, Krepel said:

 

I had basically the same problem... I couldnt fix the escape quest when it broke for me, but I have  found a way (or several) to avoid it entirely. If you have Torture devices mod you can assign slaves to them. Then they can no longer escape, even if they wander off (which they will do if you assigned them as prostitutes). When you assign them to a Xcross in example you should get a message that the device is assigned and the slave can no longer escape. One thing to make sure: if you assign them to a torture device and assign them after that as a prostitute you have to assign her again once to the torture device. If she becomes a prostitute it somehow resets the assignment, so just reassign her. The 2nd. way and in my opinion the best and at least fo me most bug free way to get the entire "enslavement - prostitute/breeding slave- thing" running is to use both just business and human resources but then ONLY use the mechanics from human resources.

What you do if you have both mods:

1.) Make sure that you craft enslavement kit and enslavement baton from HR on a chem station

2.) Build in a settlement a human resource management terminal, a brothel safe and brothel advertisment beacon (found under furniture->misc)

2.) Go in Hunter mode and mark a target you want to enslave 

3.) Shoot or Hit at target until it goes down

4.) Hit it with the enslavement baton until you get a message that it got enslaved

5.) With your new slave following go to the settlement with the HR managment terminal, in the terminal activate management of the settlement if you havent

6.) Assign the slave to the settlement and a role (first only breeding is possible but when they get more submissive prostitution is prossible and stuff like working on the fields etc.)

7.) activate the advertisment on the beacon and on the terminal->customers come and have their time with your slaves and money flows automatically in your brothel safe

 

You can have one terminal per settlement, with the customers your slaves had the popularity rises and your slaver skill, meaning your settlements have higher capacities of holding slaves.

The terminals are basically your main management center, there you can assign them roles, have them follow you again etc.

Dont worry about conflicting of the both mods, as Just Business is a requirement for human resources. 

Just make sure that you enslave them the "Human-resources-way", not the "Just Business-way".

Meaning, you do the above steps and not just hunter mode, mark and then talk to them like in just business.

You go in húnter mode, mark them, get them to downed state and then hit em with the enslavement baton from HR until they are enslavement, and then manage them as described above. 

I dont had any hassle with runaway slaves or crashes or anything like that again since I do it that way.

 

 

 

 

Thanks for the tips, but I don't use Human Resources and therefore the issue still persists.

 

5 hours ago, Sulphur.999 said:

If you're on PC then open the console, click the slave and type "kill." That should drop them into the bleedout state. "Should."

If that doesn't work or you are on a console, I dunno. 

 

Entering the kill command kills the NPC, and despite being dead, the NPC (now dead slave) still has quest marker above them.

 

I will try by removing the latest version and installing 0.7.5. As far as I can tell, the older versions of the mod worked properly.

 

Also, and I forgot to mention it the first time, all my JB slaves are Essential. How am I able to kill them despite them being essential is beyond me.

 

Ultimately, and if older version doesn't fix the issue, I'll just get rid of the mod entirely.

 

Thanks for replying!

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1 hour ago, rubber_duck said:

Entering the kill command kills the NPC, and despite being dead, the NPC (now dead slave) still has quest marker above them.

 

I will try by removing the latest version and installing 0.7.5. As far as I can tell, the older versions of the mod worked properly.

 

Also, and I forgot to mention it the first time, all my JB slaves are Essential. How am I able to kill them despite them being essential is beyond me.

 

Ultimately, and if older version doesn't fix the issue, I'll just get rid of the mod entirely.

 

Thanks for replying!

 

Update: I ended up completely removing the mod.

 

The bug happened with version 0.7.6. I downgraded to 0.7.5, and the result was still the same. I can't talk to slave upon locating them. I can't shoot them in order to get them to bleedout state as they're mortal. And I cannot just disable Slaves Can Escape in MCM either as that will just teleport the slave to my location, remove the quest and I won't be able to talk to the slave (resulting in them being a permanent companion - can't dismiss them since I can't engage in dialogue with them).

 

It might be an issue on my end (possible conflict with mods such as MAIM 2?), but I just lost it and removed the mod. I cleaned my save properly using ReSaver and I didn't notice any issues with my game in about an hour of playtime since removing the mod.

 

Either way, I'm not done with Just Business. I'll run it again someday, should there be updates. I know this might be early to ask, but for when is the major version (1.0.0) planned? The mod was first submitted in 2017, and ever since I installed it for the first time it's always been WIP.

 

Nonetheless, take your time and finish the mod properly! I did disable it, but it's only temporary - I'll enable it again for my next playthrough (if I don't forget, like this time I forgot to disable Slaves Can Escape). Take care and keep up the good work!

 

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1 hour ago, rubber_duck said:

 

Entering the kill command kills the NPC, and despite being dead, the NPC (now dead slave) still has quest marker above them.

 

I will try by removing the latest version and installing 0.7.5. As far as I can tell, the older versions of the mod worked properly.

 

Also, and I forgot to mention it the first time, all my JB slaves are Essential. How am I able to kill them despite them being essential is beyond me.

 

Ultimately, and if older version doesn't fix the issue, I'll just get rid of the mod entirely.

 

Thanks for replying!

Well that IS odd. As far as killing them you should have a holotape called "slave control system" or some such. It won't go immediately in your inventory unless you activate the mod after leaving the vault. HELP "SLAVE CONTROL" 4 should find you the tape. You could (or could have) used DISABLE and MARKFORDELETE to remove the offending slave but I certainly understand being frustrated by a mod conflict/problem. Been there done that. (Workshop framework for example. [mutter])

The author hasn't touched this mod in a long time. I'd be surprised if there were any more updates on it. Pleasantly surprised, but surprised all the same.

Good luck friend

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3 hours ago, rubber_duck said:

 

Thanks for the tips, but I don't use Human Resources and therefore the issue still persists.

 

 

 

Okay, then I would assign your slaves to a torture device (xCross), that prevents them from running away... I dont have any tips on how to fix the already broken quest, but asigning them to torture devices should safe you from even getting to that point where they run away. If I would be you, I would reload an older safe where the slave hasnt escaped yet and then assign them to a torture device in a settlement. Than you can leave them in the settlement with no worries that they escape... No need for Human resources for that, you just need the torture devcies mod and then you can build the XCrosses with a normal settlement workbench.

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  • 2 weeks later...

This is an excellently made mod. Well thought out features and seems stable so far. I really appreciate the three in depth tutorials. Could you please post one for the prostitution system as well, how to maximize efficiency, clients, advertising, etc. Thank you for all your hard work on this!

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  • 2 weeks later...

This mod is fantastic. What I would like to see is where you can process the slaves: make them bath, remove face paint, have the doctor cure that annoying itch they have, send them to the barber to get a new hair style, and a ball and chain so they can work the crops and not have to stay in the stocks all day.  Maybe whip them on the butt to speed up "obedience".

 

I think there are mods out there for bathing, and butt whipping,  and base game has physicians and hair styles... but not for NPCs. 

 

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I've run into an issue I can't seem to fix. It seems very minor on the surface. Everything about the mod works perfectly, except up until the last day or two I have noticed that my prostitutes no longer work.

 

To clarify, they still have all there dialogue options, respond to commands, ect. The only thing they no longer do is go looking for clients and do there job. All there animations still work if I manually activate them through AAF menu. 

 

I have tried resetting them through the "info" dialogue option, resetai, recyleactor. releasing them from prostitution and then assigning them to a random job and then BACK to prostitution.

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  • 2 weeks later...
On 11/20/2022 at 11:52 PM, rubber_duck said:

Runaway Slave quest

 

On 11/21/2022 at 12:30 AM, Sulphur.999 said:

has always been a buggy pain in the ass.

there must be some mod conflict i remember it worked a few years ago with a different setup, maybe aaf violate enemy surrender ?

the only way to solve the runaway quest is turn that off in debug menu? worked for me..

 

 

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I forgot and took the intimidation perk, which overwrites the dialog option for Just Business. Now instead of "put on this collar" SS says random things like "no Funny business" and "we can do this the easy way..."

Rats. Caught the Alchemist too.

I don't think "r" for Subdue works either. SS either reloads or something happens and the target dies when you try to subdue them.

 

Edit: okay, I accidentally threw a grenade at her, which broke the spell of intimidation and the next time SS talked to her the normal Just Business menu came up!

Edited by MrGrey
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I'm having an odd issue where when I select an obedience option the slave will just say something but nothing will happen. Also strangely enough after selecting one of the obedience options my sex em up hotkeys will no longer work and I end up having to revert to a previous save to get them working again. I also went back to an even older save in my playthrough to test it again and surprisingly the obedience option worked on a random raider and didn't mess up my sex em up hotkeys either. But it seems like it doesn't work on any of my newer saves for some reason I can't figure out honestly lmao any kind of help would be appreciated  

Edited by aigis10
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On 1/4/2023 at 1:51 AM, BeowulfMKII said:

I'm unable to capture Mags Black. She just sits in there, the player says her name but the dialogue does not show up. I'm able to capture Lizzie and got 60+ other NPCs so far so it's not a issue of the mod not working at all.

Couldn't get it to work so i added a workaround to my addon

 

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So in my current playthrough certain NPCs don't seem to be markable (i.e. there's no option to press R to mark them, even though Hunter Mode is enabled).  Most annoying example (wherein I noticed this) is Covenant; I was able to mark/enslave Dr. Chambers in the Compound, but can't mark any of the residents of Covenant itself.  As another test, I fast-travelled to Bunker Hill, and some of the NPCs show an "R) Mark" option alongside the usual "E) Talk" while some of the shopkeepers only have "E) Talk".  I know in previous playthroughs I was able to enslave the entirety of Covenant, so I'm guessing either this is a mod conflict of some sort or my save is rather subtly borked (or something changed in the JB versions between then and now).

 

Load order (in case it is indeed a mod conflict that's the culprit):

 

Spoiler
	(0 -> 0)	Fallout4.esm
	(1 -> 1)	DLCRobot.esm
	(2 -> 2)	DLCworkshop01.esm
	(3 -> 3)	DLCCoast.esm
	(4 -> 4)	DLCworkshop02.esm
	(5 -> 5)	DLCworkshop03.esm
	(6 -> 6)	DLCNukaWorld.esm
	(7 -> 7)	Unofficial Fallout 4 Patch.esp
	(8 -> 8)	ArmorKeywords.esm
	(9 -> 9)	XDI.esm
	(10 -> 10)	HUDFramework.esm
	(11 -> 11)	WorkshopFramework.esm
	(12 -> 12)	AAF.esm
	(1040384 -> 1040384)	AAFThemes.esl
	(1040385 -> 1040385)	UlfEquip.esm
	(1040386 -> 1040386)	Bememoth Separated Cart.esl
	(13 -> 13)	TortureDevices.esm
	(14 -> 14)	Devious Devices.esm
	(1040387 -> 1040387)	Vault-Tec111swimsuits.esl
	(15 -> 15)	MaleBodies_AMPatch.esm
	(16 -> 16)	AAFMorningSexWithLover.esp
	(17 -> 17)	AAF_SEU.esp
	(18 -> 18)	Just Business.esp
	(19 -> 19)	SexEd.esp
	(20 -> 20)	GetDirty.esp
	(1040388 -> 1040388)	AAF_Dirty_Sex.esp
	(21 -> 21)	AAF_GrayAnimations.esp
	(22 -> 22)	SavageCabbage_Animations.esp
	(23 -> 23)	BraveAnims.esp
	(24 -> 24)	Crazy_Animations_Gun.esp
	(25 -> 25)	Atomic Lust.esp
	(26 -> 26)	Farelle_Animations.esp
	(27 -> 27)	FO4_AnimationsByLeito.esp
	(28 -> 28)	Mutated Lust.esp
	(29 -> 29)	AAF_BadEnd_Animations.esp
	(30 -> 30)	AAF_CreaturePack02DLC.esp
	(31 -> 31)	AAF_CreaturePack01.esp
	(32 -> 32)	Vadermania[AAF_anims].esp
	(33 -> 33)	ZaZOut4.esp
	(34 -> 34)	rxl_bp70_animations.esp
	(35 -> 35)	Deathclaw_nude.esp
	(36 -> 36)	ErectionFix_SilverPerv.esp
	(37 -> 37)	UAP Moans.esp
	(38 -> 38)	Vioxsis_Strap-Ons.esp
	(1040389 -> 1040389)	Zaz Particle Effects.esp
	(39 -> 39)	Commonwealth Captives.esp
	(40 -> 40)	AM Skingen.esp
	(1040390 -> 1040390)	AM Skingen - Automatron.esp
	(1040391 -> 1040391)	AM Skingen - Far Harbour.esp
	(1040392 -> 1040392)	AM Skingen - Nuka World.esp
	(1040393 -> 1040393)	Atomic Muscle.esp
	(1040394 -> 1040394)	Alex_Stripper_Pole.esp
	(41 -> 41)	AIO SS.esp
	(1040395 -> 1040395)	Alex_Stripper_Pole_2.esp
	(1040396 -> 1040396)	Alex_Stripper_Pole_Working_Hours.esp
	(42 -> 42)	Harness-calyps.esp
	(1040397 -> 1040397)	BraveAnims_Fix.esp
	(43 -> 43)	Eli_Armour_Compendium.esp
	(44 -> 44)	W.A.T.Minutemen.esp
	(45 -> 45)	AmazingFollowerTweaks.esp
	(46 -> 46)	BetterJunkFences.esp
	(47 -> 47)	TS-ShortSkirts.esp
	(48 -> 48)	CheatTerminal.esp
	(49 -> 49)	MilitarizedMinutemen.esp
	(50 -> 50)	Red Rocket SubLevel.esp
	(51 -> 51)	RealHandcuffs.esp
	(52 -> 52)	F4NVServiceRifleRedux.esp
	(53 -> 53)	ellen.esp
	(54 -> 54)	SpookyScaryRadio.esp
	(55 -> 55)	llamaCompanionHeatherv2.esp
	(1040398 -> 1040398)	PenPos.esp
	(56 -> 56)	FO4 NPCs Travel.esp
	(57 -> 57)	FCOM.esp
	(58 -> 58)	Wild West Radio.esp
	(59 -> 59)	SkeletonKey.esp
	(60 -> 60)	Conelrad 640-1240.esp
	(61 -> 61)	BrighterSettlementLights.esp
	(62 -> 62)	AIO SS Cheap Beacon.esp
	(63 -> 63)	Combat_Helmet_Illumination 1.2.esp
	(1040399 -> 1040399)	Craftable Bad End Furniture.esp
	(64 -> 64)	Existence 2.0.esp
	(65 -> 65)	BetterSettlers.esp
	(66 -> 66)	BetterSettlersNoLollygagging.esp
	(67 -> 67)	CCOSaucySettlersReplacer.esp
	(68 -> 68)	AtomCatsRadio.esp
	(69 -> 69)	GodGun.esp
	(1040400 -> 1040400)	Devious Devices Face Morphs.esp
	(70 -> 70)	DarkerNights.esp
	(71 -> 71)	DarkerNightsDetection.esp
	(72 -> 72)	Glowing Animals Emit Light.esp
	(73 -> 73)	Give Me That Bottle.esp
	(74 -> 74)	OWR_GOP.esp
	(75 -> 75)	FCOM-MM.esp
	(76 -> 76)	cutoffs-calyps.esp
	(77 -> 77)	ImmersiveVendors.esp
	(78 -> 78)	KawaiiWaifuOutfits.esp
	(79 -> 79)	LooksMenu.esp
	(80 -> 80)	Move (Get Out the Way).esp
	(81 -> 81)	More Where That Came From Diamond City.esp
	(82 -> 82)	Lasers Have No Recoil.esp
	(83 -> 83)	Prisoner Shackles.esp
	(84 -> 84)	One Minutemen Radiant Quest At A Time.esp
	(1040401 -> 1040401)	PetAnyDog.esp
	(85 -> 85)	PlayerVoiceFrequencySlider.esp
	(1040402 -> 1040402)	Raze My Settlement.esp
	(86 -> 86)	dD-Realistic Ragdoll Force.esp
	(1040403 -> 1040403)	RealHandcuffs_AWKCR_Compatibility.esp
	(1040404 -> 1040404)	RealHandcuffs_DD_Compatibility.esp
	(1040405 -> 1040405)	RealHandcuffs_JB_Compatibility.esp
	(87 -> 87)	Rogg DD Items Manager.esp
	(88 -> 88)	AzarPonytailHairstyles.esp
	(89 -> 89)	BetterSettlersCCAPack2.0.esp
	(90 -> 90)	SettlementMenuManager.esp
	(1040406 -> 1040406)	SnapdragonAnimations.esp
	(91 -> 91)	Synth_Uniform_Lootable_Vault.esp
	(92 -> 92)	VAFS Redux.esp
	(93 -> 93)	VAFS Redux DLC Patch.esp
	(1040407 -> 1040407)	whisperEnhancedTurrets.esp
	(94 -> 94)	WhyAreTheClothesGone.esp
	(95 -> 95)	Workshop_Planters.esp
	(96 -> 96)	VIS-G Item Sorting.esp
	(97 -> 97)	EasyLockpicking.esp
	(98 -> 98)	NoAffinityCooldown.esp
	(99 -> 99)	NoNegativeAffinityNoFucks.esp

 

 

In the short term, would it be enough to do something like selecting one of the affected NPCs in the console and running "addspell 1200e4ca" (XX00E4CA being JBMarkSpell) or somesuch?  I guess I can just try it (and will indeed do so right after I actually post this comment), but just curious if this will cause further corruption down the line or if there are any additional subtleties beyond what I'm able to glean from poring over the script sources and FO4Edit.

 

EDIT: Nope, selected Penny Fitzgerald and ran "addspell 1200e4ca" (which produced the expected "Spell 'JBMarkSpell' added to Penny Fitzgerald"), but no popup appeared and shooting her just turned her into chunky giblets instead of putting her in bleedout.

 

EDIT 2: Apparently the NPC needs to cast the spell on oneself.  Through some trial and error, I was able to work out that "$REF.cast 1200e4ca $REF left" (where $REF is the NPC's ref ID, e.g. 000537e4 for Penny Fitzgerald) does the trick: Penny was still quite thoroughly dead during this test, but a quick "00089141.cast 1200e4ca 00089141 left" (i.e. Brian Fitzgerald) produced the expected "character marked" pop-up, and shooting Penny's widower put him into bleedout with the JB dialog as expected.

 

In the long term, is it feasible to bind a key specifically for marking like how the slave info hotkey works?  Assuming it really is just a matter of casting JBMarkSpell on NPCs making NPCs cast JBMarkSpell on themselves, that seems like a good way to sidestep this issue and other issues folks have raised (like conflicts w/ other mods hogging the R key).

Edited by Pornstache Pete
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16 hours ago, Pornstache Pete said:

So in my current playthrough certain NPCs don't seem to be markable (i.e. there's no option to press R to mark them, even though Hunter Mode is enabled).  Most annoying example (wherein I noticed this) is Covenant; I was able to mark/enslave Dr. Chambers in the Compound, but can't mark any of the residents of Covenant itself.  As another test, I fast-travelled to Bunker Hill, and some of the NPCs show an "R) Mark" option alongside the usual "E) Talk" while some of the shopkeepers only have "E) Talk".  I know in previous playthroughs I was able to enslave the entirety of Covenant, so I'm guessing either this is a mod conflict of some sort or my save is rather subtly borked (or something changed in the JB versions between then and now).

 

Load order (in case it is indeed a mod conflict that's the culprit):

 

  Reveal hidden contents
	(0 -> 0)	Fallout4.esm
	(1 -> 1)	DLCRobot.esm
	(2 -> 2)	DLCworkshop01.esm
	(3 -> 3)	DLCCoast.esm
	(4 -> 4)	DLCworkshop02.esm
	(5 -> 5)	DLCworkshop03.esm
	(6 -> 6)	DLCNukaWorld.esm
	(7 -> 7)	Unofficial Fallout 4 Patch.esp
	(8 -> 8)	ArmorKeywords.esm
	(9 -> 9)	XDI.esm
	(10 -> 10)	HUDFramework.esm
	(11 -> 11)	WorkshopFramework.esm
	(12 -> 12)	AAF.esm
	(1040384 -> 1040384)	AAFThemes.esl
	(1040385 -> 1040385)	UlfEquip.esm
	(1040386 -> 1040386)	Bememoth Separated Cart.esl
	(13 -> 13)	TortureDevices.esm
	(14 -> 14)	Devious Devices.esm
	(1040387 -> 1040387)	Vault-Tec111swimsuits.esl
	(15 -> 15)	MaleBodies_AMPatch.esm
	(16 -> 16)	AAFMorningSexWithLover.esp
	(17 -> 17)	AAF_SEU.esp
	(18 -> 18)	Just Business.esp
	(19 -> 19)	SexEd.esp
	(20 -> 20)	GetDirty.esp
	(1040388 -> 1040388)	AAF_Dirty_Sex.esp
	(21 -> 21)	AAF_GrayAnimations.esp
	(22 -> 22)	SavageCabbage_Animations.esp
	(23 -> 23)	BraveAnims.esp
	(24 -> 24)	Crazy_Animations_Gun.esp
	(25 -> 25)	Atomic Lust.esp
	(26 -> 26)	Farelle_Animations.esp
	(27 -> 27)	FO4_AnimationsByLeito.esp
	(28 -> 28)	Mutated Lust.esp
	(29 -> 29)	AAF_BadEnd_Animations.esp
	(30 -> 30)	AAF_CreaturePack02DLC.esp
	(31 -> 31)	AAF_CreaturePack01.esp
	(32 -> 32)	Vadermania[AAF_anims].esp
	(33 -> 33)	ZaZOut4.esp
	(34 -> 34)	rxl_bp70_animations.esp
	(35 -> 35)	Deathclaw_nude.esp
	(36 -> 36)	ErectionFix_SilverPerv.esp
	(37 -> 37)	UAP Moans.esp
	(38 -> 38)	Vioxsis_Strap-Ons.esp
	(1040389 -> 1040389)	Zaz Particle Effects.esp
	(39 -> 39)	Commonwealth Captives.esp
	(40 -> 40)	AM Skingen.esp
	(1040390 -> 1040390)	AM Skingen - Automatron.esp
	(1040391 -> 1040391)	AM Skingen - Far Harbour.esp
	(1040392 -> 1040392)	AM Skingen - Nuka World.esp
	(1040393 -> 1040393)	Atomic Muscle.esp
	(1040394 -> 1040394)	Alex_Stripper_Pole.esp
	(41 -> 41)	AIO SS.esp
	(1040395 -> 1040395)	Alex_Stripper_Pole_2.esp
	(1040396 -> 1040396)	Alex_Stripper_Pole_Working_Hours.esp
	(42 -> 42)	Harness-calyps.esp
	(1040397 -> 1040397)	BraveAnims_Fix.esp
	(43 -> 43)	Eli_Armour_Compendium.esp
	(44 -> 44)	W.A.T.Minutemen.esp
	(45 -> 45)	AmazingFollowerTweaks.esp
	(46 -> 46)	BetterJunkFences.esp
	(47 -> 47)	TS-ShortSkirts.esp
	(48 -> 48)	CheatTerminal.esp
	(49 -> 49)	MilitarizedMinutemen.esp
	(50 -> 50)	Red Rocket SubLevel.esp
	(51 -> 51)	RealHandcuffs.esp
	(52 -> 52)	F4NVServiceRifleRedux.esp
	(53 -> 53)	ellen.esp
	(54 -> 54)	SpookyScaryRadio.esp
	(55 -> 55)	llamaCompanionHeatherv2.esp
	(1040398 -> 1040398)	PenPos.esp
	(56 -> 56)	FO4 NPCs Travel.esp
	(57 -> 57)	FCOM.esp
	(58 -> 58)	Wild West Radio.esp
	(59 -> 59)	SkeletonKey.esp
	(60 -> 60)	Conelrad 640-1240.esp
	(61 -> 61)	BrighterSettlementLights.esp
	(62 -> 62)	AIO SS Cheap Beacon.esp
	(63 -> 63)	Combat_Helmet_Illumination 1.2.esp
	(1040399 -> 1040399)	Craftable Bad End Furniture.esp
	(64 -> 64)	Existence 2.0.esp
	(65 -> 65)	BetterSettlers.esp
	(66 -> 66)	BetterSettlersNoLollygagging.esp
	(67 -> 67)	CCOSaucySettlersReplacer.esp
	(68 -> 68)	AtomCatsRadio.esp
	(69 -> 69)	GodGun.esp
	(1040400 -> 1040400)	Devious Devices Face Morphs.esp
	(70 -> 70)	DarkerNights.esp
	(71 -> 71)	DarkerNightsDetection.esp
	(72 -> 72)	Glowing Animals Emit Light.esp
	(73 -> 73)	Give Me That Bottle.esp
	(74 -> 74)	OWR_GOP.esp
	(75 -> 75)	FCOM-MM.esp
	(76 -> 76)	cutoffs-calyps.esp
	(77 -> 77)	ImmersiveVendors.esp
	(78 -> 78)	KawaiiWaifuOutfits.esp
	(79 -> 79)	LooksMenu.esp
	(80 -> 80)	Move (Get Out the Way).esp
	(81 -> 81)	More Where That Came From Diamond City.esp
	(82 -> 82)	Lasers Have No Recoil.esp
	(83 -> 83)	Prisoner Shackles.esp
	(84 -> 84)	One Minutemen Radiant Quest At A Time.esp
	(1040401 -> 1040401)	PetAnyDog.esp
	(85 -> 85)	PlayerVoiceFrequencySlider.esp
	(1040402 -> 1040402)	Raze My Settlement.esp
	(86 -> 86)	dD-Realistic Ragdoll Force.esp
	(1040403 -> 1040403)	RealHandcuffs_AWKCR_Compatibility.esp
	(1040404 -> 1040404)	RealHandcuffs_DD_Compatibility.esp
	(1040405 -> 1040405)	RealHandcuffs_JB_Compatibility.esp
	(87 -> 87)	Rogg DD Items Manager.esp
	(88 -> 88)	AzarPonytailHairstyles.esp
	(89 -> 89)	BetterSettlersCCAPack2.0.esp
	(90 -> 90)	SettlementMenuManager.esp
	(1040406 -> 1040406)	SnapdragonAnimations.esp
	(91 -> 91)	Synth_Uniform_Lootable_Vault.esp
	(92 -> 92)	VAFS Redux.esp
	(93 -> 93)	VAFS Redux DLC Patch.esp
	(1040407 -> 1040407)	whisperEnhancedTurrets.esp
	(94 -> 94)	WhyAreTheClothesGone.esp
	(95 -> 95)	Workshop_Planters.esp
	(96 -> 96)	VIS-G Item Sorting.esp
	(97 -> 97)	EasyLockpicking.esp
	(98 -> 98)	NoAffinityCooldown.esp
	(99 -> 99)	NoNegativeAffinityNoFucks.esp

 

 

In the short term, would it be enough to do something like selecting one of the affected NPCs in the console and running "addspell 1200e4ca" (XX00E4CA being JBMarkSpell) or somesuch?  I guess I can just try it (and will indeed do so right after I actually post this comment), but just curious if this will cause further corruption down the line or if there are any additional subtleties beyond what I'm able to glean from poring over the script sources and FO4Edit.

 

EDIT: Nope, selected Penny Fitzgerald and ran "addspell 1200e4ca" (which produced the expected "Spell 'JBMarkSpell' added to Penny Fitzgerald"), but no popup appeared and shooting her just turned her into chunky giblets instead of putting her in bleedout.

 

EDIT 2: Apparently the NPC needs to cast the spell on oneself.  Through some trial and error, I was able to work out that "$REF.cast 1200e4ca $REF left" (where $REF is the NPC's ref ID, e.g. 000537e4 for Penny Fitzgerald) does the trick: Penny was still quite thoroughly dead during this test, but a quick "00089141.cast 1200e4ca 00089141 left" (i.e. Brian Fitzgerald) produced the expected "character marked" pop-up, and shooting Penny's widower put him into bleedout with the JB dialog as expected.

 

In the long term, is it feasible to bind a key specifically for marking like how the slave info hotkey works?  Assuming it really is just a matter of casting JBMarkSpell on NPCs making NPCs cast JBMarkSpell on themselves, that seems like a good way to sidestep this issue and other issues folks have raised (like conflicts w/ other mods hogging the R key).

Dunno if this is gonna be helpful or not. In the MCM there is a hotkey setting for "additional dialogs." Some characters, Marcy Long for example, don't give you the ability to mark them using the regular hunters mode. Using the additional dialogs key brings up an option to tag her and then it works as normal.

Seeing how technically proficient you are I figure you already know about it, but I wanted to be sure.

The only things, load order wise, I've noticed that mess with JB are other mods that use the same key to do whatever they do and they all interfere with each other. The only resolution I've found is temporarily turning those things off. Quicktrade for example, or workshop plus.

I dunno if this helps or not, you certainly seem to have a grasp on the mechanics, but here's hoping

 

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2 hours ago, Sulphur.999 said:

In the MCM there is a hotkey setting for "additional dialogs." [...] Using the additional dialogs key brings up an option to tag her and then it works as normal. [...] Seeing how technically proficient you are I figure you already know about it, but I wanted to be sure.

 

I actually had no idea what that "additional dialogs" did so I left it unbound lol.  I've already enslaved everyone I wanted to enslave in Covenant with the above workaround, and everyone else I've actually wanted to mark has had the normal "R) Mark" option so far, but I'll give it a whirl later today.  Thanks!  :)

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  • 2 weeks later...

Fabulous mod thank you! 

 

Would anyone know a way to load presets onto slaves without it overriding the base NPC spawn? I noticed that whenever I load a preset onto a slave it changes both the slave and spawn they came from. So I have unintentionally made some doppelgangers which are typically Gunner, Raider and Railroad spawns. 

 

Besides that I have a weird issue where I put handcuffs on a slave but they appear broken and do not bind their hands. I think it has something to do with the AI state as it does work on occasion.  I also had an issue with the runaway slave quest where they would become unresponsive. I managed to fix it using Kill command and then fast travelling and they would reset to the runaway phase of the quest. 

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  • 2 weeks later...

Having an odd issue where I seem to be missing options for the slaves, when I hit 'question' number 3 is blank and does nothing and I have no way to dismiss them to settlements I even tried getting the J.B addon someone made for its bigger menu and I still don't have that option did I miss a step or is it possible there is some other conflict I'm not thinking of?

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5 hours ago, omegaskin said:

It really is a great mod, but a problem occurred to me. When I'm on the runaway slave mission, I'm not able to recapture the slave. I catch up with him but I don't have any interaction to stop him. What would be the solution? Should I do something I'm not aware of?

 

Open the MCM menu and click Just Business >"Debug and other". Make sure "Allow slave escape" is set to OFF.

 

The escape part of JB is hit or miss. Turn it off and save yourself some frustration.

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