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On 5/21/2023 at 1:33 PM, Rogelio11 said:

Sorry in advanced for double posting.

 

I just made the made two mega race patches. one without the proto-argonian race, another one with it.  so hopefully it fixes the dialogue problem. 

 

 

 

If it still occur, the dialogue, might need to get rid one of the race replacer mod, probably the proto-argonian race mod for separate gameplay.

 

overall, I believe one of the NPC race replacer mods has do something with it and I have no knowledge on fixing the dialogue stuff. 

 

 

Just Business - Mega Race Patch 2.esp 393.13 kB · 3 downloads

Enabled Masters:

 

AmeliaRace esp

AnubisRace esp

CaN esm

DeathclawRace esp

Fallout 4 esm

Just Business esp

LupineRace esm

SharkRace esp

VulpineRace esm

 

 

Mega Race Patch 2 - Proto-Argonian addition.esp 63.65 kB · 2 downloads

 

Enabled Masters:

 

AmeliaRace esp

AnubisRace esp

CaN esm

DeathclawRace esp

Fallout 4 esm

Just Business esp

LupineRace esm

ProtoArgonianRace esp

SharkRace esp

VulpineRace esm

 

  Reveal hidden contents

 

 

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does this have the npc replacing built in or is it somewhere else

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17 hours ago, Msurikqp79 said:

does this have the npc replacing built in or is it somewhere else

 

definitely not built in.  it is somewhere else

 

check out the Furry Races Overhaul (Beta) and the Proto-Argonian Race  over at nexusmods fallout 4 section.

 

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Love this mod.. One problem... The ungodly amount of time you'll spend in the Dialog boxes because you cant skip Dialog that dont have voice files... Hell even muted Voice files would be nice, just so you can skip. Takes me an hour to orginize 5 slaves... :/

 

Here Put this on...dot dot dot...

 

Huh? Ok.. Dot dot dot...

 

Click on them again....

 

Huh? What do you want?.... dot dot dot....

 

Let me see what you have... dot dot dot...

 

Ok... dot dot dot...

 

*take stuff, add stuff"

 

Exit...

 

Bluh!

 

Huh? What do you want? dot dot dot...

About your work... dot dot dot...

 

Like... really... We need to be able to make this a bit faster. Maybe MCM option to disable their "dialog" and just skip straight to what you want. And disable that shit Just Busniess Dialog crap when they're your follower... God that would be nice....

 

I wanna swap a rifle with them...

 

Huh? What do you want?....

-_-
 

Let me see what you have...

Ok sure...

 

Fuckin hurry! I got 20 raiders shooting at me, bitch...LOL!
 

Edited by kaindayo
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When I set Slave Companions to mortal I can't take new slaves because they die once I try to convert them, Is there any smooth workarounds for this? I've currently taken to setting companions to protected when I am hunting. I'm going for a disposable slave army so if anyone knows how I can take slaves while companions are mortal would be helpful.

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  • 2 weeks later...
  • 4 weeks later...

Question: How hard a requirement is Extended Dialogue Interface mod? I've had nothing but trouble with any dialogue mods in all my old  setups, so I'd prefer to keep the stinkin' vanilla arrow-selection for simplicity's sake...

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4 hours ago, iriemk said:

Question: How hard a requirement is Extended Dialogue Interface mod? I've had nothing but trouble with any dialogue mods in all my old  setups, so I'd prefer to keep the stinkin' vanilla arrow-selection for simplicity's sake...

when you talk to JB slaves you're given 9 topics to choose, vanilla can only give you 4. so yeah, XDI is a must.

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  • 2 weeks later...

To me, i notice that every ghoul, feral or not, has had their nose fall off.

Okay, makes sense, I guess. But every ghoul now has a penis, even the ones in old dresses.

I seem to remember having a set up in AAF where only  humans who identified as male had a penis. How did I do that?

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After you tell them to go home are you getting the popup window with a list of settlements to choose from?

 

FWIW once I have some slaves I usually wait until I have them in a settlement to dismiss them, although I did use the convoy function a few times and it seemed to work well.

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On 7/29/2023 at 8:20 PM, ImAshametobehere said:

So am I the only one who is experiencing an issue that my slaves/followers just follow me around EVERWHERE? I tell them to go home or I try to send them to a different settlement but they just refuse to leave me. Any errors on my part or is this just a common bug?

I use the JB conversation option "Go home" and don't have a problem.

When in the TARDIS, which isn't a discoverable settlement yet, the "you can relax here" option keeps them in place.

Once they're a settler, I think you can move them by using the build mode option.

 

 

Edited by MrGrey
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  • 2 weeks later...

I seem to have an issue where my slaves will instantly die after they strip and equip the collar, but there is no death animation, they just disappear, then their fully clothed corpse appears next to where they were. Does this mod conflict with AAF Violate or Knockout Framework? Any clue what is happening?

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4 hours ago, Norsker9 said:

I seem to have an issue where my slaves will instantly die after they strip and equip the collar, but there is no death animation, they just disappear, then their fully clothed corpse appears next to where they were. Does this mod conflict with AAF Violate or Knockout Framework? Any clue what is happening?

this is a conflict that i ran into a while back, but sorry to say i do not remember what mod it was.

i do not use Knockout Framework (anymore) so that might be the conflict.

i can confirm it is not a conflict with AAF, Violate, or Sexual Harassment as i have those installed and they work as normal.

sorry i do not remember exactly what mod is causing this conflict.

 

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5 hours ago, Norsker9 said:

I seem to have an issue where my slaves will instantly die after they strip and equip the collar, but there is no death animation, they just disappear, then their fully clothed corpse appears next to where they were. Does this mod conflict with AAF Violate or Knockout Framework? Any clue what is happening?

 

That's exactly what happens when you use Knockout Framework with Just Business. It's not really a conflict, but how Knockout Framework handles the way slaves are created.

 

To me, it makes a bit of sense for a newly collared victim, ahem, unfortunate individual to be incapacitated. Think of it as part the submission process.

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I have a bizarre issue with the holotape if anyone has any insight. Everything had been working perfectly fine but suddenly the holotape won't load at a stationary terminal. I can still open it with my PipBoy and call the convoy, but it's as if nothing happens when I try to load it into a terminal. If I load a different holotape and then exit the terminal, I get the message "XYZ holotape added to inventory" generic message but literally nothing happens when I try to load the slave control holotape. Exiting the terminal gives no message. Anyone have any ideas? 

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Awsome mod. Been using JB for a number of years now. Just wondering if I require a Nuka World patch as after returning to my settlement in the Commonwealth, all my slaves had disappeared? 

 

edit: I should also mention all the slaves had 100% obedience. 

Edited by Digz
Clarification
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