Yunnyou Posted September 1, 2023 Share Posted September 1, 2023 On 8/29/2023 at 12:28 PM, Sulphur.999 said: You can't. There are no consensual scenes in the mod. You can add a mod like AAF_SEU (Sex em up) for that tho. then why in the config of the mod have consensual configurations? like the time or furniture radio? Link to comment
Yunnyou Posted September 1, 2023 Share Posted September 1, 2023 On 8/29/2023 at 12:28 PM, Sulphur.999 said: You can't. There are no consensual scenes in the mod. You can add a mod like AAF_SEU (Sex em up) for that tho. then why in the config of the mod have consensual configurations? like the time or furniture radio? Link to comment
Sulphur.999 Posted September 1, 2023 Share Posted September 1, 2023 8 hours ago, Yunnyou said: then why in the config of the mod have consensual configurations? like the time or furniture radio? My guess is to get that answer you'd have to speak with the mod author, but I can hazard a guess. Even the "punishment" action has to have parameters as it still has to interact with AAF and the game. You'll notice, perhaps, that the option doesn't just stick to aggressive acts. While it's "punishment" on the label, it's just AAF and your animation packs interacting and they need to know what you want and when to end. It's entirely too bad the mod was abandoned. But it was. So now we use it because it's what we have. *shrug Link to comment
Dassu Posted September 8, 2023 Share Posted September 8, 2023 (edited) I noticed a very unexpected compatibility issue with a mod called: "Truby9 Ultrawide - Fallout 4". Basically the mod prevents Extended Dialogue Interface from working. The culprit is the fact that Truby9 Ultrawide does not save its files in a ba2 but XDI does which means that truby9 ultrawide will always overwrite files in XDI. Solution: Reinstall the mod and enable the compatibility patch in the FOMOD installation wizard. A good method for testing this mod is to open up a console in the main menu and type in "coc prewartvstudio" then try to enslave the news broadcaster. If the first dialogue is not XDI then you have a mod conflict. I also had some issues with marking the NPCs for enslavement so I started coding a solution of my own. Currently my mod allows player to bind a custom key to mark/unmark NPCs. There is also a filtering system so one does not accidentally mess with a wrong NPC. I'm going to play around with it before I even think about releasing it to the public. Edited September 9, 2023 by Dassu Link to comment
Sulphur.999 Posted September 9, 2023 Share Posted September 9, 2023 That's pretty fire, I hope you work it out. Unmarking would be huge I think Link to comment
Dassu Posted September 10, 2023 Share Posted September 10, 2023 Thanks for the encouragement Sulphur.999. I've been testing it for several hours and everything seems to work. I even managed to fix the bodygen morphs not being copied so now the cloned NPC looks identical to the marked one. Some NPCs spawned through console commands will still look different, I don't know why and frankly I don't care. Originally I was hoping to make JBH not replace anything in JB but unfortunately I had to edit the "release" fragment inside JBHunterQuest to also dispel the JBHMarkedSpell. Things to improve: - JB Hunter uses DetectLifeFXS as the hit shader to give feedback to the user. I wonder if there exists a better alternative. I'm looking for something that will briefly highlight the target. - Mark listing uses Debug.Notification(). I don't what is the down side of doing so but other modders seem to avoid it. I have tried to look for UI library which would offer a better solution but I have yet to find one. - Defend settlement quest may become uncompletable if attacker is marked. The quest can still fail. AFAIK vanilla JB also has this problem. I find this bug very odd since JB essentially kills the marked NPC and respawns a clone. Link to comment
BENJAMINDONK Posted September 16, 2023 Share Posted September 16, 2023 How can I recapture a runaway slave? I got the quest, go to the location, found the slave running, but I cannot bring up the dialogue menu pressing E, while shooting at her just simply killed her. Link to comment
tinkerbelle Posted September 16, 2023 Share Posted September 16, 2023 5 hours ago, BENJAMINDONK said: How can I recapture a runaway slave? I got the quest, go to the location, found the slave running, but I cannot bring up the dialogue menu pressing E, while shooting at her just simply killed her. I've read earlier in this thread that the runaway slave system is broken and it never worked for me. It's probably best for now to set the "Slaves Runaway" (or something like that) option in the MCM to off. 2 Link to comment
Dassu Posted September 16, 2023 Share Posted September 16, 2023 (edited) 1 hour ago, tinkerbelle said: I've read earlier in this thread that the runaway slave system is broken and it never worked for me. It's probably best for now to set the "Slaves Runaway" (or something like that) option in the MCM to off. Personally I always kept it disabled but I'm thinking about making "Just Escape - Simple Escape" which would simply despawn the slave if the player was stupid enough to not restrain her while submission was very low. Also, what bothers me is the fact that enslaved enemies instantly fight for you instead of trying to escape during combat. In Fallout 4 you can assign AI packages to NPCs that make them behave cowardly, for example Billy behaves like that. I'm still thankful for the mod. It is great even though it has some flaws. Edited September 16, 2023 by Dassu 1 Link to comment
cockroach666 Posted October 12, 2023 Share Posted October 12, 2023 so i collared a slave, and took her down to the slave market in concord. but the terminal on the wall won't acknowledge it. Link to comment
travelmedic Posted October 12, 2023 Share Posted October 12, 2023 1 hour ago, cockroach666 said: so i collared a slave, and took her down to the slave market in concord. but the terminal on the wall won't acknowledge it. I don't think this mod has a slave market in Concord. Link to comment
Geebsterman Posted October 12, 2023 Share Posted October 12, 2023 I have recently ran into an issue when prostitutes go into business. They never engage and the quest gets stuck, never completing. if anyone else had this issue, please advise and thank you. Link to comment
tibanul Posted October 13, 2023 Share Posted October 13, 2023 Hey, lovely mod. I have an issue, and nobody seems to have the same problem. During attacks on settlements, slaves become hostile too. They pick up guns and start to shoot settlers (nuka-world raiders). They seem to become non-hostile after getting knocked out, but still. Anybody has some information? Link to comment
tinkerbelle Posted October 13, 2023 Share Posted October 13, 2023 On 10/11/2023 at 11:31 PM, cockroach666 said: so i collared a slave, and took her down to the slave market in concord. but the terminal on the wall won't acknowledge it. The Concord slave market is part of "Human Resources". The slave capture method is a little different. Link to comment
MrGrey Posted October 20, 2023 Share Posted October 20, 2023 I noticed my raider babes that were taken as slaves sometimes turn into raider dudes. After I saw "Jennifer" was a dude, I remembered that's why I went after named NPCs and not generic raiders, gunners etc. there must be some setting where they don't change appearances, or the named NPCs would be a mess. Anyone know what that may be? Link to comment
elfdrow Posted October 23, 2023 Share Posted October 23, 2023 (edited) On 4/5/2023 at 7:49 AM, MrGrey said: Yes. Something similar to enslaving and not killing he RR. You don't finish the quest unless they're dead or you convince them to run. Making them slaves and the quest never finishes. Shame really, I like collecting slaves that are individuals, like Desdemona. there is a mood called Magic Syringes that has a reanimator shot. that is craftable. think of it as first aid or CPR. it can resurrect recently killed npcs. (no dead bodies) kill them ("everyone saw me kill them right?" ) -> complete the objective -> loot them (some npc's spawn quest items upon death XD )-> one shot of reanimator -> mark them -> wound them -> welcome them into their new life. it can be done with console commands but... for the nitpicky (like myself) this is a more "lore friendly" option. ------ speaking of odd things. anyone noticed that some slaves go to where they were enslaved when you tell them to "relax here"? others seem to go where you last left them in prostitution. (this ones seem to stop if you disable the "travel to workplace option") I started to follow one and they just walked to the exact place they were they got their collar. not where they spawned originally. others like Dixie seem to disappear. so I guess the AI package that makes Dixie roam the commonwealth is the culprit. and some that were resurrected, then enslaved (like Nisha) seem to stay put on fizztop without a problem. this doesn't happens when they are assigned in a settlement. but it does when you tell them to relax. On 10/20/2023 at 9:19 AM, MrGrey said: I noticed my raider babes that were taken as slaves sometimes turn into raider dudes. After I saw "Jennifer" was a dude, I remembered that's why I went after named NPCs and not generic raiders, gunners etc. there must be some setting where they don't change appearances, or the named NPCs would be a mess. Anyone know what that may be? I think there is an option that has a description about keeping the bodies. and frankly that never happened to me (i never grab raiders) with scavengers. so I'm at a loss of words. let me check the ingame options. there is an option on the debug tab. "Update body" from the description it might work as a "recycleactor" of sorts when changing cells. I have it off. check to see if you have it on just to be sure. Edited October 23, 2023 by elfdrow 1 Link to comment
valcon767 Posted October 24, 2023 Share Posted October 24, 2023 On 10/20/2023 at 7:19 AM, MrGrey said: I noticed my raider babes that were taken as slaves sometimes turn into raider dudes. After I saw "Jennifer" was a dude, I remembered that's why I went after named NPCs and not generic raiders, gunners etc. there must be some setting where they don't change appearances, or the named NPCs would be a mess. Anyone know what that may be? noticed the same and do the same (just take named NPCs), the addon doubles the number of slaves you can have (from 20 to 40) but i am not sure if that is total or at a time (if total you will run out of slots before you can capture all the named Raiders/Gunners alone). 8 hours ago, elfdrow said: there is a mood called Magic Syringes that has a reanimator shot. that is craftable. think of it as first aid or CPR. it can resurrect recently killed npcs. (no dead bodies) kill them ("everyone saw me kill them right?" ) -> complete the objective -> loot them (some npc's spawn quest items upon death XD )-> one shot of reanimator -> mark them -> wound them -> welcome them into their new life. it can be done with console commands but... for the nitpicky (like myself) this is a more "lore friendly" option. another option if you want the NPC is Portable Cloning Device (its on the N site). while this will not give you that exact NPC, it will give you a settler clone of them (named settler) and with Rename Anything you can even give them the same name. the clone will not have their unique dialogues (voice type might be different also). but this can also be useful as you can have a settler that looks exactly like the NPC without messing with any quest the NPC is part of. you can actually have multiple copies of someone (and it has a beta feature that allows them to be followers too). so yes you can have 10 Curie's following you around (probably only have 1 with the right voice though). hope someone finds the information useful 1 Link to comment
Mr Zombie Brain Posted October 29, 2023 Share Posted October 29, 2023 when i Mark NPC then tell them "you may go" they say "message received" get up proceed to attack me how do i make them like in Violate runaway? Link to comment
Fergis4 Posted October 29, 2023 Share Posted October 29, 2023 I'm having a glitch where once a slvae becomes a follower I can't dismiss them anywhere to any settlement they just follow me around all the time. theres no dialogue option to dismiss so that I can send them to a settlement Link to comment
MrGrey Posted October 29, 2023 Share Posted October 29, 2023 2 hours ago, Fergis4 said: I'm having a glitch where once a slvae becomes a follower I can't dismiss them anywhere to any settlement they just follow me around all the time. theres no dialogue option to dismiss so that I can send them to a settlement The "go home" option doesn't appear? Link to comment
Fergis4 Posted October 30, 2023 Share Posted October 30, 2023 3 hours ago, MrGrey said: The "go home" option doesn't appear? yea no button just a blank space where it should be Link to comment
valcon767 Posted October 30, 2023 Share Posted October 30, 2023 On 10/29/2023 at 9:28 AM, Mr Zombie Brain said: when i Mark NPC then tell them "you may go" they say "message received" get up proceed to attack me how do i make them like in Violate runaway? umm use Violate?? anyway what the "you may go" option does (as far as i can tell) is just removes Just Business overrides to behavior. really useful if you accidently mark a follower. so stuff that would attack you otherwise will attack you again, followers will behave as they should, etc. for me personally what i do is consider "you may go" = i did not mean to mark you in the first place. Link to comment
Fergis4 Posted October 30, 2023 Share Posted October 30, 2023 19 hours ago, MrGrey said: The "go home" option doesn't appear? actually adding onto this I'm also not able to re name NPCS even though I have the required mods and they're running in the mcm Link to comment
Mr Zombie Brain Posted October 31, 2023 Share Posted October 31, 2023 On 10/30/2023 at 5:22 PM, valcon767 said: umm use Violate?? anyway what the "you may go" option does (as far as i can tell) is just removes Just Business overrides to behavior. really useful if you accidently mark a follower. so stuff that would attack you otherwise will attack you again, followers will behave as they should, etc. for me personally what i do is consider "you may go" = i did not mean to mark you in the first place. umm i use Violate!! yeah i use it like this i just thought something wrong was with my load order like conflict thnks Link to comment
nailkaiser Posted November 4, 2023 Share Posted November 4, 2023 (edited) capture and enslave make into settler work fine, but the game keep crashing if i try to do any of the sex option i got the advance animation framework 161.1 and [AAF] Themes - VanillaSexAnimations, Kinky/Aggressive and CreatureSexAnimations install so idk why this keep happening. Edited November 4, 2023 by nailkaiser forgot stuff Link to comment
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