[WIPz] FNNCQ a complete fallout 3 slavery overhaul

Post » Sat Feb 19, 2011 12:01 am

Looks interesting. Will surely keep an eye on this as it seems to fit my choice of gameplay :)
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Chris BEvan
 
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Post » Fri Feb 18, 2011 11:23 pm

I notice that The Pitt is quite prevalent in the video.

I assume that The Pitt will be a dependency or will there be more than one version?
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Lauren Denman
 
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Post » Sat Feb 19, 2011 1:34 am

I notice that The Pitt is quite prevalent in the video.

I assume that The Pitt will be a dependency or will there be more than one version?


I used "The Pitt" in this video only to demonstrate that enslaved base game NPCs follow to new worldspaces and can be placed there. I think a nice feature that i wanted to show.

You don't need "The Pitt" or any other DLC for FNNCQ. It's written for the base game and works with all DLCs execpt OA. Thanks for asking.
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J.P loves
 
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Post » Fri Feb 18, 2011 5:35 pm

I used "The Pitt" in this video only to demonstrate that enslaved base game NPCs follow to new worldspaces and can be placed there. I think a nice feature that i wanted to show.

You don't need "The Pitt" or any other DLC for FNNCQ. It's written for the base game and works with all DLCs execpt OA. Thanks for asking.


Good to hear. :icecream:

While I have the DLCs, I do not like having having DLC dependent mods in the FO3 world. DLC dependent mods belong in the DLC world, if you catch my drift.

Any thoughts on when a beta might be ready?
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Vahpie
 
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Post » Sat Feb 19, 2011 4:03 am

Good to hear. :icecream:

While I have the DLCs, I do not like having having DLC dependent mods in the FO3 world. DLC dependent mods belong in the DLC world, if you catch my drift.

Any thoughts on when a beta might be ready?


I think this weekend I release a beta version with the features that are marked as "done" in the first post. These are well tested and were mostly made a long time ago. The prison is new but should work without any problems. The trainings need a few more weeks to complete in the moment i include only the "mule" for testing.
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Je suis
 
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Post » Sat Feb 19, 2011 3:17 am

I think this weekend I release a beta version with the features that are marked as "done" in the first post. These are well tested and were mostly made a long time ago. The prison is new but should work without any problems. The trainings need a few more weeks to complete in the moment i include only the "mule" for testing.


Sounds good.

I like turning the tables on the 'baddies' who attack me, but do not particularly like the idea of greasing the pockets of the professional slavers. Lately, I have been taking control of Paradise Falls through recruitment (SCC mod) and hiring (AP mod), but do not have any control of any slaves I garner, except Clover.
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Jessica Stokes
 
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Post » Sat Feb 19, 2011 3:16 am

This mod looks outstanding, I look forward to trying it out.

As a suggestion/request, would it be possible to make your own slave pen areas? Nothing against the pet shop near Paradise Falls, but this mod has the potential to be the ideal companion to the fantastic RTS Settler mod in development. As of now Arcoola hasn't done much in the way of developing a slave trade in his mod but recommends downloading another independent slaver trade mod (which is good but has its limitations). If there was a way to designate or set up your own pen area, it would be perfect :)

Obviously I am downloading this mod regardless!
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SiLa
 
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Post » Sat Feb 19, 2011 7:38 am

This mod looks outstanding, I look forward to trying it out.

As a suggestion/request, would it be possible to make your own slave pen areas? Nothing against the pet shop near Paradise Falls, but this mod has the potential to be the ideal companion to the fantastic RTS Settler mod in development. As of now Arcoola hasn't done much in the way of developing a slave trade in his mod but recommends downloading another independent slaver trade mod (which is good but has its limitations). If there was a way to designate or set up your own pen area, it would be perfect :)

Obviously I am downloading this mod regardless!

Yes I am working on such a thing. The provisional title is mobile slave controller. It allows you to leave a small group of slaves alone and gives you a few basic commands for them. As I stated earlier I tested the basic principle of a mobile version of my prison and it works. So you are able to make your own slave pan with my enslaving principle.
I haven't fleshed out the details yet (cost, how it is operated and so on). That's the reason why I didn't add it to the first post yet. It will be not included in the first beta but I develop it before i make the other training types.
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Gaelle Courant
 
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Post » Fri Feb 18, 2011 7:03 pm

Hey Sesom.

Did you get those PM I sent you? Can you contact me straight away please.

Take care friend.

Skykappa
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Pete Schmitzer
 
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Post » Sat Feb 19, 2011 2:29 am

Just a little nudge since the weekend is fast upon us.

I have been experimenting with 'The Collector' and it sure gets dull to have to keep running to the Tower (especially when you seem to lose a slave every now and then or have them suddenly turn on each other when you arrive following fast travel).
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 8:35 am

Just a little nudge since the weekend is fast upon us.

I have been experimenting with 'The Collector' and it sure gets dull to have to keep running to the Tower (especially when you seem to lose a slave every now and then or have them suddenly turn on each other when you arrive following fast travel).


No problem I haven't forgoten. A beta is comming shortly. While testing for the release I found a NPC type that I have totaly missed. NPCs that are spawned with PlaceAtMe (random encounters). The engine is pretty good at removing these ones (it should be when i think which troubles they can produce ;) ). So I think I have to except them from my enslaving principle for now.
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Adam Kriner
 
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Post » Sat Feb 19, 2011 12:20 am

:ahhh:

Oh, oh.

I'm getting dizzy in anticipation.

[EDIT] Nope, no shameless bump, just a question.

What, if I may ask, does FNNCQ stand for?

[EDIT] I gather 'ISPERSISTENT' detection is a problem.
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DAVId Bryant
 
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Post » Sat Feb 19, 2011 6:22 am

:ahhh:

Oh, oh.

I'm getting dizzy in anticipation.

[EDIT] Nope, no shameless bump, just a question.

What, if I may ask, does FNNCQ stand for?

[EDIT] I gather 'ISPERSISTENT' detection is a problem.


FNNCQ is a short for "Friendly New Neighbors Collar Quest". My development name for this system since i started modding.

Bad news:
Sorry about the delay, but I had major troubles with the handling of a view NPCs (the so called "non-persistant" references). That's why I missed the weekend release. For strange reasons I never metioned it before This problems are now solved.
One thing is open until I release and this is compatibilty. My goal is to keep FNNCQ as compatible as possible (also in beta stages). With the main game DLCs and also with other slave related mods. A simple change (1/2 hour work) allows me to make FNNCQ compatible with other slave related mods. But i can't do it today anymore i have to sleep.

Good news:
The Beta v0.5 will be released tommorow after I made this change. To keep you entertained while waiting I made a new video. Which shows a feature of my mod i didn't mentioned before. It's in the second half of the video.

You can find the video http://www.youtube.com/watch?v=dwnX93g2XtE.
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Anna S
 
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Post » Fri Feb 18, 2011 9:01 pm

As promised http://www.fallout3nexus.com/downloads/file.php?id=9497 is the download of the first vesion. This one is not feature complete. All features marked with O are ready. Now the big question. What next?

the other training options?
the mobile slave controller?
complete the voice acting of the npcs?
spellchecking and lip for david?
a complete new idea?

complete Bingham episode one?

You decide. I have no idea in the moment where i should focus on. :confused:
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Liv Staff
 
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Post » Sat Feb 19, 2011 12:54 am

Just downloading. I have been off grid for 24 hours due to heavy weather.

[EDIT] Whoa! I am not sure I like getting zapped and knocked on my butt every time I sell a slave to David. Good thing I had good health or I would have killed myself just selling the slaves.

I noticed that you are limited to gathering one slave at a time. This can become dicey when you run into a group of potential slaves and have to collar each slave before going after another in the group.
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Bee Baby
 
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Post » Sat Feb 19, 2011 5:01 am

A couple of things:

1) This mod looks great and well thought out. I love the detail of the buying process involved with selling to David.

2) Excellent video, the two I have watched from you are very informative...you do a good job.



My vote for the next thing to be worked on is for the mobile slave controller.


Also...sie haben einer kleiner rechtschreibfehler im video...steel ist eisen, steal ist eigentum einnahmen. Sehr kleine. :) I apologize for my terrible German, but I try to practice in when I can, hopefully what I was writing is actually understandable!

Most important of all....Vielen Dank!
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stacy hamilton
 
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Post » Sat Feb 19, 2011 4:40 am

Just downloading. I have been off grid for 24 hours due to heavy weather.

[EDIT] Whoa! I am not sure I like getting zapped and knocked on my butt every time I sell a slave to David. Good thing I had good health or I would have killed myself just selling the slaves.

I noticed that you are limited to gathering one slave at a time. This can become dicey when you run into a group of potential slaves and have to collar each slave before going after another in the group.


Zapping:

Story reason:
The zapping is caused by the combination of your pipboy and the collar. The RoWoCo collar is old prewar tech and is not easy to remove. You also get zapped when you free a slave. I explain this in detail in "Friendly New Neighbours". The damage is'nt so heavy. You can sell 5 slaves without any troubles in level 9.

Technical reason:
I teleport the slave to his original location if he/she is "freed". So i have to do something that you don't see this sudden disapperance. My solution was this electrical charge.

Only one slave at a time:
Yes you can beat only one victim dizzy with the baton or the dart gun. So it isn't to easy to pick a particular slave or enslave a whole group. You need planing, strategy or a lot of stimpacks todo this.

I don't like unrealistic mods like "sharing and carring" or "the groovatron" with simple oneclick solution for my personal gameplay. They are execelent for filmmaking but not for playing, FNNCQ is designed for roleplaying as a slaver.

Thanks for the feedback i am always open for better ideas. The zapping and blackout for the player is not very satisfying to hide the teleport. Any ideas how it can be done without killing the illusion?

@Wulfgar_White_Eye
Yes my faulty english spelling and grammar. This is my greatest weakness I know. I correct the video soon. One little correction from me. It should be:

Also... sie haben einen kleinen Rechtschreibfehler in ihrem Video... "steel" bedeutet Eisen, "steal" bedeutet Eigentum entwenden. Es ist nur ein kleiner Fehler.

scn ;) Thanks for the correction, vote and feedback.
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Luis Longoria
 
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Post » Sat Feb 19, 2011 3:31 am

Thanks for the feedback i am always open for better ideas. The zapping and blackout for the player is not very satisfying to hide the teleport. Any ideas how it can be done without killing the illusion?


You could have Donald place the newly received slaves in holding cells until you leave and then teleport the new slaves out.

[EDIT] I just had a situation where I grabbed some offending Talon members (four total) and started to move to a nearby location when there was an explosion that crippled me and turned my slaves to mincemeat (there were no hostiles in the area). Any ideas as to what happened?
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SexyPimpAss
 
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Post » Fri Feb 18, 2011 8:51 pm

You could have Donald place the newly received slaves in holding cells until you leave and then teleport the new slaves out.


Good idea this works for the prison. The cleanup would be made when you leave the prison. I do this already if you kill a slave in the prison. Thanks! I change this in the next version.

When you release the slave I have the same problem. I have to think for a other solution in this case.

[EDIT] I just had a situation where I grabbed some offending Talon members (four total) and started to move to a nearby location when there was an explosion that crippled me and turned my slaves to mincemeat (there were no hostiles in the area). Any ideas as to what happened?

Congratulation! You found one or several non-persistant references!

These NPCs are not enslaveable in a way that you can keep them! A message was shown in the left corner that one of your slave has tried to remove his collar which ended fatal for you, your slaves and him. You must have overlooked it. Should i change it to message box? The downside is that when several non-persistant dies its a little bit annoying to click it away.

As long as you don't try to fasttravel use doors and keep the slave near you a non-persistant reference survives. If you are to far away the slave is cleaned up by the game engine. I simulate the death of it with the explosion and some remains to keep the illusion of a slave who tried to remove the collar. The body is cleaned up so i had to make a strong explosion to explain the remains and the loss of the equipment.

There are only a few non-persistant NPCs in the game. Mostly they are the random encounter Talon Mercs and Regulators (not all of them). I know they are the most popular victims but i can't do anything to solve the problem. I am only able to detect what they are when it is already to late and the engine has already removed them. With FOSE2 comes hopefully a way to warn the player before enslaving these victims.
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JESSE
 
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Post » Sat Feb 19, 2011 5:00 am

Strange. I am able to enslave them for Paradise Falls and 'The Collector' mod, then fast travel to sell them.

You might want to bring up a box because I did not see an alert in the corner of the screen (I do not see console entries either). Do you get the notice prior to putting on the collar?
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ILy- Forver
 
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Post » Sat Feb 19, 2011 6:37 am

One little correction from me. It should be:

Also... sie haben einen kleinen Rechtschreibfehler in ihrem Video... "steel" bedeutet Eisen, "steal" bedeutet Eigentum entwenden. Es ist nur ein kleiner Fehler.

scn ;) Thanks for the correction, vote and feedback.


Hehe, just goes to show how much better your English is to my German, as I expected! :D


While watching one of the videos I had an idea that I am not sure is even possible, but I figured I would mention it. Is there a way to make Power Armored troops invulnerable to the darts and slaver sticks? It just seems a little odd to me that a dart can pierce armor and that a club can actually damage them! Maybe then there would be a specific use for the mesmatron or a reason to focus on capturing enclave officers and just killing the soldiers. Maybe there is a way to make a stun grenade that knocks down the enemy and when they get up they are dazed enough for enslaving. Just an idea, which as I said I don't know is even possible.
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Teghan Harris
 
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Post » Sat Feb 19, 2011 5:20 am

Strange. I am able to enslave them for Paradise Falls and 'The Collector' mod, then fast travel to sell them.

You might want to bring up a box because I did not see an alert in the corner of the screen (I do not see console entries either). Do you get the notice prior to putting on the collar?


Don't be confused but Talon Merc is not Talon Merc. There are Talon encounters (subway) with NPC types that are fully enslaveable also with my mod. The non-persistant Talon type is a "real" random encounter and dissapears also with "The Collector". I know exactly how this mod works because it was one of the first mods in my game and i made a compability patch for FNNCQ shortly to see if both mods can coexist in one game. "The Collector" is not "non-persistant" save like any other slave mod which was done before. The great difference is that in other mods the slave somehow dissapears unexplained after three days. In FNNCQ you see the result as soon as possible. The idea is to keep only slaves under the player control which he can keep.

I can't warn you before you put the collar on the slave. This is what i tried to explain in my last post. This will be possible with FOSE2 but not with the actual version or vanilla scripting. I show the message when it is already to late and the slave is lost and deleted by the game engine. If you are near the slave you see and feel the explosion. If not you can find the gory remains of it if you come back to his old location.

As I said my main focus in FNNCQ is to deliver only slaves which stay under player control the whole time. You can easy test if a NPC is persistant. Let the slave wait near the position where you captured him and get some distance till the slave dissapears. When you come back to his place be careful and go slowly. When the explosion happen it was a non-persistant one.

While watching one of the videos I had an idea that I am not sure is even possible, but I figured I would mention it. Is there a way to make Power Armored troops invulnerable to the darts and slaver sticks? It just seems a little odd to me that a dart can pierce armor and that a club can actually damage them! Maybe then there would be a specific use for the mesmatron or a reason to focus on capturing enclave officers and just killing the soldiers. Maybe there is a way to make a stun grenade that knocks down the enemy and when they get up they are dazed enough for enslaving. Just an idea, which as I said I don't know is even possible.

All this ideas are possible. I did'nt focussed on the weapons in this version because I want a stable base system first before I work on the details. Thanks you made some interesting suggestions.
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Taylrea Teodor
 
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Post » Fri Feb 18, 2011 8:27 pm

When you release the slave I have the same problem. I have to think for a other solution in this case.


In SCC when you dismiss a recruited NPC they will slowly start to wander back (rather than rapid teleport) to where they came from. Could this same process be used when an NPC is released to prevent zapping?
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Josh Lozier
 
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Post » Sat Feb 19, 2011 12:19 am

I have not tried out your system yet, but once its done I think its going to be a must for me. Even though my character has good karma, I tend to declare open hunting season on anyone who shoots at me.

Balance wise how are the new weapons? Mildly concerned that they turn into a few whacks and any npc is your slave type item. I am thinking it'd be neat for it to be challanging to enslave someone. Beating them on the head for awhile until they submit :P

Is there a chance at a npc not being enslavable? On a side note, a gary slave sounds nice. I can see a couple of them cleaning my house or standing guard(assuming thats possible!).
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Anthony Santillan
 
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Post » Fri Feb 18, 2011 7:32 pm

In SCC when you dismiss a recruited NPC they will slowly start to wander back (rather than rapid teleport) to where they came from. Could this same process be used when an NPC is released to prevent zapping?

I am afraid no! It would be my prefered solution. But I also want the slave to get all of his original values (execept he is trained then he keeps the trained abbilities) and position back. That is the reason why i used a teleport. The slave would get hostile as soon as you release it and maybe stays in the release area because his original settings don't allow him to wander back. Also it is a great risk for quest NPCs because they could accidently die while wandering back. I have to think more about it if i ....

...I love the forum talk. While writing this post I found a solution. It's the mobile slave controller i am working on. It gives me the possibility to release (and send home) the slave when the player is leaving the controller zone. As long as the player is in the zone the slave can be peaceful wandering. Thanks! for helping me find a solution for one of my oldest problems of my mod.

In gameplay terms it would mean that if you release the slave without having built up the controller you get zapped when you free him. If the slave is in the controller area he wanders peacefully in the zone and you don't get zapped and is gone if you leave the zone.
Balance wise how are the new weapons? Mildly concerned that they turn into a few whacks and any npc is your slave type item. I am thinking it'd be neat for it to be challanging to enslave someone. Beating them on the head for awhile until they submit tongue.gif

The balance isn't done yet. In the moment it is one whack wih the batton and the victim is dizzy but you can only beat one victim dizzy at a time and the batton makes no real damage. So the friends of the slave have plenty of time to kill you while you are trying to take the slave over. The dart gun makes a lot more damage and cripples your victim but has the same penalties. You have to think strategic to get your slave. After completing the mobile controller and one more training type i am working on the balance and add new weapons.
Is there a chance at a npc not being enslavable? On a side note, a gary slave sounds nice. I can see a couple of them cleaning my house or standing guard(assuming thats possible!).

Exceptions are creatures, children, essentials and my quest NPCs. Garys are a lot of fun because they have a little communication problem. I did this already in "Friendly New Neighbours" and add this special Gary "feature" to the next update of FNNCQ.
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Len swann
 
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