[WIPz] FNNCQ a complete fallout 3 slavery overhaul

Post » Sat Feb 19, 2011 2:27 am

Exceptions are creatures, children, essentials and my quest NPCs.


Hmmm, The Killable Children mod removes the essential setting on children. This allows them to be enslaved by The Collector mod and the standard Mesmeron if you are lucky (meaning their heads do not pop).
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liz barnes
 
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Post » Fri Feb 18, 2011 11:42 pm

Hmmm, The Killable Children mod removes the essential setting on children. This allows them to be enslaved by The Collector mod and the standard Mesmeron if you are lucky (meaning their heads do not pop).


Nope I don't allow it in mine. The slaverweapons are designed to not work on children and I will never support it. What another mod does at this point is not my concern.
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Trevi
 
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Post » Sat Feb 19, 2011 7:36 am

Nope I don't allow it in mine. The slaverweapons are designed to not work on children and I will never support it. What another mod does at this point is not my concern.


No Problem here.

[EDIT] Not sure if this is a persistence problem, but I enslaved an Enclave soldier and had him stand around while I looted other Enclave troops and crates south of Big Town. I then Fast Traveled to Jury Street where I had a Talon Merc slave resting up. Fast Traveled with both slaves to Paradise Falls where I had to kill some Night Ghouls to get to the shop. Whistled up both slaves as they had scattered during the fight. Entered the shop and the Enclave slave disappeared on me.
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Thomas LEON
 
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Post » Sat Feb 19, 2011 4:47 am

No Problem here.

[EDIT] Not sure if this is a persistence problem, but I enslaved an Enclave soldier and had him stand around while I looted other Enclave troops and crates south of Big Town. I then Fast Traveled to Jury Street where I had a Talon Merc slave resting up. Fast Traveled with both slaves to Paradise Falls where I had to kill some Night Ghouls to get to the shop. Whistled up both slaves as they had scattered during the fight. Entered the shop and the Enclave slave disappeared on me.


Thanks! This is a bug in the whistle i work on it. A good debug method is to open your pip-boy in map mode and close it again. This forces following slaves back to you. Please tell me if he appears again with this method. If not its clearly the whistle. This is one of my oldest slave tools and I haven't reworked it yet completly for the new system. Your slave is maybe on a long walk through the wasteland to find you again ;). Another method go to a save place in the wastes and wait max. three days. If he doesnt appear i have to look further. But i am pretty sure its the whistle.

Some progress report:
The 1st mobile collar controller is mostly done. Only a little texture tweak, the "takeover again" and the guard function must be added (this is easy and fast work).
I changed the arcitecture of the pet shop a little bit to get more room for the "meatshield" training ( i make this training and slavetype tommorow).
Minor navmesh bug in prison is corrected.
I found a bug which could produce troubles while takeover slaves from prison again. It is corrected now.
Feeding slaves in prison now works how it was intended (this option was highly experimantal in v0.5b)
The changes that are mentioned in this thread (no more hp penalty for selling, less dangerous non-persistant explosions and better infomation, ...) are also on the plan for tomorrow.
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Chloe Lou
 
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Post » Fri Feb 18, 2011 6:54 pm

Came across a small bug in that the enclave soldier I enslaved seemed to respawn his Tesla Armor after I had him wait at a spot outside for a day. All items he had on that I gave him were still there though, so it is a minor bug.
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Michelle davies
 
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Post » Sat Feb 19, 2011 6:36 am

Thanks! This is a bug in the whistle i work on it. A good debug method is to open your pip-boy in map mode and close it again. This forces following slaves back to you. Please tell me if he appears again with this method. If not its clearly the whistle. This is one of my oldest slave tools and I haven't reworked it yet completly for the new system. Your slave is maybe on a long walk through the wasteland to find you again wink.gif. Another method go to a save place in the wastes and wait max. three days. If he doesnt appear i have to look further. But i am pretty sure its the whistle.


The slave came when I whistled. He disappeared when I entered the shop.
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Ezekiel Macallister
 
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Post » Fri Feb 18, 2011 5:32 pm

Came across a small bug in that the enclave soldier I enslaved seemed to respawn his Tesla Armor after I had him wait at a spot outside for a day. All items he had on that I gave him were still there though, so it is a minor bug.


It shouldn't happen. It means the engine was faster than my code. How many slaves were with you? Did you fastttravel back to your slave? I need to ask to get the timing right.

@sieboldii:
I think the whistle is the source of this trouble. Because when you are whisteling the slave changes the state . He no longer follows you. When he arrives near your position he changes the state back to follow again. If you use a door the engine starts to clean up. My follow monitorng cant kick in and your slave get lost in the door or elsewhere. I think that is what has happend. I am pretty sure with that and make some tests to change the whistle routine.
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 1:00 am

I wish I could remember if I fast traveled back or not...there is a good chance I did. I had him (and another slave who also had their original type clothes added) wait in a temporary pen I made using the RTS Settler mod. I can not remember if I was sleeping nearby, entered the building (Corvega factory) or if I fast traveled around and then had the issue. I am guessing it was fast travel, but I don't know. I will see if I can replicate it again. The only real issue with it would be the ability of players to "milk" their slaves of valuable Tesla Armor ;)
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victoria gillis
 
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Post » Fri Feb 18, 2011 11:19 pm

Interestingly, an Enclave soldier that a gathered for 'The Collector' mod regenerated his Tesla Armor after I sold him. An Enclave officer that a captured at the same time is still running around naked.
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Tiff Clark
 
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Post » Sat Feb 19, 2011 12:28 am

@Wulfgar_White_Eye
No problem! Tell me when it habbens again.

Interestingly, an Enclave soldier that a gathered for 'The Collector' mod regenerated his Tesla Armor after I sold him. An Enclave officer that a captured at the same time is still running around naked.


If I understand you correctly was your Tesla one a former Collextor slave and was reenslaved with FNNCQ. Collector slaves are damaged NPCs and this can happen. I set them free and reenslave them if you sell them to Grouse. So he has enough time to respawn inbetween and get his gear back.
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bimsy
 
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Post » Sat Feb 19, 2011 8:06 am

@Wulfgar_White_Eye
No problem! Tell me when it habbens again.



If I understand you correctly was your Tesla one a former Collextor slave and was reenslaved with FNNCQ. Collector slaves are damaged NPCs and this can happen. I set them free and reenslave them if you sell them to Grouse. So he has enough time to respawn inbetween and get his gear back.


No, he was still a Collector slave as was the officer.
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Veronica Flores
 
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Post » Sat Feb 19, 2011 12:51 am

No, he was still a Collector slave as was the officer.

I understand. Yes collector slaves respawn normaly while they are with you. If you are lucky (lets better say you are in the slaves home worldspace ;) ) they keep their enslavement and change only their appearance and gear. If you are unlucky (i.e. back in Megaton or in the slave pen in Paradise Falls) they respawn normaly and go on a killing rampage.
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Auguste Bartholdi
 
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Post » Fri Feb 18, 2011 11:03 pm

Ok, I have a slave being trained by David.

After the first set of push ups a group of raider ports in (between 6 and 8) and starts shooting. They seem to be intent on taking me out as I can only take out 2 before being taken out myself.

Any ideas on what is going on here?

Ok, recruited some slavers to help me out. They did not make it, but I did. Eighteen raiders spawned into the shop during training and since it happened a second time during training (went out and got some more slaves with the floor littered with bodies), I am going to assume that training is a no-no with the current version.
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Chloe Mayo
 
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Post » Fri Feb 18, 2011 9:59 pm

I have tried all the variables we discussed before (fast travel, sleep, etc) and still haven't been able to replicate the respawn of armor. I will keep an eye on it, but it seems to have been a fluke!
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Samantha Mitchell
 
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Post » Sat Feb 19, 2011 1:19 am

@sieboldii
Thanks for reporting. Its the buggy prison. I explained it in detail in the nexus comments.

@Wulfgar_White_Eye
Thanks for testing. I changed a lot in the meantime to keep the system (my slave tokens) more stable. Now I could change the monitorquest for the slave to the standard questtiming. I don't do it because it looks horrible if you are travelling with more then three slaves. But it is nice to know that it would work.

I did a lot of debugging work this week and made the new mobile slave controller. This allow you to set five additional slaves "free" at any location you want to (also DLC Worldspaces) and get them back as following slave if you need them. The number of obtainable slaves is now 14. 5 under your direct control, 4 in prison and 5 controlled by the mobile collar controller.

So sorry for all who are waiting for the first non cowardly and fighting slave. To stage the training is a lot of work and David is already a very complex NPC. I promise this is the next on my list. Today i am testing and debugging the new options and record the video to demonstrate them. I plan to release this new version tomorrow if all works as intended.
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-__^
 
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Post » Sat Feb 19, 2011 4:22 am

I gather all did not go well.
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Jessie Butterfield
 
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Post » Fri Feb 18, 2011 6:06 pm

I gather all did not go well.

You are right. :brokencomputer:
I hate these collar switching routines. They are the source of the troubles with version 0.5b. Now as the prsion works as it should begins the mobile controller to make troubles. I know in the meantime why, but it is one of the complicated parts of my code and hard to debug. Its release the slave and in the next 1/10 second enslave him/her new with all the information (enslaving position, stats, ...). I am on it and I dont think it take long but I cant make any promises.
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Russell Davies
 
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Post » Fri Feb 18, 2011 11:09 pm

Take your time, it is not like the current version doesn't improve on the slave system or is enjoyable :)
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 6:31 am

Take your time, it is not like the current version doesn't improve on the slave system or is enjoyable :)


Thanks. I just want to say the new update is done and it includes a exciting new feature. A short demonstration is http://www.youtube.com/watch?v=QIe5dQoRgrQ. I also updated the first post to include the mobile collar controller.
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meghan lock
 
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Post » Fri Feb 18, 2011 6:51 pm

The latest revision works great. However, it does seem that the previously mentioned effect of companions limiting the number of slaves that can be taken is true.
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Mélida Brunet
 
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Post » Sat Feb 19, 2011 1:07 am

The latest revision works great. However, it does seem that the previously mentioned effect of companions limiting the number of slaves that can be taken is true.
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Curveballs On Phoenix
 
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Post » Sat Feb 19, 2011 3:58 am

The latest revision works great. However, it does seem that the previously mentioned effect of companions limiting the number of slaves that can be taken is true.


I made a quick test. Jericho, Red & Shorty following as soon as i captured the 5th slave the message "To many followers" appears which is a normal game engine behaviour and ok. But i had no further troubles. 8 following characters is a engine limit and FNNCQ should have no troubles with it. Could you please describe the problems.
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Robert Garcia
 
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Post » Sat Feb 19, 2011 7:02 am

I made a quick test. Jericho, Red & Shorty following as soon as i captured the 5th slave the message "To many followers" appears which is a normal game engine behaviour and ok. But i had no further troubles. 8 following characters is a engine limit and FNNCQ should have no troubles with it. Could you please describe the problems.


I had two followers and one mule, technically also a follower, waiting in Megaton when I went out to gather some more slaves for David.

I gathered two with no problem at Evergreen Mills, but had to kill the third when I got the out of control message as I tried to apply the collar.

I did the cleanup fix when I first fired up the new version so there should not be any floating slaves out there. I have not tried the Mobile Collar Controller, yet.
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Britney Lopez
 
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Post » Sat Feb 19, 2011 5:39 am

I had two followers and one mule, technically also a follower, waiting in Megaton when I went out to gather some more slaves for David.

I gathered two with no problem at Evergreen Mills, but had to kill the third when I got the out of control message as I tried to apply the collar.

I did the cleanup fix when I first fired up the new version so there should not be any floating slaves out there. I have not tried the Mobile Collar Controller, yet.


I am pretty sure there are slaves floating around. Which means for me that the debug function needs more work!
You should see how many slave slots are used if you use the tracker antenna.
If less then 5 workers are shown and you get the out of control message I assume I have a big problem.

Btw. I had a lot of funny effects trying my mod with "Martigans Mutant Mod" in the moment FNNCQ is not compatible. Martigem did a real good job to respawn NPCs. If you set a specific type of NPC in mobile controller mode a instant respawn happens. Funny! But not what I intended.
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Charity Hughes
 
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Post » Sat Feb 19, 2011 3:27 am

Btw. I had a lot of funny effects trying my mod with "Martigans Mutant Mod" in the moment FNNCQ is not compatible. Martigem did a real good job to respawn NPCs. If you set a specific type of NPC in mobile controller mode a instant respawn happens. Funny! But not what I intended.


I have had this happen, but not since the upgrade.

I will check and see what my tracker says.

[EDIT1] I had to release my slaves from the MCC to use the tracker as both of my current Mules were under the MCC. Using the tracker with the MCC in use came up with a select worker or MCC mode query, but only an exit option. When all was said and done the tracker said that I have two slaves currently. So no missing slaves.

[EDIT2] I notice that with the revision we no longer get our slave collar returned when we sell the slave.
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Rachael
 
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