Great Work Sesom.
I really like the new features you added!
Well done!
Skykappa
Thanks. I am answering a little late because if you add new features new bugs are nearly unavoidable and I was hunting :flamethrower:. Here is what I found:
v0.81? updateBugfix: Now its possible to try to steal Davids prison key without harming the training or prison function. But anyoone who tries should be careful I think he and Casius doesn't like it.
Bugfix: Paradise Falls inhabitants are now save from FNNCQ weapons. FNNCQ can't enslave them.
Feature: The tracker shows now a short notice when it is ready to show the position of the slave and adjusts the quest automatically. So it should now be easier to understand how it works.
Bugfix: Slaves which are enslaved with FNNCQ weapons cannot been sent run to Paradise Falls anymore. The original enslaving is buggy as hell if someone tries to bring back a slave which wears the original collar. I tried to script a workaround but there is no way to save this spawn points. If someone really want to have this buggy 'feature' which can depopulate whole raider bases forever then use the original mesmetron. It is untouched from FNNCQ. I will make a optional patch which changes the mesmetron to have the same feature as FNNCQ weapons but this patch can't be compatible with other enslaving mods. FNNCQ slaver weapons should be used if spawn points shouldnt be harmed.
Bugfix: Following slaves cant get lost anymore in the prison if the pip-boy is opend in map mode or they are waiting there. Actually following slaves are no longer allowed to wait in the prison in v0.81? the outside has to be used. The prison is pretty complex and the interactions with the slaves could produce great troubles in the scripting there. That's the reason why I had to disable this features inside. Outside the prison all slave options are still available.
Feature: Selling FNNCQ slaves to grouse at the front of paradise falls is now respawn save. That means spawn points are not harmed anymore if FNNCQ slaves are sold to him. Simply tell your slave that he/she is sold and the slave should run in the pen. As soon as your he/she has arrived grouse hands out the caps and collars. No need to follow the slave he/she find it's way alone. Fasttravel is disabled and selling other slaves while the slave is running. This is made to avoid further bugs from the original enslavement script which has to be partially used to allow selling to grouse. No worry the slaves are good runners and fast.
Feature: The debug function (enslaving reset) is back. It's not in the tracker antenna menu anymore. The reset switch can be found in the Paradise Falls toilet. All reachable slaves should be released before you use. This switch is meant only if someone want to keep the gamesave and FNNCQ makes troubles (i.e. lost slaves). The better method is to use a gamesave before FNNCQ glitched. After the reset there !!are!! lost spawn points and all slaves (following, prison and MCC) are gone. I use the same method as the original enslaving system to get rid of the defunctional NPCs. Move in the slavepen, kill and disable them not nice but it works.
Bugfix: The clothing of the slaverguards are back ( I made a silly error here)
The update is already online on http://www.fallout3nexus.com/downloads/file.php?id=9497.I am toying with the idea to make complete rework of Paradise Falls. So that (if you played the original quests already) you could take over the whole thing and use it as your own slaver base. Get rid of Eulogy if necersarry and not already done. Capture some slaves to clean this place up and let them build new facilities. Hire some slavers so you can concentrate on easy living and slave training. David (my evil slaver) asked me. He needs urgently some support and more room so that he can offer more complex trainings
.
I am not sure if I should make (i would love to) such a extension because this would make FNNCQ incompatible to most other mods that use Paradise Falls already. Opinions?