[WIPz] FNNCQ a complete fallout 3 slavery overhaul

Post » Fri Feb 18, 2011 9:17 pm

FNNCQ
a complete fallout 3 slavery overhaul

Features: (short description)
O a complete new slavery system where almost every NPC can be enslaved, follow the player, be placed anywhere (also DLC spaces) and !! don't !! get lost, aggressive or loose equipment
O game mechanics (spawn points), original stats and dialogue is not harmed
O 5 following slaves (choose whoever you want)
O slaves have needs and heal while sleeping
O & o slave training. Your slave can be trained for a specific function (O mule, O fighting basic, o housekeeping, ...)
O 2 new places to sell your slaves
O 4 additional "stored" slaves in real functional prison (want to see Burke in prison, now you can)
O 5 additional slaves can be placed everywhere in the game world and stay there with a mobile collar controller without slowdown of the gameplay
O 2 new weapons, 6 new slaver gear items
O several nice looking slave collars and other equipment for slave managment
o fully voice acted (also slave dialogue)

legend: "O" means fully done, "o" in progress

Pictures:
http://www.flickr.com/photos/sesom_07/3946877458/sizes/o/
http://www.flickr.com/photos/sesom_07/3946095413/sizes/o/
http://www.flickr.com/photos/sesom_07/3946095325/sizes/o/
http://www.flickr.com/photos/sesom_07/3946095239/
http://www.flickr.com/photos/sesom_07/3946095151/sizes/o/

Videos:
http://www.youtube.com/watch?v=a3i8F-5_P0M http://www.youtube.com/watch?v=aEKJXyHweJ0 http://www.youtube.com/watch?v=dwnX93g2XtE http://www.youtube.com/watch?v=QIe5dQoRgrQ

Downloads:
You can download Version 0.8b http://www.fallout3nexus.com/downloads/file.php?id=9497

Features: (long description)
You are able to enslave almost every humanoid in the game (ghouls, humans, no kids!). The exceptions are essential characters (i.e. mainquest) and NPCs from my questmods "Friendly New Neighbors" & "Bingham St.". The new slaver weapons in FNNCQ work without frenzy or head explode penalties. The original Mesmetron is unchanged.
Untrained slaves "follow" the player but are not companions. They don't fight, they are cowards. If there is a fight near them they run as fast as they can. Don't worry you don't loose them. They can be trained for a specific function more about this later.
You are !!! not !!! loosing your slave while fast traveling with him/her. He/she stays the same npc with the same appearance equipment and stats. No more nasty respawn surprises while you are arriving at your home. But be careful some of your slaves have friends who try to free them.

The standard options for slaves are: (done complete, ideas for new features welcomed)

Follow
The slave follows you wherever you go. If you 'loose' your slave open your pip-boy in map mode close it and your slave is back again.

Wait at location (Sandbox)
Slaves use the surroundings (like furniture, eating and other things) while waiting. Again: You are !!! not !!! loosing your slave while letting him/her wait. He/she stays the same npc with the same appearance equipment and stats when you come back and if it is three months later.

Stay (Guard)
The Slave stays at the location and doesn't move (original follower behavior). Did I say: You are !!! not !!! loosing your slave ?

Sleep
If the slave has a camping bed in his inventory he/she builds his/her own bed. Otherwise the slave searches for a unowned bed. While sleeping the slaves heals. For full healing are 9h sleep necessary. Ok I don't say it again or should I? You are !!! not !!! loosing your slave ?

Barter
You have full control about the slaves inventory

Dialogue
You have full access to the dialogue options of the original NPC. If he/she is a merchant this function is still available. Quest dialogue is also available. So most of the quests are still playable with an enslaved character.
All slaves are fully voice acted. They use their original dialogue lines (idles) and modified original dialogue (raider male/female, enclave male and some male groups are done already) for the new lines. There are more specific options in some special areas of my mod. More abut this later.

A little sidenote about game mechanics:
If your slave dies he/she dies at the actual location. One or two game days later is the dead slave brought back to the original where he / she was enslaved. This is critical to keep the game mechanics alive.
If you sell a respawnable slave to Grouse at Paradise Falls his/her brother/sister never comes back to the original location. You can depopulate whole raider bases with this method. This is original game behavior. I have nothing to do with it (and don't like it BTW.).
If you sell a slave to one of my buyers the slave is used for a function or get killed and his body is transported back to his original location. The better solution.
Some of your slaves maybe have close friends. They try to visit them and travel through the whole wasteland to get to them. A famous example in the original game is Flak & Shrapnel or the wandering merchants. This is no error or bug. You have to deal with them.

Slaver Equipment: (done, I am still open for further ideas)
You can buy all this equipment in the new shop near the main entrance of Paradise Falls. There is no shortage in supplies. The owner has excellent connections to 'The Pitt'.

Slaver Baton (done)
One good aimed hit with the baton and your victim is dizzy and nearly waits for you to enslave him/her. The only downside is you have to go near which can be pretty unhealthy. Don?t lower the weapon after enslaving your victim. It could think you aren't dangerous anymore and cry for help. Give the slave some time to adjust to his/her new situation and leave the area with his/her friends as soon as possible if you plan to holster your weapon. Did I say enslaving is easy ;). The baton makes only a little damage to the victim and is not useful for fighting.

Slaver Dartgun (done)
Not so useful as the slaver baton because it damages the goods much more and you have still to go near for talking after hitting your victim. But this weapon is the only way to stay stealthy as slaver. The same rules for holstering as for the baton are valid with this weapon. It can also be used as normal Dartgun against creatures.

RoWoCo Collar
How the RoWoCo Collar works:
Your original Pip-Boy needs a software update to perform this new functions! With downloading the notes from Donald at the start of the mod this software update is already made for you. A drug is produced and injected automatically by the collar when you put it around the neck of your victim the first time. It is fully obedient afterwards.
A few advices:
Your Pip-Boy can only handle five collars at once. Don't try to enslave more then five at once. The side effects could be very unpleasant.
Sometimes the collar produces a greater electrical shock as designed and can hurt your slave. You can use this 'glitch' to motivate your slave.
If you think you lost your slave while traveling with him/her don't worry. This is not the case! It's the induced paranoia of the drug which causes them to hide. Open and close simply your Pip-Boy in map mode. They get another injection and trust you again. Simple fast and easy.
The collar adjusts itself to the victim. If the victim dies it produces hormones which destroy the delicate chemical system in the collar and it become useless and explodes. The gear that the slave is carrying is destroyed after the explosion. So keep your slave alive if you don't want to loose your collar and gear!
A very few people are allergic to the drug. If this happens their first reflex is to remove the collar which causes their and the collars death.

Slaver RoWoCo Antenna Extension (done)
To use the full potential of the RoWoCo system in your pip-boy you need a antenna extension. It shows you on a status display which slaves are following and which are waiting (wait, guard, sleep). You also get the information how healthy your slave is, if it was trained for a function or if a slave is currently in training.

track collar position (works everytime)
You can track the position of your slave per pip-boy if the antenna is installed. Warning! The slave position is not constantly monitored. The position in your pip-boy map updates after you have made a new scan. You forgot were you parked your slave with the fatman. No problem the tracker tells you in seconds where you can find him.

motivate worker (only if slave is following)
This is a little function to remind the slave of his state. It also helps to identify your victi... / worker.

remove collar (only if slave is following)
If the Antenna is equipped it allows you to set the slave free again without harming the collar. You can set your slave free at any time. If you free a slave he/she finds the way back to the location where you enslaved him/her. I tried to be as compatible as possible here to keep the game alive and functioning. If you stole the slave's equipment it is now yours. If the slave is wounded, he/she keeps the wounds. It's your decision in which condition you free your slave. All other stats, package, faction and quest related values are preserved and set back to the values before the enslavement.

The antenna also includes the MCC (mobile collar controller) functions more about these in the MCC documentation.
The antenna should be assigned to a hotkey. Most of its functions don't work if the pip-boy was in map mode before equipping it. You will be informed about this limitation with a message, Setting a hotkey for the antenna avoids this error message and gives faster access to the menu.
The antenna can be stored safely in a container and dropped but you loose some essential enslaving functions if you do so. If you loose it you can't buy another one and should look for a game save before you lost it.

Slaver Whistle (more group commands possible in the future)
One whistle blow and all your slaves come running (if they can hear you) and following you. The whistle don't work if you opened up your Pip-Boy in the map mode. This is intentional. The next update will include a hotkey function for the whistle.

Slave Camping Bed
The camping bed is a portable bed. Drop the box on the floor (the picture of the bed should be on the upside), sneak and activate it to unpack the bed. If a slave has a camping bed in his inventory he/she builds his/her own bed and you don't have to care.

The minimal equipment requirements are:
Baton, Antenna and one RoWoCo Collar.


Mobile Slave Controller (done)
This device allows you to leave a group of maximum 5 slaves alone. It works without your constant monitoring or the need of a special prison. Did you ever wanted to teach a bunch of raiders the wonderful world of civilization? Now you can. RobCo's Mobile Collar Controller (MCC) allows you to build your own slave prison or slave settlement wherever you want.

How it works:
Drop the mobile collar controller on the floor. Crouch and activate it. It is similar like the camping bed, You should see for a few moments a green force field if you have done it correctly. This is the area that is monitored and where your slaves can move freely. If they try to leave the field they get punished and run back near the controller to stop the punishment. Warning! Stubborn slaves can die if they try to flee several times.
You have to adjust every single collar you want to be controlled by the MCC system (its a slave dialogue option). The RoWoCo collar is in MCC mode when the light turns red.
If you want to set the collar back into following mode you also have to make a adjustment.
If all collars are set back to follow mode (green). You can deactivate the MCC and move it again. Simply crouch and deactivate it. You should see a red force field if you done it right. Now you can pick up the MCC again and choose another location for it.
While you are inside the forcefield is no fast travel available. You have to leave the field first before you can fast travel again. The MCC is designed for outdoor use. It works indoors but the chance of slaves which try to flee is higher. If a slave doesn't show up normally wait a hour. If he/she still doesn't show up use the "RoWoCo Antenna Extension" option "call monitored worker" and they come running. ( !! You have to be near the MCC Controller to use this function. !!) In big areas (like Megaton) this can take a while. Wait till all slaves have arrived.

The standard options for MCC slaves are:

Wait at location (Dialogue: That's it, Sandbox)
Slaves use the surroundings (like furniture, eating and other things) while waiting. Again: You are !!! not !!! loosing your slave while letting him/her wait. He/she stays the same npc with the same appearance equipment and stats when you come back and if it is three months later.

Barter
You have full control about the slaves inventory

Dialogue
You have full access to the dialogue options of the original NPC. If he/she is a merchant this function is still available. Quest dialogue is also available. So most of the quests are still playable with an enslaved character.

RoWoCo Antenna Extension Options
This are only shown on our pip-boy if you are near the controller.

Call monitored worker
All slaves I mean worker run to their starting position and stay there.

Dismiss monitored worker
explains itself

The minimal equipment requirements are:
Baton, Antenna and one RoWoCo Collar.

Selling Slaves:

Evas Pets: (David)
You can sell you slaves to David in the Pet Shop. He estimates the value of your slave according to different parameters (health, faction, attributes) and calculates a price. The slave is sent to the Paradise Falls slavepen after the deal. (Not really the slave is killed and sent home to keep the game mechanics alive. But it's a game and all is about illusions, isn't it ;). If you sell a healthy slave you achieve a better price then selling to Grouse. The RoWoCo collar is given back to you.

Evergreen Mills: (Simon)
At the entrance of Evergreen Mills you can find Simon. This 'dude from Evergreen Mills' also buys slaves but don't evaluates them. So a much faster selling is possible. The slave runs into the Evergreen Mills pen after you told him/her that he/she is sold. (Not really the slave is killed and sent home ?) After you have talked with all the slaves you wanted to sell get your caps and collars from Simon.

Slave prison:
At this location you can "store" the slaves you are not using in the moment. Sell them or let them "educated" from a professional slave trainer (if you thought dikeie from my other quest mod was evil, you haven't met David yet . Again: imprisoned slaves are not loosing their appearance, equipment, ?
The slaves stay in prison as long as you can afford it. Storing your slaves is not free. But caps shouldn't be the problem for a professional slaver. The costs are removed from your pip-boy weekly. If you can*t afford it your slave is sold.
Some of your slaves maybe have close friends. They try to visit them and travel through the whole wasteland to get to them. A famous example in the original game is Flak & Shrapnel. This is no error or bug. You have to deal with them. They are not allowed to enter the prison but they maybe wait for you in front of it.

Slave training: (one done, four to go, ideas welcome)
As written before, David can train your slave for a specific function. There are five of them planned (David trains only Mules and Meatshields the other trainings happens at a different location.) You must have enough caps to get the training offer from David and your slave has to be fully healthy to be trained. 'Store' the slave in the first prison cell. Then ask David to train the subject.
You are not allowed to leave the prison while ongoing training. You have to watch it all. Don't interfere! Your slave could be killed and your caps are lost. David gives no refunds. After every training your slave is in a terrible condition. You have to care for them to get them healthy again.

The Mule: (done)
This slave is still unable to fight but has a great carrying capacity. He/she is ideal for all evil collectors in the wastes. His/her education is the fastest and cheapest. After the training is done your slave gets a special backpack which enhances the carrying capacity by 200. The inventory of this backpack is independent from the inventory of your slave. So you can store a power armor in the backpack but your slave doesn't equip it. Also stimpacks cannot used by him/her if stored in the backpack.
If a Mule dies it drops its backpack. The content of the backpack is not lost. You can't pick it up but you can get your items back this way if you open it while sneaking.
Don't use a mule backpack without slave as your storage. It is not save.

The Grunt: (in progress)
I assume the most picked slave but the most costly. This slave fights for your live and he / she knows how.

The Drudge: (in progress)
This slave is used where the "hard" work has to be done. Most "Pitt" slaves are drudges.

The Meatshield: (done)
The name says it all. He/she protects his/her master at all costs and fights for you. His/her education needs about a week. You only have to watch the first training session and can leave the prison afterwards. You are informed when the training has ended and you can pickup the slave. The payment has to be made in advance. With the 'Antenna Extension RoWoCo' you can check if the training is still ongoing or if it has ended.
The fighting abilities depend on the former skill set of the slave. A megaton resident is not very useful as meatshield. It is better to capture and train a encalve soldier or another fighting NPC to protect your investment. A meatshield heals like a standard game follower (this maybe changes in later versions) so it should survive mods like MMM or other mods which makes the game harder. They are also are allowed to use stimpacks.
Meatshields are still loyal to their faction. So a enclave meatshield helps you against creatures and raiders but not against other enclaves. Be careful some factions are your friend but not the friend of your slave, You gave him/her the weapon now you have to deal with the consequences.
If this slave survives long enough it maybe learns to be Grunt.

The Doggie: (in progress)
This slave you leave better at home thats the perfect place for it. It keeps your house clean, cooks food ...

As I wrote slave training is costly and people who know my mods not easy to get. You have to care for your slave to make the training even possible. And you are in a constant moral struggle if you should let all this happen to him / her. Did I say David is evil ;) ? No worry this is not a quest mod more a extension of the slavery system, but you have still to work for all the goodies.
The hardest part of this mod is already made. It was under constant development since I began modding for "Friendly New Neighbours" (short "FNN" ;) add Collar Quest and you know where the name came from) and is know near the stage I dreamed of it 9 months ago. The beta is available on nexus (see begin of this post).

Last words:
I would be very happy about comments and additional ideas for this mod. I love to work with the NPC AI and I also see this mod as modders resource if anyone is interested.
My system allows to take over any NPC in fallout 3 without harm and problems for the original quests. It can be used for slavery but also for thousand other purposes. If there is enough feedback and interest I am glad to write a technical document how it was done and how you can use this for your own mod. Btw. there is no FOSE necessary to get this done. To answer one question in adavance. I don't use a single line from "The collector". This mod works with a complete other basic principle.

So please comment and give feedback.
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Damien Mulvenna
 
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Post » Sat Feb 19, 2011 2:24 am

This is relevant to my interests. Especially the part about "doggies" :lol:
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elliot mudd
 
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Post » Fri Feb 18, 2011 6:13 pm

Comments?

Do want!

Sounds like a very neat expansion on the slavery, looking forward to.

:)
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 1:22 am

This looks awesome! Is it a good idea to get the original FNN quest mod along with this, when you release? Do/will they work fine with each other?
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Len swann
 
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Post » Fri Feb 18, 2011 6:09 pm

This looks awesome! Is it a good idea to get the original FNN quest mod along with this, when you release? Do/will they work fine with each other?


Not in this early stages. FNNCQ is the same engine i used in my published quest mod but i made a lot of enhancments iabd improvements in the meantime. So the quest mod can't be compatible. All "Binghman St." series quests (the sequels to my "neighbors") will be compatible. They were the main reason for updating my enslavement system.

With the next big update (v1.0) for "Friendly New Neighbors" (one smaller is coming soon, so dont be confused) I add the new system to it. It should be savegame compatible then because the basic principle is the same . In the end all of my mods will be working together perfectly, but it takes time.

Sorry about that but i was in the mood for scripting the last few weeks and not questmaking. (Thats the reason why it got silent about "Bingham St." a little). As i found out how i could stop the respawn without tinkering with the fasttravel i couldn't stop and scrippted all the extensions to the enslaving system i planned a long time ago and FNNCQ is the result.

Thanks for asking. While trying both mods together I found a long searched bug in my quest mod.
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 1:14 am

Only thing I can suggest is spelling and grammatical corrections, otherwise this looks cute.
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Blaine
 
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Post » Sat Feb 19, 2011 9:34 am

Only thing I can suggest is spelling and grammatical corrections, otherwise this looks cute.


I know my good old problem with the english language. It's the third one I learned and I have still troubles. I dont want to mod for the german version of the game. It "feels" not right for me.

I try to find help before releasing anything but i can make no promises. All versions below v1.0 may have grammatical and spelling errors because they are still in devolpment and i make changes constantly. It?s the same for the documentation. Any help here is appreciated.
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Taylor Thompson
 
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Post » Fri Feb 18, 2011 9:50 pm

How about a chance of the slave turning hostile when you free them?
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 3:00 am

How about a chance of the slave turning hostile when you free them?


My approach with FNNCQ is to keep the game alive as long as possible. So if the slave was hostile before you enslaved it he /she is still hostile after freeing. If not he / she is still friendly. It's the only way to allow enslaving major characters without breaking original quests. This idea could bring a lot of troubles and complains (i learned my lesson about being to difficult ;) ).

To explain this behaviour i made a special collar. It's a prewar RobCo invention to keep their worker under control (i made a http://www.youtube.com/watch?v=zVKPnHuH9ng about the backstory of the collar a long time ago). This collar keeps your slave drugged so he / she obeys the player while wearing it. The player !and! the slave have a blackout when the RoWoCo Collar is removed. So the player can't see how the freed slave leaves him. The former slaves don't remember anything about their enslavement if you meet them again.

It's no problem to make and surely the more realistic approach. If there is enough interest i can make a special realistic version of FNNCQ.
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Skivs
 
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Post » Sat Feb 19, 2011 3:42 am

I'm getting worried about you, sesom.
:P
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Anne marie
 
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Post » Sat Feb 19, 2011 3:35 am

Is Bingham street still in the work? :o
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Lisha Boo
 
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Post » Fri Feb 18, 2011 9:58 pm

Looks like a great mod. One thing I think would be cool would be if the player dies all his slaves collars explode. I would find it the only plausible means of arming slaves and training them in combat and to trust them with my life, becuase my life is their life. :evil:

I guess it wouldn't actually do anything really in game so you might want to leave it out but that is how I will role play it I suppose.

EDIT - Oh, just read your post a couple up. I guess that could work to.
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 7:09 am

I'm getting worried about you, sesom.
:P

Why? To much slaves, to much modding, to much projects, what is it... ? ;)

Is Bingham street still in the work?

Yes it is no worry. Actualy is FNNCQ a essential part of the Bingham St. quest series and needed to make it. I wanted to do more scripting in the last two weeks and not quest work. So i chose to make the update of my enslaving system and i was much faster then i thought.
Now i can achieve my plan to make wasteland npcs to work for you in Pittsburgh. You will find features in Bingham St. that will never be part of FNNCQ.
I needed simply a little break from questbuilding and dialogue writing but i love this type work the same as scripting.

One thing I think would be cool would be if the player dies all his slaves collars explode. I would find it the only plausible means of arming slaves and training them in combat and to trust them with my life, because my life is their life.

It's an interesting thought. I think i have to ask Donald about this. The RoWoCo Collar is a real beast it also has the ability to get strange Vault Dwellers who are looking for their dads under his control ;) . (inside jokes from "Friendly New Neighbors").

To be a bit more serious this is a good explanation for fighting slaves (drugged slaves are not real good with fighting) and i think makeable. I have to look if i get the timing right so you can see this effect happen while you die.

Btw. I made a first teaser video for FNNCQ which can be found in the first post or http://www.youtube.com/watch?v=a3i8F-5_P0M.
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Sasha Brown
 
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Post » Sat Feb 19, 2011 9:48 am

Great demonstration.
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emily grieve
 
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Post » Sat Feb 19, 2011 9:34 am

I really like the sound of this mod. If I can make a suggestion..

Can you allow the slaves to have ai packages? Like guard the area (For soldier type slaves). Or wander around the area (For the unarmed slaves). Is there some way to name the slaves? Even if it has to use fose :P

The idea is I want to populate some places with more npcs. For example I'd probably place 5-10 heavily armed slaves in shady sands to defend it from mmm spawns :P
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k a t e
 
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Post » Sat Feb 19, 2011 1:44 am

I really like the sound of this mod. If I can make a suggestion..

Can you allow the slaves to have ai packages? Like guard the area (For soldier type slaves). Or wander around the area (For the unarmed slaves). Is there some way to name the slaves? Even if it has to use fose :P

The idea is I want to populate some places with more npcs. For example I'd probably place 5-10 heavily armed slaves in shady sands to defend it from mmm spawns :P


Judging by the Raider sitting down in the video, I assume that "temporarily dismissed" slaves run a sandbox package. And string variables are not yet supported by FOSE, though if you have FOSE loaded, you can use the console command "SetName".
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Julia Schwalbe
 
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Post » Sat Feb 19, 2011 6:37 am

I really like the sound of this mod. If I can make a suggestion..

Can you allow the slaves to have ai packages? Like guard the area (For soldier type slaves). Or wander around the area (For the unarmed slaves). Is there some way to name the slaves? Even if it has to use fose :P

The idea is I want to populate some places with more npcs. For example I'd probably place 5-10 heavily armed slaves in shady sands to defend it from mmm spawns :P


Slaves in my mod have a AI packages (actualy a lot of them ;) ). FoxtrotZulu is right. My "wait here" is a sandbox package that is set at the players location when the command is given. So the slave use the surroundings furniture, eat, and so on.

Guard a specific loacation !!and!! fight is reserved for "Grunts". Wander is a risk and not a package option i like for slaves because they could get out of control so i try to avoid it. A normal sandbox looks similar and is manageable.

And now the bad news! Its not possible to populate random areas with a lot of slaves. All player controlled slaves have to be constantly monitored (the respawn problem). You cant leave a umonitored slave alone he would respawn and maybe kill the shady sands people. So a quest is constantly running to check the slave. I found no method to check per script if a npc is a respawner or not. So i have to monitor all of them. Thats the reason why only a maximum of 5 slaves is in direct control of the player in my mod. In the prison i use another method to keep the slaves under control...

...but while thinking about your demand I had a idea. A mobile slave controller (from scripting viewpoint it would be a mobile version of my prison). You place the controller which can monitor a maximum of 5 slaves so there is no longer the need to use the monitor quest. It's possible but i think only with a small amount of slaves maximum 10 or 15 at all (5 per controller) and you arent allowed to fasttravel when you are in the field of this controller. I have to test this out. No promises.

Naming slaves is (i think) not possible in the moment (except from a given list of names which i dont realy like). Thanks for giving me something to think about.
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 2:54 am

Great work Sesom!

I love your RoWoCo videos too.

As always, if you need any help with Models or Textures let me know.

Take care Buddy.

Skykappa
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ILy- Forver
 
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Post » Fri Feb 18, 2011 6:11 pm

Looks fantastic, was contemplating doing a proper slavery overhaul but I'm glad to see you've already done a far better job then I ever could, keep up the good work, anxiously looking forward to it!

An idea, maybe instead of instantly "mezzing" people when you beat them, maybe they have to be below 50% hp before you can enslave them, or have a crippled limb (dart gun anyone?), to simulate the effect that people are generally resistant to becoming a slave, and keeps the risk/reward of the old mesmetron?
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Hilm Music
 
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Post » Sat Feb 19, 2011 9:09 am

An idea, maybe instead of instantly "mezzing" people when you beat them, maybe they have to be below 50% hp before you can enslave them, or have a crippled limb (dart gun anyone?), to simulate the effect that people are generally resistant to becoming a slave, and keeps the risk/reward of the old mesmetron?

The balancing is not done yet and i am not sure about it. In FNN i made it to complicated and hard (i tried to be realistic) to get to the enslaving options so most player choose the other route and have never seen this part of my mod. I think I should make two versions of FNNCQ a realistic one with more penalties and a fun oriented one. Btw. i cheated while making the video I was in god mode so I could better control the action for recording.

I made a quick test in the meantime to see if the mobile slave controller is possible and have good news. Yes it's absolutly dooable and i will implement it in the near future.

I made a new video to show a few more options of this mod. You can see it http://www.youtube.com/watch?v=aEKJXyHweJ0.
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casey macmillan
 
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Post » Sat Feb 19, 2011 1:25 am

Hmmm, Looks cool, why do you have it set up so that if they die while sleeping they lose their equipment? I think it would make more sense if you added there equipment back onto their corpse if they did die or something.

Also I havn't used the bed yet but Alexander_Q had asked about one for his mod and SaidenStorm made one for him if I recall correctly. It might be a nice alternative to the lunchbox if you could get permission to use it and get it to work.
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Christine
 
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Post » Fri Feb 18, 2011 11:38 pm

Gob is practically a Slave. :P

True, but noone really likes Moriarty, he's just a neccesity cause he keep's the town 'knee deep in booze' :) But don't really mind, sounds cool anyway
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Caroline flitcroft
 
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Post » Sat Feb 19, 2011 7:28 am

Have you thought about Anti-Slavery activists attempting to free your slaves?

Skykappa
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Austin Suggs
 
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Post » Sat Feb 19, 2011 3:32 am

It would be cool if you could sell the Slaves to stores, like Craterside Supply and Moriarty's Saloon, for a small weekly income.

That was one of the first ideas i had as i began working on my mods. There is slavery in the fallout 3 world but you can barley see it. As "The Pitt" came out it was explained why. But after the player was there Pittsburgh has changed (it has lost a lot of his influence and resources regardless which way you choosed).
In my quest mods (FNN and Bingham) is selling slaves to customers possible (renting is also a good idea maybe i use it) if you play them the evil way. But i think it makes sense only for complete new buyer. On the one side because of the dialogue problem. I want all my mods to be voiced and i dont think i find fitting lines for original characters. And on the other side because for most NPCs in the fallout 3 world is slavery a taboo. Mostly nobody wants to talk about it and everybody hopes that it doesn't happen to him. Thats the reason why the npc's in my quests are all outsiders in a way to fit in this picture. My impression is that Moriarty would buy but he doesn't need additional one's. For Moira would it be total out of character i think. She is crazy but good aligned.

Hmmm, Looks cool, why do you have it set up so that if they die while sleeping they lose their equipment? I think it would make more sense if you added there equipment back onto their corpse if they did die or something.

Also I havn't used the bed yet but Alexander_Q had asked about one for his mod and SaidenStorm made one for him if I recall correctly. It might be a nice alternative to the lunchbox if you could get permission to use it and get it to work.

The reason why i set it up this way is that the player has to care for it's slave. It's a moral thingie. I try to avoid that the player think that slaves are soulless robots he can simply use and throw away after he is done with them (thats why the voice acting is so important for them). "Parking" (wait, stay, sleep) a slave should be a risk and if it's only that they loose the equipment they were carrying. So you have to look for a save place for them.
Slaves don't use Stimpacks (maybe the Grunt is a a exception) in FNNCQ so if you want to keep them alive you have to feed & let them slepp. I think about adding a hunger system for them so it gets harder to play. But this is a balance thing to much micromanagment could be boring. I use hunger already with the slave training.

About the bed. I know the mod Alexander_Q is working on and i am pretty sure i could get it to work. But i haven't asked yet and so I used a older mod of mine for the demonstration.

Have you thought about Anti-Slavery activists attempting to free your slaves?

Yes I have ;) . But it is not part of FNNCQ. FNNCQ is "only" the systen how to manage the slavery part for the player. I develope it so i can make my quest mods which contain all this nice things. One important character of my anti-slavery movement you can see http://www.youtube.com/watch?v=9AeDutnKc8c. Look at the guitar at 0:37. He is a major NPC in my Bingham St. quest series and i am pretty sure he gets his own radio station soon. ;)


One last thing for this post: I can't mod the next view days because my main PC is in repair. So there also will be no new videos in the meantime. But i am still here discussing and i have time to refine the dialogue for the "Bingham St."
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Rob Smith
 
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Post » Sat Feb 19, 2011 8:10 am

Closed for a clean up. There are some discussions neither appropriate nor acceptable on these forums.

I have heavily deleted and edited posts in this topic. Please discuss the mod as it stands, raising advlt themes and inappropriate subjects are not permitted on these boards.
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El Khatiri
 
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