[WIPz] FNNCQ a complete fallout 3 slavery overhaul

Post » Fri Feb 18, 2011 7:45 pm

A new update is available on nexus (see first post for the link). Her some of the new features:

New in v0.8?
Slavetype Mule:
The mule is completely changed. After the training is done your slave gets now 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 mule backpack

Slavetype Meatshield:
The first slave that fights for you is here. You still have to care and look out for it. But this slave protects you his master, it follows you, can be used as guard and you can also train a mule as meatshield. Choose your new slave follower from almost every NPC in the game world.

A new slave buyer:
If you are thinking of mass selling slaves without boring inspections visit Simon at the entrance of Evergreen Mills. He is always in need for fresh meat. David pays a better price but if you don't like his behavior maybe a slave buying raider could be your choice.

RoWoCo Antenna Extension
The RoWoCo slav... I mean worker system is completely redone and more informative. You can now monitor the health and training of your slaves and it is now easier to identify which speific slaves are following you.

Additional voice acting, mapmarker and a lot more changes for compatibility with other mods and stability.

I made two new videos to demonstrate these features:

http://www.youtube.com/watch?v=YLqH7zo8SHY & http://www.youtube.com/watch?v=c6LZeWXjRVk
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Kelly Osbourne Kelly
 
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Post » Sat Feb 19, 2011 2:52 am

Great Work Sesom.

I really like the new features you added!

Well done!

Skykappa
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 3:26 am

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? update

Bugfix: 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 :evil:.

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?
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Timara White
 
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Post » Sat Feb 19, 2011 1:06 am

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 :evil:.

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?


Since I have already killed Eulogy and Crimson, this sounds like an interesting idea. Would all of the Paradise Falls cell be considered a holding pen? How would this impact the number of slaves that could be controlled or are slaves on work details considered independent of the PCs control?
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LijLuva
 
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Post » Sat Feb 19, 2011 7:51 am

Since I have already killed Eulogy and Crimson, this sounds like an interesting idea. Would all of the Paradise Falls cell be considered a holding pen? How would this impact the number of slaves that could be controlled or are slaves on work details considered independent of the PCs control?


Its not my concept to make a holding pen out of this place. It needs a serious cleaning says David. Rubble piles everywhere there is no space with all this mess to install a trainground for grunts, a bar for recreation for the trainers, a real slave doctor and not a butcher, space to sell and display all the confiscated goods, maybe a research facility to develop the RoWoCo technology further... He comes from the Commonwealth and knows better living conditions. Surley a holding faclety for the slaves is also needed.
The idea is to capture slaves train them, take the trustworthy and train them as guards. Capture worker to recreate this place and the last stage is to get real slavers not such amateurs like Eulogys (says David not I) and let them the capture work do for you. Its not an easy task because its your job to get them feed, find the resources, bring slaves to the resources to deconstruct them (i.e. mining), earn caps to get the more pricey things and keep the whole bunch 'happy' to avoid rebellions (They have to live with David. I have no idea why this guy is still alive).
Its a slaver town in development which starts with the state of the actual Paradise Falls and you could see how it develops and work for it.

The slave handling would be function similar like the MCC. That means the slave which are working can (and have) to be taken over for other uses or training but the limit of five for direct control is still there. More direct controlled NPCs are theoreticaly possible but this would slow the gameplay down so no more then five slaves ever. But this is enough todo the transport to the locations and control the "new" Paradise Falls. Theoretically is a unlimited amount of MCCs possible so I see no big problem here, except with proper placing of the NPCs so that only a limited amount is active while the player is on this place.
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Klaire
 
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Post » Fri Feb 18, 2011 6:00 pm

The more options the better :). I role-play as a slave-gathering Raider for Ashur, so it might be good to get rid of the middleman (Eulogy). God I love this mod.
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Taylah Haines
 
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Post » Sat Feb 19, 2011 4:51 am

The more options the better :). I role-play as a slave-gathering Raider for Ashur, so it might be good to get rid of the middleman (Eulogy). God I love this mod.

Thanks for the feedback: Its nearly the same gameplay style I prefer. I am mostly one of the "normal" people and hate this power armoured knights and their counterpart. As soon as I am back to my "Bingham St." quest you can do this for "real". But you can also plant now the MCC in the steelmeel to let your slaves work there.
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Umpyre Records
 
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Post » Fri Feb 18, 2011 6:04 pm

Just as a suggestion, is it possible to make the slaver club a little less effective? As of now there is no real reason for me to use the mezzer or the dart gun if I can carry the light ammo-less club and just smack them in the face with it. It seems like it would be more realistic if you had to beat them to half health or something before they go into dazed mode. I don't know if that is even possible.

Perhaps also it would be cool to set up a rival slaver location (it seems a little odd to me for someone to usurp Eulogy's position without consequences with the other slavers....and a purge would not make you popular amongst future slavers). Maybe have Evergreen Mills get taken over and turned into a new slaver location and have you do a hard speech check conversation with Eulogy for turf rights or pay him off regularly (or nothing, if you already killed him). Sorry for spouting at the mouth, but I figure ideas never hurt :).
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Kim Bradley
 
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Post » Sat Feb 19, 2011 6:56 am

Just as a suggestion, is it possible to make the slaver club a little less effective? As of now there is no real reason for me to use the mezzer or the dart gun if I can carry the light ammo-less club and just smack them in the face with it. It seems like it would be more realistic if you had to beat them to half health or something before they go into dazed mode. I don't know if that is even possible.

Don't use the original mezzer it harms spawn points. That means if you meuz a slave with the mesmetron and sell it to grouse this spawn point is lost forever and at this location you will never find a enemy again. This is how the original game was made. FFNCQ slaves are kiled if they where sold or die and are brought it back to its enslaving location as dead slaves (you should find them if you look for them). With this method a new victim for your enslavement or fighting needs respawns after three days. Thats one of main reasons why I made this mod.
FNNCQ is not balanced yet. It is possible to check for the hitpoints of your victim and I think 30% or 40% should be a good number. I have to playtest it further and maybe it's already in the next update.

Perhaps also it would be cool to set up a rival slaver location (it seems a little odd to me for someone to usurp Eulogy's position without consequences with the other slavers....and a purge would not make you popular amongst future slavers). Maybe have Evergreen Mills get taken over and turned into a new slaver location and have you do a hard speech check conversation with Eulogy for turf rights or pay him off regularly (or nothing, if you already killed him). Sorry for spouting at the mouth, but I figure ideas never hurt :).

No Problem! I am always open for ideas. Evergreen Mills would be a good place lorewise because the player destroys it anyways. But it is placed directly in the Wasteland and hard to mod. The big advantage of Paradise Falls is that it has its own worldspace. So it iis easier to mod and this also allows a complete reset of all my changes and going back to the original place if the player deciedes too. So the opossing faction could be the Evergreen Mills Raider. I have to think about it...
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Greg Swan
 
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Post » Fri Feb 18, 2011 9:07 pm

I like how the 'dead slaves' have rusty slave collars to identify them. I have been systematically cleaning out the Jury Street Metro Tunnels by enslaving the resident Raiders. I had three of the original residents re-spawn before completing the mission. The enhanced mole meat developer is a persistent NPC for those who endeavor to do the same thing.
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Alyesha Neufeld
 
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Post » Sat Feb 19, 2011 9:55 am

I forgot about Paradise Falls being a worldspace....that really limits the competition since I can only think of Megaton and the DC regions being similar. :huh:
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Jessie
 
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Post » Fri Feb 18, 2011 11:00 pm

I like how the 'dead slaves' have rusty slave collars to identify them. I have been systematically cleaning out the Jury Street Metro Tunnels by enslaving the resident Raiders. I had three of the original residents re-spawn before completing the mission. The enhanced mole meat developer is a persistent NPC for those who endeavor to do the same thing.

Yes that is one of the side effects of enslaving NPCs and abduct them to outside. Their respawn cycle starts as soon as you leave indoors. So if you enslave the raiders inside the springvale school sell them to one of the buyers. A new bunch of raiders waits for you in the school three days later. Its not permanent and happens only when you abduct them from their original location. So I think it is ok.
Btw. you mixed up non-persistant and persistant. The troublemaker are the non-persistant ones because the game unloads them as soon as you leave their home cell.

@Wulfgar_White_Eye
My PC is to slow so that I cant make changes on big navmeshes. Also it's a minefield to change the original wasteland navmesh. Simply to much can go wrong and break original things and mods. I think I go for it and use Paradise Falls as new playground for David. I am getting more and more in a making quests mood. Don't worry FNNCQ stays independent is still developend and there will be a option to 'simply' buy the missing trainings if you don't like this changes.

But it's time to work on 'Bingham St.' again so that I can release Part I and these changes to Paradise Falls fit perferectly to the storyline of 'Bingham Part II'.
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Richard Thompson
 
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Post » Sat Feb 19, 2011 9:40 am

So Bingham and FNNCQ will be compatible where FNN was/is not?
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Emilie Joseph
 
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Post » Fri Feb 18, 2011 7:33 pm

So Bingham and FNNCQ will be compatible where FNN was/is not?


Thats correct. FNNCQ is the further development of the enslaving system of FNN. So I have a lot of work to implement it in FNN. It means nearly a complete rewrite of my Neighbors. Also was FNN designed for a unmodded game only. You can't survive if you are enslaved in FNNCQ with MMM installed. I have to make alot of changes to get FNN back on track.
As soon as FNNCQ is stable and feature complete, Bingham Episode III is done, I make the update for FNN. So that you can play the whole series from the beginning while waiting for the last chapter of Bingham which concludes the whole story.
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Cathrine Jack
 
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Post » Sat Feb 19, 2011 1:58 am

A new update is online on nexus. This are the changes:

Feature: v0.85? is prepared for grunt training. That means as soon as the grunt is available (I think v0.9) all your progress you made with your slave in this version counts. Keep your meatshield alive if you plan to train it as grunt. As a little surprise and motivation to keep them alive I added one feature of the upcoming grunt behaviors in this version.

Feature: Added a robbing dialogue after the victim is mezzed. So you can steal the equipment from your victim but don't need to enslave it.

Feature: The whistle has now a menu with different commands and is hotkeyable. The commands are follow / wait / stay / get out of the way.

Change: This version is the end of the wonder weapon Slaverbaton. You have to damage your victim first before you are able to enslave it. The same restriction is used for the Dartgun. If you made a critical hit is your victim instantly dizzy. Enslaving alarms now the bystanders so be careful. The Dartgun works now as stealthy weapon. If you are sneaking while using it you have a good chance that your enslaving stays undetected.

Bugfix: Now fully compatible with 'Strictly Business' again. The VIP slaves are managed like FNNCQ slaves and disabled after delivering. You can't free them anymore (was buggy in the original anyway). This fixes btw. the wandering lover Shrapnel.

Feature: Resetswitch has now a menu so you can reset each component separately and keep the slaves that are not bugged.

Feature: The refillable Stimpack Weapon is back (it was a feature from the first version of FNN). It allows you to heal your slaves (but it hurts them a little bit ; ) .

Feature/Bugfix: Sleeping slaves are now fully healed after 10h undisturbed sleep.

Bugfix: The prison cleans itself now if a NPC is disabled from a original quest. You get the message that the slave has died in prison.

Bugfix: Changed Davids inspection script to a quest script with fixed timing and shorted the write animation he should now produce no more troubles.

Change: There is no need anymore to go back to Simon and get the caps and collars after your slave is sold to him. He pays now less caps for raiders.

I am pretty proud how my first test for the 'grunt' training worked which is included in this version. I changed my original concept. Now it's your turn to train a slave. To get the 'grunt' features you have to show him/her how to fight and the slave learns them. After a little while (if you take the slave with you) you will notice that the 'meatshield' has new abbilities. This are the ones you have teached the slave. One training of five is already implemented in v0.85b. I don't want to spoil it.
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Tamara Primo
 
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Post » Fri Feb 18, 2011 11:15 pm

Awesome, downloading!
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Leah
 
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Post » Fri Feb 18, 2011 11:22 pm

Awesome, downloading!


Thanks. Here a little glimps in the future of FNNCQ:

http://www.flickr.com/photos/sesom_07/4120938950/sizes/o/

A 'new' burger restaraunt in Paradise Falls. This is only a little cutaway from a much bigger installation I am working on in the moment.
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Pat RiMsey
 
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Post » Sat Feb 19, 2011 5:57 am

Thanks. Here a little glimps in the future of FNNCQ:

http://www.flickr.com/photos/sesom_07/4120938950/sizes/o/

A 'new' burger restaraunt in Paradise Falls. This is only a little cutaway from a much bigger installation I am working on in the moment.


I like the reference.
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Madeleine Rose Walsh
 
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Post » Fri Feb 18, 2011 9:40 pm

I like the reference.


Me too. It gets more hilarious when you know for what this building is used now and where it is located. But I don't want to spoil the surprise.
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Kortknee Bell
 
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Post » Fri Feb 18, 2011 6:49 pm

A new update is online on Nexus. This includes the 'Grunt' slavetype. I am pretty proud of it, because this slave learns by doing. So if you have this slave with while travelling it learns new abbilities mostly everytime.

A short description:

The Grunt: (trained by player)
I assume the most picked slave but the most costly. This slave fights for your live and he/she knows how. Grunt training is not performed by David. You have to train the Grunt. Show him/her how to fight and your slave learns from you. If this slave trusts you fully and the training has ended you have a effective killing machine at your side. While traveling with you a meatshield learns some tricks while fighting. The abilities that can be learned are: Sneak, Sneak (extended on player level), be tougher, keep distance, full trust.

Sneak: The slave sneaks when you are
Sneak (extended): If the slave hasn't already learned in his former live his sneak ability is the same as the players.
Tougher: Now you can enslave a weak wastelander, Train the slave as meatshield. Fight for it's survival and if he/she has learned enough the slave can fight on your side.
Keep Distance: You can command the slave to stay farer away from you while traveling wit him/her.
Full trust: This slave trusts you. That means it helps you against it own kind and don't try to protect you from he/his former enemies.

This abilities are not available at once and you are not informed when the slave has learned something. It takes time until a slave understands how to perform them and you see the slave using them as soon they are available.
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Mrs Pooh
 
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Post » Sat Feb 19, 2011 9:23 am

Now this should prove to be interesting.
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Paul Rice
 
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Post » Fri Feb 18, 2011 7:01 pm

I'm having some problems. I trained someone to be a meat shield. They went into a room, the door closed, I hear stuff and a bit later David comes out. The slave is lying on the floor unconscious. He says he'll continue training later and that I should come back in a week. So I leave the building.

But then I immediately hear a little sound and see a message stating that the training of my slave is complete. Isn't a week supposed to pass first before this happens? Either way, he doesn't seem to have turned into a meatshield. He's from Megaton. I was attacked by raiders at some point, but also another time by Molerats, and he did nothing. He also doesn't seem to heal like normal companions. It's like nothing changed.

So I guess the training got messed up somehow? Any idea what could've gone wrong?
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Eve Booker
 
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Post » Fri Feb 18, 2011 9:01 pm

It's completely normal that a training can be performed as soon as you leave the prison. David says: 'In a week or so. It's different with every slave, you know' to give you a hint.

You can 'easily' check if your slave is a meatshield. Tell all other slaves that are following you to wait/guard or sleep somewhere and keep only this slave following you. Equip the Slaver Antenna Extension (better per hotkey but it also works if you close your pip-boy after equipping) and a menu pops up. Here you can see which slave is following you (it's a number) and which are waiting. Select the corresponding worker number which represents your following slave. If he/she is a meatshield then there should be a 1 at the meatshield category.

It's horrible to describe but not hard to do.

Btw. Megaton Settlers are not good enslaving material. They are friendly to nearly every faction in the wasteland. A fight in Megaton is controlled per script and not per normal faction relations in the original game. So the behavior is pretty normal. Meatshields heal only after a fight if your slave doesn't fight and isn't attacked then no healing.
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Danielle Brown
 
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Post » Sat Feb 19, 2011 2:22 am

Installed it yesterday and still goofing around, till I come up with a decent Slaver char.

Love the mod so far. The only faction I have yet to play. :foodndrink:
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lucile davignon
 
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