Fallout 3

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sesom

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sesom

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About this mod

A complete new slavery system where almost every NPC can be enslaved, follows the player, fights, are voice acted, can be placed anywhere (also DLC spaces) and !! don\'t !! get lost, aggressive or loose their equipment.

Permissions and credits
FNNCQ
a fallout 3 slavery overhaul

Features:
---------
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 can be trained, 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 fighting extended, o housekeeping, o working )
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, make your own slave prison with the mcc
O 2 new weapons, 8 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

Installation:
-------------
Copy the files in the ZIP Archive in your Data folder. Use the Fallout Mod Manager (http://www.fallout3nexus.com/downloads/file.php?id=640), place the FNNCQ.esm at the bottom of your esm's. No DLCs are needed. Archive invalidation and the latest official patch (v1.7) is needed.

Starting the mod:
-----------------
Donald (a main character from my quest mod 'Friendly New Neighbors') a notorious pip-boy hacker has sent you a few notes about a new slave collar and slaver gear. You can buy the equipment in a new 'shop' near the main entrance of
Paradise Falls. If you 'cleaned' this place already it's a bit lonely but the shop is there.

Deinstallation:
---------------
Release or sell all of your slaves save, wait four days in your home and end the game. Delete all folders with the shortcut FNNCQ in the folders Data/Textures, Data/Meshes, Data/Sounds/FX, Data/Sounds/Voice and the FNNCQ.ESM.

Update instructions:
--------------------
Small updates (you can recognize them according the version number i.e. 0.81 to 0.85 is a small update, 0.7 to 0.85 needs preparing) can be simply done by simply copying the new files in the update zip in your fallout/data folder.
Updating from 0.7ß should work without any troubles. 'park' ('stay here and don't move', green collar mode) the salves you want to keep in a safe location (i.e. inside Paradise Falls). Search for yourself a safe place without any slaves or active MCC (i.e. small farm in springvale or a house in minefield) wait three days and save your game. Now you can install the new version. The 'FNNCQ_wsp.esp' is no longer needed and can be deleted. And finaly start the game again.
The location of Eva's Pet Shop has changed and is now near the main gate of Paradise Falls. A new map marker should show up on your pip-boy. Mules have to be retrained to get the new features. Sorry about that but you get for your additional 400 caps a lot of advantages and can keep the old one. I think it's a good deal.

Incompatibilities:
------------------
There should be no major incompatibilities. I made as few changes to the original game as possible.
FNNCQ is compatible with my old enslaving system in 'Friendly New Neighbours' but I don't recommend it. Using both could slow down your game. You get the best results if you release your slaves and store the old gear in a save place. All FNNCQ gear is marked in the Pip-Boy. So you can't mix these two or other enslaving mods up.
I tested FNNCQ with the most popular mods (MMM, FOOK, FWE) and found no problems. Mods that changes the default dialogue or add tokens to NPCs can be partially incompatible. Examples are Animated..., SCC, Groovy Companions, ..

Known Bugs or oddities:
-----------------------
Be careful if you are traveling with slaves to DLC spaces especially Point Lockout. The best method is if you arrive back to the Wasteland fast travel immediately. Otherwise a game crash can happen. I am working on a update for PL.
This mod must run as esm file because of a bug in geck which produces a defective navmesh otherwise. If you want to change your esm load order convert the FNNCQ.ESM to an esp with FO3Edit and use FO3Masterupdate.
Backup your game saves before using this mod, I tested it over a long time. It is hopefully bug free, but it stays in beta stage (greetings to google;) ) until all voice acting is done, the spelling is corrected, all planed features are included and more testers have tried it.

Disclaimer:
-----------
Don't use any elements of this beta version in any of your own mods you plan to publish in any form. It took me several months two develop this slavery system.
When the system is finished I make a modders resource. In the moment there is a lot of cleaning up and feature adding going on. So you would be incompatible very shortly. Contact me if you have scripting questions according this mod.

History:
--------

v0.96 full release
Bugfix:
Slaves don't spawn accidentally new equipment anymore. Simon is save now against eventually rogue meatshields. Davids 'Bye' has now lip animation. And I few little ones I didn't document.

v0.951 full release

Bugfix:
I missed the stimpeack weapon mesh and some whistle soundfiles while packing 0.95. This is fixed now. If you used v0.95b as update there is no need to redownload.

v0.95 full release

Feature:
The Mulebackpack can now be hidden. It's an option on the "reset" switch in the Paradise Falls toilet.

Bugfix:
Grunts & Followers follow you now in Davids Prison. As soon as a slave reaches full Grunt status they can't be sold or trained anymore.

Bugfix:
"Run in the pen..." line from David while selling slaves to him is back now.

Bugfix:
Critical hit with slaverbatton and dartgun has now the same restriction as the normal hit. So no more charming of molerats/supermutants and other NPCs which are not meant to be enslaved with a critical hit.

v0.9ß update

Feature: Grunt training is done. Meatshields are now learning and get more abilities if they survive fighting with you. The abilities are: Sneak, Sneak (extended on player level), be tougher, keep distance, full trust.

Bugfix: Reworked David inspection script (hopefully for the last time)

v0.85ß full release
Feature: v0.85ß is prepared for grunt training. That means that as soon as the grunt is available (I assume v0.9) all your progress you made with 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 equipment 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.

v0.83ß full release
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.

Bugfix: Minor fix (made no troubles but was not clean) for the slaver button (forgot to remove a varible from the original mezz script)

Update: The pip-boy notes are now in sync with the documentation

v0.82ß update
Bugfix: I forgot to switch off the darnified ui while testing. So some messageboxes where to big in 0.81. Sorry!

v0.81b update
Bugfix: Now you can try to steal Davids prison key without harming the training or prison function. But be careful I think he and Casius doesn't like it.
Bugfix: Paradise Falls inhabitants are now save from FNNCQ weapons. You can't enslave them.
Feature: The tracker shows you now a short notice when it is ready to show you the position of your slave and adjusts the quest automatically. So it should now be easier to understand how it works.
Bugfix: You can't send slaves which are enslaved with FNNCQ weapons to Paradise Falls anymore. The original enslaving is buggy as hell if you try 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 you really want to have this buggy 'feature' which can depopulate whole raider bases forever 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. So please use only FNNCQ weapons if you don't want to harm spawn points.
Bugfix: Following slaves cant get lost anymore in the prison if you open your pip-boy in map mode or let them wait there. Actually you cant following slaves adk to wait in the prison in v0.81ß please use the outside. 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 you don't harm spawn points if you sell FNNCQ slaves to him. Tell simply your slave that he/she is sold and should run in the pen. As soon as your slave has arrived grouse gives you your caps and collars. You don't need to follow your slave he/she find it's way alone. You can't fasttravel or sell other slaves while your 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 your slaves are good runners and fast.
Feature: The debug function (enslaving reset) is back. It's not in the tracker antenna menu anymore. You find a reset switch in the Paradise Falls bathroom. Release all of your reachable slaves before you use it. Use this switch only if you 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 of your slaves (following, prison and MCC) are gone. I use the same method as the original enslaving system to get rid of the defunctional NPCs.
Bugfix: The clothing of the slaverguards are back ( I made a silly error here)


Credits:
-------
Thanks to following people who helped or allowed me to use their resources or gave inspiration:

Andysaurus: rusty collars, nose ring
Balian, Flipster, Epf: mule backpack, meshes & textures
Yngve91: stimpack weapon mesh
sieboldii2: beta testing
TheCollector: For making one of the first FO3 slavery mod which inspired me to make my own.

Tools:
------
G.E.C.K. http://fallout.bethsoft.com/eng/downloads/geck.html
Audacity
Nifscope
Blender
FOMM
FO3Edit

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 ir 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 a 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 12h 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:
-----------------
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
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
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 Antenna Extension RoWoCo
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
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. Beside the following command you can let your slaves wait or stand at their current location. If slaves are in your way use the whistle to let them make room for you. You should assign a hotkey for the whistle so it is easier to use.

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.

Slaver Stimpack
This weapon allows you to heal your slaves if they are hurt. Don't use it if your slave is seriously wounded because it makes damage before it heals. You can refill the weapon if it is empty (weapon broken). Repair it simply with stimpacks.


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


Mobile Slave Controller
-----------------------
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.

Follow
The slave follows you again and is freed from the control of the MCC.

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.

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

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

Dismiss monitored worker
explains itself

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.

Paradise Falls: (Grouse)
You can sell slaves directly at the entrance of Paradise Falls. Tell simply your slave that he/she is sold and should run in the pen. As soon as your slave has arrived Grouse gives you your caps and collars. You don't need to follow your slave he/she find it's way alone. You can't fasttravel or sell other slaves while your 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 your slaves are good runners and fast.

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 Dickie 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:
---------------
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: (400 caps)
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 Meatshield: (1800 caps)
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 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.

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

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.

If something goes wrong:
------------------------
This mod can never be perfect because it uses NPCs and allows you to enslave almost anyone. So be careful and don't enslave quest NPCs if you haven't played the quest yet. Regular game saves are your friend as a slaver.
It's impossible to check if a NPC is made by a other mod and produces troubles. To help you out in this situation and a NPC has damaged the enslaving system permanently. I added a reset button in the toilets of Paradise Falls. It allows you to set the system back to it's default values and you can choose which part of FNNCQ (following slaves / prison / MCC) is reseted. You loose the collar and the slave so it is a good idea to release the slaves first before you use this function.