Fallout New Vegas

File information

Last updated

Original upload

Created by

steamcanuck

Uploaded by

steamcanuck

Virus scan

Safe to use

About this mod

"You've graduated from simple persuasion, to the more powerful art of brainwashing and subjugation. This comes at the price of your karma."

This perk allows the player to forcibly subjugate (force-companion) just about any NPC in the game.

Requirements
Permissions and credits
SUBJUGATION
"You've graduated from simple persuasion, to the more powerful art of brainwashing and subjugation. This comes at the price of your karma."

CHANGE LOG
2.00, MAJOR UPDATE
A NEW GAME OR CLEAN SAVE REQUIRED IF UPGRADING
Complete revamp of the mod, ripping out lots of useless items and code, making it a litle more robust--and most importantly, more reliable.  You tell a subjugate to stay someplace, they do it.  No following you through load doors and other rubbish.  This is thanks mainly to me doing away with script packages, which aren't reliable for this purpose.

Instead, packages are added to the base actor (Praise the Gods for NVSE), with specific conditions so the packages will only execute if the NPC is subjugated.

Something else I've done away with (at least for the most part), was controlling subjugates through a token.  In previous versions, there was a 'controller' token that had to be in the NPC's inventory in order for the system to work.  Sometimes, the NPC's inventory would reset, and 'poof', there goes the control.  Activating the NPC then would result in you entering dialogue with them (yeah, try talking to a Fiend, see how far you get)

The new system still relies on tokens, but not for direct management of subjugates' behaviour, with a small exception.  Tokens are now mainly used to issue new orders to subjugates (though the OnAdd block), after which they are destroyed.

A token still resides in the NPC's inventory, but it's no longer critical to maintaining their behaviour.  Granted, it does have aesthetic value, as it can be made visible, and shows up as an explosive collar.  It can be toggled on and off via an options menu.

All of the major changes happen under the hood, with the scripting, stuff I won't go into too much detail about here.  I do believe, however, the system works much more efficiently than previous.

1.02:
- Changed the 'menu' so you don't need to be sneaking to give a subjugate orders.  Sneaking is only necessary now when you first wish to subjugate someone.  This also overrides the companion menu, which does not work with anyone who is subjugated.  That's another warning against subjugating a 'canon' companion--if you wish for them to be in your party, recruit them properly.
 
- Removed two unneeded objects and their scripts.  If it's not there, no sense in leaving it to clutter up the plugin (not that that makes a whole lot of difference, considering the number of unused F03 objects floating around in the FNV masters)

- Shortened the timer loop in the controller script so a subjugate's behaviour is corrected more often.

- Changed the behaviour of the wait markers.  They weren't working quite as they were supposed to before, that's all I'll say.

***
1.01:
-Bug fixes, behaviour corrections as suggested by the community.  Thanks a bunch, guys, and keep it coming!

- Corrected a script which automatically gave the perk to the player as soon as the mod was activated.  Good for testing, not so much for playing... oops.

- Changed GetActorValue to GetPermanentActorValue as suggested by Llama Lord.  Thanks for the catch!

- Added a check to make sure the target was not already a player team mate (suggested by qinlongfei).  I don't know if that will cover all companions or not, if someone has a better suggestion on how to test for this sort of thing, let me know.

- Added a check to make sure the target was still breathing.  Yes, people, the target must still be alive in order for them to be subjugated.

Also made an adjustment in the "Apply Healing" option, making it work as originally intended.  It now consumes a stimpak from the player's inventory.

***
1.0: Initial release

GAME REQUIREMENTS
- New Vegas Script Extender (NVSE), and the base game.  See http://nvse.silverlock.org/ for the latest version.

- A mod which allows more NPCs to follow you.  The default number is 6.  Given there is no theoretical cap on the number of people you can have subjugate (as opposed to 15 in Skyrim), you really need a mod that changes this number.  Otherwise, you'll be quite limited on how many subjugates you can have with you at one time.

INSTALLATION
Just drop the file (Subjugation.esp) into your Fallout New Vegas Data folder. (Default: c:\program files\steam\SteamApps\common\fallout new vegas\data).  Start the game and click on "Data Files", and make sure "Subjugation V2" is checked.  Load order isn't important, as far as I know.  That's it, you're ready to go.

UPGRADING
PLEASE READ THIS VERY CAREFULLY: This is a COMPLETE REBUILD of the mod, from the ground up, meaning nothing from the previous version has been retained.  If you are upgrading from the previous version, you MUST have a clean save OR start a new game.

PERK REQUIREMENTS
You should have a tongue like a snake and the charm to match, therefore, Speech of 60 or better, and Charisma of 6 or better.

HOW IT WORKS
After acquiring this perk, simply activate the victim while sneaking.  A menu will pop up with several options, depending on other perks, etc.  The important one here, is "Subjugate".

Friend, enemy, faction has no bearing.  They will follow you into battle, never questioning your drive or motives.  Beware, however, each subjugation will award 50 negative karma, because, after all, stripping away a person's free will is a bad, bad thing... right?

ACTIVATE MENU
Once an individual has been subjugated, simply activate them as if you were going to talk to them.  Instead of the companion wheel, you'll get an Activate Menu (options may be listed in a different order): (cancel), [group], Inventory, Wait, Follow, Relax, Release, and Send Home.

If they're knocked out in combat, you'll get a "Revive" button here if you have the right healing items in your inventory, or you have a high enough medical skill to do without (Medicine 60 or better)

Group Menu - See below for a more detailed description.

Inventory - Access the NPC's inventory.  Most unique characters will wear whatever you give them.  Levelled or generic characters, meanwhile, do reset their inventory from time to time.  Caution giving them unique items.

Wait, Follow, Relax - Pretty self-explanatory, the core commands.  Careful with relax, the package has a large radius, so they can wander a fair ways.

Release - This will release the NPC from subjugation.  You will get a confirmation menu before it's done, just to be sure.  Caution: releasing someone who was hostile will... well, return them to a hostile state.  Beware.

Send Home - Sends the NPC to the home marker.  The home marker starts out, where else, but in the Goodsprings Saloon.  However, you can move it anywhere you like--details on how to do it are below.

GROUP MENU
You can access the group menu either through the option in the Activate Menu, or through the item added to your inventory, labelled <Subjugate Group Control>.  You'll find it in the aid section on your Pip-Boy.  It works almost identically to the NCR Emergency Radio, in that it's 'consumed'.  Don't worry about losing it, you're given another immediately on use, or if you somehow lose it from your inventory (I.e. it gets confiscated by the Legion at the fort, or by God/Dog when you go to the Sierra Madre), another will be added through the quest controller.

The Group Menu, as it implies, affects several, if not all subjugates at once.  Your options here: (Cancel), Sanity Check, Release All, Send All Home, Recall All, Recall Following, Wait All, Relax All, Individual, Options

Really pushed things with the number of buttons, but all are necessary.

Sanity Check - This runs a check on the list of subjugates, making sure they have their packages, and that they're doing as they've been instructed.  It's also meant to make sure they're still valid, not dead, not disabled, rubbish like that.  Things acting strangely?  That's what this option's for.

Release All - What it says on the tin.  You'll get a big warning/confirmation before it's actually done.

Send All Home/Wait All/Relax All/Recall All - Much like the singular version of these orders, except for all of your subjugates.

Recall Following - You've dropped into a fire fight somewhere.  You have 8 subjugates, 5 of them are following.  2 of them are close by, but 3 others have gone only God-knows-where.  Click on this option, and they're brought back to your location.

Individual - See below

Options - See below

INDIVIDUAL MENU
This part took a lot of debugging to get working at all.  But it was a feature I've wanted since the very beginning when I started this mod: the option to access individual subjugates remotely.  This feature is built into the Skyrim version of this mod, and I've finally got it working here.

The select menu lets you cycle through all of your subjugates: (Cancel), Back, Select, and Next.  Pretty stright forward.  

Pressing 'Select' brings up an abbreviated Order menu for that subjugate: (Close), (Back to Select Menu), Summon, Send Home, and Inventory.  It's a stripped-down Order menu, since they're likely already waiting somewhere, or relaxing, or whatever.

OPTIONS MENU
I'd debated about making an MCM menu, but with only a couple of options, I felt this is easier and quicker.  They are: (cancel), Set Home Location, Show/Hide Collars

Set Home Location - As mentioned above, the home location is by default at the Goodsprings Saloon, at the back of the room where Sunny Smiles starts out.  However, choosing this option will move the home location marker to your current location.  So, you could easily move it to the Lucky 38 if you wish.  Or absolutely anywhere, really.  Just be aware, the home location should be a safe place.  If you set it in, say, Camp McCarren, and become permanently vilified with the NCR, your subjugates will not react well.  Count on loads of NCR Infamy, and likely lots of unconscious Subjugates.

Show/Hide Collars - This one's a toggle.  It simply shows or hides the collars on your subjugates.  It makes no difference on how things function, it's mainly for aesthetics.

BUGS/ANNOYANCES/ETC:
A character with an aggro radius set will turn hostile when you travel through load doors.  If someone has a suggestion on how to defeat this kind of behaviour, I'd love to hear it.  A 'kludge' workaround, just knock the subjugate unconscious.  That'll reset them to non-hostile, but... well... not the greatest solution.

Also note that a subjugate may not attack former allies.  This is an issue I see in Goodsprings.  Goodsprings Settlers, for example, may not attack other settlers.  Just something to be aware of.

RESTRICTIONS
The target must be a valid, LIVING NPC.  So no animals, no robots, no Super Mutants, no feral ghouls... you get the picture.

SOME PEOPLE SHOULD NOT BE SUBJUGATED (EVEN THOUGH YOU WANT TO)
A caution on subjugating important people (Caesar, Benny, Doc Mitchell, Loyal... you get the idea).  It will work, but you may very well break any quests associated with them, crash your game, blow up your PC, or give you a third eye.  Do so at your own risk.

An additional warning, you really should not subjugate anyone who can be recruited as a companion (Boone, Cass, Veronica, etc.)  Like other important NPCs, you will more than likely break their personal quests.  I managed to stuff Boone's quest this way while testing, so even though it may be tempting, just... no.  If you want those people in your party, recruit them properly so you have a crack at their personal quests, and take advantage of the perks gained from having them in your party.

Spot something else not mentioned?  Let me know through the feedback thread.