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countfuzzball - based on the mod by Yukichigai

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CountFuzzball

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9 comments

  1. Razofdead
    Razofdead
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    it dosent work!
  2. MaeseAtorrante
    MaeseAtorrante
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    Is this needed with the "Updated unofficial Patch"?
    http://www.nexusmods.com/fallout3/mods/19122/?
    1. CountFuzzball
      CountFuzzball
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      No, I don't believe so. Yukichigai's enslavement fixes now incorporate (and improve upon!) the ideas that this mod made. His fixes have been incorporated into the UUP.
  3. WhiteCat555
    WhiteCat555
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    Does this mod make it so enslaving Flack, Sarah and Red doesn't turn there town hostel?

    Also does It make it so when freeing Arkansas he doesn't turn hostel toward Flack, Sarah and Red? (I've heard it happens but I can't remember experiencing it.)

    In the base game I think you have to enslave them wile hidden and then leave the cell without being spotted then wait 3 days in order to not have the town permanently hostel to you. I guess its realistic that way but its also a pain in the ass.
    1. CountFuzzball
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      I haven't tested that out, admittedly. Try it and see. These changes mostly affect the initial enslaving process and dealing with captured slaves 'properly'. Having a script run every frame per captured slave is probably the worst bad idea in the history of bad ideas! (but they are mostly "if statements" that return false *most* of the time, so the processing hit should be minimal) Though I did capture nearly everyone there is to be captured in Megaton once and I experienced no game instability because of it.

      I think Yukichigai included some faction changes to stop Arkansas attacking everybody.

      Also, I could be wrong and I would have to check the code again but after 24 hours AND the next time you visit the adult slave house, all occupants will be removed. I think I included code to not scoop up the 4 of them, at least. YMMV.

      Edit: Wow I should really read my own description pages. The strictly business slaves will also get scooped up after 24 hours and will be gone forever. Get 'em while they last!
      This was to simulate them being sold off and you wouldn't have the entire slave house filling up with slaves!
  4. CountFuzzball
    CountFuzzball
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    [REDACTED]
    1. CountFuzzball
      CountFuzzball
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      [DATA EXPUNGED]
  5. chainsaw40k
    chainsaw40k
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    hi,
    thanks for making this the original mod was a great but had a lot of issues
    i tried this on a raider and instead of lingering he disappeared from the game world. he respawned as friendly to the player and after i killed him he failed to respawn after 3 days

    1. CountFuzzball
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      I'll take a look at this. Firstly, yeah, the respawning faction members get all the modded slave items removed, killed and moved to a location in the Capital Wasteland, in that order. I don't know why he didn't respawn after 3 days after that, I can't change their respawn flag after all.

      Edit: Seems like the friendly raider thing is happening because a block in the slave collar script isn't running at all when I remove the item from the slave. I'll change the code and upload asap.