Slavery Expanded re-released

Hehe... what's already made + the ability to sell children to slavers? = reeaaally good!! (or, more precisely, evil!!). I like it!!
 
OK folks, this is the big day - I decided to wrap up what I did for now and release it to the public! The mod now officialy hit 0.1 stage.

Here is the link to mod.

I would like to thank all and each that has helped me make this, I wouldn't do this without all the help and ideas I received from the NMA community. Special thanks go to MIB88, Killap, Josan12 and Greyswandir, whom I have harassed for help during the time of development of this mod.

Now to make it clear - this release will work *only* with vanilla\patched FO2. I have a hard time with recompiling scripts (can't make the good compilers work for me), so it will take some time to make it work with the Restoration Project. Rest assured that I will do it in the next couple of days and this is not the final release of my work.

I would also love if as many as can downloaded this and send me feedback - the only NPCs concerned with this mod are Metzger and Doctor Andrew in Vault City Courtyard.

Have fun!

[EDIT] Oh, I would forgot - I have read the feedback you guys gave recently and I also like the idea of selling children into slavery :twisted: I will see what I can do with it.
 
PastaMasta said:
Will this work with SFALL?

It should, I guess. I'd appreciate if as many of you tried to run it and see if it works properly. I've been working on RP files, but I used vanilla Fallout 2 scripts (I can't recompile the scripts used from RP for some reason, I will try to figure out why), so I think it *should* work with RP 1.2, but you loose stuff added to those scripts by Killap. So no Primitive Village and fixes in the implants quest (I recall there were some, though I am not sure).
 
Version 0.1b is up - now it should work with both vanilla FO2 (with the 1.02 patch), RP 1.2 and sfall (since it only affects ddraw.ini and ddraw.dll). Here's the link

http://www.sendspace.com/file/94a0f1

Have fun.

Now onto selling kids to slavery - or making it possible, to be precise.
 
I would like to be able to have slaves in your party not counted to party limit.

I think making a long range maybe needle ammo that auto knocks out anyone hit that doesn't have a weapon in hand and adds them as a NPC that has slave comments and combat control only set to coward would be good unless you give them a weapon and ammo where they will rebel. also alter the Baton to be a HTH auto knockout for people that have no weapon drawn.

edit: add script where after you become a slaver they will teach you how to use the Baton and needler in that way and have them sell you a needler and knockout ammo. if you don't have training you can't auto knockout but if you acidently knockout anyone do to a crit hit and loot the weapons before they wake up they become a slave.
 
Darkform said:
I would like to be able to have slaves in your party not counted to party limit.

I think making a long range maybe needle ammo that auto knocks out anyone hit that doesn't have a weapon in hand and adds them as a NPC that has slave comments and combat control only set to coward would be good unless you give them a weapon and ammo where they will rebel. also alter the Baton to be a HTH auto knockout for people that have no weapon drawn.

edit: add script where after you become a slaver they will teach you how to use the Baton and needler in that way and have them sell you a needler and knockout ammo. if you don't have training you can't auto knockout but if you acidently knockout anyone do to a crit hit and loot the weapons before they wake up they become a slave.

I believe MIB88 is working or has done something similar - if you knockout someone and use a robe on them, they are added to your inv and you can sell them as slaves.

Right now I'm testing if my tweaks work without any glitches (unfortunatly it requires time) and am planning out how to make an option of selling the little shits from the Den into slavery, instead of making an orphanage.
 
Ravager69 said:
I believe MIB88 is working or has done something similar - if you knockout someone and use a robe on them, they are added to your inv and you can sell them as slaves.

Right now I'm testing if my tweaks work without any glitches (unfortunatly it requires time) and am planning out how to make an option of selling the little shits from the Den into slavery, instead of making an orphanage.

I'm not shure about a robe but if you kill the random slavers that have slaves you can tell them they are free or you can take them as yours.

about the orphanage I would think going tru with setting it up would be a diabolical way t get all the kids in one spot for the slavers to come get them but of corse making Mom realy upset with you by useing her like that.

edit: I MIB88 there is a shackles item that may or may not be used to make slaves. I haven't found a use for it yet and haven't looked up any info on them.
 
He meant to say that, under certain circumstances, if you use a 'rope' on a critter, then you can make it your slave. As for the manacles, that is going to be implemented for special circumstances... for a special type of slave critter.
 
This sounds like a very promising add-on, I haven't tried it yet, however when I'm on my own computer(Which is a long ways away from me) I will certainly give it a test. I'm hoping that this doesn't just make everyone in the game enslavable(IE: people who can protect themselves who according to Metzger you should just kill anyway, etc), and doesn't interfere with the main game. Since generally, modders of the original Fallouts, tend to have enough time, IQ, and attention span to make a mod that doesn't suck, and often make more than a silly gimmick.

Now the big question is: When all the enslavables are gone from the den, is that it? Have you taken over the Den and expanded slaver influence, and made Metzger the new law? Or do more enslavables suddenly pop-up?
 
I'd like to work a little on Ravager69's excellent mod and add try to add to it the function described above, which is similar (though not the same) as the way 'Freelance slavery' works in MIB's Megamod.

Here's how i want it to work:

1) I've already created a weapon that uses the enhanced_knockout perk and tested it and it works fine. A club for the melee boys, and a tazer for the gun players. Easy part.

2) When critter is KO, player can use a rope on them. Now we get to the hard part. I'm guessing it would be a script that is attached to the rope, and goes something like this:

Code:
#include "..\headers\define.h"

#define NAME                    SCRIPT_SLAVE_TAKING

#include "..\headers\command.h"

procedure start begin
end

procedure use_obj_on_p_proc begin

   variable tool;
    tool := obj_pid(obj_being_used_with);
    if (tool == PID_ROPE) and (is_critter_prone(target_obj) == true) then begin
    script_overrides;
    display_msg("slave");//debug message
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_SLAVE);
set_critter_team(obj_dude);
end
end

a) instead of is_critter_prone what would i put for critter_is_KO?
b) what would i need to put in the target critters script?

3) This will make the critter follow the dude according to the zcslave.int AI script.
Of course, it will probably necessary to limit this to certain critters only as MIB did in the MM. Such as random encounter critters.

So can anyone help me with this?
 
Josan12 said:
a) instead of is_critter_prone what would i put for critter_is_KO?
Why not prone:
Code:
if (critter_state(self_obj) == CRITTER_IS_PRONE) then
Josan12 said:
b) what would i need to put in the target critters script?
I'm thinking about some reversal:
Code:
if (obj_pid(obj_being_used_with) == PID_ROPE) then begin
end
...and attaching this script into slave *.pro
 
Will definitely install this once it is compatible with RP
Thanks for your work! Selling slaves, what's not to like :)
 
bbmultipass said:
I'm thinking about some reversal:
Code:
if (obj_pid(obj_being_used_with) == PID_ROPE) then begin
end
...and attaching this script into slave *.pro

Thanks multi. But I don't understand. Are you saying try putting this code into the target critters instead?
If so, which proc would this go under in the target critter's script?

Will definitely install this once it is compatible with RP
Thanks for your work! Selling slaves, what's not to like Smile

Well don't get too excited as there's alot of technical issues here - that's why Ravager hasn't already done this stuff. However, MIB has, and hopefully he'll save my ass. :help: me MIB, you're my only hope! ;)

If it comes off though i'll include it in my 'Survivalist' mod for the RP 2.1
 
VCCHARLY.SSL (Puking Charly from Vault City)
Code:
procedure use_obj_on_p_proc begin
   variable UsedItem;

   if( local_var(LVAR_Cured_Charlie) == 0 ) then begin
      UsedItem := obj_being_used_with;
      if( obj_pid(UsedItem) == PID_RADAWAY ) then begin
         call Node007;
      end
   end

end
 
I sometimes wish the collective minds of the Fallout modding community would pull together and knock these things off, of course some things have more merit than others, and this is certainly one of those mods in which everyone would enjoy to play. Overall I felt the evil character was quite limited in the acts of evil they could do…but this will help to rectify that. I am willing to build a few slaver camp maps to flesh out the depth of this mod…which makes me think that maybe there should be a mod were the PC can establish a base for themselves, possibly remove some scumbags from some location – cave – shack – or just require the materials to build their own camp…
 
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