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[request] Show some love to slavers

General mod discussion and requests.
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blackrave
Posts: 13
Joined: Mon Nov 24, 2014 5:51 pm

[request] Show some love to slavers

Post by blackrave » Sun Oct 23, 2016 7:58 pm

Let's be honest for a moment here- slavers provide necessary service to wasteland community, mainly converting drugged up raider bastards into productive members of society.


If anything Regulators should be running around with Mesmetrons and punishing criminals by reeducating them with hard labor for the good of innocents. Sadly these self-righteous idiots are too busy collecting fingers for some disgusting necklaces (ALLEGEDLY!!!).


Enter Paradise Falls...


You see, Paradise Falls is simply a penal colony with bad PR


AND


with a few tweaks, justice can be shown to these unsung heroes.


1)Enslaving evil and very evil NPC shouldn't be punished by karma penalty


(No Karma Penalty For Evil Slaves)


http://www.nexusmods.com/fallout3/mods/2114/?


If anything you are being the good guy here- instead of performing long-range cranial surgery, you are giving these scumbags a second chance, to prove themselves, to become better people and to think very hard about evil deeds they committed.


Now, you may think that it is noble goal and those poor humanitarians from Paradise Falls had unjustifiably slandered by simpletons who are so narrow minded they think violence is the only solution. And you'd be right.


"But there are so many of them and so few of us. I feel powerless and lost sad "


Don't despair gentle reader! There is hope for humanism yet.


2)With some encouragement you too can convince these lost souls to be part of the good fight


(FNNCQ a fallout 3 slavery overhaul)


http://www.nexusmods.com/fallout3/mods/9497/?


With a proper speech and bomb collar anyone can be convinced to tirelessly fight and work for betterment of humanity.


Delinquents and degenerates of yesterday, will be builders and heroes of tomorrow.


Together we can do it!!!


 




P.S. But in all seriousness these 2 mods would be good addition to TTW. As far as slave trade in Nevada goes it would be great if you could sell slaves to Legion. Heck converting slavery overhaul would be enough with additions of Legion salve market and no karma penalty for evil NPCs.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Heheh, sesom is part of our

Post by RoyBatty » Sun Oct 23, 2016 11:59 pm

Heheh, sesom is part of our team and unfortunately as much as we'd all love to see it FNNCQ is apparently not possible because it relies on a bug in the Fallout 3 engine to work.


I would like to see it myself, as would many others. :(


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I would have loved the FNNCQ

Post by Risewild » Mon Oct 24, 2016 2:58 am

I would have loved the FNNCQ for TTW. But Roy is, as usual, right.


I tested the latest versions of FNNCQ for Sesom and asked him if we would see that mod made for TTW but the engines are different enough that in FNV they fixed the bug that FNNCQ uses for in FO3.


There is really no known workaround to make it work in the FNV engine sad.


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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

And Sesom knows more about

Post by Puppettron » Mon Oct 24, 2016 3:34 am

And Sesom knows more about engine bugs than the rest of us put together.
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

If it's not a bother, what

Post by jlf65 » Mon Oct 24, 2016 5:52 am

If it's not a bother, what bug is it using to do what? Just curious.


 



blackrave
Posts: 13
Joined: Mon Nov 24, 2014 5:51 pm

Sad to hear about FNNCQ, it

Post by blackrave » Mon Oct 24, 2016 9:25 am

Sad to hear about FNNCQ, it was fun in FO3


If FNNCQ isn't possible, had someone expanded


Slavery simple


http://www.nexusmods.com/newvegas/mods/43785/?


and 


Slavery expanded


http://www.nexusmods.com/newvegas/mods/44156/?


to work in DC?


(for example adding another way to receiving Slaver perk- accepting offer at Paradise Falls, etc.)



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

jlf65 wrote:

Post by Risewild » Mon Oct 24, 2016 11:25 am

[quote=jlf65]


 


If it's not a bother, what bug is it using to do what? Just curious.


 


[/quote]


It's all about cell loading IIRC.


Fallout 3 keeps references in memory after you leaving a cell but it shouldn't, Fallout New Vegas does not keep these references in memory.


At least that is what I think was the problem. I haven't talked to Sesom about this in several years now. cheeky


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