sesom Posted October 7, 2009 Author Share Posted October 7, 2009 I planned to release the first beta last weekend and I missed it I had major troubles with the handling of a view NPCs (the so called "non-persistant" references). For strange reasons I never metioned the problem before But it is now solved. One thing is open until I release and this is compatibilty. My goal is to keep FNNCQ as compatible as possible (also in beta stages). With the main game DLCs and also with other slave related mods. A simple change (1/2 hour work) allows me to make FNNCQ compatible with other slave related mods. But i can't do it today anymore i have to sleep. Good news:The Beta v0.5 will be released tommorow after I made this change. To keep you entertained while waiting I made a new video. Which shows a feature of my mod i didn't mentioned before. It's in the second half of the video. You can find the video here. Link to comment Share on other sites More sharing options...
sesom Posted October 8, 2009 Author Share Posted October 8, 2009 As promised here is the download of the first vesion. This one is not feature complete. All features marked with O are ready. Now the big question. What next? the other training options?the mobile slave controller?complete the voice acting of the npcs?spellchecking and lip for david?a complete new idea? complete Bingham episode one? You deciede. I have no idea in the moment where i should focus on. Link to comment Share on other sites More sharing options...
Holty07 Posted October 9, 2009 Share Posted October 9, 2009 I'd like to see the training options added in. This sounds like a great idea and was one of the main reasons for me jumping over to this mod from Sharing and Caring. Link to comment Share on other sites More sharing options...
sesom Posted October 10, 2009 Author Share Posted October 10, 2009 I'd like to see the training options added in. This sounds like a great idea and was one of the main reasons for me jumping over to this mod from Sharing and Caring. :thanks: for voting. The next training i make is the meatshield. The first none cowardly slave with limited (more details soon) fighting abbilities. I have decieded to work on the mobile controller and this one. So i fulfill the two votings that were done. Link to comment Share on other sites More sharing options...
PsyckoSama Posted October 11, 2009 Share Posted October 11, 2009 One serious suggestion... add patches that make it compatable with seducing woman, Wasteland Gigolo, and/or Animated Prostitution. Link to comment Share on other sites More sharing options...
sesom Posted October 12, 2009 Author Share Posted October 12, 2009 One serious suggestion... add patches that make it compatable with seducing woman, Wasteland Gigolo, and/or Animated Prostitution. The FNNCQ base system stays non-adult. But it is designed for additional plugins. Soemone is working on a adult plugin but this will be a extra release and is not included in the base file. Link to comment Share on other sites More sharing options...
sesom Posted October 22, 2009 Author Share Posted October 22, 2009 Just want to state that the new version is ready for download which corrects the prison bug and adds the mobile collar controller. A short demo of it is . The next update will include the training for the basic fighting slave (meatshield). Link to comment Share on other sites More sharing options...
sesom Posted November 10, 2009 Author Share Posted November 10, 2009 I updated the first post to add the changes that are already made. The training for the first fighting slave is done. A update for v0.8 is online: v0.81ß update Bugfix: Now its possible to try to steal Davids prison key without harming the training or prison function. But anyoone who tries should be careful I think he and Casius doesn't like it. Bugfix: Paradise Falls inhabitants are now save from FNNCQ weapons. FNNCQ can't enslave them. Feature: The tracker shows now a short notice when it is ready to show the position of the slave and adjusts the quest automatically. So it should now be easier to understand how it works. Bugfix: Slaves which are enslaved with FNNCQ weapons cannot been sent run to Paradise Falls anymore. The original enslaving is buggy as hell if someone tries 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 someone really want to have this buggy 'feature' which can depopulate whole raider bases forever then 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. FNNCQ slaver weapons should be used if spawn points shouldnt be harmed. Bugfix: Following slaves cant get lost anymore in the prison if the pip-boy is opend in map mode or they are waiting there. Actually following slaves are no longer allowed to wait in the prison in v0.81ß the outside has to be used. 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 spawn points are not harmed anymore if FNNCQ slaves are sold to him. Simply tell your slave that he/she is sold and the slave should run in the pen. As soon as your he/she has arrived grouse hands out the caps and collars. No need to follow the slave he/she find it's way alone. Fasttravel is disabled and selling other slaves while the 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 the slaves are good runners and fast. Feature: The debug function (enslaving reset) is back. It's not in the tracker antenna menu anymore. The reset switch can be found in the Paradise Falls toilet. All reachable slaves should be released before you use. This switch is meant only if someone 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 slaves (following, prison and MCC) are gone. I use the same method as the original enslaving system to get rid of the defunctional NPCs. Move in the slavepen, kill and disable them not nice but it works. Bugfix: The clothing of the slaverguards are back ( I made a silly error here) I am toying with the idea to make complete rework of Paradise Falls. So that (if you played the original quests already) you could take over the whole thing and use it as your own slaver base. Get rid of Eulogy if necersarry and not already done. Capture some slaves to clean this place up and let them build new facilities. Hire some slavers so you can concentrate on easy living and slave training. David (my evil slaver) asked me. He needs urgently some support and more room so that he can offer more complex trainings *evil grins*. I am not sure if I should make (i would love to) such a extension because this would make FNNCQ incompatible to most other mods that use Paradise Falls already. Opinions? Link to comment Share on other sites More sharing options...
PsyckoSama Posted November 10, 2009 Share Posted November 10, 2009 I am not sure if I should make (i would love to) such a extension because this would make FNNCQ incompatible to most other mods that use Paradise Falls already. Opinions? Just make it optional and you're cool. Frankly, it sounds frackin' awesome. Link to comment Share on other sites More sharing options...
Holty07 Posted November 10, 2009 Share Posted November 10, 2009 Good to see the grunt training is up! Link to comment Share on other sites More sharing options...
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