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Cottonwood Cove is a Legion stronghold and a front-line headquarters. It is also a slaving hub: legion and freelance slavers drive the unfortunate merchandise here to be ferried to the other bank and a miserable fate ahead...
In Cottonwood Overlook nearby there's a slave shop run by a notorious veteran slaver Dominus Carnifex. He may provide you with a clue to a new career...


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EXPANSION

It contains new features and important fixes that must reside in an .esp file. A must have.
Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156
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ENSLAVEMENT

Once you complete the INTO A HEAD HUNTING BUSINESS quest and find the Slave Leash you receive a Slaver perk. It allows crafting Slave Collars, .308 Tranquillizer ammo and it offers you slaving options.

To enslave someone you must:
1) have a Slave Collar
2) knock a victim down (use .308 Tranquilizer ammo or whatever inflicts fatigue damage)
3) activate the victim while it's senseless and choose an "Enslave" menu option
4) then wait until the enslaved come to their senses and stand up


FEATURES

You can have up to 32 slaves. The fewer, the better considering performance impact.
You do not loose your slaves. Never. Really. They do not wander or run or teleport away. They do only what you order them to do. You are sure to find them exactly where you left them.

I. Re-spawn. Generic NPCs re-spawn every 3 days. It's a game engine default behavior. Such NPCs change appearance and loose all their items, including slave tokens, which means they don't recognize you as a master any more.

TO COUNTER this issue you can change re-spawn settings via the game main menu. You must have the Mod Configuration Menu (MCM), download here: http://www.newvegasnexus.com/downloads/file.php?id=42507.

Re-spawn settings:
1) Re-spawn ON. All re-spawn zones function as they should.
2) Re-spawn OFF. All re-spawn zones are turned off. Generic NPCs do not re-spawn until you turn the zones back on.
3) Re-spawn AUTO. After you enslave someone, re-spawn is automatically turned off. After you kill/sell/release the last of your slaves, re-spawn is automatically turned on. I recommend this setting.

If you don't want to meddle with re-spawn settings just remember to not hold on to your generic slaves for more than a couple of days. Unique (named) NPCs do not re-spawn and this rule does not apply to them.

II. Through conversation your slaves can be ordered around. You can talk and give orders to most NPCs once you enslave them: named NPCs and generic wastelanders, prospectors, raiders. Unfortunately, the slave dialog lines might not appear for some unique NPCs. Please, report them so that I could fix the problem. These fixes reside in the HumanTraffickingEX.esp.

1) Make a slave follow you (default behavior after enslavement).
2) Make a slave wait.
3) Set a slave to a sandbox mode.
4) Browse their inventory.
5) Set a slave free.
6) Punish a slave with electroshock using the Slave Leash (see The Slave Leash operation details below).
7) Kill a slave by blowing the Slave Collar (see The Slave Leash operation details below).
8) Make female slaves dance for you.
9) Make a slave eat a corpse to regain some health - activate a corpse and choose "Feed..." (only applies to a slave that follows you and has a health level below 100%)
10) Make two slaves fight each other to death (talk to a slave, pick a "gladiator fight" topic, then do the same to another).
11) Make the slaves that follow you (if there are more than 2 of them) execute a chosen slave. This function resides in the HumanTraffickingEX.esp.
12) [OPTIONAL] You can make your slaves assume funny poses (see screenshots) if you download Slave In Pose mod by LostRider and the optional HumanTrafficking.esp that integrates Slave In Pose into Slavery Simple. See INSTALLATION for a correct load order.
I've requested LostRider's permission to use his excellent mod with Slavery Simple some time ago and waiting for reply. In case of a negative answer this option will certainly be removed.
13) For "Animated Prostitution" mod to run smoothly your slave must be in a follow mode. You may remind the slaves to follow you afterwards, because AP removes the last AI package. Any way, the follow package is assigned automatically if a slave starts to walk away.
14) You can give a stimpak to an injured slave.

III. There's a legion slave shop in Cottonwood Cove Overlook.

1) A simple INTO A HEAD HUNTING BUSINESS quest is given by Dominus Carnifex when you come to him for the first time and you're not a slaver yet. This resides in the HumanTraffickingEX.esp.
2) You can sell your slaves there. The price is calculated as follows:
(base 200 * health percent) +/- 50 denarii (random).
3) You cannot order your slaves around the shop, you can only browse through their inventory.
4) You can buy slaving gear in the shop.
5) The sold slaves end up dead in Cottonwood Cove slave pen. But if you have the Slavery Expanded plug-in then they are dropped from the cliff near the Cottonwood Cove docks. HumanTraffickingEX.esp can be downloaded here: http://www.newvegasnexus.com/downloads/file.php?id=44156

IV. There's a legion slave school in Cootonwood Cove Overlook. This functionality resides in the plug-in HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156). See ReadMe in the Slavery Expanded for details.

V. Weapons / Ammo to knock out and enslave.

1) .308 Tranquillizer ammo. Can be bought in the shop or crafted at a reloading bench. This requires the HumanTraffickingEX.esp - otherwise you will not be able to use this ammo with .308 rifles. May conflict with other ammo mods.
2) Fallout NV offers some weapons suitable for slaving business (having a knock-out feature). "The number of sources which induce Fatigue damage are limited. Only four weapons inherently cause Fatigue damage: boxing gloves, boxing tape, cattle prod and Golden Gloves. All shotguns chambered for the 12 Gauge shell can also cause Fatigue damage if loaded with 12 Gauge Bean Bag ammunition."
See http://fallout.wikia.com/wiki/Fatigue
3) Compliance Regulator (from Honest Hearts DLC) is excellent for a slaver job.

VI. Tracking slave collars.

The tracking is conducted by a quest "Tracking the Livestock". The location of your slaves is shown on the PipBoy map. This functionality is expanded in the plug-in HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156). It adds 2 modes: tracking all of your slaves or a single one. This is controlled with the Slave Leash (see The Slave Leash operation details below).


THE SLAVE LEASH

1) To punish or execute your slaves, aim at them with the Slave Leash and pull the trigger. First, it knocks them out with an electric shock. If you aim at a slave and fire the Slave Leash while the slave is unconscious, it will blow the Slave Collar, effectively killing the slave.

2) If fired without aiming at a slave it displays a remote control interface menu. You can choose slaves and locate them on the PipBoy map, or you can display markers for all of your slaves at once. This functionality requires the plug-in HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156).

3) An alternative way to make a slave talk to you is to aim at the slave with the Slave Leash (right mouse button by default). If you are close enough then the slave will start the slave dialog. This functionality requires the plug-in HumanTraffickingEX.esp, too (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156).


ADDRESSING POSSIBLE ISSUES

1) You can talk and give orders to most NPCs once you enslave them: named NPCs and generic wastelanders, prospectors, raiders. Unfortunately, the slave dialog lines might not appear for some unique NPCs. Please, report them so that I could fix the problem. Nevertheless, you can make any slave talk by using the Slave Leash (see the Slave Leash operation section above).

2) IMPORTANT! Raiders are Very Aggressive (Aggression = 2) meaning that they attack Enemies and Neutrals on sight. After enslavement aggression is lowered to 1 to prevent them from starting fights wherever they come. Unfortunately, this setting affects a BASE OBJECT, so any raiders spawned from this base object will also have their aggression = 1 (attack enemies on sight, but not neutrals). After a slave is dead/sold/freed the aggression level is restored to the original value. This is important, because it is the BASE OBJECT that is restored back to the original setting.

3) Currently the main script runs 5 times per second. It processes 1 slave at a pass. This means that 5 slaves respond to your commands or mimick your stealth behaviour within a second. This may impose significant penalty on the game performance. If you encounter performance problems running this mod, please, report.

4) Generic NPCs (raiders, wastelanders, prospectors, gamblers, etc) re-spawn every 3 days by default. This is a game engine feature. After re-spawn a slave NPC looses all items, a slave state and stops responding to commands. So, either use the main menu options to manage re-spawns in your game, or do not hold on to your generic slaves for more than a couple of days.


REQUIREMENTS

1) This mod uses NVSE commands. NVSE 2 beta 9 at the moment.
Download from: http://nvse.silverlock.org

2) Mod Configuration Menu (MCM)
Download here: http://www.newvegasnexus.com/downloads/file.php?id=42507

2) "Slavery expanded". Not that required after all, but strongly recommended. It contains new features and important fixes that must reside in an .esp file.
Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156


KNOWN MOD CONFLICTS

1) Thanks to [qinlongfei] for reporting that using "Requiem From Capital Wasteland" makes "Companion Share and Recruit" incompatible with "Slavery Simple".


POSSIBLE CONFLICTS

1) May conflict with Cottonwood Overlook mods - because I put a slave shop there.
2) May conflict (unlikely) with Nipton mods - because I put slaving gear there.
3) May spoil the gameplay, if you enslave vital quest NPCs and sell them :) Avoid doing so!


INSTALLATION

1) If you install this mod for the first time then...
- copy the files
- check the modules in FOMM in this order:
+ FalloutNV.esm
...
+ HumanTrafficking.esm
+ Mod Configuration Menu.esp
...
+ HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156)

2) If you install over earlier versions then...
=========================================================================
WARNING! Versions starting with 4.0 are not compatible with earlier ones!
=========================================================================
Installation:
- free ALL your slaves
- save
- quit
- remove HumanTrafficking.esp
- copy the new files
- check the modules in FOMM in this order:
+ FalloutNV.esm
...
+ HumanTrafficking.esm
+ Mod Configuration Menu.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=42507)
...
+ HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156)
- start the saved game
- you'll have to go to Nipton and acquire the Slave Leash again, my apologies for the inconvenience

3) The optional "Slave In Pose" plugin.
The optional HumanTraffickingSIP.esp REQUIRES "Slave In Pose" by LostRider. Kudos to him for this magnificent work! Please, observe the load order:
+ HumanTrafficking.esm
+ Mod Configuration Menu.esp
+ SlaveInPose.esp
+ HumanTraffickingSIP.esp
+ HumanTraffickingEX.esp (Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156)


UN-INSTALLATION

uncheck the mod files in FOMM, remove the files


RECOMMENDED MODS

"Slave In Pose" by LostRider
Found here: http://www.newvegasnexus.com/downloads/file.php?id=38356


CREDITS

To LostRider for the most excellent "Slave In Pose" mod!


HISTORY

v5.6

"Feed a slave" option now appears only if a slave is hungry.


v5.5

Fixed a bug when after releasing/killing a slave it was impossible to enslave another.


v5.4

Fixed slave collar crafting.
Changed idle animations.


v5.3

Female slaves can be ordered to dance.
All newly enslaved stop fighting and yield without a need for electroshock from the Slave Leash.


v5.2

Purged the module file of unnecessary trash.


v5.1 (defective)

Fixed enslavement and slave leash issues and shopping bugs.


v5.0

Added an options menu to control re-spawn. Requires MCM. Download here: http://www.newvegasnexus.com/downloads/file.php?id=42507.


v4.9

Slave faction discontinued. This may improve compatibility with other mods that tamper with factions.


v4.8

1) Corrected the load order in the ReadMe.
2) You can give a stimpak to an injured slave.


v4.7.4

Presumably fixed raiders' aggression.


v4.7.3

Fixed a nasty bug. (Went to buy a new keyboard :)


v4.7.2

Fixed bugs introduced with v4.7.1. (Banging my head against the keyboard)


v4.7.1

Code optimization.
Improved slave tracking.


v4.7

1) Addds a slave tracking functionality. It is expanded in HumanTraffickingEX.esp v1.4. Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156
2) Code optimization.

v4.6

1) For "Animated Prostitution" mod to run smoothly your slave must be in a follow mode. You'll need to remind the slaves to follow you afterwards, otherwise they'll get lost (AP removes the last AI package).
2) Torturus Ultimus thought of a sex change operation, but then decided to just change his passport name. Now he is called Dominus Carnifex.
3) HumanTraffickingEX.esp dialog options now reside under "Listen to my command" order.


v4.5.1

Fixed integration with Animated Prostitution. Choose a "Toggle package switching" dialog line for AP to show ok. And don't forget to toggle back! This requires HumanTraffickingEX.esp v1.2. Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156


v4.5

1) Added a HumanTraffickingEX.esp that expands this mod. Download here: http://www.newvegasnexus.com/downloads/file.php?id=44156
2) Followers stop fighting against an unconscious newly enslaved victim. Until it wakes up.
3) Can talk to generic raiders, prospectors, settlers, citizens and most named NPCs. No need to use the "Smalltalk" mod any more. Please, report the slaves you cannot talk to.
4) Stun Grenades are removed from the slave shop in Cottonwood Overlook. Seems they don't KO.
5) Fixed cannibalization.


v4.4

1) Optimized a state machine performance. Now you can give orders to several slaves simultaneously.
2) Improved cannibalization.
3) Improved gladiator fighting.


v4.3.1

Improved reliability.


v4.3

Fixed the waiting/sandboxing slaves in place at last. They don't disappear any more.


v4.2
Some fixes. Now compatible with versions 4.x. Still it's better to free/kill slaves from versions below 4.1.


v4.1

1) Changed an enslavement procedure. After you put a Slave Collar on a victim, it will stand up and attack. "Pacify" the slave using the Slave Leash (make sure to wait until the slave regains consciousness, otherwise it's a killing :)
2) Optimized a slave storage functionality. If installing over older versions:
- free ALL your slaves
- save
- quit
- remove HumanTrafficking.esm
- copy the new version of HumanTrafficking.esm
- start the saved game
3) Fixed a slaves' liquidation mechanism in the slave shop.
4) Fixed cannibalizing.


v4.0

1) Converted the mod into a master file. WARNING! It's not compatible with earlier versions!
Installation:
- free ALL your slaves
- save
- quit
- remove HumanTrafficking.esp
- copy the new files
- start the saved game
- you'll have to go to Nipton and acquire the Slave Leash again, sorry for the inconvenience
2) Added an optional HumanTraffickingSIP.esp. It integrates the magnificent Slave In Pose by LostRider into this mod. Apparently, it requires that you install Slave In Pose and place it above HumanTraffickingSIP.esp in the load order. Kudos to LostRider.
Load order:
- HumanTrafficking.esm
- SlaveInPose.esp
- HumanTraffickingSIP.esp
3) The sold slaves end in the Cottonwood Cove slave pen, dead.
4) The base price for the slaves increased to 200 denarii.
5) .308 Tranquilizer ammo received a huge damage treshold penalty.


v3.2

Fixed gladiator fight. Again.


v3.1

1) More fatigue damage for .308 Tranquilizer ammo.
2) Fixed gladiator dialog topics.
3) The Slave Leash first knocks out a slave, if triggered again, kills.


v3.0

Slave storage refactoring.
A number of slaves is restricted to 32.
WARNING! This version is not compatible with older ones! Installation:
- free/sell/kill ALL your slaves
- save
- quit
- replace HumanTrafficking.esp with a new version
- play


v2.7

Added .308 Tranquilizer ammo. Can be bought or crafted.
Two slaves may be ordered to fight to death.


v2.6

1.Raider slaves no longer attack everybody. Raiders' aggression level is lowered to 1 on enslavement. Restored when the slave's dead/freed/sold.
WARNING! This affects a base object, i.e. - all the raiders derived from this base one. May impact the gameplay (raiders will no longer attack neutrals on sight). Make sure that a slave responds to you before killing him!
2.The shop keeper now pays for slaves in denarii.
3.Fixed the shop keeper's assortment.
4.Added stun grenades to the shop. They were in the original game, just made them available. Didn't figure out if they knock opponents down or not.


v2.5

Fixed the shop keeper's assortment.
Slaves left behind switch off their AI and become restrained. Presumably, they will not wander away on their own. To switch them on again, command them.


v2.4

Fixed a major bug when slaves won't take orders after loading a saved game (thanks to Kaos_ for submitting).



v2.3

Fixed cannibalizing.
Removed dependency on the HonestHearts DLC.
Slaves now crouch when player does.


v2.2

Fixed an issue when raiders began to fight with the shop keeper.
Added cannibalization.


v2.1

Fixed issues resulting from having more than 1 slave.