Slavery Expanded re-released

Why don't you use a global variable with 3 settings? Default is 0. If they are a slaver, it gets set to 1. If they become an ex-slaver, set it to 2.

Wait. Maybe I read that wrong. Did you start a new game when you tested this? Was your new vault13.gam file being used? I had a problem once where I used a variable beyond what was in the vault13.gam file. The game didn't crash, but until I restarted (or added the correct line to vault13.gam) that variable was set at 1 instead of 0.

As for the numbers in the list, it goes in order. Start with 0. Or, you can just take my word for it that these two
WEPNHAND.FRM ; Weapon Handling
DIVORCED.FRM ; Divorced/Widowed
are pictures 173 and 174, respectively.
 
Thing is, the PC gets the title when I run the test mode (F8) in the Mapper, as well as in a resumed save game. I checked 10 times if the line in vault13.gam is correct and made *sure* nothing triggers it.

I'm too tired to check it all again today, will try tomorrow.

Also, anyone knows which number is for Villified (the one with Vault Boy hiding behind a corner of a bulding with his picture on a wanted poster)?
 
Ravager69 said:
Also, anyone knows which number is for Villified (the one with Vault Boy hiding behind a corner of a bulding with his picture on a wanted poster)?

Again:
MIB88 said:
As for the numbers in the list, it goes in order. Start with 0. Or, you can just take my word for it that these two
WEPNHAND.FRM ; Weapon Handling
DIVORCED.FRM ; Divorced/Widowed
are pictures 173 and 174, respectively.

It is faster for you to just count up/down the list to figure out what you need instead of posting something one by one of what you need then waiting for a response.
 
MIB88 said:
It is faster for you to just count up/down the list to figure out what you need instead of posting something one by one of what you need then waiting for a response.

No offense, but that's what I did. I just couldn't seem to get it right and I thought that perhaps it wasn't corresponding to the number of line in skilldex.txt, but to some other value. Or perhaps I simply can't count very well.

As for the karma title - I removed it from karmavar.txt and re-added it and guess what - it stills sets to 1 on default. Maybe it's just my messed up game files doing it, I don't know. Anyone has an idea what may be the problem?
 
You did start with 0, right? And, you never answered my question about the vault14.gam file.
 
I set it to 0 at the beginning and yes, I'm using the new vault13.gam file. No, I did not start a new game since, but I'm kinda surprised that it's also shown in the mapper. I don't know what else I could do wrong.

Anyhow, this is the line I've added to vault13.gam:

Code:
GVAR_EX_SLAVER				    :=0;	//	  (786)

Looks alright to me. Now this is the line I've added to karmavar.txt:

Code:
# GVAR_EX_SLAVER
786, 130, 1026, 1126

This is all I've added to the game files, that is related to this particular karma title (except for description in editor.msg). I've removed it for now, anyway.
 
Ravager69 said:
I set it to 0 at the beginning and yes, I'm using the new vault13.gam file.

No. I am talking about the art file. You said that you were counting in the file and couldn't seem to get it right. The last line in an unmodded game (divorced) is 174. You have to start with 0 in order to get that count. Line 1 is actually 0.
 
So I wanted to add slave runs to Vortis' guild in NCR...

BUT

does the player really need them? I think now, since I've made slaver runs available monthly in the Den, there's no need to copy them. Also, since Killap already made quests to kill Rangers and destroy the safe houses, I don't really know what to give to the NCR guild now.

Any ideas, anyone? Let's keep it simple for now.
 
I always thought of Vortis' guild as an inferrior one; since Metzger already has his "big customers", why wouldnt Vortis want to compete?

I can imagine him wishing to reclaim these clients: 1)family Mordino (slaves for stables) 2)Redding mine owners (Akkella did this in GlobalMod but his quest was initiated by Metzger) 3)Vault City (hmm, colonization of VC outskirts or even Gecko anyone?)

Generally, you need to decide whrther Metz/Vort are potential friends, boss/employee or sworn enemies. Either way, a whole new line opens...
 
Raengar said:
I can imagine him wishing to reclaim these clients: 1)family Mordino (slaves for stables) 2)Redding mine owners (Akkella did this in GlobalMod but his quest was initiated by Metzger) 3)Vault City (hmm, colonization of VC outskirts or even Gecko anyone?)

I may have the translated text for that Global mod stuff if you want to borrow it. Ravager69, PM me if you want it and I will have a look. I don't have all of Global mod yet though.

BTW Raengar, if you are interested in helping with translations, please PM me.
 
I have a small portion of it mostly finished, but I didn't have much ideas on what to do next.

I know you guys must be HELLUVA SURPRISED, but I haven't made any progress past month or two.
 
Ravager69 said:
So I wanted to add slave runs to Vortis' guild in NCR...

BUT

does the player really need them? I think now, since I've made slaver runs available monthly in the Den, there's no need to copy them.
Totally agree with you on this one.

Ravager69 said:
Also, since Killap already made quests to kill Rangers and destroy the safe houses, I don't really know what to give to the NCR guild now.

Any ideas, anyone? Let's keep it simple for now.
I assume this means that your mod is compatible with RP? If this is the case then I don't think that you need to do much else, since your mod will kinda be an extension to Killap's (no offense please, I am in no way undermining your work and time put into this, just stating a fact). I think that introducing the new weapon to catch slaves and being able to do slave runs all the time is a great edition! Anything else might be an overkill imo.
 
zenitfan4life said:
I assume this means that your mod is compatible with RP? If this is the case then I don't think that you need to do much else, since your mod will kinda be an extension to Killap's.
Again, what I meant by this was that it's great that your mod is compatible with RP, since this is pretty much what most FO2 players play now, so there's no need to try to do a whole, separate mod by yourself. Imo that's more work than its worth, what you have done already is a very good addition that does what I think you were trying to accomplish: make it more worthwhile and fun to be playing a slaver.
 
zenitfan4life said:
I think that introducing the new weapon to catch slaves and being able to do slave runs all the time is a great edition! Anything else might be an overkill imo.

I agree. What you've already done sounds excellent:

- being able to remove the tatoo at great cost and -1 charisma :ok:
- being able to make regular cash from slave runs :ok:
- I also love the idea of a special K.O. weapon like a taser or some kind of K.O. club that uses the special weapon_knockout perk. Maybe the player could aquire this from Vortis in NCR?

Optionally - - personally, i would love to be able to take a select few NPCs as slave followers and then sell their sorry asses as you can with with the main NPC followers. MIB88 has already done this in the MM so why not just ask him for his code and incoroporate it into your mod?. Just my opinion.

IMO, those first few changes would very sucessfully bring being a slaver back into the game. An entire new slaver vault and the other stuff you have planned would be awesome but if it's too much work then i would recomend sticking to what''s acheivable ...

Thats' my take on it, anyway
 
Josan12 said:
- being able to remove the tatoo at great cost and -1 charisma :ok:

I still disagree with only losing 1 point of charisma. Losing 1 point for being extremely bad just doesn't seem like a high enough price for this. But, by changing it to -2 and then losing out on being able to have an additional party NPC does seem appropriate to me.
 
I know it might take a bit of work, but i'd like to put forward the idea of selling off children to the Slavers guild. Not enough creative evilness in fallout 2. :twisted:

EDIT: Maybe selling off that little bastard outside the Cats Paw? That would be kickass, or the kid from Modoc.
 
You know, you can't take kids as slaves in the MM... only adults. I think I'm gonna have to add the ability to do that. Kids taken as slaves will give you slightly more negative karma and you do not get the perks that you get for having adult slaves. Nice idea... in a crazy, demented, evil sort of way.
 
MIB88 said:
Nice idea... in a crazy, demented, evil sort of way.

:lol: You nasty bastards! Actually, i guess i'm a nasty bastard too as the idea of selling kids as slaves is pretty :twisted: :D

I'm sure i could whip up a karma title art illustration for being a 'child slaver - just when you thought you couldn't get any lower than being a slaver'.
 
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