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FNNCQ a fallout 3 slavery overhaul Official comment topic

#1 User is offline   Site Bot 

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Posted 08 October 2009 - 06:59 PM

FNNCQ a fallout 3 slavery overhaul

A complete new slavery system where almost every NPC can be enslaved, follows the player, are voive acted, can be placed anywhere (also DLC spaces) and !! don't !! get lost, aggressive or loose their equipment
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#2 User is offline   csb 

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Posted 08 October 2009 - 07:54 PM

Definitely tracking this. I'll DL it after I tend to some mod compatibility things in FO3Edit, but don't feel like adding to my merge-patching woes at the moment :)
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#3 User is offline   evilmicevil 

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Posted 08 October 2009 - 08:05 PM

wow this mod seems really neat i think ill download for sure
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#4 User is offline   sesom 

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Posted 08 October 2009 - 08:10 PM

View Postcsb, on Oct 8 2009, 07:54 PM, said:

Definitely tracking this. I'll DL it after I tend to some mod compatibility things in FO3Edit, but don't feel like adding to my merge-patching woes at the moment :)


It's definitely to early to put this mod in a merged patch. There are a lot of features that will be added in the next weeks.

The base is complete and stable on my machine. Thats the reason why I made a public file to get responses and find troubles that I have overlooked.

evilmicevil said:

wow this mod seems really neat i think ill download for sure


Thanks!
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#5 User is offline   Admiral165 

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Posted 08 October 2009 - 08:26 PM

There isn't that many slave mods out there, But this is definately the best one, even tho it's not done yet. I really can't wait for the fial release of this.

Also i'm kind of a modder myself so if you need any help with this mod just PM me (although i won't do any voice acting :D)
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#6 User is offline   phoenixfang 

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Posted 08 October 2009 - 08:36 PM

This mod sounds like its pretty good, though I was wondering, does it require FOSE?
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#7 User is offline   Admiral165 

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Posted 08 October 2009 - 08:43 PM

@phoenixfang
you should already have FOSE
It makes it so u don't need a CD to play and its completely free and takes 1 sec to download and tnstall.
only downside if Live can't be activated with it :(
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#8 User is offline   sesom 

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Posted 08 October 2009 - 08:59 PM

View PostAdmiral165, on Oct 8 2009, 08:26 PM, said:

There isn't that many slave mods out there, But this is definately the best one, even tho it's not done yet. I really can't wait for the fial release of this.

Also i'm kind of a modder myself so if you need any help with this mod just PM me (although i won't do any voice acting :D)

The so called final release will take some time because I constanrly add features and slave types (suggestions are always welcomed). This mod is the basesytem for my quest mods and if I need a new feature in the quest I try to make a general solution and add it to FNNCQ,

The feature set I mentioned in the description is the focus for the so called Version 1.0. A method to stop myself from adding and to release something :) .

FNNCQ is mostly scripting work. What I need most in the moment is testing and feedback. I want this mod as compatible and stable as posssible so it can be used in the future as modders resource. For me it is totaly stable but rhis is only one player and one fallout configuration.

phoenixfang said:

This mod sounds like its pretty good, though I was wondering, does it require FOSE?

No! You dont need FOSE, DLCs or any other mod for FNNCQ. When FOSE2 is ready I maybe make a special version or an addition. The FNNCQ base module will always work with the core game only. Modules to support other mods and DLCs are planned but not done yet.
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#9 User is offline   Gunblazer 42 

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Posted 08 October 2009 - 09:29 PM

When you say that the NPCs don't change, does that mean that if I were to enslave a male raider with a shotgun and then fast travel or bring up a loading screen, he'll remain a male raider with a shotgun and won't change to another random raider with a different set of weapon, armor, and/or gender?
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#10 User is offline   sesom 

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Posted 08 October 2009 - 09:52 PM

View PostGunblazer 42, on Oct 8 2009, 09:29 PM, said:

When you say that the NPCs don't change, does that mean that if I were to enslave a male raider with a shotgun and then fast travel or bring up a loading screen, he'll remain a male raider with a shotgun and won't change to another random raider with a different set of weapon, armor, and/or gender?


Yes! This is one of the main features. Take a look at my first demo video for this mod where I demonstrate it.
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