izzyknows Posted May 19, 2025 Posted May 19, 2025 3 hours ago, FercPolo said: No, wait, that's actually a dope idea. If we could send OTHER settlers there to be corrupted, maybe for Hypnotic Consultations or Blue Lagoon quests, join the school, come back with a proper attitude for building a home. lol There is 1 settlement for ya'll to play with in the meantime. 😉
aitorr0º Posted May 20, 2025 Posted May 20, 2025 I'm in the teaching part of the school. I've attended classes several times and I don't know how to get to the 2nd floor. What should I do?
Nea_Bessy Posted May 21, 2025 Posted May 21, 2025 (edited) On 5/20/2025 at 7:33 AM, izzyknows said: There is 1 settlement for ya'll to play with in the meantime. 😉 Is there a settlement there? I'm playing there right now, 1. I'm setting up a workshop via the console (player.placeatme c1aeb ) 2 I get the rights to this settlement using the Workshop Framework, 3. I build whatever I want there. 4. Creating settlers using Cheat-Terminal Are the settlers quite active. Because I've set up a lot of objects for them to interact with, it turns out to be a good imitation of life., Spoiler DISADVANTAGES: in such a settlement, I cannot assign a settler to work, which means I cannot open shops and get a doctor. And there's a lot missing there., Therefore, it would be very desirable for the author or one of the enthusiasts to make full-fledged settlements there. Edited May 21, 2025 by Nea_Bessy new thoughts 1
izzyknows Posted May 21, 2025 Posted May 21, 2025 50 minutes ago, Nea_Bessy said: Is there a settlement there? Yes and it's a real settlement. It's north east of Slavers City. If you can't find it, just follow the dirt path to the right of the Stone Quarry that goes up over the quarry to the left. The entire island isn't navmeshed, but I did the cells leading to and around Mud Puddle. So, once you activate the settlement you can send settlers and caravans there from anywhere. There's several places on the island, like Perky Nipple Church, or the Abandoned Sex Lab (interior isn't done), Slavers City which also has an interior slave processing and training facility, the Succubus Manson (save before entering) and maybe a couple other things. 1
Nea_Bessy Posted May 21, 2025 Posted May 21, 2025 (edited) 7 hours ago, izzyknows said: Yes and it's a real settlement. It's north east of Slavers City. If you can't find it, just follow the dirt path to the right of the Stone Quarry that goes up over the quarry to the left. The entire island isn't navmeshed, but I did the cells leading to and around Mud Puddle. So, once you activate the settlement you can send settlers and caravans there from anywhere. There's several places on the island, like Perky Nipple Church, or the Abandoned Sex Lab (interior isn't done), Slavers City which also has an interior slave processing and training facility, the Succubus Manson (save before entering) and maybe a couple other things. I've already traveled almost the entire island and set up my workshops everywhere. I just didn't know that there was already a full-fledged workshop somewhere, Could you make some more real workshops closer to the city, or better yet, right in it? You don't need to build anything there. Just create a sandbox cell. Everyone will build something to their liking there. I understand that when I build something there, there is a danger that I will interfere with some quest, but I do not delete anything, and I hope that if my object interferes with some quest, I can easily delete it. Edited May 21, 2025 by Nea_Bessy
katrina.balanchuk Posted May 21, 2025 Posted May 21, 2025 11 hours ago, izzyknows said: Yes and it's a real settlement. It's north east of Slavers City. If you can't find it, just follow the dirt path to the right of the Stone Quarry that goes up over the quarry to the left. The entire island isn't navmeshed, but I did the cells leading to and around Mud Puddle. So, once you activate the settlement you can send settlers and caravans there from anywhere. There's several places on the island, like Perky Nipple Church, or the Abandoned Sex Lab (interior isn't done), Slavers City which also has an interior slave processing and training facility, the Succubus Manson (save before entering) and maybe a couple other things. There is a slavers city??
Nea_Bessy Posted May 21, 2025 Posted May 21, 2025 (edited) 11 hours ago, izzyknows said: Yes and it's a real settlement. It's north east of Slavers City. If you can't find it, just follow the dirt path to the right of the Stone Quarry that goes up over the quarry to the left. I found him. Very good....... Spoiler But it's not enough))))..... There we need about 5 settlements and closer to the city)))) ... And on flatter platforms. Can you make this as a patch?.... Please))))...... I did it myself, but I don't know how to make settlements and I can't find any simple instructions about it. And you don't need to build anything there. Just set up a workshop in the middle of a clear flat field... Or in the middle of the city.... Or in a brothel... Or in residential buildings... We'll build everything there ourselves. Edited May 21, 2025 by Nea_Bessy
izzyknows Posted May 21, 2025 Posted May 21, 2025 1 hour ago, katrina.balanchuk said: There is a slavers city?? It's where different factions sail/fly in to buy/sell and have slaves trained. At some point anyway. LOL
izzyknows Posted May 21, 2025 Posted May 21, 2025 1 hour ago, Nea_Bessy said: I did it myself, but I don't know how to make settlements and I can't find any simple instructions about it. Keep in mind that the settlement has to be navmeshed and connected all the way to the city or NPC's can't get there or work the settlement. And a LOT of the island isn't navmeshed or has trees or foliage or rocks..... Even Mud Puddle, although a fully functioning settlement, is a place holder. Here's a very good custom settlement tutorial. If nothing else it'll give you a good idea of how things work. But once you get the process down, it's pretty simple. 1
Nea_Bessy Posted May 21, 2025 Posted May 21, 2025 3 hours ago, izzyknows said: Keep in mind that the settlement has to be navmeshed and connected all the way to the city or NPC's can't get there or work the settlement. And a LOT of the island isn't navmeshed or has trees or foliage or rocks..... Even Mud Puddle, although a fully functioning settlement, is a place holder. Here's a very good custom settlement tutorial. If nothing else it'll give you a good idea of how things work. But once you get the process down, it's pretty simple. Thanks for the information. Unfortunately, it is difficult for me to understand these instructions. It requires a lot of additional knowledge, which I don't have yet.. So far, I have high hopes that someone will make these settlements in the city.
MortonKennard Posted May 24, 2025 Posted May 24, 2025 We greatly appreciate you coming back if even just for cosmetics and fixes! I still hold out hope you'll one day complete this magnificent mod 3
Klobbo Posted May 28, 2025 Posted May 28, 2025 Hi, glad you came back, I really like this mod! Sadly I encounter a bug with the new version. I'm not sure if this is just a problem with my setup or if others also encounter this problem. The approach quest fails every time, after one of the job quest is started. In my case I can reproduce this after the start of "Bound to Serve" quest. The console command "showquestvars [MODINDEX]191314" shows, that the variables Citizen1F, Citizen1M, ... get set to NONE. Therefore the conditions in the script are bound to fail. (Before start of the quest there are correct RefIds set). Maybe someone can verify this behaviour?
DæmonEyes Posted May 31, 2025 Author Posted May 31, 2025 On 5/24/2025 at 7:39 AM, marine333221 said: We greatly appreciate you coming back if even just for cosmetics and fixes! I still hold out hope you'll one day complete this magnificent mod Thank you. I don't think the mod will ever be complete but I'll see if I can add to it bit by bit over time. On 5/28/2025 at 1:35 PM, Klobbo said: Hi, glad you came back, I really like this mod! Sadly I encounter a bug with the new version. I'm not sure if this is just a problem with my setup or if others also encounter this problem. The approach quest fails every time, after one of the job quest is started. In my case I can reproduce this after the start of "Bound to Serve" quest. The console command "showquestvars [MODINDEX]191314" shows, that the variables Citizen1F, Citizen1M, ... get set to NONE. Therefore the conditions in the script are bound to fail. (Before start of the quest there are correct RefIds set). Maybe someone can verify this behaviour? The aliases get rerolled between approaches. Off the top of my head I don't know the order of checks but it may just be that the aliases are cleared then the check fails so they don't get refilled after. The checks are not very forgiving but you may be right that they just get locked to fail regardless. Even if that's not the case the approach scrip needs to be optimized for sure though. I need to see how other people script these things because I don't love the way I've implemented it. 4
bholt917 Posted June 10, 2025 Posted June 10, 2025 I have a question about the VR death claw and the mirelurks. Last time I tried the VR thing on the boat I found that I could not lose to the death claw and I guess have it violate my character and end the simulation. The sword provided did no damage and hitting the death claw many times did not equal victory. The death claw hitting my character many times did not equal defeat. The death claw was level 1 so any of my other weapons killed it quickly, but I was stuck in the simulation requiring loading a previous save. The mirelurks at the dock are level 1 so it took effort to lose to them so my character could be taken to their breeding room. Have these things been corrected with this latest update? Also, has the gameshow been fixed? I recall trying it a couple times and both times it stopped working at the point where I was supposed to meet the other contestants. I see that a settlement is available to be a home base. Thats a good thing because I used the hotel or maybe it was apartments before and I was apparently being asked to leave on the second time my character tried to use a bed. It is funny because there was literally no one else in that building, but someone wanted my character to leave. Maybe it was a ghost. A ghost encounter could be interesting. Maybe something to add to the bounties. You are told to investigate a location that has some reports of ghost activity. You go there to investigate and ghosts show up and proceed to gangbang the player character. The ghosts can be NPCs with the alpha set low or using the stealth field effect.
DæmonEyes Posted June 10, 2025 Author Posted June 10, 2025 17 hours ago, bholt917 said: I have a question about the VR death claw and the mirelurks. Last time I tried the VR thing on the boat I found that I could not lose to the death claw and I guess have it violate my character and end the simulation. The sword provided did no damage and hitting the death claw many times did not equal victory. The death claw hitting my character many times did not equal defeat. The death claw was level 1 so any of my other weapons killed it quickly, but I was stuck in the simulation requiring loading a previous save. The mirelurks at the dock are level 1 so it took effort to lose to them so my character could be taken to their breeding room. Have these things been corrected with this latest update? Also, has the gameshow been fixed? I recall trying it a couple times and both times it stopped working at the point where I was supposed to meet the other contestants. I see that a settlement is available to be a home base. Thats a good thing because I used the hotel or maybe it was apartments before and I was apparently being asked to leave on the second time my character tried to use a bed. It is funny because there was literally no one else in that building, but someone wanted my character to leave. Maybe it was a ghost. A ghost encounter could be interesting. Maybe something to add to the bounties. You are told to investigate a location that has some reports of ghost activity. You go there to investigate and ghosts show up and proceed to gangbang the player character. The ghosts can be NPCs with the alpha set low or using the stealth field effect. I can see if I can get the mirelurks to scale with player level to make that less of a chore. The death claw issues could be due to running some mod that changes creatures like death claws in some way. I haven't been able to reproduce the issues with that one and I've already fiddled with it a little bit trying to fix it for others so I don't think I'm going to revisit it again. In general I've decided not to use combat defeat scenarios going forward as they can conflict with some other popular mods and it just creates weird gameplay. A ghost encounter would be fun. The player maybe makes some missteps in their investigation and finds themself in a sticky situation with a host of ghosts. Maybe they even possess you after the gangbang. Currently working on another bounty scenario though so might be awhile before I look into something like that. Still a ways a way but should be a fun one. 2
Senick2 Posted June 10, 2025 Posted June 10, 2025 49 minutes ago, DæmonEyes said: I can see if I can get the mirelurks to scale with player level to make that less of a chore. The death claw issues could be due to running some mod that changes creatures like death claws in some way. I haven't been able to reproduce the issues with that one and I've already fiddled with it a little bit trying to fix it for others so I don't think I'm going to revisit it again. In general I've decided not to use combat defeat scenarios going forward as they can conflict with some other popular mods and it just creates weird gameplay. A ghost encounter would be fun. The player maybe makes some missteps in their investigation and finds themself in a sticky situation with a host of ghosts. Maybe they even possess you after the gangbang. Currently working on another bounty scenario though so might be awhile before I look into something like that. Still a ways a way but should be a fun one. Oh damn, you are planning to add more content, that's so awesome! 1
Raven 54 Posted June 10, 2025 Posted June 10, 2025 On 5/31/2025 at 6:22 AM, DæmonEyes said: Thank you. I don't think the mod will ever be complete but I'll see if I can add to it bit by bit over time. Thank You very much for the update, your work, time, support, and for sharing this mod. Of course we all hope for more but then again some of us are insatiable! Thank you for all you do. 1
bholt917 Posted June 10, 2025 Posted June 10, 2025 2 hours ago, DæmonEyes said: I can see if I can get the mirelurks to scale with player level to make that less of a chore. The death claw issues could be due to running some mod that changes creatures like death claws in some way. I haven't been able to reproduce the issues with that one and I've already fiddled with it a little bit trying to fix it for others so I don't think I'm going to revisit it again. In general I've decided not to use combat defeat scenarios going forward as they can conflict with some other popular mods and it just creates weird gameplay. A ghost encounter would be fun. The player maybe makes some missteps in their investigation and finds themself in a sticky situation with a host of ghosts. Maybe they even possess you after the gangbang. Currently working on another bounty scenario though so might be awhile before I look into something like that. Still a ways a way but should be a fun one. I find that I can't have AAF Violate enabled for mirelurks and death claws because it can trigger before this mod's scenario can trigger. It is also kind of a problem sometimes if I have Sexual Harassment enabled while using this mod since it has its own approaches. I think I did have a mod that made the death claws deadlier. I will have to go through my mods to make sure that I don't that mod or similar mods installed before I try the VR thing again. The ghost encounter could be fun. The missteps could be maybe the player opens something that has a warning about not opening, the player knocks something over and it breaks, or maybe the player was told to say a spell before opening a book or a box but does not because she forgot the spell then the ghosts appear. The player is asked to bring back a sample of ectoplasm. The player is covered with a lot of ectoplasm after the ghost gangbang. Ectoplasm turns out to be ghost jizz. The player then tells the NPC that gave her the quest that she doesn't want to be a ghost hunter anymore. You could go another route. I've seen an episode of an animated show called Hell of a Boss and it had in it a ghost hunting show called Ghost Fuckers where a blonde chick would go into haunted places alone wearing something sexy trying to get fucked by a ghost. It is another option for you to explore. Maybe the ghosts only show up if the player is naked.
katrina.balanchuk Posted June 11, 2025 Posted June 11, 2025 (edited) One thing I always loved about Barbarous continent it was never overly contrived. The sexual exploitation described made sense in a universe where a certain amound of mind control and shock collars could exist. Also it was one of the very few places where a young woman could realstically have a "social" game without "girlbossing" to engage, or win, unrealistic fights . Still, even now, one of my favorite mods.. I am very graftul for any bug fixing and even the slighest new content or restored content. (Another note: I seem to experience bugs in the brothel fairly regular. Usually involving going to the customer and not getting a response when attempting to join them in the room to provide services. But this is no big deal, just letting you know) Some things that are already premade part of the way,: -An Example is the incomplete content that I read about in this thread, is where player has to help secure or escort a shipment of slave girls from the Commonwealth so they dont escape. -With peculiar pets. The girls are clearly being controlled whether by threat of shock collar, or by whip, or by mind control by their manager/owner. A quest where either the player herself gets forced in a stall (and trained like in the ship) or alternatively if she did not get cpatured but perhaps assists the manager/owner in capturing another girl or girls for her, would be plausible within the rules of the Fallout universe and this mod. And also entertaining. -The naked collared girl Standing in the casino (love the casino music BTW!!). Clearly she is intended to provide sexual services to patrons. Maybe could be 2 or 3 girls there?. A debtor quest could be to join her in servitude and/or prevent her escape and/or capture her if escaped. - There is also some potential with the naked slave girls in the room in the tower. a miniquest to prevent escape? maybe the mind control gas ran out and they are consipring to escape? And the player got enslaved there and can escape with them, or... escape by giving them up? Or player is not enslaved and gas supply is fine, but helping the management capture extra girls. By ruse, or pick pocketing a collar on them, or gas spray? Perhaps even from the Commonwealth? The pre work for a those quests already seems partially done Edited June 11, 2025 by katrina.balanchuk
Raven 54 Posted June 11, 2025 Posted June 11, 2025 (edited) @katrina.balanchuk Can anyone help me find the entrance, been a while since I used this...I think I am in the right place but the Captain just says Huh? Yes? Huh? Thanks With my memory it should be like... Dang found a new mod to play! Spoiler Edited June 11, 2025 by Raven 54
katrina.balanchuk Posted June 11, 2025 Posted June 11, 2025 (edited) 3 hours ago, Raven 54 said: @katrina.balanchuk Can anyone help me find the entrance, been a while since I used this...I think I am in the right place but the Captain just says Huh? Yes? Huh? Thanks With my memory it should be like... Dang found a new mod to play! Hide contents Go down the hatch on the deck into the ship. Once down there find some prison type looking cells. Then do what you will But if the Captain wont start the dialogue with you to get on the ship itself, then somehow the quest isnt started. Edited June 11, 2025 by katrina.balanchuk 1
izzyknows Posted June 11, 2025 Posted June 11, 2025 6 hours ago, Raven 54 said: Can anyone help me find the entrance, been a while since I used this...I think I am in the right place but the Captain just says Huh? Yes? Huh? Thanks There's several ways to get to the island. Interact with the poster in Diamond City (Left of Moe) then talk to the man in the Dugout in...... then off to speak with the Captain.... Or, From your pic, go to the boat rental shack to the left and the big ship should load in, and swim out to it to activate the map marker. Or, coc GoldCityDocks 1
Raven 54 Posted June 11, 2025 Posted June 11, 2025 5 hours ago, katrina.balanchuk said: Go down the hatch on the deck into the ship. Once down there find some prison type looking cells. 2 hours ago, izzyknows said: There's several ways to get to the island. Thanks to you both!
Raven 54 Posted June 12, 2025 Posted June 12, 2025 (edited) Has anyone written or thought about writing a walkthrough for this mod? With no pointers it is very difficult to figure out what to do next. Currently trying to figure what the Hypno Doc wants finished before I return to him. I had a bad cataract surgery that makes it very difficult to read, and if I read lots then I get a really bad headache, so a walkthrough that has what someone needs to know on one page, instead of tryin to sort through 51 pages of support thread would be very helpful. Thanks Edited June 12, 2025 by Raven 54
Joe_Oni Posted June 12, 2025 Posted June 12, 2025 (edited) I kinda want to know which quests are working or not. I see the gameshow was put on pause. I was wondering about the shake shop, spoiler, duh Spoiler I saw the notice about addiction so I purposely don't take the perk. I bought some shakes but all I get is a status line saying I'm not addicted. I also saw a message that the addiction had wore off though I never noticed anything. Maybe my modload is bugged but is that quest working? Edited June 12, 2025 by Joe_Oni
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