Wellduhpeople Posted August 2 Posted August 2 Woah, I thought this mod was going to be abandoned forever, and my character would be doomed to wander around the continent with the console open lol. Welcome back! 2
KevinDaldry Posted August 3 Posted August 3 Hey dude are u gonna pick this fabulous mod up again? Think I've got a good reason to play Fallout :D. 1
nufndash Posted August 3 Posted August 3 I was wondering how to get to the second floor in the school. By way of a quest. I know where to go. I have done each class 3 or four times, and progressed time a week. I see the 3rd floor has items up there but no idea how to get there either. If the quest does not continue past the first floor, I just want to know so I'm not doing the classes over and over for nothing.
Cealapa Posted August 3 Posted August 3 1 hour ago, nufndash said: I was wondering how to get to the second floor in the school. By way of a quest. I know where to go. I have done each class 3 or four times, and progressed time a week. I see the 3rd floor has items up there but no idea how to get there either. If the quest does not continue past the first floor, I just want to know so I'm not doing the classes over and over for nothing. Quest isn't finished, it doesn't go to second and third floor no matter how many training classes. 1
nufndash Posted August 3 Posted August 3 2 minutes ago, Cealapa said: Quest isn't finished, it doesn't go to second and third floor no matter how many training classes. Thank You!!!! I was just going to hop back into the mod and give it one more week.
Cealapa Posted August 3 Posted August 3 There is another bug in a chore for Shakira when she ask PC to go to SM camp near city to collect cum. I can't initiate dialogue with any of SM there, I only get "Go away bleeder".
Nea_Bessy Posted August 3 Posted August 3 7 hours ago, Cealapa said: There is another bug in a chore for Shakira when she ask PC to go to SM camp near city to collect cum. I can't initiate dialogue with any of SM there, I only get "Go away bleeder". If you can get the sperm in any way, then you can just pick a fight with them and activate the Violate scene. SEU also runs mutant scenes. 1
Cealapa Posted August 3 Posted August 3 Just now, Nea_Bessy said: If you can get the sperm in any way, then you can just pick a fight with them and activate the Violate scene. SEU also runs mutant scenes. Thank you for hint!
katrina.balanchuk Posted August 4 Posted August 4 On 7/31/2026 at 3:14 PM, DæmonEyes said: Use console command to disable barrier. It's invisible but its there. Click on it in the console and type disable. tcl to toggle collision to get past the blocker is an option if u can't do that but it will leave the barrier in place. Go back to violet. Use console to change global. Set BCTBrothelWhoreStageCounter to 6. Speak to Violet. I am grateful for all the help. However i dont really understand what all this means ( I know how to use TCL console commands but.. ). With the help of AI and a few tries i was eventually able to find the quest ID and the system accepted my stage counter set to 6. But that did not remove the barrier. also I dont know how to "use the console to change global". Ai told me to do some console searches for which global it is, (appearmntly there are different ones?) but the list is huge and I still dont find a brothel reference in any of them with no luck. after TCL off throught the barrier Violet only says "yeah" and "huh". I dont want o really bother the mod author with all those questions. But if anyone else has the knowledge to help I would be grateful. 1
Cealapa Posted August 4 Posted August 4 (edited) I think we have to wait for Daemon fix the quest. Until then try to talk again with the guy at reception and get a maid job. Or load a previous save, before to get whore job and interact with unique npcs inside. Also it's a female scientist at the first floor with an unfinished quest but first stage looks very promising (now I can pee whenever I want 😅). Believe me, I take a look several times per day to see if something is updated! But no rush, it's a very time consuming work and I am sure Daemon makes everything he can for us. 👍 Edited August 4 by Cealapa
katrina.balanchuk Posted August 4 Posted August 4 23 minutes ago, Cealapa said: I think we have to wait for Daemon fix the quest. Until then try to talk again with the guy at reception and get a maid job. Or load a previous save, before to get whore job and interact with unique npcs inside. Also it's a female scientist at the first floor with an unfinished quest but first stage looks very promising (now I can pee whenever I want 😅). Believe me, I take a look several times per day to see if something is updated! But no rush, it's a very time consuming work and I am sure Daemon makes everything he can for us. 👍 The guy at reception wont talk to me either. I dont want to be a bether to Daemoneyes who has been so gracious to come back to renliven this mod that so many people have been loving. Or seem a ungrateful. I have AI coach me on what to do, and maybe i will make it. I learned so much about these things since i started 4 years ago to play fallout 4 and modded it right away. Back then I didnt even know what RAM was... 1
DæmonEyes Posted August 5 Author Posted August 5 9 hours ago, katrina.balanchuk said: I am grateful for all the help. However i dont really understand what all this means ( I know how to use TCL console commands but.. ). With the help of AI and a few tries i was eventually able to find the quest ID and the system accepted my stage counter set to 6. But that did not remove the barrier. also I dont know how to "use the console to change global". Ai told me to do some console searches for which global it is, (appearmntly there are different ones?) but the list is huge and I still dont find a brothel reference in any of them with no luck. after TCL off throught the barrier Violet only says "yeah" and "huh". I dont want o really bother the mod author with all those questions. But if anyone else has the knowledge to help I would be grateful. I can't tell if you used the right command and it didn't work or you used the wrong command. I'll try to write it more clearly. Use the console command "Set BCTBrothelWhoreStageCounter to 6" and then talk to Violet. 9 hours ago, Cealapa said: I think we have to wait for Daemon fix the quest. Until then try to talk again with the guy at reception and get a maid job. Or load a previous save, before to get whore job and interact with unique npcs inside. Also it's a female scientist at the first floor with an unfinished quest but first stage looks very promising (now I can pee whenever I want 😅). Believe me, I take a look several times per day to see if something is updated! But no rush, it's a very time consuming work and I am sure Daemon makes everything he can for us. 👍 I'm working on it and making good progress. While I have some fixes done, I'm in the middle of the quest I'm working on and want to finish it before I put out another update. It will likely be a week before its ready. 4
markpatong Posted August 5 Posted August 5 On 8/3/2026 at 3:03 PM, nufndash said: Thank You!!!! I was just going to hop back into the mod and give it one more week. Hi, Just a minor problem . After going back to the commonwealth, then returning to BC, my map markers were gone. I tried to return them with Cheat Terminal, but no go. Also I was wondering if you could re-bodislide those main outfits with physics? My fusion girl body is very similar to your CBBE body. So just the physics does not work. I know it's possible because I have Hookers of the commonwealth mod installed. They have CBBE outfits, and their physics works. If I remove their clothes, they have the fusion girl body. So the physics is baked into the clothing. Probably just the main outfit/heels.
DæmonEyes Posted August 5 Author Posted August 5 12 hours ago, markpatong said: Hi, Just a minor problem . After going back to the commonwealth, then returning to BC, my map markers were gone. I tried to return them with Cheat Terminal, but no go. Also I was wondering if you could re-bodislide those main outfits with physics? My fusion girl body is very similar to your CBBE body. So just the physics does not work. I know it's possible because I have Hookers of the commonwealth mod installed. They have CBBE outfits, and their physics works. If I remove their clothes, they have the fusion girl body. So the physics is baked into the clothing. Probably just the main outfit/heels. Not sure what's going on with the map markers but I'll see if I can reproduce it. In this thread at the bottom of the main post it links to a physics enabled conversion. You'll have to follow the install instructions there, but u can just overwrite all the outfits in my mod. It's not every outfit I use but most of them. 1
markpatong Posted August 6 Posted August 6 6 hours ago, DæmonEyes said: Not sure what's going on with the map markers but I'll see if I can reproduce it. In this thread at the bottom of the main post it links to a physics enabled conversion. You'll have to follow the install instructions there, but u can just overwrite all the outfits in my mod. It's not every outfit I use but most of them. I don't have CBBE installed. Also cannot access anything in those links. Just thought it may be easier than converting the outfits to Fusion girl. Maybe someone else will pick it up.
izzyknows Posted August 6 Posted August 6 14 hours ago, markpatong said: I don't have CBBE installed. Also cannot access anything in those links. Just thought it may be easier than converting the outfits to Fusion girl. Maybe someone else will pick it up. Did you check the FG conversion thread? 1
Cealapa Posted August 9 Posted August 9 (edited) What I suppose to do after this event? I was infected by orange slime and my character is stuck. It wasn't that "regular" infection sitting on outhouse toilet in Slums but something like a "silent" approach. So PC is stuck and nothing happens. Only "yes?" and "huh?" from nearby passing npcs or SH comments (SH is off though). (huge tits and ass because of SH Bimbo perk, not my regular bodyslide). Edited August 9 by Cealapa
DæmonEyes Posted August 9 Author Posted August 9 @Cealapa I don't remember exactly how it plays out, but the slime takes possession of your body and takes it on a joy ride. I'll have to take a closer look to see why it failed to continue, but it may be related to the issues you were having with the reference alias not being reset and filled properly, as she's supposed to make some dynamic stops around the city. I'm getting closer to having an update ready but would like if I could find one person to help me test everything and who could also offer some help with improving dialogue and scene messages here and there. I've got most of the fundamental mechanics of everything in place, just need to go back through and add some flavor to everything. 2
Cealapa Posted August 9 Posted August 9 (edited) Thank you for your answer Daemon. I think everyone who loves BC should be available to help you with testing at least. I have no knowledge about coding but I can be a tester and sometimes a copywriter although English is not my native language. Just tell me/us what you need and how to do this. Also it would be helpful for testing purposes to know what quests aren't finished or started and if some unique characters do anything or not (like Sally Stalker in nearby lighthouse house, Carla the girl inside Pharmacy/Clinic, is there any X in Peculiar Pets Shop etc.). Edited August 9 by Cealapa 1
katrina.balanchuk Posted August 9 Posted August 9 (edited) 11 hours ago, DæmonEyes said: @Cealapa I don't remember exactly how it plays out, but the slime takes possession of your body and takes it on a joy ride. I'll have to take a closer look to see why it failed to continue, but it may be related to the issues you were having with the reference alias not being reset and filled properly, as she's supposed to make some dynamic stops around the city. I'm getting closer to having an update ready but would like if I could find one person to help me test everything and who could also offer some help with improving dialogue and scene messages here and there. I've got most of the fundamental mechanics of everything in place, just need to go back through and add some flavor to everything. Ill be happy to do testing. please send me the files and I will start. I am also happy to help with dialogue Edited August 9 by katrina.balanchuk 2
katrina.balanchuk Posted August 10 Posted August 10 (edited) one more comment if deamoneyes will forgive me: I am really worried if this is done on the new CK. I was lurking on Nexus (I dont post there just lurk) and I saw someone write this when they could make a new mod written on the new CK on the AE game version work for their OG ( 1.10.163) game "..if it had been done on .163 CK on .163 game, it would pose no issues to both AE users (since that is backward compatible) and OG users. So there should be no reason to do any work using the new AE game version and the new CK unless unless the new AE CC content was necessary for the mod" So if there are any problems here due to the new CK it might lock out a huge chunk of the userbase, w/o a concurrent benefit to the AE userbase. I will willing to test your new file to see how it works at anytime. Even help with dialogue writing. Edited August 10 by katrina.balanchuk
DæmonEyes Posted August 10 Author Posted August 10 2 hours ago, katrina.balanchuk said: one more comment if deamoneyes will forgive me: I am really worried if this is done on the new CK. I was lurking on Nexus (I dont post there just lurk) and I saw someone write this when they could make a new mod written on the new CK on the AE game version work for their OG ( 1.10.163) game "..if it had been done on .163 CK on .163 game, it would pose no issues to both AE users (since that is backward compatible) and OG users. So there should be no reason to do any work using the new AE game version and the new CK unless unless the new AE CC content was necessary for the mod" So if there are any problems here due to the new CK it might lock out a huge chunk of the userbase, w/o a concurrent benefit to the AE userbase. I will willing to test your new file to see how it works at anytime. Even help with dialogue writing. I understand the fear, but Izzy, who is way more plugged in than me, laid it out pretty simply that their is nothing to worry about. I've also done a little more digging myself and understand it pretty well. If you want the details I'll explain why. There are two things to note. One is they changed the version header in the file of a few file types. BSA2's .esm's and .esl's. I use none of these file types. Even if I did, you could convert them with the converter linked previously. It is simply a tiny number in the file ID that affects nothing. The other thing they changed is the internal memory addresses of the main game. This does not affect my mod in any way. However f4se is built on the architecture of that memory, so it does affect that utility greatly. I do not make use of any new features of f4se so my mod is able to run without issue regardless if u use the old version of f4se or the new version. It is up to you to configure your mod setup accordingly (old or new). All that to say that whether I compiled my mod on the new CK or the old CK, not a single thing would be affected. As for testing I'd be happy for the help. Need to iron out a few issues, maybe a day or two, then I'll shoot you the files for testing. 2
markpatong Posted August 10 Posted August 10 33 minutes ago, DæmonEyes said: I understand the fear, but Izzy, who is way more plugged in than me, laid it out pretty simply that their is nothing to worry about. I've also done a little more digging myself and understand it pretty well. If you want the details I'll explain why. There are two things to note. One is they changed the version header in the file of a few file types. BSA2's .esm's and .esl's. I use none of these file types. Even if I did, you could convert them with the converter linked previously. It is simply a tiny number in the file ID that affects nothing. The other thing they changed is the internal memory addresses of the main game. This does not affect my mod in any way. However f4se is built on the architecture of that memory, so it does affect that utility greatly. I do not make use of any new features of f4se so my mod is able to run without issue regardless if u use the old version of f4se or the new version. It is up to you to configure your mod setup accordingly (old or new). All that to say that whether I compiled my mod on the new CK or the old CK, not a single thing would be affected. As for testing I'd be happy for the help. Need to iron out a few issues, maybe a day or two, then I'll shoot you the files for testing. can you use the new fallout 4 creation kit with the .163 f4se +3 No, you cannot use the updated, next-gen Fallout 4 Creation Kit directly to build or compile scripts targeting the older version 1.10.163 runtime with F4SE 0.6.23. The updated editor compiles scripts into newer script formats and utilizes data assets that mismatch the old-gen memory structure and script extender plugin limits. [1, 2, 3, 4, 5] Version Mismatch Issues Compiled Scripts: The new Creation Kit generates Papyrus .pex script files compiled against the updated game architecture, which can cause validation errors or crashes on version 1.10.163. Master Files: Updated master files and new integrated content expect the next-gen game executable rather than the legacy 1.10.163 version. F4SE Dependency: F4SE is strictly version-locked; the .163 build only understands the old game functions and data layout. [1, 2, 3] How to Manage Content Creation Use Legacy Tools: If you are actively developing mods for a 1.10.163 setup, you must use an older backup or archival version of the Creation Kit that matches the pre-update era. Match Script Source Files: Ensure your compiler uses the old-gen Papyrus source scripts (.psc) corresponding to the 1.10.163 framework. [1, 2]
markpatong Posted August 10 Posted August 10 I did get one CTD on your last update. It happened when I consumed a Vanilla Shake. Never had a CTD on your mod ever before. I restarted and then it worked. But was rather unexpected.
katrina.balanchuk Posted August 10 Posted August 10 52 minutes ago, DæmonEyes said: I understand the fear, but Izzy, who is way more plugged in than me, laid it out pretty simply that their is nothing to worry about. I've also done a little more digging myself and understand it pretty well. If you want the details I'll explain why. There are two things to note. One is they changed the version header in the file of a few file types. BSA2's .esm's and .esl's. I use none of these file types. Even if I did, you could convert them with the converter linked previously. It is simply a tiny number in the file ID that affects nothing. The other thing they changed is the internal memory addresses of the main game. This does not affect my mod in any way. However f4se is built on the architecture of that memory, so it does affect that utility greatly. I do not make use of any new features of f4se so my mod is able to run without issue regardless if u use the old version of f4se or the new version. It is up to you to configure your mod setup accordingly (old or new). All that to say that whether I compiled my mod on the new CK or the old CK, not a single thing would be affected. As for testing I'd be happy for the help. Need to iron out a few issues, maybe a day or two, then I'll shoot you the files for testing. Thank you for relieving some of my worry. many here have been waiting for years and we are so happy to see it kept going
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