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Commonwealth Slavers


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Posted
2 minutes ago, woodrealmelf said:

image.png.d7c356a761c79931a8e1f67d24d1c1e1.png

uhm guys this never happend to me before but i cant seem to carry dead bodies holding the E botton gives me this notif

image.png.42a940087c694283c7cffdf02e260b45.png

even this guys has no items equipped i cant carry him to the track

Posted

I had something annoying happen yesterday, so I was playing the mod and my character died maybe 5 times from the explosive collar; why? Because enemies showed up, and the timing was such that everyone, including Gristle and Murphy decided to get involved, but my character was immobilized by the mod, so I could follow behind. On the few occasions that I could follow, I had to initiate the cutscene from the current position, this resulted in Gristle and Murphy being teleported to the location, while I got left behind, this would also result in death.

Posted
7 minutes ago, Z0mBieP00Nani said:

I had something annoying happen yesterday, so I was playing the mod and my character died maybe 5 times from the explosive collar; why? Because enemies showed up, and the timing was such that everyone, including Gristle and Murphy decided to get involved, but my character was immobilized by the mod, so I could follow behind. On the few occasions that I could follow, I had to initiate the cutscene from the current position, this resulted in Gristle and Murphy being teleported to the location, while I got left behind, this would also result in death.

Which quest are we talking about? The intro?

 

Posted
4 hours ago, JB. said:

Which quest are we talking about? The intro?

 

 

The first part, where you have to follow Gristle through Concord then the part where I had to try and call out to the second potential slave girl, on that last one a bunch of ghouls woke up and started some mayhem and then Gristle and Murphy decided to get involved.

 

I recently had to reinstall an older version of my game files and then update everything because the version I had was bugged to a point that I felt that I had to use the "nuclear option". along with that older version, though, I think I may have had some mods that mess with the combat AI of enemies and allies, and I'm not sure if those mods might be the culprit.

Posted
34 minutes ago, Z0mBieP00Nani said:

 

The first part, where you have to follow Gristle through Concord then the part where I had to try and call out to the second potential slave girl, on that last one a bunch of ghouls woke up and started some mayhem and then Gristle and Murphy decided to get involved.

 

I recently had to reinstall an older version of my game files and then update everything because the version I had was bugged to a point that I felt that I had to use the "nuclear option". along with that older version, though, I think I may have had some mods that mess with the combat AI of enemies and allies, and I'm not sure if those mods might be the culprit.

My mod disables random encounters, disables the people at Drumlin Diner, and also everything that involved in Preston's main quest, so I can only think that it's another mod putting enemies there. Now that you mention combat AI, I remember a very famous mod that "improved AI" but what it really did was increase the detection radius. 

Posted
24 minutes ago, JB. said:

My mod disables random encounters, disables the people at Drumlin Diner, and also everything that involved in Preston's main quest, so I can only think that it's another mod putting enemies there. Now that you mention combat AI, I remember a very famous mod that "improved AI" but what it really did was increase the detection radius. 

There are several feral ghouls in front of Corvega. They're there originally, vanilla. Gristle reacts to them, starts fighting them, and can run quite far away from the Player.

Posted
35 minutes ago, JB. said:

My mod disables random encounters, disables the people at Drumlin Diner, and also everything that involved in Preston's main quest, so I can only think that it's another mod putting enemies there. Now that you mention combat AI, I remember a very famous mod that "improved AI" but what it really did was increase the detection radius. 

 

Yeah, that sounds familiar. I think I remember seeing a mod esp file with a similar name in my data folder. I'll have to try disabling that when I get home.

Posted
7 minutes ago, Plite said:

There are several feral ghouls in front of Corvega. They're there originally, vanilla. Gristle reacts to them, starts fighting them, and can run quite far away from the Player.

Ah, I left those in on purpose, as an introduction to ghouls for Nora. They don't cause interruption (unless a mod increases their detection radius).

Posted
31 minutes ago, naaitsab said:

This might be fun to integrate. Raiders stealing your jet if you fail to resist and stuff like that

 

 

 

Thanks! It seems ideal for Gunners, since Raiders already have their own grab event.

 

I've tried a couple of times to link this mod to the cross mod, but I couldn't even get the cross to work. They seemed ideal for avoiding killing Nora in Pet Walk. If you didn't reach your caps goal, they'd leave you there for a good while. 

 

3 minutes ago, Plite said:

How should this happen?

After Nora is marked in Corvega, Gristle resumes his walk to the Whore House. That's where they encounters the ghouls, and there's a special dialogue after killing them. 

Posted
10 minutes ago, JB. said:

After Nora is marked in Corvega, Gristle resumes his walk to the Whore House. That's where they encounters the ghouls, and there's a special dialogue after killing them. 

Yes, that’s what I was talking about. I had to run around the house chasing Gristle so that the collar wouldn’t explode.

 

 

3 hours ago, JB. said:

Now that you mention combat AI, I remember a very famous mod that "improved AI" but what it really did was increase the detection radius. 

I remembered one mod that caused such problems. Here’s that mod.

Posted
4 minutes ago, Plite said:

Yes, that’s what I was talking about. I had to run around the house chasing Gristle so that the collar wouldn’t explode.

 

 

I remembered one mod that caused such problems. Here’s that mod.

Here's the one I was talking about. 

 

I received a report that an NPC dropped his whip... to grab a rifle and shoot his target! 😱😂

Posted
24 minutes ago, JB. said:

Here's the one I was talking about. 

This mod is intended for use with the Violate mod only. With this mod, even when playing with Depravity, there should be problems, let alone with the Commonwealth Slavers.

 

But the mod I was talking about adds ghouls and other creatures. I just checked, and this mod actually makes the ghouls attack Gristle even before he enters Corvega. But there are so many of them that Gristle can’t deal with them right away.

Posted (edited)
8 minutes ago, JB. said:

Install "Staged Leito Plus Erection Fix 1.0.7_Fixed" by Tentacus, do you have it? It's in my recommendations.

Edited 4 minutes ago by JB.

i think i have it all the requirements only at the first scene

image.png.249b1f650b799bf52bd59051782b57c4.png

that the crash happend

Edited by woodrealmelf
Posted
4 minutes ago, woodrealmelf said:

i think i have it all the requirements only at the first scene

image.png.249b1f650b799bf52bd59051782b57c4.png

that the crash happend

If you open the AAF menu (Home Button), you can cycle through to the administrator panel. It lists all the errors and failed scenes. If you send me a screenshot, I'll check it. I'll be back to work on this mod soon.

Posted
1 hour ago, JB. said:

If you open the AAF menu (Home Button), you can cycle through to the administrator panel. It lists all the errors and failed scenes. If you send me a screenshot, I'll check it. I'll be back to work on this mod soon.

image.png.3ebe4a7533890aebfe1e94fb2908af8e.png

not sure if this what you looking for

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