Jump to content

Commonwealth Slavers


Recommended Posts

Posted (edited)

@JB. I wanted to confirm that declan and murphy now give the Horizon healing stuff. Thanks for adding them!

 

Spoiler

image.jpeg.7ede29b8cbca40d6b65b3b2f202df667.jpeg

 

As a sidenote: The Corvega Assembly Plant feels a lot more intimidating, when we have to go there with this mod. 

Spoiler

image.jpeg.f556141b57ea4d305fed7b5b194f129d.jpeg

 

Edited by Heinz01
Posted

Hey JB

 

Just a few comments to improve:

 

1) timer before it explodes needs to be like raider pet of 5 to 20 minutes. Gristle gets in combat and runs into battle and my Nora can't keep up. Dead right away.  Shocking a number times within x minutes then boom would be an improvement. 

 

Or 2) increase distance during a combat or player is busy check.... if Nora is trying to not get killed handcuffed (hiding behind a car boc wall - when gristle is running into battle), I die right away. See #1.  I get the near requirement when following, but any interruption along the way, dead.

 

3) the 300 seconds on both the whipping or sex scene isn't working. Sex lasts around 30 seconds, the whipping lasts longer but not 300.

 

4)  the longer the whipping the more the crouched Nora gets pushed further and further away from gristle and Murphy. The convo and sex scene doesn't start.  Maybe extended the npc player interaction distance or force walk to Nora.  

 

Otherwise bro, just only got out of the lucky Day speakeasy, which I keep dying because of distance (immediately run into the recruit Charlie and dad mod which are essential).

 

The player is busy or combat seems to be things I see interrupting the story.  I see problems with violate, sexual harassment, combat stalkers, more enemies, npc travels,  etc 

 

If you added aomething like sexual harassment where the harassment ends when Nora is attacked etc would be a good solution. Restart at next tick.

 

Otherwise bro this is awesome!!!  I cannot state enough how this will be incredibly great once some of the mechanics are smoothed out.

 

Thanks bud.

John

 

 

 

 

Posted
5 hours ago, JB. said:

SetStage _CS_House 67;    [Function] Stop Slave Timer  

 

Use this one. This command is, shall we say, "universal". It will always work no matter what quest you are doing. In the meantime I'm going to see at what point I can increase/stop the timer.

Some folks are running the game time faster that normal, which is very bad, one solution is to use real time for the timers. You just have to let the player know it's real time and not game time. Well, you don't "have to", but a simple mention in the mod descriptions is nice and less work. hehehe

Posted

JB, how dare you do this to my poor overwhelmed nanakochan!!!!

 

I love it.

 

here I thought Nuka Ride couldnt be topped... happily you have proven that wrong. Thank you ^^

Posted
4 minutes ago, MrCruelJohn said:

combat stalkers, more enemies, npc travels, 

Man, but of course these mods are going to disrupt xD That's the first thing I warn on incompatibilities: mods that add random enemies / characters are a big NO for obvious reasons.

 

I could just transport you to the raider base with a "MoveTo" script, but I REALLY wanted to make a mod where you have to walk the wasteland, live the experience of being herded like an animal. Part of the transformation of a character requires living through those experiences in which you realize that you have no other choice, you have lost your freedom.  And of course, that has its costs= you must get rid of those mods that interfere with that experience. 

 

But thanks for naming those mods, I'm going to add those mods to the list of incompatibilities. Check them out if you can. 

Posted
15 minutes ago, izzyknows said:

Some folks are running the game time faster that normal, which is very bad, one solution is to use real time for the timers. You just have to let the player know it's real time and not game time. Well, you don't "have to", but a simple mention in the mod descriptions is nice and less work. hehehe

 

Hmm, that seems to be the case. I honestly thought there would be some who would like to play with the slower, more "real" passage of time, but it didn't occur to me that there would be some who would play with accelerated time.  

 

I will put it among the first warnings. 

Posted (edited)
6 hours ago, JB. said:

SetStage _CS_House 67;    [Function] Stop Slave Timer  

 

Use this one. This command is, shall we say, "universal". It will always work no matter what quest you are doing. In the meantime I'm going to see at what point I can increase/stop the timer.

Needed this to complete the quest after pilling the bodies on the tracks. Either the bot needs to reset the timer on the collar when he checks the corpses or Jared needs to when the bot sends you to report to him, then reset again when he sends you off with the brothers.

 

the only other big issue I had with the play through was the bus stop, first scene went fine the second and third wouldn't advance, kept getting black screen infinite load screen, I suppose as you were switching the players position and pose. That seems to be the problem with those scenes sticking, couldn't really tell with the black screen fade out :( . Other than that it all went really well and I applaud you for a great mod!

 

One suggestion though, at the end you might want to leave an out for those that want to keep the tats but not the brands. The bot doctor could "remove" / heal the brandings but leave it up to the player to get the tats removed in DC. Oh and I didn't get my hair back lol had to slm 14 to add back the hair but no biggy there :) . I was running version 1.0.1 just so you know.

 

I'm also running a couple of mods that alter the start but they didn't seem to bother anything with this even though I was playing both SKK Synthetic player AND A.S.I.A. mods together so I came out of Vault 111 as a ASIA Gen1 synth :)

 

Great work and much appreciated :)

Edited by Oldwolf58
Posted
27 minutes ago, JB. said:

 

Hmm, that seems to be the case. I honestly thought there would be some who would like to play with the slower, more "real" passage of time, but it didn't occur to me that there would be some who would play with accelerated time.  

 

I will put it among the first warnings. 

Most don't, because it will corrupt a save. There are mods that change the timescale without letting the user know. Had one that upped it to 30, while not much would totally pork my save.

Posted (edited)

Thanks, JB., for what I believe is going to be another great mod!

I just read all the posts from page 1 to here and Wow, Spoilers but solved my first issue.

I do want to ask 3 questions,

Do I have to enable survival, or can I play without it? 

Brawl bug fix looks like this in Vortex. Issues?

Following your directions to add Dynamic Patches to CS vortex had me disable NR from DP.    Re-enable afterwards or did I miss the way to fix this?

Thank You!!

 

Commonwealth Slavers   CS for short

CS V 1.0.2

 

 


Vortex 11_8_2022 9_19_00 AM.png

Vortex 11_8_2022 7_56_29 AM.png
 

 

Edited by caveman74
typo
Posted

So I played out the initial walking mission taking care from the very start of the mod to be as defiant as possible with all dialogue and "side" dialogue choices, and Gristle eventually tells Jared at the corvega plant that I've been obedient and don't need a second mark? I worked hard for that shit lol, what gives? Hardly a big deal, as I had created a save before it started so I could just skip to the end and get the rebellious result anyway, but thought you'd wanna know

Posted (edited)
7 hours ago, JB. said:

SetStage _CS_House 67;    [Function] Stop Slave Timer  

 

Use this one. This command is, shall we say, "universal". It will always work no matter what quest you are doing. In the meantime I'm going to see at what point I can increase/stop the timer.

 

Thank you JB!

I do want to make the point the tasks I was doing at the time should not have had timers running. Helping Jared with Minutemen should have at least paused anything else.

Spending time with Big and Little Bomb in the laundromat was another thing I had no control over. Just kill me on tasks I have control over!

 

I was not running fast time. No changes to time scale at all.

 

I really wish Loverslab had a way to endorse mods. I definitely endorse this one and Nuka Ride!

Edited by fred200
Posted

The music plays constantly, and seems maybe one or two tracks at most. I had to lower the volume on it to near imperceptible levels, but that might mean I am missing out on some cues or other intended sound behavior. Will I miss anything if I have the music turned down? 2.5 hours into it, and it really needed a break. lol

Posted (edited)

So i just got into the diamond city secruity office and the dialouge between grisle and the chief wont play? how do i fix? i get the snap to the door thing but other then that nothing happend after the chief insulting my raider

Edited by bluexdog
Clarify
Posted
19 minutes ago, bluexdog said:

So i just got into the diamond city secruity office and the dialouge between grisle and the chief wont play? how do i fix? i get the snap to the door thing but other then that nothing happend after the chief insulting my raider

setstage _cs_dc 130

I had the same issue.

Posted
1 hour ago, ETSubmariner said:

The music plays constantly, and seems maybe one or two tracks at most. I had to lower the volume on it to near imperceptible levels, but that might mean I am missing out on some cues or other intended sound behavior. Will I miss anything if I have the music turned down? 2.5 hours into it, and it really needed a break. lol

Check the MCM to stop the music. 

 

The music tends to get buggy in between saves. 

 

 

58 minutes ago, bluexdog said:

So i just got into the diamond city secruity office and the dialouge between grisle and the chief wont play? how do i fix? i get the snap to the door thing but other then that nothing happend after the chief insulting my raider

I am interested in solving this problem once and for all. What version are you using? 

Posted
2 hours ago, Heinz01 said:

@JB. I wanted to confirm that declan and murphy now give the Horizon healing stuff. Thanks for adding them!

 

  Reveal hidden contents

image.jpeg.7ede29b8cbca40d6b65b3b2f202df667.jpeg

 

As a sidenote: The Corvega Assembly Plant feels a lot more intimidating, when we have to go there with this mod. 

  Reveal hidden contents

image.jpeg.f556141b57ea4d305fed7b5b194f129d.jpeg

 

Come to think of it, there is one more occasion where Jared may or may not inject you with a stimpak. It's during cage fights. Let me know what would be convenient for Horizon players, I think it would be better if you try that quest so you have a better idea. 

 

1 hour ago, erkaderk83 said:

So I played out the initial walking mission taking care from the very start of the mod to be as defiant as possible with all dialogue and "side" dialogue choices, and Gristle eventually tells Jared at the corvega plant that I've been obedient and don't need a second mark? I worked hard for that shit lol, what gives? Hardly a big deal, as I had created a save before it started so I could just skip to the end and get the rebellious result anyway, but thought you'd wanna know

Hmm. The second mark is earned if you disobey Gristle in his second test, when he asks you to call a slave in Lexington.
 

Posted
34 minutes ago, fred200 said:

Laundromat, talk to Big Bomb did not complete. Had to use setstage _cs_Scaver 330.

After that Scaver Quest ran to completion; no problems.

The triggerbox inside the laundry room is perhaps a bit tight in size. I will enlarge it. 

Posted
3 minutes ago, JB. said:

Come to think of it, there is one more occasion where Jared may or may not inject you with a stimpak. It's during cage fights. Let me know what would be convenient for Horizon players, I think it would be better if you try that quest so you have a better idea. 

 

Hmm. The second mark is earned if you disobey Gristle in his second test, when he asks you to call a slave in Lexington.
 

I had the same. Was disobedient the whole time and Gristle still said I was obedient. Was like that in v1.0 AND 1.1

Posted
3 minutes ago, Winchester-1973 said:

I had the same. Was disobedient the whole time and Gristle still said I was obedient. Was like that in v1.0 AND 1.1

Okay, I can see that now. A problem in the conditions. I will fix it for version 1.0.3. 

 

image.png.512ac46f3fd658d3d0678f03d332d553.png

Posted
2 minutes ago, JB. said:

Okay, I can see that now. A problem in the conditions. I will fix it for version 1.0.3. 

 

image.png.512ac46f3fd658d3d0678f03d332d553.png

Thanks for your work!
One question: Will any text change in the upcoming patches? Because I wanted to start translating to German.

Posted
11 minutes ago, Winchester-1973 said:

Thanks for your work!
One question: Will any text change in the upcoming patches? Because I wanted to start translating to German.

No, all changes are scripts only. Maybe I will do new quests when this version become more stable. 

Posted
36 minutes ago, Winchester-1973 said:

I had the same. Was disobedient the whole time and Gristle still said I was obedient. Was like that in v1.0 AND 1.1

An idea: for the initial decision on how obedient the PC, each rebellious or submissive answer could contribute to some score and then the amount of branding marks could reflect that 

 

As an alternative, Dom/Sub score from Sex Attributes could be used for this - so for example, score > 1 could mean PC is rebellious, score < -1 could mean PC is being submissive. Since the mod already updates the Sex Attributes about dialogue choices, it could be easier to use than keeping score like above.

 

Now that I think of it, Dom/sub score could be used to alter how the slavers treat PC, so positive scores yield harsher punishments and perhaps extra humiliation and such,  negative score could mean more leniency, more time to "roam around", etc.

 

 (I do realize this will probably be a hassle to  implement, so apologies for my suggestions!)

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...