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Posted (edited)
2 hours ago, valcon767 said:

just finished 1.8.2 

WHOOOF ..... NICE WORK

 

during entire run i ran into total of 2 bugs.

bug 1 was caused by user error (forgot to turn spectators off).  it was having 4 watchers at first time in Whore Room while Jared had his way with me.

 

bug 2 was was 1 time when training the dog in Whore House pc was in AAF scene but not in animation.  a simple reload fixed that one.  i do occasionally 

get that bug during regular play so it is NOT from CS.

 

about the only thing i can think of that you could possibly add to this now is for Doctor Duff to continue her "experiments" with volunteers after the good ending.

have no clue if you would want to add that or not (or how hard it would even be).

 

THANKS again for a awesome mod.

 

edit begins

upgraded to 1.83 

 

  Reveal hidden contents

 

 


loaded save just before triggering Whore Cage.  new part with Medium at Whore House works. as noted already (elsewhere) Medium can be a client.  after having medium as a client he acts normally right afterwards.  nice spot to go earn some caps if you need them and can't fight.
 

 

 

i have 2 saves right now in Corvega during good ending.  reason is simple in 1 save Ivana is normal, and in second i used Just Business with her<g>.

normal with her is a nice bit of writing.

edit ends

 

 

It's a fantastic idea. I will add Dr. Duff to the Whore House in the True Ending. 

 

You all better keep your saves from before you overloaded the cage. ? It's the latest time you can load before I add my changes to the True Ending finale.

 

This is mine. 

 

image.png.bd26672661961844fc2a28006b7398a7.png

 

 

Edited by JB.
Posted
49 minutes ago, JB. said:

Interestingly, it points to the small asset that I use. (The chains that surround the foot when your character hangs upside down come from "Slave 100 poses"). But that is not the origin of the problem, rather it seems that the cause is the sum of several factors between:

 

vermillionfrost
MODMoreGirlyAnimation

And finally it also points to your skeleton (I use ZaZ Extended Skeleton).

That's weird. I'm using Fusion Girl but I'll see if disabling the other two fixes the crash.

Posted
15 minutes ago, AAAA76 said:

That's weird. I'm using Fusion Girl but I'll see if disabling the other two fixes the crash.

I have a feeling your problem going to be the girly animation thingy.

Posted

Bug Report - The Pit

 

This mission still isn't completing (see screenie). It looks like the dialogue is out of sequence as when you hand it in to Lindstrom he repeats the same lines from the previous mission (The Threat). He does give the following mission correctly though and the pc gets the xp

 

Spoiler

ScreenShot89.jpg.7852b4fddd8ed297e7f653329b066bf4.jpg

 

Posted

For some reason im stuck on the Truce quest as i cant give the raider the fusion core and no animation would play idk why maybe since i have all the requirementes 

Posted
2 hours ago, JB. said:

No, the new version works fine with Slavers.

That's odd because just yesterday for me the threesome with the Bombs in the Weapon quest didn't start with AAF 1.7.1. The PC just gets stuck there in between the two without being able to move or interact with anything. Even setstage-ing didn't work. So, I reverted to 1.6.6 and everything went smoothly.

Posted
10 minutes ago, ckworth said:

That's odd because just yesterday for me the threesome with the Bombs in the Weapon quest didn't start with AAF 1.7.1. The PC just gets stuck there in between the two without being able to move or interact with anything. Even setstage-ing didn't work. So, I reverted to 1.6.6 and everything went smoothly.

Oh! I have not tested extensively. So we will have to wait for Ego to update AAF. I'll try to see if I can fix it myself. 

Posted (edited)
51 minutes ago, Slorm said:

Bug Report - The Pit

 

This mission still isn't completing (see screenie). It looks like the dialogue is out of sequence as when you hand it in to Lindstrom he repeats the same lines from the previous mission (The Threat). He does give the following mission correctly though and the pc gets the xp

 

  Hide contents

 

 

 

 

The pit has a few variants upon completion. Maybe you did something that the mod doesn't expect.

Did you win or lose the fight against the Super Mutant?
Did you play with the amputator installed?
Do you have amputated arms?

 

 

Edit: found the reason. "The Threat "is still in State "Running" if Lindstrom punishes you for asking the Minutemen for help.


Ok, I'll correct it in the next update.

 

SetStage _CS_House 926 should end "The Pit". But I think this command should be entered when you want to report to Lindstrom. That is, before starting a new quest.

Edited by JB.
Posted (edited)
2 hours ago, osculim said:

I have a feeling your problem going to be the girly animation thingy.

I disabled that mod and, curiously, it crashed but took longer to crash than before. Here's my log but I'll see if disabling Vermillion Frost too works.
Edit: That didn't fix the crash either

crash-2023-07-25-20-29-46.log

Edited by AAAA76
Posted
12 minutes ago, JB. said:

 

 

The pit has a few variants upon completion. Maybe you did something that the mod doesn't expect.

Did you win or lose the fight against the Super Mutant?
Did you play with the amputator installed?
Do you have amputated arms?

 

 

Edit: found the reason. "The Threat "is still in State "Running" if Lindstrom punishes you for asking the Minutemen for help.


Ok, I'll correct it in the next update.

 

SetStage _CS_House 926 should end "The Pit". But I think this command should be entered when you want to report to Lindstrom. That is, before starting a new quest.

 

Might be a bit more to it as I just had the same with the Porn Studio. But what's really strange, in both cases I reloaded just outside the whorehouse and the second time both missions then completed correctly.

 

I wasn't punished by Lindstrom as I haven't spoken to the Minutemen

Posted (edited)

@JB.

 

It just happened again on the Scientist, reload and it works, but I think I've found the root cause.

 

I checked the status of _cs_threat and it's showing as running at stage 600, so I'll set it to 1000 which should finish it off cleanly.

 

I'm done for now (it's late here) so I'll carry on tomorrow

Edited by Slorm
Posted
9 minutes ago, Slorm said:

@JB.

 

It just happened again on the Scientist, reload and it works, but I think I've found the root cause.

 

I checked the status of _cs_threat and it's showing as running at stage 600, so I'll set it to 1000 which should finish it off cleanly.

 

I'm done for now (it's late here) so I'll carry on tomorrow

I see, thank you very much. This bug is very hidden.

 

When you are due to report to Lindstrom, the quest runs a 100 second timer that will set the stage to 600 (Minutemen spawn if you are far from the Whore House, but won't spawn if you are near the WH).

 

But now I'm understanding that, even if the quest ends, the timer keeps running!

 

So when you're doing another quest, without realizing it, The Threat goes from stage 0 to stage 600! And that ends up screwing up all the rest in chain effect.

 

Thanks, I'll have it corrected.

Posted

@osculim

 

Is this the usal Junkie Idle? I haven't played that route in a while and I'm putting it back together.

 

Photo229.png.4e7ca7c6eadbb2dc94c63babf14c9178.png

 

 

Posted

forgot to mention in last post i did this run with amputation available, but did not get amputated.

in last test run i did get amputated and everything worked fine as far as i could tell, but that was back on 1.71B

 

made a suggestion JB liked :) leading to 

decisions  decisions ..

roll back to prior to starting the ending quest and delay starting the ending

or do i just play around knowing i will have to roll back later.

 

hmm..

think i gonna roll back now and delay starting the ending ( i can go build in Sanctuary while do free roaming in meantime).

at least doing it this way Sanctuary will b e ready for the influx when it hits (probably get about 4-8 settlers in short order when it hits and nothing built for them).

 

anyway this mod is really good.

 

Posted

Reaching the final version. 

 

1.9.0

 

Photo233.png.575c843918824fd019173acb25bbcab5.png

 

 

 

  • It is advisable to load a save before winning "The Harvestress", because there are changes. ?
  • In the True Ending, Dr. Duff returns to Lexington and you will find her in the Whore House. This scenario is only available if you have activated the beast content in the MCM.
  • She will propose you to work for her, but with pay. The missions are the same, the dialogues slightly changed.

 

  • Spoiler

    Capturadepantalla2023-07-2522_29_22.png.34862e7b0fcf05738162f17ca4a252b0.png

  • 400 caps if you are not a Junkie. 200 caps + 3 slavers jet if you are a Junkie.
  • Instead of Gristle, Medium Sized will act as a guardian in this mission.  
  • I'm pretty sure I already corrected the idle of the Slavers Jet. 
  • Raised the Slavers Jet value. 
  • Various adjustments thanks to the bugs reports. 

 

 

Spoiler

Capturadepantalla2023-07-2523_25_10.png.80dd0a0635379435822c40f5da23e6db.png

 

 


Updated youtube playlist with all the songs

 

 

 

Posted

Mmmhmm I'm sure my character can also get distracted/abducted distrabducted? abductracted? yeah abductracted along the way, just before hitting the switch. Nora can leave the slave life, but the slave life will never leave Nora. At least not while she is roaming around the commonwealth.

I hear there have been lots of Super Mutants sightings roaming around, more than normal, its almost like they are growing in number somehow. Huh I don't remember that safe being outside Vault 111, maybe it was always there but I never noticed it when Murphy and Gristle grabbed me after leaving the vault, I'm sure its perfectly fine to leave my stuff in there.

Posted

I always forget to mention but:

 

Ivana
Murphy
Pike
And Bellamy (the name of the random Hound during The Scientist)

are references to Slaverun. It was the first story mod I played and I liked it so much that I decided to play it with "story mode" enabled (lots of dialogue).

 

I was about to include another silly reference. In Slaverun, Bellamy says something so stupid that he made me laugh.

 

"We're going to have a great time with you, slave. Well, at least our cocks are going to have a great time."

 

But it was so stupid that I decided to remove it. Murphy was going to say it if you decided to obey Gristle at the first stop, after being captured.

Posted
1 hour ago, JB. said:

Reaching the final version. 

 

1.9.0

 

Photo233.png.575c843918824fd019173acb25bbcab5.png

 

 

 

  • It is advisable to load a save before winning "The Harvestress", because there are changes. ?
  • In the True Ending, Dr. Duff returns to Lexington and you will find her in the Whore House. This scenario is only available if you have activated the beast content in the MCM.
  • She will propose you to work for her, but with pay. The missions are the same, the dialogues slightly changed.

 

  •   Reveal hidden contents

    Capturadepantalla2023-07-2522_29_22.png.34862e7b0fcf05738162f17ca4a252b0.png

  • 400 caps if you are not a Junkie. 200 caps + 3 slavers jet if you are a Junkie.
  • Instead of Gristle, Medium Sized will act as a guardian in this mission.  
  • I'm pretty sure I already corrected the idle of the Slavers Jet. 
  • Raised the Slavers Jet value. 
  • Various adjustments thanks to the bugs reports. 

 

 

  Hide contents

Capturadepantalla2023-07-2523_25_10.png.80dd0a0635379435822c40f5da23e6db.png

 

 


Updated youtube playlist with all the songs

 

 

 

Always great to wake up to a new version. Going to have alot of fun as always :)

Posted

I finished this mod to the good end with ver 1.8.2.  I just downloaded ver 1.9.1. As you described here, is Dr. Duff the only reason to replay the mod ending with the new version?   In the ending I reached, I can interact with medium bomb in the whore house.  So does 1.9.1 add Dr. Duff to the whore house at the end, too?  Here's a thought ... if Dr. Duff is re-introduced, maybe the dog you trained with in the whore house can be re-introduced, too?  Seems like a good fit?

 

If I wanted to re-do the ending, should I wait for further updates, or is 1.9.1 the last?

 

Can I ask whether there will be any further interaction with Murphy after the ending?  Maybe he could show up back at the whore house at some point?

 

Posted (edited)

Couple of small things I noticed but they may simply be side effects of jumping straight to Part 2 in the Cheats

 

1/ I'm certain this is due to the cheat, so not worth correcting if that is the cause. I had Orientation set to 8 so in a normal start the collar will let me wear clothes, using the cheat the collar says I do not have permission (even though Orientation had fallen further.

 

2/ This one I'm not so sure of. I was on my way to Sanctuary in the Scientist quest and when passing the Drumlin Diner could hear the Wolfgang and Trudy dialogue start potentially starting that mission if you got too close. Concord was correct (just raiders hanging out but no Garvey). If it's just the cheat then not worth correcting but maybe not a good thing to start game side missions when playing the mod properly.

 

Thanks for the update, just grabbing it now :classic_smile:

Edited by Slorm
Posted (edited)
18 minutes ago, Slorm said:

2/ This one I'm not so sure of. I was on my way to Sanctuary in the Scientist quest and when passing the Drumlin Diner could hear the Wolfgang and Trudy dialogue start potentially starting that mission if you got too close. Concord was correct (just raiders hanging out but no Garvey). If it's just the cheat then not worth correcting but maybe not a good thing to start game side missions when playing the mod properly.

 

The Drumlin diner quest "Order Up" being available is intended, as well as some small dialogue changes when you are enslaved, also as long as you either help Wolfgang get his money or kill Trudy he will sell you Slavers Jet. (As long as he is alive he will be the best source of the chem after you finish the Commonwealth Slavers)

Edited by Evelynith
Posted (edited)
1 hour ago, robert.marquis said:

I finished this mod to the good end with ver 1.8.2.  I just downloaded ver 1.9.1. As you described here, is Dr. Duff the only reason to replay the mod ending with the new version?   In the ending I reached, I can interact with medium bomb in the whore house.  So does 1.9.1 add Dr. Duff to the whore house at the end, too?  Here's a thought ... if Dr. Duff is re-introduced, maybe the dog you trained with in the whore house can be re-introduced, too?  Seems like a good fit?

 

If I wanted to re-do the ending, should I wait for further updates, or is 1.9.1 the last?

 

Can I ask whether there will be any further interaction with Murphy after the ending?  Maybe he could show up back at the whore house at some point?

 

You will need a save before overloading the whore cage and yes dr duff is back and you can whore yourself out in the whorehouse for cash think of it as a nice player home. Also you will need to upgrade anyway because you will not be able to play the main vanilla quest if you don't preston will be missing if you don't. So upgrade and load a save before overloading the cage.

Edited by osculim
Posted
1 minute ago, robert.marquis said:

I finished this mod to the good end with ver 1.8.2.  I just downloaded ver 1.9.1. As you described here, is Dr. Duff the only reason to replay the mod ending with the new version?   In the ending I reached, I can interact with medium bomb in the whore house.  So does 1.9.1 add Dr. Duff to the whore house at the end, too?  Here's a thought ... if Dr. Duff is re-introduced, maybe the dog you trained with in the whore house can be re-introduced, too?  Seems like a good fit?

 

If I wanted to re-do the ending, should I wait for further updates, or is 1.9.1 the last?

 

Can I ask whether there will be any further interaction with Murphy after the ending?  Maybe he could show up back at the whore house at some point?

 

 

I completely forgot about Murphy! It's that I always kill him.

 

I forgot to include Rose's silver locket in the grave too. Right now everyone who won has the "Revolution" perk, but without the locket it's useless. So I'll include a silver locket at the foot of the grave.


The final version is 2.0.0, which is what I will upload to Loverslab. I do not recommend playing seriously with a mod in the testing phase. As you can see, I am requiring to go back several saves in order to have everything in order. And that's not to mention that I could have screwed up one of your saves forever.

 

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