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Posted
16 minutes ago, osculim said:

I think you meant to post this on the NK forums but I will answer. JB once said you might be treated like a mindless bimbo does not mean you are one. And who knows at some point you might even get to use all that gear during NK. As for paths so far there is the vanilla route and the non vanilla route. And then you can be submissive or rebellious. JB will be changing things up in future updates tho by adding a young girl path. It is in his sig on any of his posts. Personally thats the path I am waiting for. I will be leaning heavily into the bimbo route when he is done with that. I think that would fit perfectly. But yeah don't expect that to happen tomorrow. JB is finishing up CS and then going to take a break the dude needs one. 

shit. i did mean to post this in the other thread, didnt even notice. do i delete it? btw is this mod or the Nuka Ride the one that makes all NPCs non hostile when i am in the commonwealth?

Posted
44 minutes ago, migueltorga said:

. also wondering if at some point id be able to just pull out a gun and kick ass, already getting to the point where i could clear out Nuka World the vanila way  

Honestly I don't think I would add gun fights in Nuka Ride except for very sporadic moments as it's not the style of the mod. For that better play the DLC which is better balanced.

Posted
9 minutes ago, JB. said:

1.9.9

 

More adjustments after my general testing.

 

  • During "The Threat", Medium Sized is easily defeated by the Minutemen. Now he will momentarily have a perk that makes him take very minimal damage.
  • I fixed the Synth that sat in Jared's cell. 
  • During "The Pit", the molerats don't attack you because of a mistake I made in the factions. 
  • I am seriously considering disabling VATS during The Pit. I've been using it the whole time and ended up out of the cage when figting the fly. 
  • I added a cheat in the Music/Sound section to stop the heartbeat sound, in case the sound ends bugged. It is actually solved it by reloading the save but better to have the help there.
  • Added to the MCM an option to teleport Big Bomb close to you, if you are Junkie and you get a craving attack during his walk, this cheat will be useful. (Same with Gristle).
  • It is especially annoying on "The Pit" trip (round trip) when the Bomb brothers stop to say one of their generic lines. From now on they will keep saying their generic lines but won't stop walking.
  • The last quest is "The Scientist". When you finish it, and if you ask for more new missions, Lindstrom should tell you something like this:

  Reveal hidden contents

Capturadepantalla2023-07-3022_17_24.png.b3aa32cab4cc5746e162c8b6b7665ff7.png

  • By mistake, he would skip this and give you a random quest. This was potentially dangerous, since he could give you quests impossible for a double-amputee to do.

  • Fixed an annoying bug where Gristle would ignore you in Diamond City when lying on a house. As I suspected, he is on alert due to a dangerous enemy that I have disabled in order to finally talk to him. ?

  Reveal hidden contents

Photo259.png.000a82806c2e4585c19b005977222f89.png

  • Various small fixes. Various tweaks. Re-made the valley precombines.
  • Now I only have to test the set of three missions of the True Ending.
  • I plan to upload version 2.0.0 once the new version of AAF is available for download.

well done my dude. bethesda would do well in hiring you. maybe it would get TES VI and Fallout 5 move along faster

Posted
1 minute ago, JB. said:

Honestly I don't think I would add gun fights in Nuka Ride except for very sporadic moments as it's not the style of the mod. For that better play the DLC which is better balanced.

Dunno man, i think it would fit well with the game, it would be like a trowback to fallout 2

Posted
7 hours ago, JB. said:

@Kalamaki22 

You have to share one day your mod list, I want to keep an eye on it. Some buffout log will do. You have the same symptom of another user and that is that your dialogs are interrupted, which causes jams. 

 

Since my mods are 99% dialog based I would like to know which mod is screwing up the natural flow of conversations. 

Hi JB

 

Last crash log, this was after the fight with Dwayne, him killing the doc and then talking before going down to the facility.  Strange thing is I haven't had a crash for days, until I restarted CS, NR I had th eone issue with the OB and him not moving, but your suggestion of waiting an hour fixed that.  Should say I use more enermies but that is switched off, only put that on once I have finished your quests.  I hope it helps.

crash-2023-07-30-18-59-38.log

Posted
20 minutes ago, migueltorga said:

Dunno man, i think it would fit well with the game, it would be like a trowback to fallout 2

I personally thing JB's approach of not having combat/gun fights works well, it allows any type of character and any type of mod list to go through his quests of either Commonwealth slavers or Nuka Ride. Since JB can not know what everyone has installed, he might balance the fight in a way which works for him, but becomes impossible for others. An example I can give is in "The Fighter" quest where I have to fight another slave. 9 times out of 10 I will lose unless I pump as many chems into my body before hand and use jet to slow time down. Due to the mods I have installed, combat for me is HYPER deadly, I also build Nora as a Lawyer ( High charisma, High Intellagence, Low everything else.) she can barely beat a bloatfly with out losing 75% of her health.

Posted
7 hours ago, JB. said:

That's right, and that Quest Completed sign is not because of me. It's vanilla behavior. Like when you win a quest and you have the pibpoy open. The sign doesn't disappear until you exit the pillory. 

 

It's like when an NPC enters a door and the door is unavailable for a few seconds. I've been amazed when people report it to me (in Nuka Ride) like it's my thing. 

And thanks for this, I am using 1.9.8 and Medium Bomb can be more than a pain getting around and also following as it just randomly stops or goes too high.  Understand why it is what it is, more so with the original ending when it discovers it isn't related to the other bombs, but it can be a little frustrating.

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

1.9.9

 

More adjustments after my general testing.

 

  • During "The Threat", Medium Sized is easily defeated by the Minutemen. Now he will momentarily have a perk that makes him take very minimal damage.
  • I fixed the Synth that sat in Jared's cell. 
  • During "The Pit", the molerats don't attack you because of a mistake I made in the factions. 
  • I am seriously considering disabling VATS during The Pit. I've been using it the whole time and ended up out of the cage when figting the fly. 
  • I added a cheat in the Music/Sound section to stop the heartbeat sound, in case the sound ends bugged. It is actually solved it by reloading the save but better to have the help there.
  • Added to the MCM an option to teleport Big Bomb close to you, if you are Junkie and you get a craving attack during his walk, this cheat will be useful. (Same with Gristle).
  • It is especially annoying on "The Pit" trip (round trip) when the Bomb brothers stop to say one of their generic lines. From now on they will keep saying their generic lines but won't stop walking.
  • The last quest is "The Scientist". When you finish it, and if you ask for more new missions, Lindstrom should tell you something like this:

  Hide contents

Capturadepantalla2023-07-3022_17_24.png.b3aa32cab4cc5746e162c8b6b7665ff7.png

  • By mistake, he would skip this and give you a random quest. This was potentially dangerous, since he could give you quests impossible for a double-amputee to do.

  • Fixed an annoying bug where Gristle would ignore you in Diamond City when lying on a house. As I suspected, he is on alert due to a dangerous enemy that I have disabled in order to finally talk to him. ?

  Hide contents

Photo259.png.000a82806c2e4585c19b005977222f89.png

  • Various small fixes. Various tweaks. Re-made the valley precombines.
  • Now I only have to test the set of three missions of the True Ending.
  • I plan to upload version 2.0.0 once the new version of AAF is available for download.

Just a small thing not a bug really but during your talk with Gristle in the whorehouse before going to corvega at the end the two blue doors are closed blocking the view of the conversation. Moving the camera a tiny bit forward should solve that.

 

NVM I see you removed the doors in the latest version all good. One thing tho not sure if its intentional. When you go back with medium to get teleported to the whore house some of the doors inside the lab is closed and locked.

Edited by osculim
Posted

I finished CS, waited a couple of minutes for medium bomb tourn up and he didn't, so teleported him to me, I looked around and couldn't see him so the cheat worked a treat.  Had two more crashes, once in Corvega, but a reload fixed that and then after I had finished and was apporaching starlight; I have attached that one too, in case it is of use.

crash-2023-07-31-05-33-50.log

Posted

Hi JB

 

I went back over the files and wondered could it be a clash with project Mojave?  I only reinstalled that as I had finished NR and then thought, why not go back to finish CS, are the sound files conflicting in some way?  Going to remove the mod and then carry on with the revised play through and see.

Posted
1 hour ago, Kalamaki22 said:

Hi JB

 

I went back over the files and wondered could it be a clash with project Mojave?  I only reinstalled that as I had finished NR and then thought, why not go back to finish CS, are the sound files conflicting in some way?  Going to remove the mod and then carry on with the revised play through and see.

Project mojave is a huge project and can most surely interfere

Posted
23 minutes ago, osculim said:

Project mojave is a huge project and can most surely interfere

I can't be a coincidence can it.  Sad but hey, slavers gives me so much more.  At work now, so will run through this evening and come back.

 

Forgot to add, the texture issue I was having in the whore house has gone, ceiling was perfect, although everything was burning nearby.  Will go and see medium bomb and have a look later.

Posted
10 hours ago, JB. said:

Within seconds of entering the studio, AAF runs a scene between two actors The scene takes place on a round table and as far as I know, UAP always throws an error because that animation is not available in that patch (I don't use UAP, I use the Indarello patch, which I personally find more up-to-date, along with Leito Patch from Tentacus ).

 

If I use the Indarello  and Leito patches should I remove UAP, or will just having the Indarello patch loaded after UAP suffice?  I don't know if deleting UAP will effect other mods.

Posted
7 minutes ago, robert.marquis said:

If I use the Indarello  and Leito patches should I remove UAP, or will just having the Indarello patch loaded after UAP suffice?  I don't know if deleting UAP will effect other mods.

Only use one or the other. Since JB uses Indarello I would recommend it for CS. UAP does however have a bunch of stuff included you don't have to go download seperately. If you go with UAP. Just make sure not to tick the leito box when installing. Install the leito animations and the leito stage fix. Then install uap with the leito box unticked. It will still overwrite but that is fine its not changing the animation just adding other stuff. That way it will also work perfectly. 

Posted
25 minutes ago, osculim said:

Only use one or the other. Since JB uses Indarello I would recommend it for CS. UAP does however have a bunch of stuff included you don't have to go download seperately. If you go with UAP. Just make sure not to tick the leito box when installing. Install the leito animations and the leito stage fix. Then install uap with the leito box unticked. It will still overwrite but that is fine its not changing the animation just adding other stuff. That way it will also work perfectly. 

Thank you for the explanation.  Since I am primarily playing CS and Nuka Ride right now, I will go ahead and remove UAP.  If I switch to something else, I can always load it back.  But if I do that, should I remove Indarello before going back to UAP?  You seem to indicate they don't go together.

 

By the way, you've helped me on several occasions now, and it is appreciated.  Thanks again.

Posted
14 minutes ago, robert.marquis said:

Thank you for the explanation.  Since I am primarily playing CS and Nuka Ride right now, I will go ahead and remove UAP.  If I switch to something else, I can always load it back.  But if I do that, should I remove Indarello before going back to UAP?  You seem to indicate they don't go together.

 

By the way, you've helped me on several occasions now, and it is appreciated.  Thanks again.

Depends personally I like UAP because it got all those mods you don't have to go download. But some prefer Indarello. Its a matter of taste. With CS there is some problems if you use UAP with leito. Thats why I personally have that unticked and using the stagefix and UAP. I have other stuff that require UAP. So I cannot get rid of it. Have at least one installed tho.

Posted (edited)

Alright, @JB. I played through all the content (current LL version) and since my FO4 is currently in such a sorry state I am done playing for a while but I just want to say again how impressed I am with the mod. It's really memorable and enjoyable and works well on both comedic and dramatic levels. The addiction stuff in particular is just stellar.

 

I have a suggestion. You should include an optional patch in the next update for Hardship compatibility that makes the roaming civillians line "We don't want any raider slaves around here, bla bla" to not appear when Beggar Whore mode is active. This allows the player to use Hardship prostitution and begging when allowed to free roam, also makes guard encounters and robberies from hardship MUCH more dangerous since you could lose all Jared's caps. It also allowed me to sell stuff at Bunker Hill (but not DC) which I personally didn't mind one bit ;)  I think using Hardship this way meshes well with the mod as long as you set your history as "already a prostitute" and your attractiveness to "ugly".

 

Another thing for Roleplaying. The sissy wigs from Hardship work for female players too, so I added it with console and RPd that she found it while roaming and can wear it to feel less freakish. :D 

 

image.png.f51bbfd1915cd0f7452d9ca448da36c8.png

Edited by Tentacus
Posted

I had a problem recently that is more of a timing issue than an actual bug.  I was on one of those missions where I had to keep close to the person I was following or the collar would explode.  As an addict, I was forced to take some slavers jet.  That forced action kept me from following Gristle close enough and I was killed by the collar.  (I can't believe I'm the only one who had this happen, just the first to report it?  I feel like I'm whining about something insignificant, but it did cost me about 30 mins!  What ... no sympathy?)  Would it be possible to allow a bit more time before the collar blows to account for these instances?

 

I know an easy fix is just to toggle god mode (~TGM), but I'm hoping that it's not too much trouble to increase the timer.  Please?

Posted
4 minutes ago, robert.marquis said:

If I use the Indarello  and Leito patches should I remove UAP, or will just having the Indarello patch loaded after UAP suffice?  I don't know if deleting UAP will effect other mods.

I recommend you disable UAP. Less redundant animations to load every time you load a save. 

 

Both patches handle the same tags, which for practical purposes means that your mods won't notice the difference. 

 

For the Indarello patch you have to download the creature resources, it seems that UAP already includes that by default.

 

Officially, I recommend UAP because it has the best community support (forum, discord), but unofficially, I suggest Indarello's patch for anyone who has a better understanding of AAF and is willing to swallow Indarello's, uh, picturesque manners.  

Posted (edited)
11 minutes ago, Kalamaki22 said:

Hi JB

 

Well I removed Project Mojave and that did not fix the issue in fact the game just crashes, 2 different saves both crashed and both are attached.  Could it be keeping the castration is causing the issue?

crash-2023-07-31-16-14-16.log 35.06 kB · 0 downloads crash-2023-07-31-16-15-48.log 36.19 kB · 1 download


The first thing you have to understand is that it doesn't always work by uninstalling a mod. Take mine as an instance. I disable Preston and Charon, right? And only at the end of the mod I enable them back. What happens if you uninstall my mod in the middle of the story? Preston and Charon will remain disabled forever. 

 

And then another mod or even the game itself wants to use Preston for something, but can't find him and boom, CTD in the worst case. 

 

This is a basic example. Imagine the thing at the scripting level. 

 

So, really, the answer is not always to uninstall mods. 


As for your CTD, it doesn't seem to be anyone's fault. Neither Mojave's nor mine. Is the same case I commented with another user. You have the same errors. 

 

Here

 

 

Edited by JB.
Posted (edited)
50 minutes ago, Tentacus said:

Alright, @JB. I played through all the content (current LL version) and since my FO4 is currently in such a sorry state I am done playing for a while but I just want to say again how impressed I am with the mod. It's really memorable and enjoyable and works well on both comedic and dramatic levels. The addiction stuff in particular is just stellar.

 

I have a suggestion. You should include an optional patch in the next update for Hardship compatibility that makes the roaming civillians line "We don't want any raider slaves around here, bla bla" to not appear when Beggar Whore mode is active. This allows the player to use Hardship prostitution and begging when allowed to free roam, also makes guard encounters and robberies from hardship MUCH more dangerous since you could lose all Jared's caps. It also allowed me to sell stuff at Bunker Hill (but not DC) which I personally didn't mind one bit ;)  I think using Hardship this way meshes well with the mod as long as you set your history as "already a prostitute" and your attractiveness to "ugly".

 

Another thing for Roleplaying. The sissy wigs from Hardship work for female players too, so I added it with console and RPd that she found it while roaming and can wear it to feel less freakish. :D 

 

image.png.f51bbfd1915cd0f7452d9ca448da36c8.png

Oh, that sounds great. I really like the idea. I could put the wig in the locker at the police station if the user has Hardship installed.  Thanks for your comments hehe. I had fun writing those Junkie dialogues. ?

Edited by JB.
Posted
23 minutes ago, robert.marquis said:

I had a problem recently that is more of a timing issue than an actual bug.  I was on one of those missions where I had to keep close to the person I was following or the collar would explode.  As an addict, I was forced to take some slavers jet.  That forced action kept me from following Gristle close enough and I was killed by the collar.  (I can't believe I'm the only one who had this happen, just the first to report it?  I feel like I'm whining about something insignificant, but it did cost me about 30 mins!  What ... no sympathy?)  Would it be possible to allow a bit more time before the collar blows to account for these instances?

 

I know an easy fix is just to toggle god mode (~TGM), but I'm hoping that it's not too much trouble to increase the timer.  Please?

Maybe I will put a message box the first time you have a craving attack. 

 

Use the cheat mode to transport Gristle/Murphy/BigBom to you.

Posted
23 minutes ago, JB. said:


The first thing you have to understand is that it doesn't always work by uninstalling a mod. Take mine as an instance. I disable Preston and Charon, right? And only at the end of the mod I enable them back. What happens if you uninstall my mod in the middle of the story? Preston and Charon will remain disabled forever. 

 

And then another mod or even the game itself wants to use Preston for something, but can't find him and boom, CTD in the worst case. 

 

This is a basic example. Imagine the thing at the scripting level. 

 

So, really, the answer is not always to uninstall mods. 


As for your CTD, it doesn't seem to be anyone's fault. Neither Mojave's nor mine. Is the same case I commented with another user. You have the same errors. 

 

Here

 

 

That is a basic rule with any of the bethesda games never remove esps mid playthrough. Especially a mod with such a large scope as PM. It bakes itself into your saves and it will crash that is a given. Chances are if he started a new game from scratch without it installed chances are it will run fine. I would love to see his full load order tho both sides plugins and install side.

Posted
35 minutes ago, JB. said:


The first thing you have to understand is that it doesn't always work by uninstalling a mod. Take mine as an instance. I disable Preston and Charon, right? And only at the end of the mod I enable them back. What happens if you uninstall my mod in the middle of the story? Preston and Charon will remain disabled forever. 

 

And then another mod or even the game itself wants to use Preston for something, but can't find him and boom, CTD in the worst case. 

 

This is a basic example. Imagine the thing at the scripting level. 

 

So, really, the answer is not always to uninstall mods. 


As for your CTD, it doesn't seem to be anyone's fault. Neither Mojave's nor mine. Is the same case I commented with another user. You have the same errors. 

 

Here

 

 

Hi JB

 

Thanks tried that link and following the instructions and although I have the file I don't have the registry as I am using windows 11.  Did wonder if it was the castration being made permanent and all was good for awhile ran really nicely, until I reloaded.  I wasn't having a problem with the play through before, I switched back so going to go back to that and see.

 

Unsure why it started crashing so much, but everything was stable until I came back to CS just to try the good end, sorry to be a pain.

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