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Commonwealth Slavers


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Posted

Ok, finished the mod, Superb job as ever JB, loved every minute of it!.

 

There was an issue with Medium Sized Bomb during the Scaver quest. When we were going to the ambush site, Medium Sized Bomb kept going back to Lexington. I had to use moveto player to turn in the body piling stage. Other than that didn't have any issue. 

Posted
On 11/7/2022 at 12:03 PM, JB. said:

So my most practical solution right now is to use the keyword AAF_ActorBusy and put it on actors in certain scenes or during certain quests, but wouldn't that be blocking them from participating in AAF scenes? 

 

I don't think it will work for me anyway. It blocks actors. Suppose my actors walk you through a raider camp on the way to a place, "Harassment" will select any raider from that camp and start harassing you and put devious devices... I need to talk to Twisted to see how I can block his mod. 

 

Right now my mod blocks: 


Violate (during slave fights).
C. Captives (for the entire duration of the mod)
Raider Pet (same, for the entire duration of the mod)

 

Got it, I misunderstood what you were trying for there and thought you wanted a way to exclude specific actors. Since it seems like it's just approaches which need to be disabled, you could do a soft check for the plugin and then see if the global which controls approaches is on or off and switch it or pop up a warning or something. It's still not a great solution since the player could just turn it back on again in MCM, but it's the only thing I can come up with. I've got some similar code for toggling a few of SH's other globals if you want.

Posted
13 minutes ago, redheadkitsune said:

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!)

 

if you start new game and start with dom (sa mod ) this mod decrease your dom to comlete sub and then after finish if you have (sh mod ) you will be more good to aprocher with baaad carma ))) soo for new game this mod perfect ) more aproach more sex more reputation more aproach -bimbo serum collar and you almost slave again ( mcm tweak).

Posted

3 quick things:

 

1 - Big thanks to whoever divined the Real Handcuffs DD compatibility .esp issue; figured I had something set up wrong when I would see the tattered rags being equipped and less than a second later being unequipped!

 

2 - If anyone has issues setting up the classic holstered weapons system mod due to the presence of an additional skeleton, the guide for the mod shows the correct example settings as:

 

"AdditionalSkeleton_example1=meshes\actors\coolExampleSkeleton1\skeleton.nif"

 

I was tearing my hair out till I saw a post that pointed out that it just needs the data folder pasted in front, like so:

 "AdditionalSkeleton_example1=data\meshes\actors\coolExampleSkeleton1\skeleton.nif"

 

The mod's old and maybe everyone else besides me knew that already lol, but in case anyone's running into the same issue, there you go

 

3 - This mod is wonderful so far. Takes that excellent Gage segment from Nuka Ride and just magnifies it x100!

Posted (edited)

Your recent update took care of that  problem after leaving the basement, and havent had any bugs so far. Again cannot express enough how good your mods are JB. 

Have you considered making something for Skyrim at any point?

 

ps-At any point= after NR is done(so basically soon tm) :P

Edited by wHOaMiEH
Posted

Lovely mod so far, thanks again JB. I'm slightly stuck on The Pet, the part after you collect the drug making materials, I've returned to the whorehouse and spoken to Lindstrom, who tells me to take the matierals to the chem workbench and add something he is supposed to give me, however he doesn't give me anything the the chem workbench is still set to fry Nora's lovely arse. Going back to Lindstrom just repeats the same convo.

Posted

This is not a useful bug report; just an observation.

I had seven jobs done, three to go.

I chose the bus station job. Rebellious all the way.

At the completion, I showed three jobs done.

I was rolled all the way back to working the whorehouse, then fight.

That was too much for me to do again, so I went back to a save where I showed 7 jobs done.

Picked DC next.

Got through DC, but it needs work to be replayable. Used setstage - a lot - in security office.

And on replay - it would be great to skip a lot of the setup scenes.

Posted
11 hours ago, JB. said:

Thank you for the report. About the painted nails, consider reinstalling Captive Tattoos and choose your body type in the fomod (CBBE/FG) because the nails on the hand need a different texture depending on the body you have. 

 

I'm considering going back to ghouls disabled at that time. At the moment you're the first one it happens to, but it's a very likely scenario of them entering the scene and disrupting everything.

 

Thanks!

 

Regarding painted nails, it seems I had Captive Tattoos installed for CBBE while I have Fusion Girl installed

Posted

So, there I was.... innocently in Diamond City, and I took a job at the Science Center because, well.. SCIENCE!

 

well, invisible Snoopy... and then the woman wouldnt pay me!!!

 

I had to make caps the old fashioned way by winking at security and twisting their rubber arms...

Posted (edited)
5 minutes ago, rkd13a said:

So, there I was.... innocently in Diamond City, and I took a job at the Science Center because, well.. SCIENCE!

 

well, invisible Snoopy... and then the woman wouldnt pay me!!!

 

I had to make caps the old fashioned way by winking at security and twisting their rubber arms...

Was that in version 1.0.0., 1.01 or 1.0.2?

I had the same issue in version 1.0.0.

Edited by Winchester-1973
Posted
2 minutes ago, rkd13a said:

So, there I was.... innocently in Diamond City, and I took a job at the Science Center because, well.. SCIENCE!

 

well, invisible Snoopy... and then the woman wouldnt pay me!!!

 

I had to make caps the old fashioned way by winking at security and twisting their rubber arms...

I'm dumb. Snoopy is disabled and just enabled after "The Scaver" quest, making him invisible right now. ?‍♂️

 

I'll fix it for 1.03.

 

1 hour ago, fred200 said:

This is not a useful bug report; just an observation.

I had seven jobs done, three to go.

I chose the bus station job. Rebellious all the way.

At the completion, I showed three jobs done.

I was rolled all the way back to working the whorehouse, then fight.

That was too much for me to do again, so I went back to a save where I showed 7 jobs done.

Picked DC next.

Got through DC, but it needs work to be replayable. Used setstage - a lot - in security office.

And on replay - it would be great to skip a lot of the setup scenes.

Hmm, at first there doesn't seem to be anything that would subtract points from work done. It is not my intention to subtract those points. I'll take a closer look. 

2 hours ago, hitmanh said:

Lovely mod so far, thanks again JB. I'm slightly stuck on The Pet, the part after you collect the drug making materials, I've returned to the whorehouse and spoken to Lindstrom, who tells me to take the matierals to the chem workbench and add something he is supposed to give me, however he doesn't give me anything the the chem workbench is still set to fry Nora's lovely arse. Going back to Lindstrom just repeats the same convo.

The best thing to do would be to reload a save. He should give you 10 units of acid. 

2 hours ago, wHOaMiEH said:

Your recent update took care of that  problem after leaving the basement, and havent had any bugs so far. Again cannot express enough how good your mods are JB. 

Have you considered making something for Skyrim at any point?

 

ps-At any point= after NR is done(so basically soon tm) :P

Thanks man. I don't like writing medieval fantasy unfortunately, but I do enjoy the mods. "Murphy" from Slavers is named after the Murphy from Slaverun, hehehehe. Gristle was going to be named Bellamy, but I decided to use the original Gristle to connect him to Jared. 

Posted
12 hours ago, JB. said:

I honestly didn't think you'd make it this far without suffering another mishap. XD

 

I understand that you are in the cage to fight. 

 

Type this " SQV _CS_Fight" and show me what you get. You have installed the "Brawl Bug Fix" that I recommended, right?

Yes I did.

The fight is over I wont he fights.

Now Jared is with me in the cage and I am on the wooden horse and nothing happens for minutes.

So not looking to start the fights again just have it go form there :)

Posted
2 minutes ago, katrina.balanchuk said:

Yes I did.

The fight is over I wont he fights.

Now Jared is with me in the cage and I am on the wooden horse and nothing happens for minutes.

So not looking to start the fights again just have it go form there :)

These automatic scenes are driving me crazy. I don't know why it doesn't start for some people. I've been testing these missions for almost a year and I'm surprised they don't trigger. 

 

Anyway, type this in and it should start (I mean, as long as you're on the wooden horse). In the meantime, I'll try to see how to tighten up this scene.

 

SetStage _CS_Fight 290

 

 Remember to put the spaces.

Posted
8 minutes ago, deadshot73 said:

i got stuck at 'give 500 caps to Jared' for some reason he doesen't accept the money.

What does Jared tell you when you try to talk to him? 

And are you Junkie or not Junkie? ?

Posted

Has anyone else had this issue where after fucking Delcan for condoms and pills, he says here take this but nothing is added to the inventory? I swear I do have FPE installed...but I have give condom before every scene disabled in MCM...is that the reason? Thanks for the help and the amazing mod! 

Looking forward to the true ending and integration with Nuka Ride (which is still my fav mod of any game ever!) 

Posted
39 minutes ago, JB. said:

I'm dumb. Snoopy is disabled and just enabled after "The Scaver" quest, making him invisible right now. ?‍♂️

 

I'll fix it for 1.03.

 

 

I would have to say that you are NOT dumb.  this has a lot going on and you are in fact, only human

 

so dont sweat it ^^

 

the animation still played even without Snoopy, so I got the jist of it ^^

Posted
15 minutes ago, cpworth said:

Has anyone else had this issue where after fucking Delcan for condoms and pills, he says here take this but nothing is added to the inventory? I swear I do have FPE installed...but I have give condom before every scene disabled in MCM...is that the reason? Thanks for the help and the amazing mod! 

Looking forward to the true ending and integration with Nuka Ride (which is still my fav mod of any game ever!) 

Just tested. The code is fine, it is identical to the Nuka Ride code. You haven't blocked the use of condoms in the MCM, have you?

Posted
4 minutes ago, AWHA2 said:

Just putting this idea out there, I'm not an experienced modder so I have no idea if this is going to be a lot of work, but what if CS could integrate with https://www.loverslab.com/files/file/15000-human-resources/

 

For example, the boss could order the player to capture settlers for his operation, and the player is forced to participate. I think this would add more "game play" to CS.

That's a fantastic idea, but I don't know if it will be necessary to make compatibility with that mod. In the future I want to add missions like Preston's (raise a radio beacon in x settlement) only to end up taking all the settlers to the slaughterhouse. 

 

Jared would force you behave like Theon from Game of Thrones when he was captured by Ramsey. Like, he would dress you up like a normal vault dweller and order you to behave as normal as you can, even though you're completely fucked up inside. 

 

I have a cool scarf to hide the collar during this quest so that no one will suspect you. It is an excellent psychological torture quest.  ?

 

That requires me to improve my knowledge about settlements/workshops. But I definitely want to get there. 

 

 

Posted
8 minutes ago, JB. said:

That's a fantastic idea, but I don't know if it will be necessary to make compatibility with that mod. In the future I want to add missions like Preston's (raise a radio beacon in x settlement) only to end up taking all the settlers to the slaughterhouse. 

 

Jared would force you behave like Theon from Game of Thrones when he was captured by Ramsey. Like, he would dress you up like a normal vault dweller and order you to behave as normal as you can, even though you're completely fucked up inside. 

 

I have a cool scarf to hide the collar during this quest so that no one will suspect you. It is an excellent psychological torture quest.  ?

 

That requires me to improve my knowledge about settlements/workshops. But I definitely want to get there. 

 

 

Hehe, the reason I bring up HR is that it has the capture settler and workshop management aspect built in. Though I'm not sure how easy it would be to customize it for your purposes.

Posted
20 minutes ago, JB. said:

That's a fantastic idea, but I don't know if it will be necessary to make compatibility with that mod. In the future I want to add missions like Preston's (raise a radio beacon in x settlement) only to end up taking all the settlers to the slaughterhouse. 

 

Jared would force you behave like Theon from Game of Thrones when he was captured by Ramsey. Like, he would dress you up like a normal vault dweller and order you to behave as normal as you can, even though you're completely fucked up inside. 

 

I have a cool scarf to hide the collar during this quest so that no one will suspect you. It is an excellent psychological torture quest.  ?

 

That requires me to improve my knowledge about settlements/workshops. But I definitely want to get there. 

 

 

That sounds absolutely fantastic!
I hope it's not a too long way for you to get there.

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