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Commonwealth Slavers


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Posted

Update: Found the culprit in my case. It was the CWSS Patch that broke the cell.
Installing the mod without this Patch restores the Whore House back to normal.
Updated to 2.0.1 aswell + New game.
Very weird, ive been running the mod fine yesterday with this patch enabled.

@JB. Could you check if the patch perhaps broke something? Or perhaps this is only an issue on my end? 
I dont realy see a possiblity that fiddeling with PRP somehow broke the patch or CWSS in that regard.

Posted
8 minutes ago, JB. said:

After Agamaru's report, I see that Scrapt Everything has its own ini where it disables pre-combines. So you must check your ini files in the Data folder. Look for files that have this line: 

 

bUsePreCulledObjects = 0

 

As an example, Commonwealth Slavers also has its own ini, but it is just to make the Whip Marks last longer. 

 

"bUsePreCulledObjects = 0" is a killer for performance ?

 


FYI, I dont use scrap everything and have also checked my ini for those settings. They where present in my costum ini both set to 1 during the issue.

Posted
11 minutes ago, jarno5 said:

Update: Found the culprit in my case. It was the CWSS Patch that broke the cell.
Installing the mod without this Patch restores the Whore House back to normal.
Updated to 2.0.1 aswell + New game.
Very weird, ive been running the mod fine yesterday with this patch enabled.

@JB. Could you check if the patch perhaps broke something? Or perhaps this is only an issue on my end? 
I dont realy see a possiblity that fiddeling with PRP somehow broke the patch or CWSS in that regard.

 

Hmm. I play with that patch too. I have CWSS Redux 4.01. 

 

I don't have Universal Working CWSS, though.

 

And on my local system I have no loose Commonwealth Slavers files. I have the same files that are available on Mega. Well, at least I am collecting more info about it. 

Posted
7 hours ago, mr_zas said:

hello 
i got a problem when i interact with murphy at vault 111 he just stand up and walks around 

i fixed 
it was aaf violate mod

Posted
12 minutes ago, JB. said:

 

Hmm. I play with that patch too. I have CWSS Redux 4.01. 

 

I don't have Universal Working CWSS, though.

 

And on my local system I have no loose Commonwealth Slavers files. I have the same files that are available on Mega. Well, at least I am collecting more info about it. 


False alarm! Made a rookie mistake xD
Somehow i set the rule in vortex the wrong way around forcing it to load the patch before the main.
All is well now!

Posted

so i loaded up the mod and decided to give it another go, i decided to play a rebel this time and managed to get the cuffs and collar off. workbench in concord, modded for a settlement. im freeee. when i ran into the issue with still not being able to equip a weapon. even with collar gone. so i came up in here to ask that and seen a update with new content and dont wanna escape no more. 

 

but in the future could there be a way where you can escape and maybe be hunted by raiders to get you back?

Posted
12 minutes ago, badassbuddy said:

so i loaded up the mod and decided to give it another go, i decided to play a rebel this time and managed to get the cuffs and collar off. workbench in concord, modded for a settlement. im freeee. when i ran into the issue with still not being able to equip a weapon. even with collar gone. so i came up in here to ask that and seen a update with new content and dont wanna escape no more. 

 

but in the future could there be a way where you can escape and maybe be hunted by raiders to get you back?

Pfff, just uninstall the mod, man. There are dozens of mods where you can play as you say. Raider Pet, CSA, Violate. This is a quest mod, if you're going to cheat you're going to break it. This is not a "product" meant for the masses with hundreds of options and hundreds of programmers, it's a mod for people who want to try a different type of story where your character is not the reincarnation of Rambo. It will work if you want it to work. It will break if you want it to break. Don't come to me for help if you cheat. 

Posted
9 minutes ago, JB. said:

Pfff, just uninstall the mod, man. There are dozens of mods where you can play as you say. Raider Pet, CSA, Violate. This is a quest mod, if you're going to cheat you're going to break it. This is not a "product" meant for the masses with hundreds of options and hundreds of programmers, it's a mod for people who want to try a different type of story where your character is not the reincarnation of Rambo. It will work if you want it to work. It will break if you want it to break. Don't come to me for help if you cheat. 

i ment no disrespect at all, i am sorry. i really do enjoy the mod iv played it threw a few times and am currently checking out the new update, was just a suggestion that i thought would make it interesting. like i said previosly when i seen new content i no longer wanted to escape. 

Posted
32 minutes ago, badassbuddy said:

i ment no disrespect at all, i am sorry. i really do enjoy the mod iv played it threw a few times and am currently checking out the new update, was just a suggestion that i thought would make it interesting. like i said previosly when i seen new content i no longer wanted to escape. 

The thing with mods from JB is don't think about mechanics too much. Its not too much about that its about the story. That is what he does tell stories. Now I could be talking out of my arse here but thats how I see it. Just disable things that would interfere with the story. Stuff like harassment collar approach will sometimes steal ownership if you have a collar on. I have that disabled.

Posted
On 8/2/2023 at 9:38 PM, JB. said:

 

The orgy works fine for me with UAP (Savage Cabbage). What isn't working with UAP is the sex scene on that round table you may have seen in the studio.

 

It works if you have the Indarello patch, but not with UAP. 

 

 

Photo177.png.b6d61c7c1d2aedb62a0692d7e3f36dcc.png

 

So I uninstalled SC and AAF and reinstalled both, but with the AAF 1.66 instead of 1.7x that is the most current. I also installed Indarello's patch, as well as UAP, and it worked fine, pulled the group scene, plays the scene on the table and all the other scenes. Everything is working great so far, fairly clean for a mod that changes so much. I am about to start the ending quest now so I can see all the new content and then.. go right into NR like the commonwealth wastoid I am, heh.

 

Also, I like the little subtle addition in the Scavver mission where Medium bomb asks what race you are.

Posted

image.png.6cc0e6542902fb3c1e1957074c8854ac.png

 

...Whew, I can come up for air now. First pass is done; I'm gonna give it a second, quicker pass tomorrow, and then I'll plug it into the .esp and test it ingame with a run through the mod. I'm sure seeing the dialogue go by onscreen will help me come up with new improvements and I'd rather get them out of the way now before submitting the edits, 'cause otherwise I'll just be shaking my fist impotently at the things I could've changed after the edit has already gone out.

Posted
On 8/3/2023 at 4:42 AM, lee3310 said:

Check UAP SC positionData and change location="Round_Table" to location="RoundTable"

 

HI lee3310, thanks a lot.

 

I checked the positioning-files of UAP, the only faulty one seems to be

 

/Ultimate AAF Patch/AFF/UAP_SC_FM_Base_positionData.xml

 

Tested, works like a charm.

Posted
1 hour ago, osculim said:

@JB. Small request can you possibly make "rose's Locket" Non sellable or usable somehow. It gets lost in all the other junk I have and I keep losing it.

 

As for the easiest way to do that in the CK, in that misc item form just remove any components it has listed. The game will automatically treat it as a "miscellaneous" item rather than a "junk" item for purposes of which Pip-Boy tab it gets listed in, whether it will get dumped into workbenches when you transfer all junk, etc.

Posted
5 minutes ago, vaultbait said:

 

As for the easiest way to do that in the CK, in that misc item form just remove any components it has listed. The game will automatically treat it as a "miscellaneous" item rather than a "junk" item for purposes of which Pip-Boy tab it gets listed in, whether it will get dumped into workbenches when you transfer all junk, etc.

?Great trick, thanks.

 

2 hours ago, KevinDaldry said:

I've noticed something of the true endings, so will Version 2 be the last big update of this mod?

Yeah, the mod is finished. Now all that remains is to close Nuka Ride -for this I still have a long way to go-. I will always do maintenance, of course.

7 hours ago, xSapphire said:

image.png.6cc0e6542902fb3c1e1957074c8854ac.png

 

...Whew, I can come up for air now. First pass is done; I'm gonna give it a second, quicker pass tomorrow, and then I'll plug it into the .esp and test it ingame with a run through the mod. I'm sure seeing the dialogue go by onscreen will help me come up with new improvements and I'd rather get them out of the way now before submitting the edits, 'cause otherwise I'll just be shaking my fist impotently at the things I could've changed after the edit has already gone out.

?

Posted
16 hours ago, Agamarus said:

Just found that Scrap Everything mod was causing the same problem in my case. Replaced it with Spring Cleaning and glitch gone. None of previously suggested solutions helped

Thank you, this finally fixed my problem.

Posted

hii im not sure if there is a certain fix for this, but corvega is really messed up for me, half the walls and staircases are like invisible or i just see a whole lot of white, and its almost impossible for me to navigate the building

 

ive moved the mod to the bottom of my load order (i use vortex) and there is no mod installed that changes corvega or the raiders in any way (apart from the required mods) is there any way i can get this sorted out another way? many thanks!

Posted

Hello! Somewhat new here, but wanted to say I'm thoroughly impressed with how much effort went into this mod. Genuinely incredible.

I've bumped into issues, and resolved them as I went on my own - but now Im hard stuck at a point where I've reloaded a bunch and can't progress. I've made it all the way through the story to the point where Im doing the electrified cage-fighting matches. Then after I win, I get put in the 3 cages, but nobody ever comes for me. Any idea why the event isn't triggering to let me out?

The other prisoners were let out, and I got the prompt that I 'hope my master will let me out soon' or whatever. I apologize if this is a repeated question, I have no idea to search through the 130+ pages on this forum.

Thanks!
 

Cages.png

Posted
4 minutes ago, jmac11927 said:

Hello! Somewhat new here, but wanted to say I'm thoroughly impressed with how much effort went into this mod. Genuinely incredible.

I've bumped into issues, and resolved them as I went on my own - but now Im hard stuck at a point where I've reloaded a bunch and can't progress. I've made it all the way through the story to the point where Im doing the electrified cage-fighting matches. Then after I win, I get put in the 3 cages, but nobody ever comes for me. Any idea why the event isn't triggering to let me out?

The other prisoners were let out, and I got the prompt that I 'hope my master will let me out soon' or whatever. I apologize if this is a repeated question, I have no idea to search through the 130+ pages on this forum.

Thanks!
 

 

Do you have version 2.0.1 installed? Version 2.0.0 was missing a couple of navmeshes inside Corvega, making it difficult for npc to walk properly (in your case, a raider should approach your cage after a couple of minutes of waiting).

 

SetStage _CS_Fight 337   should open the cage and update the quest. 

Posted
54 minutes ago, JB. said:

Do you have version 2.0.1 installed? Version 2.0.0 was missing a couple of navmeshes inside Corvega, making it difficult for npc to walk properly (in your case, a raider should approach your cage after a couple of minutes of waiting).

 

SetStage _CS_Fight 337   should open the cage and update the quest. 



I did, infact, have 2.0.0 - I downloaded the updated version and will give it a shot. If I'm still stuck, I'll use the console cmd. Thanks!!

Posted

Just curious, as one of the requirements now is Amputator, do you have to go a very rebelious route to have a limb or two amputated by the slavers? I ended up as an obedient beast whore, because I am depraved, but I was just wondering what scenes it might apply to.

 

Posted (edited)
15 minutes ago, MOTHbotexe said:

Just curious, as one of the requirements now is Amputator, do you have to go a very rebelious route to have a limb or two amputated by the slavers? I ended up as an obedient beast whore, because I am depraved, but I was just wondering what scenes it might apply to.

 

I noticed two events after where you are able to run away, because the timer was set off. First was after killing the Minutemen and the player walks to the whore house with snoopy and the second after the weapon quest when the player is sent back to the whore house. When Gristle comes to get the player to bring her back he chops off one arm with the machete.

Edited by Fallout_Boy
Typo
Posted
7 minutes ago, Fallout_Boy said:

I noticed two events after where you are able to run away, because the timer was set off. First was after killing the Minutemen and the player walks to the whore house with snoopy and the second after the weapon quest when the player is sent back to the whore house. When Gristle comes to get the player to bring her back he chops off one arm with the machete.

Ahhh damn, hehe. I was a good girl for those two events. Will have to replay them some time and see what happens. I know the mod is finished and JB is only gonna be updated/fixing bugs and stuff, but would be kinda neat if there was one more porn movie shoot where the slave could lose and arm.. and then get fucked.. or vice versa. But still, cool story so far, I am almost at the end of it now.

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