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Commonwealth Slavers


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Posted

FYI: For anyone having the graphic glitch issue in the W House. Make sure your loading the main plugin before any patches like CWSS or BYOP from this mod.
That solved my issue. I somehow reversed the loading rule in vortex and thats was caused the glitch in my case atleast.

Posted
13 hours ago, JB. said:

From what I understand your character is trapped in the pillory. But the mod hasn't kicked the scene with Dwayne where he explains some things to you, right? 

 

 

My recommendation: Load an earlier save, before Dwayne starts running towards the farm. 

 

When your character is imprisoned, Dwayne has to be nearby. If he is far away, the scene will surely not kick. I'm going to add a script for the next maintenance update to secure that scene. 

 

In the meantime, it's best to load a previous save and make sure you and Dwayne are close at the time you are captured. 
 

hiya thanks for the help so far, unfortunately, nothings working anymore, i went back to many different saves even hours before and just nothing is progressing, i think all this started after changing where it is in the load order, where i put it under dyamic patches in groups as you described to

Posted (edited)
33 minutes ago, xlifton said:

nothings working anymore, i went back to many different saves even hours before and just nothing is progressing, i think all this started after changing where it is in the load order, where i put it under dyamic patches in groups as you described to

I don't think I got yet to where you are in the story, but from what I've experienced so far, nearly every time there's a failure to progress in the story it's because one of the talking characters goes into combat mode. For instance, when you first meet Dwayne in the jail, the scene where I'm supposed to walk into the room and have a conversation with Dwayne and Gristle just hangs forever with everyone standing there and me rooted in place. What I figured out is that there's a character in the room called J.B. to whom Gristle is aggressive. I forgot what mod J.B. belongs to (possibly MCG or maybe something else). To progress the scene I click on J.B. and type "disable" in console. Once J.B. is no longer in the room, combat stops, and the scene progresses. After the scene progresses I type "enable" to restore J.B. before leaving the room.

 

I ran into this kind of issue in many other scenes (such as the room where they film the Hooker Porn). For instance, if the NPCs get into a fight outside travelling to the building, they continue to be in the fight in the building and won't progress any scenes until I find who's causing the fight and kill them (if possible) or disable them (if not). [Edit: if I recall correctly, the bomb brothers got into a fight with a robot faction of raiders from the vanilla game, and the fight continued when I got into the studio.]

 

As I said, I'm not quite at the correctional facility yet (I'm almost there). But if a scene is hanging, the odds are somebody is in a fight.

 

J.B.: I'm not sure how the Bound In Public mod does it, but it has an anti-combat bubble which works very well. I think there are many places and scenes in which an anti-combat bubble might help your mod :)

 

Edited by Karna5
Posted
4 minutes ago, Karna5 said:

I ran into this kind of issue in many other scenes

Just a suggestion, disable or remove any mod that alters NPC behavior, combat or dialogue before starting CS. This will prevent a LOT of issues and make CS a shite ton more fun. Several mods can just be disabled in game and enabled after running through CS.

 

Posted (edited)
6 minutes ago, izzyknows said:

Just a suggestion, disable or remove any mod that alters NPC behavior, combat or dialogue before starting CS. This will prevent a LOT of issues and make CS a shite ton more fun. Several mods can just be disabled in game and enabled after running through CS.

 

*Laughs* No :) I like my game too much as it is. And like I said in my edit above, some of the combat is with vanilla NPCs (the robot mechanist raiders, for instance). The issue is combat mode in general and would be better fixed universally using an anti-combat bubble. In the absence of it, I'm happy to do like I've been doing by killing or disabling or moving combatants.

 

Edit: In the whore house, Gristle attacks the slaves from this very mod. Nothing else is touching those slaves.

Edited by Karna5
Posted
9 minutes ago, Karna5 said:

Edit: In the whore house, Gristle attacks the slaves from this very mod. Nothing else is touching those slaves.

Slaves have a new faction, which is friendly with raiders. But an external mod could interfere. For example a bashed patch would have more priority and in that patch the raider faction would not recognize the slave girls. 

 

I'm checking the pacifier bubble thing right now, from BIP. Thanks. It's kind of complex for me since I have a lot of characters.  But I have my "bubble" too. It's called _CS_Pax and it's a potion that makes an npc pacified for two hours ingame. I'm going to force that pacifier on Gristle during that quest where he enters the Whouse. I didn't put it to him because in my game he doesn't attack anyone, but I use it on other occasions. 
 

Posted

Oh, there's one more simple conflict (easy to avoid) I forgot to mention. There are two scenes in which we're supposed to knock out an opponent.



1. Fighting the slave in Corvega, and

2. When Dwayne attacks us in the Correctional Facility, and we need to knock him out to progress without dying

 

If AAF Violate is set to allow enemy surrender, this mod can't recognize the AAF surrender state as a victory. The simple and obvious solution is that when we start this mod's quest we have to make sure to disable Enemy Surrender in the AAF Violate MCM settings. If we don't, the #1 situation above can be fixed by using the "kill" console command on the surrendered enemy. For #2 I found that's not enough, and I had to restore to an earlier save before the fight started.

 

This is not an issue with this mod. I just mention it because it can be avoided with a simple MCM setting for AAF Violate.

Posted
1 hour ago, JB. said:

But I have my "bubble" too.

How about a faction that the player is added to that is friends with everyone. Hardship uses a "white flag" faction for this and it works very well, and is very simple. But in it's case, it doesn't include some of the creatures, which can be easily added.

Posted
6 hours ago, JB. said:

You're right, I thought it was the whole house but it looks like the WHouse is fine. I have no idea how the bed ended up there. 

 

Check the description of the modpos command.

I used moveto player to get it within bounds, and then used setangle x 0 to rotate it to be flat.

Posted

Hello, first of all thank you for this really, really phantastic mod.

 

I want to use it as a possible outcome for my GotoSleep mod. - I am working on this mod already a long time and it makes me a lot of headaches.

 

If someone is interested, the script I am using is adopted from your suggestions and looks like the following.

;---------------------------------------------------------------
; Custom slavery
;---------------------------------------------------------------

bool Function Start_CS_AsRebel()
    Quest CS_Quest = Game.GetFormFromFile(0x0000833E, "Commonwealth Slavers.esp") as Quest; Thorn Quest
   if CS_Quest && CS_Quest.isrunning ()
      Location CorvegaLocation = Game.GetFormFromFile(0x00024F93, "Fallout4.esm") as location
      If (CorvegaLocation.IsCleared()) || CS_Quest.GetStage() != 0
      else
         CS_Quest.SetStage(40)
         ; CS_Quest.SetStage(50)
         return true
      endif
   endif
   log ("cs quest, start not possible" + cs_quest)
   return false

EndFunction

 

The script function works and the player was transported to the starting cell with Gristle and Murphy, but the handcuffs from Real_handcuffs where

not equipped on the player and the dialogue with gristle is not possible. Murphy seems to do also nothing.

 

I do not know if it is a new sideeffect of my GotoSleep mode or if something additional is necessary, that was done in the Lucky Day quest.

Sometimes things must be done additionally when using scripts, because not every event will fire --> (See Kimy's comment in Devious devices)

 

Regards.

 

 

Posted

Oh I just figured out a hole in the flow which might not have been anticipated. I'll put it in spoilers because it would ruin the story for people who haven't played this yet.

 



Somewhere in the middle of this quest mod there's a scene in which I'm captured by Minuteman General Becker (I think that was his name). He gave me three seconds to run saying he'd shoot me.

 

I did not run. I charged him and his soldiers and beat them to death with my bare fists. (I have maximum strength and maximum unarmed combat skill because that's what I usually build up first as I gain levels, since I play so many mods which don't let me use weapons).

 

Things seemed to go fine for the rest of the story. Even that scene progressed fine. But I'm at the Correctional Facility, and the lights went out, and the facility is now filled with minute men, but nothing is happening. Dwayne is just typing away on his console, and nobody is fighting.

 

I just realized there's probably supposed to be a scene between Dwayne and General Becker, but Becker is dead.

 

For my game I'll go into FO4Edit and figure out Becker's ID and resurrect him then bring him to me so the scene can progress. But it might not have been anticipated that the player might kill Becker instead of running :)

Posted (edited)

@Karna5

 

? My character dies at the first laser shot, I never thought anyone would want to attack three armed men dressed only in rags. ?

 

Yeah, I will add something in my maintenance update. If you attack Becker, your collar will pop.

 

_CS_Becker is the actor. Form ID: 080019CD

 

Are you up to date with Violate? The latest versions come with a feature that I use, where I basically tell Violate not to consider x actors (from fighting quests and Dwayne) for a certain period of time. 

 

 

Edited by JB.
Posted (edited)
1 hour ago, Kanlaon said:

Hello, first of all thank you for this really, really phantastic mod.

 

I want to use it as a possible outcome for my GotoSleep mod. - I am working on this mod already a long time and it makes me a lot of headaches.

 

If someone is interested, the script I am using is adopted from your suggestions and looks like the following.

;---------------------------------------------------------------
; Custom slavery
;---------------------------------------------------------------

bool Function Start_CS_AsRebel()
    Quest CS_Quest = Game.GetFormFromFile(0x0000833E, "Commonwealth Slavers.esp") as Quest; Thorn Quest
   if CS_Quest && CS_Quest.isrunning ()
      Location CorvegaLocation = Game.GetFormFromFile(0x00024F93, "Fallout4.esm") as location
      If (CorvegaLocation.IsCleared()) || CS_Quest.GetStage() != 0
      else
         CS_Quest.SetStage(40)
         ; CS_Quest.SetStage(50)
         return true
      endif
   endif
   log ("cs quest, start not possible" + cs_quest)
   return false

EndFunction

 

The script function works and the player was transported to the starting cell with Gristle and Murphy, but the handcuffs from Real_handcuffs where

not equipped on the player and the dialogue with gristle is not possible. Murphy seems to do also nothing.

 

I do not know if it is a new sideeffect of my GotoSleep mode or if something additional is necessary, that was done in the Lucky Day quest.

Sometimes things must be done additionally when using scripts, because not every event will fire --> (See Kimy's comment in Devious devices)

 

Regards.

I will test it today and confirm. I remember making changes in version 2, but I don't quite remember if I have to update the code. 

 

At first glance it seems to me that I am missing a

 

PlayerREF.AddToFaction(RaiderFaction)

 

Edit: 

 

Yes, I need to update my code. Tonight I will upload an update with everything I have written down until today and I will include some script lines in my quest, which will make your code work as is.

 

Edited by JB.
Posted
34 minutes ago, kavagh said:

How do I move the dead minute men to the rails,I just finished the scavenging with the bomb?

Here

Posted
31 minutes ago, JB. said:

Are you up to date with Violate? The latest versions come with a feature that I use, where I basically tell Violate not to consider x actors (from fighting quests and Dwayne) for a certain period of time.

I'm on version 1.60BetaV5 (downloaded July 23, 2023). That sounds like a fantastic feature! :)

 

With regard to blowing up the collar if we attack Becker, might not that be odd that a slaver collar would protect a minute man enemy? Is there a way to give him an essential flag just for that scene perhaps, leaving him in a bleed out state?

 

As for the fist fight, I stunned becker with a critical, then killed each of the soldiers in one punch each (they were wimps, haha), and then I went back and pummeled Becker to death before he could get up. Like I said, I focus on fisticuffs on my character *laughs* Even your Nuka Ride needs it! :)

Posted
1 minute ago, Karna5 said:

I'm on version 1.60BetaV5 (downloaded July 23, 2023). That sounds like a fantastic feature! :)

 

With regard to blowing up the collar if we attack Becker, might not that be odd that a slaver collar would protect a minute man enemy? Is there a way to give him an essential flag just for that scene perhaps, leaving him in a bleed out state?

 

As for the fist fight, I stunned becker with a critical, then killed each of the soldiers in one punch each (they were wimps, haha), and then I went back and pummeled Becker to death before he could get up. Like I said, I focus on fisticuffs on my character *laughs* Even your Nuka Ride needs it! :)

 

Hmm. I'll make him immune to all damage. No matter how many times you hit him, he won't even bleed.

 

_CS_Becker is the actor. Form ID: 080019CD

Posted
10 minutes ago, JB. said:

_CS_Becker is the actor. Form ID: 080019CD

 

Just FYI, I found that ID (the 19CD) does not target him in game, but 19CE does :) I found that when I was figuring out whom to resurrect :)

Posted (edited)

I last played through this mod when the freedom quest ended with you

Spoiler

killing someone in your place

so I decided to go back and play through the True Ending now that the mod is in a finished state and it definitely stays a rollercoaster of emotions the entire way through. I did have to use console commands to brute force past a few buggy encounters so I did miss a few lines of dialogue but I can chalk that up to my mod list rather than the mod itself.

 

As far as the story goes, I really enjoyed the storytelling directions that @JB. went with, having the main story sort of shift focus onto Gristle rather than just the PC which can be pretty difficult to pull off well so I'm very impressed at how its executed. I also liked how the revenge quest was set up and it was very satisfying to see the resolution to some of the more morally corrupt villains.

 

I did suspend my disbelief at one point where

Spoiler

you learn that the real Jared is locked away under the Correctional Facility and the Jared the player has been interacting with is a synth. I get that the reasoning behind it is to not actually impact the vanilla storyline so it is a really creative solution, but for me it sort of dampened the full power fantasy the PC goes through when I realized that someone else was pulling Jared's strings rather than him being a "true" antagonist.

 

This is mostly because I was looking forward to all sorts of made-up revenge fantasies where Jared tries to sic his dog on the PC for self-defense, only to realize that his choices towards turning the PC into a beast-whore were a mistake when his dog shows more loyalty to the PC for example,

but I know this is just me nit-picking a very minor thing that ultimately doesn't impact the storyline at all.

 

I do want to say that adult player-slavery mods are rare in videogames to begin with, but playing through one with a really engaging storyline is like finding a unicorn so @JB. definitely knocked it out of the park! ?

Edited by MyNameIsnt
Posted
32 minutes ago, MyNameIsnt said:

you learn that the ... Jared is ... and ....

 

Actually that was super well foreshadowed and set up in numerous ways, ranging from the cryolator to guys who were sent to Vault 11 to the visions Jared keeps having. Any other explanation would have been less realistic :)

Posted

hmm, i am curios, that the whorehouse is complete other then this in v1.8..

 

in v2 then benches are not reachable because they are behind walls.

 

my sleep mattress is gone :) no clothes locker on the ground etc...

 

the whore room is half and half in a room and in nirvana .. etc pp...

 

pls dont say me that i must again start a new game to see all in right places lol....

Screenshot 2023-08-05 231351.jpg

Posted
47 minutes ago, Karna5 said:

 

Actually that was super well foreshadowed and set up in numerous ways, ranging from the cryolator to guys who were sent to Vault 11 to the visions Jared keeps having. Any other explanation would have been less realistic :)

This reminds me that the ID of the "Lucky Day" quest is _CS_Thorns. The quest was originally going to be called "Too many thorns for a rose", but I discarded it because it seemed too rimbonbant, but it was basically the first foreshadow to the whole rosebush, vineyard and harvester thing.

 

What I didn't expect was that the final quest would cost me so much. I have divided it in 4 parts to complete it. But pretty happy with the final result. 

Posted (edited)
8 minutes ago, JB. said:

But pretty happy with the final result.

Oh my gosh yes. I just finished it, and I can't express how good a writer you are, JB.

 

On a serious note, I not long ago played a game called "Third Crisis" on steam which has super good writing and main character development, and the whole time I was playing it I kept thinking, "I wish JB would convert Nuka Ride and Commonwealth Slavers" to a format like this so he can sell the game on steam to the general public and become rich, haha.

 

I'm so friggin' serious you should seriously consider going mainstream. You do NOT need to hold back. Third Crisis is in many ways like what you do, but frankly you do it even better.

 

P.S. Your rose bush metaphors were so very good and so poetical.

 

Edited by Karna5

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