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Commonwealth Slavers


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Posted (edited)

Heya, I absolutely love your work! I've been trying out CS 2.0 and I'm stuck at the Hooker mission in DC. When I am sent to seek Dwayne to get a permit his marker is there but he is invisible. I've tried to use console commands to move Dwayne to me but it does not seem to work.

 

I tried playing the Scavver mission, it worked fine at first but Big Bomb and Little Bomb are also invisible so I can't complete the mission.

 

Any idea how to fix these issues? Thanks.

Edited by Neppy
More bugs
Posted (edited)
23 minutes ago, Neppy said:

Heya, I absolutely love your work! I've been trying out CS 2.0 and I'm stuck at the Hooker mission in DC. When I am sent to seek Dwayne to get a permit his marker is there but he is invisible. I've tried to use console commands to move Dwayne to me but it does not seem to work. Any idea how to fix this issue? Thanks.

I'm going to check. Meanwhile, write this.


SetStage _CS_DC 160  (this stage enable Dwayne)

Edited by JB.
Posted
3 hours ago, roflmaones said:

 

 

jb? can i habe my matress back ? hehehe i need to sleep lol

I have no idea why your bed is out of its usual place. But google "mod pos" command, it will help you.

Posted
On 8/2/2023 at 10:17 PM, larva116 said:

I don't know why, but it crashes on startup every time, it says there are a missing master with the name ASA.esp i dont know what mod have that esp

so I actually had the same issue. i found the mod its referring to is Absolutely Skimpy Attires which you can find on nexus. hopefully this is helpful

Posted
50 minutes ago, SimsBae1999 said:

so I actually had the same issue. i found the mod its referring to is Absolutely Skimpy Attires which you can find on nexus. hopefully this is helpful

 

On a related note, at least with Nexus Mod Manager, it's possible to install ASA but deactivate the plugin, and Commonwealth Slavers works fine that way and even has the outfits in game.

 

I installed Absolutely Skimpy Attire. I built the bodyslide files (Fusion Girl in my case), and then I deactivated the ASA Plugin.

 

Yes, the Commonwealth Slavers plugin shows a warning in NMM that ASA is not present, but it allows the selection, and there's no crash or issues in game.

Posted

@JB. I finished my editing; was basically powering away at it nonstop over the last few days. I did multiple passes via ESP Translator, then did a playthrough of the mod ingame and squashed a few more spelling errors that way. I'm not gonna claim to have gotten them all, because I'm not perfect (in fact, there are a few spelling errors that I did spy ingame that I was unable to locate via the ESP Translator, so I had to leave them as they were), but I'm confident that I squashed an overwhelming number of 'em.

 

Altogether I made changes to 2284 lines. The overwhelming majority of those two thousand corrections were comprised of me simply deleting random spaces or double-spaces hidden somewhere in the dialogue (for example, correcting "I 'm" to "I'm") or fixing up classic spelling/grammar errors. I also did a lot of standardizing (for example, sometimes "synth" is capitalized in the dialogue in some places, other times it's not. I referenced whether or not they capitalized it in the vanilla game—they don't—and changed all instances of it to match. Other times, Medium-Sized Bomb is called Medium Size Bomb or Medium-Size Bomb, so I standardized that too). 

 

I did change a few words around in several instances, but I kept that as limited as possible—and in the cases where I did make major changes, I kept the dialogue's meaning intact. I intended for these edits to be basically unnoticeable; if a player decided to replay this mod with my edits and they didn't notice them at all, then I would consider that to be a success on my part.

 

I also threw in @Tentacus's "wildcat" line, because it's a genuinely good line, and I added a metric butt-ton of colloquialisms to the dialogue.

 

Please feel free to give it a look-see and rip out any parts that you don't like; no hard feelings. Ultimately this is your work, and I'm just happy that I can contribute to it. As I said before, I do consider it to be the best quest mod I've played.

 

And for the record, these are the three spelling errors I found that I was unable to change. Two were popups, one was in the MCM.

 

Spoiler

Error1.png.0b0aeb8f038cefec0517cb067c8af8ad.png

 

Simple; it just needs a period at the end.

 

Error2.png.5f63b73792a7f19f1891a0e264b1691c.png

 

"Occasion" is misspelled.

 

Error3.png.e6323eabe5386fff912dee4fcba24814.png

 

In the MCM, "Miscellaneous" is misspelled.

 

Commonwealth Slavers_B556D371.eet

Posted

I've asked before I think but I can't find it in the history but I've been looking for a mod to replace the 'missing' arm with a robotic version but all the mods I've come across are just outfits...not an actual arm. Is there a mod out there that does what I'm actually looking for to play a more 'realistic' arm replacement than tentacles?

Posted

Played through this mod. The content was good, except for the padding. I highly recommend adding a way to skip all of the walking and waiting scenes. Especially the walking scenes. They take forever, are boring, and Bethesda's path-finding is atrocious. It basically ends up taking over an hour to complete a mission that should take 15 minutes at most. The NPC's move a few steps, then get stuck. Then a few more steps, then get stuck. Its extremely tedious, and weighs down an otherwise good mod.

 

A few of the missions have skip options, but not nearly enough of them.

 

 

 

 

Posted
53 minutes ago, xSapphire said:

@JB. I finished my editing; was basically powering away at it nonstop over the last few days. I did multiple passes via ESP Translator, then did a playthrough of the mod ingame and squashed a few more spelling errors that way. I'm not gonna claim to have gotten them all, because I'm not perfect (in fact, there are a few spelling errors that I did spy ingame that I was unable to locate via the ESP Translator, so I had to leave them as they were), but I'm confident that I squashed an overwhelming number of 'em.

 

Altogether I made changes to 2284 lines. The overwhelming majority of those two thousand corrections were comprised of me simply deleting random spaces or double-spaces hidden somewhere in the dialogue (for example, correcting "I 'm" to "I'm") or fixing up classic spelling/grammar errors. I also did a lot of standardizing (for example, sometimes "synth" is capitalized in the dialogue in some places, other times it's not. I referenced whether or not they capitalized it in the vanilla game—they don't—and changed all instances of it to match. Other times, Medium-Sized Bomb is called Medium Size Bomb or Medium-Size Bomb, so I standardized that too). 

 

I did change a few words around in several instances, but I kept that as limited as possible—and in the cases where I did make major changes, I kept the dialogue's meaning intact. I intended for these edits to be basically unnoticeable; if a player decided to replay this mod with my edits and they didn't notice them at all, then I would consider that to be a success on my part.

 

I also threw in @Tentacus's "wildcat" line, because it's a genuinely good line, and I added a metric butt-ton of colloquialisms to the dialogue.

 

Please feel free to give it a look-see and rip out any parts that you don't like; no hard feelings. Ultimately this is your work, and I'm just happy that I can contribute to it. As I said before, I do consider it to be the best quest mod I've played.

 

And for the record, these are the three spelling errors I found that I was unable to change. Two were popups, one was in the MCM.

 

  Reveal hidden contents

Error1.png.0b0aeb8f038cefec0517cb067c8af8ad.png

 

Simple; it just needs a period at the end.

 

Error2.png.5f63b73792a7f19f1891a0e264b1691c.png

 

"Occasion" is misspelled.

 

Error3.png.e6323eabe5386fff912dee4fcba24814.png

 

In the MCM, "Miscellaneous" is misspelled.

 

Commonwealth Slavers_B556D371.eet 2.26 MB · 1 download

I can't believe you made it ? Thank you so much for your proofreading. I will take a look at it tomorrow and inject everything. I will also correct what you pointed out to me on the images. 

Posted
51 minutes ago, Darkwolf101 said:

I've asked before I think but I can't find it in the history but I've been looking for a mod to replace the 'missing' arm with a robotic version but all the mods I've come across are just outfits...not an actual arm. Is there a mod out there that does what I'm actually looking for to play a more 'realistic' arm replacement than tentacles?

 

It won't work unfortunately. I just wrote about that topic here.

 

 

 

 

17 minutes ago, LL_PW said:

Played through this mod. The content was good, except for the padding. I highly recommend adding a way to skip all of the walking and waiting scenes. Especially the walking scenes. They take forever, are boring, and Bethesda's path-finding is atrocious. It basically ends up taking over an hour to complete a mission that should take 15 minutes at most. The NPC's move a few steps, then get stuck. Then a few more steps, then get stuck. Its extremely tedious, and weighs down an otherwise good mod.

 

A few of the missions have skip options, but not nearly enough of them.

 

 

Incredibly, I am surprised at how good and smooth the walks turn out to be. I remember playing in Skyrim some mods like Slaverun, a prison mod I can't remember the name of, and the walkthroughs were horrible! Super frustrating. I was afraid the same thing would happen with Fallout. 

 

But, I don't know if it's because my mod list doesn't have a lot of stuff, but the walkthroughs are smooth for me. No interruptions or anything like that. 

 

But if you have one of those forest or pine tree mods, oh boy, those mods don't have navmeshes. So my npc's have no idea that there's a pine tree or a fallen log in front of them, and they're constantly bumping into those. I remember testing this mod with Desperados and it was perfect. But I tested it with A Forest and it was so frustrating that that's why I made the cheats in the MCM (move the slavers towards you). 

 

Another important thing is that my mod has priority, because I edited a lot of vanilla navmeshes. I especially remember the police station one. The vanilla navmesh doesn't allow an npc to walk well in a certain corridor. Until I widened it and the thing was smooth. But of course for the change to take effect my mod needs priority. 

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

I have no idea why your bed is out of its usual place. But google "mod pos" command, it will help you.

 

i figured it out with TCL command and sleep "outside" the house lol, after this i go back and deactivate tcl again...

 

but, harder is the end. i stay here since 5 hours in the pillory and nothing happend....

 

 

end.jpg

 

and PLEASE -> add the info on the main screen , that ure amputator mod also is an "soft" requirement.

 

i was wonder that i has in the runaway quest at the end both arms :) ...

 

they can returned in the last correctional mod back i think, or?

 

ps: raider reform shool has an similar feature for amputations, but dont looks so good lol

 

 

Edited by roflmaones
Posted
2 minutes ago, roflmaones said:

 

i figured it out with TCL command and sleep "outside" the house lol, after this i go back and deactivate tcl again...

 

but, harder is the end. i stay here since 5 hours in the pillory and nothing happend....

 

 

end.jpg

Why you write on the image, you remind me of teachers ?

 

 

My advice, because it looks like someone got stuck and it's not you. Use the new version (2.0.2). Open the MCM. Cheat section. Teleport the bot to you. 

Posted
7 minutes ago, JB. said:

 

Incredibly, I am surprised at how good and smooth the walks turn out to be. I remember playing in Skyrim some mods like Slaverun, a prison mod I can't remember the name of, and the walkthroughs were horrible! Super frustrating. I was afraid the same thing would happen with Fallout. 

 

But, I don't know if it's because my mod list doesn't have a lot of stuff, but the walkthroughs are smooth for me. No interruptions or anything like that. 

 

 

 

 

I don't think other mods are the only factor. I think it might be the engine itself. Even things like higher than 60fps can affect NPC behavior (even with the fps fix mod). Clockspeed and other threads will impact path-finding as well. You can see this by running intensive CPU hungry applications in the background and watch your settlers just clump together and refuse to move throughout a settlement.

 

I think the engine tries to scale performance based on available resources, and path-finding is one of things that gets cut or reduced if there isn't enough.

 

Creation is more optimized in fallout 4 than skyrim (a low bar), but its still a clunky engine that has been duct-taped and shoe-laced well past its prime. I think its unrealistic to expect the same experience on everyone's machine.

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

Why you write on the image, you remind me of teachers ?

 

 

My advice, because it looks like someone got stuck and it's not you. Use the new version (2.0.2). Open the MCM. Cheat section. Teleport the bot to you. 

 

i have seen the "sparkling" of the bot behind an house in the valley, but the bot itself is on running away rofl :)

 

and writing in screenshots is funny with the snipping tool..

Edited by roflmaones
Posted (edited)
10 minutes ago, LL_PW said:

I think its unrealistic to expect the same experience on everyone's machine.

CS1 was made and tested with an i5-4460 processor and a GT 1030 graphic card. For this version I have an I3 processor which has even less cores, although it performs better than the previous one and a much better graphic card.  

 

Again, my experience was and is seamless. I hope that many will be as well. You can try other mods, there are tons, that I'm sure will satisfy you.

 

Edited by JB.
Posted
6 minutes ago, roflmaones said:

 

i have seen the "sparkling" of the bot behind an house in the valley, but the bot itself is on running away rofl :)

 

and writing in screenshots is funny with the snipping tool..

If you can, send me a picture of the bot. I want to see where it got stuck. Hopefully I fix it by tweaking some navmeshes. 

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

If you can, send me a picture of the bot. I want to see where it got stuck. Hopefully I fix it by tweaking some navmeshes. 

 

i´ll reload savegame and look if i can find again..

 

edit, after reload, nothing more to see, but was here->

 

 

gone1.jpg

gone 2.jpg

Edited by roflmaones
Posted
19 hours ago, osculim said:

Well so far I already see an issue with eco.esp its loaded after its patches it will ctd. When you do certain upgrades. Also your aaf installation is a bit all over your loadorder. I highly suggest you have a look at 

wrye bash has a handy little check for this.  Open Wrye Bash with all your mods loaded.  At the top under view  click on mod checker.  It will check and find if any patches are loaded before the masters.

Posted
1 hour ago, KevinDaldry said:

I find my AAF stuck at 20% when initializing after installing the latest CS Version 2. Do we have any possible solutions to it?:(

Wow I've figured it out. Just because my AAF's version is too old.

Posted (edited)

So i Decided to start up a new profile in vortex to play a new game with this mod. But as soon as i try and load the game it crashes. How do i figure out what is causing the crash without having to uninstall and reinstall everything as it is becoming more and more exhausting trying to get everything installed for new play throughs. ive attached my crashlog but i have no idea what it means i hope someone here can help.

crash-2023-08-07-06-25-50.log

 

EDIT:
ok so i disabled a few mods and now it loads but once i get online and open my mcm i go to commonwealth slavers and it says missing commonwealthslavers.esp... ;\ CWSS redux is one of the mods i had to disable to get the game to not instantly crash

Edited by just2clinks
Posted (edited)
4 hours ago, just2clinks said:

So i Decided to start up a new profile in vortex to play a new game with this mod. But as soon as i try and load the game it crashes. How do i figure out what is causing the crash without having to uninstall and reinstall everything as it is becoming more and more exhausting trying to get everything installed for new play throughs. ive attached my crashlog but i have no idea what it means i hope someone here can help.

crash-2023-08-07-06-25-50.log 21.55 kB · 0 downloads

 

EDIT:
ok so i disabled a few mods and now it loads but once i get online and open my mcm i go to commonwealth slavers and it says missing commonwealthslavers.esp... ;\ CWSS redux is one of the mods i had to disable to get the game to not instantly crash

 

i see not suspicios in the log. the only one i catch is the survival mod. 

 

have u an complete list of installed mods? and if possible the load order?

 

how do u sort the mods? with LOOT? https://loot.github.io/ /if u use loot change in group editor the fixes after worldspace settings, its better for performance/

 

Edited by roflmaones
Posted
9 hours ago, JB. said:

 

It won't work unfortunately. I just wrote about that topic here.

 

 

 

 

 

Incredibly, I am surprised at how good and smooth the walks turn out to be. I remember playing in Skyrim some mods like Slaverun, a prison mod I can't remember the name of, and the walkthroughs were horrible! Super frustrating. I was afraid the same thing would happen with Fallout. 

 

But, I don't know if it's because my mod list doesn't have a lot of stuff, but the walkthroughs are smooth for me. No interruptions or anything like that. 

 

But if you have one of those forest or pine tree mods, oh boy, those mods don't have navmeshes. So my npc's have no idea that there's a pine tree or a fallen log in front of them, and they're constantly bumping into those. I remember testing this mod with Desperados and it was perfect. But I tested it with A Forest and it was so frustrating that that's why I made the cheats in the MCM (move the slavers towards you). 

 

Another important thing is that my mod has priority, because I edited a lot of vanilla navmeshes. I especially remember the police station one. The vanilla navmesh doesn't allow an npc to walk well in a certain corridor. Until I widened it and the thing was smooth. But of course for the change to take effect my mod needs priority. 

Try adding menagerie just for fun and see how the bomb brothers chase iradiated turkeys and 3 headed ducks all over the place its hilarious.

Posted
45 minutes ago, SimsBae1999 said:

is it possible to craft the slavers jet? cus im roleplaying my character as being addicted to it but i'm worried about how ill  get it after completing the mod

 

Towards the end (true ending) if you decide to keep your addiction, the game will run a script to put those jets in containers.

But it's still an excellent idea. I'll include it in today's update.

 

@just2clinks That means you are missing a hard requirement. Double check my list of requirements.

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