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Posted (edited)
3 hours ago, Mr Zombie Brain said:

how do i make this mod work with PRP? when i load it before PRP it brings all the machinery in corvega assembly plant that SC disables back like the one in the fight cage when i load SC after it breaks the Precombine and walls start to disappear in corvega assembly plant i tried patching them together it didn't work when i disable PRP everything works fine

What is PRP?

Anyway, it's obviously a serious conflict that needs a decision on your part which mod you're going to run.
Oooor... you can make a patch where you use both as masters and edit Corvega in the Creation Kit so both will work. Keep in mind you'll need to rebuild the precombine/previs then pack them in a ba2, and load it dead last.

Edited by izzyknows
Posted
13 hours ago, Mr Zombie Brain said:

how do i make this mod work with PRP? when i load it before PRP it brings all the machinery in corvega assembly plant that SC disables back like the one in the fight cage when i load SC after it breaks the Precombine and walls start to disappear in corvega assembly plant i tried patching them together it didn't work when i disable PRP everything works fine

Simple way: Don't use PRP until you finish CS. Then complete your modlist to add PRP.

Posted
16 hours ago, izzyknows said:

What is PRP?

Anyway, it's obviously a serious conflict that needs a decision on your part which mod you're going to run.
Oooor... you can make a patch where you use both as masters and edit Corvega in the Creation Kit so both will work. Keep in mind you'll need to rebuild the precombine/previs then pack them in a ba2, and load it dead last.

Previsibines Repair Pack (PRP) Stable Branch

omg its fixed! i made a patch using xedit where i copied the precombine of CS but all this time i was making it load after prp using load order, i read wut u said opened xedit made prp master to the patch and voila! fixed, cant believe it was as simple as that ty 

for now corvega and whore house working great gonna finish the mod and see if all locations work good

Posted
On 10/11/2023 at 9:28 PM, Karna5 said:

If you repeated the same setstage where you are, and if you did all the stages up to it, then seriously there's something bigger wrong with your installation than this mod :(

 

In one of my three or four times I did that quest she spawned but wouldn't talk to me, and restarting the same stage got her to talk. But she always spawns for me when she's supposed to spawn.

 

You might want to make sure you have no other mod affecting Vault 111.

 

I can try to reinstall it, the first problem was showed up in the weapon mission when I need to take back to Jared the weapons from corps. I take them but he stucks in repiting to me to "take EVERYTHINGS" so I have skipped this with setstage, but only this in another mission.

 

I haven't mods for vault 111 but I need to report that I have an invisible elevator in vault 111...could it be a signal of some problem?

 

Thank you to everyone for support.

Posted
On 10/12/2023 at 9:58 PM, JB. said:

Alright. 

 

StopQuest _CS_Runaway 

 

That should do it. I'll keep it in mind for a next update.

 

Thank you!

  

On 10/12/2023 at 9:47 PM, Karna5 said:

Wait, you completed that vanilla quest while still a slave? That's a bad idea. Whatever money you're given for completing the quest you'll lose. You really should have waited until you were free to complete it :(

 

No, I might have explained that wrong. I completed their quest, then started CS. Once I started CS, I started the side-quest Runaway Slave. I changed my mind, and I decided my character wouldn't do that, so I never finished it. Once I beat CS I went back to them to trade with them, but they still had their Runaway Slave dialogue, even though I had already completed the entire CS story.

 

Posted
On 10/14/2023 at 12:36 PM, Jarnin said:

It's kind of hilarious you got lucky and found a pair of gloves. Unfortunately those won't work because Lindstrom gives you a pair of gloves to wear specifically for that job. They should be in your inventory.

Okay gonna have to restart from a different save and try again thank you for this info.

Posted
On 10/7/2023 at 6:37 PM, pinky6225 said:

Played through this and got the true ending before going over to Nuka Ride and was interesting/well writen mod, totally worth the effort of having to re-install fallout 4 (not bothered with fallout 4 for ages, when i last used it AAF wasn't a thing)

 

Only real bug i encountered was during the whore fight, winning via a power move (default Left Alt key) triggering a kill move (leg sweep and throw) seems to break it as the NPC whore i was fighting became non-hostile but didn't register as dead so after pummelling on them for a while and getting nowhere i had to use the console kill command on her which then triggered the end of the scene

 

Did have one other issue although not sure if this mod is responsible, while in diamond city it tried to do the vanilla synth scene about the brother trying to kill the other and getting killed by the guards although in my case it happened as gristle was leading us out of DC so he killed the brother and we then moved out of DC as i'd selected to take the drugs and do fast travel so that vanilla scene didnt play out properly and seems to have broke the DC market place

 

Its a vanilla bug as i recall but might have been caused by the fast travel as the DC guard wouldnt have been able to do his dialogue, maybe moving the pop-up that appears when you do the DC whore quest asking whether you want to travel or take the jet and fast travel to outside DC would prevent

 

It sounds like you have the Knockout Framework installed. I had the same problem before realizing that is listed as an incompatibility

Posted
18 minutes ago, skyrimsubby said:

 

It sounds like you have the Knockout Framework installed. I had the same problem before realizing that is listed as an incompatibility

 

Afraid not, dont have knockout framework installed

Posted
On 11/10/2022 at 12:30 PM, Heinz01 said:

 

It needs the following and will show up as Mole Rat Stew (plugin Z_Horizon.esp):

4x Mole Rat Meat

1x Purified Water

1x Tato

1x Carrot

  Reveal hidden contents

image.png.90f56c200dbe92262b0a122ce88049d9.png

 

Regarding your previous question about the cage fights: I still wasnt there yet, so i cant say if there is something to do. I am now playing the mod and can collect all occuring problems.

 

Just one possible bug found so far: After Lindstrom put the piericing on the player and gives order to serve the patrons, suddenly the dialog options for the already done second marking appeared again (including the fade to black and the sounds). Though i didnt notice a new marking and i can continue w/o any other problems.

Curious if this ever got patched somewhere? I attempted to search this thread, and came upon the same issue (I installed the new Horizon to try it out and found I can only make Mole Rat Stew, yet customer wants a "Steak"). I see the issue lies with using Horizon, I can try to console around it if there is no patch. Do you know what the item he is looking for is called? Is it just a "Steak"?

 

Thanks!

Posted (edited)
1 hour ago, Plaguetard2.0 said:

Curious if this ever got patched somewhere? I attempted to search this thread, and came upon the same issue (I installed the new Horizon to try it out and found I can only make Mole Rat Stew, yet customer wants a "Steak"). I see the issue lies with using Horizon, I can try to console around it if there is no patch. Do you know what the item he is looking for is called? Is it just a "Steak"?

 

Thanks!

Yeah, that was a little confusing. Horizon changes and renames some vanilla recipes. Vanilla MoleratChunks becomes MoleratStew. And that was the older Version of Horizon, i dont know what the 1.9 one does.

 

It was patched for CS (without additional files) by giving you the additional Ingredients for the Horizon food. But i admit i stumbled over that in my second playthrough again. I thought i just made the wrong food by accident which uses the same ingredients.

 

If that Stew doesnt work, you should just give yourself the vanilla Form ID via console 

player.additem 00046943 1

 

It may still have the wrong name, but should work. I hope that still works. 

 

Edited by Heinz01
Posted
1 hour ago, Heinz01 said:

Yeah, that was a little confusing. Horizon changes and renames some vanilla recipes. Vanilla MoleratChunks becomes MoleratStew. And that was the older Version of Horizon, i dont know what the 1.9 one does.

 

It was patched for CS (without additional files) by giving you the additional Ingredients for the Horizon food. But i admit i stumbled over that in my second playthrough again. I thought i just made the wrong food by accident which uses the same ingredients.

 

If that Stew doesnt work, you should just give yourself the vanilla Form ID via console 

player.additem 00046943 1

 

It may still have the wrong name, but should work. I hope that still works. 

 

Ahhh ok. I see what the issue is gonna be. So with Horizon 1.9, you need 20 Survival Skill to make Common Recipes, and Mole Rate Stew is a common recipe. So unless you burned your first level getting that perk, it ain't gonna happen. I just added the stew via console since I can't make it and left the ingredients to do a work around. The only thing I could make was Mole Rat Chunks under simple recipes, which wasn't what he was asking for.

 

Appreciate your time!

Posted

Nobody ever attacks my heroine anymore. please tell me how to return hostility to NPCs? Someone once wrote that this was because my character was stuck in the “prisoners” faction and wrote about some console command. Can anyone help me?

Posted
11 minutes ago, zirablack said:

Nobody ever attacks my heroine anymore. please tell me how to return hostility to NPCs? Someone once wrote that this was because my character was stuck in the “prisoners” faction and wrote about some console command. Can anyone help me?

Did you somehow escape before finishing the mod? 

Posted

Hey everyone. I'm currently at the "whore cage" fight area. I win, but the animation that's supposed to play on the prisoner doesn't work. Does anyone know which pack of AAF animations I'm supposed to install for this animation to work?

Posted

AAF scenes break if there is a forced greet approach by raiders in the meantime. This is especially a problem in places with a lot of raiders. Is this a known issue? (Maybe some of my other mods is causing this problem)

Posted (edited)

It's only happened twice throughout the mod. So it's not a huge issue.

 

Meanwhile, I've progressed to the "The Scientist" quest. However, there's an issue: the quest simply doesn't start. I talked to Lindstrom and he informed me Dr. Duff is in Lexington in the Pharmacy but the quest doesn't pop-up, there's no marker, and when I go to the pharmacy she's just not there. I then tried talking to Lindstrom again only for there to be no dialogue option to appear. I've also spoken to Jared and spawned in Dr. Duff in the pharmacy and TP'd to Diamond City in the hopes of progressing that way to no luck.

 

Anyone have a fix for this? Or a console command?

 

EDIT: Nvm, figured it out. SetStage _CS_Duff worked.

Edited by AlexHender1234
Posted

@JB. Just had an interesting thing happen. At the end of a voluntary Porn Studio quest, did it once & requested this time, it showed as the Science quest _CS_Duff being completed and Snoopy kept following on the next quest.

I did the duff quest, injection, while whoring in DC with Gristle and it completed with pay.

Anyway... a simple SetStage _CS_Porn 500 completed the Porn quest, Snoopy went back to the whore house and all was good through the True ending.

Posted
On 10/2/2023 at 5:37 AM, Dakhma said:

Hey  I can't get the mod to work, when I talk to Murphy outside the vault he walks up to me and just  says that its my life now to get used to it  and walks  away. AAF works, I got all  requirements idk what to do.

 

Edit: So the latest version of this mod won't function  for me at all, I got AAF properly installed plus all requirements. I also got this mods requirements and started on  a new save. The older mod version works for me, I don't know  what it is about the  new version that it won't load at all for me, the warning message when approaching  Murphy never shows and murphy  ignores me. On the old version it  all functions as  it should.

 

same here, but only on version 2. are there older versions of this mod available somewhere?

Posted
On 10/8/2023 at 5:24 PM, JB. said:

The same thing happens with my other mod, at least that's the usual report. I don't see the logic of it, but several users have told me about it.  Probably more than ten by now. 

 

The problem is the usual: for some reason, the scripts don't run with Violate installed. I can't replicate it, so I guess there are more factors under the rug. 

 

@Mycenia @DeviousDesire @naaitsab

 

For me it was Violate as well. disabling its esps fixed it,

Posted
On 10/20/2023 at 9:22 PM, Toddi said:

 

For me it was Violate as well. disabling its esps fixed it,

hi , i've disabled violate.esp but violate still shows up in the mcm are there any violate-related esps that i missed?

Posted
48 minutes ago, valknut110 said:

hi , i've disabled violate.esp but violate still shows up in the mcm are there any violate-related esps that i missed?

 

Disabling plugins does not disable MCM configuration files. You can uninstall the mod entirely or remove its files under the Data\MCM\Config folder if you really want the MCM section for it to not show up.

Posted
50 minutes ago, valknut110 said:

hi , i've disabled violate.esp but violate still shows up in the mcm are there any violate-related esps that i missed?

You disabled it, you need to uninstall it for the MCM files to removed. The MCM setting won't work and are harmless/useless while the mod is disabled.

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