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Commonwealth Slavers


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Posted

@JB.

 

I'm back from my holiday trip and have come across some odd things which may or may not (see 2/) be because of playing the mod mid game:

 

1/ I went back to Corvega to get some revenge on Jared. After killing them all I noticed that the cages and the torture restraint (shackles) were still in game. This is how it should be I would say, bearing in mind what has happened there previously.

 

2/ Not so much an issue but jars slightly. I'd already killed Wolfgang but instead of the usual dialogue about "Wolfgang rotting in hell...", Trudy has completely forgot the incident and just gives a terse comment about having a shop to run but does trade normally. I removed CS and it's soft dependences and the old dialogue came back.

 

3/ This one I found a little bizarre and involves base ref 2A699. I noticed a friendly Radroach (ref id 2A6B2 base id 2A699) outside Diamond City with one of the guards. I removed CS and tested using an old save in which CS had never been installed, and spawned 2A699 which was a machine gun turret , but with CS, spawning it becomes a friendly Radroach. On the current save testing with CS removed the friendly Radroach still remains in game.

 

No problems loading a current save with CS removed, though I would never use it for the main game as the scripts will be baked in and problems would no doubt soon become apparent.

 

Hope this is useful if somewhat trivial

Posted (edited)

Hi JB! Will there be anymore new content releases for CS or are you done/happy with how it is now? Is there any way I can help you with the testing (If not CS then perhaps NR)? I really enjoy your work and would like to help out if I can. :)

Edited by Neppy
Posted (edited)

Hello, I've been going round in circles for a while with pet raider, which isn't working as it should in my house. Normally you have to make a request to the sanctuary so that Jun Long can give the note. I can't get any dialogue with him about the note left by the looters.
I've been thinking about Sim Settlements 2, but I don't know what the problem is.
I wonder if it's the pet raider patch included in this mod.

Jun Long comes to see me but nothing happens he waits and if I leave he's me


 thx

Edited by Kev075
Posted
23 minutes ago, Kev075 said:

Hi, I've been going round in circles for a while now with pet raider which doesn't work as it should at my place normally we have to make a request to sanctuary so that Jun Long can give the looters the note. I'm not getting any dialogue with him about the note left by the looters.
I was thinking about Sim Settlements 2, but I don't know what the problem is.
I wonder if it could be the pet raider patch included in this mod.

Jun Long comes to see me but nothing happens he waits and if I leave he is me
 thx

Yeah, is my patch.  This patch has only one condition. 

 

Raider Pet cannot start dialogues while the quest "Lucky Day" is running. 

 

"Lucky Day" is running from the moment you start a game until you finish your slavery. If for some reason you already finished Commonwealth Slavers and "Lucky Day" did not stop, type. 

 

StopQuest _CS_Thorns 

Posted
On 10/24/2023 at 2:42 AM, Neppy said:

Hi JB! Will there be anymore new content releases for CS or are you done/happy with how it is now? Is there any way I can help you with the testing (If not CS then perhaps NR)? I really enjoy your work and would like to help out if I can. :)

No, this is my final version. I will only do maintenance updates when I see bug reports. 

Posted
19 minutes ago, JB. said:

Yeah, is my patch.  This patch has only one condition. 

 

Raider Pet cannot start dialogues while the quest "Lucky Day" is running. 

 

"Lucky Day" is running from the moment you start a game until you finish your slavery. If for some reason you already finished Commonwealth Slavers and "Lucky Day" did not stop, type. 

 

StopQuest _CS_Thorns 

ok thanks but what does pet raider bring to Commonwealth Slavers?

Posted
2 minutes ago, Kev075 said:

ok thanks but what does pet raider bring to Commonwealth Slavers?

It is just a patch to prevent the two mods from starting at the same time. It says so in the MCM itself when you install it. 

Posted
8 minutes ago, JB. said:

It is just a patch to prevent the two mods from starting at the same time. It says so in the MCM itself when you install it. 

ok thx

Posted

Once I gain freedom, would there be any conflicts if I loaded started the harassment mod?  Are there any conflicts that would arise after CS is complete?

Posted
2 hours ago, thompsj71 said:

Once I gain freedom, would there be any conflicts if I loaded started the harassment mod?  Are there any conflicts that would arise after CS is complete?

There should be no conflicts since it is all over. It will be kind of weird to be harassed inside the Whore House, though. 

Posted
3 hours ago, thompsj71 said:

Once I gain freedom, would there be any conflicts if I loaded started the harassment mod?  Are there any conflicts that would arise after CS is complete?

None that I've found. You can turn off via hotkey, Sexual Harassment, Boston Devious Helper and Violate and disable Bound in Public via the MCM until after CS & Nuka Ride are done.

I actually use MCM Settings Manager and have a slot just for CS & NR.

Posted

Dude I came here to jerk off, not be engage and get excited about the story and go off on a rampage killing minute man and actually enjoying the characters and story. Fucking awesome job. 

 

There are hiccups here and there but nothing completely game breaking.

 

 

3 things off the top of my head.

If you go submissive from the beginning lindstrom is stuck behind the wall when first introduced. Thanks for the teleport cheat for him.

In runaway slave the game likes to freeze on the 3rd rubble placement. Going into first person and then doing it tends to get around that.

Oh and you can't repeat the quest to make daddy-o then sell drugs when you have one hand since you can't equip the gloves.

 

Fucking awesome mod, fits right in with the rest of the games universe.

Posted
13 hours ago, Whatisthatnoise said:

Help it says plugin has missing masters

 

There should be no problem if you've installed the prerequisite mods as described on the main page. 

 

You need to identify which masters are missing and, um, install them above Commonwealth Slavers in the load order.

 

I assume you're using Mod Organiser 2. If you're using Vortex then I recommend investing the time to learn how MO2 works as it gives you much more control and will save you a lot of time in future. 

 

Click the "warning" icon and it should tell you exactly which masters are missing. 

 

Without that information nobody here will be able to help you further. 

 

Also, have you installed AAF correctly? If you haven't done it before it can be tricky.  Follow the "AAF Fucking Manual" carefully. 

Posted (edited)

Hi JB, loved Nuka Ride and was thinking of giving this mod a go as well. 
What is the status of development at the moment? Is this mod regarded as complete, or are you still rolling out new content?  
I kinda burned myself out a lil bit on Nuka Ride, as I replayed main quest 4 or 5 times to check out new updates so I thought I'd save this mod until it's ready in its final form. 
Looking forward to find out what's the equivalent of the pet mirelurk in this one hahaha.

Edited by Chupacabra Gonzales
Posted
43 minutes ago, Chupacabra Gonzales said:

Hi JB, loved Nuka Ride and was thinking of giving this mod a go as well. 
What is the status of development at the moment? Is this mod regarded as complete, or are you still rolling out new content?  
I kinda burned myself out a lil bit on Nuka Ride, as I replayed main quest 4 or 5 times to check out new updates so I thought I'd save this mod until it's ready in its final form. 
Looking forward to find out what's the equivalent of the pet mirelurk in this one hahaha.

 

See post from @JB. on previous page

 

On 10/26/2023 at 3:39 PM, JB. said:

No, this is my final version. I will only do maintenance updates when I see bug reports. 

 

Have fun, it's a really great mod

Posted
7 minutes ago, muptezel01 said:

I'm sure I did the installation correctly, but im getting commonwealthslavers.esp files missing error. I don't know where I did it wrong.

 

Make sure to autosort your plugins in whatever mod manager you're using. If a master is after the plugin that uses it in your load order, you can end up with such errors. Also make sure you enabled the plugins for the mods you installed, of course.

Posted
37 minutes ago, vaultbait said:

 

Make sure to autosort your plugins in whatever mod manager you're using. If a master is after the plugin that uses it in your load order, you can end up with such errors. Also make sure you enabled the plugins for the mods you installed, of course.

I solved the problem, but this time the dialogs do not appear. 

Posted
1 hour ago, muptezel01 said:

I solved the problem, but this time the dialogs do not appear. 

 

Make sure you enable both kinds of subtitles in your game settings.

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