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Commonwealth Slavers


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Posted
1 minute ago, vaultbait said:

 

Any statics that have a disable parent set won't be included in precombine/previs. I've used that before as a hack to get around statics incorrectly causing visible items behind them to get culled incorrectly from some viewing angles.

I'll give it another try, thanks. if it works, i'll upload it as a patch.

Posted
5 hours ago, Corsec said:

What's the recommended load order for Commonwealth Slavers and Nuka Ride? Which comes first? They both conflict over the Story Manager Quest Node and a few other things. Can I merge their edits together or not? I'm guessing Nuka Ride is first.

 

Here is the story quest conflict-

  Hide contents

nukarideconflicts.jpg.c34e71269a7b921430101a6591f39b49.jpg

 

Nuka Ride and Commonwealth Slavers have some conflicts with the UFO4P, mostly dialogue conflicts. Can I safely make a patch to merge the edits?

 

Are your mods compatible with Previsibines Repair Pack Lite? I'd load the pack after your mods. They conflict at Corvega.

https://www.nexusmods.com/fallout4/mods/64405

 

That merged you want to do means that you are overriding priorities. The merged patch will have absolute priority, so NR or CS can load anywhere, it won't matter anymore. 

 

So you have to do one of two things. 

 

  • Either you do that merged patch and earn my animosity.  
  • Or just do the load order thing and good things will happen to you in life. 

 

This mod is very restrictive. The moment you're captured you won't be able to do many things other than what my mod requires you to do. What I want to tell you is that this mod is meant to be played with a separate profile, with mods dedicated to mine and with little intrusion.  BUT, If you have experience and patience as a modder, you can try to play it with more mods as others do, but I don't know how that will go. 

 

Don't worry about priority or those "conficts", be it NR or CS the one with priority, the point is that both mods momentarily stop certain vanilla events. It doesn't matter which one. Both do it when they have to do it, they don't do it at the same time, hence there is no such conflict. 

 

Preferably, I would give NR higher priority. 

 

And grab that merge mod and burn it. ?

Posted (edited)
25 minutes ago, lee3310 said:

Hey JB i went over all the candles in the whore house and edited their position one by one to make them flush with the objects surface or follow the slant (the one placed on broken toilet) but i couldn't understand how you excluded the rubbles/debris from precombines? (i'm pretty sure the rubbles would go away when you advance in the quest right ?). I wanted to help a bit by fixing all those minor details for you but i don't want to break the cell by making the trash part of the precombined meshes. Does having their enable state linked to a parent object is enough to exclude them ?

The key is to disable them before doing the pre-combines. 

 

Open my interior in CK: 00Brothel. 

 

Select the following objects

 

01.PNG.49c85face6de38f221329fe2e1b8d893.PNG

 

Select only those. 

 

Press "1", and choose to make them all disabled. 

 

Make your pre-combines. 

 

Select my rubbles again. From 01 to 07. Make them visible. 

 

That's it. 

 

I have no patience for candles and things like that. I'm very conformist in that respect. If it looks "half right", that's good enough for me. ?

Edited by JB.
Posted
21 minutes ago, JB. said:

The key is to disable them before doing the pre-combines. 

 

Open my interior in CK: 00Brothel. 

 

Select the following objects

 

As I mentioned earlier, you can save yourself that additional hassle if you just pick something in the cell (it can be an actual disable marker, or it can be anything really) and then set that as a disable parent on all the refs you don't want to get included in the previs/precombine. The CK assumes there must be some reason you might want to dynamically disable those meshes during gameplay, so it excludes them when calculating the combined meshes.

Posted
30 minutes ago, JB. said:

I have no patience for candles and things like that. I'm very conformist in that respect. If it looks "half right", that's good enough for me. ?

I thought as much, the mod is massive, we can't ask you to fix every little detail here and there. That's why i wanted to do it myself. You can always merge it with the master plugin later if you want.

Posted (edited)
13 minutes ago, vaultbait said:

 

As I mentioned earlier, you can save yourself that additional hassle if you just pick something in the cell (it can be an actual disable marker, or it can be anything really) and then set that as a disable parent on all the refs you don't want to get included in the previs/precombine. The CK assumes there must be some reason you might want to dynamically disable those meshes during gameplay, so it excludes them when calculating the combined meshes.

Wait. Those 7 rubbles must disappear one group at a time (the character is cleaning them up little by little). That's why I can't put them in one single parent, and I divided them into 7. 

 

I think that given this situation I can't put all of them on a single parent. 

Edited by JB.
Posted
1 minute ago, JB. said:

Wait. Those 7 rubbles must disappear one group at a time (the character is cleaning them up little by little). That's why I can't put them in one single parent, and I divided them into 7 parents. 

 

I think that given this situation I can't put all of them on a single parent. 

 

Oh, you already have disable parents set for them? Then there should be no need to manually disable them before building previs/precombine. The CK automatically excludes everything that has a disable parent anyway.

Posted (edited)
6 minutes ago, vaultbait said:

 

Oh, you already have disable parents set for them? Then there should be no need to manually disable them before building previs/precombine. The CK automatically excludes everything that has a disable parent anyway.

Pretty sure they got baked into the precombined meshes first time i tried (not 100% sure, i just noticed new records in xedit for them). In the past, i only used linkedref to exclude meshes from precombines

Edited by lee3310
Posted (edited)
21 minutes ago, vaultbait said:

 

Oh, you already have disable parents set for them? Then there should be no need to manually disable them before building previs/precombine. The CK automatically excludes everything that has a disable parent anyway.

It's a tricky situation. 

 

These rubbles should be visible the first time you arrive. That's why they are in enable state. 

 

Afterwards you are sent to clean it in seven different parts. The living room, the bedrooms, the hallways. One by one you must deactivate them. 

 

Ohhhh now I get what you're saying. You know, yes, you're right. I could leave them deactivated by default to avoid the hassle with the pre-combines. 

 

And activate them before the player goes inside for the first time. 

 

Oh, well. ?

 

Edited by JB.
Posted (edited)
41 minutes ago, JB. said:

It's a tricky situation. 

 

These rubbles should be visible the first time you arrive. That's why they are in enable state. 

 

Afterwards you are sent to clean it in seven different parts. The living room, the bedrooms, the hallways. One by one you must deactivate them. 

 

Ohhhh now I get what you're saying. You know, yes, you're right. I could leave them deactivated by default to avoid the hassle with the pre-combines. 

 

And activate them before the player goes inside for the first time. 

 

Oh, well. ?

 

I'm still confused, with likedRef you don't have to disable anything. As long as two objects are linked (blue arrow) they will get excluded. Anyway, i will exclude every single piece of trash from precombines, that way, you can disable any leftover if it bothers you (won't have any noticeable FPS impact in a small interior cell).
Hey one last question, can i flag all the beers and potato chips... as owned so you don't get free food ? you can always steel them but if Lindstrom catches you, you are dead (just for me). There is no quest to collect them or something ?
I don't think i can use faction ownership for them cause the player is in same faction as raiders.

Edited by lee3310
Posted
14 minutes ago, lee3310 said:

I'm still confused, with likedRef you don't have to disable anything. As long as two objects are linked (blue arrow) they will get excluded. Anyway, i will exclude every single piece of trash from precombines, that way, you can disable any leftover if it bothers you (won't have any noticeable FPS impact in a small interior cell).
Hey one last question, can i flag all the beers and potato chips... as owned so you don't get free food ? you can always steel them but if Lindstrom catches you, you are dead (just for me). There is no quest to collect them or something ?
I don't think i can use faction ownership for them cause the player is in same faction as raiders.

I have only recently learned to use it (linkedref) because I am going to put my first workshop for Nuka Ride. I wouldn't say I've learned it, it's rather what the tutorial asked for. I know as much about it as I did a year ago. 

 

As for food, yeah, I hadn't given it much thought. That's an excellent idea. 

Posted
1 hour ago, lee3310 said:

Pretty sure they got baked into the precombined meshes first time i tried (not 100% sure, i just noticed new records in xedit for them). In the past, i only used linkedref to exclude meshes from precombines

 

Setting a disable parent on statics has worked for me to exclude them from previs/precombine, even if they're things I never intend to actually disable. I'm using the CK fixes patch though, so maybe that's something that doesn't work quite right in the unpatched CK?

 

1 hour ago, JB. said:

Ohhhh now I get what you're saying. You know, yes, you're right. I could leave them deactivated by default to avoid the hassle with the pre-combines. 

 

And activate them before the player goes inside for the first time.

 

If they have a disable parent set, they should get automatically excluded from previs/precombine anyway, regardless of whether you have them set to start disabled.

Posted (edited)
24 minutes ago, vaultbait said:

If they have a disable parent set, they should get automatically excluded from previs/precombine anyway, regardless of whether you have them set to start disabled.

Exactly, as long as there is a link (blue arrow) they should be excluded (it works the same as linked ref/from). Disregard my previous comment, they are excluded (i tried again and it worked).

Edited by lee3310
Posted
4 hours ago, JB. said:

Either you do that merged patch and earn my animosity...And grab that merge mod and burn it. ?

 

OK, if that's your preference then I will respect your wishes. May I ask what the reason is for your animosity about compatibility patches for your mods? Is a compatibility patch for UF4OP and Horizon a bad idea too?

 

I'll take your advice and load NR later. Thanks!

Posted
3 hours ago, lee3310 said:

Exactly, as long as there is a link (blue arrow) they should be excluded (it works the same as linked ref/from). Disregard my previous comment, they are excluded (i tried again and it worked).

Are you doing the  navmesh too?
Cleaning it up not only makes the NPC's path better it also saves a bit on the mod size. I did most of Nuka Ride with around a 1mb savings. If you want I can do it, all I need is your .esp.

Posted (edited)
1 hour ago, izzyknows said:

Are you doing the  navmesh too?
Cleaning it up not only makes the NPC's path better it also saves a bit on the mod size. I did most of Nuka Ride with around a 1mb savings. If you want I can do it, all I need is your .esp.

Navmesh didn't look at them, is there a problem ? i fixed all the candles position, a floor gap under some debris and two walls (z fighting and height) and the toilet ofc. I also found a trash object that was linked to collision box instead of parent rubble (trash01) i think it's a mistake.
I will upload the esp here when i'm done.

Edited by lee3310
Posted
20 minutes ago, lee3310 said:

Navmesh didn't look at them, is there a problem ? i fixed all the candles position, a floor gap under some debris and two walls (z fighting and height) and the toilet ofc. I also found a trash object that was linked to collision box instead of parent rubble (trash01) i think it's a mistake.
I will upload the esp here when i'm done.

The navemesh looks as though it was auto generated which is only meant for testing and wastes a lot of space, has pathing errors yada yada...

Yeah the Z fighting is a personal pet peeve. LOL! I "think" my NR patch has all of it fixed... and dear Lord Bugthesda is really bad at that shite, but they use trash/debris to hide it.

Posted

I can't wear Skimpy Clothing given to me in the slave's suitcase. I can only wear Tattered Rags otherwise it's "Slaves are not allowed to wear clothes" or sth like that. Haven't found info if it's a bug or planned so I can only wear it later, if that's the case, why give it to me so early on?

 

Posted
4 hours ago, RychuP3ja said:

I can't wear Skimpy Clothing given to me in the slave's suitcase. I can only wear Tattered Rags otherwise it's "Slaves are not allowed to wear clothes" or sth like that. Haven't found info if it's a bug or planned so I can only wear it later, if that's the case, why give it to me so early on?

 

 

hmm this might depend on if you are submissive enough or not, i do remember being able to wear them at times, then not being able to at times

due to not being submissive enough.

 

i think (notice i said think) that if you can wear the tattered rags and/or wasteland gloves (you get them during a mission) you should be able to 

wear the skimpy clothes.  which would make it a bug/conflict (does something else overwrite TRS/Easy Girl?) but cannot be sure of that.

 

you did install the TRS/Easy Girl patch during installation right?

 

hope the information helps.

 

Posted
1 hour ago, RychuP3ja said:

I can't wear Skimpy Clothing given to me in the slave's suitcase. I can only wear Tattered Rags otherwise it's "Slaves are not allowed to wear clothes" or sth like that. Haven't found info if it's a bug or planned so I can only wear it later, if that's the case, why give it to me so early on?

 

The only reason I can think of is that ASA.esp (Skimply Clothing mod) is loading with higher priority than my mod. check that. My mod should load last or at least after ASA.esp.

Posted (edited)

CS_WhoreHouse_Patch.rar

ESL flagged plugin.

 

Edits:

  • Fixed all Candles position
Spoiler

Screenshot2023-11-18185435.png.ef142fd84e6b37000af6e9ddfade9c7c.pngScreenshot2023-11-18183540.png.0220e3ec6c19b0519292858bf6e0dfd8.png

  • Hid the clipping toilet
  • Fixed two walls
  • Fixed a floor gap (hidden under debris)
  • Marked all objects as owned excepte empty bottles and quest related containers (you will still get a free meal from the fridge)
  • Fixed some missed trash/debris that would have persisted after cleaning.
  • Regenerate preVis


Disclaimer:
I went overboard with the trash/debris, i linked all the leftovers to the nearest parent rubble even the clutter on tables (i broke the SCOLs). So after the cleaning quest the house should be dust free ?

I know that raiders are supposed to be messy but the guy have a bunch of slaves with explosive collars around their necks. They would lick the floor clean if they were asked to. (I have a backup plugin with no extra edit to trash/clutter if needed).
And finally, this plugin is only for the CWSS patch (you can apply the changes to any plugin in xedit).

Edited by lee3310
Posted (edited)
2 hours ago, valcon767 said:

 

hmm this might depend on if you are submissive enough or not, i do remember being able to wear them at times, then not being able to at times

due to not being submissive enough.

 

i think (notice i said think) that if you can wear the tattered rags and/or wasteland gloves (you get them during a mission) you should be able to 

wear the skimpy clothes.  which would make it a bug/conflict (does something else overwrite TRS/Easy Girl?) but cannot be sure of that.

 

you did install the TRS/Easy Girl patch during installation right?

 

hope the information helps.

 


TRS/Easy Girl? 
Didn't see that anywhere in on the mod's page so I guess im not using those mods? I think im only using ASA, would that change anything?

Also im at the Cage fight part and just as I get teleported I get quest messages "You Lose" and "Try to win the fight" and get electrocuted together with the NPC straight away. Is it scripted to lose? Even if I take down the opponent then AAF failes to init and it says jared is pissed and tells me to behave... (i guess im lacking F+F anims but would that influence the outcome? could you point an anim pack that would have those?)

EDIT/UPDATE:
Installed both clothing mods, put Commonwealth Slavers at the bottom. Issue still persists. The patch is in the Commonwealth Slavers installation menu do I understand this right?

 

Edited by RychuP3ja
To avoid unnecesairy traffic
Posted
1 hour ago, lee3310 said:

They would lick the floor clean

Why'd they stop there?! There's a plethora of misaligned goodies. Walls, buttons, ceiling pretty much all of it, door frame, missing corners...

Get them bitches back to work!!!! ;)

 

Posted
20 minutes ago, izzyknows said:

Why'd they stop there?! There's a plethora of misaligned goodies. Walls, buttons, ceiling pretty much all of it, door frame, missing corners...

Get them bitches back to work!!!! ;)

 

? are you serious ! i didn't notice any of it, i will have a second look but some Screenshots would help if you ever go there again. 

Posted (edited)
1 hour ago, lee3310 said:

CS_WhoreHouse_Patch.rar 744.99 kB · 2 downloads

ESL flagged plugin.

 

Edits:

  • Fixed all Candles position
  Reveal hidden contents

Screenshot2023-11-18185435.png.ef142fd84e6b37000af6e9ddfade9c7c.pngScreenshot2023-11-18183540.png.0220e3ec6c19b0519292858bf6e0dfd8.png

  • Hid the clipping toilet
  • Fixed two walls
  • Fixed a floor gap (hidden under debris)
  • Marked all objects as owned excepte empty bottles and quest related containers (you will still get a free meal from the fridge)
  • Fixed some missed trash/debris that would have persisted after cleaning.
  • Regenerate preVis


Disclaimer:
I went overboard with the trash/debris, i linked all the leftovers to the nearest parent rubble even the clutter on tables (i broke the SCOLs). So after the cleaning quest the house should be dust free ?

I know that raiders are supposed to be messy but the guy have a bunch of slaves with explosive collars around their necks. They would lick the floor clean if they were asked to. (I have a backup plugin with no extra edit to trash/clutter if needed).
And finally, this plugin is only for the CWSS patch (you can apply the changes to any plugin in xedit).

That's so cool.?

 

I'll add it tonight to the Mega folder with the description. Thanks!

 

I think it would be best to take my CWSS patch out of my fomod and put yours in, renaming it (both plugin + ba2 file). So as not to have so many patches here and there.  But I'm not entirely sure.

Edited by JB.

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