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Commonwealth Slavers


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Posted
19 minutes ago, lee3310 said:

? 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. 

I've got most of it updated now.
I'll remove the previs data as it's not needed and I broke the hell out if it anyway. IF it was a settlement, yeah kinda need that to keep folks from scrapping things they shouldn't.

Posted
5 hours ago, RychuP3ja said:


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?

 

hmm i cannot find it in this mod description either, and i am sure i first saw those due to this mod (might be buried in the thread somewhere),

Nuka Ride (also by JB) does have a link to them on it's mod description. but yes i was talking about HN66's Easy Girl and HN66 TRS and yes i meant

the patch in the fomod installer.  as that did not fix the issue i do not know what is causing the issue of not wearing clothes unless it is you are 

not submissive enough, and if you wear tattered rags that should mean you are submissive enough.  

 

shrugs ... sorry i was not able to help more with that issue.

 

as for the cage fight that is definitely either a conflict or bug as you can win the fight.  the fact that you are getting the "you lose" message when you are

leads me to suspect you have something interfering (Knockout Framework will interfere but not at that exact instant usually which is why is is listed as incompatible).

most likely to interfere mods would be mods with anti-death or that make changes to melee combat.

 

 

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

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.

It could act as a replacer for CWSS patch indeed but that would require a little work (CWSS patch is a master to this plugin so you have to merge them together).

26 minutes ago, izzyknows said:

I've got most of it updated now.
I'll remove the previs data as it's not needed and I broke the hell out if it anyway. IF it was a settlement, yeah kinda need that to keep folks from scrapping things they shouldn't.

Did you use the plugin i posted and extended on it or is it a different one ? upload it here and i should be able to merge them together.

Edited by lee3310
Posted
50 minutes ago, lee3310 said:

It could act as a replacer for CWSS patch indeed but that would require a little work (CWSS patch is a master to this plugin so you have to merge them together).

Did you use the plugin i posted and extended on it or is it a different one ? upload it here and i should be able to merge them together.

It's your upload.

Didn't touch your edits... I don't think.
Tweaked the walls, doors, ceilings, couch in the wall, deleted extra walls outside the player area, moved the entrance out 16 units and deleted the 2 extra walls, moved the end & true end buttons, added a few corners and pillars, navmeshed the cell by hand and saved 106 tri's (not a big deal as it was pretty good to start with).

I think that was about it.

 

Did not test in game, cause I'm just that good. LMAO!!! Actually, it's supper time.

CS_WhoreHouse_Patch.esp

Posted (edited)
4 hours ago, izzyknows said:

It's your upload.

Didn't touch your edits... I don't think.
Tweaked the walls, doors, ceilings, couch in the wall, deleted extra walls outside the player area, moved the entrance out 16 units and deleted the 2 extra walls, moved the end & true end buttons, added a few corners and pillars, navmeshed the cell by hand and saved 106 tri's (not a big deal as it was pretty good to start with).

I think that was about it.

 

Did not test in game, cause I'm just that good. LMAO!!! Actually, it's supper time.

CS_WhoreHouse_Patch.esp 134.26 kB · 0 downloads

You work fast ! i'll test it and regenerate preVis since JB already did it in the original mod.

 

@JB.

in "_cs_main.Maintenance()" you are editing a global variable value from "Commonwealth Captives" but the var doesn't exist. (I should have the last version of that mod). Are your trying to disable the mod ? if yes then 0xCE85 should be the right one "EBCC_ModEnabled" not 0x20E29

Edited by lee3310
Posted
4 minutes ago, lee3310 said:

 

in "_cs_main.Maintenance()" you are editing a global variable value from "Commonwealth Captives" but the var doesn't exist. (I should have the last version of that mod). Are your trying to disable the mod ? if yes then 0xCE85 should be the right one "EBCC_ModEnabled" not 0x20E29

from version 1.00 

 

image.png.2d2c0849beb476da696e72d319583527.png

 

When you set this global to 1, the slaves stop asking you to rescue them. 

Posted
15 minutes ago, JB. said:

from version 1.00 

 

image.png.2d2c0849beb476da696e72d319583527.png

 

When you set this global to 1, the slaves stop asking you to rescue them. 

Ah, sorry about that, i was getting an error in the log cause i'm using V0.97. I will update the mod.

Posted
1 hour ago, lee3310 said:

You work fast ! i'll test it and regenerate preVis since JB already did it in the original mod.

That's kool! I deleted the data because after I was done, it was no longer valid. This way you have a clean slate to work with. :)

Oh!! Forgot that I removed the esl flag while editing! Need to add that back.

Knew I was forgetting something!

Posted
9 minutes ago, izzyknows said:

That's kool! I deleted the data because after I was done, it was no longer valid. This way you have a clean slate to work with. :)

Oh!! Forgot that I removed the esl flag while editing! Need to add that back.

Knew I was forgetting something!

Ah yeah, when i broke the SCOL i ended up with new forms (clutter) so i had to compact them in order to flag it as esl. I presume that you removed the flag cause you added new objects ?. I will take a look at the plugin tomorrow and reupload it here when i'm done.

Posted
3 hours ago, lee3310 said:

Ah yeah, when i broke the SCOL i ended up with new forms (clutter) so i had to compact them in order to flag it as esl. I presume that you removed the flag cause you added new objects ?. I will take a look at the plugin tomorrow and reupload it here when i'm done.

Yes I added a few corners and columns, but that was all. I really tried not to mess with anything but the building. I did have to nudge a couple things around.

Posted (edited)
On 11/10/2022 at 8:59 PM, JB. said:

Write SQV _CS_House and show me what you get. 

 

Pidpad is fine. I play with something similar. Tactical Tablet. 

 

The FX added by Tactical Tablet slot 61 is causing the collar to shock character non stop because it thinks it's armour, how did you get around that?

 

Edit: Pip-Pad same problem slot 61 is used and cases non stop shocking and it spams unequip and reequiping chest piercings, default pip boy no issues.

 

After giving up and going to bed, woke up realising it might be one of my sorter patches.  Some poking around in F04Edit and yup sorter was adding slots and removed a keyword from the cuffs.  I shouldn't troubleshoot stuff when tired, it gets me into all sorts of trouble.

Edited by Beyound
Posted
13 hours ago, valcon767 said:

hmm i cannot find it in this mod description either, and i am sure i first saw those due to this mod (might be buried in the thread somewhere),

Nuka Ride (also by JB) does have a link to them on it's mod description. but yes i was talking about HN66's Easy Girl and HN66 TRS and yes i meant

the patch in the fomod installer.  as that did not fix the issue i do not know what is causing the issue of not wearing clothes unless it is you are 

not submissive enough, and if you wear tattered rags that should mean you are submissive enough.  

 

shrugs ... sorry i was not able to help more with that issue.

 

as for the cage fight that is definitely either a conflict or bug as you can win the fight.  the fact that you are getting the "you lose" message when you are

leads me to suspect you have something interfering (Knockout Framework will interfere but not at that exact instant usually which is why is is listed as incompatible).

most likely to interfere mods would be mods with anti-death or that make changes to melee combat.

 

 

Managed to get it working.


Had to reinstall everything and start a new save, I think due to skipping the first travel part something bugged and I was somewhat still tagged as "rebelious"? Shame that you can't skip dialogues and they are taking pretty long when being shown compared to original dialogues. Welp at least its working now.

Posted (edited)
9 hours ago, izzyknows said:

Yes I added a few corners and columns, but that was all. I really tried not to mess with anything but the building. I did have to nudge a couple things around.

Ok so i only fixed one door frame (needed a little nudge), a window in the main room and the red curtain (clipping). That should be it. However, Those are injected records (they come from another plugin):
image.png.c200585eb233c0760cb1d58b8092d227.png
The floor is needed but the wall is duplicated. So i will move the light and floor to this patch esp and delete the wall. Tell me if there is a reason for the duplicated wall.

Spoiler

image.png.ff71bd6c8f18fa172564bf6e4a3ce400.png

 

Edited by lee3310
Posted
1 hour ago, lee3310 said:

Tell me if there is a reason for the duplicated wall.

Shouldn't be and I didn't ad any walls. Deleted a couple!

Posted
On 11/14/2023 at 4:47 PM, vaultbait said:

 

From what I recall, the slave collar will go into a continuous unequip/reequip loop, and you'll die from CS thinking you're not wearing it.

Yikes. Thanks for letting me know. Kind of disappointing, since that means I'll never get to use this mod.

Posted
1 hour ago, j0hnxmarst0n said:

Yikes. Thanks for letting me know. Kind of disappointing, since that means I'll never get to use this mod.

 

That was due to a keyword problem on the collar when the patch is in use. It sounds like the latest version of Real Handcuffs fixed it, but the warning on the Commonwealth Slavers page didn't get cleaned up yet:

 

https://www.loverslab.com/topic/200231-commonwealth-slavers/?do=findComment&comment=4230612

Posted (edited)

This took way longer than expected (4+ hours).

  • Fixed all the doors, door plugs, trim...(broke the scols in order to align them properly)
  • Fixed windows, one of them had a brick sticking out so i replaced the wall with another variant (same everything except no protruding brick).
  • Fixed entrance, i like Izzy idea of expanding the space by moving the door back, place looks nicer but there was some nasty z fighting on the ceiling and floor so i had to break the SCOL and move away the extra pieces.
  • Fixed tables with red napkins clipping with ground...
  • Fixed the redlight position and replaced one of the exterior ambiant light (behind the window to reduce annoying glaring).
  • Added a slab to the fancy marble wing entrance cause the whole area was lifted (not same height as main room) instead of lowering every single objects (risky and prone to mistakes). Now it looks like this:
     
Spoiler

image.png.7e11d09c0f7cf983de42b3bbff0ef1c7.png

Other fixes, all good stuff, ESL flagged + new PreVis, not fully tested but i'll report back if there is anything.
I hope i can finally play the mod?.

PS
I recommend that you use a save where you never entered the place, not mandatory but some doors may be misplaced if you already entered the cell (fix them with console).

 

Edit: @JB.

I missed a door frame zFight and a little gap behind one of corners trim (fixed)

 

CS_WhoreHouse_Patch_V2.0.rar

 

Edited by lee3310
Posted (edited)

Is someone supposed to wait for you and take you to see the boss at the beginning of the truce quest ? cause the msg implies it but didn't find anyone "If the timer is too short, it means that there is someone outside waiting for you to deactivate it -like now-.")"

Edited by lee3310
Posted
1 hour ago, lee3310 said:

Is someone supposed to wait for you and take you to see the boss at the beginning of the truce quest ? cause the msg implies it but didn't find anyone "If the timer is too short, it means that there is someone outside waiting for you to deactivate it -like now-.")"

Ah, there were changes and I didn't finish adjusting some stuffs. Like the one you mention. Anyway just follow the markers. 

 

 

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

Ah, there were changes and I didn't finish adjusting some stuffs. Like the one you mention. Anyway just follow the markers. 

 

 

But it's scary outside for a fresh VaultMeat, with all the ghouls and stuff. (I got hit by a mini nuke while chased by ghouls ?).

Edited by lee3310
Posted
1 hour ago, lee3310 said:

But it's scary outside for a fresh VaultMeat, with all the ghouls and stuff. (I got hit by a mini nuke while chased by ghouls ?).

Run!

Posted
19 minutes ago, izzyknows said:

Run!

I ran to the sewer entrance and met the same fate ☠️. How could they leave me alone like that. Gonna report it to the slave union representative.

Posted
1 hour ago, lee3310 said:

I ran to the sewer entrance and met the same fate ☠️. How could they leave me alone like that. Gonna report it to the slave union representative.

That would be Jared. Sooooo.... report away, and please, put on a good show. Good popcorn is expensive!

Posted
On 11/19/2023 at 4:10 PM, vaultbait said:

 

That was due to a keyword problem on the collar when the patch is in use. It sounds like the latest version of Real Handcuffs fixed it, but the warning on the Commonwealth Slavers page didn't get cleaned up yet:

 

https://www.loverslab.com/topic/200231-commonwealth-slavers/?do=findComment&comment=4230612

Well, would you look at that. Either I have incredible timing, or the universe spoke to me lol.

Posted (edited)

@lee3310How does your patch work for you? I just tried it and when I loaded a save where the W. House should already be clean, I saw that there was quite a lot of debris, as if it had not been cleaned. 

 

So I loaded a save to start the cleaning mission, and indeed even after cleaning there is a lot of debris. For example, that big mountain of debris near Lindstrom is still there. Or the one in the middle of the bar. 

 

New game same problem. (New game, MCM, choose skip CS1, you should spawn in a cleaned W House). 

 

 

 

Spoiler

Photo269.png.bac6bffbfff735c1b64261171b3fc973.pngPhoto270.png.a9767836a4adc54a056e066c18724605.png

 

 

My LO

 

Slavers

Slavers - CWSS Patch

Your patch

 

No loose files. 

Edited by JB.

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