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Posted
2 minutes ago, izzyknows said:

Could I suggest setting the preferred pathing (select tri & hit P) around the brothel & studio? It will solve the stupid pathing of the NPC's.

Don't forge to finalize each of the 4 cells.
Just a suggestion! :)

 

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DesktopScreenshot2023_12.09-11_40_50_54.png.315952f4852f381898b3d40891c3ebc9.png

 

I can't believe I've been modding for almost three years and now I find out that you can do that. How far should the yellow mark go? Only until the end of the cell?

Posted
7 minutes ago, mosv said:

How can i fix it?

Put CS last in your load order.

But then again, it's a custom cell that only a patch that edits that specific cell would effect.

Oh! Are you running the BYOB or CWSS patches? I haven't ran either soo... dunno atm.

Posted (edited)
17 minutes ago, izzyknows said:

Could I suggest setting the preferred pathing (select tri & hit P) around the brothel & studio? It will solve the stupid pathing of the NPC's.

Don't forge to finalize each of the 4 cells.
Just a suggestion! :)

 

  Reveal hidden contents

DesktopScreenshot2023_12.09-11_40_50_54.png.315952f4852f381898b3d40891c3ebc9.png

 

I didn't notice any major path finding problem but that's a good idea. In the future (if i get the chance) i will change the exterior look of the brothel. The magic cabin under the bridge that doesn't fit a king size bed but somehow fits a bar + 5 rooms, starts bothering me more and more ?.

I found the perfect place (collapsed school building that has roughly the same size as the int brothel), just near the actual cell but it needs some serious work in CK.

Edited by lee3310
Posted
10 minutes ago, JB. said:

I can't believe I've been modding for almost three years and now I find out that you can do that. How far should the yellow mark go? Only until the end of the cell?

If you can link it to the nearest vanilla preferred path meshes that would be good.

Posted
6 minutes ago, izzyknows said:

Put CS last in your load order.

But then again, it's a custom cell that only a patch that edits that specific cell would effect.

Oh! Are you running the BYOB or CWSS patches? I haven't ran either soo... dunno atm.

Get fix after putting BYOB patches last in my load order. Thank!

Posted (edited)

 

OMG, I have connected it to the main route. I can't believe it was that simple. I never understood what that was or how it was placed. 

 

image.png.db15224ee2925c846374f119ff4272b8.png

 

And after "p"

 

image.png.3be72c13d305e6ea2dcc7bf76699fef7.png

 

 

 

@lee3310  I noticed the sound of flies in the bathroom. It's great.  ? ?

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

 

OMG, I have connected it to the main route. I can't believe it was that simple. I never understood what that was or how it was placed. 

 

image.png.db15224ee2925c846374f119ff4272b8.png

 

And after "p"

 

image.png.3be72c13d305e6ea2dcc7bf76699fef7.png

 

 

 

@lee3310  I noticed the sound of flies in the bathroom. It's great.  ? ?

So, If I'm just puttng together mods for a new playthrough, should I wait for an update about this or nah? It's been a minute since I've played CS, and I'm very much looking forward to seeing the progress you've made in the last several months.

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

OMG, I have connected it to the main route. I can't believe it was that simple. I never understood what that was or how it was placed. 

Yeah it's simple.
Here's a navmesh cheat sheet.
And don't forget to find cover edges & finalize cell for EACH edited cell. I've forgot a cell way to often. :P

 

Edited by izzyknows
Posted
Just now, MrNicoras said:

So, If I'm just puttng together mods for a new playthrough, should I wait for an update about this or nah? It's been a minute since I've played CS, and I'm very much looking forward to seeing the progress you've made in the last several months.

Nah, the mod is playable from start to finish, I'm just tinkering with it. The one in the pic above will make Gristle/Murphy/etc. go straight to the main route, when sometimes they would do this weird turn around the W. House before going to the route. 

Posted
27 minutes ago, lee3310 said:

I didn't notice any major path finding problem but that's a good idea. In the future (if i get the chance) i will change the exterior look of the brothel. The magic cabin under the bridge that doesn't fit a king size bed but somehow fits a bar + 5 rooms, starts bothering me more and more ?.

I found the perfect place (collapsed school building that has roughly the same size as the int brothel), just near the actual cell but it needs some serious work in CK.

Not so much pathing issues, just taking the looooong way around.
I kind of got used to it. Hell even an underground entrance would work. It has no windows anyway. ;)

Just remember, never break vanilla SCOL's. They are perfectly aligned, so build off of them.  JB has some really weird rotation settings going on at times! LOL

Posted (edited)
1 hour ago, JB. said:

 

OMG, I have connected it to the main route. I can't believe it was that simple. I never understood what that was or how it was placed. 

 

image.png.db15224ee2925c846374f119ff4272b8.png

 

And after "p"

 

image.png.3be72c13d305e6ea2dcc7bf76699fef7.png

 

 

 

@lee3310  I noticed the sound of flies in the bathroom. It's great.  ? ?

That's not me ?, they are attached to CWSS toilets, maybe you didn't notice them before. I think CWSS script place them on init but will never know cause the author compiled it with some weird flags that confuse the shit out of any decompiler. 

Edited by lee3310
Posted
1 hour ago, izzyknows said:

Not so much pathing issues, just taking the looooong way around.
I kind of got used to it. Hell even an underground entrance would work. It has no windows anyway. ;)

Just remember, never break vanilla SCOL's. They are perfectly aligned, so build off of them.  JB has some really weird rotation settings going on at times! LOL

Yeah it's really really hard to precisely align objects when the origin is not 0,0,0. For the building, i checked it last week and there is no SCOL, just have to replace meshes with undamaged alternative or full ones (it's doable, will look really nice but requires lots of time given how painful cell editor is)

Posted (edited)
4 hours ago, pinky6225 said:

 

Might be wrong but think thats meant to be the point of it, whether you ask nice or not the decision/outcome isn't yours, but down to your customer/master which is meant to re-enforce how powerless you are in this situation

 

I always thought the purpose of the collar was to force the player character to become submissive. I mean, it zaps you if you give rebellious dialog replies, but doesn't when you give submissive replies.

 

Semi-coherent, semi-serious rant incoming:

Spoiler

The orgasm blocking mechanic was added after v1.5 of CS was released, and I just seem to fail at seeing the gameplay or role-playing mechanics behind it. Orgasming doesn't give your player any benefits in CS, so why does blocking them matter? If the player character is role-playing a submissive character, why does the mechanic "punish" them if they're playing the game the way the collar enforces them to play? I mean, if you're just trying to show that the collar can be a random asshole, it's working.

 

Maybe if orgasms mattered in CS, there'd be some gameplay or roleplay reasons to use it. However, because SA Perversions require the player to orgasm to function, the CS orgasm blocking mechanic just ends up blocking perversions from occurring naturally from gameplay. Perversions can have a bit of gameplay to them, since you're seeking out various NPCs/beasts to hump to get your fix. There's nothing like that with orgasm blocking. In fact, I used the repeatable slave walk job option a lot because my character has like nine fucking perversions she needs to keep satisfied (she's a beast whore).

 

I realize that I'm a bit of an outlier. I tend to play CS with the maximum amount of jobs required to finish, so my characters are slaves for years in-game. Yes, I love this mod that much.

 

OH, and JB: Would it be possible to rejigger the repeatable version of The Truce so that it only sends the player to undiscovered raider camps? I ask because, right now, it seems random. My character has been to The Shamrock Taphouse like nine times to get railed by Gaff (I swear he tattooed his name on her thigh last time, like he was claiming her). The Beantown Brewery seems pretty popular too; Rapemeat's been raped there like five or six times.

 

EDIT:

 

QUESTION: WHERE DO DECLAN AND LINSTROM SLEEP??!!!111eleventy

 

Edited by Jarnin
Posted
32 minutes ago, Jarnin said:

 

OH, and JB: Would it be possible to rejigger the repeatable version of The Truce so that it only sends the player to undiscovered raider camps?

 

 

I don't know how to do that. These are the raider camps but yeah, the fallout randomizer is super rare. 

 

image.png.3bb2407445b12b4ed2781ded10ddf101.png

Posted
45 minutes ago, Jarnin said:

 

I always thought the purpose of the collar was to force the player character to become submissive. I mean, it zaps you if you give rebellious dialog replies, but doesn't when you give submissive replies.

 

Semi-coherent, semi-serious rant incoming:

  Reveal hidden contents

The orgasm blocking mechanic was added after v1.5 of CS was released, and I just seem to fail at seeing the gameplay or role-playing mechanics behind it. Orgasming doesn't give your player any benefits in CS, so why does blocking them matter? If the player character is role-playing a submissive character, why does the mechanic "punish" them if they're playing the game the way the collar enforces them to play? I mean, if you're just trying to show that the collar can be a random asshole, it's working.

 

Maybe if orgasms mattered in CS, there'd be some gameplay or roleplay reasons to use it. However, because SA Perversions require the player to orgasm to function, the CS orgasm blocking mechanic just ends up blocking perversions from occurring naturally from gameplay. Perversions can have a bit of gameplay to them, since you're seeking out various NPCs/beasts to hump to get your fix. There's nothing like that with orgasm blocking. In fact, I used the repeatable slave walk job option a lot because my character has like nine fucking perversions she needs to keep satisfied (she's a beast whore).

 

I realize that I'm a bit of an outlier. I tend to play CS with the maximum amount of jobs required to finish, so my characters are slaves for years in-game. Yes, I love this mod that much.

 

You can beg and react unhappily to being denied and have no overall rebel/sub change though so its only going to make you more submissive if you beg, get denied and react submissively or beg and get it granted, in the ideal world (where all fallout mods played nicely together) i suppose being constantly aroused would have a knock on effect to something like Sexual Harrasment

 

Maybe it would be good that if your below a certain submissive threshold the odds of being granted are increased a bit like if your over a certain rebellious value your not allowed to wear clothes as that would encourage you to stay submissive

 

 

Posted
1 hour ago, lee3310 said:

Yeah it's really really hard to precisely align objects when the origin is not 0,0,0. For the building, i checked it last week and there is no SCOL, just have to replace meshes with undamaged alternative or full ones (it's doable, will look really nice but requires lots of time given how painful cell editor is)

Find an item, usually a floor or ceiling tile, that is pretty much in common alignment, right click>preferences>Movement>Set Snap Reference>Select reference in window.... double click it.

For items that just wont friggin align, select the item and Ctrl+K. That will reset it's angle and rotation back to 0. It can then be placed correctly.

 

As a bonus, select an item... anything, hold Alt and scroll. ;)

There's also find & replace Ctrl+F. VERY handy!!

 

Posted
27 minutes ago, JB. said:

I don't know how to do that. These are the raider camps but yeah, the fallout randomizer is super rare. 

Which sucks arse! Some MA's actually wrote their own RNG.

Another thing that effects the vanilla RNG is cell reset time. I have mine set at around 24hrs. Which pretty much guarantees the RNG will pick the same location over & over. Unless I get another task quickly.

Posted
22 minutes ago, izzyknows said:

Find an item, usually a floor or ceiling tile, that is pretty much in common alignment, right click>preferences>Movement>Set Snap Reference>Select reference in window.... double click it.

For items that just wont friggin align, select the item and Ctrl+K. That will reset it's angle and rotation back to 0. It can then be placed correctly.

 

As a bonus, select an item... anything, hold Alt and scroll. ;)

There's also find & replace Ctrl+F. VERY handy!!

 

I know about ctrl+F that's what i will do but all the other tips are new to me. Thanks will try them next time i'm in Cell editor.

Posted (edited)
1 hour ago, JB. said:

 

I don't know how to do that. These are the raider camps but yeah, the fallout randomizer is super rare. 

 

image.png.3bb2407445b12b4ed2781ded10ddf101.png

 

 

Create an empty formList, each time a location is selected, add it to the new formList and compare length:

FormList _CS_RaiderCampsLocation ;
FormList _CS_VisitedRaiderCampsLocation ; new emptyFormList
If _CS_RaiderCampsLocation.GetSize() > _CS_VisitedRaiderCampsLocation.GetSize()
	LocationAlias RaiderCampAlias = AkQuest.getalias(0) as LocationAlias
	Location RaiderCamploc = RaiderCampAlias.GetLocation()
	_CS_VisitedRaiderCampsLocation.AddForm(RaiderCamploc as Form)
Else
	_CS_VisitedRaiderCampsLocation.Revert() ;empty the FormList when all locations have been visited
EndIf


 And finally, add another "isInFormList" check in the locationAlias ( isInLocationFormList "_CS_VisitedRaiderCampsLocList" == 0)

Edited by lee3310
Posted
25 minutes ago, lee3310 said:

 

 

Create an empty formList, each time a location is selected, add it to the new formList and compare length:

FormList _CS_RaiderCampsLocation ;
FormList _CS_VisitedRaiderCampsLocation ; new emptyFormList
If _CS_RaiderCampsLocation.GetSize() > _CS_VisitedRaiderCampsLocation.GetSize()
	LocationAlias RaiderCampAlias = AkQuest.getalias(0) as LocationAlias
	Location RaiderCamploc = RaiderCampAlias.GetLocation()
	_CS_VisitedRaiderCampsLocation.AddForm(RaiderCamploc as Form)
Else
	_CS_VisitedRaiderCampsLocation.Revert() ;empty the FormList when all locations have been visited
EndIf


 And finally, add another "isInFormList" check in the locationAlias ( isInLocationFormList "_CS_VisitedRaiderCampsLocList" == 0)

Wow! I just put it in, thank you.  ?

Posted
16 hours ago, izzyknows said:

To add to JB.'s response,
Don't ask is the Rebellious route.
Asking, is the Submissive route.

Each affecting Sex Attributes accordingly.

 

So it depends on how you're role playing the run, as a rebel or a submissive slave. Or maybe you start as a rebel and turn submissive... or the other way around.

 

i'm playing a mix of rebellious and submissive, my character just being submissive to avoid being punish but she isnt submit yet.. i wonder how that will affect my ending... it might be a little bit early to tell, but i just unlock the freedom quest and hero quest.

Posted (edited)
20 minutes ago, heybeterino said:

MCM says "Missing "Commonwealth Slavers.esp" despite the fact I clearly have it in my files 

When you get that message, there's usually 2 possible causes.

Missing Masters.
Not actually deployed/activated.... whatever it's called by the MM you're using.

 

And that goes for any mod gives you that MCM message.
 

Edited by izzyknows
Posted (edited)

Version 2.1.1

 

It is best to upgrade if you are not doing any quests. 

 

  • Fixed a bug during Pet Walk. Jared didn't take your caps and he ended the quest. Now he will take your caps, he will set a timer for you to go back to the Whore House, where Lindstrom will finish the quest. 
  • The "Pet Walk" quest never ended correctly, which caused many NPCs to tell you "We don't want slaves around here. Too much trouble". I've put in more dialogue variety and now they will tell you more things, but only during "Pet Walk". 
  • Having the submission level at maximum (orientation = -50) will ensure that everyone will give you permission to have orgasms. 
  • Slightly tweaked the navmeshes around the Whore House, adding preferred path. 
  • When you return from DC with Gristle and the other slaves, he has his typical small quest. If you fail, you get a punishment at the Whore House. But Lindstrom forgot to punish you.
  • Gristle will also take out ALL the slavers jet you have in your inventory if you decide not to steal the sleeping traveler. 
  • Every time you are punished to the Whore Room, Lindstrom will take out all the slavers jet too. 
  • Fixed a bug where, if there was another oral sex scene that did not involve the player, the player would still "swallow the cum". 
  • Slightly changed the clothes of the two slaves in the W.House. 
  • If you have the EasyGirl/TRS patch installed, the Whore House slaves will wear their outfits. And they will wear other outfits during the Diamond City quest. If you are in the middle of a game, you will have to resurrect them to see this change (click on the slaves and type "resurrect"). 
  • When we should wait for Dwayne in the DC cell:  From the second time you go to work in DC, the character will only sit and wait, and will not receive message boxes, except for the typical one that recounts the customers you served. 
  • During "The Pet", the container where you get plastic will have plastic for you to pick it up and the quest will proceed to continue once you grab it (it is no longer necessary to open the container). 
  • Thanks to Lee, "The Truce" quest will choose a raider base randomly and will not repeat it, until all 13 bases have been visited. 
  • If the character is completely submissive (submission equals -50), asking for orgasm will guarantee an orgasm. 
  • It turns out that you can't wear the gloves to collect fertilizer, if your left arm is amputated. I changed the glove to slot 55.
  • If you reject Gristle and prefer to stay as a slave forever, you will also stop having the training with the dog. Fixed. 
  • Wolfgan mistakenly said a few lines about helping him get rid of Trudy. 
  • When you work for W.House clientele, there is an random option for the client to ask you to fuck Snoopy.
  • Playing around I realized I had plans for Wolfgan and Trudy. I made a little quest for Wolfgang. It is only available when you play Pet Walk (ask Lindstrom for permission to go outside for a certain time). Approach Wolfgang and ask him if he has a job for you. 
  • Next I will do the same for Trudy. 

 

 

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

Version 2.1.1

 

It is best to upgrade if you are not doing any quests. 

 

  • Fixed a bug during Pet Walk. Jared didn't take your caps and he ended the quest. Now he will take your caps, he will set a timer for you to go back to the Whore House, where Lindstrom will finish the quest. 
  • The "Pet Walk" quest never ended correctly, which caused many NPCs to tell you "We don't want slaves around here. Too much trouble". I've put in more dialogue variety and now they will tell you more things, but only during "Pet Walk". 
  • Having the submission level at maximum (orientation = -50) will ensure that everyone will give you permission to have orgasms. 
  • Slightly tweaked the navmeshes around the Whore House, adding preferred path. 
  • When you return from DC with Gristle and the other slaves, he has his typical small quest. If you fail, you get a punishment at the Whore House. But Lindstrom forgot to punish you.
  • Gristle will also take out ALL the slavers jet you have in your inventory if you decide not to steal the sleeping traveler. 
  • Every time you are punished to the Whore Room, Lindstrom will take out all the slavers jet too. 
  • Fixed a bug where, if there was another oral sex scene that did not involve the player, the player would still "swallow the cum". 
  • Slightly changed the clothes of the two slaves in the W.House. 
  • If you have the EasyGirl/TRS patch installed, the Whore House slaves will wear their outfits. And they will wear other outfits during the Diamond City quest. If you are in the middle of a game, you will have to resurrect them to see this change (click on the slaves and type "resurrect"). 
  • When we should wait for Dwayne in the DC cell:  From the second time you go to work in DC, the character will only sit and wait, and will not receive message boxes, except for the typical one that recounts the customers you served. 
  • During "The Pet", the container where you get plastic will have plastic for you to pick it up and the quest will proceed to continue once you grab it (it is no longer necessary to open the container). 
  • Thanks to Lee, "The Truce" quest will choose a raider base randomly and will not repeat it, until all 13 bases have been visited. 
  • If the character is completely submissive (submission equals -50), asking for orgasm will guarantee an orgasm. 
  • It turns out that you can't wear the gloves to collect fertilizer, if your left arm is amputated. I changed the glove to slot 55.
  • If you reject Gristle and prefer to stay as a slave forever, you will also stop having the training with the dog. Fixed. 
  • Wolfgan mistakenly said a few lines about helping him get rid of Trudy. 
  • When you work for W.House clientele, there is an random option for the client to ask you to fuck Snoopy.
  • Playing around I realized I had plans for Wolfgan and Trudy. I made a little quest for Wolfgang. It is only available when you play Pet Walk (ask Lindstrom for permission to go outside for a certain time). Approach Wolfgang and ask him if he has a job for you. 
  • Next I will do the same for Trudy. 

 

 

Nice, i'm still in the middle of a quest but will update anyway.

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