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Commonwealth Slavers


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Posted

lol i was just debating rolling back to pre NR game until it updates to 7+.

 

was debating as i do not want to roll back just to be able to play the new stuff when it gets here and lose soo much, BUT

since i see CS got an update (and may get another) i will just start new game to play both when both have updated.

will continue NR6.5 vanilla route until then

 

anyway THANK YOU again for the wonderful mods.

 

Posted
1 hour ago, JB. said:

Fixed a bug where, if there was another oral sex scene that did not involve the player, the player would still "swallow the cum". 

Hey JB minor Fixes:

  • "If Partner[0] == PlayerREF" instead of "doppelganger". OnSceneEnd doesn't return the doppelganger Ref IIRC.
  • I just made sure that even after clearing the list, the chosen location still get added so there is no risk at all to get the same location twice in a row:
    LocationAlias RaiderCampAlias = _CS_Truce.getalias(0) as LocationAlias
    Location RaiderCamploc = RaiderCampAlias.GetLocation()
    If _CS_RaiderCampsLocation.GetSize() > _CS_VisitedRaiderCampsLocation.GetSize()
    	_CS_VisitedRaiderCampsLocation.AddForm(RaiderCamploc as Form)
    Else
    	_CS_VisitedRaiderCampsLocation.Revert() ;empty the FormList when all locations have been visited
    	_CS_VisitedRaiderCampsLocation.AddForm(RaiderCamploc as Form)
    EndIf

     

Posted
1 hour ago, JB. said:

Version 2.1.1

Kool!
That was a bunch of "little stuff" there bub! LOL

Hey, been meaning to ask for a good while now.. but memory is shite! <<--keep that in mind in case I already asked this! -->>

Why did you use 24+ room markers & portals in the whore house? It's far to tiny of a cell to need em. Even the Mechanist Lair (the largest cell in the game) doesn't use them. Mainly cause of the short distance you can see.
Cells like Andrew Station uses them because there are several places you can see far enough to get glitching of textures.
One thing you can also do instead of portals is use fog with a shot distance & increased density. But that's for big open cells. Even then, it's better to change the design of the cell, if possible.

Posted

This mod is very atmospheric and interesting — it fits perfectly into the world of Fallout, as if it was always there. The quality is top-notch, which is rare these days — balance of action and quests, brutality, and humor. I passed the first part in one breath, and the second one is even more interesting. The author is talented, thank you! ("The scenes of the group in the cage - after the fight, are simply magnificent, and the amputation is truly shocking. Amazing!")

Posted
7 minutes ago, izzyknows said:

Kool!
That was a bunch of "little stuff" there bub! LOL

Hey, been meaning to ask for a good while now.. but memory is shite! <<--keep that in mind in case I already asked this! -->>

Why did you use 24+ room markers & portals in the whore house? It's far to tiny of a cell to need em. Even the Mechanist Lair (the largest cell in the game) doesn't use them. Mainly cause of the short distance you can see.
Cells like Andrew Station uses them because there are several places you can see far enough to get glitching of textures.
One thing you can also do instead of portals is use fog with a shot distance & increased density. But that's for big open cells. Even then, it's better to change the design of the cell, if possible.

Note that I didn't set them manually or anything as I barely understand the purpose of that. I just knew it would improve the performance of the cell.  It was automatically set by the CK.

 

Do you remember the first Whore House? 


I took Corvega, took out almost everything and left only the main entrance, and my first Whore House was that one. 

 

The second Whore House was built on top of that one. 

 

When I created the room markers automatically, I realized that they were created as if my little cell was Corvega. Room markers all over the place. 

 

I don't know how to fix that. 

Posted (edited)
3 hours ago, JB. said:

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). 

JB the new player alias you added messed things up for me ?. Just for the records, you could have added the event filter to the newsStand container instead of the player and used the exact same check (onItemRemoved instead of added). No need for a new alias.

 

Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
	If akDestContainer == Game.GetPlayer()
		If _CS_Pet.GetStageDone(55) == 0
			_CS_Pet.SetStage(55)
		EndIf
	EndIf
endEvent

 

Edited by lee3310
Posted

Just finished this with the true ending and the last couple of quests were fantastic, medium sized is an absolute baller and Gristle in now one of my favorite npcs in the game. Weird question but if I want to try out the nuka ride mod should I make a new character or keep going with the one I am currently using? Like after everything she has overcome does the story in nuka ride make her seem weak and naive again? Be a bit strange if she was all like "I cant believe you want me to do that?!" 

Posted (edited)

This is an odd bug that I just discover... I have 2 profiles in my MO2, one for male character and one for female character as they both have drastically different mod and load out... I have Commonwealth Slavers install on my female character profile.. but the freedom quest, i think it's call "Road to Freedom" or something similar, show up on my male character's quest list which is odd since Commonwealth Slaver isnt even installed on that character...

 

I'm trying to figure out why Fallout 4 dont allow me to take screenshot now after getting a new xbox controller, once I do, i'll post the screenshot.

 

also I have yet to update my Commonwealth Slaver as you said dont update if there is an on going quest.

 

nevermind, it seems like either i have 2 similarly named quest confuse or i accidentally started railroad quest on my female character.

Edited by calvin_0
correction
Posted (edited)
2 hours ago, JB. said:

I don't know how to fix that. 

Open the mod in xEdit, go to Cell>Block 7>Sub Block 3>Persistent> and delete all RoomMarkers..

Then in Temporary delete all Portal....

Both RoomMarkers & Portals are grouped together.. so you won't have to search for them.

Exit & save.

One thing they are for is when interior cells get longer than the render distance, which is different than exterior, the textures will flash/glitch and you can see the either. Using the Room Bonds & Portals prevents that. There's a bit more to it, but that's the simple version.

But basically, none of the "custom" cells in CS or NR need them. Edited "vanilla" cells.. leave em alone. The bar in NR needs them deleted to. ;)


Oh and I'll reiterate again, the custom cells are far to small to benefit from precombines\vis. It just bloats the mod. Now if they were the size of Corvega.. yea then it would be a very good idea. My Vault 101 uses them because of it's size. It's a chunky heifer. LOL

Edited by izzyknows
Posted
22 minutes ago, calvin_0 said:

This is an odd bug that I just discover... I have 2 profiles in my MO2, one for male character and one for female character as they both have drastically different mod and load out... I have Commonwealth Slavers install on my female character profile.. but the freedom quest, i think it's call "Road to Freedom" or something similar, show up on my male character's quest list which is odd since Commonwealth Slaver isnt even installed on that character...

 

I'm trying to figure out why Fallout 4 dont allow me to take screenshot now after getting a new xbox controller, once I do, i'll post the screenshot.

 

also I have yet to update my Commonwealth Slaver as you said dont update if there is an on going quest.

 

Road to Freedom is a vanilla quest that leads you to the railroad faction

Posted (edited)
16 minutes ago, pinky6225 said:

 

Road to Freedom is a vanilla quest that leads you to the railroad faction

 

wait, really? but then, why it show up on my female character? she havnt really done any railroad related quest... or did i just have 2 very similar named quest confused?

 

or did the hero quest automatically also start road to freedom as well? cause i got both quest unlock at the same time on my female character.

 

anyway, thanks for clearing it up for me.

Edited by calvin_0
Posted
8 minutes ago, calvin_0 said:

 

wait, really? but then, why it show up on my female character? she havnt really done any railroad related quest... or did i just have 2 very similar named quest confused?

 

or did the hero quest automatically also start road to freedom as well? cause i got both quest unlock at the same time on my female character.

Check the stage guide & see if the quest is listed.

Road to Freedom aka: Follow the Freedom Trail, is started by the 2 NPC's in Diamond City, or Goodneighbor.. or by interacting with one of the medallions on the road.

You never get close to the Freedom Trail, the 2 NPC's in DC are not there, and you never go to Goodneighbor. And without looking, I "think" the quest is disabled until after CS ends.

 

Stage Guide - for 1.5.txt

Posted
2 hours ago, izzyknows said:

Open the mod in xEdit, go to Cell>Block 7>Sub Block 3>Persistent> and delete all RoomMarkers..

Then in Temporary delete all Portal....

Both RoomMarkers & Portals are grouped together.. so you won't have to search for them.

Exit & save.

One thing they are for is when interior cells get longer than the render distance, which is different than exterior, the textures will flash/glitch and you can see the either. Using the Room Bonds & Portals prevents that. There's a bit more to it, but that's the simple version.

But basically, none of the "custom" cells in CS or NR need them. Edited "vanilla" cells.. leave em alone. The bar in NR needs them deleted to. ;)


Oh and I'll reiterate again, the custom cells are far to small to benefit from precombines\vis. It just bloats the mod. Now if they were the size of Corvega.. yea then it would be a very good idea. My Vault 101 uses them because of it's size. It's a chunky heifer. LOL

I never used room bounds or portals before but if the cell has preVis it doesn't require those right ?

Posted
2 hours ago, calvin_0 said:

or did the hero quest automatically also start road to freedom as well? cause i got both quest unlock at the same time on my female character.

@JB.

The Road to Freedom does start after walking past the 2 NPC's next to Valentine's. (Hooker quest)
I could a swore that was disabled!

Posted

@JB. another useful tip: if you want to register for container event, you don't need to attache a script to the ref or put it in an alias, you can register for it in your quest script like this:

AddInventoryEventFilter(akForm)
RegisterForRemoteEvent(Game.GetPlayer(), "OnItemAdded")

Event ObjectReference.OnItemAdded(ObjectReference akContainer, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
	Debug.TraceSelf(self, "OnItemAdded", "The player just took "+akBaseItem.GetName())
endEvent


 

Posted
19 minutes ago, izzyknows said:

@JB.

The Road to Freedom does start after walking past the 2 NPC's next to Valentine's. (Hooker quest)
I could a swore that was disabled!

all these time, i thought "road to freedom" was a quest for my character to escape from slavery  =D

Posted
2 minutes ago, lee3310 said:

I never used room bounds or portals before but if the cell has preVis it doesn't require those right ?

No.

The room bounds are totally different. They deal with interior render distance and are very picky where they are placed. There's even a checker to make sure they are placed correctly. Really, a good cell design does away with the need for them.
The Mechinest Lair, for example, is bloody massive, but doesn't use or need them. Andrew Station, on the other hand, does use them, cause that's where the developers learned about them. LOL

They also cannot be use in interior settlements, as it breaks workshop mode. And "extra" steps are required to build stuff.

 

The precombine\vis stuff is really meant for large cluttered cells.

"But why is there pre\vis for almost every vanilla cell?"

 Bugthesda uses specialized tools to generate them on a large scale. All interior cells or all world cells in one shot. We don't have access to those big boy tools. LOL

And for them, the speed and bottom line are all that matter. Logic and file size be damned!

But for modders, both matter, or at least should.

You'd be surprised how much good clean navmesh will reduce the file size. Bugthesda used auto navmesh...which even they don't recommend, and you can tell just playing the game!

I redid all of Depravity's interior cells, which are insanely bad, and dropped over 1 Mb in file size.
Anyway....

The only time the precombine\vis "need" to be generated are:

Edits that break them in busy exterior cells, ya broke now fix it!
Very large and or cluttered interior cells, you can tell when it's time by the FPS drop. It takes a surprising number of floors & walls to cross that line.
And interior settlements, regardless of size, to stop folks from scrapping things they shouldn't, like walls & floors. Although there's a way to keyword them.... I've done it... can't remember atm.

 

Posted
1 hour ago, calvin_0 said:

all these time, i thought "road to freedom" was a quest for my character to escape from slavery  =D

NoOooOOooo! It's still slavery. It just pays more.

Posted
33 minutes ago, izzyknows said:

I redid all of Depravity's interior cells, which are insanely bad, and dropped over 1 Mb in file size.

Never played that mod, if you still have the plugin with redone navemeshes, i'm very interested.

Posted (edited)
10 hours ago, JB. said:
  • If you reject Gristle and prefer to stay as a slave forever, you will also stop having the training with the dog. Fixed.

 

Hrm. Snoop stopped humping my character a while ago, and she's about 20 jobs away from having the conversation with Gristle about remaining a slave. I'm fairly certain that Rapemeat's Snoopy alarm clock stopped working after completing the non-repeatable version of The Scientist. Is it supposed to work this way? I mean, it doesn't make much sense for the dog training to end abruptly, but it did so after The Scientist repeatable job becomes available, so I didn't know if that was intended or not.

 

Any chance of expanding the bestiality perk rewards to Wasteland Whisperer for repeatedly banging wasteland beasts for Doctor Duff?

 

10 hours ago, JB. said:
  • 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"). 

 

Where is this patch? I downloaded the EasyGirl/TRS outfits and FG bodyslide conversions, and I remember there was a patch, but I can't remember if that was for Nuka Ride, or CS, or for them to work together...

Edited by Jarnin
Posted
1 hour ago, lee3310 said:

Never played that mod, if you still have the plugin with redone navemeshes, i'm very interested.

Well, on March 27 2023, Depravity was updated for the first time in 4 years. Like a dumb arse I just overwrote the version I'd edited the hell out of without a thought. Once I realized it, I didn't even play the new update.

Yeah, it had been soo long, I totally forgot to back it up, or maybe i did.. but I can't find it.

At some point I'll probably do it again, but as a patch.

Posted
10 hours ago, nerbits said:

Just finished this with the true ending and the last couple of quests were fantastic, medium sized is an absolute baller and Gristle in now one of my favorite npcs in the game. Weird question but if I want to try out the nuka ride mod should I make a new character or keep going with the one I am currently using? Like after everything she has overcome does the story in nuka ride make her seem weak and naive again? Be a bit strange if she was all like "I cant believe you want me to do that?!" 

This mod was actually intended as a pre-Nuka Ride intro, but then it went its own way and as you can see, by the end this mod seems to lead you to the vanilla route. 

 

The compatibility is still there but from a roleplaying point of view it would be best to play it on separate accounts. Two different stories. 

Posted
14 hours 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. 

 

 

 

Gave this a try and noticed two things, one the slave jet / collar / regular jet is no longer doing the animation when you consume / get shocked

 

Tried the Gristle quest fix as well and that worked and PC got sent to the whore room but only had 1 customer and then as they were still rebellious Lindstrom followed them out of the whore room and started whipping indefinately, only ended when i had the PC sleep (while being whipped) and took a new quest from him



ScreenShot41.png.27a170e043a48e5c536d4d0ad04c0d9c.png

Posted
28 minutes ago, pinky6225 said:

 

Gave this a try and noticed two things, one the slave jet / collar / regular jet is no longer doing the animation when you consume / get shocked

 

Tried the Gristle quest fix as well and that worked and PC got sent to the whore room but only had 1 customer and then as they were still rebellious Lindstrom followed them out of the whore room and started whipping indefinately, only ended when i had the PC sleep (while being whipped) and took a new quest from him

 

  Reveal hidden contents

 

 


ScreenShot41.png.27a170e043a48e5c536d4d0ad04c0d9c.png
 

 

 

I'm playing it quite a bit and I have those animations. Just remember that the animations are not activated during dialogues / AAF scenes.

 

But my testing in the whore room was with a submissive character. I'll test it tonight with rebel responses. 

 

(I got the fucking cockroach instead of a raider, that's for sure...). 

Posted
1 hour ago, JB. said:

I'm playing it quite a bit and I have those animations. Just remember that the animations are not activated during dialogues / AAF scenes.

 

Yeah its the vanilla inhale from jet i'm missing, guess i must have something else overwriting/breaking it although weirdly when i stuck in Animated Chems Redone - https://www.nexusmods.com/fallout4/mods/35403?tab=description

 

Started working again so that must be overwriting whatever is overwriting

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