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Commonwealth Slavers


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Posted
31 minutes ago, MrNicoras said:

Slavers and its patches are dead last

Disable the PRP stuff and try again.

esl's are loaded in a different "space" than esp/esm. They are not controlled by the load order.

Posted
28 minutes ago, pinky6225 said:

 

Is the stuff with <ESL> .ESL flagged as i was under the impression .ESL's load last so thats going to happen after CS and you have some stuff that look like precombines which will alter the landscape

 

ESL plugins (those with a .esl file extension) are sorted separately yes, but as you can see those are ESP plugins (they have a .esp file extension) with an ESL flag added. That allows them to be positioned within the load order the same as any other ESP, they just don't occupy a primary index slot, instead they're assigned a subindex within the light master (0xFE000-0xFEFFF) range.

 

Remember that "load order" and "plugin index" are distinct. While non-ESL flagged plugins are initially assigned plugin indices within a save based on the load order, the load order itself is still independent of the plugin index and is maintained within a separate file that tells the game what order they should be loaded in.

Posted
34 minutes ago, valcon767 said:

took a look at the wiki and "Quartermastery" supposed to have 64 different locations (11 are in Far Harbor) it can send you to. 

the quest itself will never run our of locations as it is set to be repeated ad nauseum.  in my longest running save that i played i did that quest

a total of 43 times, and only got about 10 locations total.  if i understand it correctly that quest is one you can do as many times as you want,

even back to back (i did a run of 10 in a row).

 

Thanks, i will revisit the script and add that number. In my longest run i also did that quest 40ish time but it was always a new location thanks to the little trick i mentioned. The quest felt more compelling and became a way to discover all the locations that i missed.

Posted

@JB.

During the Harvester quest when Dwayne shuts down, the Gunner asks "what did you see" the correct response "result" is "..what did yo pull out of your neck". which gives you the addict response.
Shouldn't that be a different prompt like, H-hey.. mmm- mister... got any Jet....

There was 1 other like that, and I'll be fudderfucked if I didn't make note of it!.

Posted
45 minutes ago, MrNicoras said:

 

Like I said. Slavers and its patches are dead last. The last patch is an armor patch only and includes no cell or world data.

 

image.thumb.png.62666bbadbffd15f8edf505cd606d6aa.png

 

Even PRP is overridden by Slavers. Nothing should be conflicting.

 

image.png.080489c7b63e5677d3554f3fb568b452.png

 

This rubble reference is the only red conflict between Slavers, Slavers CWSS patch and Slavers Whorehouse patch. 

 

image.png.3baef4e6a95f9d512eeb7ebecfcb990c.png

 

I get that there's probably a conflict with something, but I'm not seeing it.

 did you try without PRP at all ? (disable it) i'm using vortex and everything works fine out of the box (didn't touch the load order). The only diff is that i don't have prp installed.

Posted (edited)
6 hours ago, shortiron said:

missing High Heel Sound mod?

 

3 hours ago, pinky6225 said:

 

That looks like MO2 which i don't use but i'd think the problem is HHFootSteps.esp

 

Fallout 4 unlike Skyrim doesnt immediately crash to desk top if there is a missing requirement, instead it just doesnt load the relevant file (.ESP/.ESM etc)

 

Not really sure why its a requirement tbh but anyway if you want to get it working install that https://www.nexusmods.com/fallout4/mods/12379

 

You could also try removing the master requirement in F04Edit with the Clean master option but not gonna vouch for how well that works (have the mod in question anyway so isnt an issue for me)

 

why would missing heel sound causes EasyGirlandTRSOutfit-SlaverPatch.esp to be missing in the game? also there is no missing master alert in MO2, so there shouldnt have any missing dependency... plus i dont remember any mod i installed listed heel sound as a requirement... one listed fallout 4 high heel system as requirement, but non listed heel sound.

 

things just run fine before i updated Commonwealth Slavers.... if missing high heels sound causes EasyGirlandTRSOutfit-SlaverPatch.esp to be missing in the game, it should also be missing before the update as well, shouldnt it?

Edited by calvin_0
Posted (edited)
22 minutes ago, calvin_0 said:

 

 

why would missing heel sound causes EasyGirlandTRSOutfit-SlaverPatch.esp to be missing in the game? also there is no missing master alert in MO2, so there shouldnt have any missing dependency... plus i dont remember any mod i installed listed heel sound as a requirement... one listed fallout 4 high heel system as requirement, but non listed heel sound.

 

also things just run fine before i updated Commonwealth Slavers.... if missing high heels sound causes EasyGirlandTRSOutfit-SlaverPatch.esp, it should also be missing before the update as well, shouldnt it?

 

My guess is that JB set it as a requirement by accident, looking at the 2.1.1 file the .esp shows an update on the 10th

 

 

 


image.png.36f90f2269b111540e60d39962a1a431.png
 

 

In the previous file 2.1.0 it hadn't been updated

 

 


image.png.088db4b242b7132b27d081d79a1a4536.png
 

 

So i suppose a third option to what i previously suggested is that you could take the .esp out of 2.1.0 and stick it in the 2.1.2b file and re-zip etc and install

 

The one i have installed 2.1.2b definately shows it as a master for the patch

 

 


image.png.1bfb8e6fb6fb773cf0bf91bc41b8b9fb.png

 

As to the missing master being shown in MO isn't that what the red triange with ! is about (don't use MO2 so not overly familar with it)

 

image.png.a13ba34780304ed9908d1eb8bd95eaff.png

 

Edited by pinky6225
Posted

I know this is not related to this mod but any help would be appreciated. I have switched clothing slot locations some are visible others are not. Does anyone know how to fix this issue?

Posted (edited)
2 hours ago, pinky6225 said:

Afraid the Pet Walk is still not working correctly (for me at least) as i didn't have a quest showing (didnt think much of that) but when i went to give in the caps to Jared he didn't have any appropriate dialogue

 

  Reveal hidden contents

 

 


ScreenShot43.png.b1b7d3541286b19ebf3002dbc3c180ce.png
 

 

 

To complete i had to go back to Lindstrom again

 

  Reveal hidden contents

 

 


ScreenShot44.png.c3730ed1ea3c8270d16af36f88d68692.png
 

 

 

That's "The Pet". The money must be collected by Lindstrom. 

 

But it's possible that both quests are running at the same time, only "The Pet" has higher priority and that's why their dialogues come out.

 

My suggestion. Kill the quest "Pet Walk" after sleeping. 

 

ResetQuest _CS_Roaming

StopQuest _CS_Roaming 

 

You shouldn't have any more problems. 

 

I'm thinking of killing all repeatable quests after sleeping, that way it won't happen again in case any have been left active. 

 

I had the quest "The Scientist" active, despite having finished it. As a consequence, beasts of any kind did not attack me. My new fix should fix this situation.

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

I know this is not related to this mod but any help would be appreciated. I have switched clothing slot locations some are visible others are not. Does anyone know how to fix this issue?

 

They should be visible if you have correctly set the ARMOR and ARMO entry for each outfit.

 

1 hour ago, izzyknows said:

@JB.

During the Harvester quest when Dwayne shuts down, the Gunner asks "what did you see" the correct response "result" is "..what did yo pull out of your neck". which gives you the addict response.
Shouldn't that be a different prompt like, H-hey.. mmm- mister... got any Jet....

There was 1 other like that, and I'll be fudderfucked if I didn't make note of it!.

I can't play without XDI, but that makes me overlook those slips. 

Posted
23 minutes ago, JB. said:

That's "The Pet". The money must be collected by Lindstrom. 

 

But it's possible that both quests are running at the same time, only "The Pet" has higher priority and that's why their dialogues come out.

 

My suggestion. Kill the quest "Pet Walk" after sleeping. 

 

ResetQuest _CS_Roaming

StopQuest _CS_Roaming 

 

You shouldn't have any more problems. 

 

I'm thinking of killing all repeatable quests after sleeping, that way it won't happen again in case any have been left active. 

 

I had the quest "The Scientist" active, despite having finished it. As a consequence, beasts of any kind did not attack me. My new fix should fix this situation.

 

Thank you, did that and then tried picking up the quest again and now have a quest entry and its pointing to the correct place



ScreenShot49.png.8449fb23e723c151d9b07a0f34681979.png

Posted (edited)

Ok for example I use asa devious devices. The devious bra is on slot 55 so I set asa bra aka strap to that same slot. I set armor and armor addon to 55. The strap is invisible. Enless I am missing a step.

Edited by VaunWolfe
Posted
6 minutes ago, VaunWolfe said:

Ok for example I use asa devious devices. The devious bra is on slot 55 so I set asa bra aka strap to that same slot. I set armor and armor addon to 55. The strap is invisible. Enless I am missing a step.

If you want upload your plugin here and I will check it.

Posted

Its fun and appreciate the effort. I got stuck with the fetch quests after getting to the points I needed to unlock the final chapter. Ran a few and it never progressed. Loaded the earlier save then did the runaway which just landed me back at doing the same fetch quests that didnt unlock it either. So I killed every one of the antagonists in the game while on the run, and it never gave me a failed mission like you normally get when you kill a vital npc. While on the run they also dont view you as hostile so you can backstab them all and they dont react to it. 

Posted
35 minutes ago, VaunWolfe said:

ASA.esp This is the modified esp. It changes wraps from slot 39 to slot 55.

Are you testing with my mod installed? My mod has ASA edited and has priority. Your edits will not be reflected. The best thing to do is to make a patch and make the edits there (and test without my mod installed first). 

Posted
32 minutes ago, menchi8877 said:

Its fun and appreciate the effort. I got stuck with the fetch quests after getting to the points I needed to unlock the final chapter. Ran a few and it never progressed. Loaded the earlier save then did the runaway which just landed me back at doing the same fetch quests that didnt unlock it either. So I killed every one of the antagonists in the game while on the run, and it never gave me a failed mission like you normally get when you kill a vital npc. While on the run they also dont view you as hostile so you can backstab them all and they dont react to it. 

Do you remember what that fetch quest was? I presume a conflict or perhaps a situation that the mod doesn't expect. 

Posted

once freed can u not get into diamond city? piper just stand there cant talk to her to open the gate... not sure if its cause of the mod or if i just broke it lol

Posted
8 minutes ago, secretagent6012 said:

once freed can u not get into diamond city? piper just stand there cant talk to her to open the gate... not sure if its cause of the mod or if i just broke it lol

 

It's a common bug in Fallout 4. You can trigger it pretty easily in an unmodded playthrough of the game too. If you haven't met her yet and get close enough to the DC entrance for her to spawn and then you enter an interior cell so she unloads, she'll usually be stuck like that when you eventually reach her. A quick web search ought to turn up lots of workarounds, but the most amusing are beating her to a bloody pulp or exploiting map glitches to leap into the DC market worldspace without talking to her (she'll proceed to Publick Occurrences and wait for you there).

Posted (edited)
13 minutes ago, vaultbait said:

 

It's a common bug in Fallout 4. You can trigger it pretty easily in an unmodded playthrough of the game too. If you haven't met her yet and get close enough to the DC entrance for her to spawn and then you enter an interior cell so she unloads, she'll usually be stuck like that when you eventually reach her. A quick web search ought to turn up lots of workarounds, but the most amusing are beating her to a bloody pulp or exploiting map glitches to leap into the DC market worldspace without talking to her (she'll proceed to Publick Occurrences and wait for you there).

well i can console open the gate so thats not a issue but i want her as a companion lol think what happened was.. i turned up to diamond city looking for wasteland eggspansion books and ran away from her... so i think i broke it lol will have to load a earlier save and let her do her thing then carry on getting the books lol

i tried beating her up but all hell broke loose everyone wanted to kill me and she repeatedly killed heather casdin ( mod follower) which was entertaining then proceeded to rape her to hahahaha

Edited by secretagent6012
Posted
6 hours ago, calvin_0 said:

why would missing heel sound causes EasyGirlandTRSOutfit-SlaverPatch.esp to be missing in the game? also there is no missing master alert in MO2, so there shouldnt have any missing dependency

MO2 forked up.. obviously.

If any mod is missing a master it will not load in game, nor should the MM be able to enable it.

It can be installed, but not enabled until it's masters are installed and enabled.
The MM should also automatically disable a mod if its master/s are disabled or uninstalled.

Posted
24 minutes ago, izzyknows said:

MO2 forked up.. obviously.

If any mod is missing a master it will not load in game, nor should the MM be able to enable it.

It can be installed, but not enabled until it's masters are installed and enabled.
The MM should also automatically disable a mod if its master/s are disabled or uninstalled.

I ran into the same issue last night. I installed Easy Girl and TRS a few days ago to see the new slave outfits JB added, but didn't reinstall CS until v2.1.2b. Then I installed the patch in the FOMOD, but didn't notice that I was missing the High Heels mod. I installed that and everything started working fine.

Posted
20 hours ago, Jarnin said:

@JB., I just got back to the whore house in v2.1.2b, and saw that Fugly isn't fugly anymore! I even downloaded a mod so I could rename her to Fugly! Man, now I gotta think of a new name for her.

There was a very ugly slave indeed, i thought that the face template was from another mod i'm using. JB what did you do to her ?.

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