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Commonwealth Slavers


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Posted
24 minutes ago, lee3310 said:

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 ?.

 

I'm almost positive he originally used a female ghoul mesh with a female raider head texture. It gave her a really unique look, that's for sure. Her new look kind of makes me sad.

 

The other three slaves in all of my runs through this mod have been:

  • Fugly
  • Fuckmeat (My character is either Vaultmeat or Rapemeat)
  • Dickmeat

Maybe I'll amputate one of her arms and call her Stumpy.

Posted

That one was based on Smiling Kate. It's literally her, but without hair. I've decided to remove her and put a girl based on pre-war Sanctuary. 

Posted (edited)

Version 2.1.3

 

 

  • Removed the "High Heel Sound" master from the TRS-Easy Girl patch that was accidentally put in.
  • More stuff to the whistle. Increased the distance of the whistle to 1500 units. Added the supermutant Hund to the dog list. Added vanilla lines from Nora calling Dogmeat. 
  • Corrected oral sex with Gunners. 
  • Added quest for Trudy in Drumlin Dinner. Same requirement as Wolfgang. It can only be activated during "Pet Walk". 
Spoiler

Capturadepantalla2023-12-1223_56_26.png.3bfde770a669e452caf6787a4c5df52b.pngCapturadepantalla2023-12-1223_56_37.png.9db3c55ebad859dc4a8eca17a03105b8.pngCapturadepantalla2023-12-1223_59_00.png.7c93bbcd3140714923ff345482db24a6.png

 

 

Here a test of the functionality with the whistle. It's not very supper accurate, but it works. 

 

Spoiler

 

 

 

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

That one was based on Smiling Kate. It's literally her, but without hair. I've decided to remove her and put a girl based on pre-war Sanctuary. 

Yeah, she's not the right person for the job (too scary for a submissive slave, like how did they catch her?). Maybe we can see her again as a female pimp.

Posted
12 hours ago, pinky6225 said:

 

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

 

  Reveal hidden contents

 


image.png.36f90f2269b111540e60d39962a1a431.png
 

 

In the previous file 2.1.0 it hadn't been updated

  Reveal hidden contents

 


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

  Reveal hidden contents

 


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

 

thanks, installing heel sound fix it... such a weird bug.... why do you even need high heel sound as master... i generally dont install high heel sound unless it's a mod requirement as all the high heel sound sounded artificially bad.

Posted (edited)

Not all figured out but making some progress. I missed a few slot locations when I was originally doing it. As for the hands I just had to switch slots.

20231212_225248.jpg

Edited by VaunWolfe
Posted (edited)
4 hours ago, JB. said:

That one was based on Smiling Kate. It's literally her, but without hair. I've decided to remove her and put a girl based on pre-war Sanctuary. 

 

Yeah, I just saw a picture of vanilla Smiling Kate, and I see it now. For some reason I thought she had a partially missing nose, like a ghoul. Maybe it was the face paint or something.

 

3 hours ago, JB. said:

Version 2.1.3

 

Dammit, I was just going to go to bed, too. Guess I'll be updating and seeing how tired I actually am.

 

3 hours ago, JB. said:
  • More stuff to the whistle. Increased the distance of the whistle to 1500 units. Added the supermutant Hund to the dog list. Added vanilla lines from Nora calling Dogmeat. 
  • Corrected oral sex with Gunners. 
  • Added quest for Trudy in Drumlin Dinner. Same requirement as Wolfgang. It can only be activated during "Pet Walk".

 

You always add new, cool shit to the mod right as I'm about to finish my run. Last time it was the final ending. This time it's these new cool side jobs. Seriously, the new code making sure we're visiting new locations is really awesome. Variety is the spice of life, and all that. Adding Gunners into the mix, and now Supermutants... I may have to start a new character in the near future. For like the seventh time.

 

Also, I forgot to mention that Gunners are wearing heavy raider armor instead of heavy combat armor. This is with the Hardcore Gunners patch installed.

 

EDIT: Oh, and I forgot to mention that all of the diner tables+benches in the whore house are flipped 180 degrees from how they should be. There's a bar underneath the table that supports it, but that bar should be against the wall. I only noticed it because Autonomy paired up a patron with Fugly and they started fucking on one of those booths.

 

Question: All of the animations on those diner booths are flipped 180 degrees in my game, so they clip through the back of the booth. Is there a way for me to fix it?

Edited by Jarnin
Posted (edited)
7 hours ago, JB. said:

Here a test of the functionality with the whistle. It's not very supper accurate, but it works. 

 

Works for me although it is being counted as clothing so on a +10 sub/dom char your getting

 

 


ScreenShot50.png.1b06656d5969b8e6284c5e0e8d1802ae.png
 

 

And a shock when you use it

 

Also think Trudy might be missing a dialogue (might just be me for upgrading from 2.1.2b to 2.1.3) as she doesnt seem to describe the job just immediately asks if you'll do it



ScreenShot52.png.b16176aae057a3e6e34a42b617dd6208.png

Think there should prolly be a line before that one

Edited by pinky6225
Posted
1 hour ago, pinky6225 said:

Also think Trudy might be missing a dialogue (might just be me for upgrading from 2.1.2b to 2.1.3) as she doesnt seem to describe the job just immediately asks if you'll do it

 

  Reveal hidden contents

 

 


ScreenShot52.png.b16176aae057a3e6e34a42b617dd6208.png
 

 

 

Think there should prolly be a line before that one

 

In addition to those problems, the milk doesn't go away either. I picked up 10 milk from a super mutant, then hung around and tried to sell them. I think I sold two or three, but none were removed from my inventory. When I went back to Trudy with 10 milk, she said I did a good job, paid me 100 caps, and didn't take the milk.

 

Is the milk sour?

Posted
14 hours 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).

 

Not sure if its connected to the same thing, but one thing I did notice when I was testing a mid game playthrough (so Piper/Danny etc. routine completed) was Piper appeared outside DC by the intercom again. I ignored it as I had access to D anyway

Posted (edited)
7 hours ago, Jarnin said:

EDIT: Oh, and I forgot to mention that all of the diner tables+benches in the whore house are flipped 180 degrees from how they should be. There's a bar underneath the table that supports it, but that bar should be against the wall. I only noticed it because Autonomy paired up a patron with Fugly and they started fucking on one of those booths.

It's a problem with the vanilla meshes. Those flipped anims work fine with any other bench excepte dining ones so there is no simple fix. It's best to remove them from bench category in xml

Edited by lee3310
Posted

@JB.
When doing the quest The Truce, (very first time) I stopped by Drumlin Dinner, solved their argument, traded with Wolfgang and then with Trudy.

As soon as I selected barter, The Green Market dialogue popped up, I finished the trade and agreed to do the job.

Sooo now I can do both quests with Murphy in tow... well maybe, dunno yet if he's going to be hostile toward the SM's. Console will fix that. LOL

 

Posted
2 hours ago, lee3310 said:

It's a problem with the vanilla meshes. Those flipped anims work fine with any other bench excepte dining ones so there is no simple fix. It's best to remove them from bench category in xml

He's talking just about the benches. "technically" they do need spun 180. But... it is what it is. LOL

Posted (edited)
49 minutes ago, izzyknows said:

He's talking just about the benches. "technically" they do need spun 180. But... it is what it is. LOL

Dining table benches (with or without table) need to be rotated but not just that and not with all idles (some of them are fine), they also require a position offset (y axis) for some animations. All other benches are fine, like park bench and whatnot (they use same anim and same furniture ID) so it's not easy to fix. 

Edited by lee3310
Posted
26 minutes ago, lee3310 said:

Dining table benches (with or without table) need to be rotated but not just that and not with all idles (some of them are fine), they also require a position offset (y axis) for some animations. All other benches are fine, like park bench and whatnot (they use same anim and same furniture ID) so it's not easy to fix. 

It has nothing to do with animations. ;)

The animation stuff you're correct. Some of those need to have rotation cords added to the xml's which does fix them. If I remember correctly, the format is X,Y,Z,Xrot,Yrot,Zrot so 180 rotation would be something like 0.0.0.0.0.180

It's been awhile since I mess with that. LOL

Posted (edited)
1 hour ago, izzyknows said:

He's talking just about the benches. "technically" they do need spun 180. But... it is what it is. LOL

 

1 hour ago, lee3310 said:

Dining table benches (with or without table) need to be rotated but not just that and not with all idles (some of them are fine), they also require a position offset (y axis) for some animations. All other benches are fine, like park bench and whatnot (they use same anim and same furniture ID) so it's not easy to fix. 

 

You're both right! The benches in the whore house are flipped, but also: The AAF animations that play on those benches are also flipped around.

 

4 hours ago, lee3310 said:

It's a problem with the vanilla meshes. Those flipped anims work fine with any other bench excepte dining ones so there is no simple fix. It's best to remove them from bench category in xml

 

Thanks for the suggestion! Unfortunately it's another one of those cases where you give us a fix, and we respond with, "I don't know how to do that." I'm gonna assume it's super easy, but that's like saying "Rocket science is super easy for rocket scientists".

 

EDIT: I really need to stop hitting the submit button so quickly...

 

A lot of animations in my game have issues. For example, Leito's canine animation has the dog flipping around on the last keyframe, and it's always done that as long as I've been playing with those animations. In my current game I've got an issue where my character will stand up in the middle of an AAF scene. Sometimes she'll pop back into the animation a few seconds later, but she's stuck doing the same animation while the scene changes.

 

I only discovered recently that JB. only plays with Leito's and Cabbage's animations, with no UAP installed. I'll probably switch to doing that eventually, seeing as how most animations available aren't all that good looking or break while playing.

Edited by Jarnin
Posted (edited)
16 minutes ago, Jarnin said:

Thanks for the suggestion! Unfortunately it's another one of those cases where you give us a fix, and we respond with, "I don't know how to do that." I'm gonna assume it's super easy, but that's like saying "Rocket science is super easy for rocket scientists".

open "SavageCabbage_furnitureData.xml", under "bench", remove/comment those (do the same for any other furniture xml that has same forms in it).

<furniture form="7D61B" id="NPCBenchDinerIntBoothSingleSit01"/>
<furniture form="7D623" id="NPCBenchDinerIntBoothSingleSit02"/>
 <furniture form="7BDD6" id="NPCBenchDinerIntBoothSingleSit01Static"/>
 <furniture form="7BED9" id="NPCBenchDinerIntBoothSingleSit02Static"/>
 
I think "Diner_Booth" is fine (not same anims).
Edited by lee3310
Posted (edited)
57 minutes ago, izzyknows said:

It has nothing to do with animations. ;)

The animation stuff you're correct. Some of those need to have rotation cords added to the xml's which does fix them. If I remember correctly, the format is X,Y,Z,Xrot,Yrot,Zrot so 180 rotation would be something like 0.0.0.0.0.180

It's been awhile since I mess with that. LOL

that's the hard fix, make new: furniture ID/animationDATA/PositionData for that furniture and apply offsets. But still, AAF can struggle with offsets and apply them with delay (mostly in trees).

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

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

I did the diamond city ones to build up the points quicker and for some reason it wouldn't go any further from there. I think you are right I tried the new quest and could not complete The Weapon. I had timeouts at the beginning and at turning the quest in. I disabled pretty much everything, started a new game, skipped the first chapter and retried The Weapon and had the same timeout. It hangs at the punishment animation not playing at start so stopping progress, and when turning it in just starting the first part of the dialog and not finishing so the quest cant complete. I figured the prop used might be bugging it out so did the usual debug protocol that works. Save before that point, reinstall the mods, AAF, UAP patch. Tested on other saves and AAF is running everything well, its just something about this one and was really curious how it ended. I looked at SQT and tried completing all the quests listed and it wasn't one of them. 

Posted (edited)
2 hours ago, lee3310 said:

open "SavageCabbage_furnitureData.xml", under "bench", remove/comment those (do the same for any other furniture xml that has same forms in it).

<furniture form="7D61B" id="NPCBenchDinerIntBoothSingleSit01"/>
<furniture form="7D623" id="NPCBenchDinerIntBoothSingleSit02"/>
 <furniture form="7BDD6" id="NPCBenchDinerIntBoothSingleSit01Static"/>
 <furniture form="7BED9" id="NPCBenchDinerIntBoothSingleSit02Static"/>

 

Sweet, thanks!

 

2 hours ago, lee3310 said:

I think "Diner_Booth" is fine (not same anims).

 

The animations are flipped 180° on the diner booths. The booths and table have the animations happening at the right height, but the other two coordinates seem to be 0,0, so the scene clips through the table.

 

I just removed the diner table/diner booth entries. Thanks again for the info!

Edited by Jarnin
a word
Posted

Thanks for the reports! 

 

Commonwealth Slavers 2.1.3b

  • The mutants will remove one bottle of milk from your inventory every time they buy one. And when you finish the quest with Trudy, she will remove all the ones you have, if you still have it. 
  • The dog whistle now won't electrocute you anymore if you're rebellious. 
  • Trudy completely forgets to explain the context of her quest due to a condition error. She will explain it to you, but only if you haven't done the quest yet.
  • If you buy something from Trudy, the dialog continues erroneously, starting the supermutants quest. Fixed. 
Posted
2 hours ago, Jarnin said:

diner booth

There is only one anim really made for the booth with table and it's not an explicit one (SC flirting something something) all other anims shouldn't be played on it because of the table in the middle.

Posted
20 minutes ago, lee3310 said:

There is only one anim really made for the booth with table and it's not an explicit one (SC flirting something something) all other anims shouldn't be played on it because of the table in the middle.

 

Yeah, well... I see a lot of stuff in my games. While I have seen that flirting animation on the booths, it's been a very long time and not in my current game. Autonomy seems to use any bench/couch animation for those diner tables. I'll check it out after installing the new version of CS and see how my edits fare.

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