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Commonwealth Slavers


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Posted
21 hours ago, JB. said:

@pinky6225   Yeah, now there is a little timer and while that timer lasts you can ask him for various things if you already had sex with him. I think it is 6 hours.

 

After the timer, he will ask for a favor again. 

 

But I'm not sure if it's unlimited.

 

If it's unlimited during those six hours, I'll write this for a fix/tweak. But yeah, you can basically ask them for various things after you've done them a favor until he simply tells you that he's run out.

 

I would strongly suggest that you consider revamping how consumables are rewarded in Commonwealth Slavers. As it is now, you have several sources (Lindstrom, Declan, and various mission NPCs, along with just picking them up in the world), and the existing sinks aren't sufficient enough to drain those resources to prevent snowballing. My vaultmeat (now free) has a massive stockpile of consumables sitting in her trunk at the Whore House... And I do mean massive.

 

Disclaimer: I play on survival mode

  • 277 Cans of dog food
  • 182 slavers jet
  • 122 Radaway
  • 97 purified water (I would ask Lindstrom if I could make clothes, then convert dirty water into purified water instead).
  • 82 stimpaks
  • 37 body lotion
  • 32 soap
  • Loads of miscellaneous chems

My vaultmeat was on the junkie path. When on that path you're given free slavers jet so that the mod can automatically inject it. It's set on a timer, so you're getting a free blast of slavers jet every six hours by default, and you can control how often it happens in the MCM. This is why my character has such a large stockpile of Jet: the automated junkie system is taking care of all her needs so that she never needs to use her own rewarded supply. Also, regarding slavers jet: It greatly reduces the need for the slave to eat food. Notice how much food is in my stockpile.

 

Suggestions:

 

Spoiler

It seems that part of the goal of the mod is to give the player the feeling of helplessness while they play. However, ensuring that it's easy to keep their characters' stomachs full and they're never thirsty doesn't help to achieve that goal.

  • Get rid of all consumable rewards from Lindstrom for completing raider jobs, and make Declan the only reliable source (in exchange for sex each time).
    • I'd suggest that the job completion reward from Lindstrom could be giving them the option to use workbenches for 8 hours to make clothing, and giving the player a bottle of booze (to help with trauma recovery from SA, and to add another pathway to addiction).
  • Getting resources from Declan would only be available three times a day (every 8 hours instead of every 6), with him requesting a sexual favor each time.
  • Declan should only have one dialog option to request supplies; no more asking for specific items. Instead, you ask him for supplies, and he'll set you up for 8 hours.
  • Declan should remove surplus items from the slaves' inventory every time they enter the whore house. This means excess slavers jet, food, water, any supplies that could be stockpiled and sold later on. Perhaps they're allowed 2 jet, 2 food, 2 water, 2 stimpaks, and that's it. Anything else that isn't used gets taken away.
  • In addition to the above changes, I'd suggest giving all raiders a small chance (~5%) to reward the player with 1 food, OR 1 water, OR 1 slavers jet after pleasuring them. If those rewards aren't used by the time the slave returns to the whore house, Declan would confiscate them and sell them back to the slave for sexual favors.
  • I'd really like to see a very simple "prison economy" system added, where the player slave would be interacting with the other slaves a bit.
    • You'd have the ability to trade consumables with the other slaves in the whore house, but haggle over "relative values", which would involve sexual favors. If, for example, food was considered more valuable that day than water, you'd trade 1 water + sex for 1 food.
  • Lotion! Please get rid of it in Commonwealth Slavers. It makes a lot of sense to have something like that in Nuka Ride, but in Slavers... it doesn't. To me, at least.
    • The marks gained from being whipped or beaten should be considered no different than the brands that the raiders put on the player character. However, unlike the brands, which are permanent, bruises and whip marks should wear off over time (perhaps two or three days?) instead of being instantly removeable. Force the player to wear the marks of their defiance (or submission).

I know this is probably a lot to request, but I just finished a 50 job run and interacting with Declan and dealing with all those different requests for different supplies, and then having him demand sex sometimes, but not others times... I just want it all simplified so I don't need to think about what time it is, or whether I can continue exploiting Declan for more free shit to sell later. If you give me a system that can be expoited, I'll do it. Please help me stop!

 

😁

 

 

 

Posted
1 hour ago, SimPlayer68Plus1 said:

Will this mod ever have voiced dialogue like Nuka Ride? :) 

I can do it, no doubt. I learned how to do it. I did the voices of Nuka Ride version 6.5. But it costs money. 

 

If someone buys an Elevenslab account and gives me the email plus password, I will do it. We probably need 5 accounts at $11 each, so it would be a multi-user effort. 

 

BUT. I can't do it now, so nobody buy anything. It takes too much time and I prefer to work on Nuka Ride. I have no interest in working on Commonwealth Slavers yet. 

 

But, yes, it's something I had it hanging around in my head. 

Posted

@Jarnin

 

You remind me of the guy complaining on Nuka Ride that the condom dispenser is infinite. Now I have the knowledge to make it finite but still, is that someone holding a gun to your head to pull out infinite condoms? :bawling:

 

Look how Lee does it and instead of crying about misplaced candles and an uneven wall, he decided to make a patch for the Whore House. So you go look at tutorials and when you have your patch let me know and I'll inject it/replace  into CS. :grimace:

 

 

 

 

Posted
7 minutes ago, JB. said:

@Jarnin

 

You remind me of the guy complaining on Nuka Ride that the condom dispenser is infinite. Now I have the knowledge to make it finite but still, is that someone holding a gun to your head to pull out infinite condoms? :bawling:

 

Look how Lee does it and instead of crying about misplaced candles and an uneven wall, he decided to make a patch for the Whore House. So you go look at tutorials and when you have your patch let me know and I'll inject it/replace  into CS. :grimace:

 

JB, if you don't see balancing the economics of your mod as important, that's fine; I simply wasn't aware you felt this way. I was trying to be helpful pointing out the various ways people can (and will) exploit a single system as it is currently implemented your mod. If you don't find this is helpful, I'll stop offering such in the future.

 

As for me learning to mod, I'm gonna spoiler it because... ranting.

Spoiler

Fallout 4 was a stop-gap game for me. I know all of you love this game to death, and appreciate that fact, but I don't. I love the worldbuilding and lore, but the stories in Fallout 4 are like bad fan-fiction to me, and the fault lies completely with Bethesda game designer, Emil Pagliarulo. He's the guy who came up with the main story for Fallout 4. He's the guy who things it's fine that the people implementing the quests in their game are also the people writing those quests. He's also the guy who came up with the premise of, and worldbuilding for, Starfield.

 

Before Starfield came out, I was planning on it being the title I used to learn how to create mods, and I was incredibly excited about it. I was watching Fallout 4 CK tutorials so I'd be at least familiar with the new CK2 when it was released. Then I played Starfield... and hated it for a multitude of reasons. Now, I have an irrational love of all things science fiction, but Starfield was marketed as a "space exploration adventure", and, as it turns out, it ain't that. It's a "multiversal exploration adventure" where your character isn't just "some human" but is a chosen one destined to become a demi-god who can manipulate space and time, leaping from one universe into another. What. The. Fuck? As for actual "space exploration", they paid no attention to it, did not develop it as a system, and it's just... cold garbage. Here's 1200 planets and moons with nothing on them except resources, which are functionally useless.

 

I really don't want to be ranting about Starfield, so I'll stop now.

 

TL; DR: Starfield killed my desire to learn how to create mods for all Bethesda games, at least for the foreseeable future. I may still play their titles, but I don't play their games.

 

Posted
Just now, Jarnin said:

JB, if you don't see balancing the economics of your mod as important, that's fine

Ah, therein lies the problem. I'm not a video game developer, let alone a role-playing game developer. I'm a storyteller. My only goal is to tell a story and I decided to watch tutorials during the Covid pandemic so as not to fall into depression. 

 

I guess that's what teams with several developers and such are for. 

 

The thing is, I want to tell how a person goes to hell and completely transforms her. She feels completely overwhelmed by that storm, but then she reveals herself against everything and shows herself as a tornado. I included a lot of poetic references like the vineyard, I think the vineyard really is the strongest metaphor for what happens in the mod. Hence the possible names are Vindemiatrix (the star of the vindemics from Greek mythology). 

 

What I want to tell you is, I have no interest whatsoever in what you do with the cans of food Declan gives you, other than the basics. I understand that's important to you, but it's not my area. 

 

The same in Nuka Ride. You have a lot of interesting characters and stories to discover, but you're going to stay in the apartment to pull out a bunch of condoms and then come to the forum to cry about it, before going back to the mod and continuing to pull out infinite condoms? 

 

If someone wants to regulate the economy, they're free to do so and I'll gladly implement it. But I'm here to tell a story.

Posted
4 hours ago, Jarnin said:

 

I would strongly suggest that you consider revamping how consumables are rewarded in Commonwealth Slavers. As it is now, you have several sources (Lindstrom, Declan, and various mission NPCs, along with just picking them up in the world), and the existing sinks aren't sufficient enough to drain those resources to prevent snowballing. My vaultmeat (now free) has a massive stockpile of consumables sitting in her trunk at the Whore House... And I do mean massive.

 

Disclaimer: I play on survival mode

  • 277 Cans of dog food
  • 182 slavers jet
  • 122 Radaway
  • 97 purified water (I would ask Lindstrom if I could make clothes, then convert dirty water into purified water instead).
  • 82 stimpaks
  • 37 body lotion
  • 32 soap
  • Loads of miscellaneous chems

My vaultmeat was on the junkie path. When on that path you're given free slavers jet so that the mod can automatically inject it. It's set on a timer, so you're getting a free blast of slavers jet every six hours by default, and you can control how often it happens in the MCM. This is why my character has such a large stockpile of Jet: the automated junkie system is taking care of all her needs so that she never needs to use her own rewarded supply. Also, regarding slavers jet: It greatly reduces the need for the slave to eat food. Notice how much food is in my stockpile.

 

Suggestions:

 

  Hide contents

It seems that part of the goal of the mod is to give the player the feeling of helplessness while they play. However, ensuring that it's easy to keep their characters' stomachs full and they're never thirsty doesn't help to achieve that goal.

  • Get rid of all consumable rewards from Lindstrom for completing raider jobs, and make Declan the only reliable source (in exchange for sex each time).
    • I'd suggest that the job completion reward from Lindstrom could be giving them the option to use workbenches for 8 hours to make clothing, and giving the player a bottle of booze (to help with trauma recovery from SA, and to add another pathway to addiction).
  • Getting resources from Declan would only be available three times a day (every 8 hours instead of every 6), with him requesting a sexual favor each time.
  • Declan should only have one dialog option to request supplies; no more asking for specific items. Instead, you ask him for supplies, and he'll set you up for 8 hours.
  • Declan should remove surplus items from the slaves' inventory every time they enter the whore house. This means excess slavers jet, food, water, any supplies that could be stockpiled and sold later on. Perhaps they're allowed 2 jet, 2 food, 2 water, 2 stimpaks, and that's it. Anything else that isn't used gets taken away.
  • In addition to the above changes, I'd suggest giving all raiders a small chance (~5%) to reward the player with 1 food, OR 1 water, OR 1 slavers jet after pleasuring them. If those rewards aren't used by the time the slave returns to the whore house, Declan would confiscate them and sell them back to the slave for sexual favors.
  • I'd really like to see a very simple "prison economy" system added, where the player slave would be interacting with the other slaves a bit.
    • You'd have the ability to trade consumables with the other slaves in the whore house, but haggle over "relative values", which would involve sexual favors. If, for example, food was considered more valuable that day than water, you'd trade 1 water + sex for 1 food.
  • Lotion! Please get rid of it in Commonwealth Slavers. It makes a lot of sense to have something like that in Nuka Ride, but in Slavers... it doesn't. To me, at least.
    • The marks gained from being whipped or beaten should be considered no different than the brands that the raiders put on the player character. However, unlike the brands, which are permanent, bruises and whip marks should wear off over time (perhaps two or three days?) instead of being instantly removeable. Force the player to wear the marks of their defiance (or submission).

I know this is probably a lot to request, but I just finished a 50 job run and interacting with Declan and dealing with all those different requests for different supplies, and then having him demand sex sometimes, but not others times... I just want it all simplified so I don't need to think about what time it is, or whether I can continue exploiting Declan for more free shit to sell later. If you give me a system that can be expoited, I'll do it. Please help me stop!

 

😁

 

 

 

I don't have a single dog food i can spare and that's because i made some minor tweaks to my version (jet doesn't relive hunger), and for the rest, i only ask something when i need it (medics and cream). You don't have to take everything each time the timer resets.
Game like Fo4 or skyrim (moddable games) pushes you to learn how to make your own changes, you can't expect an author to implement all your ideas simply because modding takes a lot of time and/or because they are your idea. Everyone has its own tastes and desires. To each their own like they say.

Posted (edited)

 @JB. is this slave supposed to hang from his penis or something went wrong in my game 😆 (i won't post the nude version)

Spoiler

image.png.9f95889eb9ef5e3ab480a1d31606df59.png

It's in the pharmacy. I can see the chains in the ceiling so i suppose this is not intended.

Edited by lee3310
Posted
1 minute ago, lee3310 said:

 @JB. is this slave supposed to hang from his penis or something when terribly bad in my game 😆 (i won't post the nude version)

  Hide contents

image.png.9f95889eb9ef5e3ab480a1d31606df59.png

It's in the pharmacy.

 

lol, sometimes the idle of "Slave Poses" gets bugged. I didn't find any reason, sometimes it loads fine and sometimes it does that.

Posted
4 minutes ago, JB. said:

 

lol, sometimes the idle of "Slave Poses" gets bugged. I didn't find any reason, sometimes it loads fine and sometimes it does that.

Ah ok, so i can ignore it.
Hanging male slaves from their dingdong would be really hardcore 😬. Now i want that instead (by adding another chain in the middle 😉).

Posted
On 1/16/2024 at 3:29 PM, Jarnin said:

 

JB, if you don't see balancing the economics of your mod as important, that's fine; I simply wasn't aware you felt this way. I was trying to be helpful pointing out the various ways people can (and will) exploit a single system as it is currently implemented your mod. If you don't find this is helpful, I'll stop offering such in the future.

 

As for me learning to mod, I'm gonna spoiler it because... ranting.

  Reveal hidden contents

Fallout 4 was a stop-gap game for me. I know all of you love this game to death, and appreciate that fact, but I don't. I love the worldbuilding and lore, but the stories in Fallout 4 are like bad fan-fiction to me, and the fault lies completely with Bethesda game designer, Emil Pagliarulo. He's the guy who came up with the main story for Fallout 4. He's the guy who things it's fine that the people implementing the quests in their game are also the people writing those quests. He's also the guy who came up with the premise of, and worldbuilding for, Starfield.

 

Before Starfield came out, I was planning on it being the title I used to learn how to create mods, and I was incredibly excited about it. I was watching Fallout 4 CK tutorials so I'd be at least familiar with the new CK2 when it was released. Then I played Starfield... and hated it for a multitude of reasons. Now, I have an irrational love of all things science fiction, but Starfield was marketed as a "space exploration adventure", and, as it turns out, it ain't that. It's a "multiversal exploration adventure" where your character isn't just "some human" but is a chosen one destined to become a demi-god who can manipulate space and time, leaping from one universe into another. What. The. Fuck? As for actual "space exploration", they paid no attention to it, did not develop it as a system, and it's just... cold garbage. Here's 1200 planets and moons with nothing on them except resources, which are functionally useless.

 

I really don't want to be ranting about Starfield, so I'll stop now.

 

TL; DR: Starfield killed my desire to learn how to create mods for all Bethesda games, at least for the foreseeable future. I may still play their titles, but I don't play their games.

 

Please continue to try to make the mod better.   Don't pull back on offering help because @JB.didn't think it was important.   I have, in NR made several suggestions that he didn't implement either forcing me to "fix" some things (like posters that were not to my taste, coming up with an alternate reason why a US Army Senior Master SGT who was a sniper in the war would be doing porn, incorporating the vanilla nuka world story into NR, etc. ) but at the same time, he has incorporated some of my suggestions and ideas. 

 

Basically, please don't stop helping because your first suggestion wasn't a winner.   I think one of the key reasons that CS and NR are great mods is because of JB's patience and willingness to allow his vision to be influenced.  That, in any mod author, is a rare thing.  

 

Second,  the first step in modding is having a better idea on how to do something.   That is the easy part, the hard part is figuring out how to code it.   However, there are many people here on LL that will help, esp if you do a current game like Starfield.   Oh and loads and loads of patience is needed as well.

 

Hope you will continue to make suggestions on ways to improve CS and NR.  

Posted (edited)
On 1/16/2024 at 10:42 PM, JB. said:

 

lol, sometimes the idle of "Slave Poses" gets bugged. I didn't find any reason, sometimes it loads fine and sometimes it does that.

I think that broken idle crashed my game 😅 SAM didn't like it for some reason. It crashed when returning from the valley.
https://pastebin.com/LJAmzZRC

Could be SAM skeleton messing with the idle 🧐

Edited by lee3310
Posted (edited)
24 minutes ago, lee3310 said:

I think that broken idle crashed my game 😅 SAM didn't like it for some reason. It crashed when returning from the valley.
https://pastebin.com/LJAmzZRC

Could be SAM skeleton messing with the idle 🧐

It looks like a mixture of things. The skeleton, the bones of the slave's clothes, and a "pharmacy patch" hehe.

 

Use the pharmacy patch to deactivate that slave. I think he has a parent over there.

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

It looks like a mixture of things. The skeleton, the bones of the slave's clothes, and a "pharmacy patch" hehe.

 

Use the pharmacy patch to deactivate that slave. I think he has a parent over there.

The patch is just a standard z-fight fix, angle... (replaced the wooden walls) but the crash is SAM related, i had a similar one in the greenhouse in DC. I reported it to Maxie (known bug). Luckily it doesn't always happen, i can load a previous save and continue but i think i will get rid of the broken idle.

Edited by lee3310
Posted
3 hours ago, asdfer1234 said:

Figure i might as well poke, bother, and ask y'all if anyone has ever done a [Voiced] for this? Whether AI / xVASynth or otherwise?

 

That was literally answered about a dozen posts up on this same page:

 

Posted
5 hours ago, asdfer1234 said:

Figure i might as well poke, bother, and ask y'all if anyone has ever done a [Voiced] for this? Whether AI / xVASynth or otherwise?

I think there is an xVaSynth one but tbh, it's better without it.

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

It looks like a mixture of things. The skeleton, the bones of the slave's clothes, and a "pharmacy patch" hehe.

 

Use the pharmacy patch to deactivate that slave. I think he has a parent over there.

I tried same idle outside of the pharmacy and it worked but inside even on Duff the legs will drop. Any upside Down idle from SlavePose will have the same bug inside but not outside in the open. I think it's due to the ceiling being close.

Spoiler

image.png.493d12c2ae54d23bdb3944ad7bd65503.png


I replaced it with av5:

Edited by lee3310
Posted

Ended up rage deleting my entire FO4 because of those  missing animations.   While I was trying to fix it, I did something that stopped the game from firing (checked all the usual esp conflicts and other typical reasons), couldn't find it and after spending the last day of my time off trying to fix it, rather than playing, I dumped everything.   

 

At least now I get to start fresh and do a brand new load.    However, I lost a great many mods that are no longer posted because Nexus was stupid.   So, I do appreciate all the links to get this mod working.   

 

However, with this one and NR, are the fixes and patches posted in these support threads just for one off errors, or should I comb through the thread to find those little fixes?

Posted
1 hour ago, steelpanther24 said:

However, with this one and NR, are the fixes and patches posted in these support threads just for one off errors, or should I comb through the thread to find those little fixes?

JB is good at applying fixes, so I'd just install the mods and any patches you might want that are included and go from there.

Short story:

After the 2nd time of having to re-install the game, only had to do it 3 times. I stopped using a MM to download mods and manually download all mods to a separate drive. New mods go into Test, IF they're kind of fun, they go into the appropriate folder, armor, weapons etc... IF they're really fun they go into Favorite Mod Authors. The latter will then get all mods by that author downloaded. even if I don't use them all. Never know.. might at some point!

I also keep a backup Plugins.txt in there.

 

Posted
1 hour ago, izzyknows said:

JB is good at applying fixes, so I'd just install the mods and any patches you might want that are included and go from there.

Short story:

After the 2nd time of having to re-install the game, only had to do it 3 times. I stopped using a MM to download mods and manually download all mods to a separate drive. New mods go into Test, IF they're kind of fun, they go into the appropriate folder, armor, weapons etc... IF they're really fun they go into Favorite Mod Authors. The latter will then get all mods by that author downloaded. even if I don't use them all. Never know.. might at some point!

I also keep a backup Plugins.txt in there.

 

What is that saying about we can either gain wisdom from experience or listening (or reading).  One is much more costly than the other.   I guess it is that "Vortex was good until it wasn't sort of thing.

Posted
51 minutes ago, steelpanther24 said:

I guess it is that "Vortex was good until it wasn't sort of thing.

 

Not to be a Vortex apologist, but it keeps a copy of all mod archives outside the game directory in your Windows user appdir, even uninstalled ones, unless you tell it to delete them. It also keeps an unpacked copy of all installed mods outside the game directory.

 

I do download mods from Nexus through Vortex, but that said, I too backup all my downloaded mods, Vortex Data, Steam (including the game itself), and my logs and saves to a second drive.

Posted (edited)

I'm having issues talking to murphy after being brought upstairs in the begining of the lucky day quest.

 

I try to talk to him but the menu times out and resets in less than 2 seconds and I have to retake to him

 

Is troubles of heroine to blame?

Player comments is turned off, and harassment is turned off, so I don't know what else could be overriding the dialogue box to disappear so quick  😧

Edited by skredram
Posted
3 hours ago, skredram said:

I'm having issues talking to murphy after being brought upstairs in the begining of the lucky day quest.

 

I try to talk to him but the menu times out and resets in less than 2 seconds and I have to retake to him

 

Is troubles of heroine to blame?

Player comments is turned off, and harassment is turned off, so I don't know what else could be overriding the dialogue box to disappear so quick  😧

You want to turn off, disable or remove mods that effect the player dialogue, make major changes to NPC's and/or the player or add extra NPC's to the game.

CS is a hardcore standalone not to be forked with story mod. So.. let it take the highest priority over all other mods. aka last in the load order. Once it's completed, go nuts.

Posted
59 minutes ago, izzyknows said:

You want to turn off, disable or remove mods that effect the player dialogue, make major changes to NPC's and/or the player or add extra NPC's to the game.

CS is a hardcore standalone not to be forked with story mod. So.. let it take the highest priority over all other mods. aka last in the load order. Once it's completed, go nuts.

Okay so can I just disable those mods in MCM and run it last of load order and have it work fine? The only thing I have running after it is NR

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