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Posted
1 hour ago, skredram said:

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

Correct.

And really, I'd just disable NR until after your done with the CS run. It's really just a waste of resources until then as it's shutdown until CS is ended. In other words, no need to load a big arse mod if you can't use it.

Posted

sorry for my english。 I encountered a problem, when I entered the Slave Valley and fed the mutant dog food, it would enter a black screen loading state and could not play the animation normally.

Posted
5 hours ago, icevapour said:

sorry for my english。 I encountered a problem, when I entered the Slave Valley and fed the mutant dog food, it would enter a black screen loading state and could not play the animation normally.

 

this is a problem some people have with the latest version.  for now the fix (until JB gets around to a proper fix) is to use the setstage command.

so load a game and make a hard save after activating the beacon, but before actually trying to have sex with the hound/yao guai. then

use command "SQS _CS_Harvester" to find out what stage you are at, then use "Setstage _CS_Harvester xxx" (xxx is the next stage that is not set)

to advance the quest.  you might have to do the same thing for the 2nd animal there.  it should only take 1 or 2 setstage commands until it works

right again (it should work right by the time you have finished sex with both animals).  going off memory it is, i think, stages 184 and maybe 186 that

will need to be completed using the setstage command. 

 

 

Posted

Thx,186&188(yao guai),then pc was dead. so I used "tgm"🤣

45 minutes ago, valcon767 said:

 

this is a problem some people have with the latest version.  for now the fix (until JB gets around to a proper fix) is to use the setstage command.

so load a game and make a hard save after activating the beacon, but before actually trying to have sex with the hound/yao guai. then

use command "SQS _CS_Harvester" to find out what stage you are at, then use "Setstage _CS_Harvester xxx" (xxx is the next stage that is not set)

to advance the quest.  you might have to do the same thing for the 2nd animal there.  it should only take 1 or 2 setstage commands until it works

right again (it should work right by the time you have finished sex with both animals).  going off memory it is, i think, stages 184 and maybe 186 that

will need to be completed using the setstage command. 

 

 

 

Posted (edited)
2 hours ago, valcon767 said:

 

this is a problem some people have with the latest version.  for now the fix (until JB gets around to a proper fix) is to use the setstage command.

so load a game and make a hard save after activating the beacon, but before actually trying to have sex with the hound/yao guai. then

use command "SQS _CS_Harvester" to find out what stage you are at, then use "Setstage _CS_Harvester xxx" (xxx is the next stage that is not set)

to advance the quest.  you might have to do the same thing for the 2nd animal there.  it should only take 1 or 2 setstage commands until it works

right again (it should work right by the time you have finished sex with both animals).  going off memory it is, i think, stages 184 and maybe 186 that

will need to be completed using the setstage command. 

 

 

OK, I just played it and everything was fine. In fact, before playing it I checked the scripts and they are fine. I really don't know what bug could be causing the one mentioned.

 

But when I played it I noticed one thing. There are one Yao Guai and one Hound walking together. The mod says "Fuck the Yao Guai" but points to the Hound. Maybe it is the origin of some reports. But since the two animals are there together it is simply a matter of trying to interact with any of them. 

 

I just fixed it but it's so silly, I'm going to wait until I get back to working on the mod to upload a new version. With substantial improvements. 

 

The previous report you quoted talks about an infinite black screen, however. I'm not sure how that can happen, I'm not able to reproduce it.

Edited by JB.
Posted
6 hours ago, JB. said:

OK, I just played it and everything was fine. In fact, before playing it I checked the scripts and they are fine. I really don't know what bug could be causing the one mentioned.

 

But when I played it I noticed one thing. There are one Yao Guai and one Hound walking together. The mod says "Fuck the Yao Guai" but points to the Hound. Maybe it is the origin of some reports. But since the two animals are there together it is simply a matter of trying to interact with any of them. 

 

I just fixed it but it's so silly, I'm going to wait until I get back to working on the mod to upload a new version. With substantial improvements. 

 

The previous report you quoted talks about an infinite black screen, however. I'm not sure how that can happen, I'm not able to reproduce it.

 

Might not be it but i've noticed with the whistle you get from the pet walk if you then do the quest to have sex with animals for the doctor and it happens to be a mutant dog you get the pop up for the whistle rather than the dialogue that comes with the quest (initially, speaking to it again gives the correct quest dialogue) so maybe people having problems with the yao guai/hound quest are having something similar

Posted (edited)

 

10 hours ago, valcon767 said:

 

this is a problem some people have with the latest version.  for now the fix (until JB gets around to a proper fix) is to use the setstage command.

so load a game and make a hard save after activating the beacon, but before actually trying to have sex with the hound/yao guai. then

use command "SQS _CS_Harvester" to find out what stage you are at, then use "Setstage _CS_Harvester xxx" (xxx is the next stage that is not set)

to advance the quest.  you might have to do the same thing for the 2nd animal there.  it should only take 1 or 2 setstage commands until it works

right again (it should work right by the time you have finished sex with both animals).  going off memory it is, i think, stages 184 and maybe 186 that

will need to be completed using the setstage command. 

 

 

Didn't get there yet but if i find the problem, will post it here

On 1/20/2024 at 12:18 AM, izzyknows said:

Correct.

And really, I'd just disable NR until after your done with the CS run. It's really just a waste of resources until then as it's shutdown until CS is ended. In other words, no need to load a big arse mod if you can't use it.

Speaking about the Valley, i fixed some stuff in it (barns, rocks, buildings, trees, roads, terrains...) it's huge but the navmeshes are also in need of fixing. I just navemehsed one of the barns and fixed some cell transitions navmeshes.
I will leave the file here, if you can help with the navmeshing cause i suck at it. It's a WIP, still need more tweaks.

CS_SlaverValley_Patch_V1.0.rar

PS

Only the area used by NPCs should be fixed, we can ignore the rest, but i didn't play that quest so i don't know exactly which one is it (i just guessed based on markers locations).

Edited by lee3310
Posted

I need to enable player controls during CS scenes for debugging purposes. I tried the console command "enableplayercontrols" but it didn't work.

 

Are there any console commands that I can use to re-enable player control during CS scenes? I get control back if I use the setstage command so I can infer that player control is being disabled by the CS quest. But I'd like to be able to restore player control without changing quest stages. I'm also confused about why "enableplayercontrols" isn't restoring player control.

Posted
37 minutes ago, Corsec said:

I need to enable player controls during CS scenes for debugging purposes. I tried the console command "enableplayercontrols" but it didn't work.

 

Are there any console commands that I can use to re-enable player control during CS scenes? I get control back if I use the setstage command so I can infer that player control is being disabled by the CS quest. But I'd like to be able to restore player control without changing quest stages. I'm also confused about why "enableplayercontrols" isn't restoring player control.

Look in the MCM. Can't remember if is "Cheat" or "Miscellaneous" section. 

Posted
1 hour ago, lee3310 said:

I will leave the file here, if you can help with the navmeshing cause i suck at it. It's a WIP, still need more tweaks.

Somebody auto meshed that.  That'll take a minute. And I'm not fixing all of it, which would require starting over. So give me a few and I'll get it back to ya.

Posted (edited)

Wow just wow, this is excellent. It's very well written, characters are great (Gristle and Murphy!). I've only arrived at Corvega right now, can't wait to roll the story further.

 

At first I faced the same problem that some other encountered at the Vault exit. but reinstalling the mod and playing with the load order did the trick.

 

Hats off for the hard work, and thank you for sharing it, I feel like I'm playing a movie, muh immersion is at 100%.

Edited by tokamal
typo
Posted

I finally finished playing the whole true ending story, it was amazing and touching. JB is a super awesome writer, super awesome script, character setting. Awesome!
 

Posted
3 hours ago, izzyknows said:

Somebody auto meshed that.  That'll take a minute. And I'm not fixing all of it, which would require starting over. So give me a few and I'll get it back to ya.

 Yes, it's auto generated and CK is terrible at it (given the outburst of AIs, i hope the next CK will be better).

Posted
4 hours ago, lee3310 said:

Only the area used by NPCs should be fixed, we can ignore the rest, but i didn't play that quest so i don't know exactly which one is it (i just guessed based on markers locations).

Here ya goooo!
Neighbor was cutting trees and had to skid some free logs for fire wood, or it would have sooner.
Anyway, It's not pretty as starting over, but the pathing shows all is good.

Also fixed a large hole in the terrain. Not saying there aren't more, but that one effected pathing.

 

CS_SlaverVally_Patch_NavFix.7z

Posted
1 hour ago, lee3310 said:

 Yes, it's auto generated and CK is terrible at it (given the outburst of AIs, i hope the next CK will be better).

The ONLY place I've found it to work is on a new cell with nothing in it. Completely barren. It takes a little tweaking and it works great.

Posted (edited)
1 hour ago, izzyknows said:

The ONLY place I've found it to work is on a new cell with nothing in it. Completely barren. It takes a little tweaking and it works great.

Good idea. so generate navmehes before placing a single object, then make all the cuts for (trees, rock...) manually. 

@JB. For future mods/updates 😉.
PS
Is the "Maid" quest playable or still in progress ? sounds really fun.

Edited by lee3310
Posted (edited)
1 hour ago, izzyknows said:

Here ya goooo!
Neighbor was cutting trees and had to skid some free logs for fire wood, or it would have sooner.
Anyway, It's not pretty as starting over, but the pathing shows all is good.

Also fixed a large hole in the terrain. Not saying there aren't more, but that one effected pathing.

 

CS_SlaverVally_Patch_NavFix.7z 7.71 MB · 0 downloads

Great👍. Will use it as base for future updates. I was still fixing the WhoreHouse until first week of January so yeah, it takes a lot of time to catch everything. Will Upload the first satisfactory version here but first, i need to find out why still have some FPS drops even after regenerating Previs.

Edited by lee3310
Posted
6 minutes ago, lee3310 said:

Good idea. so generate navmehes before placing a single object, then make all the cuts for (trees, rock...) manually. 

@JB. For future mods/updates 😉.
PS
Is the "Maid" quest playable or still in progress ? sounds really fun.

That worldspace was really intended for my third mod, which ended up in Nuka Ride. I used the Dunmore's farm (vanilla Nuka World DLC) and discarded this wordlspace. 

 

But I didn't want to throw it away and made a place for it here in Slavers. 

 

The "Maid" quest is a copy of the Maid quest in Nuka Ride, only much more obscure in terms of content. However, I got burned right in the middle of writing that quest back in December, so, still in progress. 

 

I'm simply not in the right mood to write this dark/sad style again. 

Posted
12 minutes ago, lee3310 said:

Good idea. so generate navmehes before placing a single object, then make all the cuts for (trees, rock...) manually. 

There's a fine line on when to or no to auto a cell. IF, it's going to be a few trees, no problem. But you add roads, rocks (that can be walked on) buildings etc, then it gets to the point that walking the dog is waaaaaay faster. The auto cut is even worse than the auto mesh. Way worse!

99% of the time walking the dog is far better than the CK's auto features. Fewer tri's = less data & faster more reliable pathing. Ain't perfect though! It's still a Bugthesda game. :P

 

In the Slavers Valley, I found 9 or so broken tri's without even looking for errors. Which btw I didn't run the error finder.. really no point unless you start over from scratch. I did test a crap ton of pathways in 2 directions. If you don't test in 2 directions you can have overlapping tri's that work one way but not the other. And a lot of times you can't see them. 🤬

Posted
35 minutes ago, JB. said:

I'm simply not in the right mood to write this dark/sad style again. 

Well i skimmed the existent dialogue and i didn't find anything sad or dark in it, the first word that came to mind was "fun" 🙂. But maybe that's just me. My definition of dark and sad was corrupted by the f*cked up reality, so everything is considered fun when it comes to video games.

As always, take your time and we will enjoy the quest when you finish it.

Posted (edited)
39 minutes ago, izzyknows said:

The auto cut is even worse than the auto mesh. Way worse!

Yeah, i learned that the hard way. I renavmesehd a Sanctuary mod once over two weeks then autogenerated precuts for scrapable objects. I had to restart from scratch after the mess CK made (no buckup).

Edited by lee3310
Posted

After castration and sleeping, Gristle takes the PC and the other girl to the front of Corvega, where apparently he equips "tattered rags" on the PC... only a message is also given stating that "you're not allowed to wear clothes." I think this is a bug, either not being allowed to wear clothes, or having tattered rags equipped. I suspect the former, given that the other girl is wearing tattered rags.

Posted
19 minutes ago, MysticDaedra said:

After castration and sleeping, Gristle takes the PC and the other girl to the front of Corvega, where apparently he equips "tattered rags" on the PC... only a message is also given stating that "you're not allowed to wear clothes." I think this is a bug, either not being allowed to wear clothes, or having tattered rags equipped. I suspect the former, given that the other girl is wearing tattered rags.

I don't think it's from this mod. there is no armor restriction in CS as far as i know.

Posted (edited)
31 minutes ago, lee3310 said:

I don't think it's from this mod. there is no armor restriction in CS as far as i know.

It's from Real Handcuffs, a hard requirement for CS. The collar that Gristle equipped on my character is a "pet collar", specifically a RobCo Throbbing Shock Collar Mark III, and is not allowing me to equip any clothing at all, including clothing that CS automatically wants to equip on my character.

 

EDIT: I tried using the alternative collar, but the effect is remaining on the character.

 

Found this comment from November with the exact same problem I'm having. Is there a submission score required to be allowed to wear clothing? If so... then it needs to be raised or lowered or something, because I've chosen (afaik) all submissive responses, so I should be good to go...
https://www.loverslab.com/topic/200231-commonwealth-slavers/?do=findComment&comment=4231501

Edited by MysticDaedra
Posted

Another issue, the ASA items are duplicates. I have the ASA mod, and the EasyGirl mod(s), but CS is providing a duplicate of these items, and the duplicates have no model or metadata assigned to them. In other words, equipping them does nothing. I manually added in the actual ASA equivalents from the ASA mod, but the collar is preventing me from wearing those as well.

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