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Posted
4 hours ago, valcon767 said:

 

first i will state i do not use SS2.

 

the only part of Concord that i know it uses is the Speakeasy.

 

it should be (mostly) compatible providing it is played to completion before you install SS2, providing SS2 quest does not require the NPCs that die

in this mod to be alive (i know Jared and Gristle do both die in the mod, but you can still do the minuteman questline after finishing CS). i would not

try to play both at the same time as i am certain that will cause issues (this mod goes to Diamond City, Cambridge, Concord, Lexington, Corvega, and

other areas, some of which are random).  if you finish Commonwealth Slavers (play until you earn your freedom) then install SS2 it should probably work. 

i do that with a few mods that i want in long term but they would mess with CS (due to them adding essential NPCs). if you finish CS first the only 2 vanilla

locations that are still affected afterwards (that i know of) are Corvega and the Whore House (an abandoned boarded up house roughly east from Corvega

very near a bus stop just a little south of Lexington Apartments).  other areas may have some effects depending on your actions while playing CS.

 

basically any mod that adds NPCs to the game may have issues with CS, it just depends on where the new NPCs are and where CS sends you to (some

CS quests send you to random locations).  depending on how you play CS it can send you to any Raider, Gunner, or Super Mutant camp as well as 

settlements that have settlers living there. if the vanilla game has settlers living at a settlement when you exit the vault CS can send you to that location

and i have no clue if it can do that to mod added settlements.

 

hope the information helps

 

thanks for the info, i'm not going to do the SS2 quest

Posted (edited)

Firstly, thank you for the mod from a former Patreon supporter who loved Nuka Ride.

I do seem to be having trouble getting off the ground. Murphy won't speak to me--or at least engage me in conversation. He's there, when I "E" he'll speak, otherwise he'll simply follow me around. I cannot seem to start any of the quests manually, either. None of the buttons to bring Gristle to me work but other settings buttons do. I am wondering if anyone has input on what could be causing this issue or troubleshooting steps?

Again,

Thanks

Edited by PittsburghDK3310
Posted
19 minutes ago, PittsburghDK3310 said:

Firstly, thank you for the mod from a former Patreon supporter who loved Nuka Ride.

I do seem to be having trouble getting off the ground. Murphy won't speak to me--or at least engage me in conversation. He's there, when I "E" he'll speak, otherwise he'll simply follow me around. I cannot seem to start any of the quests manually, either. None of the buttons to bring Gristle to me work but other settings buttons do. I am wondering if anyone has input on what could be causing this issue or troubleshooting steps?

Again,

Thanks

Can't start the first quest? 

 

That is because the scripts aren't firing, the usual solution is to reinstall the mod and this time choosing to install the source code. 

 

And you must reload a save where you have not yet installed C. Slavers. Unfortunately the saves where the mod can't fire its scripts are already screwed.

 

This is in case I understood correctly, and you can't start the first quest. 
 

Posted (edited)
30 minutes ago, JB. said:

Can't start the first quest? 

 

That is because the scripts aren't firing, the usual solution is to reinstall the mod and this time choosing to install the source code. 

 

And you must reload a save where you have not yet installed C. Slavers. Unfortunately the saves where the mod can't fire its scripts are already screwed.

 

This is in case I understood correctly, and you can't start the first quest. 
 

I am attempting to see if my issue is related to AAF like a user had expressed prior in this thread. There are no scripts attached so the issue seems very similar. Will likely have to continue troubleshooting tomorrow as reinstalling and restarting a new character didn't help. Thanks again!

Edited by PittsburghDK3310
Posted
13 minutes ago, PittsburghDK3310 said:

I am attempting to see if my issue is related to AAF like a user had expressed prior in this thread. There are no scripts attached so the issue seems very similar. Will likely have to continue troubleshooting tomorrow as reinstalling and restarting a new character didn't help. Thanks again!

Got the same issue, starting a new playthrough with CS 2.1.3d. It was a "well-known" mod conflict with UAP2.6.64-1.  Disabling UAP and starting a new game's solved my issue.

Posted

Can't figure out what happened with the whore house quest. I am at the part where I failed the pest quest and was sent to the backroom. Afterward, the whore house quest started with a piercing job and I was told to get 100 caps. Unfortunately, all patrons do not initiate dialogue. They just give their one-liners and that's it. So I'm stuck without the ability to finish this quest.
I've tried setstage _cs_chores 398 and giving myself 100 caps, but Lindstrom just takes the caps and the quest does not end. Does anyone have an idea what is causing this?

Posted

Hi there !

I'm stuck starting "the Hooker"   SQV _CS_DC =100  "Meet Gristle outside"

Outside the house, Gristle is just missing!  Cannot find him.

 

trying to move my PC to Gristle, he 's fastravelled inside the "Raider's base" (with the pool table) but Gristle is not here.  (the same with Murphy)

Trying to move him to my PC using console or MCM menu, nothing.  

 

 

Any idea what could happen here ? 

 

 

Posted (edited)
8 minutes ago, ectrshgpp said:

Hi there !

I'm stuck starting "the Hooker"   SQV _CS_DC =100  "Meet Gristle outside"

Outside the house, Gristle is just missing!  Cannot find him.

 

trying to move my PC to Gristle, he 's fastravelled inside the "Raider's base" (with the pool table) but Gristle is not here.  (the same with Murphy)

Trying to move him to my PC using console or MCM menu, nothing.  

 

 

Any idea what could happen here ? 

 

 

Type:   SQV _CS_DC

 

Gristle's alias is filled in? Or does it say "None"? Because the mod behaves as if he is dead.

 

If you get his ID you can resurrect him before starting "The Hooker".

You can load a previous save with Gristle and see what is his ID

He shouldn't be able to die, but I don't know if other mods can interfere with that.

 

 

 

@lt5ive Write: SQV _CS_House. I want to know what your stage

Oh, also this:   SQV _CS_Chores

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

Type:   SQV _CS_DC

 

Gristle's alias is filled in? Or does it say "None"? Because the mod behaves as if he is dead.

 

If you get his ID you can resurrect him before starting "The Hooker".

You can load a previous save with Gristle and see what is his ID

He shouldn't be able to die, but I don't know if other mods can interfere with that.

 

 

 

@lt5ive Write: SQV _CS_House. I want to know what your stage

Oh, also this:   SQV _CS_Chores

SQV _CS_House gives:

Enabled? YES

State: Running

Current stage: 316

Priority: 72

 

SQV _CS_Chores gives:

State: Running

Current stage: 300

Priority: 75

Posted
28 minutes ago, lt5ive said:

SQV _CS_House gives:

Enabled? YES

State: Running

Current stage: 316

Priority: 72

 

SQV _CS_Chores gives:

State: Running

Current stage: 300

Priority: 75

Everything is perfect. What you need to do is to talk to the raiders inside the Whore House. The problem seems to be that nobody talks to you. 

 

You don't have a mod that modifies the NPCs, do you? Especially in terms of factions or big mods like SS2. The conditions for the NPC to proceed to talk to you are: 

 

_CS_Chores must be at stage 300 ✔️
The NPC must be in Raider faction.
The NPC must be inside the Whore House
The NPCs must be neither Lindstrom nor Declan

 

"SetStage _CS_Chores 398" should get you to proceed (talk to Linstrom), but the underlying problem is different and still unidentified, it will continue to give issues. 

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

Everything is perfect. What you need to do is to talk to the raiders inside the Whore House. The problem seems to be that nobody talks to you. 

 

You don't have a mod that modifies the NPCs, do you? Especially in terms of factions or big mods like SS2. The conditions for the NPC to proceed to talk to you are: 

 

_CS_Chores must be at stage 300 ✔️
The NPC must be in Raider faction.
The NPC must be inside the Whore House
The NPCs must be neither Lindstrom nor Declan

 

"SetStage _CS_Chores 398" should get you to proceed (talk to Linstrom), but the underlying problem is different and still unidentified, it will continue to give issues. 

Yes, for this playthrough I do have SS2 enabled and quite a lot of other mods, but looking at F4Edit, nothing seems to override faction records of CS. Also, CS is one of the last plugins in load order. Or conflict might be with something that is not represented in F4Edit, like scripts?

 

Also, SetStage _CS_Chores 398 doesn't do much. Lindstorm says his line about me helping to make whorehouse something special, but then quest does not end and if I talk to him again he again requests me to get 100 caps. So I'm stuck in this loop :(

 

Edit: I've managed to end this quest with SetStage _CS_House 318 after all, but there is definitely some issue with my game. Anyway I could check what might be causing this using F4Edit, or maybe a more informative console to check if actors have correct factions/or actor values?

Edited by lt5ive
Posted
8 minutes ago, lt5ive said:

Yes, for this playthrough I do have SS2 enabled and quite a lot of other mods, but looking at F4Edit, nothing seems to override faction records of CS. Also, CS is one of the last plugins in load order. Or conflict might be with something that is not represented in F4Edit, like scripts?

 

Also, SetStage _CS_Chores 398 doesn't do much. Lindstorm says his line about me helping to make whorehouse something special, but then quest does not end and if I talk to him again he again requests me to get 100 caps. So I'm stuck in this loop :(

 

 

How about this: 

SetStage _CS_Chores 400 (this kill the quest)

 
SetStage _CS_House 318 (i think this is "go to sleep after working", but I'm not sure)

 

Sounds like the mod abruptly stopped kicking scripts. Did you install/uninstall something in the middle of your save?

 

I really don't recommend playing it with Sim Settlement 2 and other invasive mods. Mine is already invasive enough.

Posted
3 hours ago, lt5ive said:

Yes, for this playthrough I do have SS2 enabled and quite a lot of other mods,

SS2 is insanely script heavy and can cause other scripts to not fire or break due to script lag. It has noting to do with detectable conflicts, it's simply due to pushing the engine past it's limits.

And besides that, none of the settlers or vanilla NPC's barring Trudy, Wolfgang & their quest targets, will talk to you. Other than to say get lost slave.

Posted
On 2/1/2024 at 7:01 PM, ucknow said:

Hello I have an issue after the first month in the whore house I can't do anything after waking up, i can move around but can't go to any menu other than escape one, can't interact with anything (prompt doesn't show up on NPC but even though it does for objects i can't interact with them either). Anybody familiar with that problem ?

edit : It seems to trigger everytime sleeping triggers an event with a loading, it's possible to get around it by skipping the stage but it's no fix..


So coming back to this it seems it was caused by a sligthly incompatable mod that isn't listed.
The issue was caused by the popular mod Children of Ug-Qualtoth that I have installed on my game. This mod triggers a scene upon sleeping that takes you to a dream scene with control disabled to emulate kind of an horror experience. What happened is that CS clashed with this mod's scripts so it skipped the dream scene and took me back to reality but with controls remaining disabled.
The work around is to skip sleeping stage if it doesn't take you to the dream scene of CoUQ mod, but if it does to simply complete the stage and you can continue playing as normal.

Posted

I played again for a while and I found the bug of the dog/hound that don't pay attention to you because the whistle quest takes priority. ("give him a can of dog food and he will obey you").

 

I will upload an update today and while I'm at it I'll implement the compatibility with SFT, aka, facial tattoos. In my tests, it seems that this mod doesn't work well with faces very different from the original Nora's face. If you have Nora's face it will work fine, but my character (the one in the pictures on the main page) has problems with some tattoos, and not so much with others. It's as if her cheek or eyes gobble up part of the tattoo. 

 

I think it's a .tri file problem but it's not my field. 

 

 

Posted (edited)

Version 2.2

 

Implemented sof compatibility with SFT

  • Each orgasm will cause the character to have her mascara ruined. The second time she has an orgasm she'll have the second variant of the mascara ruined. You can clean it using a carton of water in the bathroom of the whore house. (for now...).
  • For Junkies: you'll have junkie darker eyes bag. The effect is visible after the first junkie craving, after upgrading. 
  • Whipping will cause bruises to appear on the face, after three or more whippings. I don't mean three individual lashes, but three complete sessions.
  • You can block this feature in the MCM (or just don't have SFT installed). 

 

The carton of water removes EVERYTHING. Bruises, dark circles, mascara. All of these textures belong to the "SlaveTattoos" category, and removal is done based on the category, and not individually. (Unless I have misunderstood something).

 

Compatibility is "in its infancy", I'm sure more things will come to mind in the future.

 

Fixes

  • Fixed two problems when talking to Snoopy (at the end of The Scaver) and the hound (during The Harvester). The problem was that the "whistle" quest took higher priority. 
  • I forgot to add Nora's voices when she calls/talks to the dog. 
  • I added a message during "The Scaver", to warn the player that they should not grab the weapons from the corpses at once, but one weapon at a time, due to engine limitations. 
  • This message will only appear once, the first time you play The Scavers. You won't see it if you're playing it for the second/third time, etc.

Unfortunately junkie's dark circles don't come out well in my preset. But the ruined mask looks good.

 

Spoiler

Capturadepantalla2024-02-0319_54_53.png.c4d825d6122d8123126d2ff88624cc4c.png

 

Edited by JB.
Posted

Im having problems during a quest.

 

Spoiler to prevent STORY SPOILERS:

Spoiler

I completed The harvester, but my character is still talking like they were talking to the yao gui, as is "here boy" How can I fix This?

 

Posted
1 hour ago, Guitarister said:

Im having problems during a quest.

 

Spoiler to prevent STORY SPOILERS:

  Hide contents

I completed The harvester, but my character is still talking like they were talking to the yao gui, as is "here boy" How can I fix This?

 

Update to the latest version. 👆👌

Posted

Amazed how fast time flies.   It doesn't seem long ago when you announced that you were working on this mod.   Heck, it doesn't seem so long ago when I was running into the protectron on the bridge to go to NW.  Great work, though CS will fundamentally change my Nora's approach to NR, so maybe CS will be like "breaking bad", a show that I hate that I like it so much that I am watching it again.    IN any event, I was looking for the instructions on the missing textures in CS.   Since I went with FG, I have found out that it doesn't have nearly the support that CBBE has, meaning that I have likely missed "building" outfits in body slide.   

 

Anyway, over on NR, I recall you had specific instructions on how to do the batch builds,   When I pull up the TRS files in body slide, they appear, but......ah well   I will keep looking for that guide buried....somewhere around 2022 (near the end I think).

 

 

Posted
2 minutes ago, steelpanther24 said:

Amazed how fast time flies.   It doesn't seem long ago when you announced that you were working on this mod.   Heck, it doesn't seem so long ago when I was running into the protectron on the bridge to go to NW.  Great work, though CS will fundamentally change my Nora's approach to NR, so maybe CS will be like "breaking bad", a show that I hate that I like it so much that I am watching it again.    IN any event, I was looking for the instructions on the missing textures in CS.   Since I went with FG, I have found out that it doesn't have nearly the support that CBBE has, meaning that I have likely missed "building" outfits in body slide.   

 

Anyway, over on NR, I recall you had specific instructions on how to do the batch builds,   When I pull up the TRS files in body slide, they appear, but......ah well   I will keep looking for that guide buried....somewhere around 2022 (near the end I think).

 

 

Just download the original TRS and Easy Girl mods. You probably only downloaded the bodyslide files for Fusion Girl. You downloaded the meshes, but the textures are contained in their respective original mods.

 

Batch Build.

 

 

Posted (edited)
33 minutes ago, JB. said:

Update to the latest version. 👆👌

Unfortunately, this did not fix the issue

Spoiler

My character is saying "good boy, stay" and "so handsome"

 

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

mod doesn't work well with faces very different from the original Nora's face. If you have Nora's face it will work fine, but my character (the one in the pictures on the main page) has problems with some tattoos, and not so much with others. It's as if her cheek or eyes gobble up part of the tattoo. 

Are you using the last version ? i told you about that bug, it was fixed two days after that (i forgot to add the faceBones). Now it should work with any face.
The only problem left is with NPCs: tattoos on the player never disappear but on NPCs, they will disappear on loadgame even if it's a unique actor. I have no idea why the game remove script added headparts on NPCs but if you really want to add tats to other slaves you will have to call the function in an event (onPlayerLoadGame or onCellAttach...)

 

Spoiler

Screenshot2023-12-25021729.png.330265eef553d780ec3cb78a5be871e7.png

Spoiler

Screenshot2023-12-25020853.png.a0ecb365fa8467dddf3950e88732af06.png

Spoiler

Screenshot2023-12-28230257.png.8f113ac9804d1d91c1a0824a5b21a5f1.png

 

Spoiler

Screenshot2024-01-24001056.png.923f3c77b49d389367736333ef5769fd.png

As you can see, now it works on different faceMorphs. (i accidently put two overlapping tatts on one of the slave in the pic)

Edited by lee3310
Posted
53 minutes ago, Guitarister said:

Unfortunately, this did not fix the issue

  Reveal hidden contents

My character is saying "good boy, stay" and "so handsome"

 

Hmmm, stop the beast quest. 

 

StopQuest _CS_Beast

 

And try again. 

Posted
42 minutes ago, lee3310 said:

Are you using the last version ? i told you about that bug, it was fixed two days after that (i forgot to add the faceBones). Now it should work with any face.
The only problem left is with NPCs: tattoos on the player never disappear but on NPCs, they will disappear on loadgame even if it's a unique actor. I have no idea why the game remove script added headparts on NPCs but if you really want to add tats to other slaves you will have to call the function in an event (onPlayerLoadGame or onCellAttach...)

 

  Reveal hidden contents

Screenshot2023-12-25021729.png.330265eef553d780ec3cb78a5be871e7.png

  Reveal hidden contents

Screenshot2023-12-25020853.png.a0ecb365fa8467dddf3950e88732af06.png

  Reveal hidden contents

Screenshot2023-12-28230257.png.8f113ac9804d1d91c1a0824a5b21a5f1.png

 

  Reveal hidden contents

Screenshot2024-01-24001056.png.923f3c77b49d389367736333ef5769fd.png

As you can see, now it works on different faceMorphs. (i accidently put two overlapping tatts on one of the slave in the pic)

Mbffff had Nexus version 1.0 😵‍💫 Thanks, look super nice now.

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

Mbffff had Nexus version 1.0 😵‍💫 Thanks, look super nice now.

Ah good. For a sec i thought that i would have to make a patch for the head meshes that you are using (high poly or something) 😓. Tatts should look identical to looks menu counterpart, maybe i added i bit more contrast.

Tell me if you need anything (new function, new headpart...). I will update CS slaver tomorrow and take a look at your implementation. Will leave any suggestion here.

PS

You can remove tatts one by one by headparts name not just category. There is a long overdue update that will add more functions and speed up execution (GOE version), the only holdup is F4SE vars functions (var array...). I may add them as global functions and you will just have to call the function directly using "scriptname.Function()".

Edited by lee3310

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