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Commonwealth Slavers


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Posted
2 hours ago, JB. said:

I will probably do the voices as soon as I finish NR version 6.6 and have it stable. I have not date thought. I take it easy so I don't get burned out. 

 

In fact, I already have downloaded some voices of the replicant from Blade Runner, ready to put Gristle's dialogues on it.  😍

 

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Elevenslab has a large library of voices ("Sophie" from NR uses one of those voices). So I guess I'll take a good look if there are other options.

that would be seriously cool, ive been really enjoying this mod and really appreciate your determination in creating these things.

Posted

Playing through the mod, I've thought about an idea, including experiments, dr. duff and snoopy. It could involve upon completing the bw training a "dog wedding", with you, under a whip / by order of your owner / by command of the ever romantic dr. duff forced to marry your mating training partner. Seeing, as the mod already has checks for FPE / themes of fertility restriction, it could involve those as well, by, in essence, doing a surgery / getting an injection, to make you "compatible" with your new husband. It could also involve new humiliating comments regarding your new status / obscenity of your new capabilities in the offspring department. During the ceremony, player could utilize the new crawling animation (or be forced to crawl as a default, with permissions granted to stand on two feet in some cases), be marked by her husband (in line with the increasing number of gs scenes). or even have speech restrictions (although, I guess, only in this separated quest, to implement it in the whole mod would be a pain). As a bonus, It would also open the door towards the "Milk Slaves' mentioned by Trudy.
It would be at first a single time quest, but could lead to a repeatable at dr duff or to more content with snoopy.

Just thought I leave it here. Stellar mod, thanks a lot for it ❤️ 

Posted
12 hours ago, pinky6225 said:

Suggestion for a non-repeatable quest...

 

I was by grey garden during the pet walk and you can talk to the robot there and get told raider slaves are acceptable there and trade (although has zero caps and zero produce) and it offers the dialogue option of the vanilla quest regarding securing the water source from super mutants although you can't take it as they respond you can't solve there issue

 

So option to take the quest where the raiders agree to solve grey gardens issues for increases in food and involves the PC (on submissive route) luring away the super mutants 1 by 1 so the raiders can ambush/kill or telling the mutants of the raiders plan (rebel route) where they attack the raiders en mass although get defeated (so PC ends up being punished, either via whore room or being given to the robots at grey garden for research) and once the super mutants are diminished gristle along with the PC visits the remaining super mutants to deliver the raiders terms (i.e. stop fucking with the grey garden water) which completes the vanilla quest and gives the PC grey garden as a trading spot for future pet walks

 

like the idea for making a quest dealing with Greygarden.

 

as for the robots in Greygarden there are a total of 6 robots.  3 of the robots are plain Mr Handy's and the other 3 are supervisor versions of

Mr Handy type.  if the one you talked to gave you the quest for the water treatment plant that is not a merchant actually.

Supervisor Brown will buy mutfruits from you, but does not sell anything

Supervisor Greene will trade with you, and does in fact have stock (including some shipments) and caps

Supervisor White is the one that gives you the quest to clear the water treatment plant, but is not an actual merchant (but may very well have merchant

  dialogue but will not have any items or caps)

 

On 2/21/2024 at 12:26 AM, branmakmuffin said:

If anything, Duff should be paying the slavers for the use of a guinea pig.

So, as a computer game adventure, the mod has to strike a balance between maintaining its stark, brutal theme and playability.

So, we can argue that the story demands death or life as a limbless sex slave. Playability demands the player character simply be given her limb or limbs back as if nothing ever happened. A balance, in my opinion, requires something in between, like a debt owed to the slavers for not just killing her or leaving her a limbless sex slave. Which would apply whether Duff paid the slavers for use of the player character as a guinea pig or not. But in no scenario, in my opinion, does "the slave pays Duff for the procedure" make thematic sense.

 

Dr Duff does in fact pay the slavers for the use of you as a guinea pig.  during quest The Scientist she comes right out and tells you that she pays them

with chems, stimpaks, and other medical help (iirc).  i do agree that the pc paying her with caps to "regrow" a missing limb does not make thematic sense

but i think a better way to pay her could be the pc has to do an extra run of the Scientist Quest (or another quest very similar), and at the end she "pays" you

by doing the procedure to "regrow" your missing limb(s).  maybe one run would equal her "regrowing" a single missing limb, so you if have both limbs missing

you would have to do it two times (once per limb, and this option would only become available after completing The Scientist the first time).

 

just my personal opinion

 

 

Posted
4 minutes ago, valcon767 said:

 i do agree that the pc paying her with caps to "regrow" a missing limb does not make thematic sense

but i think a better way to pay her could be the pc has to do an extra run of the Scientist Quest (or another quest very similar), and at the end she "pays" you

by doing the procedure to "regrow" your missing limb(s).  maybe one run would equal her "regrowing" a single missing limb, so you if have both limbs missing

you would have to do it two times (once per limb, and this option would only become available after completing The Scientist the first time).

The player character paying for a service or item by performing a deed or service in exchange always makes sense in a computer game. Those are adventure hooks. So I agree.

 

Regrowing a limb is a probably a pretty big deal, so a series of quests makes sense.  Of course, if  a player wants their character to be Furiosa, they don't want a regrown limb, they want something else. But then there is at least one clothing mod that has a cybernetic arm.

 

I never did that quest, so I had no idea how it worked (I've run the mod only once).

Posted
18 minutes ago, nonofyodambiznes said:

the whore house is broken, acts like unrendered space, how do i fix this?

 

First try this. You might have made the same mistake I did. If you are using CWSS. Put the CWSS patch before the whorehouse patch or that will happen. 

Posted (edited)
31 minutes ago, izzyknows said:

PRP wont effect mod added interiors. Thank God!!

true my mistake was deep in creation kit making addon for CS that uses asset from Mutilated Dead Bodies everything worked but it kept breaking Corvega till i found it was caused by PRP not the addon so i didn't pay attention and saw the pics and i thought eh just like what happened to me 😭 

Edited by Mr Zombie Brain
Posted

I have a Suggestion for a Future Update, a alternate start where if your character isn't form vault 111 

and you get defeated in combat or surrender to Raiders you get knocked out and wake up on the cross in Corvega about to be branded by jared. 

Posted

Could toss this out there maybe you already have plans for or not. But joining the slaver faction and becoming a slaver. Maybe get a patch or something where you can use just buisness or something of your own making to sell slaves.

Posted

Not saying your idea is a bad idea per se, @VaunWolfe. I don't think it would fit with CS's vibe. In my opinion, CS is a really good revenge story, and making the protag able to join and work with the slavers undermines that. Unless she joins the slavers and then works to fuck up their business. And when she's done, that sets the stage for an ending kind of like the ending of the Tom Jane Punisher movie. But that's an entirely different path to revenge from what is presented.

Posted

Here me out, instead of Nora being able to join the slavers. if you play as Nate you get Conscripted by the slavers (they still put a exploding collar on you but your forced toy Raid settlements, capture new slaves and fight the Minutemen, your forced to take part in the atrocities the raiders commit  

 eventually you gain enough trust so they remove the collar once  Gristle starts to trust you he approaches you to ask for help tracking down what happened to both of your respective kids and then you eventually find out what's really happening and then you get the option of killing Gristle and staying in the Raider Faction or Helping him destroy the Slavery Ring.

 


 

Posted

I've now managed to play fair bit of the mod.

 

So far, pretty happy with everything.

 

I am wondering if this is a bug or not, 

when you get a chance to pick your next "quest" from the whore house and you select to go to Diamond City,

When you step out the guy just comments about how he is sick of this and then nothing happens.

 

Also, is it possible to remove the junkie route if you aren't happy with it?

 

 

 

Posted (edited)
23 hours ago, Markerlord said:

I've now managed to play fair bit of the mod.

 

So far, pretty happy with everything.

 

I am wondering if this is a bug or not, 

when you get a chance to pick your next "quest" from the whore house and you select to go to Diamond City,

When you step out the guy just comments about how he is sick of this and then nothing happens.

 

Also, is it possible to remove the junkie route if you aren't happy with it?

 

 

 

 

Set _CS_Junkie to 0

 

I can't replicate your bug, but you can use the guide (you will find the link on the main page) and write the correct setstage for Gristle to start his walk. 

 

Edit: 

 

Okay, got the bug. Thanks for the report. 

 

SetStage _CS_DC 105

 

I'll upload some fixes today. 

Edited by JB.
Posted
On 2/12/2024 at 5:33 PM, lee3310 said:

 


@JB. i added ApplyHeadPartIfNone(), you can use it if you want a tint to be applied only once.

Do you recommend using this then? I didn't know they stacked up. 

 

Posted
1 hour ago, JB. said:

Do you recommend using this then? I didn't know they stacked up. 

 

Like Body overlays, applying the same texture multiple times will increase the contrast (make it darker/ more pronounced). So it depends whether you want that effect or not. If you don't want a tint to be applied more than once then yes, it's better to use that function. It will perform a simple check to see if the actor already has the headpart or not before applying it.

Posted
On 2/23/2024 at 6:37 AM, Midnight19 said:

Here me out, instead of Nora being able to join the slavers. if you play as Nate you get Conscripted by the slavers (they still put a exploding collar on you but your forced toy Raid settlements, capture new slaves and fight the Minutemen, your forced to take part in the atrocities the raiders commit  

 eventually you gain enough trust so they remove the collar once  Gristle starts to trust you he approaches you to ask for help tracking down what happened to both of your respective kids and then you eventually find out what's really happening and then you get the option of killing Gristle and staying in the Raider Faction or Helping him destroy the Slavery Ring.

 


 

I think that's an entirely different mod but if you make it I will play it!

 

re: becoming a slaver

 

That's the kind of thing you can do once you get free and start your own story.  You can't be a slaver working with Jared's gang but you can be a rival slaver working against them.  I rationalized that i need caps to get revenge and it's the best way of making caps.  And frankly, a lot of the raiders from around the area deserved it.  I was even able to enslave Lindstrom!

 

re: voice

 

After playing for an hour or two i barely noticed the lack of voice.  On the rare occasion that voiced dialogue would start up it would scare the shit out of me.

Posted
5 hours ago, Rimworld Traveller said:

I think that's an entirely different mod but if you make it I will play it!

 

re: becoming a slaver

 

That's the kind of thing you can do once you get free and start your own story.  You can't be a slaver working with Jared's gang but you can be a rival slaver working against them.  I rationalized that i need caps to get revenge and it's the best way of making caps.  And frankly, a lot of the raiders from around the area deserved it.  I was even able to enslave Lindstrom!

What's to stop a PC from joining Jared's gang, from a conceptual and thematic standpoint? Nothing.

Posted (edited)

Hi, I use Mo2. I came across a bug with this mod just after you released the CS2 jobs where if I equipped a weapon the game would give me a fatal error. I stopped playing for a long while but I did look into issues at the time on the forum for this issue and I saw a post by JB that the issues has been fix for this bug unless people did not have the Fo4 Amputee mod. Which at the time I did not. When i tried playing again recently I made sure to download that mod and started a new save. But the moment I get back to Corvaga after getting the Cryolater and I am given the whip my game still crashes. Was there a different reason for this issue? i tried searching the tread but there is simply too many post at this point for me to find that original post I saw.

Edited by Hunt0r
Posted (edited)
4 hours ago, branmakmuffin said:

What's to stop a PC from joining Jared's gang, from a conceptual and thematic standpoint? Nothing.

Install Assimilation and you can join Jared's gang.

 

Hey @JB.

 

I just did a power run through the first two-thirds of slavers. I hit a snag during The Scavver: After getting enough materials to satisfy Medium-Sized Bomb, we headed over to the main entrance to Corvega. As soon as MSB got to his mark, he immediately went into his dialog without Jared, snoopy, or the Bomb Bros present, causing my character to get her head blown off waiting for Jared to exit the building. After reloading, I tried again, this time getting farther away from Corvega, thinking that Jared needed more time to get out, but that didn't work either (two missing heads). I fixed it by moving Jared to me.

 

I also have a "Talk to Lindstrom" objective in my Miscellaneous quests that I have no idea how to complete.

Edited by Jarnin

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