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Commonwealth Slavers


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Posted (edited)
2 hours ago, izzyknows said:

That's not the load order, but just the mod list.

Disable Sim Settlements & start a new run, as that puts a hell of load on the game and see how things go.

His loadorder still could use a bit of a sort tho. :) I didn't even see sim settlements in there. 

Edited by osculim
Posted
1 hour ago, valcon767 said:

 

ok few more things to talk about i see offhand

 

1 - did you use LOOT to sort your load order?  if not i would suggest making a copy of your current profile, then use loot on the copy and try

     playing that one to see if that fixes your problem (make sure that CS ends up at/near the bottom though).

 

a note about LOOT - some people will tell you to always use LOOT and others will say to never use LOOT.  i personally am wary

of both types of people as LOOT is just a tool made by people so it is not perfect but is (generally) very useful.  this is why i say

make a copy of your profile, then use LOOT on the copy, so if it makes it worse (possible but not likely) you can revert just by switching back 

to the original profile.

 

2 - Raider Pet is not actually compatible (JB said so on Feb 11, but main post not updated to have it listed in incompatible mods section).

 

3 - you have Sim Settlements stuff - these are very heavy mods and may have incompatibilities (or not) but can have far reaching affects that 

      are not obvious.  you also have SKKFast start and reading about Sim Settlements it recommends not using a fast start mod so as to give

      Sim Settlements time to finish its start up.

edit

see post by izzyknows about Sim Settlements first

end edit

 

a mod page that has links to some (possibly) helpful guides is (https://www.nexusmods.com/fallout4/mods/31396?tab=description)

i would suggest reading the linked guides, or at least reading the spoilers at the bottom of that description page.

if nothing else i would suggest looking at the last spoiler to get an idea of where types of mods can go to help learn what 

can work (for at least some people).

 

hope the information helps

 

Loot does not always sort things perfectly. He should run it and then go through it manually too. He should also go through the "aaf fuckin manual" and get that sorted out or he might run into aaf issues later on too.

Posted

I have finished NR version 6.6 and am working on some voices to see if I can come up with something else in the meantime. 

 

And I also tried some voices for Slavers and: 

 

1-The main character's voices are fine. It lacks that scary tone, but I guess it's okay. The prostitution voices are great. 


2-The junkie voices are complete nonsense, just as I had suspected. I highly doubt I would play the junkie route with those voices. Either that or we can remove the junkie dialogs, that's how bad it is. :bawling: 

 


3-I leave you with three options I found for Gristle.

Allen Lee (far harbor)

Dejen (far harbor)

Generic Male Voice from Loverslab 

 

Posted
18 minutes ago, JB. said:

2-The junkie voices are complete nonsense, just as I had suspected. I highly doubt I would play the junkie route with those voices. Either that or we can remove the junkie dialogs, that's how bad it is. :bawling: 

 

I might be able to help with that. How much dialog are we talking?

 

I'm currently playing through the repeatable jobs and have run into some interesting issues:

  1. I picked up a Truce job. When I left the Whore House to run over to Corvega, Dogmeat was outside and he looked really happy to see me. I left him alone and continued with the job.
  2. While I was on the job, I had some issues with the prostitution part; If I offered to have sex with a raider, everything worked fine. If the raider propositioned my character, sex worked fine. Blowjobs, either offered or solicited, seemed to break the prostitution dialogs. After giving a blowjob I couldn't whore at that location. I reloaded, only had sex, and everything worked fine. This is the second or third time I repeated this job, and it hasn't broken before, so I'll keep you posted.
  3. When I got back to the Whore House (why does Declan check Vaultmeat for weapons when Murphy is with her?), I checked in with Lindstrom and slept. Woke up, banged Snoopy, took a shower and cleaned up. When I left the Bathroom, Dogmeat was in the hallway of the whore house. Should I disable him?
Posted
38 minutes ago, JB. said:

2-The junkie voices are complete nonsense, just as I had suspected. I highly doubt I would play the junkie route with those voices. Either that or we can remove the junkie dialogs, that's how bad it is. :bawling: 

 

 

Admittedly i don't care about voice (some times i actually play with my speakers turned off) actual dialogue (the text that appears via subtitles) i thought the junkie dialogue was pretty good

Posted
4 minutes ago, Jarnin said:

I might be able to help with that. How much dialog are we talking?

 

I'm currently playing through the repeatable jobs and have run into some interesting issues:

  1. I picked up a Truce job. When I left the Whore House to run over to Corvega, Dogmeat was outside and he looked really happy to see me. I left him alone and continued with the job.
  2. While I was on the job, I had some issues with the prostitution part; If I offered to have sex with a raider, everything worked fine. If the raider propositioned my character, sex worked fine. Blowjobs, either offered or solicited, seemed to break the prostitution dialogs. After giving a blowjob I couldn't whore at that location. I reloaded, only had sex, and everything worked fine. This is the second or third time I repeated this job, and it hasn't broken before, so I'll keep you posted.
  3. When I got back to the Whore House (why does Declan check Vaultmeat for weapons when Murphy is with her?), I checked in with Lindstrom and slept. Woke up, banged Snoopy, took a shower and cleaned up. When I left the Bathroom, Dogmeat was in the hallway of the whore house. Should I disable him?

I'm going to look into that blowjobs thing tonight and see what happens. 

 

The same thing happens to me with the dogs. You got dogmeat, I got randoms dog from the wasteland. They go all the way to the Whore House where they are killed by the customers. 

 

I have no idea how or why they follow me, but I suspect it has something to do with the dog whistle. Tonight I'll see what command you can use to stop Dogmeat from following you. 

 

It think it this one:   StopQuest _CS_Beast, but I'm not 100% sure.

 

The junky dialogues are a lot, here is the document I used in Elevenslab. Unfortunately I had to remove the asterisks because otherwise Elevenslab reads them, so the junky dialogues are literally mixed with the normal ones.

 

Player Dialogues.txt

 

 

 

 

Posted
48 minutes ago, JB. said:

I'm going to look into that blowjobs thing tonight and see what happens. 

Yeah, it's also happening in The Pet repeatable. First thing I tried out, and it broke.

 

48 minutes ago, JB. said:

The same thing happens to me with the dogs. You got dogmeat, I got randoms dog from the wasteland. They go all the way to the Whore House where they are killed by the customers. 

 

I have no idea how or why they follow me, but I suspect it has something to do with the dog whistle. Tonight I'll see what command you can use to stop Dogmeat from following you. 

 

It think it this one:   StopQuest _CS_Beast, but I'm not 100% sure.

Dogmeat isn't following me around, in case that was what was happening with you. He popped up outside the whore house, and now he's in the slave bedroom chilling out. I tried that console command, but nothing apparent happened. I can disable him, right? He'll get re-enabled by CS when it ends?

 

48 minutes ago, JB. said:

The junky dialogues are a lot, here is the document I used in Elevenslab. Unfortunately I had to remove the asterisks because otherwise Elevenslab reads them, so the junky dialogues are literally mixed with the normal ones.

I can take a look at it tonight. I don't have the voice files for Nora, though. I guess I could figure out how to rip them from the game. I'm not sure if Audacity will let me import xwm files, so I may have to convert to wavs and then convert it back after editing.

 

So, what was the deal with elevenlabs junkie dialog not sounding good? Do you have some clips you can post so I know what you don't want?

Posted
3 minutes ago, Jarnin said:

So, what was the deal with elevenlabs junkie dialog not sounding good? Do you have some clips you can post so I know what you don't want?

Yeah, I don't use Dogmeat so you could disable it if it bothers. 

 

I will upload the file tonight here, so you can play and check it out for yourself. It already has the player voices done from start to finish. 

 

I'll also give you the link to a tool with which you can browse all the player dialogs in my mod, hear it with one click, and download it to some folder as a WAV file if you think you can improve it.

 

 

Posted

I'm starting to notice issues with NPCs starting dialog prompts while my character is in dialog with a different NPC. It's happened before, where I'll be in dialog with a raider, the dialog ends to start an AAF scene, but there will be another dialog box up immediately from another raider who has wandered by and decided to proposition vaultmeat for sex. The dialog box disappears during the scene, but afterwards I can't open dialog with any nearby NPC until I find the one that decided to talk to vaultmeat right before sex, or reload the cell. With the new grabby proposition, I got grabbed immediately coming out of an AAF scene and no dialog box popped up to accept the offer, so vaultmeat was stuck. Reloading the previous save resulted in a movement bug where she couldn't jump (it's happened to me before when I've had to reload during a stuck AAF scene).

 

Is there any way to keep other NPCs from interacting with the player character while they are in dialog with another NPC?

Posted

Played through the story mod, version 2.3.6.7.
A fantastic mod. Many thanks for the work and effort that went into the mod.

 

However, I also had my problems in some places, but luckily there was also the stage guide or the forum.

 

But now that I've finished, I have quite a problem. All normal enemies are totally passive. Raiders are even so passive that I can shoot them down without them fighting back. All the others, regardless of whether they're super mutants, ghouls or other creatures, are passive until I shoot them first. Only the creature I have just shot becomes aggressive, all the others around it simply do nothing.


I tried to look for a solution in the forum. I also found other comments reporting similar issues, but I couldn't find a solution to the problem.

Is there perhaps a console command that resets the enemies or resets my char to vanilla game level?

 

Posted (edited)
1 hour ago, pinky6225 said:

 

Admittedly i don't care about voice (some times i actually play with my speakers turned off) actual dialogue (the text that appears via subtitles) i thought the junkie dialogue was pretty good

At first, having no voice seems weird and unsettling, then you get used to it and doesn't bother you at all (+ gives more liberty to users, in case they want to edit some dialogues). So for new users, having voiced dialogues will be a big bonus (not so much for veterans)


@JB. Unfortunately, there is a mistake that makes mule and muties quests still susceptible to chose the same location twice:
"LocationAlias GunnerCampAlias = _CS_Mule.getalias(0) as LocationAlias"

image.png.72ec7c1daf1c2a8130751221cdee2bc0.png
As you can see, alias #0 ID is 17 not 0 so that line should be: "_CS_Mule.getalias(17) as LocationAlias".
I already did two muties and one mule but the formlists were empty.

Edited by lee3310
Posted
2 minutes ago, Jarnin said:

I'm starting to notice issues with NPCs starting dialog prompts while my character is in dialog with a different NPC. It's happened before, where I'll be in dialog with a raider, the dialog ends to start an AAF scene, but there will be another dialog box up immediately from another raider who has wandered by and decided to proposition vaultmeat for sex. The dialog box disappears during the scene, but afterwards I can't open dialog with any nearby NPC until I find the one that decided to talk to vaultmeat right before sex, or reload the cell. With the new grabby proposition, I got grabbed immediately coming out of an AAF scene and no dialog box popped up to accept the offer, so vaultmeat was stuck. Reloading the previous save resulted in a movement bug where she couldn't jump (it's happened to me before when I've had to reload during a stuck AAF scene).

 

Is there any way to keep other NPCs from interacting with the player character while they are in dialog with another NPC?

Happens to me too. If I figure out how to stop that I'll implement it. I've been doing dialog for Fallout for a couple of years now and there are things that are still a mystery to me. I'm sure there is some box I'm not checking. 

Posted
6 minutes ago, lee3310 said:

 


@JB. Unfortunately, there is a mistake that makes mule and muties quests still susceptible to chose the same location twice:
"LocationAlias GunnerCampAlias = _CS_Mule.getalias(0) as LocationAlias"

image.png.72ec7c1daf1c2a8130751221cdee2bc0.png
As you can see, alias #0 ID is 17 not 0 so that line should be: "_CS_Mule.getalias(17) as LocationAlias".
I already did two muties and one mule but the formlists were empty.

Ufff, I didn't understand much. I don't use f4edit, but I'll see if I can relate it to CK tonight. 

Posted
5 minutes ago, JB. said:

Ufff, I didn't understand much. I don't use f4edit, but I'll see if I can relate it to CK tonight. 

it's easier when you look at it in CK. Here:


image.png.6e6a281397bfae61d1efaf5ffab935d8.png

 

You just have to replace 0 with 17 and that's it. (GetAlias(AliasID))

Posted (edited)

 

@Jarnin I have done three oral services to raiders and didn't notice anything strange. Except for this raider who wants to engage in dialogue while my character is sucking, lol. Is that your problem? I think the best thing will be to make all greetings as "only with player activation" so they don't disturb. 

 

Mega appears to be dead.


Download the voices here for now, as I told you they are only the player's voices for the moment. 

 

Then download Lazy Voice Finder from Nexus, open my plugin with the program and filter everything by voice type (femaleplayervoicetype01) and you can also filter by quests (all my quest start with "_CS_"), so you will have all the dialogues available. You will find easily the junkies dialogs. 

 

Anyone is free to install this preliminary version with the player voices and cry hearing the junkies voices. 
 

Install with any mod manager. 
 

https://modsfile.com/2aclmv2litvr/Commonwealth_Slavers_Voices_0.01.7z.html
 

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

 

@Jarnin I have done three oral services to raider and did not notice anything strange. Except for this raider who wants to engage in dialogue while my character is sucking, lol. Is that your problem? I think the best thing will be to make all greetings as "only with player activation" so they don't disturb. 

Dialog while in dialog is one issue. Blowjobs stopping prostitution approaches/dialogs is separate.

 

So, the dialog "only with player activation"... is that why Curie always starts asking to go with me every time I walk by her? Gage does too. So annoying. That function should really be used sparingly, though I suppose most devs/modders don't imaging players just hanging around some of these characters for extended periods of time.

In my last save I had Sanguinaire (vampires) installed, and Lorenzo Cabot was like the elder of the clan of vampires my character joined after CS. I was using Sex Harassment's hypno approach for Lorenzo (cause it seemed fitting what with his abilities), but if I stood anywhere near him he'd immediately pull my character into a dialog about every 10 seconds. He also likes to sandbox in the room he's in, so finding a spot where he can path to but not force dialog was tricky.

 

Posted (edited)

@JB. i didn't notice it before but each time you enter the WH, the guard will confiscate your shit (like stimpaks). I found a dead women with 7 stimpaks (part of Vault81 misc quest) and was pleased to get them since i have too many effects crippling the player but when i rushed to the suitcase to store them, they were gone (the test tubes too). I need a mule-like quest to be able to sneak stuff inside now 🙃.

Side note, i have a mod that makes purified water also require aluminum and antiseptic, and i swear i had them but when i use the cooking station, the recipe is always grayed out (only managed to make one purified water since vault 111)

Edited by lee3310
Posted
17 minutes ago, lee3310 said:

@JB. i didn't notice it before but each time you enter the WH, the guard will confiscate your shit (like stimpaks). I found a dead women with 7 stimpaks (part of Vault81 misc quest) and was pleased to get them since i have too many effects crippling the player but when i rushed to the suitcase to store them, they were gone (the test tubes too). I need a mule-like quest to be able to sneak stuff inside now 🙃.

Declan allows you to have like 2 stimpaks in your inventory. He takes most stuff that isn't nailed to your body; ammo, junk items, any caps you may have found, bobby pins. He lets you keep food, water, chems, meds, and limited amounts of stimpaks (2?).

 

However... He only checks your supplies when you enter the whore house, not when you leave. That's why I was exploiting the shit out of Declan for supplies a few months back! I was stockpiling kit so I could take it with me before jobs. Survival is a bitch. Survival with only 2 stimpaks is like Nightmare mode. You gotta stock up and take it out with you.

Posted
46 minutes ago, lee3310 said:

I need a mule-like quest to be able to sneak stuff inside now

Tip: Store you loot in any container at the Bus Stop. ;)

 

Posted
12 minutes ago, Jarnin said:

Declan allows you to have like 2 stimpaks in your inventory. He takes most stuff that isn't nailed to your body; ammo, junk items, any caps you may have found, bobby pins. He lets you keep food, water, chems, meds, and limited amounts of stimpaks (2?).

 

However... He only checks your supplies when you enter the whore house, not when you leave. That's why I was exploiting the shit out of Declan for supplies a few months back! I was stockpiling kit so I could take it with me before jobs. Survival is a bitch. Survival with only 2 stimpaks is like Nightmare mode. You gotta stock up and take it out with you.

He doesn't confiscate caps but those will get removed after pretty much any quest if you don't have stash mod (and stash them). And for stims, he takes them all. I started stockpiling them along with radaway by scavenging outside but when i open player container, stims are always low or inexistant. Now i know why.
If @JB. intended it to be this way (not an omission 😝), i will stash the stims outside in a trash bin or something (finger crossed that the container doesn't reset before i use them).

Posted (edited)
6 minutes ago, izzyknows said:

Tip: Store you loot in any container at the Bus Stop. ;)

 

I remember that someone uploaded a mod here on LL that lets you store stuff in your belly ☣️ like a container with i think a morph mechanism but i don't remember the name and you know how painful it is to search for something on LL.

Edited by lee3310
Posted (edited)

This is why I wouldn't play a mod like this on Survival mode. I understand why some people like to, but I want to see the story, and I don't want to be forced to deal with a bunch of shit that is not directly related to the story. I don't play Survival mode in any event.

Edited by branmakmuffin
Posted (edited)

Survival mode isn't that bad. It requires a bit of thinking ahead, and using the skills that are available. Getting Aquaboy/Aquagirl makes traveling the Commonwealth basically trivial, and sneaking makes the rest trivial. Sneak damage makes most combat encounters trivial, which is why I play tend to play stealth/melee with no armor in survival mode. The real shit of survival mode is the save restrictions, but there are beds all over the place if you know your way around. I use a mod that lets me save when I light up a cigarette.

 

@JB., I just had the prostitution dialogs break just from being asked to suck some legendary raiders pussy!

  • I've been backing out of dialog when they ask for a blow job, just so I can finish this damn job.
  • It went like this:
    • "Hey, you want some Daddy-O? 20 caps."
    • "I'd rather you suck my pussy."
    • <Vaultmeat backs away>
    • <Yaultmeat approaches a different raider and gets generic raider responses>
    • <Vaultmeat goes inside Corvega and gets generic raider responses>
Edited by Jarnin
Posted
1 minute ago, Jarnin said:

Survival mode isn't that bad. It requires a bit of thinking ahead,

Which is exactly what I do not want to have to do while I am trying to enjoy a story. If I start thinking in terms of game mechanics, that takes me out of the moment.

Posted
22 minutes ago, Jarnin said:

so I can finish this damn job.

I just pickpocket the shite out of them then sell the stuff. Any extra caps get stored at Starlight for future use, ya know when ya don't feel like "selling".

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