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Commonwealth Slavers


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Posted (edited)
50 minutes ago, lee3310 said:

(finger crossed that the container doesn't reset before i use them).

I have cells set to refresh every 48 & 48 hours and have yet to lose my stash.

You can also just drop the stuff on the ground <<-- not road, sidewalk... shite will fall through on cell load.

Google is not your friend, but is far better than LL search function. I never seen the belly storage mod! Silly.. but it's FO4... most of it is stupid silly without mods.

Edited by izzyknows
Posted
5 minutes ago, izzyknows said:

I never seen the belly storage mod! Silly.. but it's FO4... most of it is stupid silly without mods.

Sort of like the prison wallet in Deadpool 2?

Posted (edited)
54 minutes ago, Jarnin said:

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>

Ok the prostitution dialogue is a bit tricky, if raiders refuse to talk to you, it means that the previous scene is still running (hanged). I didn't find a way to stop the scene based on distance in CK but maybe JB knows how to do it. You can add more conditions to the dialogue to prevent it from triggering while in scene with another NPC (isInScene = 0, hasKW AAF_actorlocked = 0...).
As a workaround, type in console "stopScene sceneID" without quotes and the dialogue will work again.
PS
JB solution to make all dialogues "require player activation" will solve the issue, but i like the harassment approach so i opted for more dialogue conditions. 

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

know when ya don't feel like "selling".

Lol, i added a toilet with container in the WH, and use it as a stash for caps.

Edited by lee3310
Posted
1 hour ago, izzyknows said:

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

 

I use trs so stuff respawn in my world and for some reason the fridge in the whorehouse counts as a trs fridge meaning it restocks itself with stuff every 6-48 hours. There is always a bunch of Stimkits and tons of food in there. Depending on how fast the respawn rate is set and how long you leave it. That fridge should also count as a workbench. So the player get shocked if she tried taking food out the fridge. Easily exploitable.

Posted (edited)
1 hour ago, Jarnin said:

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>

Ohhhhh! I see! Ha, to avoid being electrocuted? 

 

Not long ago I discovered this useful function for this kind of case. It's the same function that Wolfgang does if you walk away when he is confronting Trudy the first time you met him. Basically, if you walk away, I'll make the conversation end. 

 

( And electrocute you too )

 

I can take the stimpak off the "forfeitable" list. I don't remember why I put it in, since Declan offers them to you anyway. 

 

Edited by JB.
Posted (edited)
46 minutes ago, izzyknows said:

Google is not your friend, but is far better than LL search function. I never seen the belly storage mod! Silly.. but it's FO4... most of it is stupid silly without mods.

Ok google found it at the first attempt. Here's the link. It uses the womb as container. I know it's silly (like how do you get stuff past the cervix !) but not as silly as this one.

Edited by lee3310
Posted
22 minutes ago, JB. said:

Declan removes everything inside _CS_MiscItems_Formlist and there are no stimpaks there

Hmm, in my game, the search dialogue is running a fragment with this function:

 

Function ConfiscateItems()
    PlayerREF.RemoveItem(_CS_MiscItems_Formlist, ALL, true)
    PlayerRef.RemoveItem( ObjectTypeStimpak, ALL, True)
    PlayerRef.RemoveItem( ObjectTypeNukaCola , ALL, True)
EndFunction

Posted
9 minutes ago, lee3310 said:

Ok google found it at the first attempt. Here's the link. It uses the womb as container. I know it's silly (like how do you get stuff past the cervix !) but not as silly as this one.

Doesn't dwayne search the MC's orifices during the DC mission. One would think. Declan would do the same. I can see this mod work but I would give it a % chance for failure so you get caught anyway.

Posted (edited)

2.3.8

 

Mega folder, safe to update. 

 

  • To offer your services to the raiders you must speak first. All dialogs are marked "Requires player activation". 
  • Exceptions are dialogues that lead to a harassment/grabbing scene. 
  • If you move away from a raider, gunner or mutant in the middle of a conversation, you will be punished with an electroshock. 
  • Fixed the scripts so that the gunner and mutant bases are randomized. 
  • Added voices, at the moment it only has the player's voice. Optional Folder.  
  • Declan will no longer remove your stimpaks from your inventory. 
  • Included Lee's Slaver Valley fix in the options folder, soon I will include it in the main mod.

VIDEO

 

image.png.fb888138f43d0bafc567bbeb80fbdad1.png

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

 

image.png.fb888138f43d0bafc567bbeb80fbdad1.png

"Hey, what the ...?" makes me think of the Empire droids in The Clones Wars animated series That's what they say when they are surprised by something (the "What the ...?" part, anyway).

Posted
22 minutes ago, JB. said:

Ohhhhh! I see! Ha, to avoid being electrocuted? 

Not so much avoid it as to avoid breaking dialogs. I know backing out when I have no choice but to suck a dick or not suck a dick allows me to keep soliciting. I haven't tested rejecting sucking a dick, getting shocked and seeing if it still breaks. I should do that.

 

26 minutes ago, JB. said:

Edit: My mod does not remove stimpaks. 

 

Declan removes everything inside _CS_MiscItems_Formlist and there are no stimpaks there.  :classic_confused:

I just tested this: I left the whore house with 2 stimpaks in my inventory and when I got outside I had zero stimpaks in my inventory. Something must have changed, because it never use to remove them when leaving, only when entering.

 

I had an idea for a continuation of the Doctor Duff story, for your consideration:

Spoiler

The Surrogate

  • Doctor Duff wants a pet FEV Hound, but all of the adults she's come across are innately aggressive towards humans. As such, she wants to gestate an FEV Hound in a human surrogate as an experiment. Her hypothesis is that gestating the FEV Hound in a human surrogate would make them docile towards humans, and possibly aggressive towards mutants!
  • Since The Slave has been castrated she can't act as the surrogate: Doctor Duff has made arrangements with Jared, and has a new slave (who hasn't been castrated) waiting in Corvega to act as her lab rat. Duff just needs The Slave to go pick her up and bring her to the pharmacy.
  • After bringing the surrogate back to Duff in the pharmacy, Duff needs some fresh FEV Hound sperm: Your job is to procure it for her.
  • After procuring the FEV Hound sample, returning to Duff at the pharmacy results in a scene where the surrogate is placed into a pillory and is injected with the FEV Hound sample (while The Slave watches). The Surrogate is impregnated and Duff mentions that she added a serum that will expedite the pregnancy. Once the procedure is complete, The Slave is told to take The Surrogate back to the whore house where she will stay until she goes into labor.
  • Over a period of time (hours, days, weeks, whatever) The Surrogate's belly grows.
    • I was thinking during the gestation period The Surrogate might get "odd cravings" that The Slave can optionally satisfy. Maybe she has to find a specific food (something gross) and bring it back, or maybe she has to have sex with The Surrogate.
  • Eventually The Surrogate goes into labor and Lindstrom orders The Slave to escort her to the pharmacy. Back in the pharmacy, Doctor Duff is really happy with how the experiment is proceeding. She locks The Surrogate into a pillory and we fade to black.
  • Fade in: Doctor Duff has a new (tiny) FEV Hound which will follow her around and she will interact with. Duff will ask for name suggestions from The Slave, who can give a number of suggestions. The FEV puppy becomes a permanent follower for Duff whether she's in DC, the pharmacy, or the whore house.
    • If the player did not do the optional "Satisfy The Surrogate" miscellaneous jobs during her pregnancy, The Surrogate dies giving birth.
    • If the player did do the optional "Satisfy The Surrogate" miscellaneous jobs during her pregnancy, The Surrogate will survive giving birth and will continue acting as a lab rat for Duff.

 

Posted
10 hours ago, 89Sander said:

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?

 

 

some thoughts on this (i do not know if any apply)

1 - i had similar happen and found out my specific issue was due top FPER/Wasteland Dairy/Wasteland Offspring having  "hew baby smell" that

     made some factions neutral to me and was able to fix (when i started a new game) by turning the "new baby smell" off in the MCM.

2 - if you have AAF Hardship installed it will turn most enemies neutral when it is activated.  check that you are not in beggar whore mode if you 

     have that mod installed.

3 - Raider Pet has a faction that it can add you to (even if you are running CS) but it does not remove you from that faction (that i know of) until

     either you do it's questline or find the faction and remove it by using the console 

 

10 hours 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?

 

i have noticed this happening lately with a few mods (the dialogue bit) and have no clue what is causing it either, but usually talking to the second NPC

and finishing that NPCs dialogue will fix it, but it can be hard to find the right NPC.

 

5 hours ago, lee3310 said:

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).

 

the method that has worked for me (so far) is to use a suitcase by the bus stop to stash everything i collect during CS missions.

i stash the stuff just before i go back into the Whore House, and every time i leave the WH i grab it all if i am not handcuffed already

and will be able to stash it at the end of the job.  if i am on a job where i know i will be handcuffed at the end of the job i will grab it out

and stash it back again immediately.  so far it has worked to not lose found stuff.

 

 

 

Posted

JB all I can say is WOW!  This was a blast!  You really out did yourself!  I put my money where my mouth is and became a subscriber on your pat page. 

 

Thank You So Much For All Your Hardwork!

OWP

Posted
10 hours ago, valcon767 said:

 

some thoughts on this (i do not know if any apply)

1 - i had similar happen and found out my specific issue was due top FPER/Wasteland Dairy/Wasteland Offspring having  "hew baby smell" that

     made some factions neutral to me and was able to fix (when i started a new game) by turning the "new baby smell" off in the MCM.

2 - if you have AAF Hardship installed it will turn most enemies neutral when it is activated.  check that you are not in beggar whore mode if you 

     have that mod installed.

3 - Raider Pet has a faction that it can add you to (even if you are running CS) but it does not remove you from that faction (that i know of) until

     either you do it's questline or find the faction and remove it by using the console

 

 

Thanks for trying to help but seems i have to start a new game then.

Don't have FPER/Wasteland Dairy/Wasteland Offspring or AAF Hardship and deactivated Raider Pet before starting the current game.

It's actually a bit of a pity, but as there is no solution for this case, it will probably be like this.

Posted
16 minutes ago, Neppy said:

I tried to test the new side quests given by the people at Drumlin Diner but it seems bugged, nothing happens.

 


Got it. Install this and try it again.

 

Fix for Neppy.txt

Posted
9 minutes ago, 89Sander said:

 

Thanks for trying to help but seems i have to start a new game then.

Don't have FPER/Wasteland Dairy/Wasteland Offspring or AAF Hardship and deactivated Raider Pet before starting the current game.

It's actually a bit of a pity, but as there is no solution for this case, it will probably be like this.

It happens to me too but it's a save with Raider Pet, so my assumption is that's because of that mod. 

 

I have yet to start the mod again with a cleaner mod list. My mod only puts you in certain factions during Dr. Duff's quest, but it is removed upon completion of the quest.

 

It really pisses me off too because part of the mod experience is that everyone wants to attack you and your safe haven is, paradoxically, any raider base. 

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

It happens to me too but it's a save with Raider Pet, so my assumption is that's because of that mod. 

 

I have yet to start the mod again with a cleaner mod list. My mod only puts you in certain factions during Dr. Duff's quest, but it is removed upon completion of the quest.

 

It really pisses me off too because part of the mod experience is that everyone wants to attack you and your safe haven is, paradoxically, any raider base. 

 

Seems i found a solution as long you're not already in a faction:

 

console command "targetID.removefromallfactions" - Removes the target from all factions.

 

It makes all normal enemies hostile again. Just tested with ghouls, bloat flies and raiders. People in Diamond City are still neutral.

Even the creatures of the commonwealth have secret factions, so it works until now.

 

Edit:

Maybe this could help if you still play the CP Mod to make raiders friendly again

targetID.AddToFaction <faction id> <0 or 1> – Adds target to faction, needs to be used with a prefix or target

 

Faction ID Raiders: 0001CBED

 

(source: https://fallout.fandom.com/wiki/Fallout_4_console_commands#Factions

Edited by 89Sander
Posted
5 minutes ago, Neppy said:

Damn JB, now I'm not sure if you're trolling me or telling me to screw off :'(

You need to give me a lot of details so that I can replicate your problem. It is literally impossible to fix the problem with your report.  🤣

Posted

The conditions to start these quests are: 

 

  • To have solved the vanilla conflict between Trudy and Wolfgang. Preferably that both of them stay alive so you have access to two quests. 
  • Only during "Pet Walk", not at any other time. 
Posted
1 minute ago, JB. said:

The conditions to start these quests are: 

 

  • To have solved the vanilla conflict between Trudy and Wolfgang. Preferably that both of them stay alive so you have access to two quests. 
  • Only during "Pet Walk", not at any other time. 

So these were the conditions, stupid me went and did the Drumlin diner quest before CS x_x Thanks for the reply, guess I have to start a new playthrough XD

Posted
Just now, Neppy said:

So these were the conditions, stupid me went and did the Drumlin diner quest before CS x_x Thanks for the reply, guess I have to start a new playthrough XD

The first condition is simply to ensure that both Trudy and Wolfgang are alive, no matter when you have resolved the conflict. Whether you did it before CS has no impact. 

 

The important condition is to ask them for these quests during "Pet Walk". 

 

Who did you try to talk to in order to do a quest?


Why do you say it is buggy? The quest doesn't start? Or does it start but without objectives?

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