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Hello, I seem to be having a problem where the mod is partially being recognized. I'm not entirely sure what error has occurred but when checking MCM the mod is recognized but says its missing the esp file even though it is included already. I've tried reinstalling, double checked the hard requirements and a few of the softs, tried adding and removing the 2.3.9g Hotfix 2 but nothing has changed. Its entirely possible I've missed something or this is a common occurrence and I haven't found the right tread yet with the fix. Any help would be appreciated.CommonwealthSlavers2.3.9G3_24_20244_52_27AM.png.97cbd0e1873ea5e2a2faa9fd92004de3.pngFallout43_24_20244_54_28AM.png.b128dc4a8e03132fa994744f74af3fc0.png

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1 hour ago, Storm3669 said:

Any help would be appreciated.

That indicates the mod isn't "deployed" or active. The MCM reads a file and then looks for the active plugin.

Sooo.. just make sure it's active, deployed or whatever Vortex calls it. And that it's last in your load order.

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15 hours ago, Fonzbot6650 said:

How do I advance in Pest Control Quest? I loot the bodies but Gristle still keeps shocking me saying to take everything.

 

just to make sure you did loot all 3 bodies and took everything out of their inventory (their inventory should now be empty as in nothing left there

not even junk or caps) right?

if you did something you can try is to re-loot the corpses and when in the transfer items page use the "take all" command.

 

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49 minutes ago, valcon767 said:

 

just to make sure you did loot all 3 bodies and took everything out of their inventory (their inventory should now be empty as in nothing left there

not even junk or caps) right?

if you did something you can try is to re-loot the corpses and when in the transfer items page use the "take all" command.

 

Yup looted everything still doesn't let me advance, even reloaded an older save to get to that point and still nothing.

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6 hours ago, Storm3669 said:

Hello, I seem to be having a problem where the mod is partially being recognized. I'm not entirely sure what error has occurred but when checking MCM the mod is recognized but says its missing the esp file even though it is included already. I've tried reinstalling, double checked the hard requirements and a few of the softs, tried adding and removing the 2.3.9g Hotfix 2 but nothing has changed. Its entirely possible I've missed something or this is a common occurrence and I haven't found the right tread yet with the fix. Any help would be appreciated.CommonwealthSlavers2.3.9G3_24_20244_52_27AM.png.97cbd0e1873ea5e2a2faa9fd92004de3.pngFallout43_24_20244_54_28AM.png.b128dc4a8e03132fa994744f74af3fc0.png

 

The screenshot looks to be the staging folder that vortex uses not the actual folder that mods go into when active and deployed, while the files aren't actually moved they are hard linked to destination location so they appear to be present in the location i.e. \Steam\steamapps\common\Fallout 4\Data and thats the folder you want to check when your seeing if a mod has installed properly

 

You could also be missing a required mod, fallout 4 unlike skyrim won't immediately crash to desktop if a requirement is missing instead it just doesnt load the file so that could be why commonwealth slavers.esp isn't loaded

Edited by pinky6225
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4 minutes ago, Fonzbot6650 said:

Yup looted everything still doesn't let me advance, even reloaded an older save to get to that point and still nothing.

How strange. I suspect another mod doing some stuff in the background. Gristle lets you advance if the inventory value of those bodies is "0", no more mystery. 

 

Use the guide (it's in the MEGA folder) to find out what console command to use to advance the stage. 

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14 hours ago, pinky6225 said:

 

Yeah there should be a lot more stuff there if you installed all the requirements, you did hit deploy in vortex right?

Well...  I have now.

 

Honestly, a lot of Vortex is still a mystery to me.  I only just changed to it from NMM because that guide I mentioned in my OP said to use it or MO.

Every time I've added stuff to it, I see it tell me it's deploying the mod.

 

Just now, I told Vortex to reinstall CS, and when it asked, I chose "As new..."  It did, and I saw that same message saying it was deploying it, but I also saw a message telling me to deploy it.  That's confusing.

 

Anyway, I've certainly deployed it now.  Several of the dependencies are in place, but CS still doesn't come up.  Vortex says it's installed, but FO4 says it isn't.  It doesn't even appear in the in-game load list.

 

20240324135542_1.jpg

Vortex.PNG

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8 minutes ago, Cunning_Linguist said:

Well...  I have now.

 

Honestly, a lot of Vortex is still a mystery to me.  I only just changed to it from NMM because that guide I mentioned in my OP said to use it or MO.

Every time I've added stuff to it, I see it tell me it's deploying the mod.

 

Just now, I told Vortex to reinstall CS, and when it asked, I chose "As new..."  It did, and I saw that same message saying it was deploying it, but I also saw a message telling me to deploy it.  That's confusing.

 

Anyway, I've certainly deployed it now.  Several of the dependencies are in place, but CS still doesn't come up.  Vortex says it's installed, but FO4 says it isn't.  It doesn't even appear in the in-game load list.

 

20240324135542_1.jpg

Vortex.PNG

 

 

 

I had already told you.

 

 

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On 3/23/2024 at 3:40 PM, JB. said:

New quest and some new stuffs coming soon. Maybe I will raise the minimum of points to get the true ending to "20", or we are going to miss wonders like this.

 

 

 

 

  Hide contents

Photo122.png.8185b69c7104d01801ce946b8bcea460.pngPhoto131.png.c78c57d0bd27f9d0413f0eb73cbf0f53.pngPhoto132.png.0b5efdef8caba6eb506d15b4c1686b4a.pngPhoto133.png.9411fa978a523f9c216118c4f6ccb99d.png

 

 

 

oh these pics look really good can't wait!, hey @JB. a suggestion for the scavver quest when u finish with scavenging with small bomb and go to Corvega and u meet Jared outside and he make u follow him to fight the Minutemen near the train rails this walk from corvega to the rails can it use the crawl animation? the one used in the VIP quest since when they start to fight the PC get on all four already. 

 

Also i hope i am not asking too much but in the VIP quest when the player is dancing for him can one of the slaves be a fluffer to him, like the PC is dancing on the pole while another slave is fluffing him to get ready to have fun with the PC after the dance is done 

Edited by Mr Zombie Brain
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5 hours ago, JB. said:

How strange. I suspect another mod doing some stuff in the background. Gristle lets you advance if the inventory value of those bodies is "0", no more mystery. 

 

Use the guide (it's in the MEGA folder) to find out what console command to use to advance the stage. 

Thanks it let me advance with the console command. But now I'm stuck at the Scaver mission when looting the three minutemen.

Now I'm just going to look into what mod is conflicting with the slavers mod.

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Posted (edited)
1 hour ago, Mr Zombie Brain said:

 

oh these pics look really good can't wait!, hey @JB. a suggestion for the scavver quest when u finish with scavenging with small bomb and go to Corvega and u meet Jared outside and he make u follow him to fight the Minutemen near the train rails this walk from corvega to the rails can it use the crawl animation? the one used in the VIP quest since when they start to fight the PC get on all four already. 

 

Also i hope i am not asking too much but in the VIP quest when the player is dancing for him can one of the slaves be a fluffer to him, like the PC is dancing on the pole while another slave is fluffing him to get ready to have fun with the PC after the dance is done 

I have implemented it, but I'm not liking it. The first picture is from that quest you say. "The Scaver". Your speed is just enough to barely keep up and if you get out of Jared's range, there's no way to avoid death. 

 

That's why I made a new quest dedicated exclusively to use that crawling function. I'm going to need suggestions too because I feel some stuffs can be added to the quest. Hmm, I'll see if I can upload a test version tonight. The quest is finished, but now I have to do its "repeatable" version.

 

The other thing sounds good, but running 2 AAF scenes in parallel is a headache. I'll only do it if it's the last AAF scene of the quest (like "The Porn Studio") Otherwise, you run the risk of the actors not finishing their scene, and since you're going to do a new scene but the actors are still busy, you fall into one or more consecutive error screens. 

 

Edited by JB.
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Posted (edited)

2.4.0

 

(for brave testers)

 

 

Photo134.png.64ba66d854b4e8598b89784c38adf414.png

 

 

Link 🔥

 

 

 

  1. ☝️ You need specifically the plugin "Milking And Devious Costumes NO WDF.esp Pretty important soft. 

 

 

The star compatibility is really with the new Kziitd and Ego toolkit ("Kziitd Fetish Toolset"). There are so many items that I couldn't even use a quarter of them. Many inspire new quests or new tweaks of old quests. DD compatibility is there to fill this gap in the meantime. It doesn't look like it will be long before a final version is available for Loverslab, so just be patient. 

 

About the gags (from Kziitd Fetish Toolset or Devious Devices)

 

Spoiler

Photo568.png.56a2f6754d36204c86f54900b8870fab.png

  • Slavers will usually put you in different gags in different quests. This is intended with "Kziitd Fetish Toolkit" installed in mind, but if my mod can't find it, it will use the ones from Devious Devices. 
  • You won't be able to eat or consume potions if you have any gag on (food, jets, drinks). You will be able to use injectables (Psycho, Stimpack). 
  • You also won't be able to drink water from the fountains if you don't have arms or if you have a gag on. And if you have that Flashy "Advance needs" mod, forget it, you also won't be able to eat or drink just by looking at foods, I made a countermeasure to bypass the functions of that mod. I noticed that Flashy also allows you to sleep on a piece of furniture just by looking at it, and I made countermeasures for that. I love being told how you guys cheat. I'm seriously thinking of putting a raider to patrol around the Whore House in case you hide guns and caps in some secret container.
  • If you have both arms amputated you won't be able to eat, drink or use injectables. In this case, when completing a mission, Lindstrom will force you water and jet. Same for Gristle, Murphy and Medium Sized. They won't give you food/drink, but they will force it directly if you ask them in their respective quests. 

 

 

Quest "The Hooker" Changes: 

  • In Diamond City, Abbot will not be a customer during "The Hooker". He will first ask you for his vanilla quest to get green paint. You can leave Diamond City during "The Hooker" and go get the paint in Hardware Town.  
  • I have disabled the triggers in Hardware Town, so no one should treat you as a merchant who has fallen for the trap. 
  • When you collect your reward, Abbot can now be a customer. And besides, by doing Diamond City a favor, the GreenHouse will be furnished much better. 
Spoiler

Capturadepantalla2024-03-1700_00_01.png.00df055c02e156a6b45424a1ab26bd10.png

 

Photo569.png.ea26a8bb766fcbd3b8905a5d39ad8739.png

 

  • I added a little Fadeout when Dr. Duff heals you from the amputation, so that the script is not so obvious.
  • This was requested a lot. The conversation in DC between two NPCs about the Railroad will be disabled every time you do "The Hooker", so you will only be able to hear about the Railroad when you go to DC when you have earned your freedom.

 

Quest "The Truce" Changes: 

  • Fixed a bug that caused the character not to stay on Jared's cross. 
  • If you are playing The Truce for the second time up, Murphy will give you 12 hours, not 6. 
  • Murphy will stay sandboxing near the base boss when it's your turn to get caps. 

 

Quest "The Scaver" Changes: 

  • I lowered the price of the Slavers Jet so it doesn't interfere with The Scaver quest (too many Slavers Jet have too much value, and Medium Sized ends the quest too fast). 
  • For the same reason (inventory value), Declan will keep all your stimpaks, and I have added to his list of requisitionable items all the drugs, ammo and food you might have in your inventory. Every time you enter the Whore House he will take everything vanilla. He will only let you keep your slavers jets, dirty water and dog food. 
  • Medium Sized originally expected to find a value of 2,000 in your total inventory, to finish the scrap gathering. You can now modify this in the MCM. Minimum 1,000, Maximum 10,000. 
  • During The Scaver, a raider could offer us a weapon to help us in the scrap collection. We could offer caps, but the raider always refused. Fixed, he should accept your caps if you have more than 100 caps. 
  • Fix for Jared's and Big Bomb's infinite whipping in "The Scaver". 

 

Spoiler

Photo126.png.2bcac64d64c42c96437fb4b9b3dc507d.png

Photo128.png.eee788886437b84f33cc557e4acb318d.png

 

Capturadepantalla2024-03-1823_39_03.png.72c4254c4805fb47d72277eeacaf5082.png

 

Other fixes and changes

  • Sex Attributes: Gunners and Supermutants should be listed as sex aggressive from now on. 
  • Lindstrom will add a handful of bobby pins to the materials he gives you to make clothes, so you can create these earrings. (This mod has two variants. You should install the one that makes use of slot 49). 
  • You will no longer be able to grab handcuff keys. Nor keys from Kziitd Fetish Toolkit. Otherwise the collar will electrocute you and force you to drop the item. 
  • A lot of tweaks and fixes thanks to reports from the last few days. 

 

New Quest "The Bomb":

 

Spoiler

Photo132.png.24d7ea5f5ccd122526faa03fd102ed30.png

 

  • You can start in two ways: 

This quest starts naturally when you ask Lindstrom if there is something new to do, after finishing "The Scientist" mission. 

  • But you can also test with this cheat. You just have to be in the Whore House, while you are not doing a quest, type: 

StartQuest _CS_Bomb

SetsStage _CS_Bomb 100

  • If you do this cheat, don't save. It's useful for testing, but it is better to start it naturally if you want to save your game. 

 

  • Commonwealth Slavers - Voices 1.02 

Small new version with some small fixes. No new voices. 

 

Edited by JB.
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Looks very interesting, thanks for the new version!
The idea of compatibility with  "New milking and devious costumes" is quite welcome, as that mod, from what I saw, checking the link, includes more possibility for body modification / dr. duff content.

I'll try to check out the new quest tonight, can't wait to try

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12 minutes ago, Dradknight said:

Looks very interesting, thanks for the new version!
The idea of compatibility with  "New milking and devious costumes" is quite welcome, as that mod, from what I saw, checking the link, includes more possibility for body modification / dr. duff content.

I'll try to check out the new quest tonight, can't wait to try

Definitely. Mbuff, just when I thought I wouldn't come up with any more quests. 🔥

 

 

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9 minutes ago, icevapour said:

New Quest "The Bomb" ,big bomb is not here..... do I miss something?

Did you start with the cheat or in the normal way?

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2 hours ago, Dradknight said:

Looks very interesting, thanks for the new version!
The idea of compatibility with  "New milking and devious costumes" is quite welcome, as that mod, from what I saw, checking the link, includes more possibility for body modification / dr. duff content.

I'll try to check out the new quest tonight, can't wait to try

Checked out the new quest, i'm thrilled at the possibilities + it was a medium length one, which was a welcome surprise. I've run into an issue on my end - i've got a consistent crash on the pillory (to be more precise - when aaf should have initiated a scene with the passerby's), but, i'm confident that it's something on my end, cause Boston Devious Helper had the same issue on the pillory task, so, it seems, a fresh reinstall is in order on my end. Also, adding to the excitement was the future teaser from the bomb dialogue when meeting them straight from the whore house.

Also, I assume, due to me doing setstage shenanigans, the minutemen spawn with the party got messed up, but nothing said setstage shenanigans wouldn't fix.

All in all, t'was most certainly a pleasure and i'm looking forward on the new stuff! 
♥️

 

Edited by Dradknight
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6 minutes ago, Dradknight said:

Checked out the new quest, i'm thrilled at the possibilities + it was a medium length one, which was a welcome surprise. I've run into an issue on my end - i've got a consistent crash on the pillory (to be more precise - when aaf should have initiated a scene with the passerby's), but, i'm confident that it's something on my end, cause Boston Devious Helper had the same issue on the pillory task, so, it seems, a fresh reinstall is in order on my end. Also, adding to the excitement was the future teaser from the bomb dialogue when meeting them straight from the whore house.

Also, I assume, due to me doing setstage shenanigans, the minutemen spawn with the party got messed up, but nothing said setstage shenanigans wouldn't fix.

All in all, t'was most certainly a pleasure and i'm looking forward on the new stuff! 
♥️

 

Damn, now I remember. You also need this one: 

 

 

 

For AAF animations in that pillory. See if that's the problem. 

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25 minutes ago, JB. said:

Damn, now I remember. You also need this one: 

 

 

 

For AAF animations in that pillory. See if that's the problem. 

Had it installed, reinstalled, played with UAP (before/after), still got the ctd. I'm certain it's something on my end, but thanks for the suggestion! I hope, a fresh install will fix it, but, once again, thanks for the update and looking forward to future content!

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Just now, Dradknight said:

Had it installed, reinstalled, played with UAP (before/after), still got the ctd. I'm certain it's something on my end, but thanks for the suggestion! I hope, a fresh install will fix it, but, once again, thanks for the update and looking forward to future content!

This kind of CTD is not solved with a new save. I don't have UAP installed, but since UAP is a cause of a CTD in the porn studio, consider uninstalling it for testing. 

 

If you still have CTD send me your buffout log and I'll see what happens. 

 

Otherwise, you can bypass it with 

 

SetStage _CS_Bomb 185

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Posted (edited)
7 hours ago, icevapour said:

 In the normal way,Big bomb is not at the station, so the quest cannot continue.

I uploaded a new version with that fixed, plus I added new functions for DD. That quest "The Bomb" should run with you almost always with a gag. 

 

Mega is down again so I uploaded a link to mediafire. 

 

https://www.mediafire.com/folder/dnw6rc3h3m89k/Commonwealth_Slavers_2.4

 

(Updated the main post as well)

 

Edited by JB.
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7 hours ago, JB. said:

2.4.0

 

(for brave testers)

YAY!

 

7 hours ago, JB. said:
  • Slavers will usually put you in different gags in different quests. This is intended with "Kziitd Fetish Toolkit" installed in mind, but if my mod can't find it, it will use the ones from Devious Devices. 
  • You won't be able to eat or consume potions if you have any gag on (food, jets, drinks). You will be able to use injectables (Psycho, Stimpack). 
  • You also won't be able to drink water from the fountains if you don't have arms or if you have a gag on. And if you have that Flashy "Advance needs" mod, forget it, you also won't be able to eat or drink just by looking at foods, I made a countermeasure to bypass the functions of that mod. I noticed that Flashy also allows you to sleep on a piece of furniture just by looking at it, and I made countermeasures for that. I love being told how you guys cheat. I'm seriously thinking of putting a raider to patrol around the Whore House in case you hide guns and caps in some secret container.
  • If you have both arms amputated you won't be able to eat, drink or use injectables. In this case, when completing a mission, Lindstrom will force you water and jet. Same for Gristle, Murphy and Medium Sized. They won't you food/drink, but they will force it directly if you ask them in their respective quests. 

I had a thought the other day while running around armless: Diamond City shouldn't be an immediate option upon losing both arms. Each time I've played this mod since you've added the amputation mechanic, I've run to go get my arm back as soon as possible. This current playthrough, I ran through all of the other available missions as a double amputee first, and I think I preferred it that way. It gives you some time to deal with being armless, and now that that seems to carry some more penalties, it seems like it should stick a bit longer than the 5 hours it takes to sleep and a quick trip to DC.

 

Oh, and FYI: It's not cheating. It's "innovative problem solving" 😉

 

Regarding the armless jet use restriction: During The Fighter, the collar injects The Slave with slavers' jet. It's a mechanic that seems to have been used in that one job and hasn't popped up since? Or maybe I'm forgetting...

 

7 hours ago, JB. said:

Quest "The Hooker" Changes: 

  • In Diamond City, Abbot will not be a customer during "The Hooker". He will first ask you for his vanilla quest to get green paint. You can leave Diamond City during "The Hooker" and go get the paint in Hardware Town.  
  • I have disabled the triggers in Hardware Town, so no one should treat you as a merchant who has fallen for the trap. 
  • When you collect your reward, Abbot can now be a customer. And besides, by doing Diamond City a favor, the GreenHouse will be furnished much better. 
  • I added a little Fadeout when Dr. Duff heals you from the amputation, so that the script is not so obvious.
  • This was requested a lot. The conversation in DC between two NPCs about the Railroad will be disabled every time you do "The Hooker", so you will only be able to hear about the Railroad when you go to DC when you have earned the mod. 

 These are really nice changes! I particularly like the new DC fuck house.

 

7 hours ago, JB. said:

Quest "The Truce" Changes: 

  • Fixed a bug that caused the character not to stay on Jared's cross. 
  • If you are playing The Truce for the second time up, Murphy will give you 12 hours, not 6. 
  • Murphy will stay sandboxing near the base boss when it's your turn to get caps. 

Is there a reason why Murphy is sticking around the boss? I ask because the boss tells The Slave to "get out" after getting the fusion core, so it seems like Murphy and The Slave should be on the way out, or leaving, as if our business there is concluded. If that's the case, shouldn't Murphy follow The Slave so that, if we want to solicit some raiders on the way out we don't need to run back to the boss who told us to leave to talk to Murphy?

 

7 hours ago, JB. said:

Quest "The Scaver" Changes: 

  • For the same reason (inventory value), Declan will keep all your stimpaks, and I have added to his list of requisitionable items all the drugs, ammo and food you might have in your inventory. Every time you enter the Whore House he will take everything vanilla. He will only let you keep your slavers jets, dirty water and dog food. 

Looks like I have some innovative problem solving to do.

 

7 hours ago, JB. said:

Other fixes and changes

  • Sex Attributes: Gunners and Supermutants should be listed as sex aggressive from now on. 
  • Lindstrom will add a handful of bobby pins to the materials he gives you to make clothes, so you can create these earrings. (This mod has two variants. You should install the one that makes use of slot 49).

Regarding Gunners and super mutants: Did you fix them so they aren't propositioning The Slave while she's in dialog with another NPC from that faction? I just ran into it today a few times, where I'd be talking to a Gunner and another one would proposition The Slave before the AAF scene started.

 

Also, the grabby proposition that works really well for the raiders does not work at all for the super mutants. The grabby animation doesn't exist, I presume, but there's no loss of player control while the proposition happens, so you might run by, get propositioned and immediately get zapped because nothing stopped you from running away. I think this may have been a problem with the Gunners too.

 

Are these earrings replacing the ones the mod gives the player? I ask because the piercings that Lindstrom gives the player (le piercings) I've dumped into the suitcase after discovering that CWSS auto-unequips them every time you use the shower and doesn't re-equip them when it does your other cloths. The mod that lets you keep them equipped during AAF scenes works like a charm in every other instance except CWSS shower use. I'm gonna install these new earrings, but if CWSS starts stripping them they're getting suitcase'd.

 

7 hours ago, JB. said:

New Quest "The Bomb":

 

  Reveal hidden contents

Photo132.png.24d7ea5f5ccd122526faa03fd102ed30.png

 

  • You can start in two ways: 

This quest starts naturally when you ask Lindstrom if there is something new to do, after finishing "The Scientist" mission. 

 

  • Commonwealth Slavers - Voices 1.02 

Small new version with some small fixes. No new voices. 

Yay, and YAY!

 

Speaking of the voices: I noticed a voiced raider line when prostituting today - during Pet Walk or The Pet - where, if you offer to suck their dick or they demand it, after agreeing and in their next dialog they're saying the word "thigh" instead of "tight". It's in the subtitles and voice files, so I'm guessing it's just a misspelling that got missed.

 

Anyway, many thanks for your continued hard work on this mod! I'm installing now and starting a new character to get the 2.4 experience.

 

EDIT: After installing 2.4.1 and getting to Corvega for the first time, the entire place is missing walls, ceilings, etc. I made sure CS slavers is as low in the plugin list as I can, and the only things below it are the patches it installed and my sorter plugin.

Edited by Jarnin
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