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Posted
19 minutes ago, osculim said:

Ok thats what I figured. There are some really cool looking yokes in KFT. Hope we get to replace all DD stuff at some point. 

Use them first, test them, and you will understand that I have limitations compared to DD. Try to put on outfits, for example. It's a matter of adapting and approaching it differently, but as far as I know you can't use heels or boots with the KFT yoke. 

Posted
1 hour ago, JB. said:

Use them first, test them, and you will understand that I have limitations compared to DD. Try to put on outfits, for example. It's a matter of adapting and approaching it differently, but as far as I know you can't use heels or boots with the KFT yoke. 

Ah ok its np ill fiddle around and check it out. If I remember correctly there is already a discussion about the whole clothing thing over on the forum page. Its still early days we will see where it goes.

Posted

I just had the same thing happen that Nappy reported a few pages back with the PC being stuck to the cross after a dialog with Lindstrom.  I had the exact same inputlayer in slot 3.  I had to end it and then tfc to find Lindstrom back out at the bar and then moveto him to get control of the PC again.

 

I'm wondering if it's because Autonomy (a mod I don't normally use) is triggering AAF scenes in the background while CS dialogs are happening.

Posted

After the first month of captivity (after _CS_Fight) the new tattoos were put on.  The belly mark that Lindstrom put on when first arriving at the Whorehouse was removed.

Posted
1 hour ago, scourge2805 said:

After the first month of captivity (after _CS_Fight) the new tattoos were put on.  The belly mark that Lindstrom put on when first arriving at the Whorehouse was removed.

I ran into the same thing, except I also lost the mark for winning the fights in The Fighter.

 

Also - and this is a weird one - When running the non-repeatable version of The Truce for the first time in a new game, the raider leader (Gaff) took the Whip of Peace and started holding it like a gun. Then he wouldn't whip my character. Reloading fixed it.

 

Beyond these two things, this is the smoothest run of Commonwealth Slavers I've had.

Posted

Hey so im having an issue. After finishing the quest no matter what i do enemies just stop being hostile unless i attack them first. Any way to fix that you know of? I tried removing every mod but it still odsent work and when i revert to my save before begining this questline enemies are hostile.

Posted
46 minutes ago, FUCK NO IM NOT DOIN THAT said:

Hey so im having an issue. After finishing the quest no matter what i do enemies just stop being hostile unless i attack them first.

Are you running Raider Pet?

Posted
1 hour ago, FUCK NO IM NOT DOIN THAT said:

Nope i did a while back but never used it and removed it.

Raider Pet puts you in a faction where no one attacks you. My mod doesn't do that. Uninstalling Raider Pet won't fix it. On the contrary, you will stay forever in that faction by uninstalling RP.

Posted

im not sure if this is on my part but when u work in the WW and the patreons slap the PC's cheeks it does not apply the hand slap overlay like it used to, but i can still apply it manually so its installed correctly but it do not apply anymore i really liked that detail so is it on my part? or it was removed? :/

Posted
11 minutes ago, Mr Zombie Brain said:

im not sure if this is on my part but when u work in the WW and the patreons slap the PC's cheeks it does not apply the hand slap overlay like it used to, but i can still apply it manually so its installed correctly but it do not apply anymore i really liked that detail so is it on my part? or it was removed? :/

I'm sure it never worked. I didn't bother fixing it because you'll constantly need lots of creams to get them off. I'll put an option in the MCM if you want to use that, it will be off by default.

Posted

@JB.

 

Just ran through Pet Walk: Gunners seem to have a thing for my character while she's in an AAF scene, as in, the invisible version of my character. You know how AAF makes a clone of your character for scenes? Well, the gunners are aggressively propositioning her (grabbing from behind) while my clone is getting busy with a different gunner in a scene. Then a combined sex scene with my clone, my invisible character, and a gunner is happening. After the scene ends, my character is stuck with no UI, no control, and using the console command "enableplayercontrols" is not working.

 

This isn't the first time I've had my invisible character pop-up in a sex scene; I just considered it a fluke because it happened with Raiders, who normally behave themselves.

Spoiler

ScreenShot2.png.9d7949b90354601494ef644c5b890b1a.png

 

Posted
22 minutes ago, JB. said:

I'm sure it never worked. I didn't bother fixing it because you'll constantly need lots of creams to get them off. I'll put an option in the MCM if you want to use that, it will be off by default.

yeah would be great i really liked it thank u :D

Posted (edited)
16 minutes ago, Jarnin said:

@JB.

 

Just ran through Pet Walk: Gunners seem to have a thing for my character while she's in an AAF scene, as in, the invisible version of my character. You know how AAF makes a clone of your character for scenes? Well, the gunners are aggressively propositioning her (grabbing from behind) while my clone is getting busy with a different gunner in a scene. Then a combined sex scene with my clone, my invisible character, and a gunner is happening. After the scene ends, my character is stuck with no UI, no control, and using the console command "enableplayercontrols" is not working.

 

This isn't the first time I've had my invisible character pop-up in a sex scene; I just considered it a fluke because it happened with Raiders, who normally behave themselves.

  Hide contents

ScreenShot2.png.9d7949b90354601494ef644c5b890b1a.png

 

oh i seen this bug it normally happens if u use other mods that call random scenes as well like "Just Fuck" or "Autonomy Enhanced" or "AAF Shinaingins" basically any mod that calls for random scenes can do this and pull an invisible PC character to the scene, im not sure if it can be fixed without reloading save but click on the raider next to u after the scene ends and type Player.moveto "raider ID" 

 

Edited by Mr Zombie Brain
Posted
On 3/28/2024 at 8:14 PM, JB. said:

Hmmmmmmm, I remember someone told me the same thing. The effect of when they inject you with tranquilizer in the chair (from surgery) stuck in his save. The mod removes it of course, but I guess something bugged out. 

 

Write this and let me know if it fixed it for you. 

 

 

  • 5    [Function] Tranquilizer effect ends    SetStage _CS_Castration 5

 

SetStage _CS_Castration 5    

 

btw next time you get stuck (like on the cross) and the MCM doesn't help you, type "DIEL" in the console and send me a screenshot. 

just had this bug at the body morph quest the command fixed it thank you :D

Posted
7 hours ago, FUCK NO IM NOT DOIN THAT said:

Yep it fixed i just needed to start raider pet and then break out. Thanks for the hlp and the great mods.

 

glad you have it fixed.

 

2 more mods that can cause the same or a very similar problem are

1 - Hardship (Beggar/Whore) - in beggar/whore mode very little will attack you - just turn beggar/whore mode off

2 - FPE(R) (with addons) - New Baby Smell can cause something very similar (just turn New Baby Smell off before giving birth)

 

Posted
4 hours ago, Mr Zombie Brain said:

oh i seen this bug it normally happens if u use other mods that call random scenes as well like "Just Fuck" or "Autonomy Enhanced" or "AAF Shinaingins" basically any mod that calls for random scenes can do this and pull an invisible PC character to the scene, im not sure if it can be fixed without reloading save but click on the raider next to u after the scene ends and type Player.moveto "raider ID" 

 

Yeah, I got rid of those kinds of mods. The only way I have to initiate sex (PC -> NPC sex only) in my current build is through CS or manually through AAF, and that's it. I rebuilt my mod list and went super barebones, pretty much only installing the hard and soft requirements for CS to run.

 

The mod that is doing this is Commonwealth Slavers. It's a proximity encounter Raiders have. Normally when a raider gets close to The Slave they'll make an obnoxious comment. JB added a handsy, grab encounter where they offer caps for sex, but it was initially designed so that the raiders initiated it via proximity (they started dialog with the player). This caused... problems, so JB changed it so that that particular encounter could only be triggered if The Slave interacted with a raider. This solution works well, but apparently didn't get passed on to the super mutants and gunners you can prostitute to during Pet Walk if you take a job from Trudy or Wolfgang.

 

This issue is super edge-case. The amount of hoops you have to jump through just to discover this bug is pretty crazy; I mean, you have to do the vanilla quest Order Up, then take Pet Walk from Lindstrom, then take a job from Trudy or Wolfgang... It's a lot hoops most players will probably never jump through, or even know about.

 

Posted
14 hours ago, JB. said:

Honestly I would love too (to start this mod with the character already being general). But in that case I have to consider several options: Are you also a railroad ally? Is the Institute your ally? Is it the Brotherhood of Steel? How will they react? What happens if you go to Diamond City and see your faction patrolling? Are we going to do an infinite fight in Diamond City between your faction and the slavers? There are so many variants that the idea, in the end, becomes untenable to be worked out. 

heh. Yeah, i get that. Kinda has to pick a side in this mod or it will be a mess. It was just a wish. Your an amazing modder. Its nice to be able to actually talk oneself though a quest instead of the everlasting Go-Kill-Loot. Shame FNV and F3 is too old now, those game engines opens up for far more options than F4 does, but, alas, the graphics is a bit old now. Too bad a mod like this doesn't exist for Skyrim, even if there is a few ways to put the dragonborn in bad situations, they aren't very story rich, which your mod is. 

Posted
9 hours ago, Jarnin said:

Yeah, I got rid of those kinds of mods. The only way I have to initiate sex (PC -> NPC sex only) in my current build is through CS or manually through AAF, and that's it. I rebuilt my mod list and went super barebones, pretty much only installing the hard and soft requirements for CS to run.

 

The mod that is doing this is Commonwealth Slavers. It's a proximity encounter Raiders have. Normally when a raider gets close to The Slave they'll make an obnoxious comment. JB added a handsy, grab encounter where they offer caps for sex, but it was initially designed so that the raiders initiated it via proximity (they started dialog with the player). This caused... problems, so JB changed it so that that particular encounter could only be triggered if The Slave interacted with a raider. This solution works well, but apparently didn't get passed on to the super mutants and gunners you can prostitute to during Pet Walk if you take a job from Trudy or Wolfgang.

 

This issue is super edge-case. The amount of hoops you have to jump through just to discover this bug is pretty crazy; I mean, you have to do the vanilla quest Order Up, then take Pet Walk from Lindstrom, then take a job from Trudy or Wolfgang... It's a lot hoops most players will probably never jump through, or even know about.

 

There is a keyword in AAF to indicate that an actor is in a scene so I will put that as another condition for the NPC to decide whether to grab the player or not. 

 

I remember you had commented to me that about supermutants grabbing you, but I don't see supermutants doing that. I haven't scripted it. The only ones that do that are raiders. 

Posted

Maintenance update.  

 

Commonwealth Slavers 2.4.6. 

 

  • Script to ensure that no post-surgery lighting effects remain. 
  • Added conditions to prevent raiders/gunners/mutats from talking to you if you are already in an AAF scene. 
  • Fixed some hidden bugs if you play The Bomb for the second time up. 
  • I removed the use of heels at the end of The Bomb, but kept them at the beginning. 

I feel this pretty stable too. I will update the Loverslab page in a couple of days, with the new incompatible mods that have come up. 

Posted
7 hours ago, JB. said:

I remember you had commented to me that about supermutants grabbing you, but I don't see supermutants doing that. I haven't scripted it. The only ones that do that are raiders. 

How about some photographic evidence? 😁

 

Spoiler

ScreenShot3.png.0d0037dffa490e19da60cee1c3aaa11e.png

 

But, I see you have a new update. Since I'm already at the super mutant location I'll install the update and test it out.

Posted (edited)
20 minutes ago, Jarnin said:

How about some photographic evidence? 😁

 

  Hide contents

 

 

But, I see you have a new update. Since I'm already at the super mutant location I'll install the update and test it out.

It's so weird. That can only be done by someone who is in raider faction. 

 

I wonder if, technically, your player is the one doing it (your player is faction raider). 

 

Holy crap, that's it, look at the pose of your player. Your player is assuming the harasser's pose 😅

 

The funny thing is that the new condition I added will also fix that, so all the better. 

Edited by JB.

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