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Commonwealth Slavers


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

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. 

Awesome! It hasn't happened yet in the new update, but I did get soft-locked again. It sounded like it was an automatic slavers' jet firing off during an AAF scene; after the scene ended I had no UI and couldn't move, open the pip-boy, or anything. Enableplayercontrols did not work.

 

AAF scenes with super mutants aren't considered aggressive; I'm not getting any SA messages about becoming mind fucked by them, and my character is set up for it to be really, really easy to become mind fucked.

  • EDIT: Super mutant hounds work!

 

I'm still losing stim-paks and other medical supplies when entering the whore house. Yesterday I came back from Vault 95 with a shitload of stim-paks and they were all gone when I went to use one. I never have any RadAway or antibiotics (though I don't seem to need that with the infection mod you recommended).

 

Speaking of recommendations: You really need to update the mod page with the new mod requirements/recommendations you've added over the last few months. I was searching through the forums when I was installing on Saturday to find all the new stuff.

Edited by Jarnin
Posted (edited)
1 hour ago, Jarnin said:

Speaking of recommendations: You really need to update the mod page with the new mod requirements/recommendations you've added over the last few months. I was searching through the forums when I was installing on Saturday to find all the new stuff.

Hmm. I'm not sure if there are any new recommended mods for Slavers. I do remember commenting to a user that I play with D.C. Expansion to have more customers.

 

You are right about the Stimpak. I put it back in the list by mistake, as I was testing the new "can't eat or use injections with double amputation" feature and forgot to remove it. 😵‍💫

 

I re-uploaded version 2.4.6 with that fixed, I'd like to think it's one of the few remaining bugs. 

 

Do you have any mods that modify supermutants? Your two reports are related to the super mutant faction. 

 

This is my script that detects who the character has sex with.

 

Quote

     If PartnerActor.isInFaction(RaiderFaction)
     MainScript.AggressiveSex()
    👉ElseIf PartnerActor.isInFaction(SuperMutantFaction)
    MainScript.AggressiveSex()
    ElseIf PartnerActor.isInFaction(GunnerFaction)
    MainScript.AggressiveSex()
    EndIf


 

Edited by JB.
Posted (edited)
2 hours ago, JB. said:

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. 

looks good but what abt the butt slap overlay option? :D

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

Hmm. I'm not sure if there are any new recommended mods for Slavers. I do remember commenting to a user that I play with D.C. Expansion to have more customers.

I was more referring to the new soft requirements you've added, like the exo suit, devious devices, KFT, the face tint stuff, and so on. I've never played with the D.C. Expansion, so if it's compatible with Commonwealth Slavers, hell yeah you should recommend it. There could always be more customers in Diamond City. I always seem to arrive at night, so I'm having to wake up residents to fuck.

 

2 hours ago, JB. said:

Do you have any mods that modify supermutants? Your two reports are related to the super mutant faction. 

No. Those reports I thought were issues with super mutants were issues with my invisible character trying to fuck her AAF clone.

 

The only issue I have right now is that Snoopy stopped training with The Slave. It happened right after completing The Pit. When is the training supposed to stop?

Posted
1 hour ago, Jarnin said:

When is the training supposed to stop?

When you already have all the animal friend perks. Fucking the dog in "The Pit" also helps with that training btw. 

Posted
1 hour ago, Jarnin said:

There could always be more customers in Diamond City.

The problem with that mod is that its packages are kind of bad. For example, the dude guarding the entrance to the red light district. 


You can take him to the Green House with no problem. But once you finish your services with him and my mod releases him, he just stands right there and never leaves the Green House again xD His package is "Wait wherever you are", which is bad.  

Posted (edited)
8 minutes ago, lee3310 said:

🤣 that's a first.

It's fascinating. The clone evidently inherits the factions and the game considers her just another raider. 

 

I think this will all be behind us when AAF updates and stops using clones. 

 

However, I believe that the new condition in 2.4.6 ("Player has keyword AAF_Busy == 0") to execute the "grab" will help in this situation.

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

It's fascinating. The clone evidently inherits the factions and the game considers her just another raider. 

Yeah, really curious. There is no papyrus function to get NPC (or pc) factions. I had to request it from SUP author last year. I wonder how AAF is adding dpg to player factions (LLFP ?)

 

8 minutes ago, JB. said:

However, I believe that the new condition in 2.4.6 ("Player has keyword AAF_Busy == 0") to execute the "grab" will help in this situation.

Yes, i did that since day one and i think i told you about it 😉, along with is in scene & is talking... checks.

Posted
30 minutes ago, JB. said:

When you already have all the animal friend perks.

OK, it stopped with my character only having the second perk in animal friend. Is there a command to turn training with snoopy back on?

 

35 minutes ago, JB. said:

Fucking the dog in "The Pit" also helps with that training btw. 

Uh, say what now? When is there a dog to fuck in The Pit?

Posted

Just completed 2.4.5.

other than the glitch I had during "The whore House" which I have mentioned earlier, I only had a couple of minor bugs (I think your already aware of) but nothing serious.

Posted

Hi JB, I've started a new game and I'm getting this line when talking to Murphy, "This is the beginning of your new life slave, get used to this". I've read the mod description, and I think I've installed everything in the right order. How can I fix this?

Posted
4 minutes ago, Jarnin said:

Uh, say what now? When is there a dog to fuck in The Pit?

 

Basically if you beat the supermutant + you have bestial content enabled.

 

Set _CS_BeastTraining to 0

 

This will reset the training to 0. 

 

Or set it to 6, that indicates that the second perk is already obtained. 10 is the maximum. 

 

 

@lee3310

 

The AAF clone inherits the factions by default.

 

image.png.50555cb15b9ab939919e544994b74a99.png

Posted (edited)
21 minutes ago, NocturnalSlayer08 said:

Hi JB, I've started a new game and I'm getting this line when talking to Murphy, "This is the beginning of your new life slave, get used to this". I've read the mod description, and I think I've installed everything in the right order. How can I fix this?

That usually happens when for some reason the scripts are not running. Gristle should grab you from behind but as I said, the mod behaves as if there are no scripts. That save is screwed up now 😵‍💫 You must restart a new game. Use "SKK Fast Start" to start in less than a minute. 

 

My recommendation. 

 

  • Make sure you have Sex Attributes
  • Don't play with Sim Settlements 2 or other heavy mods that might be sucking memory.
Edited by JB.
Posted
22 minutes ago, qasdf said:

Just completed 2.4.5.

other than the glitch I had during "The whore House" which I have mentioned earlier, I only had a couple of minor bugs (I think your already aware of) but nothing serious.

Thank you. Yeah, there are some harmless bugs but I'm not able to fix them yet. For example when Medium Sized takes you to Slavers Valley, my mod asks you to "go to sleep". 😵‍💫

 

I'm really looking forward to closing it and focusing on Nuka Ride again. I'll be back with a lot of ideas under my arm, no doubt. 

 

 

Posted
3 minutes ago, JB. said:

That usually happens when for some reason the scripts are not running. Gristle should grab you from behind but as I said, the mod behaves as if there are no scripts. That save is screwed up now 😵‍💫 You must restart a new game. Use "SKK Fast Start" to start in less than a minute. 

 

My recommendation. 

 

  • Make sure you have Sex Attributes
  • Don't play with Sim Settlements 2 or other heavy mods that might be sucking memory.

Oh no :(
Ok, I'll start a new game with SKK Fast Start then. I have SA installed and SS2 uninstalled.

Posted (edited)
7 minutes ago, NocturnalSlayer08 said:

Oh no :(
Ok, I'll start a new game with SKK Fast Start then. I have SA installed and SS2 uninstalled.

This is going to sound weird because I don't really have problems with Violate, but some users reported that having Violate uninstalled will prevent this bug. I wouldn't say it just like that, but between Slavers and Nuka Ride they totaled more than 10/12 users pointing this out. I'm sure it's a mix of several factors. But there you have it. 

 

You can install it later or at the end of the mod. 

Edited by JB.
Posted (edited)
14 minutes ago, NocturnalSlayer08 said:

Oh no :(
Ok, I'll start a new game with SKK Fast Start then. I have SA installed and SS2 uninstalled.

Just started a new game using fast start, no luck. I've also put CS in the dynamic patches group. Should I disable Nuka Ride?
Edit: Ok, will disable violate and let you know

Edited by NocturnalSlayer08
Posted
Just now, NocturnalSlayer08 said:

Just started a new game using fast start, no luck. I've also put CS in the dynamic patches group. Should I disable Nuka Ride?

You could try without it. But here's another important tip I forgot, I've noticed it works with MO2 or NMM users. I use Vortex and for testing purposes I do too.

 

Reinstall my mod and choose to install the source code. 

Posted
27 minutes ago, JB. said:

You could try without it. But here's another important tip I forgot, I've noticed it works with MO2 or NMM users. I use Vortex and for testing purposes I do too.

 

Reinstall my mod and choose to install the source code. 

Reinstalled it and installed the source code. Violate is disabled. No luck 😧

Posted (edited)
9 minutes ago, NocturnalSlayer08 said:

Reinstalled it and installed the source code. Violate is disabled. No luck 😧

You tried starting it again, didn't you? As I told you, those saves where the script won't start will no longer work. 

 

Last shot from the chamber. Start a game with SKK Fast Start but NO MODS. Only SKK Fast Start. 

 

Save when you are out of the vault. Exit the game. 

 

Activate all your mods. Including Slavers. 

 

If it works for you, I will put it on my main page as a guide to start the mod.


Of course, there are a lot of other mods that could interfere, but I couldn't tell which ones even if you showed me your list of mods. 

 

Usually people build their list of mods from Slavers. They install the basics to work and when they check that everything works, they add to it. 

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

This is going to sound weird because I don't really have problems with Violate, but some users reported that having Violate uninstalled will prevent this bug. I wouldn't say it just like that, but between Slavers and Nuka Ride they totaled more than 10/12 users pointing this out. I'm sure it's a mix of several factors. But there you have it. 

 

Well I just typed a big long reply to this and it got eaten.

 

In a nutshell, I think this might be because both Violate and CS have script dependencies on Sex Attributes.  There's an obscure bug in the Papyrus engine where If one mod has a script dependency on a missing mod, it will still work.  But if two mods have a script dependency on a third mod that is missing, both mods will break.

 

I bet if those users had SA installed there wouldn't be a problem.

Posted
18 minutes ago, JB. said:

You tried starting it again, didn't you? As I told you, those saves where the script won't start will no longer work. 

 

Last shot from the chamber. Start a game with SKK Fast Start but NO MODS. Only SKK Fast Start. 

 

Save when you are out of the vault. Exit the game. 

 

Activate all your mods. Including Slavers. 

 

If it works for you, I will put it on my main page as a guide to start the mod.


Of course, there are a lot of other mods that could interfere, but I couldn't tell which ones even if you showed me your list of mods. 

 

Usually people build their list of mods from Slavers. They install the basics to work and when they check that everything works, they add to it. 

Yes. Strangely enough, disabling NR did the trick for me. Violate was disabled, but it was NR which was causing the problem

Posted
13 minutes ago, EgoBallistic said:

 

Well I just typed a big long reply to this and it got eaten.

 

In a nutshell, I think this might be because both Violate and CS have script dependencies on Sex Attributes.  There's an obscure bug in the Papyrus engine where If one mod has a script dependency on a missing mod, it will still work.  But if two mods have a script dependency on a third mod that is missing, both mods will break.

 

I bet if those users had SA installed there wouldn't be a problem.

 

Thanks, that explains a lot. Occasionally I get told that my mods don't work without Sex Attributes, that I should set it as hard requirement, but that's not really the case in my testing. It made me scratch my head.

 

 

Posted
22 minutes ago, EgoBallistic said:

 

Well I just typed a big long reply to this and it got eaten.

 

In a nutshell, I think this might be because both Violate and CS have script dependencies on Sex Attributes.  There's an obscure bug in the Papyrus engine where If one mod has a script dependency on a missing mod, it will still work.  But if two mods have a script dependency on a third mod that is missing, both mods will break.

 

I bet if those users had SA installed there wouldn't be a problem.

I don't know I had Violate and harrasment installed every single version of CS. Harrasment is disabled with the hotkey but violate is always running and not once have I had a problem running both CS and Violate. I don't think the problem is violate.

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