Jump to content

Commonwealth Slavers


Recommended Posts

Posted
10 minutes ago, Furflz said:

when I put the "Greenhouse" as my quest marker it points me to the top of the stairs just above the market going into the wall of fenway park.   at the top of said stairs is a auto load tunnel that says "the fens" .   Admittedly this is my 1st time playing through so I don't know diamond city that well.   But there were no other entrances to "the greenhouse"  anywhere that I could find.  

 

That's not correct, the greenhouse is on the same alley that leads to Nicks detective agency



Here

ScreenShot131.png.f0d707115c287fbd4f8c072f29fff746.png

Local map

 

ScreenShot132.png.17c58283c70a3465f8586627cae09b25.png

 

ScreenShot133.png.d33919a0598638ff46dd34c0e430ade9.png

If your being told to leave diamond city then something else is going on

Posted

I use startmeup if that makes a difference, and I have all hard requirements and most recommended ones, but when I go to meet Murpy at the exit of vault 111, he doesn't trigger anything and just follows me around randomly, like out of nowhere after not seeing him for a half hour of exploring he'll show up, like he's following me place to place in real time and when interacted with just says it's the beginning of my new life and nothing else. Any idea why this is happening?

Posted

Ok, weirdass problem.  Out of nowhere, one of my PCs in CS is running superfast, like if I run up a hill, I launch myself into the air.  It was really hard to do cage fights without electrocuting myself.  Anyone know of any settings or mods that could cause this?

Posted
1 hour ago, windlink12 said:

I use startmeup if that makes a difference, and I have all hard requirements and most recommended ones, but when I go to meet Murpy at the exit of vault 111, he doesn't trigger anything and just follows me around randomly, like out of nowhere after not seeing him for a half hour of exploring he'll show up, like he's following me place to place in real time and when interacted with just says it's the beginning of my new life and nothing else. Any idea why this is happening?

 

I think when you use the startmeup mod, you first need to go inside Vault 111 and find a dead vault dweller there. 
(Nora or Nate) have a note that you need to read. After that, Guest updates and I go outside to talk to Myrphy.
Posted

I got to the end of The Harvester quest and Gristle is telling my character to dig but nothing is happening. I can't get my character to dig and Murphy keeps intiating sex with my character. Unsure if that is some other mod interferring or what but I am at a loss.

Posted (edited)
1 hour ago, olyelloweyes said:

I got to the end of The Harvester quest and Gristle is telling my character to dig but nothing is happening. I can't get my character to dig and Murphy keeps intiating sex with my character. Unsure if that is some other mod interferring or what but I am at a loss.

Do you have AAF harassment, autonomy enhanced, or something? Thing like that could break scripted events. 

Edited by 4nln415
Posted
On 5/12/2024 at 12:35 PM, JB. said:

@NTWY Deactivate Nuka Ride and restart another game. Use SKK Fast Start if you want to start a new game in less than two minutes. 

I found the source for me, it looks like both Raider Pet+tweak and the Latex Collar Curse mods both prevent the mod from starting. Is this intentional or did I fuck something up? This is a completely fresh install of the game

 

I know raider pet can potentially cause issues, but didn't think it would prevent the mod from starting completely

Posted

Okay so I'm not sure if this is a bug or not but it seems like it might be.  My character keeps going into a mode where all she can do is hold her stomach and walk around.  Can't jump or crawl.   I feel like it might be a bug because there are scenes where I'm supposed to be crawling following my master but instead i'm standing and holding my belly.   

Is this a known issue with a fix?

Posted
6 hours ago, pinky6225 said:

 

That's not correct, the greenhouse is on the same alley that leads to Nicks detective agency

 

  Reveal hidden contents

 

 


Here

ScreenShot131.png.f0d707115c287fbd4f8c072f29fff746.png

Local map

 

ScreenShot132.png.17c58283c70a3465f8586627cae09b25.png

 

ScreenShot133.png.d33919a0598638ff46dd34c0e430ade9.png
 

 

 

If your being told to leave diamond city then something else is going on

Right I think it was a temporary bug. I loaded an older save and this time it gave me the correct quest marker location... I'm not sure what happened before.   One thing I changed is that I disabled all "Diamond City Extension" mods.   Interestingly enough that also fixed all of the Previs rendering errors I had in both Diamond city AND Corvega... so that one might be incompatible.

Posted (edited)

I think Commonwealth Slavers is a mod which should be played as its own. This is how I treat it and I have only enabled mods for outfit and eye candy + all recommendations.

This way this mod is quite stable for me.
It does not make sense to run additional quests mods in addition, since CS controls the player very tightly, and its Story is self-contained. It is obvious that every quest mod will collide at some point. The same applies to mods that alter locations used in CS sceneries.

I know this by heart because my own slavery mod is very similar in this regard.

 

You can easily create profiles in Vortex and switch between your adventures with a single mouse click - and if you also let Vortex manage your save files within your profiles, you basically have different Fallout 4 installations - one for slavery adventures, one for Nuka Ride adventures, ...

Edited by zaira
Posted

I have a problem with the stray timer if my escort enters a load door: sometimes FO4 releases the door for the next activation so late or the new cell reload takes so long that I am being killed, although I try to follow.

Posted
1 hour ago, zaira said:

I have a problem with the stray timer if my escort enters a load door: sometimes FO4 releases the door for the next activation so late or the new cell reload takes so long that I am being killed, although I try to follow.

 

Not had it to the point i die but i have seen that where the raider your following changes cell so the electric shock and death timer starts but i've always been able to then make it into the cell they have moved to (diamond city is sometimes problematic if you do the walk option rather than skip)

 

Are you using something to speed up the cell load times like https://www.nexusmods.com/fallout4/mods/73469

 

As FO4 does seem to have stupidly long load times by default

Posted

Usually there is a short window of time from when the npc enters the door until FO4 locks it, so if u are fast enough u can get through before FO4 locks it.

Posted
10 hours ago, Furflz said:

Okay so I'm not sure if this is a bug or not but it seems like it might be.  My character keeps going into a mode where all she can do is hold her stomach and walk around.  Can't jump or crawl.   I feel like it might be a bug because there are scenes where I'm supposed to be crawling following my master but instead i'm standing and holding my belly.   

Is this a known issue with a fix?

 

There is an option in the MCM to manually start/stop crawling.   I have not used it, but I've seen it in there.

 

Posted (edited)

I just gotta say regardless of what bugs or hoops we gotta jump through to get it working this mod is a GOD DAMN MASTERPIECE!   You've really done a great job on this.  It's so good already with so much potential to grow.   Really good job on the dialogue as well.  Great writing and very realistic for the most part.   And the parts that break away are hilariously done.  I loved the "medium bomb" quest dialogues I was cracking up lol

Edited by Furflz
Posted
1 hour ago, Pkatt said:

 

There is an option in the MCM to manually start/stop crawling.   I have not used it, but I've seen it in there.

 

no it wasn't that. I figured it out it was that I was "injured"  not sure if it was this mod or not but regardless of what your health is you have to hit yourself with a Stimpack and once you do that you stop with the bellyaching animation. 

 

Posted (edited)
3 hours ago, Darkwolf101 said:

Does this have male PC support? 

I'm going out on a 'limb' here and by what I can see I'm thinking no but thought no harm in asking.

It's 100% geared for a female Player Character.  I can't see it remotely working for a male protagonist.  It could probably work for a futa character tho. 

It would be kinda cool to have a Futa "surgerical procedure" be one of the things they could do to you tho.... Maybe if your character went all cage fighter when you get the option to pick what you want to do from Lindstrom Jared could be like "the boys are sick of seeing you bang the losers with laytex... they want something a little more real.  Report to the Doctor below we got something special in mind for you to address this Vault Meat!"

Edited by Furflz
Posted
6 hours ago, zaira said:

I think Commonwealth Slavers is a mod which should be played as its own. This is how I treat it and I have only enabled mods for outfit and eye candy + all recommendations.

This way this mod is quite stable for me.
It does not make sense to run additional quests mods in addition, since CS controls the player very tightly, and its Story is self-contained. It is obvious that every quest mod will collide at some point. The same applies to mods that alter locations used in CS sceneries.

I know this by heart because my own slavery mod is very similar in this regard.

 

You can easily create profiles in Vortex and switch between your adventures with a single mouse click - and if you also let Vortex manage your save files within your profiles, you basically have different Fallout 4 installations - one for slavery adventures, one for Nuka Ride adventures, ...

 

I got quite a few mods (539 atm) and on so far it's working well for the most part.  One of the biggest culprits causing problems for me was the Diamond City expansion mods and their previs/patches.  Once I removed that all my render issues went away.   Had to remove anything settler related too like "better settlers" and "recruitable settlers" "commonwealth captives" etc.   Like you said for that kind of stuff you could wait and install those AFTER you've completed this mod.    But sadly the DC expansion series is dead to me now because this mod takes priority lol. 

Posted

OOH one other thing I noticed is that ELFX needs a patch for the lighting of the "whore cage"   ELFX makes it really dark and moody which is great but unfortunately because there is no direct light source above the whore cage in corvega originally it's pitch black in there.  I ended up switching to the ultra lighting mod which solved the problem but it's a lot brighter overall and less moody in general overall. 

Posted
53 minutes ago, Furflz said:

Had to remove anything settler related too like "better settlers" and "recruitable settlers" "commonwealth captives"

I've had no issues with Better Settlers, or Commonwealth Captives. I do turn down CS a bit so it doesn't get to crowded in some places. But BS has never been an issue with anything.

As soon as I get to wonder around, I usually import Starlight and use it as a "supply & stash" settlement. Settlers wont trade with you during the CS run, but they produce food & water and don't shoot ya, so it's all good.

Posted (edited)
47 minutes ago, izzyknows said:

I've had no issues with Better Settlers, or Commonwealth Captives. I do turn down CS a bit so it doesn't get to crowded in some places. But BS has never been an issue with anything.

As soon as I get to wonder around, I usually import Starlight and use it as a "supply & stash" settlement. Settlers wont trade with you during the CS run, but they produce food & water and don't shoot ya, so it's all good.

Better settlers was replacing male characters with female characters.  In most cases I didn't really notice anything But then it replaced all of the Minutemen minus the general with girls and they were all talking with guy voices so it was a bit jarring.  When I removed BS it returned them to their proper male meshes. 

It happened in 2 scenes 1 where you go out on a walk with Jared to kill the Minutemen patrol.  They have dialogue that says something like "all men again?! damn I wish they'd recruit more women we need to refresh our stock"  But literally all the Minutemen were girls so it didn't make sense. 

2nd time it happened was in the "runaway" quest, as stated above all the minutemen were women with the exception of the general.   

I removed better settlers half way through the scene because I had a sneaking suspicion it was that mod and sure enough they all reverted back to their proper male counterparts. 

Edited by Furflz
Posted
1 hour ago, Furflz said:

Better settlers was replacing male characters with female characters.

My bad! I use Lots more settlers & enemies and get them cornfused pretty easily. I use BS then a month later swapped to LMSE.

It's been years, but I think I stopped using BS for the same reason.

Posted

I had to cheese my way back on track by making a new save and picking up off the correctional quest. All that to say, I was wondering where I could get the earrings in the game if I don't have them given to me. Even better, does anyone know where I could get the item ID so I could just command it in my inventory?

Posted
1 hour ago, olyelloweyes said:

I had to cheese my way back on track by making a new save and picking up off the correctional quest. All that to say, I was wondering where I could get the earrings in the game if I don't have them given to me. Even better, does anyone know where I could get the item ID so I could just command it in my inventory?

I think I got my earings and other piercings when I fought in the whore cage... could be wrong tho. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...