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Commonwealth Slavers


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

Damn, then I have no idea. Slaves literally just follow Gristle, I can't think of why they wouldn't. If Gristle moves it's because the navmeshes are fine. 

 

Maybe it self-fixes if you click on a slave and type resurrect, but I can't think of much else. 

I have already tried this and other commands: resurrect, disable/enable, recycleactor, evp. Unfortunately, they do not help.

PS: Problem solved - reinstalled the Real Handcuffs mod. As you said earlier, this mod affects prostitutes.

Edited by mriexp
Posted

“The weapon” seems to have a problem; it's unclear whether it's an issue with the quest itself or another mod affecting it. At the start of the quest, only the big bomb appears, and the small bomb is missing. After entering Vault 111, big bomb says it's time to have fun, but then it gets stuck. I suspect it's because a character is not detected, and after initiating the 3p code via the console, the quest can continue (the animation only involves the big bomb and the player).

Posted (edited)
9 minutes ago, icevapour said:

“The weapon” seems to have a problem; it's unclear whether it's an issue with the quest itself or another mod affecting it. At the start of the quest, only the big bomb appears, and the small bomb is missing. After entering Vault 111, big bomb says it's time to have fun, but then it gets stuck. I suspect it's because a character is not detected, and after initiating the 3p code via the console, the quest can continue (the animation only involves the big bomb and the player).

The one who should be there in Corvega is "Big Bomb". "Little Bomb" really usually joins them outside, when you're on the road. 

 

When you enter the Vault 111 and cross the small bridge, you are crossing a trigger that I placed there. That trigger puts Little Bomb and Big Bomb right behind you, so that the next scene can proceed. ("Time to have fun...")

 

Now, if Little Bomb wasn't there it's probably because he was disabled. 

 

But that's not possible, because when the quest starts (stage 100) both are enabled. 

 

BigBomb.GetActorRef().Enable()
LittleBomb.GetActorRef().Enable()

 

The only thing I can think of is that... Little Bomb is dead? I'm sure he can't die, but who knows if another mod might affect that.

 

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

The one who should be there in Corvega is "Big Bomb". "Little Bomb" really usually joins them outside, when you're on the road. 

 

When you enter the Vault 111 and cross the small bridge, you are crossing a trigger that I placed there. That trigger puts Little Bomb and Big Bomb right behind you, so that the next scene can proceed. ("Time to have fun...")

 

Now, if Little Bomb wasn't there it's probably because he was disabled. 

 

But that's not possible, because when the quest starts (stage 100) both are enabled. 

 

BigBomb.GetActorRef().Enable()
LittleBomb.GetActorRef().Enable()

 

The only thing I can think of is that... Little Bomb is dead? I'm sure he can't die, but who knows if another mod might affect that.

 

Perhaps it's because I started "fast moving" teleportation as soon as I left the factory? The small bomb didn't appear until I entered the freezer room and had a conversation with Ivana. This is also the first time I have encountered this issue, it is a new save.

Posted
26 minutes ago, JB. said:

The one who should be there in Corvega is "Big Bomb". "Little Bomb" really usually joins them outside, when you're on the road. 

 

When you enter the Vault 111 and cross the small bridge, you are crossing a trigger that I placed there. That trigger puts Little Bomb and Big Bomb right behind you, so that the next scene can proceed. ("Time to have fun...")

 

Now, if Little Bomb wasn't there it's probably because he was disabled. 

 

But that's not possible, because when the quest starts (stage 100) both are enabled. 

 

BigBomb.GetActorRef().Enable()
LittleBomb.GetActorRef().Enable()

 

The only thing I can think of is that... Little Bomb is dead? I'm sure he can't die, but who knows if another mod might affect that.

 

I tried again and found the key point. When I came out from the side door, the small bomb wouldn't appear, but when I entered the main door and came out again, the small bomb appeared

Posted

Hello. Is there a way to tell how much time is left on the timer in the collar? Is there a console command?
In general, it would probably be nice to have a widget to display such a timer. )

Posted
16 minutes ago, mriexp said:

Hello. Is there a way to tell how much time is left on the timer in the collar? Is there a console command?
In general, it would probably be nice to have a widget to display such a timer. )

There is no ingame way and I would have loved to. The only way to know how much you have left is to open the console and type "dpt" and then go to "Documents\My Games\Fallout4\Logs\Script" and check Papyrus0.txt for the timer (it will give you a bunch of timers and you have to look for the one that says _CS_TimerCollar or something like that. 

 

I guess it doesn't exist because Bethesda didn't see it as necessary for their quests. 

Posted (edited)

Hey does anyone know why after AAF animations the quests won't advance im stuck at lucky day. 

Edit: does not include using the SetStage function

Edited by ManTown247
Posted

I know it's been a long time since you made this story mod, ...

I have to admit, eventho it's a rape - revenge type of corn movies, but it's the BEST one. 
And I'm not comparing to FO1-2-3-NV-BoS-4 storyline, I'm comparing it with blockbusters. Even MadMax cannot show so much depravity, of a post apocalyptic world.

I do wish you have another plan for such well made questlines like this.
there... my appreciation good sir.
 

Posted
6 hours ago, athena1978 said:

I have to admit, eventho it's a rape - revenge type of corn movies, but it's the BEST one. 
And I'm not comparing to FO1-2-3-NV-BoS-4 storyline, I'm comparing it with blockbusters. Even MadMax cannot show so much depravity, of a post apocalyptic world.

I do wish you have another plan for such well made questlines like this.
there... my appreciation good sir.

 

have you tried Nuka Ride (JB's other quest mod)?

different storyline but very well written.

 

Posted
On 6/9/2024 at 12:40 AM, JB. said:

Hmm, I'm not sure. It should work, as this is a practice I occasionally do in my testing. 

 

  • Try other saves. 
  • You can try a quick start. Load a  save outside of the vault, but don't get captured. Go to the Slavers MCM, cheats section, and choose the option to skip all Commonwealth Slavers 1. 

I tried downgrading to 2.5.6 and it started working again. Turns out that was likely the version I was running before. The meta data in the fomod file was apparently just incorrect, which is something you come across from time to time. :)

 

Still not sure why it stopped working with 2.5.7 though but I'll probably just stay on 2.5.6 for now.

 

Just wanted to provide those details in case they turn out to be useful in some way. :)

Posted

this looks great!!
two questions: can anyone confirm it works on next gen update?

and, do the sexual harrassment approaches have to be turned off permanently or just while you're on any of the quests?

 

Posted
On 6/3/2024 at 2:23 AM, JB. said:

I have uploaded a new update that brings more voices and I also took the opportunity to make some fixes that are listed on the main page.

 

I'm going to start writing a new repeatable quest for Lindstrom these days and wanted to see if anyone wants to help with ideas because it's not a theme I know much. 

 

 

The Farm

  • A group of slaves are taken to Slaver Valley to produce milk. Maybe they are given injections and then put to ride “stallions”, that is, male slaves... to accelerate the milk process? It doesn't make sense, but it's what you have to do. Anyway, this can be done while the slaves have that Milking Device outfit equipped. 
  • This one came to mind watching the Fallout series: 


 

 

  • Finally, before finishing the quest, we can also go and sell the milk and the protein to Bunker Hill. I can't think of anything special here yet. I've seen Bunker and I've seen that they have like a small barn near the vet's office. 
  • I have to weigh what I  want to do / with what I can get done with this engine. 
     

 

Possible assets.

 

Not bad as an idea. The tail can also be an anal plug with the cow ears also being considered a voice receiver where the slavers can hear what is being said by Nora if she tries to escape during the mission.

Posted
9 hours ago, sickisick123 said:

this looks great!!
two questions: can anyone confirm it works on next gen update?

and, do the sexual harrassment approaches have to be turned off permanently or just while you're on any of the quests?

 

 

does not work on next gen (requires AAF which does not work on next gen yet)

 

it is better to leave SH approaches off, due to possible mod conflicts which can lead to player death or game breaking bugs.

 

there is plenty of stuff that happens in the mod already (including sex scenes) so that you really do not need SH approaches.

if you just want a lot of sex scenes all the quests (not counting the true ending) either already either have sex built in or the

possibility of sex.  having said that one potential problem with having SH approaches on (at all) during the mod is SH can put

you in a shock collar, and if it does this by removing your current collar you will die.

 

Posted
1 hour ago, valcon767 said:

 

does not work on next gen (requires AAF which does not work on next gen yet)

 

it is better to leave SH approaches off, due to possible mod conflicts which can lead to player death or game breaking bugs.

 

there is plenty of stuff that happens in the mod already (including sex scenes) so that you really do not need SH approaches.

if you just want a lot of sex scenes all the quests (not counting the true ending) either already either have sex built in or the

possibility of sex.  having said that one potential problem with having SH approaches on (at all) during the mod is SH can put

you in a shock collar, and if it does this by removing your current collar you will die.

 

 

thanks for the explanation! I'm on next gen and have AAF running, seems to be working well as far as I can tell. 

Posted
2 hours ago, sickisick123 said:

 

thanks for the explanation! I'm on next gen and have AAF running, seems to be working well as far as I can tell. 

Then don't post bugs/issues. Not being mean, just realistic, as the NG update is garbage and breaks more shite than you can shake a molerat at. Why do you think the most downloaded mod since NG is a mod to roll back to the previous version?

And the pre NG version of the game is far more stable and 99.9999999999% of mods work with it.

Posted (edited)

HIYA JB

regarding the "runaway slave" quest glitch in which the dialogue freeze, I've found a better /complicated solution.
It is INDEED XDI problems that I browse from end to end. It even happened before Next-Gen (I thought because the update makes it broken, but NO)

So the problem is, THE CAMERA of the scene is fixed (remember dialogues work IN RANGE), in which the actor during CELL move will freeze the dialogue.
So. 
1. Saving and Reloading, not working on mine, especially in this scene.
2. use "hidemenu dialoguemenu" to remove the already glitch dialogue. NOW we have to make the game read the actors range again.  I USE TFC for this, move the view around and the TFC OFF....... so the PC can see  Gristle AGAIN.

AND IT WORKS !!! I can select the dialogue.


NB: you have to make a walkthrough of the whole quest so that people can find out what happen next while figuring out glitches. Put "spoiler" in front. And why Gristle in my game is NAKED (I did not use unequipall or openactorcontainer thru the beginning) while killing the minuteman and getting vaultmeat back......... god only knows.

Thx, still the best fallout story I know. 

ScreenShot14.png

Edited by athena1978
Posted

Thanks @JB. for the amazing mod it's been my fourth run with your mod installed. And all of these runs were amazingly good just a minor problem during the melee section. Anything to do with melee combat in this mod I am directly given the loss screen even if I beat the enemy. I have provided a video clip for reference. Every run has been amazing and the added dialogues were just adding more immersion to newer runs. But I am unable to navigate more routes due to this bug. Every run I am fixing some unintentional bugs popping due to my ignorance. Is this bug because I am not using the unofficial patch? Any solution on the same would be appreciable. Thanks.

Posted

need possible solution for "Order Up".
Since the vanilla quest was restructured by the Commonwealth Slavers /CS, I were left behind with 2 uncheckmark objectives "talk to trudy" twice.

any solution? 

ScreenShot15.png

Posted (edited)
41 minutes ago, athena1978 said:

need possible solution for "Order Up".
Since the vanilla quest was restructured by the Commonwealth Slavers /CS, I were left behind with 2 uncheckmark objectives "talk to trudy" twice.

any solution? 

ScreenShot15.png

Hmm, I'll check it out soon. It shouldn't be complicated. 

 

I've already made some fixes last week but I was waiting for some more reports to upload an udpate. 

 

"SetStage DialogueDrumlinDiner 4000" should clear the objectives. 

Edited by JB.
Posted

@tattooleak  Thank you! It's definitely because of the lack of Unofficial Fallout Patch. You can also install "Brawl Bug Fix" if you don't want to use that patch.

Posted
9 hours ago, athena1978 said:

HIYA JB

regarding the "runaway slave" quest glitch in which the dialogue freeze, I've found a better /complicated solution.
It is INDEED XDI problems that I browse from end to end. It even happened before Next-Gen (I thought because the update makes it broken, but NO)

So the problem is, THE CAMERA of the scene is fixed (remember dialogues work IN RANGE), in which the actor during CELL move will freeze the dialogue.
So. 
1. Saving and Reloading, not working on mine, especially in this scene.
2. use "hidemenu dialoguemenu" to remove the already glitch dialogue. NOW we have to make the game read the actors range again.  I USE TFC for this, move the view around and the TFC OFF....... so the PC can see  Gristle AGAIN.

AND IT WORKS !!! I can select the dialogue.


NB: you have to make a walkthrough of the whole quest so that people can find out what happen next while figuring out glitches. Put "spoiler" in front. And why Gristle in my game is NAKED (I did not use unequipall or openactorcontainer thru the beginning) while killing the minuteman and getting vaultmeat back......... god only knows.

Thx, still the best fallout story I know. 

 

Ok, I have a fix for this and that is to add a small pause of 1 second (transport player to the point of punishment, rest 1 second, kick Gristle scene). That should be able to fix it. While I'm not able to reproduce it, I've noticed that it's what usually fixes it for those who have experienced that report. 

 

It seems to happen whenever you transport to another location that immediately kicks a dialog. Like the vanilla quest of the forged, when you enter the boss's cell.

Posted
On 6/15/2024 at 4:41 AM, athena1978 said:

I know it's been a long time since you made this story mod, ...

I have to admit, eventho it's a rape - revenge type of corn movies, but it's the BEST one. 
And I'm not comparing to FO1-2-3-NV-BoS-4 storyline, I'm comparing it with blockbusters. Even MadMax cannot show so much depravity, of a post apocalyptic world.

I do wish you have another plan for such well made questlines like this.
there... my appreciation good sir.
 

Thank you so much! 💓 But this mod sucked the soul out of me xD I don't think I'll be doing a slavery mod again for a long time. If anything, add quest to this mod, if I have the interest. 

 

As Valcon told you, check Nuka Ride if you want. It's a more fun / relaxed story.  

 

 

Posted

hiya again JB.

I fear XDI really screws it up big time. There's a lot, ... I mean A LOT of scenes in which cell moves/changes and freeze dialogue. 
I just got hit again (uploading pic below). I pass it again with "hidemenu dialoguemenu" then reorient the camera (with/without TFC) and it works again.

If you decide to fix the whole camera for the whole quest lines (20 of them?) that looks like real slavery. With no whip marks of course.

sigh, XDI been updated, but I don't think they have a good solution for this problem.

 

ScreenShot16.png

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