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Commonwealth Slavers


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Posted (edited)
7 minutes ago, sickboy791 said:

why the collar always kills me ? when finishing the first sequence, they put collar on my charcter and when i get out it kills me..

Make sure you have Real Handcuffs updated.

 

Note that my mod warns you if your death is because of my mod. 


Slavers: You have removed your collar without permission!
Slavers: The timer has run out and the collar  will explode! 
Slavers: You are moving away from your captors, the collar is activated!

 

If you are dying without warning, it is most likely interference from another mod. Some people install Raider Pet and end up like this. 

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

Raider Pet

thx, i think it was raider pet, will try again

oh, real handcuffs was outdated as well, thx !

Edited by sickboy791
Posted
On 6/23/2024 at 7:23 PM, athena1978 said:

I just feels uneasy that most of these characters, are truly truly villains... with easy endings. Even hero ending.
Let me break it down :
-Not only serial rapists, also do not care young /child or old, sick or nearly dead, they'll do it.
-Also psychopaths, because if you check their dialogues, they would not hesitate or even in practice of taking lives.
-Sadists, taking arms off, for what pleasure other than sadism?
-HEDONISTIC at best while bad at financial /economics (the more caps they can actually extract from a prosperous settler, but noooo they don't want it.
-What else ? send slaves to their death with nuke behind, cowardice? or back to sadism? What made the slave not turning back to Corvega HQ because they gonna loose their lives anyway.
-One might say that their behaviour indicates no pedophilia (of course FO4 is not kiddie porn) but how close when they get a kick watching beastiality done to a slave ... to other form of perversion? They also had a system, in fact you can call it raider religion (Now that's a good name for a quest mod).

I don't really get it though. First of all, the odds of having a personality with those traits is extremely low. Even less when you get a bunch of them in the same place. And even if you assume they did bunch up, that kind of people are parasitic in nature, it is very hard to believe a group like that would survive in a very hostile environment. Much more probable they would kill each other. 

Posted

Wonder if near the end it would be acceptable if Lindstrom survived the final quest instead of dying off to extend into Nuka World being reenslaved all over again there, or to immediately start there if you could negotiate with him in assist you if you agree to go with him after the conclusion; as an idea of making an expansion to the mod.
All in all great mod; had alooot of fun in it ^_^

Posted
18 hours ago, AWHA2 said:

So there's no need for X-cell for those of us on the old gen GOG version?

 

For the old 1.10.163 version of the game, since you can still use Buffout 4 and/or Baka Scrapheap, no there's probably not a lot of benefit to X-Cell right now (I'm not even sure if it works for anything but the newer game version 1.10.984 anyway, haven't looked).

Posted
9 hours ago, vaultbait said:

 

For the old 1.10.163 version of the game, since you can still use Buffout 4 and/or Baka Scrapheap, no there's probably not a lot of benefit to X-Cell right now (I'm not even sure if it works for anything but the newer game version 1.10.984 anyway, haven't looked).

Interesting, there's a sticky on the X-Cell nexus page that says the following:

 

Quote

What I described applies to any versions of the game, even pre Next Gen. Users mistakenly believed that any pre-generated FaceGen data for their modifications worked. After simple and effective testing by replacing textures in the pre-generated FaceGen data, we found out that any pre-generated FaceGen data is not loaded for any characters that the game reads from non-original Bethesda plugins. Thus, FaceGen data was read only for characters specified in all original game plugins including DLCs and Creation Club. At the same time, if you used any modification plugin, which, for example, simply references one of the companions, without even changing any information in his record, the FaceGen data of this character ceased to be used. Thus, even popular fixes that had references to original game characters forced these characters to no longer use the pre-generated FaceGen data and inefficiently generate them in real time in game. The difference between pre Next Gen and Next Gen is that the Next Gen just has significantly more different stutters not only because of FaceGen. In the pre Next Gen version of the game, stuttering might occur in the same way due to the generation of faces in real time, especially if users played with 2k textures for faces.
Ultimately - on the pre Next Gen version, FaceGen data has the same behavior as the Next Gen version. When using modification plugins containing any character records, FaceGen data for these characters is simply not used. In order to fix this, use X-Cell.

I've no idea what to believe anymore. Personally I'm not seeing any significant improvement on my GOG version, but I also have an old GPU so maybe I'm just bottlenecked.

Posted
10 hours ago, AWHA2 said:

Interesting, there's a sticky on the X-Cell nexus page that says the following:

 

I've no idea what to believe anymore. Personally I'm not seeing any significant improvement on my GOG version, but I also have an old GPU so maybe I'm just bottlenecked.

 

Yeah, it's unclear to me after reading that why facegen data included in mods wouldn't be loaded by the game even in pre-NG. Maybe it was just the power of suggestion/placebo effect but I and others saw performance improvements by adding facegen data for actors who were lacking it.

 

But if the assertion there is true, then maybe the X-Cell fix would be beneficial on pre-NG games too (the file page does mention supporting both 1.10.163 and 1.10.984 game versions).

Posted
3 hours ago, vaultbait said:

 

Yeah, it's unclear to me after reading that why facegen data included in mods wouldn't be loaded by the game even in pre-NG. Maybe it was just the power of suggestion/placebo effect but I and others saw performance improvements by adding facegen data for actors who were lacking it.

 

But if the assertion there is true, then maybe the X-Cell fix would be beneficial on pre-NG games too (the file page does mention supporting both 1.10.163 and 1.10.984 game versions).

It does. But you really need to have the facegen data for every single NPC.

Buutt..... for me the performance was not enough to make the data for 400+ records. But just ticking the Is CharGen Face Preset flag is enough to make X-cell render the heads and no extra data bloat.

I'll be honest, I've deleted the facegen data files on different mods and didn't notice any difference. So I just kind of considered it a waste of disk space.

What I have noticed is LL records that add a bunch of gear, stuff to NPC's will cause stuttering, and even CTD if to many are loaded at once.
Anyway, just rambling! 😜

 

Posted
3 minutes ago, WorldisGreat69 said:

is it possible to change the patrons Genders thru fo4edit or nah.

Yes, but I didn't do voices for female clients so when you make that change they won't have voices. 

Posted
On 7/28/2024 at 1:30 AM, shpuntik said:

I don't really get it though. First of all, the odds of having a personality with those traits is extremely low. Even less when you get a bunch of them in the same place. And even if you assume they did bunch up, that kind of people are parasitic in nature, it is very hard to believe a group like that would survive in a very hostile environment. Much more probable they would kill each other. 

well, philosophically speaking, the chance actually rather HIGH.
The question of why you don't encountered them everyday is because the rule of state and law. Outside that boundaries, fair game.
We are all student of history and easily relate that to whether ancient, medieval or even modern times. I can give even give you a dozen example right on the spot. 

But since it's FO4 modding forum, I try my best to avoid it.

Posted (edited)
16 hours ago, athena1978 said:

well, philosophically speaking, the chance actually rather HIGH.

How high are we talking about? You mentioned psychopathic, sadistic, with extremely poor decision-making. I leave out categorizations such as rapists as I agree it does depend on the society a lot, some "civilized" ancient ones even celebrated "taking" the women of vanquished foes. I would also prefer if we were speaking not philosophically but rather "psychologically", as this is absolutely a psychological domain.

Edited by shpuntik
Posted (edited)

Hello there. I can't access Jared's terminal in the Harvestress quest... I have the marker yet no interaction is possible, The usual "E" for use doesn't appear ...

 

edit : I managed to get it work by placing via console a copy of Jared's terminal ...

Edited by mertinlad
Posted (edited)

Ok I am at the end of my rope.

 

I couldn't get the amputation mod to work due to the NG update, so I have done the rollback trick on Steam and now this mod doesn't work.
(Mod worked fine but I really didn't want to miss the amputation stuff.)

 

I've followed the exact same installs, same order, everything.

 

However, the Fusion Girl body isn't working in-game (testing via "updating" the surgery sliders and no changes. Also the dirt overlays are completely broken - they phase in and out instead of just being baked onto my character. The tattoo's have vanished completely and don't show up in the character editor - but other tattoo's and stuff do, just no the slaver related stuff, on 'body' overlays and advanced is greyed out and empty and the sliders are no longer visible in the game?!

Which leads me to believe that this isn't working properly for the pre-NG verion for whatever reason.

 

Is someone able to help me with load/install order on MO2 and literally walk me through step by step as I'm going round in circles repeating the same thing and not getting anywhere and I just think I'm making things worse by rewriting or merging files over and over again.

 

I was really enjoying this mod/quest up until now as I can't get it to fecking work anymore.

 

I've attached my load order - which is copied EXACTLY from the previous, working install, yet no longer works. 

loadorder.txt modlist.txt plugins.txt

Edited by RJJames91
Posted
2 hours ago, RJJames91 said:

I've followed the exact same installs, same order, everything.

Did you roll back F4SE and any mod that was made for NG?

BTW, Devious Devices RC9 is a total replacement, you cannot install both DD 2.0 & RC9, nor can you merge/update them. DD 2.0 needs totally purged before installing RC9.

Posted (edited)
13 hours ago, izzyknows said:

Did you roll back F4SE and any mod that was made for NG?

BTW, Devious Devices RC9 is a total replacement, you cannot install both DD 2.0 & RC9, nor can you merge/update them. DD 2.0 needs totally purged before installing RC9.

Yeah, I'm using F4SE  6.23. which is the last release before the NG patch and I've never had DD 2.0 installed, so only install DD RC9.

The game doesn't give me any errors for MODS upon loading a game, or starting one for the matter, but the body replacer for Fusion Girl is just not working at all. Sliders aren't visible in-game but are in BodySlide, there's no Overlay's visible, some tattoo's and overlays are missing in the creator under Extras etc.

 

I'm completely confused as everything (other than amputator) worked fine in the old NG- patch install.

 

Oh and yes! I have made sure that I've rolled MODS back that required NG patch. So everything is technically outdated so they run on the pre-NG FO4

Edited by RJJames91
Posted
15 hours ago, RJJames91 said:

the Fusion Girl body isn't working in-game (testing via "updating" the surgery sliders and no changes.

 

Did you build the FG nude body in BodySlide (with morphs enabled)? The pre-built body mesh shipped with FG is broken and must be rebuilt (the pre-built clothing/armor meshes are fine though).

 

15 hours ago, RJJames91 said:

the dirt overlays are completely broken - they phase in and out instead of just being baked onto my character.

 

This is a known problem with very-high-resolution skins (e.g. 8K resolution). Downgrading to 4K or 2K skin options should solve it.

 

15 hours ago, RJJames91 said:

The tattoo's have vanished completely and don't show up in the character editor - but other tattoo's and stuff do, just no the slaver related stuff, on 'body' overlays and advanced is greyed out and empty and the sliders are no longer visible in the game?!

 

This implies that LooksMenu's F4SE extension DLL isn't loading, check your f4se.log for details and make sure you're using an appropriate build of LooksMenu and F4SE for your game version (FO4 1.10.163 needs F4SE 0.6.x and a LM 1.6.x, FO4 1.10.984 needs F4SE 0.7.x and LM 1.7.x).

Posted

Ok I think it was looksmenu, I didn't notice that I had to go back quite a few versions to get it to work - I just presumed the latest that wasn't post-NG would work.

 

Thank you!

Now I just need to figure out why my game crashes if I load a previous save, or loads forever past creation if a new game is started!

Posted

During the escape from the lab near the end of the mod I had a weird glitch where the Minutemen wouldn't attack me so I'd just walk all the way to the exit with them just standing around looking confused lol

Posted
1 hour ago, quadgimpmoan said:

Does the Vet at Corvega provide abortions? When I try to interact with him he ignores me and I can't travel to other settlements with the collar time limit.

Nah, I don't have that kind of compatibility.  You'll have to find a vanilla doctor. Mine isn't but hey, it's a good idea for an upcoming update. I'll put it in. 👌

Posted
8 hours ago, Neppy said:

During the escape from the lab near the end of the mod I had a weird glitch where the Minutemen wouldn't attack me so I'd just walk all the way to the exit with them just standing around looking confused lol

What my script does is make you an enemy of the Minutemen faction, so if they don't attack you it's because there may be another mod meddling. 


I do get attacked except for the one single minutemen, who is towards the end, I don't know why he doesn't want to attack. I kill him anyway lol, but one of these days I'm going to catch the bug. 

Posted
On 8/2/2024 at 10:25 AM, and4467 said:

The game crashes after a fight with a super mutant

All CTD reports must be attached with a buffout log if you want me to see what the source might be.

Posted

Hola ... is it normal that in the final fight at Corvega (the Harvestress) 4 2nd gen synths were unkillable??? I mean they were protected, I could only take em down and a few seconds later they get up again .. I think i got a bug .. soo many protected npcs !!! please let me KILL THEM !!!! 

Great mod . .this was my second run ... in my first run got more bugs .. like an invisible wall to the top floor in Corvega .. that now I realice its a Synth-dweller .. 

also feel a bit too much the 20 quests .. when I could access the free-roam, i only had 9 quest points .. (even with the double for steal the docs) 


loved da music . .totally electro 80s vibe .. nice

Posted
7 hours ago, JB. said:

What my script does is make you an enemy of the Minutemen faction, so if they don't attack you it's because there may be another mod meddling. 


I do get attacked except for the one single minutemen, who is towards the end, I don't know why he doesn't want to attack. I kill him anyway lol, but one of these days I'm going to catch the bug. 

In my first run . .those minuteman were also neutral ... in this second run were enemies . (SPOILER) .and i could see the end of the B Brothers by some fucked up general .... in my first run I killed the B Brothers but that is not hoe the story goes 

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