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Commonwealth Slavers


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Posted
Spoiler

Sure it is. Murphy lies on the ground beside the guard post next to Vault 111 - as teaserd in the description. I aproached him and was grapped by his buddy. after some dialoge murphy tells me to go somewhere more discrete and starts walking. Behind the bridge of Sanctuary he gives my character the slave-collar and rapes her the first time. After that they walk towards concord..

 

What went wrong? Any idea? Thank you for your support. 

 

Posted
24 minutes ago, JB. said:

Lol. That's not my mod, you have to pay attention to what kind of mods you are installing. 

:) Just forget about that. I restarted from leaving the vault and this time anything went fine.

Posted (edited)
13 minutes ago, Hans-Werner said:

Anyone has an idea what causes this bug? The face turned purple..  Thank you!

 

20240830165825_1.thumb.jpg.e6a0b6db9af063135c024aa42121ba2d.jpgScreenshot2024-08-30170703.jpg.c959cd270a5e9a4dca5b7c75328524c1.jpgScreenshot2024-08-30170559.thumb.jpg.2292ea6cd5e01feca4fe00e03bafc0b0.jpg

 

I had that, was caused by SFT, so either turn it off in the MCM under slave appearance (i think) or install  Weepy - Tears Overlays https://www.nexusmods.com/fallout4/mods/42924

 

Edit : LL version does mention it to be fair but as a soft requirement

Edited by pinky6225
Posted
2 hours ago, Hans-Werner said:

Anyone has an idea what causes this bug? The face turned purple..  Thank you!

 

20240830165825_1.thumb.jpg.e6a0b6db9af063135c024aa42121ba2d.jpgScreenshot2024-08-30170703.jpg.c959cd270a5e9a4dca5b7c75328524c1.jpgScreenshot2024-08-30170559.thumb.jpg.2292ea6cd5e01feca4fe00e03bafc0b0.jpg

My suggestion:

One or more overlays with the wrong resolution (high or low) are applied to this char.

Check the char in looksmenu (slm...)  for overlays and cosmetics, switch them off one by one. Once her face turn normal, the last overlay has to be reinstalled with the matching resolution (high/low).

 

If all overlays and cosmetics  are removed, and the char's face is still purple,  your skin-mod is overwritten by something.

 

Posted
On 8/27/2024 at 8:43 PM, JB. said:

I thought SFT did that on its own.  

That was the plan. IIRC, the mod has a dummy invisible texture in the nif(s) that should be applied automatically as a fallback if the main texture is missing but it didn't' pan out (hence the purple face). I didn't want to use a classic plugin check in script to save some time (faster). I'll try to implement something like that in the future.

Posted (edited)
On 8/29/2024 at 4:55 PM, JB. said:

Yeah, the point is to do with what we have

For example working gallows 😉

BTW: In MEP I use them not always as a deadly device - a mini game - try to survive some minutes on gallows while keeping a slippy dildo inside...

Edited by zaira
Posted

My huge suggestion:

Spoiler

I think it'd be cool if the early leave/bad end/Minuteman quest worked some of the time determined by RNG.  Then I'd feel tempted to go for it and nervous the whole time wondering if i'd gotten away, just like the first time I tried it

 

Posted
On 8/1/2024 at 2:11 AM, mertinlad said:

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 ...

Can you explain the console commands that you used?

 

Posted (edited)

Has anyone managed to get this to work with X-Cell? Murphy is invisible, Grizzle has pink eyelashes etc. Generating the data with VTEFS was unsuccessful, the problem persists as well as fix faces option.  I can't get the exceptions for X-Cell to work either, i. e. setting an exception for murphy in the x-celll ini.

 

Edit: Creating a quickfix patch with VTEFS, potentially resolves the issue, at least murphy is visible again.

Edited by plutocene
Posted
1 hour ago, plutocene said:

Has anyone managed to get this to work with X-Cell? Murphy is invisible, Grizzle has pink eyelashes etc. Generating the data with VTEFS was unsuccessful, the problem persists as well as fix faces option.  I can't get the exceptions for X-Cell to work either, i. e. setting an exception for murphy in the x-celll ini.

 

 

Check Optional Folder. It's called Slavers Facegen for XCell by Dontax 1.1

Posted
20 hours ago, Rimworld Traveller said:

My huge suggestion:

  Reveal hidden contents

I think it'd be cool if the early leave/bad end/Minuteman quest worked some of the time determined by RNG.  Then I'd feel tempted to go for it and nervous the whole time wondering if i'd gotten away, just like the first time I tried it

 

It's going to require a lot of conditions. The best quest for me is “Pet Walk” because it's as sandox as it gets. 


Abduction could not happen indoors. Imagine you're in Corvega and you get kidnapped by minutemen? Nah. 


The kidnapping couldn't be inside a Gunner, Raider or mutant camp. Imagine you're happily whoring with mutants and suddenly minutemen show up and kidnap you? Nah. 


And what would the Minutemen have you do once they capture you? That's gotta be some fucked up shit. So killing them during the final “The Correctional” quest will be more satisfying. 

 

The thing is, my head is kinda dry.

Posted
23 minutes ago, JB. said:

 

 

Check Optional Folder. It's called Slavers Facegen for XCell by Dontax 1.1

 

Thanks, unfortunately, that does not work for me as well.

Posted
5 hours ago, MacGeorgeMac said:

Can you explain the console commands that you used?

 

Yep sure mate !

1. Open the console

2. click on the terminal to get its id.

3. Go nearby in the same room where you can place it.

4. Switch to first person.

5. Face the wall and direct your gaze to it (to make sure the terminal will be placed correctly)

6. Type player.placeatme id (the id you got in the second step).

7. use the terminal and it's done :)

Posted
7 hours ago, mertinlad said:

Yep sure mate !

1. Open the console

2. click on the terminal to get its id.

3. Go nearby in the same room where you can place it.

4. Switch to first person.

5. Face the wall and direct your gaze to it (to make sure the terminal will be placed correctly)

6. Type player.placeatme id (the id you got in the second step).

7. use the terminal and it's done :)

Thanks a lot!

Posted
On 7/24/2024 at 1:39 PM, ezusoppp said:

figured out my "cant draw weapon problem" anyway new one... where are the V.I.Ps? no quest marker, i'll probably figure it out tho.

 

What was the solution to the "can't draw weapon problem"? I think I'm also encountering the same problem. Can't throw a punch at all in the first arena fight in The Fighter. Typing "kill" on my opponent doesn't advance the quest, and allowing myself to get defeated results in a game over / automatic reloading of my last save. 

Posted

Now I'm having a problem in The Bomb mission. After we find the explosives and come back to report to the Big Bomb, after that he will send us to the pillory. The problem I'm having is after the Raider Patrol Main Scene, I'm still in the pillory and got teleported to the Big area. john's salvage and i can't do anything All i can do is stand still. There was a fight. I tried to fix the problem by replaying an old save that I recorded earlier. But everything remains the same. Stuck in place and teleported to Big John's salvage, unable to move or use anything. But the game doesn't freeze, it continues but we can't move or do anything. I think it's a bug? Because according to the script, Bombs Brothers will return to us after Raider Patrol leaves.  Or is there something unusual?

Posted

First of all, great mod. I'm having a blast with the story.

One minor problem I have encountered however is the overlay system seems to be acting strangely. Only the right leg gets properly tattooed while the left is clean, I have both "Fuck Toy" and "Slave Toy" scribbled on the forehead, going over each other and some marks seems to be missing. I've tried to remove them and reapply them with the button in the MCM, yet it just reverts to the same tattoos and doesn't even remove the forehead ones. I have installed the Captive Tattoo mod.

 

Again, very minor problem but it still looks a bit weird.

Posted
1 hour ago, Yuri9x5 said:

help me please, i just reinstall and play fallout 4 and the mod, but when im out of the vault, i can't talk to murphy ?

I would suggest you check the "HARD" requirement., e.g. Sex Attribute, or the ASA clothes.
I've same problem before, vault111 exit, no murphy dialogue, but now I notice the CS mod won't work if missing hard requirements.

Posted (edited)
17 hours ago, JB. said:

It's going to require a lot of conditions. The best quest for me is “Pet Walk” because it's as sandox as it gets. 


Abduction could not happen indoors. Imagine you're in Corvega and you get kidnapped by minutemen? Nah. 


The kidnapping couldn't be inside a Gunner, Raider or mutant camp. Imagine you're happily whoring with mutants and suddenly minutemen show up and kidnap you? Nah. 


And what would the Minutemen have you do once they capture you? That's gotta be some fucked up shit. So killing them during the final “The Correctional” quest will be more satisfying. 

 

The thing is, my head is kinda dry.

No, I'm just thinking when Jared forgets to reset my collar timer and it gives me a chance to run away (I think first happens after the first time you interact with Snoopy).  Normally you meet up with the Minutemen, they are jerks and sell you back to Gristle.  I'm saying that it'd be cool if some percent of the time the Minutemen were nice and removed the collar and then we just start the post-Commonwealth Slavers game where we kill Jared and find Shaun,.

 

If there was a chance I'd risk it

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

No, I'm just thinking when Jared forgets to reset my collar timer and it gives me a chance to run away (I think first happens after the first time you interact with Snoopy).  Normally you meet up with the Minutemen, they are jerks and sell you back to Gristle.  I'm saying that it'd be cool if some percent of the time the Minutemen were nice and removed the collar and then we just start the post-Commonwealth Slavers game where we kill Jared and find Shaun,.

 

If there was a chance I'd risk it

 

Not really seeing how that would work tbh, obviously not my decision as not my mod but if that was a built in outcome you'd have new players on there first play through exitting out the mod early and missing out on large parts of the story (and would probably feel a bit cheated if they'd downloaded what everybody said was a great story mod to then just exit with no real conclusion to the story)

 

So it would have to be a MCM option which would give you control so you'd know whether it would work or not thus defeating the point of having it

 

True min/maxers would just save/re-load until the RNG fell as they wanted anyway as well

Edited by pinky6225
Posted
10 hours ago, DT6666 said:

What was the solution to the "can't draw weapon problem"? I think I'm also encountering the same problem. Can't throw a punch at all in the first arena fight in The Fighter. Typing "kill" on my opponent doesn't advance the quest, and allowing myself to get defeated results in a game over / automatic reloading of my last save. 

 

two things

1 - make sure you do not have Knockout Framework (or another mod that does the same thing) installed - mods that mess with melee combat can 

     cause this issue (not all of them will but they might).  Sexual Harassment, AAF Violate, and Just Business are fine installed as long as they are not active 

     during the fight (most of the mod really).

2  - open console and type DIEL, and check what layers are turned off.  RIEL <layer #> will turn them back on.  using console command in the mod can be 

     dangerous so make suree to have a save you can revert to if it makes things worse.  DIEL and RIEL are usually safe to use at this point (cage fight). 

 

10 hours ago, slook said:

Now I'm having a problem in The Bomb mission. After we find the explosives and come back to report to the Big Bomb, after that he will send us to the pillory. The problem I'm having is after the Raider Patrol Main Scene, I'm still in the pillory and got teleported to the Big area. john's salvage and i can't do anything All i can do is stand still. There was a fight. I tried to fix the problem by replaying an old save that I recorded earlier. But everything remains the same. Stuck in place and teleported to Big John's salvage, unable to move or use anything. But the game doesn't freeze, it continues but we can't move or do anything. I think it's a bug? Because according to the script, Bombs Brothers will return to us after Raider Patrol leaves.  Or is there something unusual?

 

yes something is wrong as you should not be getting teleported while in that pillory.  i would suggest that you check if you have any mods that will teleport

the player at random times installed/active.  stuff like Bound in Public, AAF Violate, RSE Combat surrender and Abductions.  these types of mods are usually

safe to have installed during CS provided they are turned off.

what should happen

Spoiler

Bomb brothers use you to find explosives

Bomb brothers stick you in pillory

Bomb brothers go to drink or whatever

Raider patrol shows up

Raider patrol uses you for free sex

Raider group leaves

Bomb brothers return

Spoiler

Bomb brothers use you to find some Minutemen camping

leave a bomb at their camp in Slavers Valley

return to Bomb Brothers

go get that Raider patrol to help the Bomb brothers

locate Minuteman base

Bomb brothers (with or without the Raider patrol) have a fight

Bomb brothers send you back to Whore House

at no time during this quest should it teleport you to Big John's Salvage

you have either a mod conflict, a mod firing something when it should not be (mod is off but still firing event), or have mod active that you forgot to 

turn off (SH is fine to have installed but if approaches are on it will mess with things in CS a times, and yes i have accidently turned them on before and found

out the hard way).

 

4 hours ago, Rimworld Traveller said:

No, I'm just thinking when Jared forgets to reset my collar timer and it gives me a chance to run away (I think first happens after the first time you interact with Snoopy).  Normally you meet up with the Minutemen, they are jerks and sell you back to Gristle.  I'm saying that it'd be cool if some percent of the time the Minutemen were nice and removed the collar and then we just start the post-Commonwealth Slavers game where we kill Jared and find Shaun,.

 

If there was a chance I'd risk it

 

oh you mean during Runaway Slave to have a chance (probably very small) for the Minutemen to actually free you instead??

that sounds kind of cool.

 

Posted
1 hour ago, valcon767 said:

 

two things

1 - make sure you do not have Knockout Framework (or another mod that does the same thing) installed - mods that mess with melee combat can 

     cause this issue (not all of them will but they might).  Sexual Harassment, AAF Violate, and Just Business are fine installed as long as they are not active 

     during the fight (most of the mod really).

2  - open console and type DIEL, and check what layers are turned off.  RIEL <layer #> will turn them back on.  using console command in the mod can be 

     dangerous so make suree to have a save you can revert to if it makes things worse.  DIEL and RIEL are usually safe to use at this point (cage fight). 

 

 

yes something is wrong as you should not be getting teleported while in that pillory.  i would suggest that you check if you have any mods that will teleport

the player at random times installed/active.  stuff like Bound in Public, AAF Violate, RSE Combat surrender and Abductions.  these types of mods are usually

safe to have installed during CS provided they are turned off.

what should happen

  Reveal hidden contents

Bomb brothers use you to find explosives

Bomb brothers stick you in pillory

Bomb brothers go to drink or whatever

Raider patrol shows up

Raider patrol uses you for free sex

Raider group leaves

Bomb brothers return

  Reveal hidden contents

Bomb brothers use you to find some Minutemen camping

leave a bomb at their camp in Slavers Valley

return to Bomb Brothers

go get that Raider patrol to help the Bomb brothers

locate Minuteman base

Bomb brothers (with or without the Raider patrol) have a fight

Bomb brothers send you back to Whore House

at no time during this quest should it teleport you to Big John's Salvage

you have either a mod conflict, a mod firing something when it should not be (mod is off but still firing event), or have mod active that you forgot to 

turn off (SH is fine to have installed but if approaches are on it will mess with things in CS a times, and yes i have accidently turned them on before and found

out the hard way).

 

 

oh you mean during Runaway Slave to have a chance (probably very small) for the Minutemen to actually free you instead??

that sounds kind of cool.

 

Thank you very much for replying. I'm going to try out your suggestions and see if they fix my issue.

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