Jump to content

Commonwealth Slavers


Recommended Posts

Posted
2 hours 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.

 

Ok, I checked my installation and tried some things. Firstly, I made sure I don't have Knockout Framework, nor Sexual Harassment, nor AAF Violate, nor Just Business. Secondly, I typed DIEL in the console, and it seems Layer 2 from Amputator was disabling Fighting. I must've messed with those controls earlier in my playthrough and not reset it properly (I do have all my limbs). I'm able to either RIEL 2 to re-enable my ability to put my arms up and throw punches, or go through the MCM for Amputator and reset my arms and legs to also re-enable that ability. One persistent issue despite this improvement is I seem to "die" and automatically reload my last save whenever I lose the fight. I thought I read elsewhere that losing the fight is another valid way to advance through the quest.

Posted
4 hours 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.

 

 Yes, I think so, too, but I use the method of loading a new script as the mod maker keeps attaching until the timeline quest appears. I admit to pressing the timeline script a lot, but it helps me complete all my missions. For two options, being a slave forever and ending story is where it should be, ending everything, but I still doubt that in the future. Will we be able to be slave managers? That means finding people and using them. I admit, this mod is a lot of fun if we're not anti-violent people. Hopefully in the future we will have more systems. Thank you to the person who made this mod. ☺️ 

Posted (edited)

2.6.2

Maintenance update. Safe to install mid save. 

 

 

  • Most importantly, I redid the Hardcore Mode script and it is much more robust now. So if anyone wants to give it a try, it already has its own section in the MCM to turn it on. It still takes a few seconds to fully run (on start or every time you get equipped a gag), but it no longer falls into the bug where it sometimes stops working. This new script should start running the next time you get a gag. You'll see the notification: 

 

Spoiler

Vortex1_9_202400_22_04.png.de0e50d06392a3cc5d8e2fc7f8c345c6.png

  • You won't be able to eat or drink if you have a gag (neither drink water from the ground nor the pot in front of the W. House), and if you have a double amputation you won't be able to inject anything yourself (stimpak, jet, ect).  
  • To lighten the script load, I removed all the DLC potions of the scripting process.  
  • An interesting point is that if you have the gag you can only moan. That's why there are parts where I have to remove the gag to have a conversation (for example, during The Threat, when you get to the farmer, the farmer removes the muzzle). 

 

  • I reorganized the MCM. Grouped cheats and tweaks under their respective quests to make them easier to find. 
Spoiler

Fallout431_8_202420_19_29.png.3a56a894bd26466edf4c580e07e5d33c.png

  • Added “Junkies Emergency Center” in the MCM where, among other things, you can cheat to be or stop being a junkie. I also implemented a new system where you can become a junkie after consuming Slavers Jets after n times, if you want. 
  • Added a new cheat. Skip all of Commonwealth Slavers 2 and start doing any repeatable mission as soon as you exit the Vault. 
  • Redid the voices for the Threath with all possible voice actors and now they move their lips. 
  • I added about twenty junky lines for the Threath. The layout is like this: If you're a junkie, you have a 50% chance of talking normal to the farmer (“You have to pay your debt to my masters!”) and a 50% chance of blurting out something incomprehensible (“Nuke...! Uhhh... Got a Nuke...! Pay...! And no BOOM! Hahaha!”). 
  • During The Threat, the Nuke that Lindstrom puts on you makes the sound of the Suicidal Supermutant's Nuke. However, I made an option in the MCM to block and mute that sound, as you may or may not like it. 
  • Fixed a bug that caused the scene with the dog to fail during The Threat. 
  • Added junkies dialogs when Declan checks you for weapons when entering the Whore House.
  • You need 'Commonwealth Slavers - Voices 1.06' from the Optional Folder. 

 

 

 

PROBLEM

  • My mod doesn't destroy KFT muzzles. It leaves them in your inventory. So you're going to get them a lot. You can sell them at Drumlin Diner in the meantime. I've asked Ego for help because I can't figure out how to write the script. 
Edited by JB.
Posted
2 hours ago, JB. said:

2.6.3

Maintenance update. Safe to install mid save. 

 

 

  • Most importantly, I redid the Hardcore Mode script and it is much more robust now. So if anyone wants to give it a try, it already has its own section in the MCM to turn it on. It still takes a few seconds to fully run (on start or every time you get equipped a gag), but it no longer falls into the bug where it sometimes stops working. This new script should start running the next time you get a gag. You'll see the notification: 

 

  Hide contents

Vortex1_9_202400_22_04.png.de0e50d06392a3cc5d8e2fc7f8c345c6.png

  • You won't be able to eat or drink if you have a gag (neither drink water from the ground nor the pot in front of the W. House), and if you have a double amputation you won't be able to inject anything yourself (stimpak, jet, ect).  
  • To lighten the script load, I removed all the DLC potions of the scripting process.  
  • An interesting point is that if you have the gag you can only moan. That's why there are parts where I have to remove the gag to have a conversation (for example, during The Threat, when you get to the farmer, the farmer removes the muzzle). 

 

  • I reorganized the MCM. Grouped cheats and tweaks under their respective quests to make them easier to find. 
  Hide contents

Fallout431_8_202420_19_29.png.3a56a894bd26466edf4c580e07e5d33c.png

  • Added “Junkies Emergency Center” in the MCM where, among other things, you can cheat to be or stop being a junkie. I also implemented a new system where you can become a junkie after consuming Slavers Jets after n times, if you want. 
  • Added a new cheat. Skip all of Commonwealth Slavers 2 and start doing any repeatable mission as soon as you exit the Vault. 
  • Redid the voices for the Threath with all possible voice actors and now they move their lips. 
  • I added about twenty junky lines for the Threath. The layout is like this: If you're a junkie, you have a 50% chance of talking normal to the farmer (“You have to pay your debt to my masters!”) and a 50% chance of blurting out something incomprehensible (“Nuke...! Uhhh... Got a Nuke...! Pay...! And no BOOM! Hahaha!”). 
  • During The Threat, the Nuke that Lindstrom puts on you makes the sound of the Suicidal Supermutant's Nuke. However, I made an option in the MCM to block and mute that sound, as you may or may not like it. 
  • Fixed a bug that caused the scene with the dog to fail during The Threat. 
  • Added junkies dialogs when Declan checks you for weapons when entering the Whore House.
  • You need 'Commonwealth Slavers - Voices 1.06' from the Optional Folder. 

 

 

 

PROBLEM

  • My mod doesn't destroy KFT muzzles. It leaves them in your inventory. So you're going to get them a lot. You can sell them at Drumlin Diner in the meantime. I've asked Ego for help because I can't figure out how to write the script. 

Off topic and forgive me if it has been answered before JB. What's the UI mod you're using?

Posted
16 hours ago, Zorkoso said:

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.

I forgot to answer this abut the face tattoo. You should be able to clean it with the option to clean the facials in the MCM or the water carton in the bathroom at the Whore House / Greenhouse in Diamond City.

Posted

Just a heads up on the suggested mods list, one in particular is no longer there, Animated Tentacles. The Page is there but when you go to "see file" it's just not there.

 I actually have it as I grabbed it when it first dropped but many won't be able to as it seems to be AWOL for whatever reasons.

 

I've actually been wondering if I should put it up on my MEGA w a few other hard to/imposs to find mods. Just don't know who to contact for permission

Posted

If you unequip a device using the KFT API you can force it to remove it from inventory afterwards.

 

"Bool Function UnequipDevice(Actor akActor, Form akForm, Bool bDestroy=False)"

 

For example call it like this:

[APIgoeshere].UnequipDevice(playerref, devicegoeshere, true)

 

change the true to false to keep it in the players inventory after unlocking it.

 

 

BTW is the scarf going to get used in a quest somewhere? I very much like the idea of some kind of way to hide the collar from other people. Perhaps combine it with an outfit that covers all the tats etc?

Posted (edited)
1 hour ago, 1318505983 said:

Is there a Chinese translation for the latest 2.62? By the way, is Nuka Ride also available?😇

稍等晚点到家可以私信传你一个。主要是感觉JB.在更新修BUG期,想等稳定了再给他传网盘。NR的我懒得弄,还有好几万条没修过,要是机翻你能接受也可以

Edited by icevapour
Posted
7 minutes ago, icevapour said:

稍等晚点到家可以私信传你一个。主要是感觉JB.在更新修改BUG期,想等稳定了再给他传网盘。NR的我懒得弄,还有好几万条没修改过,唉机翻你能接受也可以

那等你回家了私我吧,主要是现在那个9dm都不更新NR的内容了,自己又不会汉化.....

Posted
2 hours ago, naaitsab said:

If you unequip a device using the KFT API you can force it to remove it from inventory afterwards.

 

"Bool Function UnequipDevice(Actor akActor, Form akForm, Bool bDestroy=False)"

 

For example call it like this:

[APIgoeshere].UnequipDevice(playerref, devicegoeshere, true)

 

change the true to false to keep it in the players inventory after unlocking it.

 

That's exactly what I do, that's why I'm confused.

 

I have no reason to leave it in the player's inventory so by default I always send Destroy = true

 

Function UnequipDevice(Actor akActor)
If Game.IsPluginInstalled("KziitdFetishToolset.esm")
	var[] akArgs = new var[3]
	akArgs[0] = akActor
	akArgs[1] =  Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")
	akArgs[2] = true 
	KZEB_API.CallFunction("UnequipDevice", akArgs)

ElseiF Game.IsPluginInstalled( "Devious Devices.esm")
	RemoveDDGag(akActor)
EndIf
EndFunction


 

Posted (edited)
6 hours ago, Aleksi said:

Just a heads up on the suggested mods list, one in particular is no longer there, Animated Tentacles. The Page is there but when you go to "see file" it's just not there.

 I actually have it as I grabbed it when it first dropped but many won't be able to as it seems to be AWOL for whatever reasons.

 

I've actually been wondering if I should put it up on my MEGA w a few other hard to/imposs to find mods. Just don't know who to contact for permission

Found this post

 

I have just updated the link on the main page.

Edited by JB.
Posted
1 hour ago, JB. said:

That's exactly what I do, that's why I'm confused.

 

I have no reason to leave it in the player's inventory so by default I always send Destroy = true

 

Function UnequipDevice(Actor akActor)
If Game.IsPluginInstalled("KziitdFetishToolset.esm")
	var[] akArgs = new var[3]
	akArgs[0] = akActor
	akArgs[1] =  Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")
	akArgs[2] = true 
	KZEB_API.CallFunction("UnequipDevice", akArgs)

ElseiF Game.IsPluginInstalled( "Devious Devices.esm")
	RemoveDDGag(akActor)
EndIf
EndFunction


 

 

Hmm, strange. That should be the correct way to interface with it. If there aren't any pointers in the log. Probably best to wait Ego's response on the matter. Perhaps it's a bug on the KFT side.

Posted (edited)

One of the new WH exit messages makes little sense (most likely bad translation).

 

The player says "Can I go out? I've been ordered stuff." when it should be something like "Can I go out? Lindstrom gave me things/tasks to do." or "Can I go out? I've got stuff/things to do (for Lindstrom)."

 

During the VIP, he also says something weird like "I paid a lot to do stuffs to you" when it should be something like "I've paid a lot for you" or "I've paid a lot for the things/what I'm going to do to you."

 

Also singular is bloodleaf, plural is bloodleaves. Not Bloodleafs.

 

Just little things I've noticed, I hope it helps. 

Edited by Neppy
Posted
3 minutes ago, Neppy said:

One of the new WH exit messages makes little sense (most likely bad translation).

 

The player says "Can I go out? I've been ordered stuff." when it should be something like "Can I go out? Lindstrom gave me things/tasks to do." or "Can I go out? I've got stuff/things to do (for Lindstrom)."

Thanks, I'll take the opportunity to put some junkie lines in there too. 

Posted

@JB.

Forgive me for some of my wild thoughts.😂

I am looking forward to seeing Nora lose her legs. and I saw the scene of the ship and had a thought:

How can I lose my legs? This reminds me of a bad ending, where Nora loses all her value and is completely unable to complete any quests, which is why she loses her value.

When the required number of quests with a bad ending is reached, Nora will face a choice
Sent to a ship and become a plaything for the crew. On the ship, due to signal issues, the collar may lose control, so Nora, who had learned swimming before the war, actually had a good chance of escaping. She will seize this opportunity to try diving and escape, but there are many terrifying monsters in the sea. So Nora naturally lost her limbs. She was rescued in the struggle and successfully angered everyone, and was sent back to W. House. And naturally, she lost all her value.

Posted
On 9/1/2024 at 11:54 AM, DT6666 said:

One persistent issue despite this improvement is I seem to "die" and automatically reload my last save whenever I lose the fight. I thought I read elsewhere that losing the fight is another valid way to advance through the quest.

 

at least you can progress by winning the fight.

you should be able to progress the questline by losing.  the individual quest should be able to be completed or failed (been a good while since i lost that fight though).

sounds like something else is interfering but as it could be something baked into the save it may be hard to figure out what.

 

dumb question

did you roll back to a save before starting "The Fighter" quest and check with DIEL and RIEL there?

no clue if that would work or not.

 

Posted

lol ran into a minor problem.....and it turned out to be PEBCAK.

 

somehow i got 2.62 and did not have the voicepack updated (probably got 2.62 as the post was happening).

 

installed voicepack 1.06 and all good.

 

Posted
6 hours ago, JB. said:

I have no reason to leave it in the player's inventory so by default I always send Destroy = true

 

Hmm.  I copied your function and it works for me, any KFT devices I have equipped are removed and destroyed.

 

Are you populating KZEB_API properly?  I added the function to a test script with only global functions so I did this to it:

 

Function UnequipDevice(Actor akActor) Global
    If Game.IsPluginInstalled("KziitdFetishToolset.esm")
        Quest KZEB_MainQuest = Game.GetFormFromFile(0x00924A, "KziitdFetishToolset.esm") as Quest
        ScriptObject KZEB_API = KZEB_MainQuest.CastAs("KZEB:KZEB_API")
        
        var[] akArgs = new var[3]
        akArgs[0] = akActor
        akArgs[1] =  Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")
        akArgs[2] = true
        KZEB_API.CallFunction("UnequipDevice", akArgs)
    Else
        Debug.Trace("KziitdFetishToolset.esm not installed!")
    EndIf
EndFunction

 

Posted
3 hours ago, valcon767 said:

 

at least you can progress by winning the fight.

you should be able to progress the questline by losing.  the individual quest should be able to be completed or failed (been a good while since i lost that fight though).

sounds like something else is interfering but as it could be something baked into the save it may be hard to figure out what.

 

dumb question

did you roll back to a save before starting "The Fighter" quest and check with DIEL and RIEL there?

no clue if that would work or not.

 

True, being able to progress at all was a good thing. My save might have some shenanigans baked in because this was my first time setting up all the mods required and playing through Commonwealth Slavers, so at times I'd notice I was missing a mod (e.g. Buffout, Tentacles, switching CBBE to JB) or needed to change something. I think I'll go back and try a fresh playthrough after getting through the mod's story once and settling on a stable mod list/order. It's still not perfect, because I occasionally get the odd "AAF animation failed to load - progressing to next scene" popping up (this happened at the end of the Pit when I won, and while in the pillory at the bus stop).

To your second point, nah it's not a dumb question, it's actually pretty interesting. Yes I rolled back to a save before The Fighter and checked DIEL - it still had the Layer 2 amputator NoFight there. I had no idea that I'd done that, but it must've been in place almost 100% of my entire playthrough since defrosting in the Vault. It actually made for a really immersive submissive playthrough to not be able to raise my fists or pick up a weapon the entire game. I remember I had to lure the Vault radroaches to the electric generator so they'd be killed by the environment. Since I was doing my first playthrough I thought that level of helplessness was intentional (especially since at times other things like handcuffs remove your ability to use your hands as well).

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
  • Recently Browsing   1 member

×
×
  • Create New...