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Commonwealth Slavers


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Posted (edited)

@EgoBallistic @naaitsab 

 

I was about to spray holy water on my pc until I decided to delete the space here and now it works. 

 

        akArgs[1] =  Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")

 

 

        akArgs[1] = Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")

 

 

🤧

 

I know that the scriptobject is filled correctly bc I'm able to equip specific gags and unequip them, my only problem was destroying them. Well, a fix is coming soon for both this and Nuka Ride. Thanks ! 

Edited by JB.
Posted
2 hours ago, JB. said:

@EgoBallistic @naaitsab 

 

I was about to spray holy water on my pc until I decided to delete the space here and now it works. 

 

        akArgs[1] =  Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")

 

 

        akArgs[1] = Game.GetFormFromFile(0x000805, "KziitdFetishToolset.esm")

 

 

🤧

 

I know that the scriptobject is filled correctly bc I'm able to equip specific gags and unequip them, my only problem was destroying them. Well, a fix is coming soon for both this and Nuka Ride. Thanks ! 

 

Another one of Todd's "it just works" features 😅 It should not matter if there is 0, 1 or 2 spaces there. But if it fixes it, that's what matters.

Posted (edited)

During the Porn Movie quest Snoopy keeps walking around. It's kind of annoying.

During the Harvester quest, Dwayne keeps turning around when you get too close to him, which is also annoying.

Edited by Neppy
Posted
On 9/2/2024 at 12:53 AM, JB. said:

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: 

 

  Reveal hidden 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. 
  Reveal hidden 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. 

An update to common wealth slavers is always a nice sight. Really amazing job was gonna ask you about the Junkies thing and you put it to work before I could ask for it.

"Added “Junkies Emergency Center” I also implemented a new system where you can become a junkie after consuming Slavers Jets after n times, if you want. "

I would have a small request tho adding a dog paw tattoo to player character if she denies working with the dog.

 

Additionally would it be possible to integrate 

https://www.nexusmods.com/fallout4/mods/85063

and

https://www.nexusmods.com/fallout4/mods/82670

 

the second would be as an option to Lord Escobar Piercings. As they are not working right for me as in getting on top of clothes and the cbbe-3bbb body issues.

Thanks.

 

Posted
On 9/1/2024 at 8:48 PM, athena1978 said:

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.

i have all of them still can't talk to murphy.

Posted

Sooo...what is the point of adding a Revolution perk in the final mission if the locket is removed when you talk to Gristle? Also the perk itself says Rose's Locker instead of Locket.

Posted
1 minute ago, Neppy said:

Sooo...what is the point of adding a Revolution perk in the final mission if the locket is removed when you talk to Gristle? Also the perk itself says Rose's Locker instead of Locket.

Check the grave. The locker is there. 

Posted
On 9/2/2024 at 12:53 AM, JB. said:

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: 

 

  Reveal hidden 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. 
  Reveal hidden 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. 

 

Your work is greatly appreciated.

Posted (edited)

(Sorry if this has been answered already) but can Amputator work with the latest FO4 version? I noticed it requires SUP F4SE, and that mod doesn't appear to be updated to the latest fallout version. I joined the SUP F4SE Discord and they seem to still be working on updating the mod, meanwhile they recommend rolling back to the previous fo4 version... but I feel like that might throw off something else in my modlist that depends on the newest fo4 patch.

Currently the only two issues I'm experiencing with Amputator are firstly, a notification that SUP F4SE doesn't appear to be installed (it is, but the old version), and secondly when arms are amputated I'm experiencing a visual bug where the upper and lower arms are still visible past where they should be removed, and only the hands are invisible. I think I saw a post in the Amputator discussion that the visual bug I'm experiencing might be the result of SUP F4SE not being installed correctly.
 

Edit: I found a fix to my issue. I had to revert my Fo4 version back to the latest one that had a working SUP F4SE. That leaves me hopeful that I'll be able to use the latest Fo4 version whenever SUP F4SE rolls out an update.

Edited by DT6666
Found the fix to my bug
Posted (edited)
20 hours ago, DT6666 said:

(Sorry if this has been answered already) but can Amputator work with the latest FO4 version? I noticed it requires SUP F4SE, and that mod doesn't appear to be updated to the latest fallout version. I joined the SUP F4SE Discord and they seem to still be working on updating the mod, meanwhile they recommend rolling back to the previous fo4 version... but I feel like that might throw off something else in my modlist that depends on the newest fo4 patch.

Currently the only two issues I'm experiencing with Amputator are firstly, a notification that SUP F4SE doesn't appear to be installed (it is, but the old version), and secondly when arms are amputated I'm experiencing a visual bug where the upper and lower arms are still visible past where they should be removed, and only the hands are invisible. I think I saw a post in the Amputator discussion that the visual bug I'm experiencing might be the result of SUP F4SE not being installed correctly.

 

By visible if you mean a thin stick like arm still extends beyond the point of amputation, i had that and fixed it by removing discrete female skeleton (not sure why i had that installed tbh - guess old requirement for something i used in the past)

 

Edit : Realised what it was for, its a requirement for the CBBE knee fix so guess this is a case of pick you poison if your using CBBE either have weird little twig arms when amputated or weird knee's during some animations

Edited by pinky6225
Posted

Tried the new junkie dialogue when your doing the Pet Walk to get a raider to give you a dose of slavers jet for a blow job - should the raider be checking there own inventory for slaver jet or the PCs? Kinda thought the intention there was the raider helping you out with the no arms thing rather than giving you the slaver jet item

 

Also when you do the dialogue and the raider has slaver jet so agrees to give you some in exchange for a blow job the PC's dialogue in response is "okay i wanna see the caps first" rather than something slaver jet related

Posted (edited)
27 minutes ago, pinky6225 said:

Tried the new junkie dialogue when your doing the Pet Walk to get a raider to give you a dose of slavers jet for a blow job - should the raider be checking there own inventory for slaver jet or the PCs? Kinda thought the intention there was the raider helping you out with the no arms thing rather than giving you the slaver jet item

 

Also when you do the dialogue and the raider has slaver jet so agrees to give you some in exchange for a blow job the PC's dialogue in response is "okay i wanna see the caps first" rather than something slaver jet related

That's interesting. You have Slavers Jet in your inventory and you want a raider to do you the favor of applying it. I went without slavers jets because of a previous punishment. 


I can make the raider do one of three things randomly:

 

1- He decides to help you and apply it. (10%)

2- He wants to help you prior sexual service. (60%)

3-O he will simply ask you to stop bothering him. (30%) 

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

That's interesting. You have Slavers Jet in your inventory and you want a raider to do you the favor of applying it. I went without slavers jets because of a previous punishment. 


I can make the raider do one of three things randomly:

 

1- He decides to help you and apply it. (10%)

2- He wants to help you prior sexual service. (60%)

3-O he will simply ask you to stop bothering him. (30%) 

 

Being raiders don't think they'd do anything for free :)

 

Would think it would go something like...

 

1 - He offers to help you for a blow job using your slaver jet

2 - If you have no slavers jet he offers to give you his and help you take it for a blow job

3 - If neither of you have slavers jet then dialogue doesn't appear / regular whoring dialogues

Posted (edited)
On 9/4/2024 at 6:24 AM, pinky6225 said:

 

By visible if you mean a thin stick like arm still extends beyond the point of amputation, i had that and fixed it by removing discrete female skeleton (not sure why i had that installed tbh - guess old requirement for something i used in the past)

 

Edit : Realised what it was for, its a requirement for the CBBE knee fix so guess this is a case of pick you poison if your using CBBE either have weird little twig arms when amputated or weird knee's during some animations

Thanks for the reply. I saw the type of bug you're describing in the Amputator forum, but I'm afraid mine is a different problem. I should have clarified to begin with. Regardless, if I run into the issue you're describing, thank you for providing an explanation. 

I'm using Fusion Girl currently, so no knee fix. And I'm not using discrete female skeleton. My character's arms don't appear as thin sticks, but rather as completely normal looking upper arms and lower arms and wrist shackles, but with invisible hands. It's actually very similar to the first photo shared by icebee001 on the Amputator forum here. They seemed to imply that their issue was resolved by properly installing SUP F4SE, so I thought that might be the cause of my issue too.

For what it's worth, the legs in contrast appear entirely invisible below the mid thigh, which I think is closer to correct. But fishnet stockings can still be equipped to outline the invisible remainder of the legs, and ankle shackles remain in place, sort of floating around in front of the character.

Edit: I found a fix to my issue. I had to revert my Fo4 version back to the latest one that had a working SUP F4SE. That leaves me hopeful that I'll be able to use the latest Fo4 version whenever SUP F4SE rolls out an update.

Edited by DT6666
Found the fix to my bug
Posted (edited)

I'm looking for a tree mod to improve the Fallout 4. Problem here is that I'm worried it might break this mod or Nuka Ride in terms of NPC navigation. Any suggestion on what actually has been proven to do the job with minimum interference? Thanks

Edited by shpuntik
Posted
1 hour ago, shpuntik said:

I'm looking for a tree mod to improve the Fallout 4. Problem here is that I'm worried it might break this mod or Nuka Ride in terms of NPC navigation. Any suggestion on what actually has been proven to do the job with minimum interference? Thanks

I tried it with “A Forest” and it was so frustrating that it led me to create the cheats to teleport Gristle and the others to you. 


The problem is that I have yet to find one of these mods that add trees and update the navmeshes. Otherwise, the NPCs will still be unaware that in front of them is a freaking fallen log in the middle of the road. You can use tree / pine tree mods, but you will have to use the MCM cheats often.

 

I also tried it with Desperados and that was perfect, basically because instead of adding trees, it takes them out. 

Posted (edited)
2 hours ago, Waity6taity said:

Hello whats the point of having a threshold for jobs for gang and then being executed (Death ending)? w/o spoilers preferably pls

It was a suggestion from a user that I implemented. For those who wanted an execution and to close the story with that ending. 

Edited by JB.
Posted

Hey so I've tried the new Slavers 2 skip and it unlocked the bomb quest as a repeatable but I don't have the option to do the porn studio quest, the options simply do not show up in and goes directly to more options. I've also tried to do a normal run and at the first meeting with Jared I got the prompt that I got addicted to jet from using it too much despite it being the first time. I went as far as going further just to check if I had the jet addict perk but it wasn't there so I'm not sure why I got that prompt.

Posted
57 minutes ago, Neppy said:

Hey so I've tried the new Slavers 2 skip and it unlocked the bomb quest as a repeatable but I don't have the option to do the porn studio quest, the options simply do not show up in and goes directly to more options. I've also tried to do a normal run and at the first meeting with Jared I got the prompt that I got addicted to jet from using it too much despite it being the first time. I went as far as going further just to check if I had the jet addict perk but it wasn't there so I'm not sure why I got that prompt.

You are right. Neither are The Scientist and The Pit. I'll have it fixed for the next update. Won't need you to reset the save or anything. 

 

I will look into the jet bug. I thought I had it all tidied up. 

Posted
3 hours ago, JB. said:

It was a suggestion from a user that I implemented. For those who wanted an execution and to close the story with that ending. 

I never got the chance to finish this mod (not once 😌) but i'd like to think that there is a way to escape just before the execution (even after missing all the other opportunities). Another "run away" quest but this time, you have to stay hidden. Any interaction with raiders will lead to your recapture (and possibly, execution). This scenario can also be handled by "AAF violate" (CS integration). 

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