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Posted

The pit...i get all the way to the pit, we go inside and then the bombs just stand there.  i cant talk to anybody, all the doors are locked and it looks like there is a panel covering the top of the stairs.

Posted (edited)
On 9/27/2024 at 1:16 AM, goldeneye008 said:

I finished the mod for the second time now after only keeping bare necessities in my load order and I would like to say:


 

  Reveal hidden contents

What a fantastic mod you've created here. Very impressed with the voices and the dialogue which even has its fair share of humor in an otherwise dark setting. So much kinky and hot content, absolutely loved it. But yeah, I think my character deserves freedom now and I can start the playthrough for real

 

I was so determined on finishing this quest on my new character because I think it's actually a way more realistic beginning than vanilla considering the setting. I even came to care for the characters like Murphy (I swear this guy is identical to my first character in Fallout 4 vanilla) and the Bomb Brothers. Of course it ended how it should end considering I played my character as rebellious, but still great characters. You did a great job with the writing.

 

Now onto the biggest issues I faced with this mod. So in both my playthrough I started crashing quite frequently towards the end of the mod (like around 12-13 tasks completed) and it was always when talking to Declan to leave the Whorehouse to do a job. The loading starts but it crashes midway while loading so Buffout doesn't create a log most of the time which makes it a pain in the ass to pinpoint the culprit. I really can't figure out what was causing it since first playthrough was very heavily modded and my second playthrough was not. All I can think about is that it had to do with either body physics, the piercings (optional ones listed) or something to do with the custom camera mod. I really have no clue. The few logs I got referenced playermenu, bodyphysics and camera at least

 

Either way when it started to happen I started approaching Declan from different angles and different camera position and was able to go out with no crash after a few attempts. In-between these two playthrough I tried another one (since I accidentally deleted my saves from first playthrough) but eventually just loading a save crashed my game immediately so I had to just delete the character (this was heavily modded with same mods as the first playthrough).

 

All in all though, an amazingly done mod and I really appreciate the effort you put into this JB.

 

Now just a few questions if you don't mind; now that I've finished the mod, will there come a point where the mod just gets disabled for example if I go to Corvega and slaughter everyone?

Also, now that it's finished can I safely install Raider's Pet mod? 

And the last one: if I where to chose to keep the marks in MCM settings can they still be removed by visiting this guy in Diamond City? more specifically, can I choose to only remove the tube-thing scar while still keeping the hot iron marks from this mod?

 

Sorry for long post, just wanted everything out in the open while it's still fresh,  I'm on phone so sorry for any typos or whatnot

 

 

 

Thank you ! About your CTDs, do you remember if they stopped happening to you during the series of missions at the end? 

 

I have the suspicion that the CTD when leaving is because I am running an AAF scene between a slave and a client. So my solutions would be to simply not run them when you wake up in the Whore House.

 

These sex scenes don't run during the True Ending quest series. 

Edited by JB.
Posted (edited)
5 hours ago, alex61821 said:

So my game crashes 9 times out of 10 when leaving the whorehouse on missions.  i hope this is the crash log.

 

 

The log points to Unique Player but install this to see if a script of mine is at fault. 


Every time you wake up, a random AAF scene starts. When Declan sends you outside, he sends a script to end that AAF scene. This is a very recent implementation. 


What this hotfix does is avoid starting an AAF scene altogether. 

 

Slavers 2.6.5b Whore House CTD Hotfix.7z

 

If for some reason you see any AAF scenes still running between a slave and a client, end them manually before asking Declan to leave. 

Edited by JB.
Posted (edited)
15 minutes ago, xrevonx said:

I always got CTD when traveling in "the Hooker" just outside from the bus station, can you check the crash report? thanks a lot!

crash-2024-09-28-16-22-03.log 12.16 kB · 0 downloads

It says pathing error (navmeshes I guess). 

  • Uninstall PRP. My mod is not compatible with this mod and it results in many graphical errors. 
  • Give more priority to my mod, it has to load last, except for its patches, of course.
  • Before you ask Declan to let you go outside, open the AAF panel and make sure there is no sex scene between a client and a slave. End it manually if there is. 
  • Install my hotfix too. ☝️
Edited by JB.
Posted
13 hours ago, JB. said:

Thank you ! About your CTDs, do you remember if they stopped happening to you during the series of missions at the end? 

 

I have the suspicion that the CTD when leaving is because I am running an AAF scene between a slave and a client. So my solutions would be to simply not run them when you wake up in the Whore House.

 

These sex scenes don't run during the True Ending quest series. 

I am fairly certain I crashed once when leaving the Whorehouse in the True Ending near the end where Middle Bomb takes you to correctional, but that was it. It typically started happening after I had finished all the unique quests and was doing repeats, so between like job 13 and 20, but that might be completely coincidental. Your hunch might be right about AAF scene playing in the background causing the CTD.

Posted
16 hours ago, JB. said:

 

 

The log points to Unique Player but install this to see if a script of mine is at fault. 


Every time you wake up, a random AAF scene starts. When Declan sends you outside, he sends a script to end that AAF scene. This is a very recent implementation. 


What this hotfix does is avoid starting an AAF scene altogether. 

 

Slavers 2.6.5b Whore House CTD Hotfix.7z 26.76 kB · 1 download

 

If for some reason you see any AAF scenes still running between a slave and a client, end them manually before asking Declan to leave. 

Patch seems to be working great, havent had a crash since and the pit even worked for me this time.  a millions thanks.

Posted
21 hours ago, JB. said:

It says pathing error (navmeshes I guess). 

  • Uninstall PRP. My mod is not compatible with this mod and it results in many graphical errors. 
  • Give more priority to my mod, it has to load last, except for its patches, of course.
  • Before you ask Declan to let you go outside, open the AAF panel and make sure there is no sex scene between a client and a slave. End it manually if there is. 
  • Install my hotfix too. ☝️

thanks for the advice, it works now, thanks!

Posted
On 9/28/2024 at 11:34 AM, JB. said:

 

 

The log points to Unique Player but install this to see if a script of mine is at fault. 


Every time you wake up, a random AAF scene starts. When Declan sends you outside, he sends a script to end that AAF scene. This is a very recent implementation. 


What this hotfix does is avoid starting an AAF scene altogether. 

 

Slavers 2.6.5b Whore House CTD Hotfix.7z 26.76 kB · 1 download

 

If for some reason you see any AAF scenes still running between a slave and a client, end them manually before asking Declan to leave. 

 

Maybe better to trigger this scene only when your working in the whore house (no reason to leave after all) repeatable quest and close it down when the VIP portion of that starts

 

On a unrelated note, on the Scientist should it cycle through the animals you collect from? as I've been sent to mirelurk king 3 times in a row and if it doesn't cycle is there a way to make it do that like with the truce quests so your not sent to the same creature each time

Posted
On 9/29/2024 at 5:49 AM, pinky6225 said:

On a unrelated note, on the Scientist should it cycle through the animals you collect from? as I've been sent to mirelurk king 3 times in a row and if it doesn't cycle is there a way to make it do that like with the truce quests so your not sent to the same creature each time

 

iirc it is a random chance which you get sent to during the Scientist.  it can (usually) chose different choices when it send you out to collect.

 

Posted

uh hi JB sorry for bothering you again, I can't access Jared's Terminal during the Harvestress. I installed raider children before, I thinks that's the culprit but I already disable it but still can't access the terminal, any fix?

 

Posted
3 hours ago, xrevonx said:

uh hi JB sorry for bothering you again, I can't access Jared's Terminal during the Harvestress. I installed raider children before, I thinks that's the culprit but I already disable it but still can't access the terminal, any fix?

 

When you go upstairs, take the stairs and you will have a special dialogue. At the end of the dialog the terminal is no longer locked.  I forgot to deactivate the elevator.  

Posted (edited)

2.6.6

 

  • Safe to update midsave. 
  • Remove any previous hotfixes you have installed, they are already included in this update. 
  • When Gristle grabs you at the start of the mod, the camera will zoom out a little so that he won't be invisible.
  • Fixed a constant CTD when leaving the Whore House. There won't be any more random AAF scene between a slave and a client when you wake up after a mission. 
  • During True Ending in Corvega, the elevator will be deactivated, so that the player can go up the stairs and avoid running into a blocked terminal. 
  • The mod will point you to Rose's locket in the True Ending, so you can pick it up and get the “Revolution” Perk.
  • All slaves (including the extra slaves added by “No Bald Slaves Patch”) will disappear during and at the end of the True Ending. This has always been the case, but a previous tweak made them enabled again. 
  • Grammatical corrections and edits thanks to @DT6666

 

Before: 

Capturadepantalla2024-09-2412_38_10.png.d1aba4c8ba7f99cb7185444a3fa65296.png

 

 

After: 

 

Capturadepantalla2024-09-2419_43_47.png.3a06e9018e7a0c9ba7b3d73c4bb104b5.png

 

Rose's Locket: 

 

Capturadepantalla2024-09-3020_42_40.png.f5f7ffddc093152d2440f96461050bb0.png

Edited by JB.
Posted

I had a small bug during the Truce mission when I got to Corvega, Jared was on the cross and it kinda bugged out and didn't force my character onto the cross. It didn't break anything, I just thought it was funny haha

Posted
14 minutes ago, xrevonx said:

sorry to bother you again JB, i tried to take the stairs, but always CTD, any fix? thanks in advance! (this happened both in the 2.6.5b version and the 2.6.6 version)

crash-2024-10-01-05-03-59.log 17.27 kB · 0 downloads

It doesn't sound like anything, but googling seems to indicate that the solution is to disable weapon debris in the launch menu options. Give it a try. 

Posted
1 hour ago, JB. said:

It doesn't sound like anything, but googling seems to indicate that the solution is to disable weapon debris in the launch menu options. Give it a try. 

thanks, I'll try it!

Posted (edited)
7 hours ago, xrevonx said:

I already downloaded the mod weapon debris crash fix (since I can't access the launch menu cause I haven't update yet) but still CTD, I already check the log, before the violation says at Buffout 4, its now in fallout4.exe, maybe you can check it, i'm not good with diagnosing crash and sorry for bothering you

crash-2024-10-01-07-32-09.log 17.51 kB · 0 downloads

 

Hey xrevonx

 

I was intrigued as to why your game crashed and I started to check it myself with the Scan Crashlogs program.

at least two esps that I have used myself and had a lot of crashes are MutilatedDeadBodies.esp and StartMeUp.esp

MutilatedDeadBodies.esp needs Optimization Patches Collection patch and StartMeUp.esp new versio Start Me Up Redux.

 

below are pictures of the crash log

 

crach part 1.PNG

crash part 2.PNG

Edited by Razoer
Posted
24 minutes ago, Razoer said:

 

Hey xrevonx

 

I was intrigued as to why your game crashed and I started to check it myself with the Scan Crashlogs program.

at least two esps that I have used myself and had a lot of crashes are MutilatedDeadBodies.esp and StartMeUp.esp

MutilatedDeadBodies.esp needs Optimization Patches Collection patch and StartMeUp.esp new versio Start Me Up Redux.

 

below are pictures of the crash log

 

Thanks for the help! I did managed to avoid the crash point by using tcl tho and continue the quest without any CTD, anyway thanks for the advice!

Posted
1 hour ago, xrevonx said:

Thanks for the help! I did managed to avoid the crash point by using tcl tho and continue the quest without any CTD, anyway thanks for the advice!

 

 
It's good that it worked and I checked that updating StartMeUp.esp by replacing it with StartMeUe Redux is not possible, 
they are both completely different. You have to completely restart the game if you switch.
Posted

Hey, great mod!

running the latest and I'm running into an issue I've had in previous versions as well.

The overlays are getting added multiple times somehow, and it's causing some weird interactions like removing the wrong tattoos when I go to remove a duplicate tattoo.
 

I'm not super sure which mod is doing it, or if it's this mod's interpretation of it.

My guesses for the potential culprits:
Looksmenu (1.6.20 on 1.10.163)

Commonwealth Slavers (2.6.5b on 1.10.163)

But looking through the source, I think I found the problem.
 

Line 800 of _CS_Main.psc

Function SetMarks(Actor Ao)
	If _CS_Marked_Jared_01.GetValueInt()==1
	AddEntry(Ao,true,1,Mark_LowBack_Fucktoy)
	EndIf	

	If _CS_Marked_Jared_02.GetValueInt()==1; player only
	AddEntry(PlayerREF,true,1,Mark_Back_Skull)
	EndIf	

	If _CS_Marked_Jared_03.GetValueInt()==1; player only
	AddEntry(PlayerREF,true,1,Mark_Front_Cattle)
	EndIf	

	If _CS_Marked_Ransom.GetValueInt()==1; player only
	AddEntry(PlayerREF,true,1,"Mark_Hip_Property")
	EndIf	

	If _CS_Marked_Dwayne.GetValueInt()==1
	AddEntry(Ao,true,1,Mark_Butt_Cattle)
	EndIf	

	If _CS_Marked_30Days.GetValueInt()==1; player only
	AddEntry(PlayerREF,true,1,Mark_Back_SkullFire)
	EndIf	

	If _CS_CastrationEvent.GetValueInt()==0
 	AddEntry(Ao,true,1,CS_CastrationMark)
	EndIf	

	;If _CS_Marked_Lindstrom_01.GetValueInt()==1
	AddEntry(Ao,true,1,Mark_Belly_Skull)
	;EndIf	

	If _CS_Marked_Lindstrom_02.GetValueInt()==1;player only
	AddEntry(PlayerREF,true,1,Mark_Front_HorseShoe)
	EndIf		

	If _CS_Champion_Global.GetValueInt()==1
	AddEntry(PlayerREF,true,1,Mark_Butt_SkullFire)
	EndIf

	If _CS_Codename_Fuckmeat.GetValueInt()==1
	AddEntry(PlayerREF,true,1,CS_Fuckmeat)
	EndIf

	If _CS_Codename_Rapemeat.GetValueInt()==1
	AddEntry(PlayerREF,true,1,CS_Rapemeat)	
	EndIf

	If _CS_Codename_Vaultmeat.GetValueInt()==1
	AddEntry(PlayerREF,true,1,CS_Vaultmeat)	
	EndIf

	Update(Ao)
EndFunction

 

This is called from SetSimplerTattooSet() which is use in CS_House stage 62

 

Note how sometimes AddEntry() passes PlayerRef, and sometimes passes Ao to diffrentiate between the player and the other slaves and have some tattoos that are unique to the player.
Cool detail btw, having the other slaves share most of your tattoos.

 

The issue here is the fragment that CS_House stage 62 (and something in the DC quest) calls:
 

;BEGIN FRAGMENT Fragment_Stage_0062_Item_00
Function Fragment_Stage_0062_Item_00()
;BEGIN CODE
MainScript.SetSimplerTattooSet(PlayerREF)
MainScript.SetSimplerTattooSet(Slave01)
MainScript.SetSimplerTattooSet(Slave02)
MainScript.SetSimplerTattooSet(Slave03)

It makes sure every slave has the right tattoos, right? Good so far.
It first sets the correct tattoos for the player. In this case Ao equals playerRef
But then it sets the tattoos for Slave01, which ends up calling setMarks(). In this case Ao doesnt equal PlayerRef, but AddEntry is still passing PlayerRef for those tattoos, which correctly skips adding them to the NPC slave01, but then adds a bunch of dupes to the player.
Repeat for slaves 02 and 03.

Which should result in 4? total dupes of a player only tattoo on the player. Sanity check:

Spoiler

Screenshot2024-10-01165750.jpg.c0f721e464e23f5c4ca2beddcc495681.jpg
Yep that's 4 instances of the "Fuckmeat" tattoo, allong with 4 instances of each hot iron mark added by the story that are also marked as 'player only'.


The main issue I'm having trouble understanding is the weird interactions of the tattoos being really difficult to remove/change in the looksmenu in game. Could that be due to Overlays.psc's Update() function not being called on the player the last 3 times?

Either way, I just threw a "Ao == playerRef &&" in front of each 'player only' if statement in setMarks() and that seems to have done the trick.
I feel like there's a more graceful way to do it, but for now the overlays are not excessively dark and I'm happy.

Posted
3 hours ago, tattooleak said:

I am facing this issue.

The face is just going white.

 

 

377160_20241002155046_1.png

377160_20241002155113_1.png

377160_20241002131708_1.png

 

it seems that the overlay texture is the wrong size for the face texture. are you using 2k face texture?
If you have a face texture of 2k and the makeup or eyebrows are 1k that will cause problems too.

 

 

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