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Commonwealth Slavers


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Posted (edited)
2 hours ago, Fantasyaddict said:

Alright I think I might be stupid or something but I can not get the mod to work. I talk to the guy at the vault entrance but nothing happens. He just follows me around. Every time I talk to him he just says to enjoy my new live as a slave. Can someone please help.

Check the incompatibility list, I had the same issue until I realized I had Problem of Survivor installed which at the time JB. had listed as Troubles of Heroine, the Skyrim mod by the same author.  JB. updated that list the other day after I mentioned they had the wrong mod listed.  I also had Raider Pet installed at that time, so I removed both and CS started working and Murphy stopped following me around and it started normally.

Edited by RileyAP
Posted

Hello I have an problem with dialogues don't get triggered.

 

At the moment I'm at the point where I need to gain 300 bucks. But when I get close to an NPC and hit E all they do is say some comment but no dialogue will be triggered.

I know that problem from the start of the mod when leaving the vault. At that time I read about deleting the Nuka Ride mod which helps. But now I'm stucked with the same problem. I also deleted all left files from Nuka Ride manually as Vortex doesn't delete all when uninstall a mod.

 

I play with game version 1.10.163

Loadorder FO4.txt

Posted

@JB. Another incompatibility or minor issue with a mod, with "Enhanced Creatures AI Overhaul"  For "The Pit" if you have Radroach AI turned on, when you kill a roach, it spawns a nest of roaches, many which spawn outside the cage.  Kinda the same thing with the molerats, I had like 8 spawn outside the cage.  Had to resort to console>killall.  That knocked down the raiders but killed the mobs that were spawned.  It can be avoided by turning the AI off for roaches and molerats in the AI Creatures MCM or holotape.

Posted

@RileyAP Thank you for your reports! I have put them on the main page. Especially the Lord Escobar's piercing thing. A couple of users ran into that problem and I had no idea where it came from. 

Posted
14 hours ago, K-CMotors said:

Hello I have an problem with dialogues don't get triggered.

 

At the moment I'm at the point where I need to gain 300 bucks. But when I get close to an NPC and hit E all they do is say some comment but no dialogue will be triggered.

I know that problem from the start of the mod when leaving the vault. At that time I read about deleting the Nuka Ride mod which helps. But now I'm stucked with the same problem. I also deleted all left files from Nuka Ride manually as Vortex doesn't delete all when uninstall a mod.

 

I play with game version 1.10.163

Loadorder FO4.txt 4.61 kB · 1 download

 

I can't say it's a bug I've heard of before. But at first glance I did notice something odd about your load order. While C. Slavers has priority in your load order, Slavers patches should have even higher priority than C. Slavers. 

 

 

 

254 FE  21 Slavers - Nora's Secret Patch.esp
254 FE  22 Easy Girl and TRS Outfits - Slavers Patch.esp
254 FE  23 CS_WhoreHouse_Patch.esp
 92 5c     Slavers - No Bald Slaves Patch.esp
 93 5d     Slavers - CWSS Patch.esp
 94 5e     Commonwealth Slavers.esp

 

(Unless I am reading this wrong, I have no experience with MO2). 


Now, working in Diamond City has one overriding condition (by personal choice).

 
It only works with men. 


No children, no women, no races other than human. 

 

Posted
On 10/6/2024 at 8:25 PM, paparebbe said:

Thank you so much for the mod, JB! Having a blast!

  Reveal hidden contents

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😍

Posted
8 hours ago, JB. said:

 

😍

I wish I knew how to fix the goddamn seam between the neck and body. But every time I tried to install HiPoly head and face with improved FG body textures - I get the brown face 🫠

Posted (edited)

I finished the mod for the 1st time ever today, I had always been hesitant because of the content warning, but IMO, it's no worse than the Nora Route in NR, and a spectacular mod!!!  A little tedious to get to the number of jobs done for the True Ending, but overall just awesome.

 

I will say with the combat overhauls I have added and the weapon replacers I have in my modlist the True ending was pretty impossible without God Mode. I had it on Normal and would get smoked by the attackers in the lab.  Even with a bunch of perks from leveling for Toughness and weapon skills, I think the most I killed before dying was 8 of them.  Between getting shot with automatic laser weapons and a minigun and then the aforementioned Better Locational Damage and AI overhauls it was stupidly hard on Normal much less the Very Hard level I normally play at.  In that same vein, the first Slaver's Valley when doing the Scientist quest, 3 secs to get away meant I made it about 4 steps before dying because they had automatic AER-15 guns and just smoked me.

 

I did have some weirdness in Slavers Valley, maybe a mod conflict, but it was just odd graphics. with a low sky ceiling or a missing texture.  When you run under it you can't see above it.Fallout42024-10-0903-12-16.thumb.png.10bf2fa5406d488b90d5eac381607273.png

Edited by RileyAP
Posted
7 hours ago, RileyAP said:

 A little tedious to get to the number of jobs done for the True Ending, but overall just awesome.

 

this does depend on playstyle and whether you did get any extra points along the way, and also whether you 

do the newer (2nd part) questline when you have the ability to start choosing quests (ask Lindstrom for the "anything new i can do" choice for

the 2nd part questline stuff).

 

one run through the entire quest line (old and new quests) can net you 18 points (20 is default for endings), if you do not fail any

quests and get the extra point from "The Hooker" (DC quest), and do the "Drug Mule" and "Green Mile" quests (given by Wolfgang

and Trudy during Pet Walk).

 

then you can let Lindstrom give you random repeated quests for the last 2 points (in my case he gave me Scientist, and Hook-Up).

 

this happens to be the exact point i am at in this playthrough right now.   lol

 

 

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

Thank you for your reports! I have put them on the main page. Especially the Lord Escobar's piercing thing. A couple of users ran into that problem and I had no idea where it came from. 

You can add notes to Enhanced Creature AI & Latex Collar Curse.  For LCC you just need to turn the Dreams off in MCM and Creature AI you need to turn off radroach and molerat AI until the mod is finished.

 

For Lord Esscobar Piercings, people can add the "_CS_AllowedPiece_Keyword" after running CIS and it makes them work fine.

 

Still no go on any of the ASA gear, I did reinstall ASA from the download and it is ESL flagged from the author, so it's not that, but I noticed that the formIDs in CS do not match the ones in ASA.esp, even after adding the models they do not show up on new save either.  First picture is from ASA.esp the 2nd is from Commonwealth Slavers.esp.

 

image.png.993e0fdfc713a5fc6e372c37a25508e4.png

image.png.68abeda875f5726fde7520ac9fa29551.png

Edited by RileyAP
Posted
2 hours ago, valcon767 said:

one run through the entire quest line (old and new quests) can net you 18 points (20 is default for endings), if you do not fail any

quests and get the extra point from "The Hooker" (DC quest), and do the "Drug Mule" and "Green Mile" quests (given by Wolfgang

and Trudy during Pet Walk).

Yeah, I hit 16 before I had to start redoing quests, which is why I said a little tedious, but it's no worse than Norita in Nuka Ride and the housekeeping stuff.  I just did the repeatable drug sale twice( I was able to choose quests) and added caps via console, because I didn't feel like doing the basic whoring and sales.  Then re-did the Hooker and got a bonus point for stealing from Dwyane.  Not awful just slightly tedious.

Posted

I have tried and retried "the Hookup" a few times on version 2.6.6 and it won't let me get the plastic.  gets the blood leaf and fertilizer fine, but I can circle and dance on top of the news stand and it won't begin the animation to pick up the plastic.

Posted
12 hours ago, sharp32548 said:

I have tried and retried "the Hookup" a few times on version 2.6.6 and it won't let me get the plastic.  gets the blood leaf and fertilizer fine, but I can circle and dance on top of the news stand and it won't begin the animation to pick up the plastic.

 

on 2.6.6 you do not get the animation when grabbing the plastic.  just take (loot) the plastic out of the newstand and it should count (progress).

 

Posted (edited)
21 hours ago, sharp32548 said:

I have tried and retried "the Hookup" a few times on version 2.6.6 and it won't let me get the plastic.  gets the blood leaf and fertilizer fine, but I can circle and dance on top of the news stand and it won't begin the animation to pick up the plastic.

Worst case scenario is to add 10 pieces of plastic by using console commands. It'll progress the quest even if you can't loot the mailbox. I've had this bug happen to me when the Hookup was the first quest I did after the story skip.

Edited by Neppy
Posted
29 minutes ago, Neppy said:

I've had a bug happen twice where my character having an orgasm would enable face tints despite me having it disabled.

 

 

Damn, you're right. You can fix it in the meantime, if you edit the XML in Data/MCM/Config/Commonwealth Slavers

 

image.png.0f0bee993d019eb81758308e6ad6f77b.png

 

 

Line 1076.   That 11F78 should be 11F178 

 

 

Posted
33 minutes ago, Neppy said:

Worst case scenario is to add 10 pieces of plastic by using console commands. It'll progress the quest even if you can't loot the mailbox. I've had this bug happen to me when the Hookup was the first quest I did after the story skip.

I'll see if I can reproduce it tonight. 

Posted (edited)
On 10/9/2024 at 9:58 AM, RileyAP said:

For Lord Esscobar Piercings, people can add the "_CS_AllowedPiece_Keyword" after running CIS and it makes them work fine.

@JB. I also noticed the handcuff model does the same thing and doesn't show up after running CIS, adding the keyword fixed it.  It's odd because the script runs and you can't access your pipboy and you assume the cuffed pose, but no handcuff model shows.  After adding the keyword the model shows up in game correctly.

 

Still no luck on the ASA gear though, none of it works for me.  If I use ESP Explorer and grab them from CS they equip but don't have a model on the body, and if I grab them from ASA directly they don't have the allowed keyword but show up if I remove the collar restrictions in MCM.

 

Another possible conflict(might be something in my list, not sure yet) but in the DC guard house, there seems to be an additional wall that conflicts with The Fens Sheriff's Department aka The Bleachers 2 and or Nuka Ride.  It doesn't conflict with NR & FSD as I've played it in the past couple weeks, but when I add CS, and remove Raider Pet & Problems of Survivor, a wall appears It adds one of the vanilla walls back in so you can't run back and see Keyshawn with the PA during Night Fever, I'll try investigate more but it 's the wall below that I circled, as I said I've run thought NR and that quest probably 30 times and it's never been there until after I added CS.  I can't imagine that PoS or Pet did anything with this wall, but it could have somehow.

 

Also this time when running into Fever and the gunners, there didn't happen to be a hostile animal spawn from Mutant Menagerie, so it's not every time, but should probably still be listed as a conflict.

Fallout4 2024-10-11 18-00-42.png

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

I'll see if I can reproduce it tonight. 

OK, wow, I was able to reproduce it and was perplexed. If I had to suspect anything, it's that that newspaper stand still doesn't exist if we choose the cheat to skip the whole intro. It wasn't generated yet in the world. I don't know, that's the only thing I can think of, so I wrote a failsafe so it won't happen again. 

 

New maintenance update, included: 

 

2.6.7

 

  • 10 plastic units should already appear inside the newspaper stand near the bus station in “The Hook-Up”, if you skipped all Commonwealth Slavers via cheat mode. 
  • Fixed the MCM to prevent having facial textures. 
  • Fixed the tattoo script mentioned here.
  • The cheat mode, if you choose not to run away, it still amputates your arm xD Fixed. 
  • The true Ending should already open the Diamond City gate.
  • Fixed some errors in the Papyrus log corresponding to the Amputator. Now the Amputator is no longer a hard requierement so a few final nut adjustments were missing. 
Edited by JB.
Posted
1 hour ago, RileyAP said:

Still no luck on the ASA gear though, none of it works for me. 

I use the original plugin, not edited, and everything works fine. 

 

I guess if you edit it, the formIDs are changed, which breaks compatibility. 

Posted
6 hours ago, 4nln415 said:

Is there a way to not block pregnancy (skipped the operation and bimbo surgery)? :|

If you skipped the first operation (cosmetic surgery doesn't matter), you could get pregnant if you have FPE. 


If it's not working for you, try FPE Redux. My mod could never stop this mod from getting you pregnant. 

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

I use the original plugin, not edited, and everything works fine. 

 

I guess if you edit it, the formIDs are changed, which breaks compatibility

I didn't edit it, but it looks like the list author did compact it, I re-installed from the download, so it should work now. I can't test without a new game and I'm traveling the next week or so but i would guess it's fine since the FornIDs match up now.

 

Still not sure what's going on with the wall in the DC guard office but I'll report back when i figure it out.  Question if I have both CS and NR in my list, which one should have priority?

Edited by RileyAP
Posted
3 hours ago, RileyAP said:

Question if I have both CS and NR in my list, which one should have priority?

 

I've always had CS lowest in load order (highest priority i assume) while doing the CS content and then changed that to NR being lowest when I've finished CS and moved onto NR

Posted (edited)
On 10/11/2024 at 2:38 PM, JB. said:

 

 

Damn, you're right. You can fix it in the meantime, if you edit the XML in Data/MCM/Config/Commonwealth Slavers

 

image.png.0f0bee993d019eb81758308e6ad6f77b.png

 

 

Line 1076.   That 11F78 should be 11F178 

 

 

hello, currently doing "the weapon" quest and it keeps unequipping the cane, is there a fix?

Edited by ThotEviscerator

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