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Posted (edited)

Hey @JB.. i been making changes overtime to Leito Animation Edits fixing alignments change some animations, removing random;y flying legs if possible for anyone to test it and let me know if something looks off, and if its ok to replace it with the one in the Optional file? FO4_AnimationsByLeitoZombieEDITS25.7z 

 

Names of changed animation stages 

Spoiler

---Human Animation---

 

Leito_Aggressive_BJ_F
Leito_Aggressive_Carry_F
Leito_Aggressive_Doggy_F
Leito_Aggressive_Missionary_F
Leito_Aggressive_Powerbomb_F
Leito_Carry_A1_S3
Leito_Chair_Missionary_A1_S3
Leito_Chair_Powerbomb_A1_S2
Leito_Chair_Powerbomb_A1_S3
Leito_Chair_ReverseCowgirl_3_A1_S3
Leito_Chair_ReverseCowgirl_A1_S3
Leito_Cowgirl_3_A1_S3
Leito_Cowgirl_3_A2_S2
Leito_Doggy_2_A1_S1
Leito_Doggy_2_A1_S2
Leito_Doggy_A1_S1
Leito_Doggy_A1_S2
Leito_Doggy_A1_S3
Leito_Doggy_A1_S4
Leito_Missionary_2_A1_S1
Leito_Missionary_2_A1_S2
Leito_Missionary_2_A1_S3
Leito_Missionary_2_A2_S3
Leito_Missionary_2_F2_S3
Leito_Missionary_A1_S1
Leito_Missionary_A1_S2
Leito_Missionary_A1_S3
Leito_Missionary_A1_S4
Leito_Powerbomb_A1_S2
Leito_ReverseCarry_A1_S2
Leito_ReverseCarry_A1_S3
Leito_ReverseCowgirl_2_A1_S2
Leito_ReverseCowgirl_2_A1_S3
Leito_ReverseCowgirl_A1_S3
Leito_Spoon_A1_S1
Leito_Spoon_A1_S2
Leito_Spoon_A1_S3
Leito_StandingDoggy_2_A1_S2
Leito_StandingDoggy_2_A1_S3
Leito_StandingDoggy_2_A2_S3
Leito_StandingDoggy_2_F2_S3
Leito_StandingDoggy_A1_S2
Leito_StandingDoggy_A1_S3
Leito_StandingDoggy_A2_S2
Leito_StandingDoggy_A2_S3
Leito_StandingDoggy_F2_S2
Leito_StandingDoggy_F2_S3

 

---End---

 

 

---Creature Animation---

 

Leito_SuperMutant_Carry_F
Leito_SuperMutant_Chair_ReverseCowgirl_A1_S1
Leito_SuperMutant_Chair_ReverseCowgirl_A1_S3
Leito_SuperMutant_Doggy_F
Leito_SuperMutant_ReverseCarry_F
Leito_SuperMutant_StandingSideways_F

 

---End---

 

 

Edited by Mr Zombie Brain
Posted
7 minutes ago, Mr Zombie Brain said:

Hey @JB.. i been making changes overtime to Leito Animation Edits fixing alignments change some animations, removing random;y flying legs if possible for anyone to test it and let me know if something looks off, and if its ok to replace it with the one in the Optional file? FO4_AnimationsByLeitoZombieEDITS25.7z 

 

Names of changed animation stages 

  Hide contents

---Human Animation---

 

Leito_Aggressive_BJ_F
Leito_Aggressive_Carry_F
Leito_Aggressive_Doggy_F
Leito_Aggressive_Missionary_F
Leito_Aggressive_Powerbomb_F
Leito_Carry_A1_S3
Leito_Chair_Missionary_A1_S3
Leito_Chair_Powerbomb_A1_S2
Leito_Chair_Powerbomb_A1_S3
Leito_Chair_ReverseCowgirl_3_A1_S3
Leito_Chair_ReverseCowgirl_A1_S3
Leito_Cowgirl_3_A1_S3
Leito_Cowgirl_3_A2_S2
Leito_Doggy_2_A1_S1
Leito_Doggy_2_A1_S2
Leito_Doggy_A1_S1
Leito_Doggy_A1_S2
Leito_Doggy_A1_S3
Leito_Doggy_A1_S4
Leito_Missionary_2_A1_S1
Leito_Missionary_2_A1_S2
Leito_Missionary_2_A1_S3
Leito_Missionary_2_A2_S3
Leito_Missionary_2_F2_S3
Leito_Missionary_A1_S1
Leito_Missionary_A1_S2
Leito_Missionary_A1_S3
Leito_Missionary_A1_S4
Leito_Powerbomb_A1_S2
Leito_ReverseCarry_A1_S2
Leito_ReverseCarry_A1_S3
Leito_ReverseCowgirl_2_A1_S2
Leito_ReverseCowgirl_2_A1_S3
Leito_ReverseCowgirl_A1_S3
Leito_Spoon_A1_S1
Leito_Spoon_A1_S2
Leito_Spoon_A1_S3
Leito_StandingDoggy_2_A1_S2
Leito_StandingDoggy_2_A1_S3
Leito_StandingDoggy_2_A2_S3
Leito_StandingDoggy_2_F2_S3
Leito_StandingDoggy_A1_S2
Leito_StandingDoggy_A1_S3
Leito_StandingDoggy_A2_S2
Leito_StandingDoggy_A2_S3
Leito_StandingDoggy_F2_S2
Leito_StandingDoggy_F2_S3

 

---End---

 

 

---Creature Animation---

 

Leito_SuperMutant_Carry_F
Leito_SuperMutant_Chair_ReverseCowgirl_A1_S1
Leito_SuperMutant_Chair_ReverseCowgirl_A1_S3
Leito_SuperMutant_Doggy_F
Leito_SuperMutant_ReverseCarry_F
Leito_SuperMutant_StandingSideways_F

 

---End---

 

 

Nice. I just uploaded it (I put it as V2) and included a readme with your message.

Posted
1 hour ago, Mr Zombie Brain said:

f possible for anyone to test it and let me know if something looks off

Just getting ready to talk to Murphy by V111, I'll give them a test.

Posted
1 hour ago, JB. said:

Thank you! I will add it to the optionals download folder.

If I find anything else to add to it from the standard CS items/clothes/etc, I'll add them and upload a new version.

Posted
20 hours ago, 4nln415 said:

CS will shutdown after completion so I would say so 

Awesome. And what if I use Raider's Pet on a save that hasn't started CS?

Posted

Hello everybody.

I'm installing again FO4 after some time on my new machine, rebuilding the mod list I had previously.

When installing "Commonwealth Slavers 2.6.6", Vortex tells me that I miss the master "HN66Fo4_TRS.esp".

If I got it right it is something needed for the outfits added by the mod itself.

I see no hard requirements asking for this file in the mod main page, is there any link to where I could get that thing?

Or it's better I just do not select the outfits in the mod installing options?

Thank you.

Posted (edited)

Hey @JB., I made an obscene/degradation edit and added some raider voices to AAF_SEU1.19 to use with this mod when interacting with raiders through the SEU interface.

 

I've basically just made all the dialogs as nasty as I could think then tried to figure out how to use elevenlabs with fallout 4.

 

The flirt dialog is basically just offering up your services, while the prostitution dialog is now you trying to make conversation with the raider (would recommend turning the cap reward way down, I'm not a modder so I couldn't figure out how to change the reward)

 

Supported voices are Nora, RaiderMale01 and RaiderMale02. The lip sync is way off but I couldn't be bothered to polish it haha.

 

Might want to rebind the flirt and misc hotkeys (currently num3 and num4).

 

Edit: I just read the SEU mod author page, and it says there no modifying/patching without their permission. so out of respect for them I've removed the files

 

 

Edited by Aceofshovels
Posted
1 hour ago, Magnum717 said:

Awesome. And what if I use Raider's Pet on a save that hasn't started CS?

Never tried it. CS will shutdown Raider's pet at game start, but if you're already in progress I doubt it will be affected. 

Best to not activate CS unless you want to start playing it I would say.  

Posted

I finally started the game and found that AAF 1.1.1 is not getting along with a specific part of my mod. Every time there is a scene in the Whore Room urinal, the character is teleported to the center of the Whore House at the end of the scene.

 

If the scene with the urinal is the one with the VIP, in the bathroom, the character is teleported out of the bathroom.

 

So I'm going to write a couple of failsafes tonight and upload an update.

 

This does not fix the underlying problem, which I believe comes from AAF. I will see how I can discuss this with Ego.

 

Posted
8 hours ago, Aceofshovels said:

Hey @JB., I made an obscene/degradation edit and added some raider voices to AAF_SEU1.19 to use with this mod when interacting with raiders through the SEU interface.

 

I've basically just made all the dialogs as nasty as I could think then tried to figure out how to use elevenlabs with fallout 4.

 

The flirt dialog is basically just offering up your services, while the prostitution dialog is now you trying to make conversation with the raider (would recommend turning the cap reward way down, I'm not a modder so I couldn't figure out how to change the reward)

 

Supported voices are Nora, RaiderMale01 and RaiderMale02. The lip sync is way off but I couldn't be bothered to polish it haha.

 

Might want to rebind the flirt and misc hotkeys (currently num3 and num4).

 

Voice LABS.rar 19.58 MB · 5 downloads AAF_SEU_V1.19.rar 2.36 MB · 5 downloads

Looks great! I will try it soon and upload it in the optional folder so others can use it. 👌

Posted

Not sure if this is a bug or intended but on the runaway slave quest when my arm gets amputated it doesn't actually get amputated.



I have replayed the scene trying different dialogue and checked the settings I have block amputations set to off.

Maybe it has to do with me using AAF 1.1.1 since its not a clone anymore? I'm not really sure, however it does still work and continue the dialogue if i manually do it in mcm menu and works normally that way.

 

I'm using AAF 1.1.1, Commonwealth Slavers 2.6.7, Slavers - Slavers Valley Patch 1.8, Slavers - Leito Animation Edits, Slavers - No Bald Slaves Patch, and Commonwealth Slavers - Voices 1.08. (Incase any of the add ons may be causing it? maybe bald patch idk)

Thanks 🙂

Posted
27 minutes ago, leftbehind said:

Not sure if this is a bug or intended but on the runaway slave quest when my arm gets amputated it doesn't actually get amputated.



I have replayed the scene trying different dialogue and checked the settings I have block amputations set to off.

Maybe it has to do with me using AAF 1.1.1 since its not a clone anymore? I'm not really sure, however it does still work and continue the dialogue if i manually do it in mcm menu and works normally that way.

 

I'm using AAF 1.1.1, Commonwealth Slavers 2.6.7, Slavers - Slavers Valley Patch 1.8, Slavers - Leito Animation Edits, Slavers - No Bald Slaves Patch, and Commonwealth Slavers - Voices 1.08. (Incase any of the add ons may be causing it? maybe bald patch idk)

Thanks 🙂

The amputator does not work with the latest update of the game. It depends on a mod called SUP F4SE, which is not updated yet. 

Posted
7 minutes ago, JB. said:

The amputator does not work with the latest update of the game. It depends on a mod called SUP F4SE, which is not updated yet. 

Well amputation works fine for me normally through the mcm menu if I apply it manually, it just doesn't get applied from slavers for me it seems. Also I am on pre next-gen update.

Posted (edited)
4 minutes ago, leftbehind said:

Well amputation works fine for me normally through the mcm menu if I apply it manually, it just doesn't get applied from slavers for me it seems. Also I am on pre next-gen update.

I will check it tonight to see what it might be. 👍 

 

Yeah, you can use the MCM in the meantime, it's safe, the mod should be able to listen to that event and adapt the dialogs. 

Edited by JB.
Posted

I completed the quest with fallout NG.

 

Mods where the one required for a good AAF installation (read the fucking manual), mods required by CWSS, plus clothing and weapons mods (that were not used ;) )

 

Game difficulty was at easy, I had activated all MCM options (amputation, shave, morph etc...). I played the submissive route (I wanted to avoid being amputated)

 

I had very few crashes. The main difficulty was at the correctional facility, (during true ending), I had to use console and reload many time to succeed at not be killed.

 

 

So a very good mod and I enjoyed it, although it was emotionnaly difficult sometimes, but I had been warned !

 

 

There are two features of the mod that make it particularily good :

1  - You can be submissive to avoid punishment, but stay rebellious with the various windows that ask you about your state of mind. Very good idea, and well implemented !

2 - The long walks on the map, add a feeling of helplessness, and during an attack you must hide behind your tormentors.

 

I saved before the choice of ending and tried true ending, and ending free:

- with the true ending I wish I would have a possibility to avoid killing the slave (perhaps a hard dialog check), and I would have liked the possibility to kill Jared

- with the free ending, although I was not able to destroy the slavery organisation, I was happy to have my revenge on Corvega and Whore house (entered and killed everyone), so the free ending is a more happy one for my Nora.

 

 

What to do after that ? IMHO, Nora would want to know who is this man related with her (true ending), BUT she has not many options (minutemen are hostile and tried to kill her many times, and her reputation in Diamond city is awful, without saying that she would probably avoid this place where many people were not friendly). There is one mod that I see useful after, it is 'little pawn'. I tried it and it went well, but it's an open invitation for some collaboration between the two mods ;)

Posted
4 hours ago, JB. said:

finally started the game and found that AAF 1.1.1 is not getting along with a specific part of my mod. Every time there is a scene in the Whore Room urinal, the character is teleported to the center of the Whore House at the end of the scene.

I have the same with 1.1.1 and after the VIP quest urinal scene it teleports you to the hallway between the main room and the room with your bed.  Basically right behind the urinal wall.

 

I was also going to report a conflict with a mod, really for both CS & NR and that's Fens Sheriff Dept, aka the Bleachers 2, aka FSD.  It adds a DC entrance near the dropoff spot for a NR quest and Gristle paths up to it and just stands there if you walk to DC during the whoring quest.  For NR, when you agree to dance for Sullivan at the gate when you're getting the PA(Fever Night I think) Sullivan runs out of the main entrance of DC and around to the side door and never makes it in the security office.  I coc'd to the middle of DC amd quickly teleported Gristle to me with the MCM cheat to get past.  For NR I COC Sullivan to me in the office to progress.

 

Another possible conflict, need to test more but it started after I installed it and it's all I can think would do it, is the new Reputation Mod maybe only with FSD installed. If you walk to DC during the Whoring quest again, DC folks are hostile at least the guards are.  It might be citizens inside too, but what I found out is if I flip invulnerability on, they stop combat and don't attack again when I turn invulnerability off. I'm just not sure if it's only guards added by FSD or citizens too, so it could just be an additional issue with FSD where it wouldn't happen with just the Reputation, it might add a new faction from FSD. Once again can use some testing to see, but no one attacked before Reputation was installed, but I also never walked to the city during the quest.

Posted (edited)

@krighaurWhat you are calling the "free ending" is the canonical true ending.

 

I haven't played it out like this yet but for me what I'm planning to do after the true ending is go to good neighbor because...it's the perfect place for an ex-slave out of time outcast like Nora plus she can't go to the minutemen or to diamond city. In Good neighbor while trying to come to terms with her slavery and subsequent revenge arc, Nora befriends that chems dude in Rexford hotel and slips back into being a junkie (once a junkie, always a junkie). She does oddjobs and quests to support her Chem habit then comes across Bobbi and does the Big Dig vanilla quest. After convincing Bobbi to give up when faced with Fahrenheit and friends, instead of going to see Hancock to get more rewards, Nora decides to skip town. Thinking about where she should go next, she realizes she needs to go somewhere where she has easy access to chems and can get protection just in case Hancock is still angry that you accidentally tried to rob him...that's when she remembers Nuka World. And so we bridge to Nuka Ride, lol!

Edited by ckworth
Posted (edited)

If other people aren't reporting the same problem usually you're having a conflict somewhere. Buffout report and run FO4edit? You may think it's caused by Torture device but it might end up not being the case until you find out. 

3 hours ago, skyprogold said:

Torture Devices Causes CTD and is a hard requirement. 

 

Edited by 4nln415
Posted
30 minutes ago, 4nln415 said:

If other people aren't reporting the same problem usually you're having a conflict somewhere. Buffout report and run FO4edit? 

 

 

And I get talked down to "oh you don't know how to mod, please get educated or gtfo" kind of attitude despite the fact that I've got everything basically working...

Hell I was having a CTD issue after installing the mod and every one of the recommended mods, Ended up tracking it down to weapon debris on RTX video cards, which is a problem I never had previously, but I also only recently reinstalled the game just to play this mod.

Did I come here and ask for help with that CTD and blame the mod when it seemed like it could have been? No. No I did not. I used BuffOut 4, tracked the crash down to flexRelease_x64.dll, found someone else having the same problem saying they fixed it by turning off weapon debris, that worked for me, and then found someone else pointing to a mod that fixes the weapon debris crash without having to turn it off... and I used it...

Anyway the pipboy issue I mentioned I was having... turns out there's something that gets stuck in memory and reloading the game fixes it. I think it has to do with animations but I'm not entirely certain. Doesn't matter enough to me to narrow it down.

 

Am I new to modding... man, I've been on these forums longer than almost everyone else. I mainly just lurk. I only pop my head up when I'm having an issue or have some rare feedback.

 

On that note, I've searched the forums and can't find any information about the code for the collar when choosing the option to connect the pipboy to the collar. I've checked every nook and cranny I can think of including all the way up Jared's ass and can't find anything like a 4 digit numerical code.

I also tried searching the RobCo service building near the airport as well as Watts Electronics looking for the firmware for reprogramming the collar at an armor workbench and couldn't find anything.

Anybody have any hints about how to find these things?

Posted (edited)
1 hour ago, Lucy said:

 

And I get talked down to "oh you don't know how to mod, please get educated or gtfo" kind of attitude despite the fact that I've got everything basically working...

Hell I was having a CTD issue after installing the mod and every one of the recommended mods, Ended up tracking it down to weapon debris on RTX video cards, which is a problem I never had previously, but I also only recently reinstalled the game just to play this mod.

Did I come here and ask for help with that CTD and blame the mod when it seemed like it could have been? No. No I did not. I used BuffOut 4, tracked the crash down to flexRelease_x64.dll, found someone else having the same problem saying they fixed it by turning off weapon debris, that worked for me, and then found someone else pointing to a mod that fixes the weapon debris crash without having to turn it off... and I used it...

Anyway the pipboy issue I mentioned I was having... turns out there's something that gets stuck in memory and reloading the game fixes it. I think it has to do with animations but I'm not entirely certain. Doesn't matter enough to me to narrow it down.

 

Am I new to modding... man, I've been on these forums longer than almost everyone else. I mainly just lurk. I only pop my head up when I'm having an issue or have some rare feedback.

 

On that note, I've searched the forums and can't find any information about the code for the collar when choosing the option to connect the pipboy to the collar. I've checked every nook and cranny I can think of including all the way up Jared's ass and can't find anything like a 4 digit numerical code.

I also tried searching the RobCo service building near the airport as well as Watts Electronics looking for the firmware for reprogramming the collar at an armor workbench and couldn't find anything.

Anybody have any hints about how to find these things?

Did a quick search and some say if you have Pickpocket 4 you can unlock it yourself? Maybe test that and see if it works. Otherwise you'll just have to cheat. 

 

Give this a try maybe  image.png.9921ef158e1e23428e77d97ae9e03e80.png

 

Edited by 4nln415
Posted (edited)
20 hours ago, JB. said:

I finally started the game and found that AAF 1.1.1 is not getting along with a specific part of my mod. Every time there is a scene in the Whore Room urinal, the character is teleported to the center of the Whore House at the end of the scene.

 

If the scene with the urinal is the one with the VIP, in the bathroom, the character is teleported out of the bathroom.

 

So I'm going to write a couple of failsafes tonight and upload an update.

 

This does not fix the underlying problem, which I believe comes from AAF. I will see how I can discuss this with Ego.

 

Hey, I just started a new playthrough on a new character after uploading the animation. It reminded me of the scene mentioned here about the VIP quest, where the VIP orders the Player Character and another slave to fuk while they watch for their enjoyment. Is that part included? Just wanted to check

Edited by Mr Zombie Brain

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