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Commonwealth Slavers


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Posted (edited)

I just finished the mod, it took me a good 10 hours in total. And I am pleasantly surprised by the final scenario, if we put aside the "special" side of the mod, the story as such could very well have been that of a quest sequence from the game. Big up to Medium-Sized Bomb who made me laugh.

Anyway, I wasn't expecting that when I downloaded the mod but it was really good, well it's still a bit special, but the mod as such is well done, I had a few problems but nothing that Fallout 4 has never done before, and nothing the tools at our disposal or the "Commonwealth Slavers Stage Guide" can't fix.

It's weird for me to review a mod like this, but you have to recognize the work that was put into it. Bravo. And also the fact that I hardly encountered many bugs for a mod that is long. I had more problems just with the base game than the mod.

(Google translate btw)

Edited by NovumD
Posted

It would be amazing if I have option to choose being slave and not being slave stance after choosing remaining as slave option or being able to do vanilla quest as slave. I love the contents as being slave yet since I cannot play vanilla quest I am stuck. but still its one of the best  fallout 4 mod!

Posted

When I pick up Rose's locket at the very end of the mod the quest marker won't go away just want to know if there's any way to remove it, it's not game breaking just a little annoying, really enjoyed it tho.

Posted
36 minutes ago, Killercobra2001 said:

When I pick up Rose's locket at the very end of the mod the quest marker won't go away just want to know if there's any way to remove it, it's not game breaking just a little annoying, really enjoyed it tho.

Hey, you're right. I'll correct it, but not to wait for a future update, my advice is to go to the Whore House and work there. Serve a customer. When you finish and collect your payment, you'll see that the objective will also be completed.

Posted
19 hours ago, NovumD said:

I just finished the mod, it took me a good 10 hours in total. And I am pleasantly surprised by the final scenario, if we put aside the "special" side of the mod, the story as such could very well have been that of a quest sequence from the game. Big up to Medium-Sized Bomb who made me laugh.

Anyway, I wasn't expecting that when I downloaded the mod but it was really good, well it's still a bit special, but the mod as such is well done, I had a few problems but nothing that Fallout 4 has never done before, and nothing the tools at our disposal or the "Commonwealth Slavers Stage Guide" can't fix.

It's weird for me to review a mod like this, but you have to recognize the work that was put into it. Bravo. And also the fact that I hardly encountered many bugs for a mod that is long. I had more problems just with the base game than the mod.

(Google translate btw)

I appreciate it. It's always nice to find users who value a mod for its story. I remember having my doubts about whether this was worth doing, I'm glad there are still people who value it.  😄

Posted (edited)

I had a funny bug where when I got to Diamond City to work, Gristle started shooting at and fighting house cats. I'm not really sure why, I guess he just hates cats. XD

 

Note: I just installed Wasteland Heroines replacer (all), the bug might be related to this mod since I've never seen this happen before.

Edited by Neppy
Posted

Question on the incompatibilities with Raider Pet and Problems of Survivor.

 

I know there's no way to disable POS, so it would likely need to be toggled off until this mod ends, but wouldn't simply disabling Raider Pet in it's MCM work to combat the incompatibility? I'd love to have this mod be my alternate start, so any help is appreciated.

Posted

Unreal mod. Never seen story telling this abstruse before - you truly feel helpless through the main quest line. Amazing work done here, thanks for taking the time to make it.

Posted
On 12/27/2024 at 11:55 PM, JB. said:

I appreciate it. It's always nice to find users who value a mod for its story. I remember having my doubts about whether this was worth doing, I'm glad there are still people who value it.  😄

YOU KNOW THERE IS !!!!!! ))))

Posted
15 hours ago, nr8 said:

When i try to equip clothing it get a "slaves aren't allowed to use cloths" Anyone know what mod causes this ?

There are a number of mods that have settings for control of wearing clothes.    Without a mod list and knowing what is required for CS, I would look at MCM settings for Devious Devices.  

 

That said, I think that during this mod, you are not allowed to wear anything other than the clothes that are provided to you from this mod.   However,  I don't recall if CS MCM settings allow you to change this. 

Posted
On 12/29/2024 at 11:39 PM, nr8 said:

When i try to equip clothing it get a "slaves aren't allowed to use cloths" Anyone know what mod causes this ?

In my case it was New Equipment Overhaul (NEO). You can send the mod to the end of the list and slowly moving it up. I found my culprit of problems exactly like that

Posted
14 hours ago, Samhsay said:

In my case it was New Equipment Overhaul (NEO). You can send the mod to the end of the list and slowly moving it up. I found my culprit of problems exactly like that


yeah.
The clothing restriction-exceptions are handled with a keyword, so you have to have the mod after any of those clothing mods.
(=why you need the patches for ASA to allow those).

Mods that do something like this, I usually have a look at them in FO4edit, to see whether there are any relevant overrides that need to be taken care of.
(be it clothing, worldspaces/cells, quest-interference, or the like)

Posted (edited)

speaking of:
when my girl got her piercings shewas shocked out of the X-cross - "no armour allowed".
 

Same reason, LE's piercings did not have the keyword, and there appears to be no override adding it in the current version of CS.
(unless it is part of the 'Nora's secret' patch, which I am not using.  I am using EasyGirl+TRS patch, though)
-> added the keyword in a custom override, solving that problem.

And unfortunately the piercings are using the same bodyslot as RealHandcuffs.....
any recommendations as to which bodyslots to use?


PS: I don't know whether the milking frame also requires a patch/override....
first time playing CS, haven't progressed (or degenerated?) that far.... yet

 

Edited by egonm68
Posted (edited)
On 12/25/2024 at 8:58 AM, JB. said:

But damn, there's nothing we can do here except kill them and not give peace of mind to whoever is looking for them.

I can enslave them and make them be whores in Diamond City or really anyplace I want with Just Business.  Better than leaving them stuck to the wall.  I do love it when they walk over to a sex scene because of AAF Spectators and cheer you getting banged by raiders.

 

BTW, Happy New Year JB!

Edited by RileyAP
Posted
On 12/27/2024 at 10:58 PM, j0hnxmarst0n said:

Question on the incompatibilities with Raider Pet and Problems of Survivor.

 

I know there's no way to disable POS, so it would likely need to be toggled off until this mod ends, but wouldn't simply disabling Raider Pet in it's MCM work to combat the incompatibility? I'd love to have this mod be my alternate start, so any help is appreciated.

If I want to play CS, I disable PoS and RP until after you gain your freedom in CS.  I'll then add them in, done some PoS content that way and I have for sure been captured by RP.

Posted

CS 2.6.8

I have a minor localization problem.

Structures, such as the Whorehouse, have displayed names in Cyrillic; not English. American here.

This applies to auto save game names also.

Suggestions?

 

Posted
On 12/31/2024 at 6:32 AM, egonm68 said:

Same reason, LE's piercings did not have the keyword, and there appears to be no override adding it in the current version of CS.
(unless it is part of the 'Nora's secret' patch, which I am not using.  I am using EasyGirl+TRS patch, though)
-> added the keyword in a custom override, solving that problem.

I made a patch that is in the optional files on Mega.  I'm guessing you use m8r complex item sorter and generate a patch.  It misses adding the CS_allowed and cs_nostrip keywords.  You should be able to put the mini patch in below CS when you generate the CIS plugins and then remove when it's done.  For me I synced things between CS and NR and some of the clothing mods.  I put all body piercings on slot 57, labia/clit on 58, all earrings to 49(matches HN66s Plain Earrings for FO4 slot and others) and then facial piercings to 48.  Since the clit/labia piercings are from NR and not CS they won't conflict with the handcuffs.  You could also put the labia/clit on 59 but I use that for shields from Recharging Shields System

Posted
10 hours ago, RileyAP said:

I made a patch that is in the optional files on Mega.  I'm guessing you use m8r complex item sorter and generate a patch.  It misses adding the CS_allowed and cs_nostrip keywords. You should be able to put the mini patch in below CS when you generate the CIS plugins and then remove when it's done


no, I'm not using automatic item sorters. So I had skipped that file.
I am using self-made patches for sorting and finetuning, though, in which I had already added the keyword

....  cs_nostrip keyword....  I had overlooked that one - makes sense adding that, too
👍


Also, thanks for your input on bodyslot usage!

Posted
On 12/31/2024 at 11:32 AM, egonm68 said:

speaking of:
when my girl got her piercings shewas shocked out of the X-cross - "no armour allowed".
 

Same reason, LE's piercings did not have the keyword, and there appears to be no override adding it in the current version of CS.
(unless it is part of the 'Nora's secret' patch, which I am not using.  I am using EasyGirl+TRS patch, though)
-> added the keyword in a custom override, solving that problem.

And unfortunately the piercings are using the same bodyslot as RealHandcuffs.....
any recommendations as to which bodyslots to use?


PS: I don't know whether the milking frame also requires a patch/override....
first time playing CS, haven't progressed (or degenerated?) that far.... yet

 

Every time you load a save, my mod runs a script that inserts the keyword to that piercing. I didn't want to resort to more patches, so I implemented it via script.

 

I am interested in the solutions you all have discussed about the slots. I will analyze it carefully and adjust it for the next update.

Posted
3 hours ago, JB. said:

Every time you load a save, my mod runs a script that inserts the keyword to that piercing. I didn't want to resort to more patches, so I implemented it via script.

 

I am interested in the solutions you all have discussed about the slots. I will analyze it carefully and adjust it for the next update.

 

hmm. so, this is how it went:

 

I was shocked out of the xcross getting pierced. 
So I took a look, added the "_CS_AllowedPiece_Keyword" -> worked fine.   (So, if there's supposed to be a script adding that keyword on load..... something doesn't work?)
Then I noticed them disappear (being unequipped) around the time I got handcuffed (RealHandcuffs) next.
Noticed both use slot 58 when looking at them in FO4edit.
Tried to (well, did) change the slot for the piercings - but whichever slot I try (57 'shield', also tried 51-ring, and one or two others)..... they don't show. show as equipped, but not visually (and not in the 'equipment list' when you look at your char in 'better console')
Only when the piercings are slot 58, they show
image.png.799e4871e145958a391a64f50e097bdb.png 
(oh - 51-ring is used by the shackles - that'd explains that one, but not the others)

anyway, that's where I am stuck right now,
A bit befuddled that only 58 works (but which is conflicting with the handcuffs)


note / setup:
I am using the FG body (zex version? whatever's the one required these days for most animations and KFT).
LEpiercings are somewhere in the middle of the load order. I saw no overrides in FO4edit before I patched them.
(and: it's the Moddable Piercings Fusion Girl & CBBE fixed 2.1.0 version)
Slavers is at the end, only some simple selfmade patches and overrides after it
I have other mods still running that I did not clean out before starting this playthrough, So, RobcoPatcher may also be scripting something onto them.  Maybe from the ECO/LEO equipment and crafting? dunno, but that's the only one that comes to mind that is touching 'armour'

 

 

Posted (edited)
5 hours ago, egonm68 said:

A bit befuddled that only 58 works (but which is conflicting with the handcuffs)

You need to edit the slot in the armor addon section of the mod too.  They need to match or the model doesn't show up.  Same with any you edit in NR, CS or any other mod if it's present. Some won't have entities in the addons section.

Edited by RileyAP
Posted

The "use nuke sound" option appears in both the music/ sound and quest: the threat menu options. It's not really a problem, it just might be redundant.

Posted
On 1/1/2025 at 5:59 PM, RileyAP said:

If I want to play CS, I disable PoS and RP until after you gain your freedom in CS.  I'll then add them in, done some PoS content that way and I have for sure been captured by RP.

Have you tried simply disabling RP in it's MCM via the tweaked version in the RP thread? If I have to disable it, I will; just want to clarify.

Posted

Tried the voices in the optional folder and after touching the workbench the voices get deeper as if my character just died. Is there anyway to keep this from happening in the future?

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