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Posted
21 hours ago, Dradknight said:

Also, something that sprung into my mind, in this scenario, if you intend, as you said, to make it an ending (something, that would require player to load a previous save), you could have the vet remove with her legs her vocal chords, or maybe modify them, so that she could only bark, befitting of a pet status. Plus, on the side, i think it would give the vet a closing opportunity (rules of 3, or something like that) + his perspective, as he saw us progress though all the slave stages, from a scared girl to almost an animal/junkie, who chose to stay in enslavement. It could prove for an interesting dialogue at least, i think!

Or, there is that hu-cow costume in that required mod for that skeleton-thingy - maybe you can add that somehow. 

In any case, just my thoughts. Thanks again for updating and working on the best enslavement mod ever! ❤️

 

I read your post and I really liked your idea of adding a new voice. I thought I'd give it a try and I honestly think it turned out cool/funny/fucking awesome. I haven't tried anything with the cows yet, I chose another farm animal for a new bad ending. I'll finalize the details and post an update today.

Posted
3 hours ago, DarthCheney said:

 

Hey JB! I recently got bored with my playthrough having gotten the true ending several months ago and decided to go back to an old save and live out Nora's life as a slave, so I came back to check the mod's progress. Great to see you still working on and improving this stellar mod. Honestly, it's incredible, thank you for all your hard work. I think the idea of the quadruple amputee as another ending sounds great as well.

 

Can I ask you what that collared armbinder in the picture above is? I haven't encountered that before and I think my Nora needs to be introduced to it.

Thanks! That armbinder is used in "The VIP". Let me know if you don't know how to start that quest because it is repeatable. But it is one of 13 possible armbinders. And as far as I know it works great with Fusion Girl but there is no CBBE version.

Posted (edited)
On 1/12/2025 at 12:48 PM, Benjou1 said:

I know it is not suppose to work well together but it would be cool to have some kind of cross over between CS and NR , even if it's just a character from NR visiting the WH, some kind of kameo.

 

Also a slave market would be great for future content imo, for missions or even part of a new death ending using stuff from "Up to no good".

 

JB you also said that you are not a fan of the wanted poster from the "Up to no good" mod but when you think about it, who would post some search poster on a raider base ? It could have been from a long time ago like right after the bombs dropped.

It's really a good idea to put a slave market for the death ending. Nora can be bought by the porn studio or also by a gang of Far Harbor (Trappers, which is the ending I'm developing now). I'll think about it seriously.

 

 

I'm not a big fan of creating more compatibility with Nuka Ride. I've been wanting to do Slavers quests in Nuka World for a while now, and I know that if I do, both mods will become incompatible forever. These two mods have long since parted ways. I just need to make it "official", but a lot of people like to have both in the same save and that's why I haven't moved a finger yet.

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

 

I read your post and I really liked your idea of adding a new voice. I thought I'd give it a try and I honestly think it turned out cool/funny/fucking awesome. I haven't tried anything with the cows yet, I chose another farm animal for a new bad ending. I'll finalize the details and post an update today.

Glad to hear my thoughts proved somewhat interesting towards your creative process, I am awaiting patiently for your update with great anticipation! 

Posted (edited)

 

New test version 2.7.1c

 

  • New voice file in the Testing Folder: Commonwealth Slavers - Voices 1.09. I haven't done the voices yet, I always leave that for last because I usually write changes. But in this version I have added sounds of a certain farm animal that I'll be using in this update. I also fixed some of the male Minutemen's lines who sounded like women. @Waity6taity
  • It's important to have the Amputator updated to version 0.9 too, as I fixed a bug that only manifests with AAF 1.1 onwards.
  • During Pet Walk, Nora can now offer herself to farmers and non-raider/gunner/super mutant people. It was planned for the forever slave route, but I thought it was better to put it globally, as long as Nora is a slave.
  • To do this, Nora must equip a scarf and hide her collar. The scarf can be crafted in the chemlab if you ask Lindstrom for permission. People will still know she's a slave, but they admit that hiding the collar makes them less nervous.

 

Spoiler

Fallout413_1_202518_18_07.png.8aa243c23a6db4bba70f70e3fbb16041.pngFallout413_1_202518_18_15.png.a5ef5d0cde67343972253458ca3015fe.pngFallout413_1_202518_18_22.png.3a00d07716c48d96989ea241d3207047.png

  • Men are always willing to talk to her.
  • Women are more reluctant, rarely agreeing to have a conversation.
  • Nora has curt and impolite dialogues with farmers. She can offer sex for caps or oral sex in exchange for food.
  • The farmer may offer a combo of dirty water + dog food, purified water + grilled molerat meat, nuka cola + noodles, or sometimes they may have nothing but will offer caps for sex.
  • I still have one more dialogue option available but I don't know what to put (usually it's selling drugs, but I don't like that for this scenario).

 

 

Spoiler

Fallout413_1_202518_18_34.png.113c98567db8626febd507c587366619.png

 

New Bad Ending

 

  • During the death ending ("The Snuff"), you will have a chance to choose your ending when you're about to film Nora's last porno. The first ending is the classic execution, the new one is being sent with quadruple amputation to a trapper ship that travels to Far Harbor, where Nora will serve as a whore forever.
  • If you want to test this specific ending, type SetStage _CS_Snuff 300 when you are in the W. House doing nothing. You must be a slave for this to work and have a lot of stomach. Give the hardcore script a few seconds to adjust various things.
Spoiler

Fallout413_1_202511_57_57.png.8fc1098ffd59bae5a67c978b23b1acc3.pngFallout413_1_202510_15_33.png.3da177c1bc6c9b778da0d193056bb410.png

 

 

  • In this ending, Lord Escobar Piercing will be equipped permanently and cannot be removed. For compatibility reasons I always make it removable, except in this ending.
  • You will meet the Collector, a slave seller. He changes your name and also tells you that you had vocal cord removal and voice modification. @Dradknight
  • Trappers walk around the ship and will fuck you when they get close.
  • Cowgirl, Reverse Cowgirl and Missionary are nice animations for quadruple amputee. Doggy not so much, so I remove it from the tags.
  • Trapper will randomly inject you with Slaver Jet before fucking you.
  • After fucking you, the Trappers will either put some Plug of the Commonwealth items on you or not, and sometimes they will take them off.
  • After fucking you, the Trappers will put a muzzle on you and if you want it removed you will have to fuck three more Trappers. The last one will take it off, but later they will put it back on.
  • You have a pigsty on the ship, with a straw bed and a pot of food. You will not be able to eat/drink with the gag on so you will have to work it.
  • Nora will do her physical business involuntarily.
  • If a Trapper catches her doing her business outside the pigsty, he will hunt her down and whip her.
Spoiler

Photo189.png.99e5b5cca27d077540833c8ca353225d.pngPhoto188.png.7906535125f5ab3b06d3a469ed8b22eb.pngPhoto187.png.3be7cfa2a8b50b1014d99c93e7b1f7a9.png

 

 

  • After fucking 12 trappers, a Trapper Boss will approach you and send you as a sexual pet for a gang of trappers in a cave in Far Harbor.
  • The Trapper boss of the cave will muzzle you and you will not be able to eat, unless you meet a quota.
  • When you collect the caps required by the Trapper boss (15), he will remove the muzzle and you will be able to eat.
  • Things do not vary much there, except that here Nora will be fucked or whipped randomly. The trappers in this cave cum on Nora after whipping her. You are paid one or two caps randomly for sex or whipping.
  • When you collect a higher amount of caps (for now it's 20, for testing reasons), the mod will end the mini quest and take you back to the ship.
  • These scenarios repeat endlessly.
  • I'm thinking of adding another bad ending, as I mentioned: being sent to a millionaire family as an exotic pet. I think the only ones who fit this scenario are the Cabots.

 

Spoiler

 

 

Capturadepantalla2025-01-1312_47_22.png.9c24d1b395ff06fc76860812e1987fdf.png

 

Adjustments

  • Dancing on the flagpole of the Whore House will make the interested patron pay you a tip of 25 caps. Otherwise, the original way (selling food, drinks, etc.) would still be the fastest way to earn caps.
  • Added more dialogues to sell drugs to raiders. If Nora has chosen to be a slave forever, she gladly offers them.
  • If you have a gag on, it will be reflected when it comes to asking permission to have an orgasm / having an orgasm. Like in these pics:
Spoiler

Capturadepantalla2025-01-1215_05_23.png.d69a957047813df9d0971e5a7fb238c3.pngCapturadepantalla2025-01-1215_05_18.png.5607c40f5a66d988fa95733a92ca8a5a.png

 

 

Previous posts: 

Update 2.7

Update 2.7.1

Edited by JB.
Posted

image.png.248838e8cdc1586a6ebaa4521bc4dcb5.png

This one might be suitable for the  millionaire's pet.

Those investors that took part in NR's Vip and other quests might also suitable for  "millionaire".

But this may require new housing sites and will result in more and NR compatible.

 

Besides, any ideas on helping Lindstrom to force other npcs (eg. followers) to become WH slaves or Nora's slave sisters?

It might helpful to apply multiplayer sex scenarios?

 

Posted
32 minutes ago, dayangvvv said:

image.png.248838e8cdc1586a6ebaa4521bc4dcb5.png

This one might be suitable for the  millionaire's pet.

Those investors that took part in NR's Vip and other quests might also suitable for  "millionaire".

But this may require new housing sites and will result in more and NR compatible.

 

Besides, any ideas on helping Lindstrom to force other npcs (eg. followers) to become WH slaves or Nora's slave sisters?

It might helpful to apply multiplayer sex scenarios?

 

Nice idea about the outfit. I didn't want to use it on the trapper scenario because it didn't fit with the dirty, sloppy aesthetic.

 

I wouldn't mind adding Nuka Ride characters as VIPs, although if I think about it I'd rather have some new characters because otherwise we'll want to kill them if we play NR even with other character. XD

 

The future incompatibility I'm referring between Nuka Ride and Slavers is that I want to use the original Nuka World, not the embellished Nuka Ride one. Having both mods installed will create a big conflict (even CTDs). Oh well, that's a problem for later.

 

The companions thing is too complex for me. I don't want to get into the vanilla system.

 

For the millionaire scenario, I want to think of some activities, like I did with the trappers.

 

As for trappers, I'm intrigued by the idea of putting a group of two or three hunters in the Commonwealth who can intercept you and send you straight to this bad ending during "Pet Walk".

 

 

Posted

I've re-uploaded the same version. I fixed the ship's navmeshes because there was a problem with the pathing and I also fixed a script that is used on the ship

Posted
9 hours ago, JB. said:

It's really a good idea to put a slave market for the death ending. Nora can be bought by the porn studio or also by a gang of Far Harbor (Trappers, which is the ending I'm developing now). I'll think about it seriously.

 

 

I'm not a big fan of creating more compatibility with Nuka Ride. I've been wanting to do Slavers quests in Nuka World for a while now, and I know that if I do, both mods will become incompatible forever. These two mods have long since parted ways. I just need to make it "official", but a lot of people like to have both in the same save and that's why I haven't moved a finger yet.

 

This is a great news! If you don't mind, could you let me know what kind of timeline we are looking at?
I am asking because I was about to start a new playthrough with this mod and SS2, and trying to decide if I should just go ahead with SS2 and come back to this mod later, or wait for the new ending for this mod for a couple of weeks and play the two together.

Posted (edited)

Hey, @JB.

Is it possible to make raiders non-hostile even after the mod’s story is finished if the collar is still on? I’ve completed the story, but then re-equipped the collar. I like to entertain the idea that Gristle let my Rapemeat go because she’s too broken, ‘loose’ and boring for the whore house customers and the rest of raiders. So he let her go, but decided to leave the collar on, so that Nora could still be used by those who are willing to use her down the line and trigger collar if she’d shoot at them (although this one’s tricky, as it would make it impossible to complete the quests where you have to kill raiders)

 

Kind of a ‘still a slave with possibility to free roam indefinitely’ scenario. It also interesting to me to ‘work’ for the Slavers Jet, because the addition never went anywhere, so you could have possibility to farm the drug at raider camps or roaming raiders.

 

Perhaps, this outcome could even become one of the ‘soft bad endings’, where you could do main quests/other mod quests, while retaining the ability to work for Jared’s gang, like muleing, collecting caps, etc.

Edited by paparebbe
Posted

Agree with the above. I think a softer bad ending where the player can still continue the playthrough/explore after the main story would be great.

 

Could possibly be implemented where the player is kept in the collar, but the Whore House lets you roam for a much (MCM adjustable?) longer time in exchange for caps, '''favors''', and/or repeatable quest completions. Maybe for immersion purposes, justified as a Slaver's Jet addiction?

 

Something like a "pay upfront or pay after" kind of deal? The more jobs completed before asking for temporary freedom, the more time you have. Then, you can ask for more time than earned, but will then be expected to bring back a proportional number of caps.

 

Failure to do so could trigger appropriate consequences, eventually leading to the player being kicked into the true bad ending.

 

Or simplified version, the player is 'free' to leave, but the more days away, the more compensation is due.

 

This could also maybe open up the door more content if the CS story continues; the wasteland is a dangerous place afterall.

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

It's really a good idea to put a slave market for the death ending. Nora can be bought by the porn studio or also by a gang of Far Harbor (Trappers, which is the ending I'm developing now). I'll think about it seriously.

 

 

I'm not a big fan of creating more compatibility with Nuka Ride. I've been wanting to do Slavers quests in Nuka World for a while now, and I know that if I do, both mods will become incompatible forever. These two mods have long since parted ways. I just need to make it "official", but a lot of people like to have both in the same save and that's why I haven't moved a finger yet.

I'd like to make a Suggestion, you could extend the Main story of CS into Nuka World, have Jared  and the United Commonwealth Gangs Invade Nuka World, starting a Gang war  with Colter and  Gristle being Jareds Main Enforcer allowing for more character Development for Gristle.  (and as another Suggestion to get some of those folks to Use one mod at a time) you could also make an Optional File that  adds some things form Nuka Ride into CS, like the Nuka Ride Outfits placed in the Whore Houses Suitcase after achieving the Ture ending, or medium Bomb Finding and Fixing the Scooter after the True ending.

Edited by Midnight19
Posted (edited)
13 hours ago, JB. said:

Having both mods installed will create a big conflict (even CTDs). Oh well, that's a problem for later.

 

30 minutes ago, Midnight19 said:

I'd like to make a Suggestion, you could extend the Main story of CS into Nuka World, have Jared  and the United Commonwealth Gangs Invade Nuka World, starting a Gang war  with Colter and  Gristle being Jareds Main Enforcer allowing for more character Development for Gristle.  (and as another Suggestion to get some of those folks to Use one mod at a time) you could also make an Optional File that  adds some things form Nuka Ride into CS, like the Nuka Ride Outfits placed in the Whore Houses Suitcase after achieving the Ture ending, or medium Bomb Finding and Fixing the Scooter after the True ending.

The thing is having both mods installed will create a big conflict.

Especially secenes like these may cause serious CTDs.

Though I really agree with extending the main story (since the true ending is totally and perfectly completed). 

Invading some small settlements that refuse to pay protection fee and ensalve them might be a easier start?

Given that the slavers have already recorded a threatening film to those farmers using nora.

13 hours ago, JB. said:

I wouldn't mind adding Nuka Ride characters as VIPs, although if I think about it I'd rather have some new characters because otherwise we'll want to kill them if we play NR even with other character. XD

Besides, this reminds me of the bulldog gang in NR.

Based in Commonwealth and evil enough to have intersections with CS and without CTDs, maybe.

They also have crazy plans about the hardcore porn businesses.

Though some of them already died in NR. XD

The only thing is their funny personas might not work well with CS?

Edited by dayangvvv
Posted
8 hours ago, Anon14.4 said:

Agree with the above. I think a softer bad ending where the player can still continue the playthrough/explore after the main story would be great.

 

Could possibly be implemented where the player is kept in the collar, but the Whore House lets you roam for a much (MCM adjustable?) longer time in exchange for caps, '''favors''', and/or repeatable quest completions. Maybe for immersion purposes, justified as a Slaver's Jet addiction?

 

Something like a "pay upfront or pay after" kind of deal? The more jobs completed before asking for temporary freedom, the more time you have. Then, you can ask for more time than earned, but will then be expected to bring back a proportional number of caps.

 

Failure to do so could trigger appropriate consequences, eventually leading to the player being kicked into the true bad ending.

 

Or simplified version, the player is 'free' to leave, but the more days away, the more compensation is due.

 

This could also maybe open up the door more content if the CS story continues; the wasteland is a dangerous place afterall.

I may have woken up slow today but I'm sure “Pet Walk” is pretty close to what you're asking for.

9 hours ago, paparebbe said:

Hey, @JB.

Is it possible to make raiders non-hostile even after the mod’s story is finished if the collar is still on? I’ve completed the story, but then re-equipped the collar. I like to entertain the idea that Gristle let my Rapemeat go because she’s too broken, ‘loose’ and boring for the whore house customers and the rest of raiders. So he let her go, but decided to leave the collar on, so that Nora could still be used by those who are willing to use her down the line and trigger collar if she’d shoot at them (although this one’s tricky, as it would make it impossible to complete the quests where you have to kill raiders)

 

Kind of a ‘still a slave with possibility to free roam indefinitely’ scenario. It also interesting to me to ‘work’ for the Slavers Jet, because the addition never went anywhere, so you could have possibility to farm the drug at raider camps or roaming raiders.

 

Perhaps, this outcome could even become one of the ‘soft bad endings’, where you could do main quests/other mod quests, while retaining the ability to work for Jared’s gang, like muleing, collecting caps, etc.

The idea of putting on the collar and that it pacifies the raiders sounds interesting, but the same thing that happens with Raider Pet is going to happen to me. A flood of users reporting that it “doesn't work” because you have to put the collar on one or two cells before encountering Raiders, otherwise they will attack you anyway. Anyway I'm not completely convinced, at the end of the story mode Nora hates raiders.

 

There are other underlying technical issues. When you win the story, many quests (scripts) are turned off forever. Pulling that up or making another variant is too much work for what I want to do in these updates. I would like to add small quests here and there, additions and tweaks. But something that involves a deep restructuring is out of my plans.

Posted

I always wondered as a bad end shouldn't Nora end up in the farm like in the true end quest but as harvest instead of infiltrator?

 

And speaking of end quest I find the scene on the healing chair anticlimatic and immersion breaking. There is no reason Nora would choose to keep those mutilations if given the choice. 

So my suggestion would be to make it like a quest. A quest to rebuild Nora's broken identity. It can start simply by Nora trying to remember her name and then who had the most influence on her life and then try to remember how she looked like. That way it could be bossible that she fails or the player can make her fail rebuilding herself keeping her with scares of the ordeal, completly rebuild herself like how she was before being captured or even if she fails, rebuild herself as a new person closer to an amazon. 

Posted
1 hour ago, dayangvvv said:

 

The thing is having both mods installed will create a big conflict.

Especially secenes like these may cause serious CTDs.

Though I really agree with extending the main story (since the true ending is totally and perfectly completed). 

Invading some small settlements that refuse to pay protection fee and ensalve them might be a easier start?

Given that the slavers have already recorded a threatening film to those farmers using nora.

Besides, this reminds me of the bulldog gang in NR.

Based in Commonwealth and evil enough to have intersections with CS and without CTDs, maybe.

They also have crazy plans about the hardcore porn businesses.

Though some of them already died in NR. XD

The only thing is their funny personas might not work well with CS?

well the point of adding some of the Popular things form Nuka world into CS would be so people disable NR while doing a CS. playthrough 

Posted
22 minutes ago, Mikelest said:

I always wondered as a bad end shouldn't Nora end up in the farm like in the true end quest but as harvest instead of infiltrator?

 

And speaking of end quest I find the scene on the healing chair anticlimatic and immersion breaking. There is no reason Nora would choose to keep those mutilations if given the choice. 

So my suggestion would be to make it like a quest. A quest to rebuild Nora's broken identity. It can start simply by Nora trying to remember her name and then who had the most influence on her life and then try to remember how she looked like. That way it could be bossible that she fails or the player can make her fail rebuilding herself keeping her with scares of the ordeal, completly rebuild herself like how she was before being captured or even if she fails, rebuild herself as a new person closer to an amazon. 

I like this Concept but would a Rebellious non Addicted Nora Forget her name ? (and what about those who Block the Name change in the MCM ?)

Posted
2 hours ago, JB. said:

I may have woken up slow today but I'm sure “Pet Walk” is pretty close to what you're asking for.

The idea of putting on the collar and that it pacifies the raiders sounds interesting, but the same thing that happens with Raider Pet is going to happen to me. A flood of users reporting that it “doesn't work” because you have to put the collar on one or two cells before encountering Raiders, otherwise they will attack you anyway. Anyway I'm not completely convinced, at the end of the story mode Nora hates raiders.

 

There are other underlying technical issues. When you win the story, many quests (scripts) are turned off forever. Pulling that up or making another variant is too much work for what I want to do in these updates. I would like to add small quests here and there, additions and tweaks. But something that involves a deep restructuring is out of my plans.

Pet Walk's 500 hour limit is still a limit. And I'm always worried that I'll forget about it and then blow up because I won't have enough time to get back to Jared.

And the thing is - the idea is that Nora never stops actually being a slave. Soft bad ending at its finest IMO. The collar would stay on. It's just some of the quests would get unblocked. I'm not sure how well that would work though.

As for the flood of 'doesn't work reports' can be mitigated by making this ending a separate addon for the mod. Like voice pack or non-bald slaves. Again, no idea how hard would that be to implement and if it's possible to do in the first place. But that would solve the problem. Those who know that they may end up with issues, but still want that 'end-game' playthrough - will download that addon with their own discretion. Those who don't want to deal with possible bugs - just won't. And you won't have to answer gazzilion of reports. Hell, you don't have to answer any reports, but you get the idea :D

Posted (edited)
11 hours ago, Anon14.4 said:

Could possibly be implemented where the player is kept in the collar, but the Whore House lets you roam for a much (MCM adjustable?) longer time in exchange for caps, '''favors''', and/or repeatable quest completions. Maybe for immersion purposes, justified as a Slaver's Jet addiction?

 

Something like a "pay upfront or pay after" kind of deal? The more jobs completed before asking for temporary freedom, the more time you have. Then, you can ask for more time than earned, but will then be expected to bring back a proportional number of caps.

 


I suggest different: service several customers in whore room before roaming in wasteland to 'justify' more time for roaming. If Nora doesnt get back in time, there will be bounty on her. I suggest a machanic similar to RDR2 bounty hunters, lets call it Slave Retrieval. When Nora's time is out, there will be a bounty put on her (no money scalable, just wanted=true) Mod spawn nearby a patrol of Raider Slave Hunters to track her down and return back to whore house. They spawn periodically with hardcoded period or configurable period in MCM. Slave Hunters spawn not so close to player so they couldn't detect her immediately. 

I suggest several outcomes here:
1) simply run away

2) integration with Provocative Perks by mighty spicydoritos (perk Abandoned Property) and Collar Remover guy in Dugout inn to remove a collar and get an ability to carry gun to be able kill Slave Hunter patrols and raiders in camps.

3) Go and speak to them. In dialogue they giving you 4 options:

- bribe to buy more time and simply be let go(If collar is still on). If not having a collar by the moment of dialogue (due to provocative perks or collar remover guy) raiders or patrol will put a new collar and gangbang once for a punishment. You can bribe once or several times up to 5 times and amount of time buying is also configurable (but not more than 0.25 base freeroam time ) If nora doesnt have enough money 3 next options left
- give up peacefully and get gangbanged once -> be brought back to Whore house -> get punisment for exceeding time limit (whore room service or X cross beating, or both) -> cooldown on free roam request -> next free roam will be 0.5 time of previous freeroam
- refuse to cooperate -> patrol or raiders become hostile and shoot Nora with special sleep serum. Get gangbanged several times (Nora wakes up every gangbang with "drunk" or hypnotized camera filter to imitate confused vision) -> be brought back to Whore house -> get punisment for exceeding time limit (whore room or X cross beating, or both) -> get amputated (probably legs) and no more free roam option
- threat or killing attempt -> same as refuse to cooperate but in the end after punishment it will trigger bad end with snuff suffocation

Once patrol or raiders were killed they get hostile to Nora until it sorted out. What I mean "sorted out" you can get back to Whore house on your own and it will be considered as "refuse to cooperate" option

when raiders and patrol are hostile they still shoot at Nora with their guns, but we pretend that their bullets are covered in that serum (like Bliss bullets in FarCry5)

Edited by Waity6taity
Posted
2 hours ago, Midnight19 said:

well the point of adding some of the Popular things form Nuka world into CS would be so people disable NR while doing a CS. playthrough 

You mean completely get rid of NR but conquer or enslave the vanilla nuka world?

 

 

Posted
2 hours ago, dayangvvv said:

You mean completely get rid of NR but conquer or enslave the vanilla nuka world?

 

 

yes. if JB makes the mods completely incompatible

Posted (edited)

One event I can think of that would tie in well with CS is a kidnap scene like you had in NR, by either a rival raider gang or gunner or supermutants.  There could be rescue options by Gristle and gang, a bad ending option, along with whatever other horrible options are available.  Or it could be an alternative to the PC escape to the Minutemen, but instead of being taken by the minutemen, you are instead taken by a rival gang, supermutants or gunners.   The fact that the player is unable to fight back and is essentially helpless against Crazies who fully intend you real harm and death works well to show the advantages of staying with the Corvega gang.  Knowing in the end you are supermutant food is a great incentive to accept your raider whore fate.

I've always found that one of the great strengths of this mod is showing the PC the helplessness of their situation.

The supermutant story could involve a new raider npc taking you to film or fight in the pit, but the two of you are ambushed by supermutants.  He is killed or left for dead, while the PC is taken for fun and eventually... food.  Again rescue options, bad end options, or whatever other options you come up with.  Three reasons for the new npc,,  He is left for dead, leaving a clue for the Corvega gang to find and rescue their slave, (Can't have supermutants or others disrupting their trade and authority, you being rescued is just lucky happenstance).  Having a disposable NPC in that position doesn't affect any other storylines.  He would have a collar controller that forces you to stay with the supermutants until rescued.

 

If you are making Nuka Ride incompatible, you could also use those raiders as an alternative rival gang.

Edited by sattyre
Posted (edited)
23 hours ago, JB. said:

I've re-uploaded the same version. I fixed the ship's navmeshes because there was a problem with the pathing and I also fixed a script that is used on the ship

 

Still got issue on my end with pathtracing of the trapper that is supposed to put you in a cagged.

He will stop at some point and no longer move.

Edited by Benjou1
Posted
24 minutes ago, Benjou1 said:

 

Still got issue on my end with pathtracing of the trapper that is supposed to put you in a cagged.

He will stop at some point and no longer move.

Do this. Go to the end of the ship and use the lifter. Go down and go to the open cage. The Trapper is just a "decoration" for now, there is no need for him to follow you.

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