Jump to content

Commonwealth Slavers


Recommended Posts

Posted
2 minutes ago, lasko12 said:

Hello @JB., which version of AAF should I have? im in v1.7.1

I think that one is fine, but if you are in the mood install AAF 1.1 which is faster.

Posted

Thanks for the quick reply! Ok I will stick with the v1.7.1 for the moment. I having some weird bugs, but since Im not using the lastest version of AAF, I will not bother you with them.

Posted

i don't know why but when i want to start the quest after the scientist quest my game crashes when trying to talk to lindstrom any ideas what could cause this so far the game hasnt crashed when talking to lindstrom all quests before where fine should i try the testing 2.7.1c file see if that doesn't crash at that part?

i also would be glad to post my load order.

 

thanks!

Posted
17 hours ago, Midnight19 said:

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 ?)

Well if the option of blocking name change is on then that step would be skipped. And if Nora is Rebellious and non Addicted well she would have no issue of remembering her old name. Or she would discard her old name since that ordeal changed her opting for a new name for a reborn person.

Posted (edited)
On 1/14/2025 at 1:10 AM, 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

 

Hey there, just having a replay with this after a while to see how things have changed so giving the test version with the new content (which looks fantastic!) a go. 

I'm currently getting vortex to re-assign my fo4 profile as I've change PC's and shifted the disks across so quite possible I still have a borked version but just wanted to put it out there if anyone else has seen the same. 

 

Regarding new bad ending, just some feedback/observations. 

1. Initial dialogue with Collector .. player speaks .. as in words .. which isn't correct based on what has happened to them

2. My AAF scenes seem to stop after around 3 interactions after that I get no approaches and no amount of player initiated chat does anything <-- this could quite easily be issue my end (and may cause subsequent issues to occur) so wondered if anyone else has seen this.

3. Boss Collector approach is really quick, certainly not after 12 (assuming point 2 above isn't the issue) .. and it doesn't appear to be a boss .. is just a random NPC? assume that's correct?

3a. This guy say's follow me and alway's seems to stop and stand just outside the (what I presume is a entertainment area with snooker table) .. and by the ladder to the heightened building.  He never moves and initiating dialogue he just keeps repeating follow me .... should something, like an AAF scene happen at this point? - I have pushed him as fas as the lift at the end of the boat but still nothing happens. 

 

 -- NB:- I can see this is mentioned above -- but if I go to the lifter I can't use the buttons due to me being amputated (doesn't let me) .. I did jump off but then missed the landing and fell into the sea and couldn't get on the platform so I don't know if I could manually enter the cage and kick if off. 

 

4. If I setstage _cs_fh 530 and end up in Far harbour, initial scene plays out but based on issue in point 2 above then no AAF scenes play out at all. 

 

I'm using AAF 1.1.1 

 

 

Edited by jc321
Posted
On 1/13/2025 at 4:26 PM, JB. said:

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.

 

 

Maybe this just isn't fully implemented yet in this version, but when trying out the new ending and actually taking the walk to the porn studio, after I talk to Calvin and choose the new ending the scene just stalls out after Big Bomb explains what's happening and Nora says "Far Harbor?".  She just stands there and sways around and nothing else happens. I'll just try it out using the setstage command you mentioned for now.

 

Also, for some reason whenever I trigger the Snuff Movie and enter the studio, Blast isn't assigned to the Raider faction and they all kill him. If I just go there to shoot some videos in the normal porn mission, he's in his normal state.

Posted
1 hour ago, jc321 said:

 

Hey there, just having a replay with this after a while to see how things have changed so giving the test version with the new content (which looks fantastic!) a go. 

I'm currently getting vortex to re-assign my fo4 profile as I've change PC's and shifted the disks across so quite possible I still have a borked version but just wanted to put it out there if anyone else has seen the same. 

 

Regarding new bad ending, just some feedback/observations. 

1. Initial dialogue with Collector .. player speaks .. as in words .. which isn't correct based on what has happened to them

2. My AAF scenes seem to stop after around 3 interactions after that I get no approaches and no amount of player initiated chat does anything <-- this could quite easily be issue my end (and may cause subsequent issues to occur) so wondered if anyone else has seen this.

3. Boss Collector approach is really quick, certainly not after 12 (assuming point 2 above isn't the issue) .. and it doesn't appear to be a boss .. is just a random NPC? assume that's correct?

3a. This guy say's follow me and alway's seems to stop and stand just outside the (what I presume is a entertainment area with snooker table) .. and by the ladder to the heightened building.  He never moves and initiating dialogue he just keeps repeating follow me .... should something, like an AAF scene happen at this point? - I have pushed him as fas as the lift at the end of the boat but still nothing happens. 

 

 -- NB:- I can see this is mentioned above -- but if I go to the lifter I can't use the buttons due to me being amputated (doesn't let me) .. I did jump off but then missed the landing and fell into the sea and couldn't get on the platform so I don't know if I could manually enter the cage and kick if off. 

 

4. If I setstage _cs_fh 530 and end up in Far harbour, initial scene plays out but based on issue in point 2 above then no AAF scenes play out at all. 

 

I'm using AAF 1.1.1 

 

 

Thank you for the reports. I was scratching my head yesterday as to why the Trapper boss is not advancing. Turns out he doesn't advance because the lifter he wants to go to is at sea level, not ship level. You can't imagine how many times I did and redid the navmeshes thinking something was wrong. XD

 

 

SetStage _cs_fh 17 makes the lifter go up

 

But I'm working on a new version and I hope to have it all sorted out, and I'm also implementing the Collector as a random encounter, which can kidnap you and take you straight to the Bad Ending.

 

When you mean Nora talking, you mean when you skip conversations and she says things like “Right, Hmm, Yeah, yeah, yeah”?

Posted (edited)
18 minutes ago, DarthCheney said:

 

Maybe this just isn't fully implemented yet in this version, but when trying out the new ending and actually taking the walk to the porn studio, after I talk to Calvin and choose the new ending the scene just stalls out after Big Bomb explains what's happening and Nora says "Far Harbor?".  She just stands there and sways around and nothing else happens. I'll just try it out using the setstage command you mentioned for now.

 

Also, for some reason whenever I trigger the Snuff Movie and enter the studio, Blast isn't assigned to the Raider faction and they all kill him. If I just go there to shoot some videos in the normal porn mission, he's in his normal state.

Thank you, I will check. The truth is that I didn't try that scene you say, but I'll see what happens with that.

 

Edit: Oh, you're right! Gonna fix that.

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

When you mean Nora talking, you mean when you skip conversations and she says things like “Right, Hmm, Yeah, yeah, yeah”?

 

So when you first end up in the pigsty .. the collector tells you that your vocal cords have been severed ... however upon entering this scene, when collector first comes up to you .. you can initiate conversation and speak properly (the hey there .. type comment)  .. which in theory shouldn't happen.. post the convo with Collector you can only oink .. .. just a minor comment really.

 

Love this bad ending BTW, and periodically being shifted off the ship to a new owner for a period of time 

Edited by jc321
Posted
1 hour ago, jc321 said:

 

So when you first end up in the pigsty .. the collector tells you that your vocal cords have been severed ... however upon entering this scene, when collector first comes up to you .. you can initiate conversation and speak properly (the hey there .. type comment)  .. which in theory shouldn't happen.. post the convo with Collector you can only oink .. .. just a minor comment really.

 

Love this bad ending BTW, and periodically being shifted off the ship to a new owner for a period of time 

Yeah this also happened to me :) and there seems some camera issuses when crawling in the pigsty.

Maybe because the default camera is too high for crawling.

Posted (edited)
58 minutes ago, dayangvvv said:

Yeah this also happened to me :) and there seems some camera issuses when crawling in the pigsty.

Maybe because the default camera is too high for crawling.

Actually that is a good reminder .. I had one occurence where an AAF animation kicked in and when finished had my character wedged so far in the corner that she couldn't move away from it at all so was stuck . .. Camera view wise, Personally I'm using xbox controller so can zoom in and out and is a bit limited but not really too much of an issue for me as I go on walkabout.

Edited by jc321
Posted

Awesome mod, it's what drew me into Fallout all those months ago. My first play through was v2.5.7. My game was very unstable as I relied too heavily on Vortex and didn't know what I was doing. 6 months later I finally have a stable game with all of AAF 1.1.1 working extremely well with game version 1.10.163, courtesy of the Midnight Ride guide and a little finagling (Have to delete LL_Fourplay1.10.198.dll to work with the old-gen 1.10.163 version). I've been playing the test v2.7.1b, love the added scenes, groups, etc..., only had a few CTD's and that was memory crashes, a couple of scenes got stuck as well, but used the Stage Guide to resolve them. During "The Hooker", when my PC is in the cell and Dwayne comes to release her, he adds the bimbo collar, and for some reason it keeps shocking her to death. My work around was to activate invulnerability and  enable the PC to wear other cloths. I'm still working on my load order so that could be the problem.

 

I do have a question regarding the recommended mod Dancing Pole for Red Seat. I've been using DC Expansion v1.6.2 since I started playing, it's very stable and works well. My question is the Dancing Pole mod requires NAF Bridge, which requires NAF, a hard requirement, and CS requires AAF, a hard requirement. When loading with both frameworks I get an Exploit Violation demanding that I remove either NAF or AAF (The game freezes). Without AAF CS does load, with AAF CS works well. Is there a solution to this conflict? With NAF, NAF Bridge does not work at all, (Notifies me of the missing NAF mod and freezes the game). I also disabled Red Seat Slavery mod as this may cause a conflict.

 

Here's my recent crash report, if it helps for load order of plugins and such. Any help is appreciated.

crash-2025-01-15-14-03-38.log

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

Thank you for the reports. I was scratching my head yesterday as to why the Trapper boss is not advancing. Turns out he doesn't advance because the lifter he wants to go to is at sea level, not ship level. You can't imagine how many times I did and redid the navmeshes thinking something was wrong. XD

 

 

SetStage _cs_fh 17 makes the lifter go up

 

 

Things didn't work properly to me in this scene.

At first my Pc followed the Trapper boss to half a way and then he started attacking a cat 🤣 and every thing stoped functioning after the cat died.

So I have to kill the cat by console before the Trapper boss saw it.

And then I encountered the lift problem, finally arrived at the cage after a long time.

Is it possible to disable the hostility of the Trapper boss?

Though I think the cat issue might be trigger by other mods I installed.

Just in case, the cat's id is e4013f86, and e4 is my mod index for cs.

Edited by dayangvvv
Posted
3 minutes ago, dayangvvv said:

At first my Pc followed the Trapper boss to half a way and then he started attacking a cat 🤣 and every thing stoped functioning after the cat died.

So I have to kill the cat by console before the Trapper boss saw it.

I had Trapper going off and shooting something too but I was crawling along so slowly I didn't find out what he was attacking 

Posted

 

8 minutes ago, jc321 said:

I had Trapper going off and shooting something too but I was crawling along so slowly I didn't find out what he was attacking 

Then that must be the cat XD.

I can move fast when changed into first person camera, don't know why though.

Posted (edited)

VERSION 2.7.1d for testers

 

Fallout415_1_202500_48_26.png.ad0da1831ef09e372528848abc05dd41.png

  • The main change is that the Trappers's Bad Ending is restructured. It has its own quest now and it's called _CS_TrapperShip. The saves where you played version 2.7.1c are no longer valid and you must use older saves.

 

Several changes in the Trapper's Bad Ending

  • Re-estrucured the scripts on the Trapper ship Quest.
  • Trappers still fuck Nora, but there is a 1/5 chance that they will whip her for fun.
  • Nora can 'do her business' only after eating from the pot. One time per pot eating.
  • If she do her business outside the pigsty, she could be punished as usual, but the punishment is suspended if there is an AAF scene or whipping already running.
  • My script didn't always remove the KFT mask when a message came up that a Trapper had removed it. Hopefully that's fixed too.
  • When Nora fucks her first 12 Trappers, a new miniquest called "Trapper Farm" will start. (_CS_TrapperFarm). I made a little farm in the ship. 😄

 

Spoiler

Photo193.png.924252c435c62376f4cf09e6610024c9.png

 

  • I added new squeals if you want to download the new version of the voices. Commonwealth Slavers - Voices 1.09b
  • When Nora fucks 12 more Trappers after the farm mini quest, the "Trappers in the Minicave" miniquest will start. (_CS_TrapperFH)
  • The Trapper boss should no longer have any issues getting on the lift. I hope.😭
  • I rewrote the dialogue to make the Trappers sound more... Trappers.
  • When Nora gets 20 caps as usual in the Trapper Cave, she can return to the Trapper ship, where this journey will reset to intinity.
  • Maybe I can think of more things, I didn't think I would like doing this Trapper's bad ending.

 

 

 

The Slave Hunter

 

Photo190.png.c56f9e1d7e6ee192ec9492eac7557336.png

  • When you start a new Pet Walk via Lindstrom, and only if you've chosen to be a slave forever, the Collector, a slave hunter, will be smoking at Drumlin Dinner and will have a conversation with the player.
  • If you want to test it out even if you haven't chosen that forever slave route, type SetStage _CS_Roaming 56 once you've started the Pet Walk. And COC Drumlin Diner
  • If you agree to go with him, the Bad Ending will start.
  • If you decline, he leaves. But I want this option to make the Collector as a random encounter to capture us. Working on it.

 

  • Fixed the dialogue scene in the porn studio during The Snuff triggering the Trapper's Bad Ending.
  • Added a new patch for Vtaw. It is the same as the previous one, but now it has it's previews mod as hard requirements too (5 6 7 8 and 9)

 

 

Previous posts: 

Update 2.7

Update 2.7.b

Update 2.7.c

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

It turns out that putting a slave hunter in the Commonwealth and having him chase you is not as simple as it sounds. I have found a frameworkd that might help me so this will most likely be a new hard requierement.

 

 

https://www.nexusmods.com/fallout4/mods/60074?tab=files

 

 

 

I checked the new code and if i'm not mistaken, you will incorporate the hunter during cs roaming ?. I think the commonwealth is already hostile enough for an unarmed slave, but a new challenge is always welcome. I can help you with that if you want. Like how are you planning to capture the player ? is something like Ko framework (knocking the player out and wake up in a dungeon somewhere) or surrender when your health is low enough (violate like). Is the hunter allowed to use guns or only mele weapons ? OR maybe he will sneak up on you while you're asleep (no combat like dangerous night).
PS
lol, i think i was too late 🙃

Edited by lee3310
Posted (edited)
2 hours ago, Zipwak said:

Awesome mod, it's what drew me into Fallout all those months ago. My first play through was v2.5.7. My game was very unstable as I relied too heavily on Vortex and didn't know what I was doing. 6 months later I finally have a stable game with all of AAF 1.1.1 working extremely well with game version 1.10.163, courtesy of the Midnight Ride guide and a little finagling (Have to delete LL_Fourplay1.10.198.dll to work with the old-gen 1.10.163 version). I've been playing the test v2.7.1b, love the added scenes, groups, etc..., only had a few CTD's and that was memory crashes, a couple of scenes got stuck as well, but used the Stage Guide to resolve them. During "The Hooker", when my PC is in the cell and Dwayne comes to release her, he adds the bimbo collar, and for some reason it keeps shocking her to death. My work around was to activate invulnerability and  enable the PC to wear other cloths. I'm still working on my load order so that could be the problem.

 

I do have a question regarding the recommended mod Dancing Pole for Red Seat. I've been using DC Expansion v1.6.2 since I started playing, it's very stable and works well. My question is the Dancing Pole mod requires NAF Bridge, which requires NAF, a hard requirement, and CS requires AAF, a hard requirement. When loading with both frameworks I get an Exploit Violation demanding that I remove either NAF or AAF (The game freezes). Without AAF CS does load, with AAF CS works well. Is there a solution to this conflict? With NAF, NAF Bridge does not work at all, (Notifies me of the missing NAF mod and freezes the game). I also disabled Red Seat Slavery mod as this may cause a conflict.

 

Here's my recent crash report, if it helps for load order of plugins and such. Any help is appreciated.

crash-2025-01-15-14-03-38.log 59.43 kB · 0 downloads

I didn't know this mod was compatible with NAF! 🤯

 

Unfortunately I don't know much about NAF and don't know what to suggest. Because of my time, I have to prioritize the tools I need to work with.

Edited by JB.
Posted
5 minutes ago, lee3310 said:

I checked the new code and if i'm not mistaken, you will incorporate the hunter during cs roaming ?. I think the commonwealth is already hostile enough for an unarmed slave, but a new challenge is always welcome. I can help you with that if you want. Like how are you planning to capture the player ? is something like Ko framework (knocking the player out and wake up in a dungeon somewhere) or surrender when your health is low enough (violate like). Is the hunter allowed to use guns or only mele weapons ? OR maybe he will sneak up on you while you're asleep (no combat like dangerous night).
PS
lol, i think i was too late 🙃

I'm impressed how you know these things just by looking at the source code.  😭 

 

I've been practicing a little bit the capture scenario, I even put a perk on this hunter so that it doesn't damage us so much with his shots. They are “tranquilizer darts”. Each hit has a 1/6 chance of putting us to sleep. so the idea is to run away from him as soon as you see him or lure him to a raider camp (he has a perk that makes him weak to raiders).

 

Fallout414_1_202519_24_55.png.3b14f3181d8a5f312630898821d4fadf.png

 

 

Now... I was thinking it was a matter of just dropping the guy in the middle of the Commonwealth and putting a package on him to make him walk to us. Turns out this random encounter thing is a whole world and from what I read here it's not very well optimized and subject to a lot of conflicts.

 

 

If it's not too much trouble, what I want to know is why the Trappers ship world looks so bad. I thought LodGen was going to create me some sort of infinite sea in view but it's nothing like that.

 

 

 

Posted
21 minutes ago, JB. said:
  • Maybe I can think of more things, I didn't think I would like doing this Trapper's bad ending.

 

  • Added a new patch for Vtaw. It is the same as the previous one, but now it has it's previews mod as hard requirements too (5 6 7 8 and 9)

Well I think the Trapper's bad ending is good enough to be a bad ending by now. 

Since Nora has lost her limbs and vocal chords, I'm afraid it's going to be hard to add any other interactions? Maybe some more passive scenes?

I was thinking about something like wedding or sex scene with a pig but there are no pigs in Fo4 XD

 

Btw what is the patch for Vtaw about, is it necessary? Or just a support for Nora's outfit permission.

Posted
19 minutes ago, JB. said:

I'm impressed how you know these things just by looking at the source code.  😭 

 

I've been practicing a little bit the capture scenario, I even put a perk on this hunter so that it doesn't damage us so much with his shots. They are “tranquilizer darts”. Each hit has a 1/6 chance of putting us to sleep. so the idea is to run away from him as soon as you see him or lure him to a raider camp (he has a perk that makes him weak to raiders).

 

Fallout414_1_202519_24_55.png.3b14f3181d8a5f312630898821d4fadf.png

 

 

Now... I was thinking it was a matter of just dropping the guy in the middle of the Commonwealth and putting a package on him to make him walk to us. Turns out this random encounter thing is a whole world and from what I read here it's not very well optimized and subject to a lot of conflicts.

 

 

If it's not too much trouble, what I want to know is why the Trappers ship world looks so bad. I thought LodGen was going to create me some sort of infinite sea in view but it's nothing like that.

 

 

 

 

 

You could make him travel like a caravan. I recently played around with something like this and it worked pretty well (like finding the NPC on his travels and watching which route he takes etc). I still have the scripts for that (nothing special it's just reused bethesda code). And instead of circling through the destinations you could also use RNG for the next destination to make it less predictable.  

Posted
40 minutes ago, JB. said:

I'm impressed how you know these things just by looking at the source code.  😭 

 

I've been practicing a little bit the capture scenario, I even put a perk on this hunter so that it doesn't damage us so much with his shots. They are “tranquilizer darts”. Each hit has a 1/6 chance of putting us to sleep. so the idea is to run away from him as soon as you see him or lure him to a raider camp (he has a perk that makes him weak to raiders).

 

Fallout414_1_202519_24_55.png.3b14f3181d8a5f312630898821d4fadf.png

 

 

Now... I was thinking it was a matter of just dropping the guy in the middle of the Commonwealth and putting a package on him to make him walk to us. Turns out this random encounter thing is a whole world and from what I read here it's not very well optimized and subject to a lot of conflicts.

 

 

If it's not too much trouble, what I want to know is why the Trappers ship world looks so bad. I thought LodGen was going to create me some sort of infinite sea in view but it's nothing like that.

 

 

 

The game has RE locations (triggers) scattered around the world IIRC, you can add your trapper to the pool of random NPCs (i don't know that framework but it looks promising). 
LodGen is supposed to make a lowrez background of whatever world you have created (unless you use custom textures). Did you follow this guide ?
 

Posted
4 hours ago, JB. said:

It turns out that putting a slave hunter in the Commonwealth and having him chase you is not as simple as it sounds. I have found a frameworkd that might help me so this will most likely be a new hard requierement.

 

 

https://www.nexusmods.com/fallout4/mods/60074?tab=files

 

 

 


I mean the fact that having a thing on your neck that could blow off your head if you dont fit the timer is a good way to control slaves. You dont fit timer = no head. Wanna check it? No? Good. Simple and effective. But we play as character with save-load power. What if to add hardcoded small chance that collar fails to explode if time is exceeded and you gone AWOL? And then Slave Retrieval event (quest) starts. If AWOL Nora cannot bribe slave hunter only 3 options (give up, refuse to cooperate or aggression), but Nora can bribe slave hunters if she exceeded time limit during Pet Walk

Posted
2 hours ago, JB. said:

VERSION 2.7.1d for testers

Yep, AAF scenes, intro and activities all appear to be working in CS_SNUFF although I seemed to have died after the 4th encounter .. so rather than go through all again I thought I'd initiate TrapperFH with setstage 500 .. Although I got dialogue someone was approaching, nobody did .. did I miss a stage? 

 

I then setstage to 530 to go to FH but the intro scene didn't trigger however walking amoungst the trappers all scenes etc.. and getting money seemed to be playing all right. 

 

You can sometimes .. with dialogue (in _CS_Snuff) respond with Mmmm Mmmmpth type (which is whilst gagged) instead of oink .. but not sure if that;s solely a gag thing .. although pretty sure you can oink as well .. or that if I didn't have a gag I might have spoken ... However run out of time to play today. 

 

Never got to the try the porn scene link .. ran through a series of scenes which led me back to whorehouse, however upon entering .. no search by Dwayne .. followed by getting told to go to bed .. however even though the bed was there I couldn't trigger it. ... maybe just a blip in the matrix but thought I'd mention it. 

 

Also one suggestion after hooking in Diamond city .. If you have worked through the night but then finish to go back to whorehouse but select the fast travel .. You enter the whorehouse (in my case) at 9:15am and then get told to go to bed for the night .. As a suggestion maybe set the time to have arrived at the whorehouse to be night time 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...