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Commonwealth Slavers


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Posted

Hello. I want to say that I have repeatedly encountered the error "This item is broken. Please scrap and re-craft it." when an NPC tries to use a urinal in the Brothel.
 

Spoiler

Fallout42025-02-0417-42-30.thumb.jpg.2bda28be01e0422cd8cc03205bd98a7c.jpg


As I found out, this is due to the fact that the patch "Slavers - CWSS Patch.esp" refers to an outdated value from the mod "CWSS Redux.esp". The problem is observed on the latest versions of the mod CWSS, for example CWSS v4.011 https://next.nexusmods.com/profile/steve40?gameId=1151
 

I solved the problem in a rather crude way. Using the mod "Mobile Workshop by SKK" I disassembled the old urinal and installed a new urinal from the Workshop in its place from the section "Furniture > CWSS REDUX". Now the error is gone.
 

Spoiler

Fallout42025-02-0417-46-23.thumb.jpg.012ed21162a0a9634e175d50d2d03157.jpg


@JB. If you have the opportunity, please fix this problem and include the fixed version of "Slavers - CWSS Patch.esp" in the build. Thanks in advance.

Posted
1 hour ago, mriexp said:

Hello. I want to say that I have repeatedly encountered the error "This item is broken. Please scrap and re-craft it." when an NPC tries to use a urinal in the Brothel.
 

  Reveal hidden contents

Fallout42025-02-0417-42-30.thumb.jpg.2bda28be01e0422cd8cc03205bd98a7c.jpg


As I found out, this is due to the fact that the patch "Slavers - CWSS Patch.esp" refers to an outdated value from the mod "CWSS Redux.esp". The problem is observed on the latest versions of the mod CWSS, for example CWSS v4.011 https://next.nexusmods.com/profile/steve40?gameId=1151
 

I solved the problem in a rather crude way. Using the mod "Mobile Workshop by SKK" I disassembled the old urinal and installed a new urinal from the Workshop in its place from the section "Furniture > CWSS REDUX". Now the error is gone.
 

  Reveal hidden contents

Fallout42025-02-0417-46-23.thumb.jpg.012ed21162a0a9634e175d50d2d03157.jpg


@JB. If you have the opportunity, please fix this problem and include the fixed version of "Slavers - CWSS Patch.esp" in the build. Thanks in advance.

I never had that problem with the current version of the patch. Did an AAF scene took place on that urinal ? cause AAF breaks furniture to prevent other NPCs from using it while in scene. (Then, restores it back at the end). Sometimes, it can stay broken (you can fix it using console cmds).

Posted
44 minutes ago, lee3310 said:

I never had that problem with the current version of the patch. Did an AAF scene took place on that urinal ? cause AAF breaks furniture to prevent other NPCs from using it while in scene. (Then, restores it back at the end). Sometimes, it can stay broken (you can fix it using console cmds).


Did an AAF scene took place on that urinal ?
Nope

This message starts appearing as soon as I am brought to the brothel and the toilet becomes accessible to all NPCs. I have tried different builds of the "Commonwealth of Slavers" mod. I have also tried the CWSS v4.01 and v4.011 mod versions available online. But the problem is not solved.
 

If no one else has such problems, then this problem is probably related to my Fallout 4 build. Maybe you are right and I need to check the AAF.
But I'm glad that I managed to solve the problem at least as I wrote in the previous comment.

@JB. But I also noticed that in the workshop under "Furniture > CWSS REDUX" there are two identical white urinals. And the second urinal has a working water animation, while the first one does not. Maybe this first problematic urinal without water animation is the one that "Slavers - CWSS Patch.esp" is referring to.

Posted

soo . i dont know why but after cheat skiping (stage2) and doing 3 jobs ( 15 in mcm ) when im tranported to ship collar keep killing ( timer not disable no matter what i do ) amputator event work (but player idle from porn studio scene still on) . placed CS at bottom of load order to avoid conflict with all .(latest test version on board) . have no mods that would heave impact on script ( basic from FM tread) . 

Posted (edited)
36 minutes ago, kazeha9 said:

soo . i dont know why but after cheat skiping (stage2) and doing 3 jobs ( 15 in mcm ) when im tranported to ship collar keep killing ( timer not disable no matter what i do ) amputator event work (but player idle from porn studio scene still on) . placed CS at bottom of load order to avoid conflict with all .(latest test version on board) . have no mods that would heave impact on script ( basic from FM tread) . 

Hmm. I'm not sure if I understood correctly. The trapper ship event only happens after you tell Gristle that you want to be a slave forever. That's makes “Pet Walk” now have a Far Harbor slaver hanging around and looking for you. This slaver is an enemy of the raiders, he shouldn't even enter the Whore House. It's a quest made for those who play slave forever.

 

 

How did you end up on the ship? Did you slept in the W. House and the event kicked?

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

Hmm. I'm not sure if I understood correctly. The trapper ship event only happens after you tell Gristle that you want to be a slave forever. That's makes “Pet Walk” now have a Far Harbor slaver hanging around and looking for you. This slaver is an enemy of the raiders, he shouldn't even enter the Whore House. It's a quest made for those who play slave forever.

 

 

How did you end up on the ship? Did you slept in the W. House and the event kicked?

nope after 15 quest ( dead end start ) then i go to porn studio with bombs . then i chose ship end.  and then the situation i discribe . i manage do it by skiping all thind due MCM cheat and fast quest ( mule ) . if this is not suported action that i have no question ) . but with expirement not to use console but use mod funktions to get fast ship end)

Posted (edited)
3 hours ago, kazeha9 said:

nope after 15 quest ( dead end start ) then i go to porn studio with bombs . then i chose ship end.  and then the situation i discribe . i manage do it by skiping all thind due MCM cheat and fast quest ( mule ) . if this is not suported action that i have no question ) . but with expirement not to use console but use mod funktions to get fast ship end)

I see, you're right. I have to turn off the collar before sending Nora there if you've done it via the porn studio route. For the time being, TGM works for that and the collar won't bother you again after trying to kill her.

Edited by JB.
Posted (edited)

@JB. Reading the latest posts I realize some of my assumptions on CS might be outdated.
Do you have a recommended way for an external mod to  
a. check that CS is still going and the player is still very much under the slaver rule
b. identify slavers from the master/controlling faction?

I could also try and look at the quests and try and figure out which stages to check on my own but thought to ask first if there's not a best practice/path for it already established.

Asking because I would want to auto-suppress the sex-fight-induced paralysis or kill outcomes from my mod related to the slavers if appropriate, to be in line with the CS status and mod story.  Currently trying to compile a list with all story mods that might warrant this approach.

Edited by MSM_Alice
Posted
1 minute ago, MSM_Alice said:

a. check that CS is still going and the player is still very much under the slaver rule

Yeah, here you go. With this script you can find out if the player:

 

 

  • Didn't start my mod yet. Not a slave.
  • Is enslaved (Your abilities may be suppressed if you are collared. )
  • Won the mod and is no longer enslaved

 

	if ( Game.isPluginInstalled( "Commonwealth Slavers.esp" ) )
			int Slavers = (Game.GetFormFromFile(0x01012EA0, "Commonwealth Slavers.esp") as GlobalVariable).getValueInt()
			Quest CS_Quest= None
			CS_Quest = Game.GetFormFromFile(0x0000833E, "Commonwealth Slavers.esp") as Quest; Lucky Day Quest	

			If (CS_Quest.IsCompleted()) && Slavers ==0 ;player won Lucky Day, but not longer a slave, means player has ended Commonwealth Slavers and is free
				; do something
			ElseIf Slavers ==1 ;players is enslaved
				; do something			
			Else ;player hasnt started Commonwealth Slavers yet
				; do something
				EndIf
		EndIf

 

Posted
6 hours ago, dmitriy. said:

With Nuka Ride connected in the greenhouse, the face and skin cleanser hangs in the air. After disconnecting Nuka Ride, they are on the table, but there is no wound cream on the table. (Maybe there is something wrong with my boot order, CS is at the very bottom of the boot list)

  Reveal hidden contents

Photo129.png.69c00e08293120de4ab53be0610d9291.pngPhoto130.png.eae3a1594901bae65de2ca122863522f.png

 


JB insisted numerous times (in both NR and CS threads and modpages) to NOT have NR and CS installed together at same time, becuase of high interference of both into each other and possible incompatibilities. Despite NR and CS are both JB's masterpieces, they don't work well when both installed. Times when NR and CS worked well together and were compatible are gone and it was a long time ago (early NR 6.x versions and CS1). I assume JB does not want to resolve all these incompatibilities

Posted (edited)
9 hours ago, dmitriy. said:

With Nuka Ride connected in the greenhouse, the face and skin cleanser hangs in the air. After disconnecting Nuka Ride, they are on the table, but there is no wound cream on the table. (Maybe there is something wrong with my boot order, CS is at the very bottom of the boot list)

  Reveal hidden contents

Photo129.png.69c00e08293120de4ab53be0610d9291.pngPhoto130.png.eae3a1594901bae65de2ca122863522f.png

 

 

2 hours ago, Waity6taity said:


JB insisted numerous times (in both NR and CS threads and modpages) to NOT have NR and CS installed together at same time, becuase of high interference of both into each other and possible incompatibilities. Despite NR and CS are both JB's masterpieces, they don't work well when both installed. Times when NR and CS worked well together and were compatible are gone and it was a long time ago (early NR 6.x versions and CS1). I assume JB does not want to resolve all these incompatibilities

Yeah, it has become difficult to maintain compatibility. That place (Green House) needs the table to be in one place for Nuka Ride (for drug mule missions, so as not to clipping against the column you see there, during the AAF scene), while in Slavers I have to move it to put the bed and other unlockable props.

 

Right now it would be best to install/activate Nuka Ride when you finish Commonwealth Slavers, or when you are about to finish it (when you start the True Ending missions or when Gristle offers you the options to escape).

 

One of my upcoming plans is to put Gristle lying on a motorcycle during “Pet Walk”, offering to take you to Nuka World so Nora can make more caps working as a prostitute. But that option won't be available if you have Nuka Ride installed, or you'll get a pop up, because I need the original Nuka World, not the embellished one.

 

With that I really hope to start separating this mod from Nuka Ride, without giving up the compatibility that exists today. Something like "you'll get more out of this mod if you don't install Nuka Ride." 

 

BTW I want to put a little mini-game in Nuka World, The raiders pay you very little, because there are a lot of prostitutes from other gangs there. So Nora has to go in and punch them out, like “this is my corner, bitch!” and once she beats them she can start charging more than usual.

 

Now, that will take a while because Nuka World has a lot of hidden triggerboxes and scripts. The amount of things to stop from executing is abnormal. I'm also still working on Nuka Ride. 👌

Edited by JB.
Posted

I just wanted to pop in and say thank you. I'm not sure what i expected when i installed this (ok, i kinda knew why...) Anyway, it was far more than what i was looking for. I've just finished the "True Ending" and wow! I need a break now before exploring the shit i missed. If Nuka Ride is half as good, I cant wait to install that on my next playthrough. Even if you took out the adult scenes this still would have been an awesome mod. 

Posted

I was doing some testing and apparently you can't get the Minutemen radio if you use the Story skip 2. Is there a way to add it via console commands?

Posted
3 hours ago, ectrshgpp said:

Hi,

i've got a CTD i can't fix and i stuck there. During Runaway slave, when MC is in jailed at Minuteman base and Gristle arrives and talk, CTD happen.

Using CS 2.7.1i . Any help will be appreciate !

crash-2025-02-09-11-59-44.log 50.09 kB · 2 downloads

The cause seems so random that I don't know if it is the real culprit. The texture of an NPC's or the player's eye. Then it points to the Diamond City radio, edited by Unoficial Fallout Patch.so no idea. But, if it helps, go to the dialogue settings and disable the dialogue camera. I know there is a special camera scene at that moment you say.

Posted
On 2/6/2025 at 3:55 PM, kelvas said:

I just wanted to pop in and say thank you. I'm not sure what i expected when i installed this (ok, i kinda knew why...) Anyway, it was far more than what i was looking for. I've just finished the "True Ending" and wow! I need a break now before exploring the shit i missed. If Nuka Ride is half as good, I cant wait to install that on my next playthrough. Even if you took out the adult scenes this still would have been an awesome mod. 

 

I had missed it, thanks for your message! I hope you find the Nuka Ride experience enjoyable, it's more silly and less serious, quite the opposite of Slavers.

 

On 2/7/2025 at 1:29 AM, Neppy said:

I was doing some testing and apparently you can't get the Minutemen radio if you use the Story skip 2. Is there a way to add it via console commands?

I had missed it, thanks for the report. I will have it corrected next time.

Posted
On 11/6/2022 at 2:04 PM, JB. said:

No matter how many times I try, Murphy always comes around to talk to me ?. Anyway, I've made a couple of adjustments to reinforce his dialogue. 

This is the patch for 1.0.0 (I corrected the couple of pronoun conditions at the beginning, which confused the player's gender). 

 

Paste and replace it in DATA.

 

Setstage _CS_Thorns 135       is the stage on which Murphy approaches to talk. 

 

Edit --- Fixed in 1.0.1 and 1.0.2

 

hI!

 

I'm running 1.6.8, and that issue is definitely NOT fixed.

Have followed The Fucking Manual, several times in fact.

Tried a minimal load order, and all your hard and soft prerequisites.

Recently, I actually downgraded Fallout 4 to 1.10.163, now I am seeing results in the AAF debug windows

Everytime I use the setstage command you provided, in AAF's debug listing, several mods are being looked for:

 

Anto's hair from Nexus (TBOS)

A huge Tattoo pack I've never heard of before {Tattoos collection by Deviour}

Random Overlay Framework

Pole Activator Framework

Renovated Furniture

Each time I install what it's looking for, the next iteration comes up

 

The Latest is debug spamming in AAF's window for "HomeMaker.esp" {might be .esm}

 

I consider myself to be a middle of the pack modder, and I can usually trace out the problem, but the only animation {in CS} I've actually seen is Gristle's behind the back grapple.

The last dialogue from Murphy is to get on the ground and he'd better hear some moans. This is the point that the AAF debug window start looking for more and more uninstalled mods.

 

What, exactly is supposed to happen here? Attached is my current load order with all utilities/relevant mods downgraded.

loadorder.txt

Posted (edited)
15 minutes ago, judge007 said:

Basically you don't have AAF installed correctly and apparently you installed a bunch of patches without knowing that these require other mods. None of my patches require Pole Dance Activator or “Renovated Furniture”, whatever that is.

 

Needless to say, I handle absolutely none of that. Use “The AAF Fucking Guide” discord for better guidance. Link in their tread.

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

Hi,

i've got a CTD i can't fix and i stuck there. During Runaway slave, when MC is in jailed at Minuteman base and Gristle arrives and talk, CTD happen.

Using CS 2.7.1i . Any help will be appreciate

 

That seems to be a problematic spot for me as well.  (I always have to console my way past the Gristle scenes in that quest as I typically end up with frozen dialogue or frozen load screens or ILS.)  I don't use the amputator mod, so that could be causing some issues there.  Im just wondering if you use the amputator mod.  I actually avoided that quest in the last playthrough because of it.

For me that scene breaks any faith or trust my character would ever have with Gristle when I tried using amputator, and the amputator mod also kind of triggers my own personal fear of limb loss.  In the only playthrough I used amputator, that quest ends my character's life as death become a viable alternative.

Edit:  I would have really liked to see someone other then Gristle in that scene.  Lindstrom would have been perfect.

Edited by sattyre
Posted

So I wanted to pop back in and give a warning. I think I screwed up and totally missed all of the CS2 quests. I decided to do a bunch of quests to get points before continuing to cs2…this cut me off of the other quests. Instead of The Weapon it moved me straight to Gristles offer. Someone showed up in the last mission and I was like who is this? Lol. 

Posted
33 minutes ago, kelvas said:

So I wanted to pop back in and give a warning. I think I screwed up and totally missed all of the CS2 quests. I decided to do a bunch of quests to get points before continuing to cs2…this cut me off of the other quests. Instead of The Weapon it moved me straight to Gristles offer. Someone showed up in the last mission and I was like who is this? Lol. 

Unless i am mistaken, I believe there is an MCM setting that allows you to set how many points you need before the good ending.  Default I believe is 20.  You can do all the original quests and then the ones from CS2 and still do more before the ending quests.  It all depends on what the points are set to.  By the way, you aren't limited to CS2 quests when they become available, you can still repeat CS1 quests, before, during and after you complete all the quests in 2.

Posted

hi every body.

 

Maybe you can help me with FPE (family planning). i dont know why but there is no voices.

 

do you know if there is voice for FPE somewhere?

 

By the way i am testing the last CS version ... 

Posted
57 minutes ago, Enkidu222 said:

hi every body.

 

Maybe you can help me with FPE (family planning). i dont know why but there is no voices.

 

do you know if there is voice for FPE somewhere?

 

By the way i am testing the last CS version ... 

There are only a few lines for the FPE mod when you talk to the father, I don't think there is a voice mod for it.

Posted
1 hour ago, Neppy said:

There are only a few lines for the FPE mod when you talk to the father, I don't think there is a voice mod for it.

ah ok )) thank you for your answer 

Posted

Incredible mod. Cheers for beers and thank you. Played through good and bad endings, and because I've been making poor decisions (like adding SimSettlements against recommendations, lol) it took longer than it probably should have. On the bright side, I learned a lot of MO2/Xedit troubleshooting. xD

fwiw, if you have SimSettlements1,2&3, it will prompt every load that you're not supposed to but it'll work.
(again, dont do this but im laughing for real about it.)

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