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Commonwealth Slavers


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Posted (edited)
28 minutes ago, Will55 said:

I keep doing repeat missions rather than new ones and it is becoming monotonous TBH. I am now making a save before I talk to Lindstrom so I can see if there is a choice.

 

There is supposed to be a choice when you talk to him where you can ask:

  • Can I choose the next job? (You can pick any job you have already completed)
  • Is there anything new for me? (Lindstrom will give you a new quest that you haven't already completed)
  • (or a third option which is like the first one except Lindstrom chooses for you)

If you already had completed all of them, next time you ask if there's anything new Lindstrom will tell you that there isn't any. This is when you'll have to start repeating jobs until you reach the 20 needed.

 

28 minutes ago, Will55 said:

BTW I am on 15 points ..........when I hit 20 can my char continue without losing her freedom choice as I do not like the look of amputation  and castration quests  but would like to find Gristle's daughters grave and a few other things such as the pit.

 

It's hard to answer this without spoiling but, let's just say you can reach 20 points safely without having to worry about about missing out on any content. 

 

Also, you can disable castration on MCM and amputation by not having it installed. But if you are on 15 points that means you were already castrated a long time ago almost at the start of the mod.

 

I hope this was helpful! Have fun

Edited by PARTYSENSUAL
Posted
10 hours ago, PARTYSENSUAL said:

 

There is supposed to be a choice when you talk to him where you can ask:

  • Can I choose the next job? (You can pick any job you have already completed)
  • Is there anything new for me? (Lindstrom will give you a new quest that you haven't already completed)
  • (or a third option which is like the first one except Lindstrom chooses for you)

If you already had completed all of them, next time you ask if there's anything new Lindstrom will tell you that there isn't any. This is when you'll have to start repeating jobs until you reach the 20 needed.

Thank you! I wondered about the possible replies.

10 hours ago, PARTYSENSUAL said:

 

 

It's hard to answer this without spoiling but, let's just say you can reach 20 points safely without having to worry about about missing out on any content. 

 

Also, you can disable castration on MCM and amputation by not having it installed. But if you are on 15 points that means you were already castrated a long time ago almost at the start of the mod.

 

I hope this was helpful! Have fun

Once again...Thank You!....what I meant was IMO my char will  hit 20 points in 2-3 days, but I seem to have missed a lot of quests (only one trip to DC) and can she continue past 20 WITHOUT losing her right to be free at any time.?Or is it mandatory that she choose at 20 or stay forever a slave if she carries on.

 

I had  forgotten that I had disabled amputation and castration before I even started as IMHO there is something quite despicable about both of them as they totally darken the value of any eventual freedom. I do realise that historically both were common in slaves. especially castration in male slaves but far too distasteful for me.

 

OOC when does the castration quest normally begin?

 

Last question I have 25 empty vials for semen collecting mod: Better Living through Cumistry) but filling them has failed with man and beast. In Skyrim there is an equivalent mod( Cum Alchemy RMST) but it requires another mod (SexLab Triggers) ) to ensure collection (my old beastess char has 400+ bottles). Is this a function of the primary mod or a side effect of CS?

Posted (edited)

I logged off with a Scavver quest. I took it as Medium Bomb isn't the most astute or careful of guardians(I wanted to modify my slave rags) but after cleaning out the               ?SuperDupa market I had forgotten about the next bit. The Minutemen as opposition in this mod, do not seem the brightest at best(Rescuing slaves with no collar removal gear) but as you can see below they have a real problem with their combat tactics & training. Currently I am locked up ingame as none of the raiders will turn around and the idiot next to me has no idea that she is actually behind the enemy and has an open field  for firing. Any clues? She was not the first as another one strolled up before her but was noticed and killed .

 

It sorted itself out after 25mins

ScreenShot94a.png

Edited by Will55
Posted (edited)

Walking to the Pit in pitch black darkness handcuffed. No marker on Big Bomb so my char dies 2x even before we hit the Parker/Sumner gang of ferals. Another 3 deaths mostly from losing Big Bomb in the confusion and in the end she had to wipe them all out via console "kill" as the bombs were useless. Then a dust storm comes along and despite sticking like  a leech to BB another collar death. Then in front of the Pit a Radscorpion attacks and BB runs away while a stag and another slave fight it and my char collar dies again. Handcuffing while travelling through dangerous country is idiotic but then the bombs are so stupid what can you expect?

 

Why did she not use the collar cheat or remove the handcuffs? It was her first Pit run and  FGS she was supposed to be protected by these cowardly idiots and a cheat like that should not be necessary while the DD removal cheat does not include handcuffs.  Big Bomb was already 20ms behind her when she again used "Kill" to remove the scorpion and save the slave's and her life.  When she finally makes the Pit, I can imagine the coming fun if this is typical.

Edited by Will55
Posted

I don't understand. You seem to be playing with a mod that spawns enemies (because I take care of disabling all vanilla enemies during walkthroughs). I have no way to deal with the dozens of mods that could interfere. You're seem also playing with an ENB that obscures everything.

 

Anyway, I didn't make a mod to stress people, but to share something fun with the community. I recommend uninstalling the mod if it's causing you that much stress.

Posted
On 2/27/2025 at 9:18 PM, PARTYSENSUAL said:

Hi, I tried reading previous comments to see if anyone asked this before but didn't find anything. The thing is, I played the mod as a male character. Figured doing a sissy run wouldn't be so out of place. Changed nate's voice frequency to sound younger and it was a good enough result. I started the mod and noticed that my characters voice changed to female. I didn't actually have a problem with that, in my head cannon the vet did something to my characters vocal chords to make it sound girly. I'm not asking for a nate voice cloning. But, since nora's voice is forced upon the character no matter their gender I would like to know if an after ending fix where your voice returns to normal is possible. What can I do to have nate's voice back without uninstalling the mod or having to start a new save? I made a lot of progress that'd be a shame to lose. Is a quick easy patch/fix  on your end possible? A console command or ini tweak on my end perhaps? Or another author's mod that forces nate's voice? Aside from this little issue, I found the mod was really well crafted, had almost no crashes with 233 mods. it was overall pretty male-friendly too despite it's intended female character. I enjoyed it a lot and loved the Middle-sized bomb interactions, specially the whole "are you a synth? prove it" dialogue. Looking forward to see what else you create in the future, whether it's an update to this mod or a new one entirely.  Saludos :D

You may have noticed that the first few bars of the mod have dialogues for men. It's because I was seriously planning this mod for both sexes, that's why I chose Absolutely Skimpy Outfit, because I know there is a version for men.

 

But soon after progressing I fell into the harsh reality. There aren't many assets for men.There are no iron marks, so the whole marking scene was meaningless. I don't do overlays anymore, it's too time consuming (even more so if it's overlays like skin markings).  

 

So soon after I started, the plan died. The mod developed in such a way that it was no longer feasible to make a story with a male prostagonist.

 

Anyway, back to your query. I'm pretty sure my mod doesn't change the voicetype. If you play as Nate, you shouldn't hear any voices in his dialogues.

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

I don't understand. You seem to be playing with a mod that spawns enemies (because I take care of disabling all vanilla enemies during walkthroughs). I have no way to deal with the dozens of mods that could interfere. You're seem also playing with an ENB that obscures everything.

 

Anyway, I didn't make a mod to stress people, but to share something fun with the community. I recommend uninstalling the mod if it's causing you that much stress.

The Sumner/Parker gang of ferals are Beth. They are ~10-12 people from Sanctuary ( To prove this check the NPC names on entering the vault zone in the pre-nuke prelude, then check the computer in the Sanctuary drug dealers house and read his notes on Sanctuary) who did not gain entry to the vault. In any comprehensive playthrough you will run into them eventually and they can be met anywhere. On this occasion it was just bad luck. I mentioned it to amplify the lunacy of sending a handcuffed person into any possible dangerous situation and the lack of a marker on Big Bomb and this time Gristle, not to mention the failure of both the Bombs and Murphy as escorts. Medium Bomb was far more useful than all three( my char cleared the SupaDupa market with hands free  and he)  Only Gristle was as good while Jared also always stays out of harm's way.I do realise that there is not much that you can do about most of this (cuffs and marker excepted) but I it did happen while Radscorpions can pop up anywhere.

 

I was not stressed by it all. Annoyed? yes, but I was providing feedback not sarcasm.

 

BTW After arriving at the Pit the rest of the quest had NPs. I disliked the dog episode as no way to treat a victor (My char killed it immediately afterwards with NPs) but cannot complain as I ticked bestiality. It was the timing that annoyed me. Punishing winners wins no friends and forced bestiality for a victor, not to mention the gang bang rape for the already traumatised cage fight winner are NOT rewards but punishments and sheer sadism IMHO.

Edited by Will55
Posted
10 hours ago, Will55 said:

Thank you! I wondered about the possible replies.

Once again...Thank You!....what I meant was IMO my char will  hit 20 points in 2-3 days, but I seem to have missed a lot of quests (only one trip to DC) and can she continue past 20 WITHOUT losing her right to be free at any time.?Or is it mandatory that she choose at 20 or stay forever a slave if she carries on.

You can access MCM and change the 20pts limit to something larger and more to your liking. If you want you could set it to  like 50 and then continue as a slave until you get bored. For example let's say you get bored at 30pts then just change the limit to 31pts and do one more quest to trigger the choice. But there is supposed to be less than 20 quests to do before the limit so you shouldn't be supposed to miss out on much. Still, ask Landstrom for NEW quests everytime instead of chosing your own or letting him decide.

Posted
10 hours ago, Will55 said:

 

OOC when does the castration quest normally begin?

 

The first time you visit Corvega is when it happens, right before you get locked in a cell there with noodles and a pillow

Posted
4 hours ago, JB. said:

You may have noticed that the first few bars of the mod have dialogues for men. It's because I was seriously planning this mod for both sexes, that's why I chose Absolutely Skimpy Outfit, because I know there is a version for men.

 

But soon after progressing I fell into the harsh reality. There aren't many assets for men.There are no iron marks, so the whole marking scene was meaningless. I don't do overlays anymore, it's too time consuming (even more so if it's overlays like skin markings).  

 

So soon after I started, the plan died. The mod developed in such a way that it was no longer feasible to make a story with a male prostagonist.

 

Anyway, back to your query. I'm pretty sure my mod doesn't change the voicetype. If you play as Nate, you shouldn't hear any voices in his dialogues.

Thanks for your reply, first few dialogues weren't male they were silent. And sometime around the first quest my voice changes to female, I think it's after the collar is forced on me. But when I finished the mod and continued playing other quests, dialogues remained female. Everyone treats me as a He but I never got my male voice back. I started a new playthrough with just this mods and it's requirements to test it out and it happened again. Create male character, uses male voice, exits vault 111, talks to murphy for the first time, now he is silent, sometime after voice shifts to female. I never heard any male voices at the beggining perhaps you removed those leftovers already? And about the iron marks I placed tattoos on myself using "slm 14" after being marked and solved it. As I said, the mod is really male-friendly already if not for that voice issue. Which I haven't found a fix yet sadly.

Posted
3 minutes ago, PARTYSENSUAL said:

Thanks for your reply, first few dialogues weren't male they were silent. And sometime around the first quest my voice changes to female, I think it's after the collar is forced on me. But when I finished the mod and continued playing other quests, dialogues remained female. Everyone treats me as a He but I never got my male voice back. I started a new playthrough with just this mods and it's requirements to test it out and it happened again. Create male character, uses male voice, exits vault 111, talks to murphy for the first time, now he is silent, sometime after voice shifts to female. I never heard any male voices at the beggining perhaps you removed those leftovers already? And about the iron marks I placed tattoos on myself using "slm 14" after being marked and solved it. As I said, the mod is really male-friendly already if not for that voice issue. Which I haven't found a fix yet sadly.

I got curious and checked my scripts, and I know where it comes from! It's because of the gags. Next update I'll fix it.

 

Posted

It has to be another mod editing the place, it doesn't look right. Boston Breeder is an incompatible mod, it's in the list of incompatibilities. It is the only mod I am aware of that edits the same cell as mine.

Posted
1 hour ago, JB. said:

I got curious and checked my scripts, and I know where it comes from! It's because of the gags. Next update I'll fix it.

Thanks!! Is there a way to endorse the mod? Also may I ask what the gags have to do with the voice changing? Is it because it replaces interactions with moans? Or something else entirely. No need to answer if you are busy, this is just me chatting. Have a great day

Posted (edited)
16 hours ago, PARTYSENSUAL said:

Thanks!! Is there a way to endorse the mod? Also may I ask what the gags have to do with the voice changing? Is it because it replaces interactions with moans? Or something else entirely. No need to answer if you are busy, this is just me chatting. Have a great day

If I remember correctly, my character always lost her voice after an AAF scene with a KFT gag / after unequipping a gag. So I made a countermeasure so that it doesn't happen to anyone. Basically my mod put Nora's voice back to the player every time a gag is unequipped to avoid that scenario.

 

The bug was probably because of something in my setup and not a generalized problem. But the script is there just in case so it doesn't happen to anyone else.

 

However for the next version, my script will puts Nora's voice to Nora, and Nate's voice to Nate. 

Edited by JB.
Posted
36 minutes ago, JB. said:

If I remember correctly, my character always lost her voice after an AAF scene with a KFT gag / after unequipping a gag. So I made a countermeasure so that it doesn't happen to anyone. Basically my mod put Nora's voice back to the player every time a gag is unequipped to avoid that scenario.

 

The bug was probably because of something in my setup and not a generalized problem. But the script is there just in case so it doesn't happen to anyone else.

 

However for the next version, my script will puts Nora's voice to Nora, and Nate's voice to Nate. 

Thank you kindly for taking the time and looking into it even tho the mod was clearly made for female characters and you didn't have to solve male bugs at all.

 

When the time comes, will it be safe to update mid game? 

 

Also: I think I read somewhere that you spoke spanish, if that's the case saludos desde uruguay 

Posted

Speaking of the Greenhouse. Couldn't you put a mattress and a table that is compatible with animations, to make it a little more interesting? I know it normally doesn't make sense to have a mattress in a Greenhouse, but this isn't your normal Greenhouse and people in DC probably knows about it.

Posted (edited)
35 minutes ago, Omnishade said:

Speaking of the Greenhouse. Couldn't you put a mattress and a table that is compatible with animations, to make it a little more interesting? I know it normally doesn't make sense to have a mattress in a Greenhouse, but this isn't your normal Greenhouse and people in DC probably knows about it.

 

Perhaps the mattres could be just slightly under the floor, hidden, so the mattress animations look like they are playing directly on the cold floor

 

Also you could just start the animations yourself using AAF and then player.additem F 30 caps for each time you fuck someone using this method. Doing this you can fuck pretty much anyone, anywhere

Edited by PARTYSENSUAL
Posted
1 hour ago, Omnishade said:

Speaking of the Greenhouse. Couldn't you put a mattress and a table that is compatible with animations, to make it a little more interesting? I know it normally doesn't make sense to have a mattress in a Greenhouse, but this isn't your normal Greenhouse and people in DC probably knows about it.

Help Abbot, he's in DC painting the Wall. Doing so will unlock a lot of furnitures for the green house.

Posted (edited)
6 hours ago, PARTYSENSUAL said:

When the time comes, will it be safe to update mid game? 

The fix should start as soon as you run your save. Although right now I'm working on Nuka Ride so I'm not promising I'll have it soon.

 

Saludos desde Paraguay. 😄 

 

Este mod lo trabajo según mi estado de ánimo. Es muy desprimente a veces. El otro mod es más divertido y es fácil de trabajarlo (diálogos, scripts, ambientación, música, etc).

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

Este mod lo trabajo según mi estado de ánimo. Es muy desprimente a veces. El otro mod es más divertido y es fácil de trabajarlo (diálogos, scripts, ambientación, música, etc).

No hay apuro bro, que te diviertas, ya me acostumbré a la voz de nora en nate >>

 

EDIT: Con el siguiente comando solucioné la voz

 

CallFunction "ObjectReference.SetOverrideVoiceType" None 

 

 

Edited by PARTYSENSUAL
Posted (edited)

Just Business was the mod whose removal enabled the  Correctional" brawl scene to progress.

 

This F4 run used my normal 600 mod profile and JB is standard within it. 

 

I hope this helps someone else.

 

Thank you for the "help".

 

BTW Just Business ONLY affects this brawl quest and has no effect on the remainder of the mod. In fact, I found it quite useful at times :).

So, I will only remove it at and for the Correctional quest if I play this mod again.

Edited by Will55
Posted

Hello JB,

 

I just want to tell you what an awesome mod you created.  Surprisingly deep at times.  Surprisingly logical at the end.  Infuriating so many times.  I did not expect that.  

The reason I love RPGs is because they're immersive, and make us feel stuff.  You must have worked so hard on this.  It was all worth it.  You did really good. 🥰
I'll go try Nuke Ride now.

 

P.S.  If I may offer a suggestion: you get inundated by help requests about the load order of AAF stuff.  Indeed it is NOT user friendly stuff and requires TLC + tweaks.

But if you would place the mods you suggest in their proper load order, along with a "mandatory / optional" tag, it would give your fans a solid start + avoid at least half the help request posts.  Telling people to read TFM is only part of the answer.  It's quite confusing and only partially true.

 

Before playing your mod, I did a Depravity run, and my load order was setup according to TFM, and I still had to rearrange / remove stuff so yours would work.  

I was ready to give up at some point, and I'm glad I kept pushing until it worked, because it's worth it.  Again, great mod + great job!

Posted
9 minutes ago, coolcat8b said:

Hello JB,

 

I just want to tell you what an awesome mod you created.  Surprisingly deep at times.  Surprisingly logical at the end.  Infuriating so many times.  I did not expect that.  

The reason I love RPGs is because they're immersive, and make us feel stuff.  You must have worked so hard on this.  It was all worth it.  You did really good. 🥰
I'll go try Nuke Ride now.

 

P.S.  If I may offer a suggestion: you get inundated by help requests about the load order of AAF stuff.  Indeed it is NOT user friendly stuff and requires TLC + tweaks.

But if you would place the mods you suggest in their proper load order, along with a "mandatory / optional" tag, it would give your fans a solid start + avoid at least half the help request posts.  Telling people to read TFM is only part of the answer.  It's quite confusing and only partially true.

 

Before playing your mod, I did a Depravity run, and my load order was setup according to TFM, and I still had to rearrange / remove stuff so yours would work.  

I was ready to give up at some point, and I'm glad I kept pushing until it worked, because it's worth it.  Again, great mod + great job!

 

Thank you very much! 🥰 Yeah, both this mod and Nuka Ride are big mods and you should build a mod list around them, not the other way around. Glad to hear you got it tuned.

 

I have default listed my hards, soft and suggested list, but I definitely have to add what I said about creating a dedicated mods profile, due to its size.

 

Posted (edited)
4 hours ago, Will55 said:

Just Business was the mod whose removal enabled the  Correctional" brawl scene to progress.

 

This F4 run used my normal 600 mod profile and JB is standard within it. 

 

I hope this helps someone else.

 

Thank you for the "help".

 

BTW Just Business ONLY affects this brawl quest and has no effect on the remainder of the mod. In fact, I found it quite useful at times :).

So, I will only remove it at and for the Correctional quest if I play this mod again.

I'm glad you caught it. I'm going to put it on the incompatibility list now. True and concrete, as I told the user further back, this mod needs a load order built around it, since it uses so many vanilla instances.

 

600 mods is crazy. For testing purposes I play it with just under 70 mods, to the point that I have been getting used to a less intrusive setup to enjoy the game or mod.

 

Edit: That probably also caused your problem in the fight with the slaves, who stayed in “defeated” positions forever.

Edited by JB.

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