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Commonwealth Slavers


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Posted
4 minutes ago, Dont Tell My Parents said:

Yep I start "panicking out of fear" and it adds "Faction for Captives - friends with everyone" to the player (0003e0c8) and it Takes off the yoke, timer stops, then it says I'm misbehaving and everyone goes nuts with no way to stop, they open fire. That faction is from base game....and you've got it set to friend so I don't really know what's happening.

 

I've done several tests. If I TGM and sleep for a day or what ever outside the whore house, then enter it doesn't trigger the PTSD and I am ok.

 

If I load Raider Pet AFTER CWS everyone kills me.

If I load Raider pet BEFORE CWS everyone kills me.

 

I'll need to test this further but I believe with Raider Pet Active I get continual interruptions of the "get on your knees" stuff that makes it impossible to progress because 4, 5, 6, 20 times in a row trying to talk to someone leads to that dialogue even if you give in and say yes the dialogue literally interrupts itself with another dialogue it's crazy! The first one stops responding so much so you click go away and the other dialogue is up behind it LOL.

 

Is that get on your knees, that collar looks good on you, you're a slave you know what to do speech thing from your mod or is it from Raider Pet? I tried looking in XEdit and CK but I couldn't find it in either mod.

 

image.png.fd9abba075bfa684e71a6afe95e3309a.png

 

 

Posted

When is the last time I will be in the whore house if I play it all through? I want to rescue all the babies before I escape. I've just done The Weapon. I assume I'm coming up on the havester/harvistess and the correctional but I'm not sure if I play all of those or just one, and I'm not sure which one will return me after going through.

Posted
6 hours ago, Dont Tell My Parents said:

When is the last time I will be in the whore house if I play it all through? I want to rescue all the babies before I escape. I've just done The Weapon. I assume I'm coming up on the havester/harvistess and the correctional but I'm not sure if I play all of those or just one, and I'm not sure which one will return me after going through.

Er....which babies??  

 

Go to the MCM menu for Slavers and locate and click on 'jobs done' under Miscellaneous, and it will pop up with a message box telling you how many jobs you've already done, click ok, then it'll tell you how many you're required to do.

 

If you want to start the ending asap make sure the 'Jobs Needs to be done' slide to 20.  If you're super impatient you can complete 'The Hooker' and steal more documents which counts as 2 jobs, if done successfully. 

 

Once you've completed the required amount of jobs you will be told to speak to Lindstrom who will ask you to go outside to talk to a certain someone, and the quests will begin.  If you choose the 'True Ending' you will get those quests starting with reactivating The Hero, and starting 'The Harvester' which will lead in to the other two quests 'The Correctional' which leads into 'The Harvestress'.   

 

If you choose the 'True Ending', no need to save anyone/anything just follow the quests as they ask you to, it will all work out in the end 🖤 unless you have a mod that added actual babies in which case, er, maybe bring those with you when you start 'The Correctional' and drop them somewhere safe near the WH because it's gonna be one heck of a ride for a baby if they end up in correctional lol

Posted (edited)

Playing the latest 2.7.1 test version and noticed a couple of minor details that may make quests confusing/difficult for first time players (but I beg of you ignore this and work on NR, I'm dying here man lol) but here were the 3 juicy wiggly bugs I saw repeated through a few different playthroughs so I felt compelled to help:

 

During 'The Scavver'

Spoiler

when leaving the laundromat and locating Snoopy, I noticed activating him now triggers True Ending content which gives my dialogue options with Snoopy instead of the previous simple activation to just tell him to go home with you to the Whore House.  As someone who knew what was supposed to happen, I simply select the trade option and close out, he leads me back as is expected.  This happens as early as the first time doing the quest before 'The Runaway Slave' triggers.  For new players this may be confusing and they may accidentally ask him to join them.  I made a hard save and tested this, and he will in fact follow me all the way to Concord and back, and continue to follow until I dismiss him.  Frankly I didn't dislike this but it is immersion breaking to an extent and I don't think it was intentional

 

During 'The Scientist' leading into 'The Minuteman'

Spoiler

when 'The Minuteman' triggers at the end of this quest on its first time being played, the original dialogue with General Becker if you did not complete 'The Runaway Slave' still indicates that Becker has met you before (he's crazy so I'll just accept that he thinks I'm someone else lol) when before, I recall slightly different dialogue if you did not complete this quest from dialogue where you did - I truly may be misremembering but I swear I remember 2 different dialogues with him in Slavers Valley

 

During 'The Scientist' in general

Spoiler

Dr Duff is no longer in the pharmacy as expected and instead shows in her location in the Whore House as she would in the True Ending, including the first time completing this quest for her when it triggers the abduction at the end of the quest.  I bypass this by getting the quest from Lindstrom, going to the back where she spawns, selecting her, and then using the moveto player option once I get into the pharmacy and once I've been rescued by Gristle and Murphy from General Becker, again in the pharmacy.  After moving her the second time, she follows you and Gristle to the pillory with correct dialogue and acts as normal from there.  The quest marker shows on her just fine, but she is not where she is meant to spawn until after the ending

 


 

Edited by savantladylilith
Posted (edited)

When I asked to roam freely I also got a bunch of weird end game talking, I kept telling the barman and doorman raider slaves were useless and fuck you or something I can't remember. It only happened for that quest, no factions were added to me. When I used console to finish the quest it went away immediately. Happened in the last two quest sections, I told Jared to fuck off and he responded like I hadn't, then I couldn't dialogue with Barman on report.

 

Also I can open the correctional even though it says I don't have the key when the door opens, completely bypassing the Pike scene.

Edited by Dont Tell My Parents
Posted
17 minutes ago, Omnishade said:

A small idea for the Raider Ship scenario. They put a devious device in the form of a pig snout on the player, to build on the idea that the player is treated as a pig. I don't think any such device exists yet, but I found this model https://www.cgtrader.com/free-3d-print-models/games-toys/toys/pig-nose.

There are also other sources like Sketchfab in case you're interested in implementing this idea.

lol, if someone transforms it into a nif for Fallout it can be done. 

 

I'm still stuck on Nuka Ride for a couple of weeks but when I finish it I want to get back to tweaking nuts. A few days ago I realized that the quest to travel to Far Harbor 'for a couple of months' has no voices, so that and other tweaks and bug checks are on hold.

Posted

Wow this was 20 hours of gameplay, it was really immersive. You should pat yourself on the back I've never seen quests done like this, it really felt like a story. I didn't see the endings coming, they were great twists. Not sure how I feel about Becker though, lore wise he's supposed to be an upstanding person who wouldn't have stood for any of the shit that went down after his death. If you keep him in he shouldn't try to kill slaves he should be freeing and rehabilitating them.

 

I'd like to see less going to bed for clients, we should be able to use the couches and the pole more. I would also like to be able to freely solicit for roleplay purposes and have clients ask me too. It would also be really cool to be able to free the real Jarred or if he just escaped. And when it comes to the beast stuff it would be nice to see more variety, especially if it was a training mission with different things.

 

And one thing that drove me nuts is the hitboxes for talking to Gristle in Diamond City were so hard to hit it took forever to talk to him. Or when I was hitting them I got the unable to talk sound. Would also be good if we could permanently stop the music :).

 

Also now I've finished the raiders aren't hostile. I'm pretending they still think I'm a slave for now but it's a bit weird would appreciate a pointer for fixing ha ha.

 

Also not sure if it's to do with Militarised Minutemen but having a bunch of powerarmour bros in the whore house is weird. It would be nice to see a patch for that if possible.

 

If you want to add more quests it would be really cook to see a revenge circuit. I'm about to go hunt down Ack Ack since she was my VIP. 

 

 

Posted (edited)

Hi, quick question, is it normal that animals don't have their genitals visible during animations?image.png.f73cb4803f6f90a0946d56ab9416d929.png

Edited by Nukedool
Posted
21 hours ago, Nukedool said:

Hi, quick question, is it normal that animals don't have their genitals visible during animations?image.png.f73cb4803f6f90a0946d56ab9416d929.png

Jesus bro~! once i just scroll down and i saw your screenshot man, that freak me out XDD~

 

okay back to your question : pls check the animation patch you have, my guess was maybe your leito animation patch with other final animation patch crossing or you are just  missing the final animation patch for your mods list , better to check out the [AAF] "The Fucking Manual"  bro~

Posted
On 3/16/2025 at 2:00 AM, JB. said:
On 3/14/2025 at 11:55 PM, athena1978 said:

I have a problem AFTER beating the green supermutant in "The Pit". 

AAF error:---> Commonwealth Slavers: Failed to play AAF scene, Advancing Stage.

I have UAP 2.6.6.4 Anyone knows what is the prob?

There are some animations not available with UAP. I know that if a VIP is female, you'll experience errors during The VIP. For advanced users, I recommend the Indarello patch over UAP (but to avoid problems for new users, I'm sticking to UAP which is the patch that is recommended by the official guide).

Hi JB, may i ask a question?  Was this "AAF error:---> Commonwealth Slavers: Failed to play AAF scene, Advancing Stage." problem can be solve by adjust or uninstall our mods list on CS current version Or we need to wait for CS update?

Posted

@JB. I played the new Bomb quest till the pillory, and i wonder if you noticed that the player is not playing the zaz idle when you disable AAF package (settings.UsePackages = false). Only male raider is playing his part for me, the player just sit there doing nothing (playing the default furniture idle). At first, i was impressed that the PC didn't exit the furniture before the scene, but turns out, it was broken.
Is it the same for you ? (AAF 1.1).

Posted (edited)
10 hours ago, raphael8989 said:

Commonwealth Slavers: Failed to play AAF scene, Advancing Stage

this msg means that you have a missing animation. You have to find what anim it is and install the appropriate anim pack (check the mod description)

Edited by lee3310
Posted
7 hours ago, lee3310 said:

@JB. I played the new Bomb quest till the pillory, and i wonder if you noticed that the player is not playing the zaz idle when you disable AAF package (settings.UsePackages = false). Only male raider is playing his part for me, the player just sit there doing nothing (playing the default furniture idle). At first, i was impressed that the PC didn't exit the furniture before the scene, but turns out, it was broken.
Is it the same for you ? (AAF 1.1).

I don't remember playing it with AAF 1.1 but with the one that still uses the doppelganger. The character stays there because I asked for it (settings.UsePackage = false and SkipWalk = true ), it looked better that way.

 

As a last option I can do something I usually do in Nuka Ride for these cases, which is to create and use my own doppelganger for AAF scenes. There are other instances in Nuka Ride that forced me to take that route (Nora talks during scenes and that breaks the new AAF if you use her).

Posted (edited)
18 hours ago, raphael8989 said:

Hi JB, may i ask a question?  Was this "AAF error:---> Commonwealth Slavers: Failed to play AAF scene, Advancing Stage." problem can be solve by adjust or uninstall our mods list on CS current version Or we need to wait for CS update?

The mod did not find an animation. If you're referring to the scene you mentioned on the las page, I have it jotted down to check once I have time, but it won't be anytime soon.

 

I'm 99% sure it's the AAF animation where there's a woman, a man and a dog. It's from Savage Cabbage or Leito.

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

I don't remember playing it with AAF 1.1 but with the one that still uses the doppelganger. The character stays there because I asked for it (settings.UsePackage = false and SkipWalk = true ), it looked better that way.

 

As a last option I can do something I usually do in Nuka Ride for these cases, which is to create and use my own doppelganger for AAF scenes. There are other instances in Nuka Ride that forced me to take that route (Nora talks during scenes and that breaks the new AAF if you use her).

Hmm. I don't think it's better to go through the hassle of implementing a dpg if it will end up turning the PC invisible before the switch. It will break the immersion just as much as leaving/entering the furniture IMO. The question is, does it happen with NPC/NPC or is it another problem that arose from the use of the PC in scene.
I tried replacing "PlayerREF.SnapIntoInteraction(_CS_Pillory_Bomb)" with "_CS_Pillory_Bomb.Activate(PlayerREF)", also setPlayerAIDriven() but no dice. 
I'll tell you if i find a solution. 

Posted
On 3/31/2025 at 9:19 AM, disguised_goose said:

I've tried installing it but i'm pretty new to modding and I was wondering if anyone has any easier methods of installing the whole setup needed for this mod and isntalling this mod 

 

No. Modding is a labour of love, you will spend hours doing it properly or you will spend hours fixing it and possibly lose your save.

 

7 hours ago, JB. said:

The mod did not find an animation. If you're referring to the scene you mentioned on the las page, I have it jotted down to check once I have time, but it won't be anytime soon.

 

I'm 99% sure it's the AAF animation where there's a woman, a man and a dog. It's from Savage Cabbage or Leito.

 

I have all the required packs but I got that message 2-3 times also.

 

Posted (edited)
59 minutes ago, Dont Tell My Parents said:

 

No. Modding is a labour of love, you will spend hours doing it properly or you will spend hours fixing it and possibly lose your save.

 

 

I have all the required packs but I got that message 2-3 times also.

 

The moment the previous user mentioned to me is the scene with the dog in “The Pit”, after beating the supermutant.

 

I'm checking the script and my mod just asks:


Any scene between a female human and a dog. Nothing else. It doesn't ask for tags, it doesn't ask for furnitures.

 

My mod summons a dog and puts it in the same place where I usually summon the supermutant.

 

I will test it tonight to see how it works.

 

By the way, if the bestial route is disabled, there is a threesome with two raiders.

Edited by JB.
Posted
On 3/30/2025 at 12:08 PM, savantladylilith said:

Playing the latest 2.7.1 test version and noticed a couple of minor details that may make quests confusing/difficult for first time players (but I beg of you ignore this and work on NR, I'm dying here man lol) but here were the 3 juicy wiggly bugs I saw repeated through a few different playthroughs so I felt compelled to help:

 

During 'The Scavver'

  Hide contents

when leaving the laundromat and locating Snoopy, I noticed activating him now triggers True Ending content which gives my dialogue options with Snoopy instead of the previous simple activation to just tell him to go home with you to the Whore House.  As someone who knew what was supposed to happen, I simply select the trade option and close out, he leads me back as is expected.  This happens as early as the first time doing the quest before 'The Runaway Slave' triggers.  For new players this may be confusing and they may accidentally ask him to join them.  I made a hard save and tested this, and he will in fact follow me all the way to Concord and back, and continue to follow until I dismiss him.  Frankly I didn't dislike this but it is immersion breaking to an extent and I don't think it was intentional

 

During 'The Scientist' leading into 'The Minuteman'

  Hide contents

when 'The Minuteman' triggers at the end of this quest on its first time being played, the original dialogue with General Becker if you did not complete 'The Runaway Slave' still indicates that Becker has met you before (he's crazy so I'll just accept that he thinks I'm someone else lol) when before, I recall slightly different dialogue if you did not complete this quest from dialogue where you did - I truly may be misremembering but I swear I remember 2 different dialogues with him in Slavers Valley

 

During 'The Scientist' in general

  Hide contents

Dr Duff is no longer in the pharmacy as expected and instead shows in her location in the Whore House as she would in the True Ending, including the first time completing this quest for her when it triggers the abduction at the end of the quest.  I bypass this by getting the quest from Lindstrom, going to the back where she spawns, selecting her, and then using the moveto player option once I get into the pharmacy and once I've been rescued by Gristle and Murphy from General Becker, again in the pharmacy.  After moving her the second time, she follows you and Gristle to the pillory with correct dialogue and acts as normal from there.  The quest marker shows on her just fine, but she is not where she is meant to spawn until after the ending

 

 

 

I'm taking a look at “The Minutemen”. There are dialogue variants in case you haven't met Becker. But it looks like the conditions are not set right. Thanks! I'll look at the rest in time.

 

 

image.png.dc4feeea481bdb64a25c08a2ef6a3fa5.png

 

 

image.png.ca896ff9775e9b2e22e21ef185b0a616.png

Posted

In The Porn Studio, if you select the orgy option she says "I'd love to be ridden by several men", but the only animations available are handjobs and blowjobs, which doesn't really make sense here. Without the UAP patch though, there are two animations involving penetration that can be selected, but then the other animations won't have erections.

 

I tried looking in the UAP files and they are included. The only thing setting them apart is that they have the aggressive tag, but removing that didn't help. Do you know why you can't get them to play in this scenario?

Posted
2 hours ago, Omnishade said:

In The Porn Studio, if you select the orgy option she says "I'd love to be ridden by several men", but the only animations available are handjobs and blowjobs, which doesn't really make sense here. Without the UAP patch though, there are two animations involving penetration that can be selected, but then the other animations won't have erections.

 

I tried looking in the UAP files and they are included. The only thing setting them apart is that they have the aggressive tag, but removing that didn't help. Do you know why you can't get them to play in this scenario?

Better the indarello patch to get the bests scenes posible. As I usually say, I don't recommend it “officially” because the community has an official guide where they recommend UAP, they have a discord and they help those who have problems with AAF. But if you know how to handle it better install Indarello's. 

Posted

So, I ran the scene (dog in the Pit and deathclaw in the Pit) without errors. The animation my mod used is Leito's. Again we enter “I don't want to suggest it officially” territory, but I highly recommend "Staged Leito Plus" from Tentacus in conjunction with the Indarello patch (Staged Leito to take care of Leito, and Indarello to take care of the others). 

 

Spoiler

Fallout42_4_202520_59_09.png.096deaf169a599abb645cec483798893.png

Fallout42_4_202521_02_39.png.42b151717b470ddf5c6efae72419f950.png

 

 

Posted
2 hours ago, JB. said:

So, I ran the scene (dog in the Pit and deathclaw in the Pit) without errors. The animation my mod used is Leito's. Again we enter “I don't want to suggest it officially” territory, but I highly recommend "Staged Leito Plus" from Tentacus in conjunction with the Indarello patch (Staged Leito to take care of Leito, and Indarello to take care of the others). 

 

  Reveal hidden contents

Fallout42_4_202520_59_09.png.096deaf169a599abb645cec483798893.png

Fallout42_4_202521_02_39.png.42b151717b470ddf5c6efae72419f950.png

 

 

 

I can get those animations with UAP, but I tried Indarello's patch(obscurely named patch for animations) while doing The Bomb and there were still only two pillory animations although I know there are more, because I've seen them during other missions. It seems more like CS doesn't allow all tags in some scenes. That used to be the case with the whore house quest, but you changed it to allow missionary, which is good.

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