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Posted

Just noticed a minor voice issue : when talking to the collector in front of the diner there is a *sniiff* line that is pronounced and should be muted.

Posted (edited)
18 hours ago, king_nope_of_nowhere said:

Hi, I keep getting stuck with the first quest where Murphy tells me to get my ass on the ground. I have done everything that I can think of to do so but I'm not sure what I am doing wrong. I am using controller btw. Pls help!

 

That's usually a sign you didn't install AAF correctly (If you activate AAF debug mode it will mostly likely show you can't find actors to start scenes). Make sure you have a functional foundation of mods first before you add in the fun stuff. 

Edited by 4nln415
Posted

Hey can the pool of clients post quest be expanded from just Minutemen? It feels wrong. Why can't there also be scavengers and traders and caravan guards and farmers and settlers and so on? There's so many factions that would be perfect with the occasional minuteman or BOS (after that's happened) :).

Posted

I've noted all the reports, even the fateful one @lee3310found, for going slutty with supermutants xD (he ran out of bases to visit on the fifth occasion, my highest number of bases visited was 4).

 

I think I can make a check in the script, that if “If AliasLocation == 0”, that would indicate that there is no existing location chosen, so I could do a redraw and if it still gives 0, the quest will autoterminate with a messagebox.

 

But I'm saving it for when I get back to work on the mod. Or else I run into the usual thing, I start putting functions or tags from one mod into the other. XD

Posted (edited)
33 minutes ago, JB. said:

I've noted all the reports, even the fateful one @lee3310found, for going slutty with supermutants xD (he ran out of bases to visit on the fifth occasion, my highest number of bases visited was 4).

 

I think I can make a check in the script, that if “If AliasLocation == 0”, that would indicate that there is no existing location chosen, so I could do a redraw and if it still gives 0, the quest will autoterminate with a messagebox.

 

But I'm saving it for when I get back to work on the mod. Or else I run into the usual thing, I start putting functions or tags from one mod into the other. XD

I will give you my fix. I just start the quest, wait for it and check again if it's running. If not clear the FormList and restart the quest. If alias is not flagged as optional, the quest will fail to start.
PS
I hope i will be able to redo the test, cause i believe there is more SM places than that. 

Edited by lee3310
Posted
Quote

 If you have Nuka Ride installed you will be offered to flee to Nuka World to seek protection from the Pack and Golden Globes Studio, once the mod ends.

Based on the explanation above, does this mean that it is better to play this MOD before starting NukaRide?

Posted (edited)
4 hours ago, Rumi_Nanase said:

Based on the explanation above, does this mean that it is better to play this MOD before starting NukaRide?

Future direction maybe not so much. JB is probably going to have a Slaver version of Nuka World in the near future and THAT is if you want to play a scenario where the player character goes to do porn in Nuka World after the ending of CS. That can be achieved by "changing the player having slave background setting" in Nuka Ride. There will be some dialogues that indicate you have experience as a slave (rather than just a fresh out vault dweller).  

 

Mod compatibility wise also not so much. The two mods don't play so well with each other anymore and the tone of both mods are quite different (one is dark and one is more lighthearted). If you want, Finish CS, wait for the mod to shut down after completion, activate NR plugin, start NR. 

 

I would recommend using separate mod lists and two separate playthroughs. With NR you will have a lot of pretty clothes and hair mods and that could take up a lot of plugin space and you don't need mods like Amputators or some of the DD mods vice versa. 

Edited by 4nln415
Posted (edited)

Hi all,

i am currently playing the Quest - "The Weapon".

 

I stuck on Vault 111. After i push the Button on Top of the Vault - i go to the Elevator - it brings me down - but the Vault Door is closed. I repeated the quest again and again - but allways - the Vault 111 Main Door stays closed.

 

How can i open the Vault Door?

 

Thx 4 help.

Ava

Edited by Avahashija
Posted (edited)
1 hour ago, Avahashija said:

Hi all,

i am currently playing the Quest - "The Weapon".

 

I stuck on Vault 111. After i push the Button on Top of the Vault - i go to the Elevator - it brings me down - but the Vault Door is closed. I repeated the quest again and again - but allways - the Vault 111 Main Door stays closed.

 

How can i open the Vault Door?

 

Thx 4 help.

Ava

Try run FO4edit check for mod conflicts. 

Did the brothers follow you down? Did you walk close to the vault door to try to trigger the event? 

 

Do you have other quest/location mods that interfere with Vault 111?

 

load order?

Edited by 4nln415
Posted
On 4/23/2025 at 12:32 PM, inconsistentspellcheck said:

I was stuck on the weapon quest for a while as every time I tried to equip the cane to whip the new vault slave it would auto-unequip, it turned out my character was restrained by a KFT item that was blocked from equiping/displaying by the CS slaver shackles, once I disabled them with the menu the KFT items showed and I could remove that with MCM to continue.

 

Running into this same issue with 2.8.1b, but the mod config in KFT nor Remove Shackles, Remove KFT or Remove DD in CS MCM helps.  Looks like the shackles are equipped, and when I got to do the whipping the pip boy and cane are unequipped.  I was kind of wondering why I went all the way through Hooker and it was removing my top.  :)

 

image.png.cdf5b793c461a6465c4591c0ea8a36a9.png

Posted (edited)
3 hours ago, dav42 said:

 

Running into this same issue with 2.8.1b, but the mod config in KFT nor Remove Shackles, Remove KFT or Remove DD in CS MCM helps.  Looks like the shackles are equipped, and when I got to do the whipping the pip boy and cane are unequipped.  I was kind of wondering why I went all the way through Hooker and it was removing my top.  :)

 

image.png.cdf5b793c461a6465c4591c0ea8a36a9.png

I did a whole run not long ago and had no major issues (all quests before Heroes). Maybe some other mods are putting devices on you or modified the slots. 

Edited by 4nln415
Posted
15 hours ago, 4nln415 said:

Try run FO4edit check for mod conflicts. 

Did the brothers follow you down? Did you walk close to the vault door to try to trigger the event? 

 

Do you have other quest/location mods that interfere with Vault 111?

 

load order?

Yeah - the Brothers followed me down - i jumped arround to activate the trigger - no reaction.

I solved it to use the "TCL" Console Command and warped  through the Vault Door. Could be that "Start me up" fired not the Event that you have left Vault111. As far as i know is Vault111  the only one that can only opened from the inside. So if the Vanilla Starting Quest is not fired - you can not open it from the outside.. Maybe that is the Case.  For me it is solved - could end the Mission and back to Whore House.

 

--- SOLVED ---

 

Ava

Posted
9 hours ago, 4nln415 said:

I did a whole run not long ago and had no major issues (all quests before Heroes). Maybe some other mods are putting devices on you or modified the slots. 

 

Nope, I just use the required/recommended mods. 

Posted
14 hours ago, dav42 said:

 

Nope, I just use the required/recommended mods. 

 

I ended up reloading an older save (before DC), so it's some glitch that wasn't reproducible.

Posted (edited)

Incompatibilty report: Reproducible CTD in Diamond City with Ultra Exterior Lighting. The CTD happens in close proximity near the Diamond City Security. Tested with PRP, Ultra Interior Lighting/PRP patches. UEL light/shadow sources messing I think.

Edited by Farah' Nor
Posted

Is there a changelog for all the versions that you can view somewhere?   I have version 2.1.3d and don't know what's new since 

Posted

I'm at the beginning of the harvestress quest. After having sex with Snoopy, the scene is stuck and when I talk to Dwayne he just repeats "can't wait to go home...". What commands should I enter to advance the story?

Posted
2 hours ago, orca121 said:

I'm at the beginning of the harvestress quest. After having sex with Snoopy, the scene is stuck and when I talk to Dwayne he just repeats "can't wait to go home...". What commands should I enter to advance the story?

Best thing to do is probably load an earlier save. 

 

Posted (edited)
5 hours ago, J0HN13! said:

Is there a changelog for all the versions that you can view somewhere?   I have version 2.1.3d and don't know what's new since 

Search the update code and go over them is probably best. ex: 2.8.1b or relative keywords and find JB's post. Good luck and enjoy lol. 

 

ex: 

 

Edited by 4nln415
Posted
18 minutes ago, 4nln415 said:

最好的办法可能是加载早期的保存内容。 

 

It doesn't work.I suspect there is something wrong with AAF.I checked the "Guide with Quests and Stages", but don't know if that command is correct.

Posted (edited)
30 minutes ago, orca121 said:

It doesn't work.I suspect there is something wrong with AAF.I checked the "Guide with Quests and Stages", but don't know if that command is correct.

It's mostly something causing the quest sequence to break. That's why Dwayne is repeating his line and not triggering the next phase. 

It has less to do with AAF. It's possible the AAF scene broke the quest but it's just a guess. 

 

I don't remember Harvestess too much. Is that the one on the farm or the one after you entered Dwayne's place? Because I don't remember Snoopy being there. I remember the mutant hound tho. 

 

Either that or you're supposed to do something else before you talk to Dwayne. It you said a previous save didn't work then it could possibly be this. 

Edited by 4nln415
Posted
1 hour ago, 4nln415 said:

It's mostly something causing the quest sequence to break. That's why Dwayne is repeating his line and not triggering the next phase. 

It has less to do with AAF. It's possible the AAF scene broke the quest but it's just a guess. 

 

I don't remember Harvestess too much. Is that the one on the farm or the one after you entered Dwayne's place? Because I don't remember Snoopy being there. I remember the mutant hound tho. 

 

Either that or you're supposed to do something else before you talk to Dwayne. It you said a previous save didn't work then it could possibly be this. 

Thanks, the problem has been solved. The reason is that I did not distinguish between Harvestres and Harvester quest.😂

Posted
17 hours ago, 4nln415 said:

Search the update code and go over them is probably best. ex: 2.8.1b or relative keywords and find JB's post. Good luck and enjoy lol. 

 

ex: 

 

Thanks, I just am not sure of what each update is named. I've just been searching "2." 

Posted

Thank you for making this mod! This is best quest sex mod ive seen. Ive tryed out most stuff from Skyrim and Fallout 4, that i could find.

 

Only quest sex mod that comes close to this is Mias Lair (Sex Slaves) for Skyrim. A very well made story with new voicelines even -  is about a kidnapped jarls daughter and their kidnappers, which turn out to be daedra worshippers living in a secret sex slave castle, controlled by Mia. Quests are quite simple, almoust no quests break, or very rarely. Smooth expirience for about 10-15 hours gameplay. That is with SexLab for Skyrim, which is more sophisticated but also more prone to breaking scenes.

 

But here in F4 we have AAF, which is less sophiscticated, but much much more stable. It seems that this questmod, since being made for AAF, is also based upon scenes and quests and made quite simple, only complicated part are dialogues (which are extremely well written for a mod, i would expect this quality in a completely new game) and scenes where you have to wait and then random thoughts pops into your mind. But you cannot move there and cannot break anything. Youre just like watching a movie or playing an adventure/quest game, instead of RPG.

 

So for AAF standarts this mod is super stable, with some waiting and special scenes make your character locked in place and one scene ends and then - fadeout/loading screen - and then next scene, like adding new caharacter to the dialogue or changing the room, or putting slave in the cage - it makes the mod very stable. And gametime, with those radiant missions, is really long. I havent finished everything, but i would imagine to complete all quests one might need 20-35 hours. Ive been playing for about 15 in total i think, in one playtrough. In other mods - like Prison Overhaul (Skyrim) or there was another about slave farm or something - those things break soo fast. I had to make a new playtrough after each 4 hours. Then i learned to mod better and i could play for about 10 hours until i needed to make new playtrough. But no matter how well you mod - in that mod things will always break on regular occasions, helicopter legs(that take you into the the blue sky even), you could get stuck and unable to move camera or your character, an npc that starts a quest might stop responding. Sometimes there are simply too many scripts trying to happen at once and every other action that you make will be buggy. The whole savefile becomes corrupted and theres no other way to continiue to play that mod, then to start a new save.

 

It was still worth it, i have good memories from most of those long questmods (ive played about 10-15 in Fallout4/Skyrim), but man - when i saw the stability of AAF and of this questmod and how long it is and how many quests follow one another, i think its literally impossible to make something like this without fadeouts/loadscreens and expect the mod not to break for more then 5-10 hours.  And here we have 20-30 hours worth of gameplay and no breaking!

 

Really impressive work mod author JB.!

Posted

Also the storyline, dialogues, dialogue with self while waiting, THE MUSIC!, atmosphere, lighting, even interior of whore house - its all so well designed. Each one of those things is not something fantastic, but when put all together... It just completely envelopes me, same way i felt when i played Far Harbor DLC for the first time. I felt like i was really there. I could believe everything that was happening and nothing seemed out of place.

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