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Posted (edited)
7 hours ago, BlueYellowGreenRed said:

I'm encountering an issue early in the mod when I need to meet Murphy. When I initiate the conversation, he starts by saying it's my lucky day, and then I get a brief chance to respond. However, the dialogue abruptly cuts out—I only have about a second to select an option before the dialogue tree disappears, forcing me to interact with him again. While I could speed things along by setting the stage, that would diminish the immersion.

 

Regarding mods, I have a relatively clean mod list, consisting mainly of bug fixes, dependency mods, and a few CS recommended ones. I also have Extended Dialogue Interface and Full Dialogue Interface installed, but disabling them hasn’t resolved the issue. Additionally, I have Fallout 4 capped at 60 FPS, yet the problem persists, and I have no idea what’s causing it.

 

Any help would be greatly appreciated.

 

edit:- So its not just that one part. Using the skip cheat in the mcm, talking to the barman in the whore house (cant remember his name) the dialogue just cuts out without me having time to read it. So it looks like its an issue caused by the mod. I tp'd to Diamond City straight after leaving the vault and I can start a conversation with any quest npc without any interruptions or issues. 

 

I also have F4z Ro installed and High FPS Fix and no UI mods are being used currently. 

 

Use only Extended Dialogue Interface. Having both can cause bugs. This is not CS mod problem. It’s a mod conflict you have with both those dialogue mods installed. 

Edited by 416.cja
Posted

@416.cja Thanks for responding. but like I've said, I don't have any of those mods installed. The only mods I have are what's needed for CS and its dependencies. I've started new saves each time after installing/uninstalling just to see if it makes a differencebut it does not.     

Posted
1 hour ago, BlueYellowGreenRed said:

@416.cja Thanks for responding. but like I've said, I don't have any of those mods installed. The only mods I have are what's needed for CS and its dependencies. I've started new saves each time after installing/uninstalling just to see if it makes a differencebut it does not.     

You don't have extended dialogue interface installed? I thought that's what your comment was saying earlier. If not, install that and you should be fine. Almost all the time you need to use that mod for custom dialogues that are not from the game. If it's not working then i'm not sure what it could be. Sorry for not reading your comment properly.

Posted

@416.cja I guess I'll try again with just EDI see if that makes a difference. 

 

It's weird because the very start when you meet Gristle and when he takes you inside that building, works perfectly fine. It's just seems to be everyone else who can't hold a conversation lol

Posted

Is there any way to disable the popup boxes that require confirmation. The ones like `you have developed a powerful addiction.` It's kind of unnecessary to be confirmed every time you take Jet? 

Posted
41 minutes ago, dooWhap said:

Is there any way to disable the popup boxes that require confirmation. The ones like `you have developed a powerful addiction.` It's kind of unnecessary to be confirmed every time you take Jet? 

That shouldn’t be happening. Let JB know. I could be wrong but that seems like a mod bug.

Posted (edited)

Hey @JB. here's a little bug first on _CS_Castration stage 200 for when you get back to this mod. The other slaves never got the morphs (== instead of != OR you can just write !GetStageDone(30))
image.png.fd801d10f56ac82d3e877ecc2a4770cb.png

 

Second, i've never played runaway quest but can it be used as a re-introduction to CS ? i want to make a scenario were you manage to escape by removing the collar (the guy in dug out in, could do the trick since he asks for 10,000 caps because of the risk involved in freeing slaves, so it fits the lore) but when you surrender to raiders (via AAF_Violate) they send you back to Jared and co. I took a quick look at cs_runaway, and it has punishment so i thought it could be used as a way back to CS without the need of making a new quest. What do you think ?  

Edited by lee3310
Posted
8 hours ago, dooWhap said:

Is there any way to disable the popup boxes that require confirmation. The ones like `you have developed a powerful addiction.` It's kind of unnecessary to be confirmed every time you take Jet? 

Does this happen after the story ends?

 

I'm checking the script and there may be a line missing. But I have not reviewed the script in a while. I plan to return soon. For now, please write this:

 

Set _CS_Junkie to 1

 

The message should no longer appear.

Posted (edited)
2 hours ago, lee3310 said:

Hey @JB. here's a little bug first on _CS_Castration stage 200 for when you get back to this mod. The other slaves never got the morphs (== instead of != OR you can just write !GetStageDone(30))
image.png.fd801d10f56ac82d3e877ecc2a4770cb.png

 

Second, i've never played runaway quest but can it be used as a re-introduction to CS ? i want to make a scenario were you manage to escape by removing the collar (the guy in dug out in, could do the trick since he asks for 10,000 caps because of the risk involved in freeing slaves, so it fits the lore) but when you surrender to raiders (via AAF_Violate) they send you back to Jared and co. I took a quick look at cs_runaway, and it has punishment so i thought it could be used as a way back to CS without the need of making a new quest. What do you think ?  

I have no problem creating new quests or simply a new scene within Runaway Slave with adapted dialogue. I'm not sure if my dialogue for the punishment during “Runaway Slave” (in the event that the player has been recaptured via Violate) are 100% suitable.

 

In addition, certain conditions would need to be reviewed. Is Jared still alive after you escaped? Because nothing stops the player from escaping and coming back to kill them all. I can disable Jared and lock the door to the whore house until the player is recaptured, to avoid breaking the mod and keep everything on “standby.” But Corvega would be left very empty, lol. 

 

 

Speaking of castration, I plan to change it to the correct english terminology, voices and all. Unless most users like this linguistic accident of mine as a funny excuse for “uneducated people/raiders who barely know what they're talking about.”

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

I have no problem creating new quests or simply a new scene within Runaway Slave with adapted dialogue. I'm not sure if my dialogue for the punishment during “Runaway Slave” (in the event that the player has been recaptured via Violate) are 100% suitable.

 

In addition, certain conditions would need to be reviewed. Is Jared still alive after you escaped? Because nothing stops the player from escaping and coming back to kill them all. I can disable Jared and lock the door to the whore house until the player is recaptured, to avoid breaking the mod and keep everything on “standby.” But Corvega would be left very empty, lol. 


Great. I would love a way back like this so player can escape for a while without leaving the mod story for good. 
You don't have to disable any character, just an OnDeath Event listener for key NPCs will suffice. If they die, stop the runaway quest.
AAF_Violate can check if the quest is running before calling this scenario (i will implement it myself then ask Ego to add it). 
PS
You can also find the life outside not suited for you anymore and decide to return/surrender by yourself (Jared would be more lenient if you do so for exemple and gives you a less harsh punishment). 


It is not a simple task, so i can help you with the scripting part when you decide to do it. 
 

 

8 hours ago, JB. said:

Speaking of castration, I plan to change it to the correct english terminology, voices and all. Unless most users like this linguistic accident of mine as a funny excuse for “uneducated people/raiders who barely know what they're talking about.”


I only enabled the surgery scenario later in game cause i missed it, It worked just fine minor that little bug. I don't pay too much attention to grammer and/or wording... (It doesn't bother me like it does for others. My English is far from perfect.)

Edited by lee3310
Posted
8 hours ago, JB. said:

Does this happen after the story ends?

 

I'm checking the script and there may be a line missing. But I have not reviewed the script in a while. I plan to return soon. For now, please write this:

 

Set _CS_Junkie to 1

 

The message should no longer appear.


JB., Got your reply this morning. Last night I did a little bit of MCM troubleshooting in the Junky Menu. First I tried to Cure Addiction and it said that "I'm not even a junkie.". So I clicked on the "Start Junkie Addiction"  and nothing happened. I verified with taking some Slavers Jet and got the same popup dialog as before. I went into the MCM again and spammed the "Start Junkie Addiction"  until a message came up saying that "I was already a junkie!". 

I am playing a pretty heavy modded game, I don't know if there is a timeout on scripts or anything that the game does in the background, but my armchair diagnosis is that somehow the script wasn't triggering until I spammed the MCM.

I have to say that this is one hell of a mod! The only other issue I ran into was during the True Ending. When homie goes in the hole at the junkyard. He kept on spawning outside the Shock Collar range when I followed him in and I kept dying. My solution was to get his PID and moveto player when I entered the new cell. Other than that everything was very smooth, well thought out dark story line!

You have done some incredible work here and thanks!

Posted (edited)

@JB. A small bug report. When manually stopping Junkie addiction cravings and notifications dont stop and appear only once. But the so called 'junkie breakdown' or how to say it, does not happen which good and works as intended. I mean if I increase game timescale to 10000 and wait a little, I would only get cravings and only once but not a breakdown. I hope you understood what I wanted to say

Edited by Waity6taity
Posted

First of all, I want to thank J.B. again for the amazing story.

But I have a small problem. After completing all the quests, when I equip the power armor, I can't talk to anyone. I can say only "Mmmmgh". Has anyone encountered something similar? Can you tell me where I screwed up?

Posted
8 hours ago, TT_AD said:

First of all, I want to thank J.B. again for the amazing story.

But I have a small problem. After completing all the quests, when I equip the power armor, I can't talk to anyone. I can say only "Mmmmgh". Has anyone encountered something similar? Can you tell me where I screwed up?

Never heard of that problem before. I recommend trying to equip then unequip any gag from Devious devices or Kziitd Fetish Toolset. It’ll probably reset the dialogue scripts for that. 

Posted (edited)

Hello @JB.!

I have a question, but only  if you have time for it.
I am trying to learn how to remove (and add) hairdos dynamically from a papyrus script, that might be sourced from various third-party hair mods (that are not necessarily hard dependencies).


I have been studying how "diverse bodies:" mod does it, and I learned that 
1. hairdos are headparts, and
2.  adding  new hairdos, means the old hairdo needs to be removed first, (all logical so far) 

Now the tricky part is to identify which specific headpart from the current headpart list on an actor, is the old hairdo.
As far as I can tell, Diverse Bodies get the list of all headparts that an actor uses at some point , and cross references all the items on that headpart list with a pre-generated list of vanilla headpart hairdoos (gendered list - different for males and females) , to find out which specific headpart  from the current actor headpart list is the old hairdoo (so it knows what to remove). 
That can probably work, but it is not ideal as it means that those hairlists  (from lists or head part lists) used in the removal process, need to be up-to-date and contain with any possible hair headpart  that the one might have installed. Any hairdo headpart that is not there in those lists will never be identified and removed by such a system.


Then I remembered that Slavers also has some dynamic hair functionality ( namely the slaves' head can be shaven) so I wondered if perhaps it is an easier solution to identifying which headpart from a hardpart list  is the hairdo,  and maybe there is a more straightforward way to remove hairdos that does not involve an extensive cross check with an existing pre-built head part list. 

Can you guide me where should I look for the implementation of such a functionality in the slavers Papyrus scripts?

I am hoping to not have to make the hair mods hard dependencies, but still be able to use more varied hairdoos if they are available. 

Many thanks!
 

Edited by MSM_Alice
Posted

@MSM_Alice  I don't store headparts. Skyrim wiki says that if the headpart is the same type (e.g., hair), the new headpart will replace it. Fallout wiki doesn't say that, but in my experience, it's the same case. So, no need to remove it first. 

 

 

The “bald” hairstyle I use in Slaver is a headpart like the others.

 

Quest _CS_Thorn, Stage 11

 

PlayerRef.ChangeHeadPart(HairFemale20, False, False)

 

Hmm. Not long ago, I learned that some headparts have extra parts, such as hairstyles from mods. So, I'd better correct it like this:

 

PlayerRef.ChangeHeadPart(HairFemale20, False, True)

 

 

Adding dreadlocks from TBOS Hair Pack to male npcs. 

 

If Game.IsPluginInstalled(“TBOS-AntoHairPack.esp” )

MyActor.ChangeHeadPart(Game.GetFormFromFile(0x00004CD0, “TBOS-AntoHairPack.esp”) as headpart)

EndIF

 

Manipulating NPC headparts has a few quirks, but I understand you're focusing on the player.

Posted
12 hours ago, TT_AD said:

First of all, I want to thank J.B. again for the amazing story.

But I have a small problem. After completing all the quests, when I equip the power armor, I can't talk to anyone. I can say only "Mmmmgh". Has anyone encountered something similar? Can you tell me where I screwed up?

I'm not sure if it's my mod but I'll note it down for when I get back to the mod.

Posted
On 6/9/2025 at 11:28 AM, lee3310 said:


Great. I would love a way back like this so player can escape for a while without leaving the mod story for good. 
You don't have to disable any character, just an OnDeath Event listener for key NPCs will suffice. If they die, stop the runaway quest.
AAF_Violate can check if the quest is running before calling this scenario (i will implement it myself then ask Ego to add it). 
PS
You can also find the life outside not suited for you anymore and decide to return/surrender by yourself (Jared would be more lenient if you do so for exemple and gives you a less harsh punishment). 


It is not a simple task, so i can help you with the scripting part when you decide to do it. 
 

 


I only enabled the surgery scenario later in game cause i missed it, It worked just fine minor that little bug. I don't pay too much attention to grammer and/or wording... (It doesn't bother me like it does for others. My English is far from perfect.)

Sounds great. The only thing that sounds complicated is setting up the right conditions, but that's only because I haven't touched the mod in a long time. Wolfgang can be both the liberator and the capturer, since surrendering directly to raiders -a la raider pet -requires steps that the player sometimes doesn't do properly. Like removing weapons one or two cells away from the raiders. How do you even explain the size of a cell to a regular player? So Wolfgang/Trudy can serve as a link for both scenarios.

 

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

Sounds great. The only thing that sounds complicated is setting up the right conditions, but that's only because I haven't touched the mod in a long time. Wolfgang can be both the liberator and the capturer, since surrendering directly to raiders -a la raider pet -requires steps that the player sometimes doesn't do properly. Like removing weapons one or two cells away from the raiders. How do you even explain the size of a cell to a regular player? So Wolfgang/Trudy can serve as a link for both scenarios.

 

The way i see it: Instead of killing the player when the collar is removed, start a run away quest. Stop collar timer, set player enslaved GB to 0 or another value and remove any restriction related to collar (use workbench, orgasm...). Register for Jared, lindstrom on death event. 

When player surrender to raiders, instead of raider pet, they send you to Corvega (or a place of your choice) where a scene will start involving Jared and player punishment. After that, back to whore house as usual (with a missing limb(s)). You can add more stuff from here in the future to make player life harder as a punishment, like less food, more caps required per mission...

If the player surrenders by her self, you can indeed use a neutral NPC as intermediary or just re-add player to raider faction as soon as she enter the whore house and start a pre-scene with Lindstrom and the guard ("look who came back..."), the player already assuming a surrender pose every time she enters the cell, so that's perfect. 

PS

You can also add hunters to the mix. So every now and then, A raider(s) will chase you if you are not in a settlement or a city (or a trapper), They will try to kill you but will capture you if you surrender (let violate handles it). 

Hunter quest can be stopped when you enter DC, or on distance event/timer...

Edited by lee3310
Posted
2 hours ago, JB. said:

@MSM_Alice  I don't store headparts. Skyrim wiki says that if the headpart is the same type (e.g., hair), the new headpart will replace it. Fallout wiki doesn't say that, but in my experience, it's the same case. So, no need to remove it first. 

 

 

The “bald” hairstyle I use in Slaver is a headpart like the others.

 

Quest _CS_Thorn, Stage 11

 

PlayerRef.ChangeHeadPart(HairFemale20, False, False)

 

Hmm. Not long ago, I learned that some headparts have extra parts, such as hairstyles from mods. So, I'd better correct it like this:

 

PlayerRef.ChangeHeadPart(HairFemale20, False, True)

 

 

Adding dreadlocks from TBOS Hair Pack to male npcs. 

 

If Game.IsPluginInstalled(“TBOS-AntoHairPack.esp” )

MyActor.ChangeHeadPart(Game.GetFormFromFile(0x00004CD0, “TBOS-AntoHairPack.esp”) as headpart)

EndIF

 

Manipulating NPC headparts has a few quirks, but I understand you're focusing on the player.


Thank you so much!. 
It is player and NPCs actually (not just the player). 

Posted

Fellas I need some help. So my Nora is equipped with a shitload of tattoos. Some that I took off from the original mod to make my Nora truly unique as a raider gang whore. My problem is I don't want to figure out which ones I used in a previous gameplay if I decide to make a new game. I saved the preset. But every time I try to load the preset onto my Nora, some of the tattoos seem to disappear. They don't disappear from the actual looks menu overlay when it says which tattoos you have on the character. It disappears visually and that part is pissing me off. Because when I try to reimplement the missing visual tattoos, they go back to where they are originally supposed to be placed on the character instead of where I edited it to be on a different spot for my Nora. Does anyone know a solution to this? if there is a mod that fixes this Looksmenu problem?

Posted
1 hour ago, MSM_Alice said:


Thank you so much!. 
It is player and NPCs actually (not just the player). 

 

 

Well, NPC headparts are not persistent, so you'll have to write a script that reapplies their hairstyle every time the game load a save. 

 

For that you can better use HeadPart Extended as a soft requirement. 

 

 

Posted
4 hours ago, 416.cja said:

Fellas I need some help. So my Nora is equipped with a shitload of tattoos. Some that I took off from the original mod to make my Nora truly unique as a raider gang whore. My problem is I don't want to figure out which ones I used in a previous gameplay if I decide to make a new game. I saved the preset. But every time I try to load the preset onto my Nora, some of the tattoos seem to disappear. They don't disappear from the actual looks menu overlay when it says which tattoos you have on the character. It disappears visually and that part is pissing me off. Because when I try to reimplement the missing visual tattoos, they go back to where they are originally supposed to be placed on the character instead of where I edited it to be on a different spot for my Nora. Does anyone know a solution to this? if there is a mod that fixes this Looksmenu problem?

Fixed it. I had too many tattoos. I counted that the max tattoo (skin overlay) threshold you can have is about 70. So I ended up deleting some repeat tattoos that I didn't realize were there. Some repeats are the Back Butt Marked Cattle which gets applied twice as you progress through the story as well as the castration mark. 

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