Jump to content

Commonwealth Slavers


Recommended Posts

Posted (edited)

Alright @JB., now that you're coming back to Commonwealth Slavers, where do plan to take us with the updates? Anything you are willing to share with us to hype us up? Maybe even spark our minds to give you some twisted ideas? Or are you going to surprise us? The only thing I know is you mentioning a surprise that would be in NR is actually being refined for CS. It's been a while since I've been excited about a mod!

Edited by 416.cja
Posted
31 minutes ago, test2662 said:

Is there a way to undo the litigation event later on? I forgot to block it from the beginning. 

If you want to remove only the scar : MCM or console SLM 14

 

If you want to remove the event (become fertile again) at the end of one of the two ending where you are free again. Although it seems the non fertility ends when the mod ends : my char was litigated, and at the end of the mod she stood litigated, but now if I don't put chance of pregnancy to 0 in FPE, she can be pregnant.

Posted

So for my next character I wanted to make someone who started as the lowest of the low amongst raiders, but through sheer brutality took control by force and became the Overboss, and this mod seems perfect for that. I do have a question though, are the interactions geared more towards a male or female player character, or does it not matter what gender my character is?

Posted
47 minutes ago, Titan_beast said:

So for my next character I wanted to make someone who started as the lowest of the low amongst raiders, but through sheer brutality took control by force and became the Overboss, and this mod seems perfect for that. I do have a question though, are the interactions geared more towards a male or female player character, or does it not matter what gender my character is?

You must play female character.

Posted

I loved the quest, it was so well done.

I was just curious if I can uninstall the mod so I can add other quest mods now? What will happen if I uninstall it? Or can I just install other mods on top of this that were listed as incompatible, but now that I am no longer a slave and dont have to wander around, will it be ok to install the mods that were listed as a no?

 

Anyone know? lol

Posted
39 minutes ago, LorenRallings said:

I loved the quest, it was so well done.

I was just curious if I can uninstall the mod so I can add other quest mods now? What will happen if I uninstall it? Or can I just install other mods on top of this that were listed as incompatible, but now that I am no longer a slave and dont have to wander around, will it be ok to install the mods that were listed as a no?

 

Anyone know? lol

I'm pretty sure, because it technically deactivates the entire mod except for the Whore House really. You're basically a character who never got enslaved when the mod finishes. 

Posted

I finally got around to playing this mod. I managed to get about 2/3 through, but I just couldn't finish it. There is some good, creative, engaging content here, but I have to offer some constructive criticism if you're willing to hear it. The mod has LONG tedious sections mixed in with the content that is actually worthwhile, and it kinda killed it for me.

 

My main complaint is that one of the most commonly used mechanics in this mod is directly tied to one of the worst, buggiest, and most infuriating component of Fallout 4. 

 

The NPC pathfinding.

 

The problem is nearly every mod quest involves some sort of escort component that relies heavily on NPC pathfinding. This results in more frustration than the mod is worth. I've spent more time reloading saves and waiting for the pants-on-head retarded NPC's to figure out how to navigate every bump and crack in the road, spinning in circles, stopping, starting, and trying to cope with Bethesda's pathfinding algorithm that couldn't navigate its way out of a paper bag. It is, by far, the worst part of Fallout 4 (or any Bethesda game) and you've tethered a big chunk of your mod to it. 

 

You need to implement a way to skip the walking/escort sections. All of them.

 

I get you were going for the "helpless slave forced to be paraded through the wasteland" effect, but its a big swing-and-a-miss, because the player spends more time cursing at Bethesda's lazy-ass pathfinding implementation than thinking about the content of the mod. To say its immersion breaking is an understatement. 

 

Not to mention that the NPC and the player NEVER MOVE AT THE SAME SPEED. There is a reason escort quests are generally universally considered to be the most loathsome part of video gaming, to the point of being a meme. By far, they are way worse in Bethesda games. 

 

Remove/skip the escort sections, and you have a pretty good mod here. Otherwise, I can't recommend it. For every minute you spend enjoying the original content, you will spend 5 minutes swearing at an NPC you're supposed to follow who is stuck on a light-post.

 

 

Posted

I don't have any problems with pathfinding. In fact, I'm surprised at how well it works.

 

But if you install, for example, a mod that adds a bunch of trees, surprise, most probably the author didn't update the navmeshes, so the NPCs have no idea that there's a tree in front of them blocking their path.

 

It was precisely when I installed one of those mods that I realized how inconvenient it was. And I made a cheat to transport the slavers to you. But the underlying problem is not the game/bethesda, but the mod that has implemented things (trees, environment modifications) halfway.

Posted
33 minutes ago, JB. said:

I don't have any problems with pathfinding.

That was one of the big reasons I made my patch. There was a lot of bad navmesh in Nuka Town that would effect pathing. But, yeah, tree mods need edited to fix the added goodies. The one I use, I just delete the edited cells I don't want it to mess with. Something else I found is UFO4P edits things in Nuka Town (for instance) it shouldn't. 

 

Just following an NPC isn't an issue. Forcing the PC to follow an NPC (setplayeraidriven ) takes a bit of work and at least 6 floor tiles for the game to match the PC and  NPC speed.

Posted (edited)
  • PRP patch added to the Optionals Files Folder. Corvega should work fine now with PRP users. I specifically use it because I love Desperados.
  • Updated "Slavers - Whore House Lightning Redux 1.2 by slivared", in the Optionals Files Folder. There were entries in Russian. Thanks to @angrykiwi

 

 

Photo206.pngFallout4 27_4_2025 21_09_21.png

 

Edited by JB.
Posted (edited)
On 7/1/2025 at 3:12 PM, 416.cja said:

Alright @JB., now that you're coming back to Commonwealth Slavers, where do plan to take us with the updates? Anything you are willing to share with us to hype us up? Maybe even spark our minds to give you some twisted ideas? Or are you going to surprise us? The only thing I know is you mentioning a surprise that would be in NR is actually being refined for CS. It's been a while since I've been excited about a mod!

I want to do a new optional surgery. Lindstrom wants to turn Nora into a Futa, or maybe I'll look for another term. I wanted to use Futa EV as soft compatibility, but that mod has two states: erect and flaccid. I want to add a third state: “caged,” and for that, it's better to make my own version. 

 

Lindstrom will put Nora in periods of chastity with a cage and he will probably remove the cage for a moment as a reward. Being in chastity will probably lower all her stats plus some graphical effects, so having her moments of “liberation” would raise some stats again.

 

I practiced all my scripts with a character in Nuka Ride. What I'm not entirely convinced about is whether it's to everyone's taste. That's why I'll make it optional, like almost everything else.

 

But what I'm most eager to work on is a post (which I'm going to look for now) where a user detailed from top to bottom a sort of special services for the Combat Zone.

 

PS: I have to review a bunch of posts, actually. Right now, I remember Lee telling me that there's a super mutant base where all the hounds have the keyword “boss,” which is problematic.

Edited by JB.
Posted (edited)
On 6/6/2025 at 1:14 AM, Neppy said:

The voice line "Fuck yeah! Jared knows how to choose his whores!" is bugged and sounds robotic. I think it's been like that the last few patches. It would also be nice if you could fix the "Wrap your lips thigh (instead of tight) around my cock line" It sounds silly XD

 

Also in the mod menu, there is a small spelling error where it says "Block Cum Swallow Mecanic" instead of mechanic. Will report more if I find anything else.

On 5/13/2025 at 12:33 PM, Benjou1 said:

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.

 

If anyone remembers any specific voices that need correction, I'll take these days to fix them.

 

I always had this nagging feeling that Jared and Gristle's voices were the same. I'll see what other voice I can use for Jared

 

 

 

 

Armor... *snifff*   (I need to play around with this some more until I get it right.)

 

 

 

Edited by JB.
Posted
1 hour ago, JB. said:

I want to do a new optional surgery. Lindstrom wants to turn Nora into a Futa, or maybe I'll look for another term. I wanted to use Futa EV as soft compatibility, but that mod has two states: erect and flaccid. I want to add a third state: “caged,” and for that, it's better to make my own version. 

 

Lindstrom will put Nora in periods of chastity with a cage and he will probably remove the cage for a moment as a reward. Being in chastity will probably lower all her stats plus some graphical effects, so having her moments of “liberation” would raise some stats again.

 

I practiced all my scripts with a character in Nuka Ride. What I'm not entirely convinced about is whether it's to everyone's taste. That's why I'll make it optional, like almost everything else.

 

But what I'm most eager to work on is a post (which I'm going to look for now) where a user detailed from top to bottom a sort of special services for the Combat Zone.

 

PS: I have to review a bunch of posts, actually. Right now, I remember Lee telling me that there's a super mutant base where all the hounds have the keyword “boss,” which is problematic.

Remember JB, this mod is where wild and twisted fantasies come to life. NR is your story based mod where choices matter and the script and themes that are in it matter. This mod is where perversion flourishes and things you can't implement in NR are implemented in CS. Let your creativity shine. This is where you unleash the beast inside you lol. Don't worry if it's not to certain people's taste. We like this mod because we all enjoy many kinks that we easily could be shamed for having. Don't worry if people don't like it. It's what you like and want to put in. 

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

 

If anyone remembers any specific voices that need correction, I'll take these days to fix them.

 

 

When Nora is first tied to the cross to get branded for the first time, Jared doesn't say this line "I want all my slaves to have this brand or whatever it is" properly. Its robotic. 

 

And yes definitely the Junkie route for voices needs some work in terms of making her sound like a Junkie. Just like you showed how there was a "sniff" sound in the new line for "Armor.... 'sniff sniff'". Most of her lines are missing those types of features which I assume wasn't a mistake. Just a way of showing she was high as hell lol and not having enough experience to make those sounds in her voice lines.

Edited by 416.cja
Posted

Hey JB and Slavers crew! I decided to head over and see what's new about a week ago, and figured it was time for another run through of my favorite mod. I've got a brand new, clean FO4NG modded install with all the recommended mods (except amputation 🫤). I've been testing it all out with a Nate + Nora Spouse Companion save (which has been a lot of fun), but now I want to get into the darker side of the Commonwealth.

 

It looks like I should probably install the test version of the mod, since that's my preferred form of self flagellation. I haven't played any of the Trappers content, and come to think of it, I've never chosen to remain enslaved, in my 23 (or whatever) play-throughs of Commonwealth Slavers. I'm gonna do that this time, too. Being free after the CS story ends is kind of... vanilla. So, if you need me to help test anything, I'm your junkie. I am noticing a bunch of optional files that didn't exist the last time I installed.

 

Do voices work with the test version of the mod? Not that that matters, but I can help with that, too. I have an ElevenLabs account with like 31,000 credits and nothing to work on (I was thinking about making a Starfield companion mod, but I finished Watchtower and the game got boring again).

 

2 hours ago, JB. said:

I want to do a new optional surgery. Lindstrom wants to turn Nora into a Futa, or maybe I'll look for another term. I wanted to use Futa EV as soft compatibility, but that mod has two states: erect and flaccid. I want to add a third state: “caged,” and for that, it's better to make my own version.

Not my cup of tea, but whatever floats the boat! Heh, you know what might be fun? If instead of turning Nora into a Futa, you turned Nate into a femboy.

 

2 hours ago, JB. said:

But what I'm most eager to work on is a post (which I'm going to look for now) where a user detailed from top to bottom a sort of special services for the Combat Zone.

Are you talking about the Combat Zone Restored [Restored]? Because it just so happens I have those two mods installed. I'd be happy to test any content you need help with.

 

 

Anyway, if there are any optional files that you'd recommend installing for a test run, please let me know!

Posted
43 minutes ago, 416.cja said:

Most of her lines are missing those types of features which I assume wasn't a mistake. Just a way of showing she was high as hell lol and not having enough experience to make those sounds in her voice lines.

This noise thing is new in Elevenlabs... but expensive. It costs three times more credits than doing normal voices. So you have to do it by carefully selecting which dialogues to work on.

 

And the results are... with luck, you get it right the first time. But the voices tend to come out very “theatrical,” as if it were a comedy.

 

 

The times I tried to make a credible voice and finally gave up.👇🏼

 

Spoiler

image.png

 

 

Posted
3 hours ago, JB. said:

But what I'm most eager to work on is a post (which I'm going to look for now) where a user detailed from top to bottom a sort of special services for the Combat Zone.

I remember that post. It was when I had posted a bunch of bugs for CS and then me and 2 other people were contributing our thoughts on expanding CS such as making the Trapper ending not just an ending. Then this other person talked about the combat zone and adding a service there for Nora to do. 

Posted (edited)
24 minutes ago, Jarnin said:

Are you talking about the Combat Zone Restored [Restored]? Because it just so happens I have those two mods installed. I'd be happy to test any content you need help with.

 

Hey, Jarnin. I found the post I was referring to. Feel free to add ideas.

 

 

In the test folder, you will find the latest version and also the voice file, all with updated voices. Implementing this will most likely make Combat Zone Restored incompatible.

 

 

I just added a document in the Test Folder that links to the changelogs if you want to see what's new.

 

 

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

This noise thing is new in Elevenlabs... but expensive. It costs three times more credits than doing normal voices. So you have to do it by carefully selecting which dialogues to work on.

 

And the results are... with luck, you get it right the first time. But the voices tend to come out very “theatrical,” as if it were a comedy.

 

 

The times I tried to make a credible voice and finally gave up.👇🏼

 

  Reveal hidden contents

image.png

 

 

I see. Thanks for giving me insight on this. If you need any help with any suggestions (specifically creativity) for the future of this mod, just let me know the direction its going and I'd be happy to give some assistance.

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

 

Hey, Jarnin. I found the post I was referring to. Feel free to add ideas...

 

...Implementing this will most likely make Combat Zone Restored incompatible.

That's cool. It's kind of buggy anyway, but I liked the basement area for hooking while on Pet Walk. It has two dressing rooms with sofas and mattresses, so you get a variety of animations using different furniture. Maybe you can open that up in your version?

 

I checked out that list of Combat Zone ideas. It seems like a lot of duplication of what goes on in the whore house, but I have faith that you'll make it different enough to still be fun.

 

I sort of think that the Combat Zone should focus on fighting/fucking in the ring and public degradation when the fighting/fucking doesn't go The Slave's way. It almost seems like it should be a side story that expands upon The Fighter quest in Corvega: If you lose the slave fights in Corvega you serve in the Combat Zone. If you win in Corvega, you fight in the Combat Zone. Maybe you start fighting slave fighters, then work your way up to fighting unarmed raiders. Then maybe the finale event is "theme night". Slave battle royal: Last Slave Standing. Teams: Slaves (several, unarmed) vs. Raider Gladiators (armed). Teams: Slaves (unarmed) vs. Beast(s). To spice it up, after X amount of time has passed during any fight, have the raiders "throw" a melee weapon in the ring. If the player gets it, good for them. If not, better get ready for a raping.

 

I've been reading through this thread (going back to January) for the last hour or so, and I noticed you want to do something with a "millionaire" gaining [temporary?] ownership over The Slave? What about the Cabots, but specifically Lorenzo Cabot. Maybe Jack Cabot anonymously rents The Slave's services for his father in an attempt to cool him down so he doesn't break out of the asylum. The Slave is being used to sooth the psychic beast, since Lorenzo hasn't had any nookie in like 200+ years. While The Slave is with him you could do a load of cool shit with hypnosis. Like, having Lorenzo mind control The Slave to help him escape his imprisonment and enslave his family. Then you've got a situation where you could do all sorts of freaky stuff, with Lorenzo mind controlling his family members and throwing high society parties using his slaves/family as servants for the guests. The Creation Engine can do some really trippy visual things. Besides, hypnosis hasn't featured in CS yet; it could be fun. 😛

 

Let the fun begin!

 

Quote

Plugins
CS - Kharneth Slave Outfit.esp
Missing masters: ArmorKeywords.esm, Armorsmith Extended.esp

The optional patch to get Kharneth Slave Outfit working with CS's keyword has a couple of superfluous masters required. I tried to remove them using the CK, but they're showing up as "UNKNOWN" in the list, and using CTRL+DEL isn't removing them like it has for me in the past.

 

Anybody got a version of this patch without all the extraneous bits?

Edited by Jarnin
Posted (edited)
16 hours ago, LL_PW said:

 

Not to mention that the NPC and the player NEVER MOVE AT THE SAME SPEED. There is a reason escort quests are generally universally considered to be the most loathsome part of video gaming, to the point of being a meme. By far, they are way worse in Bethesda games. 

 

 

Remove/skip the escort sections, and you have a pretty good mod here. Otherwise, I can't recommend it. For every minute you spend enjoying the original content, you will spend 5 minutes swearing at an NPC you're supposed to follow who is stuck on a light-post.

 

 

 

To allow for this I speed the lead NPC up.

 

To do this I created a txt file named speed.txt and placed this in the root FO4 folder.

When in game I open the console,

1-click select the NPC like Gristle or Murphy then 2- type bat speed.

 

The command in the file is "setav speedmult 318" (without the quotes). This sets the NPC to a fast jog and as long as you follow to the side and not directly behind the pathing for the NPC is undisturbed and they don't stop all the time and the speed actually flows well with the talking between Gristle and Murphy.

 

 

My tuning is:

setav speedmult 318 for NPC when escorting, 

setav speedmult 92 when not. (note -  if left at 318 and not doing an escort quest they will rubberband)

 

Edited by OldTimer91
Posted (edited)
15 hours ago, JB. said:

PS: I have to review a bunch of posts, actually. Right now, I remember Lee telling me that there's a super mutant base where all the hounds have the keyword “boss,” which is problematic.

Yeah, according to SKK that base was meant to be a settlement, so Bethesda flagged everyone as boss (easy fix). I'm doing only SM quests atm to find out the true limit (no problem so far with over 6 locations).
PS
I'm really eager to start working on integrating a new runaway quest. Hope you still interested in doing it, otherwise i can cobble something together myself if it's not on your plans ofc. 

Edited by lee3310
Posted (edited)
1 hour ago, OldTimer91 said:

 

To allow for this I speed the lead NPC up.

 

To do this I created a txt file named speed.txt and placed this in the root FO4 folder.

When in game I open the console,

1-click select the NPC like Gristle or Murphy then 2- type bat speed.

 

The command in the file is "setav speedmult 318" (without the quotes). This sets the NPC to a fast jog and as long as you follow to the side and not directly behind the pathing for the NPC is undisturbed and they don't stop all the time and the speed actually flows well with the talking between Gristle and Murphy.

 

 

My tuning is:

setav speedmult 318 for NPC when escorting, 

setav speedmult 92 when not. (note -  if left at 318 and not doing an escort quest they will rubberband)

 

I made a complicated speedmult routine to match NPC fast walk but didn't upload it cause on rare occasions it can get stuck if other mods are also messing with speed mult. I think it's better to do it in F4SE.

 

Spoiler

Function ToggleFastWalk()
    If FastWalkON
        FastWalkON = False
        GotoState("")
        UnRegisterForKey(CapsLock)
        UnRegisterForKey(LShift)
        UnRegisterForKey(Z)
        UnRegisterForKey(Q)
        UnRegisterForKey(S)
        UnRegisterForKey(D)
        UnRegisterForKey(X)
        UnRegisterForCameraState()
        Float ValTS = (SMCurrentVal - PlayerRef.GetValue(speedMult))
        PlayerRef.ModValue(speedMult, ValTS)
        Debug.Trace("_CS_HookerScript: Default speedMult value = "+SMCurrentVal+" and Current = "+PlayerRef.GetValue(speedMult))
        ;  Player = None
        ;  speedMult = None
        IsFastWalk = False
        Debug.Notification("Fast Walk disabled")
    Else
        FastWalkON = True
        ;  Player = PlayerRef as Actor
        ;  speedMult = Game.GetForm(0x2DA) as ActorValue
        SMCurrentVal = PlayerRef.GetValue(speedMult)
        RegisterForCameraState()
        If Game.GetCameraState() == 0
            GotoState("FirstPerson")
            PlayerRef.ModValue(speedMult, -14)
        EndIf
        RegisterForKey(CapsLock)
        RegisterForKey(LShift)
        RegisterForKey(Z)
        RegisterForKey(Q)
        RegisterForKey(S)
        RegisterForKey(D)
        RegisterForKey(X)
        If PlayerRef.IsSprinting() || PlayerRef.IsRunning()
            ;  SlowWalk()
        Else
            FastWalk()
        EndIf
        Debug.Notification("Fast Walk enabled")
        Debug.Trace("_CS_HookerScript: Default speedMult value = "+SMCurrentVal)
    EndIf
EndFunction

Function FastWalk()
    If !IsFastWalk
        IsFastWalk = True
        Float ValTS = (142 - PlayerRef.GetValue(speedMult))
        PlayerRef.ModValue(speedMult, ValTS)
        ;  Debug.Trace("_CS_HookerScript: Fast: mod speed mult by = "+ValTS)
    EndIf
EndFunction

Function SlowWalk()
    If IsFastWalk
        IsFastWalk = False
        Float ValTS = (82 - PlayerRef.GetValue(speedMult))
        PlayerRef.ModValue(speedMult, ValTS)
        ;  Debug.Trace("_CS_HookerScript: Slow: mod speed mult by = "+ValTS)
    EndIf
EndFunction

State FirstPerson
    Function FastWalk()
        If !IsFastWalk
            IsFastWalk = True
            Float ValTS = (128 - PlayerRef.GetValue(speedMult))
            PlayerRef.ModValue(speedMult, ValTS)
            ;  Debug.Trace("_CS_HookerScript: Fast1st: mod speed mult by = "+ValTS)
        EndIf
    EndFunction

    Function SlowWalk()
        If IsFastWalk
            IsFastWalk = False
            Float ValTS = (86 - PlayerRef.GetValue(speedMult))
            PlayerRef.ModValue(speedMult, ValTS)
            ;  Debug.Trace("_CS_HookerScript: Slow1st: mod speed mult by = "+ValTS)
        EndIf
    EndFunction
EndState

Event OnPlayerCameraState(int aiOldState, int aiNewState)
    If aiNewState == 0 && (aiOldState == 7 || aiOldState == 😎
        GotoState("FirstPerson")
        PlayerRef.ModValue(speedMult, -14)
    ElseIf (aiNewState == 7 || aiNewState == 😎 && aiOldState == 0
        PlayerRef.ModValue(speedMult, 14)
        GotoState("")
    EndIf
EndEvent

Event OnKeyDown(int keyCode)
    If !Utility.IsInMenuMode()
        If keyCode == CapsLock
            Utility.Wait(0.3)
            If PlayerRef.IsRunning() || PlayerRef.IsSprinting()
                SlowWalk()
                ;  Debug.Trace("Player is running")
            Else
                FastWalk()
                ;  Debug.Trace("Player is walking")
            EndIf
        ElseIf keyCode == LShift
            Utility.Wait(0.3)
            If PlayerRef.IsSprinting() || PlayerRef.IsRunning()
                SlowWalk()
                ;  Debug.Trace("Player is running")
            Else
                FastWalk()
                ;  Debug.Trace("Player is walking")
            EndIf
        ElseIf keyCode == X
            Utility.Wait(0.8)
            If PlayerRef.IsSprinting() || PlayerRef.IsRunning()
                SlowWalk()
            Else
                FastWalk()
            EndIf
        ElseIf keyCode == Z || keyCode == Q || keyCode == S || keyCode == D
            Utility.Wait(0.6)
            If PlayerRef.IsSprinting() || PlayerRef.IsRunning()
                SlowWalk()
                ;  Debug.Trace("Player is running")
            Else
                FastWalk()
                ;  Debug.Trace("Player is walking")
            EndIf
        EndIf
        ;  Debug.Trace(keyCode+" key has been pressed.")
    EndIf
EndEvent

 

Edited by lee3310
Posted

OK, I've made it to Corvega and have been writing things I notice down:

 

Spoiler
  • Gristle swiped The Slave's gear when he initially grabbed her at the vault entrance. She was naked throughout that chat, as well as when we got to the basement of the house. Then he proceeded to tell me to get undressed... Might want to check that.
  • When we got to the second "not a test this time" house in Lexington the slave in the house was missing the textures for her eye lashes. I don't think I'm missing any texture files, but maybe I am?
  • When we got inside Corvega for the introductory scene with Jared, there was "a guy" in the X cross with my character. I assumed it was a raider that sandboxed into it right before the scene started, but maybe not?
  • When we got to the scene with the Vet, my character became a guy! Dick. Balls. Everything! I'm not seeing the character I created in the chair along with this dude, so I'm thinking this is part of your new Futa experience? Maybe? Otherwise something really weird is going on.
  • I reloaded back to the house in Lexington and the slave was still missing those eyelash textures. Haven't noticed it happening on anybody else, but I'll keep my eyes open.
  • Gristle doesn't remove the gag before talking with The Slave outside Corvega.
  • OK, just loaded back into Corvega and it's only The Slave in the X cross! She's still wearing the gag, though.
  • Jared's voice files crapped out, specifically the line when he's telling The Slave about how many different numbers of marks he has given to naughty slaves. This line is also missing the subtitles.
  • Just got to the scene with the Vet again, and my slave is still a girl!
  • When The Vet first addresses The Slave while in the cage, if you pick the "I will not talk to you" option, The Slave says something along the lines of "I will not lay down my arms, Becker!" Seems out of place.
  • The Vet says the same line twice: Something about Adam's grace and regaining what was lost there.
  • The other slaves at The Vets all have missing eyelash textures. I'm guessing this will carry over to all slaves added by CS?
  • Gristle says his noodle line regardless of whether or not the slave ate them or not.

 

 

I'm heading over to the whore house now.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...