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Commonwealth Slavers


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Posted
3 hours ago, JB. said:

Tattoos do not have slots that can conflict with armor. Maybe it's Comm. Moisturizer's semen? Check C. Moist's MCM and change the semen slot to FX/61.

No I don't use it. The issue is the metal corset Lindstrom gives me when he pierces me before servicing clients). I tried blocking KFT in MCM for COmmonwealth slavers and still get them so I wonder if it is from KFT or another mod.

Posted (edited)
2 hours ago, AlyssaAwoo said:

 

I'll try that and some other things, thank you.

 

If nothing helps.. I guess Nisha in NR just felt like applying some more. :classic_tongue:

SIMPLER SOLUTION! Simply go into the Chemistry bench and find the cheek piercing and the other piercings under the Piercing's tab I believe. Equip them then unequip them. It takes them off. Don't worry, I have the same problem.  

Edited by 416.cja
Posted
7 hours ago, valcon767 said:

 

if you hover your mouse over the red triangle in the upper right corner it will tell you what error it is seeing (this sounds like a missing master issue)

 

hover your mouse over the red triangle to see what is wrong (in the left pane it is around line 42)

 

how does one enable them, this is my first time doing modding like this. 

image.png

Posted
20 minutes ago, 416.cja said:

SIMPLER SOLUTION! Simply go into the Chemistry bench and find the cheek piercing and the other piercings under the Piercing's tab I believe. Equip them then unequip them. It takes them off. Don't worry, I have the same problem.  

 

Ah, I'll try that tomorrow! Thanks.

Posted
1 hour ago, AlyssaAwoo said:

 

Ah, I'll try that tomorrow! Thanks.

If you have sft installed, you tap this in console: cqf "SFT_Main" "PrintHeadParts" 
it will output the list of all applied headparts to log. Then use it to remove the piercings like this: cf "actor.changeheapart" "hp name" "1" "1"

Posted (edited)

Commonwealth Slavers 2.8.4

 

Photo744.png

 

  • Update with a new small quest for Pet Walk: "The Botanist," which will start the next time you start Pet Walk.
  • The quest uses Devious Devices, Kziitd Fetish Tool Set and Animated Tentacles.

 

Fallout4 15_9_2025 18_28_32.png

  • Once you start Pet Walk, raiders will randomly mention that there are crop problems in Bunker Hill that are affecting them, which will set a marker for the quest.
  • Or you can also go directly to Bunker Hill after starting Pet Walk and help Kay (the vet) in her project to save the crops.
  • They don't pay with caps, but with food and medicine for the road.
  • At one point, Nora may demand more slavers Jet as payment when she realizes what she's gotten herself into.
  • The quest is repeatable every time you start Pet Walk.
  • Fully voiced. You need the new voice file available.  Commonwealth Slavers - Voices 1.9.c

 

Photo745.png

 

Edited by JB.
Posted

@JB. Is there a way to modify or decrease the number of jobs done before the true end quest chain starts? 

I am currently on 66/90 with death end at 100. Reason I ask is because I've been doing some settlement building on pet walks. Rather than upgrade and play an old save, I want to make the settlements while being able to enjoy the new stuff.

Posted
2 hours ago, icladel said:

@JB. Is there a way to modify or decrease the number of jobs done before the true end quest chain starts? 

I am currently on 66/90 with death end at 100. Reason I ask is because I've been doing some settlement building on pet walks. Rather than upgrade and play an old save, I want to make the settlements while being able to enjoy the new stuff.

I'll increase the minimum number of jobs for the next update.


But if you want to decrease it, it's:

 

Set _CS_JobsDone_Global to x

 
x = your number

Posted (edited)
1 hour ago, JB. said:

I'll increase the minimum number of jobs for the next update.


But if you want to decrease it, it's:

 

Set _CS_JobsDone_Global to x

 
x = your number

What if you increase the days we can be outside?  Up to 30 days for 1 job should be enough to do all the settlement building one wants.

 

Forgot to ask you. What ENB setting are you using 

Spoiler

image.png.874121748bb856982f392212fbedb97b.png

 

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

What if you increase the days we can be outside?  Up to 30 days for 1 job should be enough to do all the settlement building one wants.

 

Forgot to ask you. What ENB setting are you using 

  Reveal hidden contents

 

 

PRC.X Legacy + NAC X Legacy. This is specifically because I use Desperados Overhaul.

Posted (edited)

I think I am encountering a bug, after the red tourette bathroom scene where I have to follow her she goes to the room with the pole and just stands there I can't seem to interact with her or do anything. Reloading or going back to an earlier save doesn't seem to solve it either. 

Edited by Under_over_the milky way
Posted
22 minutes ago, Under_over_the milky way said:

I think I am encountering a bug, after the red tourette bathroom scene where I have to follow her she goes to the room with the pole and just stands there I can't seem to interact with her or do anything. Reloading or going back to an earlier save doesn't seem to solve it either. 

Some animations take "long" to kick off, esp if there is an issue with pathfinding.    Since she hasn't sat down yet, the scene won't progress, so how long have you waited  for her to sit down?

Posted (edited)
54 minutes ago, Kiro Sotuma said:

how does one get these, this is my first time doing modding like this. 

image.png

if you search google for them they will come up 

They're either on loverslab or Nexus

 

ASA is absolutely skimpy attire 

Navi is your separate choice tho 

Like I typed in dcc-bo-lol and this came up and then navi optional will also be in the download

Actually you probably downloaded the wrong version. You don't want the ones including "navi."

Edited by 4nln415
Posted

I just came back to this mod after reinstalling FO4 since it's one of my favorite mods. Having tried the Trapper bad ending, I have to ask: Is there meant to be a custom crawling animation if amputation is enabled, or is the idea to enable the crawling animation in the MCM and lower Nora's height offset closer to the ground? I searched through this thread but wasn't able to find anything in particular regarding it, but I might have just searched the wrong keywords. Thanks!

Posted (edited)
15 minutes ago, MyNameIsnt said:

I just came back to this mod after reinstalling FO4 since it's one of my favorite mods. Having tried the Trapper bad ending, I have to ask: Is there meant to be a custom crawling animation if amputation is enabled, or is the idea to enable the crawling animation in the MCM and lower Nora's height offset closer to the ground? I searched through this thread but wasn't able to find anything in particular regarding it, but I might have just searched the wrong keywords. Thanks!

 

Yes, the amputator has a couple of animation sets. One of them (quadruple amputation) consists of the character crawling on the ground. It activates as soon as the character has the quadruple amputation, so it requires no intervention from the user.s 

 

Photo193.png

 

 

 

KFT also has something similar, but it bugs in the AAF scenes, so it's best to play the trapper bad ending with the amputator installed.

 

 

 

Fallout4 23_1_2025 18_35_11.png

 

 

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

I'll increase the minimum number of jobs for the next update.


But if you want to decrease it, it's:

 

Set _CS_JobsDone_Global to x

 
x = your number

Thanks for that. Did the trick,

 

On another note, during Pet Walks, i realize the collector and his henchwomen will patrol around. On two occasions, I saw them from a distance. They got into a fight with some raiders and i presume they won (?). I kind of ran away for a short distance and hid behind some buildings. However, after a minute or so, the collar time became disabled and Pet Walk quest failed. Note that they never detected me and I was hidden the whole time.

 

Does this have something to do with the collector? Is it a proximity thing where if he defeats the nearest raiders, then he will disable the collar and capture you? I was never captured by the way, it just failed the Pet Walk quest. I just reloaded the save and ran away as far as possible and nothing happened (I have no intention of being captured by the collector :))

Posted
2 minutes ago, icladel said:

Thanks for that. Did the trick,

 

On another note, during Pet Walks, i realize the collector and his henchwomen will patrol around. On two occasions, I saw them from a distance. They got into a fight with some raiders and i presume they won (?). I kind of ran away for a short distance and hid behind some buildings. However, after a minute or so, the collar time became disabled and Pet Walk quest failed. Note that they never detected me and I was hidden the whole time.

 

Does this have something to do with the collector? Is it a proximity thing where if he defeats the nearest raiders, then he will disable the collar and capture you? I was never captured by the way, it just failed the Pet Walk quest. I just reloaded the save and ran away as far as possible and nothing happened (I have no intention of being captured by the collector :))

Ohhhh, that's what someone else reported to me, and I didn't understand what was happening. Thank you, I'll get it fixed.

 

When the Collector is defeated, he should disappear along with his minions for the rest of the quest. He will reappear in the next Pet Walk. However, his death trigger the wrong stage. 

 

Even though the quest says “failed,” the funny thing is that it still works, and you have to do the same thing. Collect the caps and report to Jared.

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

 

Yes, the amputator has a couple of animation sets. One of them (quadruple amputation) consists of the character crawling on the ground. It activates as soon as the character has the quadruple amputation, so it requires no intervention from the user.s 

 

I was having issues getting the animation to play, but after some testing with my load order, I was able to find a solution.

 

For whatever reason, it was being overwritten by a normal standing idle - if anyone else runs into the same problem I did, I solved it by opening and closing Nora's inventory which seemed to force-update the animation. I use the Pip-Pad mod as a Pipboy replacer, so I was still able to view my inventory (not sure if that has any bearing on it, but it's a part of what worked for me so I'm mentioning it anyway)

Edited by MyNameIsnt
Posted
On 9/13/2025 at 8:29 PM, JB. said:

This is also a valid point. I can reduce the knife's to just "Pet Walk". You have to pick it up from the guy and return it before finish the quest.

 

The knife can be a final prize only after getting all 5 holo games for him. I plan for the player to get one holo game for each Pet Walk. 

 

So... Nora would spend quite some time in the traditional state of being in danger.

But Pet Walk is when you're un-escorted and need to be aware of all the raider locations you can run to for safety.  When you're with Medium Bomb or Murphy you can instead rely on them.

Posted
2 hours ago, Kiro Sotuma said:

I need help, the game stays on the loading screen after trying to start a new game.

Share you plugin list, installed mods. 

You most likely have a conflict 

Modding Fallout 4 experience?  

 

 

Posted (edited)
5 hours ago, Rimworld Traveller said:

But Pet Walk is when you're un-escorted and need to be aware of all the raider locations you can run to for safety.  When you're with Medium Bomb or Murphy you can instead rely on them.

Technically the dog is supposed to accompany you(?), but recently the dogs just walks back to the house or is that the same for everybody?

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

Technically the dog is supposed to accompany you(?), but recently the dogs just walks back to the house or is that the same for everybody?

I have this too, I just assumed it was a mod clash. 

Now that you mention it, I have issues with Pet Walk whoring. If you pick the option to find another place to do the business, the NPC will follow for 2 seconds then walk away and sit on a chair or something.

Posted
5 minutes ago, icladel said:

I have this too, I just assumed it was a mod clash. 

Now that you mention it, I have issues with Pet Walk whoring. If you pick the option to find another place to do the business, the NPC will follow for 2 seconds then walk away and sit on a chair or something.

I always pick let's just do it here lol

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