Jump to content

Commonwealth Slavers


Recommended Posts

Posted

hi just a question if i decide to go and become a slave forever will that  permanently lock me out of rest of the story/mod i remember playing this when it first release and i havent played it sense  so i know I'm multiple updates behind lol 

Posted (edited)
3 hours ago, Fox-Captain26 said:

hi just a question if i decide to go and become a slave forever will that  permanently lock me out of rest of the story/mod i remember playing this when it first release and i havent played it sense  so i know I'm multiple updates behind lol 

Yes, but If you have played the main story true ending you should be fine. I think majority of the content added later doesn't affect the main story since it's finished. Maybe bug fixes here or there. There are some post-ending content for quick (? not sure) and true ending such as whore house and porn studio run by minutemen. They're quite recent you can check the details if you read the last few pages of the forum.

Edited by 4nln415
Posted (edited)
7 hours ago, Fox-Captain26 said:

hi just a question if i decide to go and become a slave forever will that  permanently lock me out of rest of the story/mod i remember playing this when it first release and i havent played it sense  so i know I'm multiple updates behind lol 

Yeah, there's no way. I guess you could activate some cheats to equip yourself with weapons and remove other restrictions from the collar, and thus rescue Nick Valentine, but with Piper out (she's disabled) I don't think the main story will progress (I'm not sure).

 

I'll be adding the Brotherhood of Steel soon. Bringing the Prydwen in the airport and such. That will definitely kill any chance in the forever slave route. Since that is related to Kellog's death, Fort Hagen, etc., and my mod will skip all that to bring them in.

Edited by JB.
Posted
7 hours ago, 4nln415 said:

Yes, but If you have played the main story true ending you should be fine. I think majority of the content added later doesn't affect the main story since it's finished. Maybe bug fixes here or there. There are some post-ending content for quick (? not sure) and true ending such as whore house and porn studio run by minutemen. They're quite recent you can check the details if you read the last few pages of the forum.

Oh I was referencing to the mod if I become a forever slave will that lock me out of the mod content?

Posted
3 hours ago, JB. said:

Yeah, there's no way. I guess you could activate some cheats to equip yourself with weapons and remove other restrictions from the collar, and thus rescue Nick Valentine, but with Piper out (she's disabled) I don't think the main story will progress (I'm not sure).

 

I'll be adding the Brotherhood of Steel soon. Bringing the Prydwen in the airport and such. That will definitely kill any chance in the forever slave route. Since that is related to Kellog's death, Fort Hagen, etc., and my mod will skip all that to bring them in.

Oh I referencing the mod would it lock me out of the story/content related to the mod? I intend to make a throwaway character that premently a slave I just wanted to see if it essentially locked me out of processing the mod

Posted
1 hour ago, Fox-Captain26 said:

Oh I referencing the mod would it lock me out of the story/content related to the mod? I intend to make a throwaway character that premently a slave I just wanted to see if it essentially locked me out of processing the mod

You only miss out on the final three quests: Harvester, Correctional, and Harvestress. Everything else remains.

Posted (edited)

Where do I start? First off - fantastic mod! Calling it a mod isn't really fair because it's better written, more gratifying, and provides more hours of playtime than many full-length games. Finishing the True Ending really feels like an accomplishment. Well done! I could gush for paragraphs but this will be a long post so I'll stop there :(

 

I'm halfway finished with my 3rd playthrough. I'd like to share some feedback & bug reports (v2.8.5) if I may. Hope it's not too long, I took a lot of notes.

 

Background: My Nora is sexually conservative, dominant and very rebellious at the start, and becomes more submissive and sex-addled as she breaks down over time. When I level up, I choose Provocative Perks that coincide with her experiences so far. I also play with Better Living Through Cumistry so she eventually ends up addicted to cum as well. The general arc is to go from a normal, functioning person to a depraved, sex-obsessed psycho-slut over the course of CS. Through all of this she maintains a desire for freedom, even after she's forgotten why she wanted it in the first place. So it ends with the True Ending and an epic origin story for someone who simultaneously hates Raiders, secretly needs them, and is utterly obsessed with sex. I try to lean hard into the SA mindbreak and perversion features when I can.


Orgasms: For a long time I didn't understand that even with orgasm permissions DISABLED in the MCM, orgasms themselves would still be blocked. I thought I had a broken install and spent several hours searching for a fix. Not sure what to ask for here, maybe just a clearer description in the MCM? That said, I played with orgasm permissions enabled. I didn't want NO orgasms, so I tried it out. And I quite like it!

  • BUG (maybe): Before finishing The Scavver, sometimes Nora's orgasms would be ignored without a prompt, sound, or anything - arousal would just reset with no feedback. I don't know if that's intentional or not but it confused me. I think it's this code:
     
    If AAFScript.PartnerActor.isInFaction(RaiderFaction) || PlayerREf.GetParentCell()==CombatZone01; sex partner is a raider, always trigger orgasm event
          Int Random = Utility.RandomInt(0,1)
          If random == 0
            OrgasmEvent()
          Else
            ;;; BUG? If _CS_House is completed then Nora makes a comment, but if not, then we
            ;;; fall through and do nothing, and the orgasm event is just silenced.
            If _CS_House.IsCompleted()
            PlayerREF.SayCustom(_CS_SexHorny_Topics)
            EndIf
          EndIf


    If this is a bug, I think there are 2 good solutions (IMHO): 1 - you could just add Else OrgasmEvent() beneath the IsCompleted() check so that if there is no comment, there is an orgasm event. Or 2 - you could add a set of "rebellious" comments to speak if the player hasn't submitted yet or if CS_House is incomplete. I think #2 would be AMAZING, especially if there are rebel/submissive comment variants, but not sure how much work it is for you to get those sound files. It would help give rebellious arcs more weight though, IMO.

  • BUG: SA Sex Addiction Level is supposed to increase after almost every sex act, but in general does not increase during CS. Only exception is during Mind Break, when it's possible to increase Sex Level during each orgasm instead of once after the finished act. Since sex level is important for mind break, arousal, and various PVPK perks, this makes it a lot harder to play those kinds of character arcs. It also breaks characters who choose 'aversions' in SA at character creation, because without a working sex level there's no reliable way to cancel out an aversion. After reviewing the code, I think this may be a design issue in SA itself, but if you'd like to work around it, here is what I found: The problem is caused by the `currentSexOrgasm` boolean in FPA_Main. It indicates whether Nora ever reached orgasm during the current sex act, and if so, then at the end of the AAF animation, sex level is modified. But because you suppress SA dynamic orgasm and replace it with your own, this boolean is never set to true, so sex level is disabled. Some possible solutions:

  1. *IF* the boolean has public access, you can just set it to `true` whenever the player orgasms. This should fix it, I think. But I'm not sure if currentSexOrgasm can be modified from your script.

  2. You could use the public API, ModifySexLevel(). This is safer, but would require you to copy/paste a chunk of code to calculate the sex level increase, respect SA settings, etc. However, even if you just simply hard-code ModifySexLevel(2) after every sex act, this partial solution would still be better than it not working at all. If you want to see how sex level is 'completely' calculated (for copy/paste), it's in OnPlayerSex() in FPA_Main.

  3. I suppose a patch/override file for FPA_Main which sets the boolean to true inside of TriggerPlayerOrgasm() should work. Seems heavy-handed though. Could break on future SA versions. This might really be the correct upstream fix for SA itself, I'm not sure.

  • BUG/BALANCE: Because of the RandomInt(0,1) in the above code, CS creates a baseline 50% chance of 'missing' orgasms, in addition to the expected 'permission denied' chance. This can cause a lot of zero orgasms during a sex act, which is obviously the goal for 'permission denied' but might be(?) unintentional for RandomInt(). It SHOULD be possible for a player to work around this by increasing SA settings in MCM by 200% which would create statistical balance, but because SA sex addiction is broken in general (bug, above), the RandomInt actually makes mind break very difficult and sex addiction almost impossible without cheats or save-scum, even after changing settings. Fixing sex addiction level might make this a minor issue, but if not, de-coupling 'comments' from orgasms (for example: sexInProgress && newArousal > 60) would help. This depends on your creative vision though!
  • SUGGESTION: After surviving the Whore House, her 'comments' started, and they are fantastic. My very first thought was, "Damn... She's going to stop doing this when I finish the True Ending -- that sucks, because this is really great." Is there any way you'd be open to changing the mod to keep making these 'comments' after the True Ending? Would it be too much work to give her different comments based on submission and/or SA Sex Addiction Level? I guess that could create a lot of dialogs but it's such a powerful feature...


The Weapon:

Spoiler

By this time my Nora was sexually broken and just barely holding on to her sanity, but hadn't lost her pre-war notions of Heroes. She tried to protect Ivana and went as nice/apologetic as possible toward her. Her responses toward the Raiders were VERY rebellious. In my roleplay, this was Nora's last stand before her mental health completely collapsed. I treated her being forced to punish Ivana as triggering a mental breakdown, unlocking the Pyshosexual perk.

  • BUG/EXPLOIT: It seems I could keep giving "the wrong answer" to Jared and keep getting whippings forever, unlocking all the toughness perks if I wanted. I stopped testing at perk level 2. But there should probably be some limit unless you intended that. Like maybe each topic can only be chosen once.
  • SUGGESTION: Because of her bad behavior, I feel Nora got away too easy. Yes, punishing Ivana was hard, but I felt like with all the rebellious answers (even after whipping Ivana), she should have AT LEAST been sent to the Whore Room afterward. Maybe worse.


The Whore Room (by player choice):

Spoiler

I LOVED THIS. I saw some discussion here about why people would want to do this. Having just finished The Weapon, and with Nora now completely broken, she chose it out of shame. She felt she should be punished for failing Jared, and I was very happy to see that dialog option. When she found out she could get ACTUAL FOOD as a reward, her WHOLE PERSPECTIVE changed. Understand that this was the FIRST TIME (third playthrough) I was able to keep her from becoming a junkie without cheating, by scavenging food whenever possible and even stealing food from Raiders when she felt brave enough. She was ALWAYS starving, but not quite dying. Suddenly she had access to meat, and CLEAN water. By this time she was she was also addicted to cum (BLTC), had a Raider perversion (SA), was a Dubcon Enthusiast (PVPK) and had become psychosexual (PVPK). The Whore Room suits her PERFECTLY.

  • BUG: The message "Lindstrom left you some supplies" only shows up AFTER I activate the box. It would have helped if it had shown that message sooner, and if it mentioned "the box" (e.g. "Lindstrom left you a box of supplies") so that I would know what to look for. A quest marker would have been even better, but not really needed, if the message was working.
  • USER EXPERIENCE: The abrupt ending to the Whore Room scene left me disoriented. All the other quests trained me to go talk to Lindstrom when finished, and I didn't understand where my FOOD was (I was dying of starvation now so it was urgent!). So even though the quest objective said to go to sleep, I still went to talk to Lindstrom to figure out where my food was, but he said nothing, and I was confused.
  • SUGGESTION: In the buildings that the Raiders are in (at least corvega but maybe others?), if the food items could be marked as 'owned' by the raiders, or scripted so that taking them has no guarantee of success (basically just vanilla stealing), then this could lead to further punishments, whippings, etc. (Vanilla "just attack the PC" would be lame though.) After I found out that there is no real punishment for this, I just roleplayed it. But the added risk/reward dynamic would have been fun to try.


General:

  • IDEA: Declan. You mentioned you've dropped the idea of the raider boyfriend as an abuser. But it seems to me that Declan would be a perfect abuser. At the start Declan is a scary guy -- a punisher and a gatekeeper -- but when he snuggles her this also creates a physical connection, with a kind of twisted tenderness (he's the ONLY raider who's not just taking her for rough sex), and I can imagine Nora feeling comforted in this moment. If there were a scene where a john begins to REALLY threaten Nora (Declan doesn't care, but the john is damaging the merchandise, which would be bad for business), so that Declan has to step in and end it, then suddenly Nora might see Declan as a protector, not a punisher ("He's not so bad, it was my fault, I understand that now"). I think many Nora's in this situation might form an unhealthy attachment to Declan. Kind of a Stockholm Syndrome. She becomes increasingly desperate for his attention and he doesn't give a damn, uses it for his own purposes, or becomes increasingly abusive knowing she will keep coming back for more. I think there's a lot you could do with Declan as an abusive/dysfunctional relationship, if you wanted to. Heck maybe there could even be a climactic confrontation with your unfinished 'nice guy' boyfriend at some point. Also, this wouldn't break the True Ending. His current fate as written would be something for Nora to deal with (or not), and IMHO wouldn't need any adjustments.
  • IDEA: After the True Ending, it would be great if some vanilla dialogs were modified. For example...
    Spoiler

    When Preston Garvey starts talking about Becker like he was some kind of saint, just the option to say, "Yeah, I remember Becker; that asshole got what was coming to him," would add SO MUCH.


    It's meaningless to the game but makes CS feel less like a sandbox and more like an origin story.
  • IDEA: Although it's not a big deal, it would be awesome if there were more "dumb slut" dialog options. Especially when the SA "Slut" perk is unlocked, as this gives a -4 to intelligence and indicates that Nora is 'distracted by sex', which makes her stupider. Playing the 'junkie' route comes close but if Nora stays sober then she sounds far too smart IMHO. (Or you could key off of vanilla Idiot Savant for this sort of thing if you wanted; I assume anyone with this perk is probably using Idiot Slut...)
  • API: I know you've been working on a 'slave market' but I don't know what your plans are for that. I wonder if you'd consider creating some kind of modder's API via the slave market. Basically a mod could 'register' a quest with CS and CS would keep a list of registered quests, so that Nora can be 'sold', which would hand her off to one of those mods. At that point I guess the CS quest would either end with the Bad Ending (Nora is no longer a Raider slave, but the slave ring continues) OR it would pause, pending a separate 'return to raiders' API call; and the registered quest would then be started by CS.
  • NITPICK: It's a little thing and I hesitate to mention it. But, although I like the idea of the porn studio remaining open after the True Ending, I don't like the idea of the minutemen taking it over. Since the True Ending basically leads into the vanilla Fallout storyline, the Minutemen are falling apart at this point, and they ought to be essentially nonexistent by the time Nora decides to do anything with Garvey. And if she doesn't ever do that, then they are basically extinct as an organization. So in my humble opinion, it doesn't make sense. Gunners could work (they need funding right?). Anyway just my thoughts about that, not a big deal at all.
Edited by salty321
Posted

@salty321 Thanks so much!  

 

I think the script is alright.  Before winning “The Whore House”, Nora shouldn't say sexy stuff. It just 50% of trigger the orgasm mechanic. After winning the Whore House quest (AKA, at least 60 days have passed since her capture), Nora is somewhat broken and enjoys fucking, so there is now a chance that she will say something nasty.

 

But the truth is that I haven't played the beginning of this mod in a while to make sure. I'll take a look next time to see if I can reproduce it.

 

I like the Gunners' idea. Rewriting dialogues is easy, to recontextualize the porn studio... but remaking the voices makes me incredibly lazy. It's a tedious process, so I'll seriously consider changing it, but it won't be anytime soon.

 

Thanks for the suggestions! I will definitely take them into account. 🥰

 

This mod will have its own slave market ("The Queen's Nest") )to send you to other scenarios. But at the same time, this mod is so big that it cannot be used exclusively as a slave market scenario. For that, we need a lighter and more flexible mod. 

Posted (edited)

@JB. Sure, glad to be of help. Honestly I was afraid to post that because it was so long ;) but I hope it is helpful.

 

I agree, that's why I wasn't sure if it was a "real" bug or not, because her starting to say nasty things can kinda be looked at as a "quest reward" for completing the Whore House. It sure beats boring caps and guns! But doing nothing 50% of the time, I wasn't sure if you intended that or not. It makes orgasms pretty rare during CS_House, but maybe that's expected!

 

Really, the only item in that whole list that is really a problem for me, is SA Sex Level not working correctly. I mostly have to decide when I "think" she should become a slut, then do a really sex-heavy quest or surrender to ghouls using Violate to get her to mindbreak, and even then console or save-scum to get her sex level high enough. It's kinda hacky but since I chose "aversion" to anything but straight MF sex, it's the only way to get her to start behaving! In future games I can just not choose any "aversion" but that limits roleplay a bit.

 

Hmm, a "lighter" separate mod for a slave market, that's an interesting idea. I really meant the opposite: a way for CS to branch into other mods (that aren't written yet) as part of a semi-permanent story branch, in a believable way. It wouldn't become a recurring event, the way I imagined it. More of an "ending" for CS. Basically, I felt inspired by CS, and started thinking about what kinds of other "adventures" could be written. Gunners, super mutants, the mechanist maybe... Anyway the slave market sounded like a natural entry-point into any of those, but those would have to be standalone mods since they're way outside the scope of CS. But anyway, it's fine, it was just an idea. If I ever get around to working on such a mod, then maybe Nora, after recently earning her freedom, suddenly gets captured AGAIN. LOL, this person really shouldn't be in the wasteland.

 

 

Sadly, I have another bug report for you.

 

BUG: The Pit

Play through the 1st time is fine. Earlier playthroughs were with beasts disabled, this one was with beasts enabled, no issues.

2nd visit to the pit in the beast playthrough was entirely broken for me :( -

 

Spoiler

Everything was fine until the deathclaw. I stood in the rear left corner of the cage (when facing the audience). I always choose this corner. The deathclaw spawned in front of me, within the cage, along the left wall. According to the log AAF tried to play "Deathclaw Staged" animation. Then everything broke.

 

GetStage == 530

 

At the start of the AAF animation, both Nora and Deathclaw immediately went ragdoll. The animation ended as soon as they both collapsed, and then they both stood up.

 

After the animation, the Deathclaw clipped through the cage, and wandered around the audience. (Not disabled, is it supposed to be?)

 

The actual sex act was treated as totally normal. All the PVPK triggers worked, cum addiction, etc, etc. I do see this in the papyrus log, but it's not clear to me when exactly it occurred:
 

error: _CS_Pit (BA013999): unknown quest objective 810.

FO4Edit shows quest stage 810 exists, but not quest objective 810.

 

Anyway... Then the NPC dialogs proceeded almost normal except I had no control (but it was funny with the Deathclaw watching me like an audience member). Bomb asked if I wanted to fast travel with Slavers Jet. I said no.

 

Nothing happened, still no control (I didn't think to try "restore control" in MCM), and after a few more seconds I got the popup, "You have 18 seconds to return to Gristle(???) before the collar explodes".

 

If I reload and say "yes" to Jet, I fast travel to the Whore House interior, but way out of bounds, in the gray mists. I can see the interior far away and remain stuck.

 

I thought the cage might be too small and causing collision issues, but disabling the cage made no difference.

 

I can console placeatme a Deathclaw and use AAF to explicitly start the Deathclaw Staged animation. Even inside the cage, no issue with the animation itself. Also I think the same animation played for Dr Duff, no issue there either.

 

The only thing "strange" that I did, was that I had an idea. Since I mentioned she's always starving, Nora has started hoarding food she finds when she goes out, she leaves it in the suitcase next to the bus stop. So she collected all the meat off the animals and then thought, "In case I ever get free," she stole the legendary guns too. That way she would have a cache of weapons if she could ever get the collar off. So, I had weapons in my inventory, but only Bomb's knife equipped.

 

So I reloaded, and dropped all the guns, but it made no difference.

 

Since it seems like it all bugs out right after AAF at stage 530, I tried to use console to skip it. At stage 460, I typed: 

setstage _cs_pit 700

setstage _cs_pit 810

 

This moved me back to the jail. Bomb said "Time's up!" but stage 530 didn't trigger so I guess I skipped it. I was able to stand up and finish the quest from here, with a few oddities:

- They didn't talk about how much caps they made until the walk home was more than halfway complete.

- At the same time, they offered me more Jet for fast travel. I said no again.

So, it looks like a stage repeated while we were walking home.

 

When I got back to the WH the quest completed normally. No gray mists or anything.

 

Side note: I realized in this save I still had my guns so when we got close to the bus stop I risked the timer and ran over to the suitcase quickly, dropped them off and ran back just in time to stop the timer. Nora just got a little more rebel ;)

 

Edited by salty321
Posted (edited)
17 hours ago, salty321 said:

At the start of the AAF animation, both Nora and Deathclaw immediately went ragdoll. The animation ended as soon as they both collapsed, and then they both stood up.

This there is the issue, I think - there is one AAF animation which does the ragdoll thing and afterwards it's impossible to move your character. I've encountered that in quite a few other mods, so I'm inclined that it is not an issue with CS but with that particular animation (no clue what it is called though).

Edited by Palinurus
Posted

New one: doing CS_Maid ("The Intervention") for the first time. Got AAF init error after cleaning up the house. AAF log says it can't find an animation with the FM tag. Not sure if it's a bug or a missing animation pack (I thought I had them all). Searched my XML files and found lots of F_M but no FM. So I did a global replace to change ",F_M," to ",F_M,FM,", basically adding FM to every F_M. This did get animations to play but I don't know if they are the intended animations or if this was a bug. I'd prefer to revert my XML files, I don't like making untracked changes ;)

Posted
14 minutes ago, Palinurus said:

This there is the issue, I think - there is one AAF animation which does the ragdoll thing and afterwards it's impossible to move your character. I've encountered that in quite a few other mods, so I'm inclined that it is not an issue with CS but with that particular animation (no clue what it is called though).

 

@Palinurus This was my first thought but I can trigger the animation manually via AAF and it works fine. Also the same anim worked in a different quest (Dr Duff), no issues there.

Posted

Playing version 2.6.8 and got a small bug - looks like mod applied both satisfactory piercings and its own. Any way to fix it? Tried to remove and apply again facial piercings in MCM but it removes only satisfactory.

Spoiler

Screenshot2025-11-23193315.png.3602940a3f4f9b5b321bbda88a32b385.png

 

Posted
1 hour ago, outcast said:

Playing version 2.6.8 and got a small bug - looks like mod applied both satisfactory piercings and its own. Any way to fix it? Tried to remove and apply again facial piercings in MCM but it removes only satisfactory.

  Reveal hidden contents

Screenshot2025-11-23193315.png.3602940a3f4f9b5b321bbda88a32b385.png

 

JB went through a lot of work to fix bugs throughout the development of Commonwealth Slavers.

Since you're playing 2.6.8 and the current version is 2.8.5, did it occur to you that your issue might be resolved by simply upgrading Commonwealth Slavers?

Posted
2 hours ago, judge007 said:

current version is 2.8.5

Didn't even notice there is a newer one, just downloaded the latest one available on mega. Well, it is not a gamebreaking bug so I will keep playing as is for this playthrough.

Posted (edited)

Hi @JB.

 

Call me an idiot, but would it be possible to add the 'piss stream' effects from the resource below?

 

I might be confused, but I kinda remember you mentioning 'the stress of aiming the stream correctly' when the trapper ship was first introduced.

 

 

Edited by Kzuuual
Referenced the author
Posted

Fourth CS game, still with Horizon mod.

 

A strange thing happened during quest THE HOOK-UP. I went outside and quickly earned the 300 caps needed. So I slept one time to recover a bit from SA Wear and went to Starlight drive in to clean it up a bit. The molerat were a good training for the further quest The fighter. I killed them bare -handed, but needed another sleep to recover some health.

 

So when I returned to the whore house I had slept 2 times. As soon as entering, at the same time Declan asked me if I had weapons, Lindstrom scolded me for being a lazy whore, sleeping too much. He punished me (thus blocking the end of the hook) , and told me I could not sleep again before doing another quest, which I could not because I was still in a quest.

 

I resolved it by redoing the quest and not sleeping 2 times.

 

Moral : Don't sleep twice during a quest outside, LIndstrom will know and will be angry !

Posted
1 hour ago, krighaur said:

Fourth CS game, still with Horizon mod.

 

A strange thing happened during quest THE HOOK-UP. I went outside and quickly earned the 300 caps needed. So I slept one time to recover a bit from SA Wear and went to Starlight drive in to clean it up a bit. The molerat were a good training for the further quest The fighter. I killed them bare -handed, but needed another sleep to recover some health.

 

So when I returned to the whore house I had slept 2 times. As soon as entering, at the same time Declan asked me if I had weapons, Lindstrom scolded me for being a lazy whore, sleeping too much. He punished me (thus blocking the end of the hook) , and told me I could not sleep again before doing another quest, which I could not because I was still in a quest.

 

I resolved it by redoing the quest and not sleeping 2 times.

 

Moral : Don't sleep twice during a quest outside, LIndstrom will know and will be angry !

I'll make a note of it. It shouldn't be difficult to fix. I just have to make sure I set the right conditions, such as only checking this if you wake up in the Whore House to proceed with the punishment. 

Posted (edited)
12 hours ago, Kzuuual said:

Hi @JB.

 

Call me an idiot, but would it be possible to add the 'piss stream' effects from the resource below?

 

I might be confused, but I kinda remember you mentioning 'the stress of aiming the stream correctly' when the trapper ship was first introduced.

 

 

I'll take a look at it. The biggest problem is that in my case, the position of an NPC urinating is random, right? So I have to do a calculation to figure out what angle the stream should take in relation to the NPC. Now that I think about it, I might ask Copilot to see if he can come up with a cool math formula. I'll have to tell it I want to use a hose to water plants or he'll refuse to help me. Prudish AI. 

 

 

Done. I'll test it soon.

 

Spoiler

Exactly, that's the real challenge: a fixed angle isn't enough, because the plant's position changes. What you need to do is calculate the difference in orientation between the player and the plant, and then apply that difference to MyStream.SetAngle() so the jet dynamically points toward the target 🌱🚿.

How to do it in Papyrus
The GetAngleX(), GetAngleY(), and GetAngleZ() functions return the absolute rotation of the object in the world. But to aim accurately, the most useful approach is to work with position vectors and calculate the relative direction:
- Obtain positions:
float px = Girl.GetPositionX()
float py = Girl.GetPositionY()
float pz = Girl.GetPositionZ()

float tx = MyPlant.GetPositionX()
float ty = MyPlant.GetPositionY()
float tz = MyPlant.GetPositionZ()
- Calculate vector towards the plant:
float dx = tx - px
float dy = ty - py
float dz = tz - pz
- Convert to angles (yaw/pitch):
- Yaw (Z): horizontal direction
float yaw = Math.Atan2(dy, dx) * 57.2958 ; rad → degrees
- Pitch (X): vertical inclination
float dist = Math.Sqrt(dx*dx + dy*dy)
float pitch = Math.Atan2(dz, dist) * 57.2958
- Apply to the stream:
MyStream.SetAngle(pitch, 0.0, yaw)

Result
- If the plant is to the left, the yaw adjusts automatically.

- If it's lower, the pitch tilts downward.

- If it's directly in front, the jet comes out straight.

👉 This makes your effect "smart": the water always points toward the plant, no matter where it is.

 

Edited by JB.
Posted
12 hours ago, outcast said:

Didn't even notice there is a newer one, just downloaded the latest one available on mega. Well, it is not a gamebreaking bug so I will keep playing as is for this playthrough.

Now the mod uses a hoop earrings, but I'm not sure if I'm using the Satisfactory Piercing earrings too. I'll check when I can and remove them if necessary. 

Posted
1 hour ago, JB. said:

I'll take a look at it. The biggest problem is that in my case, the position of an NPC urinating is random, right? So I have to do a calculation to figure out what angle the stream should take in relation to the NPC. Now that I think about it, I might ask Copilot to see if he can come up with a cool math formula. I'll have to tell it I want to use a hose to water plants or he'll refuse to help me. Prudish AI. 

 

 

Done. I'll test it soon.

 

  Hide contents

Exactly, that's the real challenge: a fixed angle isn't enough, because the plant's position changes. What you need to do is calculate the difference in orientation between the player and the plant, and then apply that difference to MyStream.SetAngle() so the jet dynamically points toward the target 🌱🚿.

How to do it in Papyrus
The GetAngleX(), GetAngleY(), and GetAngleZ() functions return the absolute rotation of the object in the world. But to aim accurately, the most useful approach is to work with position vectors and calculate the relative direction:
- Obtain positions:
float px = Girl.GetPositionX()
float py = Girl.GetPositionY()
float pz = Girl.GetPositionZ()

float tx = MyPlant.GetPositionX()
float ty = MyPlant.GetPositionY()
float tz = MyPlant.GetPositionZ()
- Calculate vector towards the plant:
float dx = tx - px
float dy = ty - py
float dz = tz - pz
- Convert to angles (yaw/pitch):
- Yaw (Z): horizontal direction
float yaw = Math.Atan2(dy, dx) * 57.2958 ; rad → degrees
- Pitch (X): vertical inclination
float dist = Math.Sqrt(dx*dx + dy*dy)
float pitch = Math.Atan2(dz, dist) * 57.2958
- Apply to the stream:
MyStream.SetAngle(pitch, 0.0, yaw)

Result
- If the plant is to the left, the yaw adjusts automatically.

- If it's lower, the pitch tilts downward.

- If it's directly in front, the jet comes out straight.

👉 This makes your effect "smart": the water always points toward the plant, no matter where it is.

 

ROFL, Nora becomes a gardener and uri... no .....water plants ;) 

Posted

@JB. I'm fairly fresh at modding in general, do you have a discord/dedicated forum for install guides/load orders? I'm about to attempt to download CS along with the recommended mods but due to my lack of experience I almost guarantee I will run into issues.

Posted
5 minutes ago, intoxicateddd said:

@JB. I'm fairly fresh at modding in general, do you have a discord/dedicated forum for install guides/load orders? I'm about to attempt to download CS along with the recommended mods but due to my lack of experience I almost guarantee I will run into issues.

 

 

First, install the entire AAF ecosystem according to the official guide, which is called "[AAF] The Fucking Manual." Google it. It's a page on Loverslab, but you'll also find its Discord link there.

 

Once you have it installed, all that's left is to install Commonwealth Slavers and the hard and soft requirements.

Posted (edited)
On 9/12/2025 at 5:39 AM, JB. said:

A special quest with Sully Mantys sounds great. I'll need more ideas to start generating something because my head is kinda dry. I'm not interested in fighting. Sex?... maybe, but there are tons of sex quests. I'll put it in my notes.

 

Feeding the Mirelurks sounds like an interesting slave job. But we need to keep brainstorming.

 

Caring for Mirelurks babies?

To hatching eggs?

Bearing eggs? (OMG! 🤣)

 

By the way, @J.B., would you like to add some HuCow-content to CS?

Edited by TT_AD
Posted
13 hours ago, JB. said:

I'll take a look at it. The biggest problem is that in my case, the position of an NPC urinating is random, right? So I have to do a calculation to figure out what angle the stream should take in relation to the NPC. Now that I think about it, I might ask Copilot to see if he can come up with a cool math formula. I'll have to tell it I want to use a hose to water plants or he'll refuse to help me. Prudish AI. 

 

 

Done. I'll test it soon.

 

  Hide contents

Exactly, that's the real challenge: a fixed angle isn't enough, because the plant's position changes. What you need to do is calculate the difference in orientation between the player and the plant, and then apply that difference to MyStream.SetAngle() so the jet dynamically points toward the target 🌱🚿.

How to do it in Papyrus
The GetAngleX(), GetAngleY(), and GetAngleZ() functions return the absolute rotation of the object in the world. But to aim accurately, the most useful approach is to work with position vectors and calculate the relative direction:
- Obtain positions:
float px = Girl.GetPositionX()
float py = Girl.GetPositionY()
float pz = Girl.GetPositionZ()

float tx = MyPlant.GetPositionX()
float ty = MyPlant.GetPositionY()
float tz = MyPlant.GetPositionZ()
- Calculate vector towards the plant:
float dx = tx - px
float dy = ty - py
float dz = tz - pz
- Convert to angles (yaw/pitch):
- Yaw (Z): horizontal direction
float yaw = Math.Atan2(dy, dx) * 57.2958 ; rad → degrees
- Pitch (X): vertical inclination
float dist = Math.Sqrt(dx*dx + dy*dy)
float pitch = Math.Atan2(dz, dist) * 57.2958
- Apply to the stream:
MyStream.SetAngle(pitch, 0.0, yaw)

Result
- If the plant is to the left, the yaw adjusts automatically.

- If it's lower, the pitch tilts downward.

- If it's directly in front, the jet comes out straight.

👉 This makes your effect "smart": the water always points toward the plant, no matter where it is.

 

 

Woah, that was fast. Thanks! and that water hose made me lmao.

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   0 members

    • No registered users viewing this page.
×
×
  • Create New...