Jump to content

Commonwealth Slavers


Recommended Posts

Posted

@JB. As more features and changes are included, I eventually had a wonder.  I feel this might've been a topic at some point, but figured I'd ask anyway.

Any plans on including the Raider Settlement system on either Commonwealth Slavers or Nuka Ride?

Posted (edited)

When I wear Easy Girl and ASA clothing,The body morphs achieved through surgery will disappear.It works the same way on NPCs,And I'm certain I enabled the deformation setting in BodySlide,How can I fix this?

Fallout 4 Screenshot 2026.01.10 - 04.14.10.44.png

Fallout 4 Screenshot 2026.01.10 - 04.14.37.33.png

Edited by gzm001
Posted
3 hours ago, Saya Scarlett said:

@JB. As more features and changes are included, I eventually had a wonder.  I feel this might've been a topic at some point, but figured I'd ask anyway.

Any plans on including the Raider Settlement system on either Commonwealth Slavers or Nuka Ride?

Settlements are something I barely understand. Yesterday I said that Nuka Ride outfits are upgradeable because I just copy-pasted the things Vtaw does, but I don't really understand the process very well. "It just works.” Same with settlements. There's two settlements in Nuka Ride and there's actually one (still hidden) in Commonwealth Slavers that I made by following tutorials on YouTube. But I just don't know how it works in the background to try anything more complex.

 

 

Posted
1 hour ago, gzm001 said:

When I wear Easy Girl and ASA clothing,The body morphs achieved through surgery will disappear.It works the same way on NPCs,And I'm certain I enabled the deformation setting in BodySlide,How can I fix this?

Fallout 4 Screenshot 2026.01.10 - 04.14.10.44.png

Fallout 4 Screenshot 2026.01.10 - 04.14.37.33.png

 

Either you haven't actually built correctly the outfits with the morphs box checked in Bodyslide, or you don't have the outfits with the same version of your body. For example, you have Easy Girl CBBE but you have Fusion Girl installed. There's no more mystery.

 

Posted
2 hours ago, JB. said:

Settlements are something I barely understand. Yesterday I said that Nuka Ride outfits are upgradeable because I just copy-pasted the things Vtaw does, but I don't really understand the process very well. "It just works.” Same with settlements. There's two settlements in Nuka Ride and there's actually one (still hidden) in Commonwealth Slavers that I made by following tutorials on YouTube. But I just don't know how it works in the background to try anything more complex.

 

 

https://www.nexusmods.com/fallout4/articles/2298
I never added a workshop either but this article is my go to if/when i decide to do it. He also have a discord if you want more help.

Posted
5 hours ago, JB. said:

Settlements are something I barely understand. Yesterday I said that Nuka Ride outfits are upgradeable because I just copy-pasted the things Vtaw does, but I don't really understand the process very well. "It just works.” Same with settlements. There's two settlements in Nuka Ride and there's actually one (still hidden) in Commonwealth Slavers that I made by following tutorials on YouTube. But I just don't know how it works in the background to try anything more complex.

 

 

Old suggestions I forgot to post 

I was thinking about maybe an identifier (item placed on player or settlers) so settlers recognize player as fellow slaves or raider guards (so changed dialogues).

 

There could be some visitor/customer function (settlement/Vulgar visitor may work but not sure)

Player/females slaves can whore as usual (while still having farm jobs) just like the new update and raiders guards can provide security and harass player sometimes adding customers who travel to nearby settlements as patrons. 

 

and now that there's more stuff to do in Corvega maybe a sleeping bag can be place at the old cage spot

Posted
16 hours ago, JB. said:

Settlements are something I barely understand. Yesterday I said that Nuka Ride outfits are upgradeable because I just copy-pasted the things Vtaw does, but I don't really understand the process very well. "It just works.” Same with settlements. There's two settlements in Nuka Ride and there's actually one (still hidden) in Commonwealth Slavers that I made by following tutorials on YouTube. But I just don't know how it works in the background to try anything more complex.

 

 


Fair enough 🤣

It'd be nice to be able to turn the game into an even more of a raider playthrough.

Maybe someone who does know/understand it, can eventually help you out down the line 😁

 

Been doing a new playthrough to check a few changes and new things. and great job as always.
I've had some random crashes when changing cells but I cba, I save every 5 minutes anyway 🤣

Hoping to see a lot more, but remember to take breaks, please ✌️

Posted

 


I completed this mod and really enjoyed it. Could you please tell me if there are any other global mods with a similar theme? (I've also completed Nuka Ride)

Posted
1 hour ago, OtstaliyDayn said:

 


I completed this mod and really enjoyed it. Could you please tell me if there are any other global mods with a similar theme? (I've also completed Nuka Ride)

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/

 

Enhances a lot of mods

 

Also of note, https://www.loverslab.com/topic/129904-aaf-hardship-beggar-whore/

or https://www.loverslab.com/topic/190636-tsex-and-tsex-hardship-alpha-modders-resource/  (requires a lot of setup, read through support thread)

 

Posted
On 1/9/2026 at 10:34 AM, JB. said:

 

 

I think this has been fixed in the test version, but with this you will no longer crouch with every hit (as long as the culprit is indeed my mod).

 

 

CQF _CS_Main EndPunishment


Turns out I got the same bug, already completed the mod on true ending but when I put these on console commands "CQF _CS_Main EndPunishment" I get "Found multiple scripts containing function EndPunishment, please disambiguate using "script.function" sintax"
I'm on the latest test version, updated after completing True Ending

Posted
2 hours ago, RamonXick said:


Turns out I got the same bug, already completed the mod on true ending but when I put these on console commands "CQF _CS_Main EndPunishment" I get "Found multiple scripts containing function EndPunishment, please disambiguate using "script.function" sintax"
I'm on the latest test version, updated after completing True Ending

 

try this

 

CallFunction Player._CS_Main EndPunismnent

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

 

try this

 

CallFunction Player._CS_Main EndPunismnent


that command gives me:
 

Syntax Error. Reference not allowed in this context.
Missing parameter String.
Compiled script not saved!

 

Edited by RamonXick
Posted
16 minutes ago, RamonXick said:


that command gives me:
 

Syntax Error. Reference not allowed in this context.
Missing parameter String.
Compiled script not saved!

 

Hmmmm. How about

 

CallFunction EndPunishment

 

 

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

Hmmmm. How about

 

CallFunction EndPunishment

 

 

 

Thanks for the fast response! but now it giving me
 

No script attached to object contains a function EndPunishment


EDIT: I tried again after restarting my game, now the command is not giving any error but not work either, every time my character gets hit she still crouches with her hands up

Edited by RamonXick
Posted (edited)

I'll try to fix it for the next update. But I was never able to replicate the bug, and it may well be due to another factor or interference from other mod. The script is simple: Listen for On Hit events and stop listening after thirty seconds.

 

Events start every time someone is about to whip you, and end when they stop whipping you.

 

I'm going to set a condition so that this only triggers with whips. That should be enough.

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

 

 

 

Could you try this? Install it like a normal mod. Let it overwrite the original plugin. 

 

OnHit Events Fix Test.7z 3.71 MB · 1 download


Thank you! The fix works!! tested on aggro-ing humanoid and robots alike, although not tested in actual ongoing slavers playthrough since I already completed the quest 
also is normal that the camera is centered when playing with this mod? 

Edited by RamonXick
Posted
4 hours ago, JB. said:

Hmmmm. How about

 

CallFunction

 

 

 

4 hours ago, RamonXick said:

 

Thanks for the fast response! but now it giving me
 

No script attached to object contains a function EndPunishment


EDIT: I tried again after restarting my game, now the command is not giving any error but not work either, every time my character gets hit she still crouches with her hands up

 

cqf _CS_Main EndPunishment

Posted
5 hours ago, lee3310 said:

 

 

cqf _CS_Main EndPunishment

That was the first one I suggested, and for some reason it says “please disambiguate” in the screen. Luckily, I reinforced the script so that it only happens with my whips. 

Posted
56 minutes ago, JB. said:

That was the first one I suggested, and for some reason it says “please disambiguate” in the screen. Luckily, I reinforced the script so that it only happens with my whips. 

lol, it shouldn't happen if the function exist on one script inside cs_main (that's the case as far as i can tell). for future reference, you can "disambiguate" the call by appending the script name to it like this:
cqf _CS_Main "Slavers:_CS_Functions.EndPunishment"

Posted

Eh.... I screwed my save..... I have finished CS at least 3 times through various versions. I want to start a new game but having finished CS 2. Is there a command that can make the quest end after I click the mcm to start at the end to do just jobs and get my freedom? Don't want to do 20 jobs again.

Posted
10 minutes ago, Sorrow_421 said:

Eh.... I screwed my save..... I have finished CS at least 3 times through various versions. I want to start a new game but having finished CS 2. Is there a command that can make the quest end after I click the mcm to start at the end to do just jobs and get my freedom? Don't want to do 20 jobs again.

Set _CS_JobsDone_Global to 20

Posted (edited)

I have an really annoying issue i hope you can clear up. Whenever i try to engage with a raider, they'll ask if we want to go somewhere else or stay here, i click stay here then we start walking and disappear. Then I'm a floating free camera trying to find where the hell i am. I even ended up teleporting to a bed up 3 stories in the power plant. How can i fix this 

Edited by TheLukieBoi1
Posted
3 hours ago, TheLukieBoi1 said:

I have an really annoying issue i hope you can clear up. Whenever i try to engage with a raider, they'll ask if we want to go somewhere else or stay here, i click stay here then we start walking and disappear. Then I'm a floating free camera trying to find where the hell i am. I even ended up teleporting to a bed up 3 stories in the power plant. How can i fix this 

If you are using the latest version of AAF, you can set a hotkey in MCM to take you the the action.

 

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
×
×
  • Create New...