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Posted

Hi, I have an issue, not sure if it was commented before, I tried to search the posts to no avail... I have installed the Black Male Raiders, and the CS Facegen patch, so the result is the raiders have black bodies but white heads, is it possible the facegen overwrites the heads?

Posted
12 minutes ago, Chubrikone said:

Hi, I have an issue, not sure if it was commented before, I tried to search the posts to no avail... I have installed the Black Male Raiders, and the CS Facegen patch, so the result is the raiders have black bodies but white heads, is it possible the facegen overwrites the heads?

You can try without the fg patch but If you are using Addictol, Disable the tint patch or revert temporary to x-cell

Posted
7 minutes ago, lee3310 said:

You can try without the fg patch but If you are using Addictol, Disable the tint patch or revert temporary to x-cell

I am on NG, wasn't the tint patch only an issue for OG?

Posted

My facegen isn't for the common raiders, only for my unique characters. Black Male Raiders needs its own facegen, but since it doesn't, it's best to disable facegens in Addictol or X-Cell.

 

Posted
15 minutes ago, Chubrikone said:

I am on NG, wasn't the tint patch only an issue for OG?

Not sure since i only use OG. Disable facegen too like JB said, and if that was the problem, then report it to perchik since x-cell/addictol should work fine even if NPCs don't have facegen.

Posted

I'm having issues with "The Scavver".

The Master's dog doesn't appear on the quest, and everything breaks after I talk with Jared. It seems the dog isn't spawning in the world, because searching for it using console gives me the BaseID. I should be getting the spawned entity's ID as well, right?

Is there a function or quest variable I can change to force the spawn? I can go back to the start of the quest if needed.

Posted

I use the A Forest mod in conjunction with generating my own LODs as the trees hide a lot of the long-distance jankiness. The only problem is that the Commonwealth Slavers NPCs sometimes get stuck on the trees that it adds - something that the Commonwealth Slavers mod page warns of.

 

The problem areas tend to be between the Whore House and Cambridge as well as near the campfire where you stop on the first night after being abducted.

 

Therefore, I've written a small ESL-flagged .esp that removes some of problematic trees in this area. It might be of some use to others so figured I'd leave it here.

Commonwealth Slavers - A Forest Patch.7z

Posted

Hmm, I think my Dogmeat mod messed up Slaver's dogs. I disabled it, but the dog still hasn't spawned.
 

When are we supposed to meet the dog for the first time? I want to test if it appears then.

Posted (edited)
12 minutes ago, JohnyBurner said:

Hmm, I think my Dogmeat mod messed up Slaver's dogs. I disabled it, but the dog still hasn't spawned.
 

When are we supposed to meet the dog for the first time? I want to test if it appears then.

Unfortunately, I'm not with my CK right now, so I don't know which stage should spawn in the dog. I only remember that when you go with Medium to Corvega (during Scavver), the dog should already be with Jared and the Bomb brothers.

 

Edit: 

SetStage _CS_Scaver 210

 

This spawn Jared, the Bombs and the dog in front of Corvega. 

Edited by JB.
Posted

 

21 minutes ago, JB. said:

Unfortunately, I'm not with my CK right now, so I don't know which stage should spawn in the dog. I only remember that when you go with Medium to Corvega (during Scavver), the dog should already be with Jared and the Bomb brothers.

 

Edit: 

SetStage _CS_Scaver 210

 

This spawn Jared, the Bombs and the dog in front of Corvega. 

 

No dice.

I'll check if I have anything else messing up dogs in the load order.

Do you think restarting Scavver from scratch would help?

Posted (edited)
3 minutes ago, JohnyBurner said:

 

 

No dice.

I'll check if I have anything else messing up dogs in the load order.

Do you think restarting Scavver from scratch would help?

Yeah, you can start over. Talk to Medium when you're outside the house; it's important that you define your race, and when he orders you to go collect trash, enter that set stage.

 

Double-check your load order. Technically, the dog is in the laundry in Lexington, but in invisible mode. So, a higher-priority mod that's editing the laundry will make the dog disappear.

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

Yeah, you can start over. Talk to Medium when you're outside the house; it's important that you define your race, and when he orders you to go collect trash, enter that set stage.

 

Double-check your load order. Technically, the dog is in the laundry in Lexington, but in invisible mode. So, a higher-priority mod that's editing the laundry will make the dog disappear.

 

Still no. I had already teleported myself to the Laundromat and saw the dog, not interactable, so he's there. Time to go play Wack-a-Mod.

Posted
8 minutes ago, JohnyBurner said:

 

Still no. I had already teleported myself to the Laundromat and saw the dog, not interactable, so he's there. Time to go play Wack-a-Mod.

If you have the dog in front of you, do this.

 

Stopquest _CS_Scaver
Startquest _CS_Scaver
SetsStage _CS_Scaver 210

 

If the dog disappeared, it's because it was transported to Corvega.

Posted
50 minutes ago, JB. said:

If you have the dog in front of you, do this.

 

Stopquest _CS_Scaver
Startquest _CS_Scaver
SetsStage _CS_Scaver 210

 

If the dog disappeared, it's because it was transported to Corvega.

 

So I teleported to the dog when I was alrady following Middle Bomb, and ended up inside Corverga. I then set the quest stage, and Jared appeared beside me. He started walking to the meeting point and the dog followed. But the dog couldn't go through the door, so he never arrived at the location.

What I ended up doing was go to meeting point and used the console to teleport the dog to me. The quest had no problems then. Thank you for the patience.

While I have your attention:

I read somewhere about a blindfold blurring effect that left only the character in focus. Is that a real thing?
I set up Kziitd's blindfold items to use the Devious Devices effect, but it's just a slight masking effect, which is very underwhelming.

Posted
43 minutes ago, JohnyBurner said:

d. But the dog couldn't go through the door,

Don't tell me you have that "dogs don't use doors" mod... 🙃

Posted
10 minutes ago, JB. said:

Don't tell me you have that "dogs don't use doors" mod... 🙃

 

Nah. It is in my load order, but only because I have other mods that came with it. Besides, I think that mod only prevents using actual doors, not the area connecting ones.

Posted
1 hour ago, JohnyBurner said:

I read somewhere about a blindfold blurring effect that left only the character in focus. Is that a real thing?
I set up Kziitd's blindfold items to use the Devious Devices effect, but it's just a slight masking effect, which is very underwhelming.

I've never read that, but it sounds like a great idea, although it doesn't personally appeal to me. I don't know how such an effect could be achieved, though.

Posted
1 hour ago, JohnyBurner said:

 

Nah. It is in my load order, but only because I have other mods that came with it. Besides, I think that mod only prevents using actual doors, not the area connecting ones.

Pretty sure doors are doors (loading ones or not), cause the dog appears to me too

Posted
8 hours ago, Chubrikone said:

Hi, I have an issue, not sure if it was commented before, I tried to search the posts to no avail... I have installed the Black Male Raiders, and the CS Facegen patch, so the result is the raiders have black bodies but white heads, is it possible the facegen overwrites the heads?

 

7 hours ago, Chubrikone said:

I am on NG, wasn't the tint patch only an issue for OG?

 

7 hours ago, JB. said:

My facegen isn't for the common raiders, only for my unique characters. Black Male Raiders needs its own facegen, but since it doesn't, it's best to disable facegens in Addictol or X-Cell.

 

There's a download at Wasteland Wonderglue FaceGen Edition https://www.nexusmods.com/fallout4/mods/86384?tab=files

Beware there are a lot of files there, it's  way down the list, currently at the bottom & the only Miscellaneous Download.

It's filename is 'LoversLab FaceGen Pack'

It also affects Nuka Ride and a couple of other mods.

 

It's very finicky to get the right load order, has to be placed after Commonwealth Slavers files, Male TakeOver (MTO) and Black Male Raiders and any other files that affect Raiders

 

I am currently playing Skyrim, and don't have Fallout 4 installed to get the proper load order, but is possible to match 'colours' with a fair bit of work.

One thing that definitely helps is loading it after all the AAF patches in the priority (left-hand) side of MO2, and I have no idea how to accomplish that in Vortex.

Or care to know for that matter, LOL!

Posted
11 hours ago, judge007 said:

 

 

There's a download at Wasteland Wonderglue FaceGen Edition https://www.nexusmods.com/fallout4/mods/86384?tab=files

Beware there are a lot of files there, it's  way down the list, currently at the bottom & the only Miscellaneous Download.

It's filename is 'LoversLab FaceGen Pack'

It also affects Nuka Ride and a couple of other mods.

 

It's very finicky to get the right load order, has to be placed after Commonwealth Slavers files, Male TakeOver (MTO) and Black Male Raiders and any other files that affect Raiders

 

I am currently playing Skyrim, and don't have Fallout 4 installed to get the proper load order, but is possible to match 'colours' with a fair bit of work.

One thing that definitely helps is loading it after all the AAF patches in the priority (left-hand) side of MO2, and I have no idea how to accomplish that in Vortex.

Or care to know for that matter, LOL!

For now I have disabled Face gen in Addictol as JB suggested, but I do have the Lovers lab facegen, I will try to move it after Slavers and see if it works

Posted

A couple of questions:

What's the mods I should install and put last on the load order so that creatures actually have dicks and all the men get actually naked?

I have Bodytalk, but I still get raiders and DC guards in shorts after stripping...I thought the latests tweaks to Leito plus the animation+cum fixes would work, but it didn't.

I remember in the past I had bodyslides for creatures, but I don't anymore, and I don't know which of the million animation packs I installed had those. I just install an animation pack over others, but I'm guessing this is overwriting a lot of stuff? Some files (like a common.xml) get overwritten almost everytime I install one of these.

And second, I use Advanced Needs (the pre-76 version). How can I prevent brothels from being considered an unsafe location? Waking up after no sleep from a ghoul invasion is no fun. The mechanic can't be modified in the option besides making it happen everywhere, but if there's a way to remove it completely, I'll take it, even if I would rather keep it.

Posted
16 hours ago, JB. said:

I've never read that, but it sounds like a great idea, although it doesn't personally appeal to me. I don't know how such an effect could be achieved, though.

 

Yeah, I think what I read was more wishfull thinking than anything else. I saw a couple of posts for Skyrim that had some success creating a void beyond a set distance to the player, but it needs extra tools and/or shaders.

I did some experimenting with the image space from DD, and a faint blurring combined with very low light values give interesting results. You do see into the distance, but with very few details. The best results were indoors, though. Reducing light by a lot (less than 1%), plus some changes in bloom settings, and a reduced pipboy light radius with high rate of fade, and you can only really see a very close distance around you, everything else is a dark, barely discernible blob with almost no details, like you were navigating with your hands alone.

I couldn't reproduce that effect outdoors due the game's "sunlight".

Posted
On 3/20/2026 at 1:33 PM, JB. said:

Thanks for your comment! Settlements are a very complex concept for me, which is why I haven't touched them. Maybe someday, but I don't think so right now.  

 

 

I'll be adding the Brotherhood of Steel to the Forever Slave ending soon. I'll bring the Prydwen and all that. That means the vanilla story will be completely broken in Forever Slave mode. It'll become a slave sandbox mode. Because playing the vanilla story as a slave doesn't quite work for me, with everyone acting as if you were free. 

 

Thank you for your comment and suggestions.😄

Can't wait for the BoS addition, from what you described previously about the ending theme and experiments - it sounds very cool ❤️ 

Posted (edited)

@JB.I think for the threesome scenes (at least with raiders that I've tried) it's possible to have a longer search radius or add in dogs since sometimes 1 travels with them or could use dogmeat if there are none present (since there are animations for that)? Failed two in a row (the raider on 2F with his dog so no 2nd male) one inside USAF Olivia tunnel but there are plenty of raiders in the center area. 

 

Assuming it's not issues on my end

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

@JB.I think for the threesome scenes (at least with raiders that I've tried) it's possible to have a longer search radius or add in dogs since sometimes 1 travels with them or could use dogmeat if there are none present (since there are animations for that)? Failed two in a row (the raider on 2F with his dog so no 2nd male) one inside USAF Olivia runnel but there are plenty of raiders in the center area. 

 

Assuming it's not issues on my end

I've noted that threesomes aren't working indoors, but I haven't had time to check yet. But yes, with your post, that makes two reports.

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