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Posted (edited)

I cant figure out how to get the npcs in the whorehouse to use the Fusion girl body. It seems like they are stuck using CCBE and the clothes are FG so it doesn't line up. Am I missing something? They don't have a unique body do they? The clothes fit fine on my character.

Edited by Shinbu150
Posted
14 hours ago, angrykiwi said:

Hm, doesn't work, console says "item (any of these commands) not found for parameter Quest".

 

There is also another bug I am having where Snoopys fur color will change from back to white once an AAF scene starts, and will not revert back.

 

My translator added periods.

 

cqf  _CS_main ApplyLeftEyebrowPiercing()
cqf  _CS_main RemoveLeftEyeBrowPiercing()
cqf  _CS_main ApplyRightEyebrowPiercing()
cqf  _CS_main RemoveRightEyebrowPiercing()

Posted
9 minutes ago, Shinbu150 said:

I cant figure out how to get the npcs in the whorehouse to use the Fusion girl body. It seems like they are stuck using CCBE and the clothes are FG so it doesn't line up. Am I missing something? They don't have a unique body do they? The clothes fit fine on my character.

No, they don't have unique bodies. They are the result of your setup, whether it's CBBE or FG.

Posted
11 hours ago, Enkidu222 said:

 

- how to make the hairy pubic growth system work?

 

 

 

You need to talk to Mona at the whore house.

Posted (edited)
21 hours ago, Mimirue17 said:

unselect the main slavers esp, run loot, then reactivate the main slavers esp.   That will put it at the highest priority and will move any patches that have it as master below it.   And by LOOT i mean the external download of the program from GitHub - not the one included with MO2.   Set up the executable in MO2 and run it from there - if your not sure how to do that there are plenty of you tube videos on doing so.

I downloaded LOOT and did this. But still haven't worked.
Nothing changed really i think, they just stare at my character. When I skipped the escort mission, which has a different outcome, i also get stcuk in the cell, but the clients won't come, the Whorehouse is empty, there's only the guy on the bar

Edit: Figured. You need to have a new clean save. That's it
 

Load Order 2.txt

Edited by MiraDAnt
Posted
56 minutes ago, JB. said:

No, they don't have unique bodies. They are the result of your setup, whether it's CBBE or FG.

Hey I think I narrowed it down to the boots/shoes for Mona and Ravenna making the body revert back because Belle didnt have this issue. I also can't remove the shoes when I open their actor containers. What shoes did you use on Mona and Ravenna?

Posted
2 hours ago, Shinbu150 said:

I cant figure out how to get the npcs in the whorehouse to use the Fusion girl body. It seems like they are stuck using CCBE and the clothes are FG so it doesn't line up. Am I missing something? They don't have a unique body do they? The clothes fit fine on my character.

You must delete CBBE completely. Then add Fusion Girl from loverslab. Its the best way to clear confusion. And make sure any bodyslide files especially nude presets are Fusion Girl.

Posted
On 4/24/2026 at 9:46 AM, JohnyBurner said:

I honestly don't think how this would be needed. During a Pet Walk, the only threats are ghouls, and beasts. The bigger beast are easily spotted, and you can outrun everything else except for molerats (those never fucking give up, and will follow you across the entire map if needed). You can also use the surrender mechanic from Violate to go through ghoul and mirelurks encounters.

Being given a weapon would defeat the idea of our character being a slave for raiders, in my opinion, and I kind of like how I'm forced to use other strategies beyond the basic "kill everything" from a regular playthrough.

 

Although...the idea that you could use the bat from PotC but the collar would only allow you to wield it in combat, and carry it inside you at all other times is interesting.

And I love the idea that you need to know where all the raider outposts are and run to them for help.  You're dependent on them

Posted

I've found an issue with the last couple of updates, when doing the Whore Cage fight for the first time in Covega, the PC gets electrocuted just as the fight starts and automatically looses the fight. 

Posted
15 minutes ago, CuriousGent said:

I've found an issue with the last couple of updates, when doing the Whore Cage fight for the first time in Covega, the PC gets electrocuted just as the fight starts and automatically looses the fight. 

Do you have the Brawl bug fix installed? Any other mods that might be affecting the fighting?

Posted
1 hour ago, JB. said:

Do you have the Brawl bug fix installed? Any other mods that might be affecting the fighting?

Reinstalling Brawl bug fix seems to have sorted it, thanks.  👍

Posted (edited)

@JB. He didn't update PCL but all the functions you need should be there (Hydra)

 

float Function GetTimerRemainingTime(ScriptObject akObject, int aiTimerId = 0) Global Native
float Function GetTimerGameTimeRemainingTime(ScriptObject akObject, int aiTimerId = 0) Global Native

 

Edited by lee3310
Posted
11 minutes ago, lee3310 said:

@JB. He didn't update PCL but all the functions you need should be there (Hydra)

 

bool Function IsTimerActive(ScriptObject akObject, int aiTimerId = 0) Global Native
bool Function IsTimerGameTimeActive(ScriptObject akObject, int aiTimerId = 0) Global Native

 

Wow, thank you! It has also the node function for the amputator and the hair color change function!  🎇

 

 

Posted (edited)

@JB.there's something wrong with the caps that DC guards throw on the ground as payment for work. This event triggered twice for me, and I had to restart the game both times because I couldn't pick up the caps. I can see them, I can select them via the console, but I can't aim the camera at them to pick them up.

Simply put, there's something wrong with their activation trigger.

Edited by Axary
Posted (edited)
47 minutes ago, Axary said:

@JB., there's some shit going on with the caps that DC guards throw on the ground as payment for work. This event triggered twice for me, and I had to restart the game both times because I couldn't pick up the caps. I can see them, I can select them via the console, but I can't aim the camera at them to pick them up.

Simply put, there's something wrong with their activation trigger.

 

Testing: 

 

SetStage _CS_Roaming 46

 

Yeah, it kind of hard. I'll change the collision. 

 

Spoiler

Fallout4 27_4_2026 18_36_38.png

 

 

edit: I'll put the collision of this tray. Should work fine. 

 

image.png

 

Edited by JB.
Posted (edited)
6 hours ago, lee3310 said:

@JB. He didn't update PCL but all the functions you need should be there (Hydra)

 

float Function GetTimerRemainingTime(ScriptObject akObject, int aiTimerId = 0) Global Native
float Function GetTimerGameTimeRemainingTime(ScriptObject akObject, int aiTimerId = 0) Global Native

 

 

 

Could you lend me a hand when you have a moment? The hair dye script and the amputator aren't working for me. I'll start with the simple one.

 

SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee64, "Fallout4.esm") as colorform )

 

 

This is the new hair dye script. Properties hasn't changed. You can copy and paste here.

 

Data\Scripts\Source\User\Slavers

 

 

_CS_HairDye_Blonde.psc

 

 

 

Scriptname Slavers:_CS_HairDye_Blonde extends ObjectReference Const


;import INTF
Import Hydra:Forms:ActorBase

Event OnActivate(ObjectReference akActionRef)


Int Choice = _CS_HairTint_MSG.Show()

If Choice == 0
	Game.FadeOutGame(false, true, 3.0, 1.0)
	Self.BlockActivation(true,true)
	GameHour.Mod(1.0)
	FunctionsScript.ToggleMessageBG(true)
	Utility.Wait(3)
	_CS_HairDye_Global.SetValue(DyeColor)

	Int iButton = _CS_HairTint_LooksMenu_Platinum_MSG.Show()
	If iButton == 0 
		LooksMenu()
	Else
	If Dyecolor == 1
	SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee64, "Fallout4.esm") as colorform )
	ElseIf DyeColor == 2
	SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee62, "Fallout4.esm") as colorform )	
	EndIf 
	EndIf 
	
	Utility.Wait(1)
	Self.BlockActivation(false)
	PlayerREF.SayCustom(CharGenPlayerMirrorWaitTopic)
	FunctionsScript.ToggleMessageBG(false)
	Utility.Wait(1.5)
	If Dyecolor == 1
	Debug.Notification("You have platinum blonde hair now.")
	ElseIf DyeColor == 2
	Debug.Notification("You have deep red hair now.")
	EndIf 
		LindstromSay()
ElseIf Choice == 1
	Game.FadeOutGame(false, true, 3.0, 1.0)
	Self.BlockActivation(true,true)
	GameHour.Mod(1.0)
	FunctionsScript.ToggleMessageBG(true)
	Utility.Wait(3)
	_CS_HairDye_Global.SetValue(0)
	
	Int iButton = _CS_HairTint_LooksMenu_Normal_MSG.Show()
		If iButton == 0 
			LooksMenu()
		Else 
		    _CS_Mirror_Global.SetValue(0)
		EndIf 
	Utility.Wait(1)
	Self.BlockActivation(false)
	PlayerREF.SayCustom(CharGenPlayerMirrorWaitTopic)
	FunctionsScript.ToggleMessageBG(false)
	Utility.Wait(1.5)
	Debug.Notification("You no longer have dyed hair.")
Else
	     	_CS_Mirror_Global.SetValue(0)
EndIf
	

EndEvent



Function LooksMenu()
  		_CS_Mirror_Global.SetValue(2)
   		RegisterForMenuOpenCloseEvent("LooksMenu")
		Game.FadeOutGame(True, True, 0.0, 1.0, True)
 		Utility.Wait(1.0)
   		Game.ForceFirstPerson()
   		Game.ForceThirdPerson()
   		Game.SetCameraTarget(PlayerRef)
 		PlayerRef.PlayIdle(ElevatorFaceCamera)
		Game.ShowRaceMenu()
   		Utility.wait(1.0)
   		Game.FadeOutGame(False, True, 0.0, 1.0)
		FunctionsScript.ToggleMessageBG(false)
EndFunction


Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
  if asMenuName == "LooksMenu" && abOpening == False && _CS_Mirror_Global.GetValueInt() == 2
     	Utility.Wait(0.5)
     	Game.ForceFirstPerson()
     	_CS_Mirror_Global.SetValue(0)
	LindstromSay()
  Endif
EndEvent


Function LindstromSay()
If _CS_Mirror_Global.GetValue()==0
	If _CS_House.IsRunning()
		If !_CS_House.GetStageDone(92)
			_CS_House.SetStage(92)	
		EndIf
	Else
		If _CS_Enslaved.GetValueInt()==0
			_CS_Mona.Start()
			_CS_Mona.SetStage(100)
		EndIf
	EndIf 
EndIf 
EndFunction

 


 

 

 

It compile well but It's not working, and I don't know what I'm doing wrong. On top of that, the Hydra log is throwing up a bunch of warnings about DLC scripts.

 

Edited by JB.
Posted (edited)

@Axary Here's the new version with tray collision. It's much better. Install it like a normal mod. You can remove it in the next update because it will already be included. 

 

 

Test it by typing this.

 

 

SetStage _CS_Roaming 46

 

Slavers Caps New Collision.7z

Edited by JB.
Posted (edited)

Just replaying once again, and I had a thought. As the other girls have actual names in the Whore House, while we get a derogatory name change, it made me wonder about the relationship between our character and them. I think, they would be a bit jealous for the special treatment we can get (the "pet walk", Gristle being a bit more chatty with as, etc.) and I think this might lead into interesting scenarios, where even from fellow slaves Nora can't catch a break / expect any humane treatment.

For example, the first month we are the fresh "new thing", so they might be jealous about our prized status and a bit angry of our unacceptence of the new status, as, like Grislte says, a lot of ppl would jump upon the protection and food provided by the raiders. Yet, here we are all uppity and unyielding (if we are rebelious) or dumb-happy and bosses new favorite money hole (if submissive). 

A good point for a dynamic switch would be after the Scaver i think, 'cause, as Jared says (and as the story implies), we would be uniquely trained for the new role of a beast whore. The girls might use this opportunity to mock us as payback for the percieved privilege we had before (Like, while they had to do all the other stuff we do at month 2, we were a bit spared, like Ivana, due to us being the "fresh meat"), gossiping behind our backs and humiliating us when we speak to them.

Like, for example, the girl with the jet mechanic can up her rates, or demand us to "bark" for her (to get herself even a bit of a feeling of control in the situation, where the slaves have none - feeling of control is helluva drug, especially if you are deprived of it or struggle with addictions heh), or makes us say something like what we say to Lindstrom when we ask him to skip training, or to get on all 4th for her with a % chance that Snoopy would interpret it as an invitaion for "practice" and would mount us in front of her, leading to her or the other girls saying some mean comments like "look at those two dogs going at it", "Why are you even sleeping on a mattres near us - you should be chained outside, to get more of your favorite customers" or "i wonder if this bitch can get puppies, seeming that she already looks and smells like a dog" or smth like that. 

Also, I think there would be an opportunity for them to assist in our training, as I think it wouldn't be far fetched for Lindstrom to implement collective punishment for all the slaves if one missbehaves (like there was in Rome). Like, for example, if we wish to skip training, maybe there can be a chance that a text box appears were it says something like "The girls, unwilling to be punished for your reluctance to accept your new position, held you down, while grabbing Snoopy, despite your protesting and crying". or smth lin that vein. If i remember, there is that animation we have in the Porn studio, with F+M+D - idk if you can include a F+F+D (question about positioning), but it would be nice for one of them to force us to do it via that animation. 

Just my 2 cents, idk if those are relevant, but when replaying it I just can stop my mind and imagination from wondering and wanting more - this mod is just THAT good! Thank you so much for updating it and adding a lot of features, you are the GOAT!

Edited by Dradknight
Posted
13 minutes ago, Dradknight said:

Just replaying once again, and I had a thought. As the other girls have actual names in the Whore House, while we get a derogatory name change, it made me wonder about the relationship between our character and them. I think, they would be a bit jealous for the special treatment we can get (the "pet walk", Gristle being a bit more chatty with as, etc.) and I think this might lead inot interesting scenarious, where even from fellow slaves Nora can't catch a break / gain any humane treatment.

For example, the first month we are the fresh "new thing", so they might be jealous about our prized status and a bit angry of our unacceptence of our new status, as, like Grislte says, a lot of ppl would jump upon the protection and food provided by the raiders. Yet, here we are all uppity and unyielding (if we are rebelious) or submissive and bosses new favorite hole (if submissive). 

A good point for a dynamic switch would be after the Scaver, cause, as Jared says (and as the story implies), we would be uniquely trained for the new role of a beast whore. The girls might use this opportunity to mock us as payback for the percieved privilege we had (while they had to do all the other stuff we do at month 2, we were a bit spared, like Ivana, due to us being the "fresh meat"), gossiping behind our backs and humiliating us when we speak to them.

Like, for example, the girl with jet can up her rates, or demand us to "bark" for her (to get herself even a bit of a feeling of control in that hellish place - feeling of control is helluva drug heh), or to say something like we say when we ask Lindstrom to skip training, or to get on all 4 for her with a chance that Snoopy would interpret it as an invitaion for "practice" and would mount as in front of her, leading to her saying some mean comments like "look at those two dogs going at it", "Why are you even sleeping on a mattres near us - you should be chained outside, to get more of your favorite customers" or "i wonder if this bitch can get puppies, seeming that she already looks and smells like a dog" or smth like that. 
Also, there is an opportunity for them to assist in our training, as I think it wouldn't be far fetched for Lindstom to implement collective punishment for all the slaves if one missbehaves (like there was in Rome). Like, for example, if we wish to skip, maybe there can be a text box were it says that "the girls, unwilling to be punished, held you down, while grabbing Snoopy, despite your protesting". or smth like that. If i remember, there is that animation we have in the studio, with F+M+D - idk if you can include a F+F+D (question about positioning), but it would be nice for one of them to force us to do it via that animation. 

Just my 2 cents, idk if those are relevant, but when replaying it I just can stop my mind from wondering and wanting more - this mod is just THAT good! Thank you so much for updating it and adding a lot of features, you are the GOAT!

I fully agree with this. It does make sense as Nora is treated more harshly than the others. She is forced to have sex with animals but not the other girls. She gets more whippings it seems. She is also pre-war so the raiders would have more fun torturing her because of her status. She is more degraded than the others as well. I think the girls should be more mean to Nora. 

 

Also dude, that's some creativity with some of scenarios. Nice.

Posted
2 hours ago, JB. said:

 

 

Could you lend me a hand when you have a moment? The hair dye script and the amputator aren't working for me. I'll start with the simple one.

 

SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee64, "Fallout4.esm") as colorform )

 

 

This is the new hair dye script. Properties hasn't changed. You can copy and paste here.

 

Data\Scripts\Source\User\Slavers

 

 

_CS_HairDye_Blonde.psc

 

 

 

Scriptname Slavers:_CS_HairDye_Blonde extends ObjectReference Const


;import INTF
Import Hydra:Forms:ActorBase

Event OnActivate(ObjectReference akActionRef)


Int Choice = _CS_HairTint_MSG.Show()

If Choice == 0
	Game.FadeOutGame(false, true, 3.0, 1.0)
	Self.BlockActivation(true,true)
	GameHour.Mod(1.0)
	FunctionsScript.ToggleMessageBG(true)
	Utility.Wait(3)
	_CS_HairDye_Global.SetValue(DyeColor)

	Int iButton = _CS_HairTint_LooksMenu_Platinum_MSG.Show()
	If iButton == 0 
		LooksMenu()
	Else
	If Dyecolor == 1
	SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee64, "Fallout4.esm") as colorform )
	ElseIf DyeColor == 2
	SetHairColor(PlayerREF.GetActorBase(), Game.GetFormFromFile(0x0019ee62, "Fallout4.esm") as colorform )	
	EndIf 
	EndIf 
	
	Utility.Wait(1)
	Self.BlockActivation(false)
	PlayerREF.SayCustom(CharGenPlayerMirrorWaitTopic)
	FunctionsScript.ToggleMessageBG(false)
	Utility.Wait(1.5)
	If Dyecolor == 1
	Debug.Notification("You have platinum blonde hair now.")
	ElseIf DyeColor == 2
	Debug.Notification("You have deep red hair now.")
	EndIf 
		LindstromSay()
ElseIf Choice == 1
	Game.FadeOutGame(false, true, 3.0, 1.0)
	Self.BlockActivation(true,true)
	GameHour.Mod(1.0)
	FunctionsScript.ToggleMessageBG(true)
	Utility.Wait(3)
	_CS_HairDye_Global.SetValue(0)
	
	Int iButton = _CS_HairTint_LooksMenu_Normal_MSG.Show()
		If iButton == 0 
			LooksMenu()
		Else 
		    _CS_Mirror_Global.SetValue(0)
		EndIf 
	Utility.Wait(1)
	Self.BlockActivation(false)
	PlayerREF.SayCustom(CharGenPlayerMirrorWaitTopic)
	FunctionsScript.ToggleMessageBG(false)
	Utility.Wait(1.5)
	Debug.Notification("You no longer have dyed hair.")
Else
	     	_CS_Mirror_Global.SetValue(0)
EndIf
	

EndEvent



Function LooksMenu()
  		_CS_Mirror_Global.SetValue(2)
   		RegisterForMenuOpenCloseEvent("LooksMenu")
		Game.FadeOutGame(True, True, 0.0, 1.0, True)
 		Utility.Wait(1.0)
   		Game.ForceFirstPerson()
   		Game.ForceThirdPerson()
   		Game.SetCameraTarget(PlayerRef)
 		PlayerRef.PlayIdle(ElevatorFaceCamera)
		Game.ShowRaceMenu()
   		Utility.wait(1.0)
   		Game.FadeOutGame(False, True, 0.0, 1.0)
		FunctionsScript.ToggleMessageBG(false)
EndFunction


Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
  if asMenuName == "LooksMenu" && abOpening == False && _CS_Mirror_Global.GetValueInt() == 2
     	Utility.Wait(0.5)
     	Game.ForceFirstPerson()
     	_CS_Mirror_Global.SetValue(0)
	LindstromSay()
  Endif
EndEvent


Function LindstromSay()
If _CS_Mirror_Global.GetValue()==0
	If _CS_House.IsRunning()
		If !_CS_House.GetStageDone(92)
			_CS_House.SetStage(92)	
		EndIf
	Else
		If _CS_Enslaved.GetValueInt()==0
			_CS_Mona.Start()
			_CS_Mona.SetStage(100)
		EndIf
	EndIf 
EndIf 
EndFunction

 


 

 

 

It compile well but It's not working, and I don't know what I'm doing wrong. On top of that, the Hydra log is throwing up a bunch of warnings about DLC scripts.

 

Send me your papyrus log and Hydra log when you call the function. I'll test it myself and take a look at hydra source code tomorrow to see if there is a problem before reporting it to luca. (Always expect some bug in early version of a mod).

Posted
20 minutes ago, lee3310 said:

Send me your papyrus log and Hydra log when you call the function. I'll test it myself and take a look at hydra source code tomorrow to see if there is a problem before reporting it to luca. (Always expect some bug in early version of a mod).

 

Thanks! Here you go. I've updated Visual C++

 

I used the red hair dye but I didn't see anything on the papyrus or Hydra log. And I clarify that both logs are after using the dye.

 

Papyrus.0.log

 

Hydra.log

 

Fallout4 27_4_2026 21_51_57.png

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