Jump to content

Commonwealth Slavers


Recommended Posts

Posted
15 minutes ago, pinky6225 said:

 

They are all sterotypes

 

  Reveal hidden contents

 


Latino - Tacos - Carlos

White - Avoccado's on toast* - James

Black - Fried chicken - Tyrone

Asian - Fried rice with soy sauce - Wang

 

 

*This is more of a millenium stero type than a white one tbh

 

 

Thank you! Now it will be a little easier for me.

Posted
On 5/31/2026 at 2:51 PM, JB. said:

It's your first time en DC as a slave? 

 

Type SQV _CS_DC and tell me which stage you're on.

 

After Dwayne finish talking to the girl, there should be a black screen. The girl is gone, and Dwayne continues talking to you. But this isn't a scene that has previously had problems or caused bug reports.

I recorded a video of this issue to provide more detailed feedback. I am currently at task stage 150. Thank you.

bug report.7z

Posted
45 minutes ago, ponygirl4456 said:

I recorded a video of this issue to provide more detailed feedback. I am currently at task stage 150. Thank you.

bug report.7z 409.73 MB · 1 download

This might be a problem with your translation because the script isn't working. When they stop talking, the mod does this:

 

SetStage _CS_DC 155

 

Type that manually into the console. 👆

Posted

Hey buddy - having fun with this, I did have another question / observation while playing.

A lot of the..... waypoints (I guess; trigger events maybe?) like.... Gristle and Murphy starting the next bit of conversation and stuff seem to clash with Devious Devices.
So far I feel like I've been cheating a bit to progress the quest, most conversations start with having to ask either of them if they can remove the DD item equipped (thankfully) they usually agree, and with that, the next time talking to them, it'll trigger the actual scripted conversation to start.

I'm wondering if there's anything I can do on my side to maybe stop / lessen how often I have to do this (it's literally every step so far, I'm just sitting in front of the Concorde Museum bit (getting asked to help bait the vault girl thing) and I figured before persevering any further, it probably made sense to either bring it to attention or ask for help.

Can I maybe deactivate the..... DD intergration just now and leave the RealHandcuffs or something? Any help / thoughts would totally be appreciated.

Also, I've been having a great time with NukaWorld as well, you deserve all the praise, headpats and internet cookies ❤️ 

Posted
1 hour ago, bitbyte90 said:

Hey buddy - having fun with this, I did have another question / observation while playing.

A lot of the..... waypoints (I guess; trigger events maybe?) like.... Gristle and Murphy starting the next bit of conversation and stuff seem to clash with Devious Devices.
So far I feel like I've been cheating a bit to progress the quest, most conversations start with having to ask either of them if they can remove the DD item equipped (thankfully) they usually agree, and with that, the next time talking to them, it'll trigger the actual scripted conversation to start.

I'm wondering if there's anything I can do on my side to maybe stop / lessen how often I have to do this (it's literally every step so far, I'm just sitting in front of the Concorde Museum bit (getting asked to help bait the vault girl thing) and I figured before persevering any further, it probably made sense to either bring it to attention or ask for help.

Can I maybe deactivate the..... DD intergration just now and leave the RealHandcuffs or something? Any help / thoughts would totally be appreciated.

Also, I've been having a great time with NukaWorld as well, you deserve all the praise, headpats and internet cookies ❤️ 

In Slavers MCM is an option to block DD

Posted
23 minutes ago, judge007 said:

In Slavers MCM is an option to block DD

Let me go re-read through everything - is it safe to block DD? I can imagine it'll make getting through this start bit a tad easier / quicker - but I'm worried about how it'll effect my overall experience (I imagine I could go turn it on again like... halfway through when I don't need to trigger conversations to get people to start walking places and stuff.

I did run into another two issues there though while I was... slogging through that method I found - being that.... Well, both entering Corvega and being in-front of Jared, and doing the skip journey thing, where you wake up in the whorehouse.

Corvega: Got stuck on the St.Andrews XCross right after talking to Gristle to enter - I imagine something is supposed to trigger here and start (more speech or an animation or something) - if I can "e" over Jared, he just laughs / combat sounds at me and that's all I can do (no struggling or anything, if that's relevant too) 
Whorehouse: eventually got control of character and find myself "locked" in a bathroom with someone called.... Rexanna? I think it was? I say locked, cause I can "open" the door, but it only moves a teensy bit (like a cell changing world door open) - I noclipped through the door and no one talks, Jared is stuck at the front door and won't respond / talk or anything, The Bartender also won't speak.

I do have this.... large modlist and I'm sure it'll be something clashing and breaking it on my end cause I'm... greedy, but I figure it's best for me to at least start off by asking before I get into further troubleshooting. 

I'm gonna get back in-game and read through that MCM more carefully, I'm sure I did see something there for DD but at the time I was hoping that might be avoidable. 

Posted (edited)
10 minutes ago, bitbyte90 said:

I do have this.... large modlist and I'm sure it'll be something clashing and breaking it on my end cause I'm... greedy, but I figure it's best for me to at least start off by asking before I get into further troubleshooting. 

It occurs to me that you have a mod that equips you with devious devices (I mean, a mod that isn't mine). And it definitely sounds like the mod is having trouble working with your setup.

 

My recommendation is to use KFT + Devious Devices. That way, my mod will use KFT muzzles and Devious Devices yokes, which is basically what I need.

 

I think there's a mod that equip you a bunch of Devious Devices as soon as you leave the Cryopod. Ugh... The idea is to leave Vault 111 as vanilla as possible. Use SKK Fast Start, for example. You go from pre-war to vault-out in two minutes.

 

But if you have a long list of mods, they're most likely causing conflicts. For example, it sounds like you have Headtracking, a mod that tends to break dialogue scenes.

 

I don't know what mod manager you're using, but you should consider creating a profile for Commonwealth Slavers and limiting it to my hard, soft, and suggested mods. Then, with time and confidence, you can add more mods, but nothing heavy or script-intensive.

Edited by JB.
Posted
1 hour ago, JB. said:

It occurs to me that you have a mod that equips you with devious devices (I mean, a mod that isn't mine). And it definitely sounds like the mod is having trouble working with your setup.

 

But if you have a long list of mods, they're most likely causing conflicts. For example, it sounds like you have Headtracking, a mod that tends to break dialogue scenes.


That's... pretty impressive! :L Yeah, I did have that... Player Comments and Head Tracking thing - absolutely correct; honestly, I don't even know what it's doing past being recommended by..... someone - so that's been removed.

For the first part you wrote.... could AAF Violate be the guilty party here? Between that and "Bound in Public", I'm not sure what else there could be equipping DD's at random.

I'm using MO2; I'm still learning the ropes with it honestly, I did think about trying to work out the profiles though, and it sounds like it might actually be a shout, I guess I was kinda hoping that in finishing say.... CS, then following it with NukaRide, then just moving onto my... big adult sandbox all without having to mess about with modlists for each. (If that's not possible, it's not possible and I'll cry quietly in a corner) 

I'd be tempted to ask if you were willing to have a look at the mod-list and see if there's anything that jumps out at you as absolute no-go's, but seeing as I'm deliberately not using just what you've listed, it feels kinda wide. :L 

Thanks for the reply buddy! 

Posted
4 hours ago, JB. said:

This might be a problem with your translation because the script isn't working. When they stop talking, the mod does this:

 

SetStage _CS_DC 155

 

Type that manually into the console. 👆

Not sure why, but entering the mission stage code can make me skip this part of the game where it gets stuck. Thanks!

Posted (edited)
4 hours ago, bitbyte90 said:

A lot of the..... waypoints (I guess; trigger events maybe?) like.... Gristle and Murphy starting the next bit of conversation and stuff seem to clash with Devious Devices.
So far I feel like I've been cheating a bit to progress the quest, most conversations start with having to ask either of them if they can remove the DD item equipped (thankfully) they usually agree, and with that, the next time talking to them, it'll trigger the actual scripted conversation to start.

 

The Boston Devious Helper can start conversations about DD. They can be turned off in MCM.

 

 

1 hour ago, bitbyte90 said:

Whorehouse: eventually got control of character and find myself "locked" in a bathroom with someone called.... Rexanna? I think it was? I say locked, cause I can "open" the door, but it only moves a teensy bit (like a cell changing world door open) - I noclipped through the door and no one talks, Jared is stuck at the front door and won't respond / talk or anything, The Bartender also won't speak.

 

During the first Whorehouse events in a closed room, Jared may not move to this room. You need to go out the door (tcl), mark Jared in the console, go back into the room (tcl again) and move Jared to the Nora (moveto player).

Edited by Plite
Posted
40 minutes ago, bitbyte90 said:


That's... pretty impressive! :L Yeah, I did have that... Player Comments and Head Tracking thing - absolutely correct; honestly, I don't even know what it's doing past being recommended by..... someone - so that's been removed.

For the first part you wrote.... could AAF Violate be the guilty party here? Between that and "Bound in Public", I'm not sure what else there could be equipping DD's at random.

I'm using MO2; I'm still learning the ropes with it honestly, I did think about trying to work out the profiles though, and it sounds like it might actually be a shout, I guess I was kinda hoping that in finishing say.... CS, then following it with NukaRide, then just moving onto my... big adult sandbox all without having to mess about with modlists for each. (If that's not possible, it's not possible and I'll cry quietly in a corner) 

I'd be tempted to ask if you were willing to have a look at the mod-list and see if there's anything that jumps out at you as absolute no-go's, but seeing as I'm deliberately not using just what you've listed, it feels kinda wide. :L 

Thanks for the reply buddy! 

I'm not sure about mods that equip DD items, but ,in my opinion, you're heading for disaster with your lineup.

Slavers has an exploding collar. Mods that teleport you anywhere , will screw up your saves eventually. Bound in Public, several of the perks in Provocative Perks,

the Pervert mod, RSE Abductions, anything that plugs into Violate or Harassment that causes you to teleport anywhere. MSMA SexFight has features like that (Bimbo Limbo) but mod author checks for Slavers mod and status to prevent that. I believe that Slavers collar prevents Fast Travel. 

 

Any mods in your lineup should be checked for teleportation options, and have them disabled.

1 hour ago, JB. said:

It occurs to me that you have a mod that equips you with devious devices (I mean, a mod that isn't mine). And it definitely sounds like the mod is having trouble working with your setup.

 

My recommendation is to use KFT + Devious Devices. That way, my mod will use KFT muzzles and Devious Devices yokes, which is basically what I need.

 

I think there's a mod that equip you a bunch of Devious Devices as soon as you leave the Cryopod. Ugh... The idea is to leave Vault 111 as vanilla as possible. Use SKK Fast Start, for example. You go from pre-war to vault-out in two minutes.

 

But if you have a long list of mods, they're most likely causing conflicts. For example, it sounds like you have Headtracking, a mod that tends to break dialogue scenes.

 

I don't know what mod manager you're using, but you should consider creating a profile for Commonwealth Slavers and limiting it to my hard, soft, and suggested mods. Then, with time and confidence, you can add more mods, but nothing heavy or script-intensive.

Any chance of getting Slavers to apply some of KFT's Open Mouth gags?

I haven't encountered one in Slavers yet. Not a panic, maybe for a future update.

 

Thanks!

Posted (edited)
17 minutes ago, Plite said:

 

The Boston Devious Helper can start conversations about DD. They can be turned off in MCM.

 

 

 

During the first Whorehouse events in a closed room, Jared may not move to this room. You need to go out the door (tcl), mark Jared in the console, go back into the room (tcl again) and move Jared to the Nora (moveto player).

Or, use Slavers MCM Cheat menu to teleport Gristle Jared. . .

Edited by judge007
Brainfart
Posted
21 minutes ago, Plite said:

 

The Boston Devious Helper can start conversations about DD. They can be turned off in MCM.

You know what - I bet this is it.

I thought it might be but wasn't sure, but seeing someone having wrote it, it makes a lot of sense.

I did come back to say that turning off the Player Comment / Head Tracking thing does seem to have fixed (at least) Corvega. 
I think people are right though and I'm really gonna have to look at this modlist, there's definitely too much (it's a bad habit with any game, that I just window-shop with mods and hope for the best.) 

Thanks for the help again everyone! ❤️

Posted (edited)
1 hour ago, judge007 said:

Or, use Slavers MCM Cheat menu to teleport Gristle Jared. . .


So, I did manage to get the animation between Jared and Nora, but afterwards, I'm assuming he's meant to leave the building?
Edit: The Whorehouse, just to clarify - I did have to do that Teleport trick and it eventually triggered the animation and stuff.

He keeps walking to the door (that looks like the exit, he "uses" it, then nothing happens (and he doesn't leave the cell) - I'm pretty sure this is again stopping me progressing.

I removed BDH like some people said above as well, and it's definitely helped a lot - no more having to trick anything to prompt the next thing happening. 

Edited by bitbyte90
Posted
7 minutes ago, bitbyte90 said:


So, I did manage to get the animation between Jared and Nora, but afterwards, I'm assuming he's meant to leave the building?
Edit: The Whorehouse, just to clarify - I did have to do that Teleport trick and it eventually triggered the animation and stuff.

He keeps walking to the door (that looks like the exit, he "uses" it, then nothing happens (and he doesn't leave the cell) - I'm pretty sure this is again stopping me progressing.

I removed BDH like some people said above as well, and it's definitely helped a lot - no more having to trick anything to prompt the next thing happening. 

At this point I think it be best to go back to basics.

Install AAF and prerequisites and animations as per The F'''ing Manual.

Then go to Commonwealth Slavers first post, and install all prerequisites fallowed by the 'soft' prerequisites there.

 

While you are at it, is your installation of Fallout 4 and Steam in a non-Windows protected loacation?

By that I mean, not in Program Files, Appdata, or Documents.

Posted
3 hours ago, judge007 said:

Or, use Slavers MCM Cheat menu to teleport Gristle Jared. . .

 

Post here a screenshot of the MCM point where you can move Jared to your place. I don't see that in MCM.

Posted
3 hours ago, Plite said:

 

Post here a screenshot of the MCM point where you can move Jared to your place. I don't see that in MCM.

My apologies, I made an assumption . . .

If it existed anywhere other than my imagination it would be here:

 

 

 

SlaversCheatMenu.jpg

Posted
4 hours ago, judge007 said:

I made an assumption . . .

If it existed anywhere other than my imagination it would be here:

I know.

 

4 hours ago, judge007 said:

My apologies

I accept.

Posted
7 hours ago, JohnyBurner said:

Something's not right. I still see hostile gunners and sometimes supermutants during Pet Walks.

They stop being hostile once you've completed Trudy's Green Market and Wolfgang's The Mule. Beyond that, it could be a faction mod or AI interfering.

Posted
13 hours ago, judge007 said:

Any chance of getting Slavers to apply some of KFT's Open Mouth gags?

During The Scavver, when the Bomb brothers use Nora inside the laundromat, they put a mask with a mouth hole on her. 

 

It occurs to me that during prostitution services, I could randomize clients who want to do that to her before having oral sex with her.

Posted
6 hours ago, judge007 said:

My apologies, I made an assumption . . .

If it existed anywhere other than my imagination it would be here:

I'm going to add that cheat in the next update.  I can't reproduce it. Jared always spawns inside. I've redone the navmeshes from the mod and its patches, but again, I can't test it because it doesn't happen for me. But that option in the MCM would be good.

Posted
1 hour ago, JB. said:

I can't reproduce it. Jared always spawns inside.

 

This is not always the case. I've checked it over twenty times, and only three times has he appeared outside the door.

 

 

1 hour ago, JB. said:

I've redone the navmeshes from the mod and its patches

 

No. If Jared appeared outside the door, then he can't enter because the door is locked. So he continues to stand outside the door. If you lock the door after he enters, then this should not happen.

Posted
12 minutes ago, Plite said:

 

No. If Jared appeared outside the door, then he can't enter because the door is locked. So he continues to stand outside the door. If you lock the door after he enters, then this should not happen.

 

The spawn point depends on the navmesh triangles. If a Navmesh is very large, then Jared could spawn outside the room because the large triangle encompasses both areas. Another possibility is that Jared could spawn outside if the player stands very close to the door.

 

Anyway, I recently used a script called "MoveToNearestNavmesh" and I'll see how it goes.

 

 

Posted
24 minutes ago, JB. said:

Anyway, I recently used a script called "MoveToNearestNavmesh" and I'll see how it goes.

I do not know what it is, but the name of the script is interesting. But it will still be difficult for you to reproduce this problem. In my opinion, it is worth applying additional protection. For example, hold the Nora in place until Jared approaches, and then close the door.

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...