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Commonwealth Slavers


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Posted
2 hours ago, JB. said:

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.

I checked through console that I am in the same faction as the gunners, and did the nuclear option of disabling all mods except Slavers and its hard requirements and I still get hostile gunners. It doesn't help that I can't get a list of factions from an NPC or the player character through console.

I'm guessing that something added me to a faction that the gunners consider an enemy? But then why can I still do Wolgang's quests?

 

I'm going to check super mutants for aggro later.

Posted
11 minutes ago, JohnyBurner said:

I checked through console that I am in the same faction as the gunners, and did the nuclear option of disabling all mods except Slavers and its hard requirements and I still get hostile gunners. It doesn't help that I can't get a list of factions from an NPC or the player character through console.

I'm guessing that something added me to a faction that the gunners consider an enemy? But then why can I still do Wolgang's quests?

 

I'm going to check super mutants for aggro later.

 

Factions are something that can't be fixed by uninstalling mods. For example, if Raider Pet puts you in the Captive faction, even if you uninstall the mod, you'll remain in that faction. Basically, if a mod has made you an enemy of the Gunners, uninstalling the mod won't solve that.

Posted
1 hour ago, JohnyBurner said:

I checked through console that I am in the same faction as the gunners, and did the nuclear option of disabling all mods except Slavers and its hard requirements and I still get hostile gunners. It doesn't help that I can't get a list of factions from an NPC or the player character through console.

I'm guessing that something added me to a faction that the gunners consider an enemy? But then why can I still do Wolgang's quests?

 

I'm going to check super mutants for aggro later.

 

Better console -  https://www.nexusmods.com/fallout4/mods/26582?tab=description

 

Lets you see all the factions your in although how well named they are is a different matter

 

With the example JB gave raider pet had one that was called something like friend to everyone 

 

If you can identify it (or trial and error i suppose) you can remove it with player.RemoveFromFaction <FactionID> on the console

Posted

Hey, JB! Been a while since I played through CS, it's been amazing as always. It mostly works flawlessly (as it pretty much always did, most issues I had were easy fixes and definitely on my end). Just gotta report some issues that I've been having and couldn't find any fixes thus far:

 

1. The only main quest related issue. "The Threat" doesn't really start - but it sorta does. I get to talk to Lindstrom and he gives me the overall intro dialogue and tells my character that he needs to do something before giving me the map/pip boy info, and he heads to the pillory wielding a whip. Problem is, I don't get any in game quest updates at all, nothing new shows up in my pip-boy nor does the game show me any markers or anything. I can, however, check the quest state by means of the console at this point it shows the quest is set to active and lists stage 50. I can't interact with Lindstrom from here on out, he just stands by the pillory and does nothing. I can interact with the pillory as any other, locking my character in, but nothing happens. 

 

2. During "The intervention" I can get to Trudy's house no problem and the quest plays correctly up until then. But, as I clear the last piece of debris the game either freezes or goes into an infinite loading screen and I have to stop the process itself in task manager.

 

3. A somewhat similar issue to 2 happens if, during "Pet walk" in general, I go with The Collector. I get coc'd to his ship and I get sent into the cage normally, after this, though, I get a black screen in which I can pan my camera around but nothing really ever happens (I know I'm panning around because the cage's door shows up as an interaction if I move the cam around).

 

4. Might be tied to 3, because of the black screen option down in MCM. No click options in my MCM work. Sliders and toggles (on/off) all work correctly. 

Posted (edited)
1 hour ago, Hexerig said:

Hey, JB! Been a while since I played through CS, it's been amazing as always. It mostly works flawlessly (as it pretty much always did, most issues I had were easy fixes and definitely on my end). Just gotta report some issues that I've been having and couldn't find any fixes thus far:

 

1. The only main quest related issue. "The Threat" doesn't really start - but it sorta does. I get to talk to Lindstrom and he gives me the overall intro dialogue and tells my character that he needs to do something before giving me the map/pip boy info, and he heads to the pillory wielding a whip. Problem is, I don't get any in game quest updates at all, nothing new shows up in my pip-boy nor does the game show me any markers or anything. I can, however, check the quest state by means of the console at this point it shows the quest is set to active and lists stage 50. I can't interact with Lindstrom from here on out, he just stands by the pillory and does nothing. I can interact with the pillory as any other, locking my character in, but nothing happens. 

 

2. During "The intervention" I can get to Trudy's house no problem and the quest plays correctly up until then. But, as I clear the last piece of debris the game either freezes or goes into an infinite loading screen and I have to stop the process itself in task manager.

 

3. A somewhat similar issue to 2 happens if, during "Pet walk" in general, I go with The Collector. I get coc'd to his ship and I get sent into the cage normally, after this, though, I get a black screen in which I can pan my camera around but nothing really ever happens (I know I'm panning around because the cage's door shows up as an interaction if I move the cam around).

 

4. Might be tied to 3, because of the black screen option down in MCM. No click options in my MCM work. Sliders and toggles (on/off) all work correctly. 

I've seen this issue reported by some users. For some reason, when my script teleports you to another location within the same outdoor area (e.g., you’re on the trappers’ boat, and now I’ll send you to the cross a few steps away from you), your game goes to a black screen, one from which the game can’t recover. One user told me that they usually fixes this by saving and reloading.

 

I’ve never been able to reproduce it, but over time and based on reports, I’ve come to that conclusion. I can’t help you much, but make sure you have Addictol installed to see if that helps, and make sure your load order includes the basics I ask for: Hard, Soft, and Recommended. No weird mods like “dogs can't open doors,” “player doesn't turn during dialogues,” or everyone's favorite: “I just modified the vanilla scripts and packaged them as loose files, good luck, everyone.esp”

 

Headtrack mods tend to break scenes (I say this because it seems like your Lindstrom never gets to trigger his dialogue at the start of “The Threat”), but that’s just one of dozens of causes since I don’t know of any other mods. Playing without the dialogue camera enabled usually causes problems with my special cameras too. 

 

 

 

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

 

Factions are something that can't be fixed by uninstalling mods. For example, if Raider Pet puts you in the Captive faction, even if you uninstall the mod, you'll remain in that faction. Basically, if a mod has made you an enemy of the Gunners, uninstalling the mod won't solve that.

Do you think using setally command would break anything? I've used for gunners, supermutants and hounds, with the value set to "0" (friend).

 

It appears to work, but also read this command isn't meant to be used like that and it can corrupt saves?

Posted
1 minute ago, JohnyBurner said:

Do you think using setally command would break anything? I've used for gunners, supermutants and hounds, with the value set to "0" (friend).

 

It appears to work, but also read this command isn't meant to be used like that and it can corrupt saves?

 Another option to be "allied" with Gunners is TSEX Hardship. Regular Hardship only deals with Raiders. TSEX Hardship deals with Raiders, Female Raiders and Gunners.

It has to be used carefully as some approaches may interfere with current quest dialogue. Saving often is helpful.

There are 2 patches for TSEX and 2 patches for TSEX Hardship buried throughout the support thread.

The Pervert mod also has two bridge patches to TSEX Hardship, that are a lot more iffy.

Posted

Hi Guys, Recently I have to change my PC so could you recommend me some modlist or collection that works well this mod playthrough? also recently the fallout 4 got update so should I rollback or not?

Posted
4 hours ago, joe_yawiki said:

Hi Guys, Recently I have to change my PC so could you recommend me some modlist or collection that works well this mod playthrough? also recently the fallout 4 got update so should I rollback or not?

 

Posted

I had a lot of fun with this mod. One of my favorite parts was when I had to do a video warning settlers about the raiders. Reminded me of the cartel videos you see on the web. Atmosphere was very dark. The story was well written. Really enjoyed it. The timer was buggy on my game, but there were workarounds. I'm glad you added the misfire. When it acted up, I try, try, and try until "poof."

Posted
21 hours ago, JB. said:

I've seen this issue reported by some users. For some reason, when my script teleports you to another location within the same outdoor area (e.g., you’re on the trappers’ boat, and now I’ll send you to the cross a few steps away from you), your game goes to a black screen, one from which the game can’t recover. One user told me that they usually fixes this by saving and reloading.

 

I’ve never been able to reproduce it, but over time and based on reports, I’ve come to that conclusion. I can’t help you much, but make sure you have Addictol installed to see if that helps, and make sure your load order includes the basics I ask for: Hard, Soft, and Recommended. No weird mods like “dogs can't open doors,” “player doesn't turn during dialogues,” or everyone's favorite: “I just modified the vanilla scripts and packaged them as loose files, good luck, everyone.esp”

 

Headtrack mods tend to break scenes (I say this because it seems like your Lindstrom never gets to trigger his dialogue at the start of “The Threat”), but that’s just one of dozens of causes since I don’t know of any other mods. Playing without the dialogue camera enabled usually causes problems with my special cameras too. 

 

 

 

 

Alrighty. I'll be trying some stuff and seeing what works. I got all hard and soft dependencies and pretty much all recommended ones. My current load has plenty of mods though, nothing that should be a major red flag for the issues you mentioned and I've redone my modlist and order a few times in the past - but too heavy a load can always be an issue.

 

So far I've managed to get around the issue I had with "The Intervention" (no. 2 issue): interacting with the single pile of rubble in the far room (the one Patrick is in and sits in - a.k.a. the one you get the clothing from in the following quest step) was giving me the freeze, everything else was fine.

Disabling Hydra solved that freeze. 

 

If I find anything else I'll be sure to post it here in case it happens to anyone else's game. I might try Addictol since I was only running buffout 

Posted
On 6/2/2026 at 12:44 PM, Hexerig said:

Hey, JB! Been a while since I played through CS, it's been amazing as always. It mostly works flawlessly (as it pretty much always did, most issues I had were easy fixes and definitely on my end). Just gotta report some issues that I've been having and couldn't find any fixes thus far:

 

1. The only main quest related issue. "The Threat" doesn't really start - but it sorta does. I get to talk to Lindstrom and he gives me the overall intro dialogue and tells my character that he needs to do something before giving me the map/pip boy info, and he heads to the pillory wielding a whip. Problem is, I don't get any in game quest updates at all, nothing new shows up in my pip-boy nor does the game show me any markers or anything. I can, however, check the quest state by means of the console at this point it shows the quest is set to active and lists stage 50. I can't interact with Lindstrom from here on out, he just stands by the pillory and does nothing. I can interact with the pillory as any other, locking my character in, but nothing happens. 

 

2. During "The intervention" I can get to Trudy's house no problem and the quest plays correctly up until then. But, as I clear the last piece of debris the game either freezes or goes into an infinite loading screen and I have to stop the process itself in task manager.

 

3. A somewhat similar issue to 2 happens if, during "Pet walk" in general, I go with The Collector. I get coc'd to his ship and I get sent into the cage normally, after this, though, I get a black screen in which I can pan my camera around but nothing really ever happens (I know I'm panning around because the cage's door shows up as an interaction if I move the cam around).

 

4. Might be tied to 3, because of the black screen option down in MCM. No click options in my MCM work. Sliders and toggles (on/off) all work correctly. 

Just something to try . . .

Try to enter VATS and exit, this sometimes clears glitches like that.

Though, if it works it doesn't mean your problem is solved.

 

Things to check:

Are Steam, Fallout 4, your Mod Manager and your utilities installed in Windows Protected folders (i.e. Program files, Appdata, Documents, Desktop)?

Posted
22 minutes ago, judge007 said:

Just something to try . . .

Try to enter VATS and exit, this sometimes clears glitches like that.

Though, if it works it doesn't mean your problem is solved.

 

Things to check:

Are Steam, Fallout 4, your Mod Manager and your utilities installed in Windows Protected folders (i.e. Program files, Appdata, Documents, Desktop)?

 

I recently moved PCs and forgot about installing steam outside of program files, everything else (Fo4 and MO) are in their own folders straight from the root F: drive

Good reminder, just moved it. 

Posted (edited)
On 6/2/2026 at 4:44 PM, Hexerig said:

Hey, JB! Been a while since I played through CS, it's been amazing as always. It mostly works flawlessly (as it pretty much always did, most issues I had were easy fixes and definitely on my end). Just gotta report some issues that I've been having and couldn't find any fixes thus far:

 

1. The only main quest related issue. "The Threat" doesn't really start - but it sorta does. I get to talk to Lindstrom and he gives me the overall intro dialogue and tells my character that he needs to do something before giving me the map/pip boy info, and he heads to the pillory wielding a whip. Problem is, I don't get any in game quest updates at all, nothing new shows up in my pip-boy nor does the game show me any markers or anything. I can, however, check the quest state by means of the console at this point it shows the quest is set to active and lists stage 50. I can't interact with Lindstrom from here on out, he just stands by the pillory and does nothing. I can interact with the pillory as any other, locking my character in, but nothing happens. 

 

2. During "The intervention" I can get to Trudy's house no problem and the quest plays correctly up until then. But, as I clear the last piece of debris the game either freezes or goes into an infinite loading screen and I have to stop the process itself in task manager.

 

3. A somewhat similar issue to 2 happens if, during "Pet walk" in general, I go with The Collector. I get coc'd to his ship and I get sent into the cage normally, after this, though, I get a black screen in which I can pan my camera around but nothing really ever happens (I know I'm panning around because the cage's door shows up as an interaction if I move the cam around).

 

4. Might be tied to 3, because of the black screen option down in MCM. No click options in my MCM work. Sliders and toggles (on/off) all work correctly. 

 

Just an update since no.2 and 3 are solved. I can manually start the quests that come right after "The threat" (the pit and the porn studio) normally. I get the prompt on my upper left screen with the quest starting, pointers, everything working correctly. If I try to do the same by setstage _cs_house 915 the quoted problem happens: no prompts, Lindstrom walks to the pillory and stays there forever, doesn't acknowledge any dialogue any longer.

Edited by Hexerig
Extra info
Posted (edited)

I feel the need to mention that I love Ravenna as a character, she's great. Don't think she existed last time I played the mod. :classic_biggrin:

Edited by AlyssaAwoo
Posted
1 hour ago, Haohaohao619 said:

hi,can u help me to find the asa.esp?

Just out of curiosity, did you actually read any part of the first post in this thread?

Posted

Hi,

 

FYI, I just finished "The Intervention".  During it I was tasked with making an omelette.   The Pip boy instructions said to make a Deathclaw omelette, but it was a Rad scorpion egg in the fridge.  I made a Rad scorpion omelette and satisfied the task.  

Posted

Does the patch for Mutilated Bodies still work correctly? I have to be honest I don't know how precombines/previs work, haven't been able to find useful info on it, but there might be conflicts in Fo4Edit at the corvega plant exterior with Slavers and it's Mutilated Bodies patch? Trying to figure out my low fps.

Posted
2 minutes ago, woodrealmelf said:

hello during bad ending is there no escape from this?

was just curious about going to trudy when i saw a npc name the collector. it turns out to be the bad ending quest OMG.

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