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Commonwealth Slavers


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Posted
10 hours ago, AlyssaAwoo said:

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.

Hmm, I've never played with that mod. I'm not even sure what that patch does anymore. 😭

 

As far as I understand, you don't break precombines if you add things, only if you remove/move original things. 

 

But I usually notice that's not the case with Nuka-Ride. When I start adding things, the FPS drops unless I redo the precombines again.

 

 

 

Posted

I played this mod 3 times each one in different versions, i really enjoyed the last one version that i played month ago, but there was two things i think should be improved. 

1. The last fight against the synth in the bathroom. Nora shouldnt be able to defeat a male synth. 
2. How easy it is to get rid of addictions, tattoos, marks, and the ligation surgery, just sitting on a chair.

Suggestion:
Nora cant melee fight, use weapons, what if you add a machine Memory Den like. And make Nora get that knowledge from the Synth. 

Ty for your work.

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

Hmm, I've never played with that mod. I'm not even sure what that patch does anymore. 😭

 

As far as I understand, you don't break precombines if you add things, only if you remove/move original things. 

 

But I usually notice that's not the case with Nuka-Ride. When I start adding things, the FPS drops unless I redo the precombines again.

 

 

I just noticed that in the corvega plant exterior there's a few items like candles and beer bottles in the Commonwealth Slavers column in FO4Edit, and then in the Mutilated Bodies column the spaces of those items are empty again, which may mean it's actually removing things..? I'm not sure. 

Edited by AlyssaAwoo
Posted
11 hours ago, AlyssaAwoo said:

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.

Could you have another mod modifying the area? I'm using Immersive Corpses (which apparently is now Nude Raider Corpse Decoration Replacer) and Up To No Good, which both modify raider bases, but I had to put Beantown Interiors after them or I would get issues.

As a rule of thumb, a major mod like CS should be at the bottom of the load order, and any large mods that affect precombines should be right before. Smaller mods that only add a few details should be put above in the load order, to allow these large mods to have the final say and prevent issues, specially for mods that modify precombines, like Mutilated Bodies does. At worse, you just let go of the patch and allow other mods to overwrite Mutilated Corpses. You lose some content, but it's a better experience overall.

Posted
1 hour ago, JohnyBurner said:

Could you have another mod modifying the area? I'm using Immersive Corpses (which apparently is now Nude Raider Corpse Decoration Replacer) and Up To No Good, which both modify raider bases, but I had to put Beantown Interiors after them or I would get issues.

As a rule of thumb, a major mod like CS should be at the bottom of the load order, and any large mods that affect precombines should be right before. Smaller mods that only add a few details should be put above in the load order, to allow these large mods to have the final say and prevent issues, specially for mods that modify precombines, like Mutilated Bodies does. At worse, you just let go of the patch and allow other mods to overwrite Mutilated Corpses. You lose some content, but it's a better experience overall.

For your rule of thumb:

 

JB actually recommends to load Diamond City Expanded AFTER Commonwealth Slavers.

Otherwise your rule of thumb is very accurate!

Posted
5 hours ago, judge007 said:

For your rule of thumb:

 

JB actually recommends to load Diamond City Expanded AFTER Commonwealth Slavers.

Otherwise your rule of thumb is very accurate!

Funny thing: I have DCE before Slavers. Between CS, DCE and CWSS, precombines were not behaving properly in Diamond City, but that order makes for the least amount of issues. That said, some things like fences do blink in and out of existence, but I'll chalk it up to my massively overbloated load order.

Posted

Getting a couple issues. 

 

Sometimes ,Jared will leave his area in Corvega. He usually leaves the door and goes outside. A few seconds later he re-appears "inside" corvega but from some other entrance.

Same with his personal slave that stays near him. She will sometimes be outside.

Also he doesnt stay in the upstairs mezzanine area but instead drops down to ground level near his safe and stays there.

 

For settlers and farmers, when whoring yourself to them, they are not following the PC if you pick the option to "go somewhere else"

Posted

Hello friends! 
I m sorry for bothering you with such silly request - but i simple can't start the mod properly. Every time Murphy says the same, that my loadorder is bad or i have too much mods.

Howewer i installed F4 only yesterday(second time in my life) and i m using mostly basic mods from aaf installation guide or from that page, nothing really special

Is there any way how i can find the source of my issues? Maybe debug file or anything else? 

Thanks!

Posted
5 hours ago, Vorpallion said:

I'm probably missing something here, but right now I suspect the Nuka World slaver dude that keeps visiting Lexington might secretly be a Nazgul. 😂

 

 

Photo4.png

Caused by using either X-Cell or Addictol.

Now you have to supply FaceGen files for all your mods.

 

Google this "Fallout 4 {insert the name of your mod here} facegen", without the quotes.

 

I suspect you might need this one https://www.nexusmods.com/fallout4/mods/86384?tab=files

the very bottom download called Loverslab FaceGen Pack.

 

If you still have missing heads, keep googling for all the mods you have that add NukaWorld raiders.

Posted
2 hours ago, Black Heaven said:

Hello friends! 
I m sorry for bothering you with such silly request - but i simple can't start the mod properly. Every time Murphy says the same, that my loadorder is bad or i have too much mods.

Howewer i installed F4 only yesterday(second time in my life) and i m using mostly basic mods from aaf installation guide or from that page, nothing really special

Is there any way how i can find the source of my issues? Maybe debug file or anything else? 

Thanks!

Verify that you have installed all the prerequisites, hard, soft and recommended from the first post here:

Try to follow a good installation guide for modding Fallout 4 like:

The Midnight Ride: https://themidnightride.moddinglinked.com/intro.html

S.T.E.P. guide for Fallout 4: https://stepmodifications.org/wiki/Fallout4:1.0

 

Make sure you follow this guide next:

The Fucking Manual: https://www.loverslab.com/topic/139374-aaf-the-fucking-manual-~-adult-oriented-setup-guide-~-12february2026/

 

By then you should be good.

 

By the way, if your using Vortex, you have to jump through some hoops to make sure your mods are installed, activated and in the correct priority AND load order.

I don't use Vortex just for that reason. Mod Organizer 2, now that I can help with.

 

 

Posted
52 minutes ago, judge007 said:

Caused by using either X-Cell or Addictol.

Now you have to supply FaceGen files for all your mods.

 

Google this "Fallout 4 {insert the name of your mod here} facegen", without the quotes.

 

I suspect you might need this one https://www.nexusmods.com/fallout4/mods/86384?tab=files

the very bottom download called Loverslab FaceGen Pack.

 

If you still have missing heads, keep googling for all the mods you have that add NukaWorld raiders.

Well, this particular NPC is added by CS, isn't he? That's why I posted it here. I don't seem to have similar issues with any other character (that I noticed anyway).

And I do have the CS FaceGen installed, although the FG files available for download appear to be a few weeks older than the latest version of the mod. Could this be the issue?

Posted
10 minutes ago, Vorpallion said:

Well, this particular NPC is added by CS, isn't he? That's why I posted it here. I don't seem to have similar issues with any other character (that I noticed anyway).

And I do have the CS FaceGen installed, although the FG files available for download appear to be a few weeks older than the latest version of the mod. Could this be the issue?

Did you try the Loverslab FaceGen Pack?

Posted
7 minutes ago, Vorpallion said:

Well, this particular NPC is added by CS, isn't he? That's why I posted it here. I don't seem to have similar issues with any other character (that I noticed anyway).

And I do have the CS FaceGen installed, although the FG files available for download appear to be a few weeks older than the latest version of the mod. Could this be the issue?

For added information, I have no facegen files. Addictol doesn't actually need those, it simply makes use of them. There is an option in the .toml to deactivate support for facegen which you can use and the faces will be vanilla, or whatever mod you have for them.

Full disclosure, I don't use CS facegen files, so you might have a different experience, but you can try this before installing extra files.

Posted
4 hours ago, Black Heaven said:

Hello friends! 
I m sorry for bothering you with such silly request - but i simple can't start the mod properly. Every time Murphy says the same, that my loadorder is bad or i have too much mods.

Howewer i installed F4 only yesterday(second time in my life) and i m using mostly basic mods from aaf installation guide or from that page, nothing really special

Is there any way how i can find the source of my issues? Maybe debug file or anything else? 

Thanks!

 

To help kind of need to know what your mod list is and your load order, if your using vortex go

 

C:\Users\YOURWINDOWSNAME\AppData\Roaming\Vortex\fallout4\profiles\YOURPROFILEID 

 

and post the two text files loadorder and plugins, will look like these

 

plugins.txtloadorder.txt

 

If your using another mod manager you'll need to google how to get them and post

 

The issue is probably that your missing a mod that another mod depends on and (imo) fallout 4 doesn't crash like skyrim does in that situation, it just doesn't load the mod that has a missing dependancy

Posted
1 hour ago, judge007 said:

Did you try the Loverslab FaceGen Pack?

I did, it did not help. Turning FaceGen off, as @JohnyBurner suggested, did bring the guy's face back, but it left it permanently brown and led to a few issues with some other characters - so I think that as long as I don't start coming across a horde of headless riders all around the place, I'll just stick to the Mordoresque ringwraith chic with that one dude for now 🙂

Posted
35 minutes ago, Vorpallion said:

I did, it did not help. Turning FaceGen off, as @JohnyBurner suggested, did bring the guy's face back, but it left it permanently brown and led to a few issues with some other characters - so I think that as long as I don't start coming across a horde of headless riders all around the place, I'll just stick to the Mordoresque ringwraith chic with that one dude for now 🙂

The brown face is usually mismatched texture sizes. Searching for "fallout 4 rusty face fix" should give you the steps to solve it.

Posted (edited)
11 minutes ago, Black Heaven said:

Ty for answers!

I checked everything, made a few fixes but still without any success

Please, can someone check my loadorder file? 

loadorder.txt 1.29 kB · 0 downloads plugins.txt 982 B · 0 downloads

 

You look to have all the hard requirements but which game version are you on? As i saw mentioned in the AAF thread that a new AE version has come out which AAF hasn't been updated for yet (needs some requirements updated or something) so does AAF itself work if you try and trigger an animation manually with the home key?

Edited by pinky6225
Posted
1 minute ago, pinky6225 said:

 

You look to have all the hard requirements but which game version are you on? As i saw mentioned in the AAF thread that a new AE version has come out which AAF hasn't been updated for yet (needs some requirements updated or something) so does AAF itself work if you try and trigger an animation manually with the home key?

yes! More then that AAF Violate working like a clock too

my game version is 1.11.191

Posted
23 minutes ago, Black Heaven said:

Ty for answers!

I checked everything, made a few fixes but still without any success

Please, can someone check my loadorder file? 

loadorder.txt 1.29 kB · 1 download plugins.txt 982 B · 1 download

 

What version of Fallout?

What Mod Manager?

Do you have F4SE installed

Have you followed either of these guides for a base installation:

 

The Midnight Ride: https://themidnightride.moddinglinked.com/

Fallout 4 S.T.E.P guide: https://stepmodifications.org/wiki/Fallout4:1.0

 

Did you follow this guide for AAF? https://www.loverslab.com/topic/139374-aaf-the-fucking-manual-~-adult-oriented-setup-guide-~-12february2026/

 

Did you  install all the prerequisites JB listed in the first post here?

https://www.loverslab.com/topic/200231-commonwealth-slavers/

 

 

Posted

@Black Heaven

I don't see a lot of Commonwealth Slavers plugins in your load order.

Like for VTAW, the Facegen plugin and many others.

 

Most people will steer you away from using the DLCUltraHighResolution.esm, there much better options on Nexus

 

I would not recommend using Bound in Public with Slavers, as any mod that teleports you away from Slavers control will cause your collar to blowup.

Posted
1 hour ago, Black Heaven said:

Ty for answers!

I checked everything, made a few fixes but still without any success

Please, can someone check my loadorder file? 

loadorder.txt 1.29 kB · 1 download plugins.txt 982 B · 1 download

That save file where Slavers doesn't work is no longer useful. Start a new game with SKK Fast Start and try again. SKK Fast Start lets you go from the pre-war stage to outside the vault in under two minutes.

 

As others have mentioned, it's best to uninstall the Ultra High Resolution DLC; I believe it's done through Steam. And Bound in Public will prob. interfere with the story.

Posted

Doing some of the extra scenes available in the hook while on a Pet walk but the two scenes immediately after the whipping with Sable wrath are failing, message commonwealth slaves failed to start scene advancing stage, and next animation that actually plays are the ones with Ivana

 

In AAF its showing this



enb2026_6_7_11_41_18.jpg.a93ef8f9d2da779b0fbda119fe60bb9a.jpg

 

I'm on AAF 1.5.5 with EAP 1.10

 

Is there something i need to change or missed to make that location okay for the scene being called?

 

Posted

@JB., found two issues.

I did the combat zone mini quest, but badly, so I was called for a fight in the arena. I am armless, so it was a short fight. After the fight, my camera was stuck immobile inside the arena, but my character was outside. No access to the pipboy. Force-started a AAF scene and it unblocked the camera.
I tested it again. This time, no camera gltches. Instead, my opponent was left in the arena, the door was open, and the other fighter was circling the arena on the outside, taunting the one inside. When I used the console to teleport the one outside to the inside, the one from outside quickly killed the other. Did I break the combat zone with this? Or does it reset during the next Pet Walk?

The other bug is during interactions with raiders during a Pet Walk. If I refuse an approach, they zap me, but they also slap me sometimes. When they slap me, my character is stuck. Can't move around or use the pipboy, and can only jump in place. Using the cheat option to release myself clears it. There's also another issue with slaps: if I'm very low on health, a slap will heal me completely, including all limb damage.

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