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Posted

J.B. Commonwealth Slavers - Female Protagonist Patch-0.5.3.zip 0.5.3 breaks the animations in The Queen's Nest. I tested it several times. Just so you know, in case.

Spoiler

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Posted
11 minutes ago, _Nomad_ said:

J.B. Commonwealth Slavers - Female Protagonist Patch-0.5.3.zip 0.5.3 breaks the animations in The Queen's Nest. I tested it several times. Just so you know, in case.

  Hide contents

(475).png.97d0c432f7ad8f2a3e29d281f92dc9ac.png(474).png.4efef49ef68f351bd3ea2ae5412f603e.png

 

Thanks for testing it. I think that patch was designed for a non-futa run. 

Posted
2 minutes ago, woodrealmelf said:

hello @JB. in future are we going to get some makeup kits like powder face and body to clean from dirt?

The current process is very cumbersome (for Lee). Unless the process changes to something simpler, I don't see it happening.

Posted

 

@naaitsab @JohnyBurner

 

I made a prototype of the race and the result is much better. I cheated at the end (I talked to the slave to stop her, lol). But obviously I'll block that.

 

The race is a straight line for now to try and lay the groundwork first, see what can be improved. Maybe put buttplugs on them and electrocute the racers randomly, I don't know. 

 

 

I put one raider, but the idea is to put a few more. 

 

Video. 👇 This is my Nora GILF btw. 

 

https://drive.google.com/open?id=1es_nzG9D_ogOrVFpZ_a1agoGcsXyxfwY&usp=drive_fs

Posted
14 minutes ago, JB. said:

 

@naaitsab @JohnyBurner

 

I made a prototype of the race and the result is much better. I cheated at the end (I talked to the slave to stop her, lol). But obviously I'll block that.

 

The race is a straight line for now to try and lay the groundwork first, see what can be improved. Maybe put buttplugs on them and electrocute the racers randomly, I don't know. 

 

 

I put one raider, but the idea is to put a few more. 

 

Video. 👇 This is my Nora GILF btw. 

 

https://drive.google.com/open?id=1es_nzG9D_ogOrVFpZ_a1agoGcsXyxfwY&usp=drive_fs

Looks good 👍 

 

The buttplug from DD could also be used in another mini game. Try to prevent orgasm in x time as a whore house customer looks at you.

Posted
43 minutes ago, JB. said:

 

@naaitsab @JohnyBurner

 

I made a prototype of the race and the result is much better. I cheated at the end (I talked to the slave to stop her, lol). But obviously I'll block that.

 

The race is a straight line for now to try and lay the groundwork first, see what can be improved. Maybe put buttplugs on them and electrocute the racers randomly, I don't know. 

 

 

I put one raider, but the idea is to put a few more. 

 

Video. 👇 This is my Nora GILF btw. 

 

https://drive.google.com/open?id=1es_nzG9D_ogOrVFpZ_a1agoGcsXyxfwY&usp=drive_fs

 

That's amazing! I wonder if "obstacles" can be put on a race, like raider dogs running around our character, or mines that shock you.

Nobody said the races have to be fair, right?

Posted
2 hours ago, JB. said:

Maybe put buttplugs on them and electrocute the racers randomly, I don't know. 

 

Looks like a good use for a baseball bat from the Coomonwealth Plugs 

Posted

Hello and thank you for making this mod! I love how detailed it is and how realistic the characters feel. 

 

I have a small question about the "The Truce" quests: Should the fusion core our character is transporting be visible as a plug? It's not, in my case, despite having Plugs of the Commonwealth installed, and I'm not sure if it's supposed to be like that or a problem with the plugs mod. 

Posted

Even if Nora wins, she can make angry raiders who lose a bet in the sweepstakes and get revenge on her while walking pet.

Losing girls can also resent Nora and, like, add some hot peppers to Nora's anal lubrication while she sleeps

Posted

Хм . После сцены секса Нора оказалась в клетке . Выбраться оттуда можно только через TCL .

Spoiler

Photo131.png.a04e57d17b3f166b2724163ac3ff54f1.pngPhoto130.png.09e4817b517d10b9fc6934c6415096ce.png

 

Posted

Hi,

 

I just finished the mod, and I have to say, it was pretty damn excellent!

 

This type of mod is usually quite tricky to play due to the number of branches and scripts involved, but here, apart from once or twice when I had to use the SetStage commands (especially at the very end, when you're supposed to use the terminal), I didn't encounter any particular issues. So, congratulations!

The "jobs done" system, where reaching a certain total eventually leads to the ending, is particularly interesting and allows the mod to unfold naturally without having to rush through the main quest.

 

I do, however, have a suggestion regarding this. Despite all the qualities of the mod, I feel like there is something missing between the beginning and the end of the story. I think it would be interesting if, at some point, the player character could continue exploring the Commonwealth with somewhat fewer restrictions, particularly by being allowed to use weapons and stay away for longer periods, while still accepting their condition as a slave.

 

I know the "Pet Walk" side quest goes somewhat in that direction, and that you can make a few adjustments through the MCM to tweak the overall experience, but I was imagining something more immersive. For example, the raiders could gradually come to trust the player character more, allowing them to explore the world more or less normally and complete side quests from the base game. This could potentially extend the mod's playtime quite significantly.

 

The system could be introduced somewhat like the trigger for the final quest: after completing a certain number of "jobs done", the raiders would grant the player a limited amount of trust, allowing them to take control of their inventory and leave for a trip. The amount of time they are allowed to stay away could gradually increase as the player repeatedly returns within the allotted time and brings back a number of caps proportional to how long they were gone.

 

If the player fails to return on time, or doesn't bring back the expected number of caps, the raiders' trust could decrease, resulting in a temporary travel restriction until that trust is regained. And, of course, if the player doesn't return even after an ultimate deadline, the collar would get to perform its final duty as well (or we could have bounty hunters coming after us).

 

Of course, this is just a suggestion, and I think all of this could be fleshed out and integrated into the story in a much more coherent way than what I've described here in a few words. But I think it would be really cool to be able to enjoy the rest of the game (and other mods) while still keeping the CS mechanics and features active throughout the experience.

 

In any case, thanks for this mod! :)

 

Posted
9 hours ago, Celaeno123 said:

Hello and thank you for making this mod! I love how detailed it is and how realistic the characters feel. 

 

I have a small question about the "The Truce" quests: Should the fusion core our character is transporting be visible as a plug? It's not, in my case, despite having Plugs of the Commonwealth installed, and I'm not sure if it's supposed to be like that or a problem with the plugs mod. 

It should be visible, but let me test it tonight and see if anything has changed. 

Posted
5 hours ago, SlyShadow said:

Hi,

 

I just finished the mod, and I have to say, it was pretty damn excellent!

 

This type of mod is usually quite tricky to play due to the number of branches and scripts involved, but here, apart from once or twice when I had to use the SetStage commands (especially at the very end, when you're supposed to use the terminal), I didn't encounter any particular issues. So, congratulations!

The "jobs done" system, where reaching a certain total eventually leads to the ending, is particularly interesting and allows the mod to unfold naturally without having to rush through the main quest.

 

I do, however, have a suggestion regarding this. Despite all the qualities of the mod, I feel like there is something missing between the beginning and the end of the story. I think it would be interesting if, at some point, the player character could continue exploring the Commonwealth with somewhat fewer restrictions, particularly by being allowed to use weapons and stay away for longer periods, while still accepting their condition as a slave.

 

I know the "Pet Walk" side quest goes somewhat in that direction, and that you can make a few adjustments through the MCM to tweak the overall experience, but I was imagining something more immersive. For example, the raiders could gradually come to trust the player character more, allowing them to explore the world more or less normally and complete side quests from the base game. This could potentially extend the mod's playtime quite significantly.

 

The system could be introduced somewhat like the trigger for the final quest: after completing a certain number of "jobs done", the raiders would grant the player a limited amount of trust, allowing them to take control of their inventory and leave for a trip. The amount of time they are allowed to stay away could gradually increase as the player repeatedly returns within the allotted time and brings back a number of caps proportional to how long they were gone.

 

If the player fails to return on time, or doesn't bring back the expected number of caps, the raiders' trust could decrease, resulting in a temporary travel restriction until that trust is regained. And, of course, if the player doesn't return even after an ultimate deadline, the collar would get to perform its final duty as well (or we could have bounty hunters coming after us).

 

Of course, this is just a suggestion, and I think all of this could be fleshed out and integrated into the story in a much more coherent way than what I've described here in a few words. But I think it would be really cool to be able to enjoy the rest of the game (and other mods) while still keeping the CS mechanics and features active throughout the experience.

 

In any case, thanks for this mod! :)

 

Thanks! Weapons goes against my premise regarding how the player should feel defenseless and how they turn to the raiders as a protection mechanism. 

 

At one point, I was asked to do something similar to *Nuka Ride*, where Nora could end up as one of the Overboss's girls (in this case, Jared's). But I decided against it. In Nuka Ride, you can be the warlord's favorite, but again, that goes against the premise of this mod, where we’re just one of the crowd.

 

Opening the game up to its sandbox nature is only going to lead to more bugs. I like the direction the Pet Walk is taking; it just needs to be populated with more mini-quests scattered across the map.

Posted
3 hours ago, JB. said:

Thanks! Weapons goes against my premise regarding how the player should feel defenseless and how they turn to the raiders as a protection mechanism. 

 

At one point, I was asked to do something similar to *Nuka Ride*, where Nora could end up as one of the Overboss's girls (in this case, Jared's). But I decided against it. In Nuka Ride, you can be the warlord's favorite, but again, that goes against the premise of this mod, where we’re just one of the crowd.

 

Opening the game up to its sandbox nature is only going to lead to more bugs. I like the direction the Pet Walk is taking; it just needs to be populated with more mini-quests scattered across the map.

Not a bug report (not doing those until i am able to test) but something funny happened to me while playing the bomb for nth time. Minutemen became so powerful that they kicked the bomb brother asses this time and the 3 raiders with them (not dead but unconscious due to Knockout framework). I had to enlist the help of 14 raiders from Lexington. It was fun to watch.

Posted
31 minutes ago, lee3310 said:

Not a bug report (not doing those until i am able to test) but something funny happened to me while playing the bomb for nth time. Minutemen became so powerful that they kicked the bomb brother asses this time and the 3 raiders with them (not dead but unconscious due to Knockout framework). I had to enlist the help of 14 raiders from Lexington. It was fun to watch.

I left a message on Nexus Headpart Extended posts.

Your version 1.11.221 works with 1.11.240, I have had no issues with it.

That's not to say something won't crop up, I'll install the official 1.11.240 when you get around to it.

 

As for SFT, version 1.3.5, as you are already aware, the Fusion Girl textures are broken and await an update.

However the other issues with f4ee.dll and blocked body morphs, using this mod for upscaling and frame generation fixes that issue:

https://www.nexusmods.com/fallout4/mods/108660  {requires 1.11.240}

 

Thanks for your hard work!

 

For anyone who needs a Collective Modding Toolkit that works with 1.11.240

 https://www.nexusmods.com/fallout4/mods/87907?tab=posts&comment_id=174718299

Posted
5 minutes ago, lee3310 said:

Not a bug report (not doing those until i am able to test) but something funny happened to me while playing the bomb for nth time. Minutemen became so powerful that they kicked the bomb brother asses this time and the 3 raiders with them (not dead but unconscious due to Knockout framework). I had to enlist the help of 14 raiders from Lexington. It was fun to watch.

 

Damn. The raiders are semi-invulnerable in that quest. Something like they only take 10% of the damage received. This forced me to redo the packages for the Minutemen, because they were fleeing due to the level difference.

 

 

 

Posted
3 minutes ago, judge007 said:

As for SFT, version 1.3.5, as you are already aware, the Fusion Girl textures are broken and await an update.

I play with Fusion Girl + SFT without any problems. 🤔

Posted (edited)
16 minutes ago, judge007 said:

As for SFT, version 1.3.5, as you are already aware, the Fusion Girl textures are broken and await an update.

However the other issues with f4ee.dll and blocked body morphs, using this mod for upscaling and frame generation fixes that issue:

https://www.nexusmods.com/fallout4/mods/108660  {requires 1.11.240}

-You mean high poly patch for SFT ? i have a script that should help with conversion, need to find it. 
-That mod is experimental i myself am waiting before using it or SMP. I know bingle, he's an excellent modder but for those, he heavily relied on AI, so bugs and incompatibilities are expected. 

Edited by lee3310
Posted
17 minutes ago, judge007 said:

Your version 1.11.221 works with 1.11.240, I have had no issues with it.

That's not to say something won't crop up, I'll install the official 1.11.240 when you get around to it.

Nah, if it works, it works, nothing to worry about. But the next update (to fix a potential crash mostly caused by HD SMP i think) it will be against 240.  

Posted
17 minutes ago, JB. said:

 

Damn. The raiders are semi-invulnerable in that quest. Something like they only take 10% of the damage received. This forced me to redo the packages for the Minutemen, because they were fleeing due to the level difference.

 

 

 

Then i probably messed up something. In my last bomb quest, they were chasing after the raiders 😄. Probably leveled with the player or something. 

Posted
1 minute ago, lee3310 said:

-You mean high poly patch for SFT ? i have a script that should help with conversion, need to find it. 
-That mod is experimental i myself am waiting before using it or SMP. I know bingle, he's an excellent modder but those, he heavily relied on AI, so bugs and incompatibilities are expected. 

Before switching to Bingle's mod, body morphs were blocked in MSMA, Slavers, NukaRide and Looksmenu.

With it installed all of the above work again.

 

AI or not, results matter. Well at least until the other mods fix the issue!

Posted

Just finished the mod for the n-th time, but, instead of going for the usual "True Ending" i just went for the "ending" partially because i wanted to do some stuff on the same save file in the regular game, and also, because i was quite curious abut how it goes, as i'd never done it before, and hooooly~ have I been sleeping on it for far to long - it may be my prefered choice for ending the mod now! It just feels... real. Like, realistic to what a person going through that whole ordeal would choose and a realistic escape route for someone to provide. Also, the mysterie at the begining comes to a close, it gives a good narative point in terms what you need to do to get freedom (and set's up a pretty good combination of motivation through shame, guilt and anger to push us onto the regular game's raider-extermination-killing-spree route). Also, i think, this one makes Gristle a bit more sympathetic(?). Idk, the True Ending is far more focused on him, but here he's just feeling real, doing one thing he promissed, out of some rudimentary humanity still left, out of attachment or just like a general attempt to reclaim at least a bit of honor (however fckd-up it's actualy is). Also, his speech set's up and circles back to the main game story good enough while giving us some sort of resolution at least in the main game as an option and giving us motivation to start killing raiders (instead what a traumatized person would probably do and run as far away as she can) - like it all ties together so good! 

The only regret is I fear that (and, mind you, I haven't checked just yet so I may very well be talking out of my ahh righ now, but i think it's the case because it's kinda logical ) there woudn't be any of the neat addtions for the post-mod gameplay, but, oh well, it's a shame but what can you do. But being able to still do at least some activities (idk, Snoopy? Maybe, The Drumlin Folks (the girl that does piercings), maybe she could be joined by the other girls (maybe, tied to killing the regular Jared npc in Corvega?) that provide beauty services, making drumlin dinner like a stylish Oasis in the wasteland lol (a girl could dream :D)

In any way, the now obligatory thing - what an amazing mod! Thanks for constantly making new additions and patches - it's just beautiful to watch and I wish you only the best! ❤️

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