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Great mod. Looking forward to any additional content if some ever arrives :)

I enjoyed the wait scenes. A little something different to the usual quests. Pic related, hope you get a giggle out of it.

meme.jpg.dd7a64bb4d99f7b0e2dff385a62a7d72.jpg

Sadly I managed to break the mod mid playthrough as I installed more mods/removed some and probably ran LOOT which changed the mod positions breaking dialog and everything. :( 

But no matter, just need to play again or fiddle around with the mod order.

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10 hours ago, Hermangk said:

Great mod. Looking forward to any additional content if some ever arrives :)

I enjoyed the wait scenes. A little something different to the usual quests. Pic related, hope you get a giggle out of it.

meme.jpg.dd7a64bb4d99f7b0e2dff385a62a7d72.jpg

Sadly I managed to break the mod mid playthrough as I installed more mods/removed some and probably ran LOOT which changed the mod positions breaking dialog and everything. :( 

But no matter, just need to play again or fiddle around with the mod order.

The Waitscenes where one of the best moments. It really drove home the powerlesness and all those internal dialogues where awesome.

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On 12/12/2022 at 12:52 AM, paparebbe said:

Would be cool to see a smooth transition from Commonwealth Slavers to Nuka Ride. Like being sold there or captured by one of Nuka gangs on one of the CS missions and remain being a slave.

On 12/12/2022 at 1:48 PM, JB. said:

At this point, rewriting the bible is more feasible. 

The one spot I thought would be great story wise within the existing NR story would be when Bulldog grabs you.  If you have CS installed he could either always sell you off to the Corvega gang like he said, or do so only if you mouth off, dumping you off with Gristle just without them grabbing you at V111.  Then when you're finally free have the OB and Blake show up, say they tracked you through Andrew station and finally found out where you were.  Then continue on with the NR story.  No real massive changes needed to NR I wouldn't think.

 

I'm not sure how the story here will fully mesh with NR though @JB..  Just like it took you getting in the right mindset to finish this, I just haven't been in the right mood to really play what I expect isn't pleasant experience the rest of the way through CS(Did the very beginning capture and just wasn't feeling it).  I'm going to add it back into my list on my next new game, I think it's finally time to go through it.

 

 

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Fantastic mod. I had 0 errors and it was a really smooth experience, it was surprising for a mod in a bethesda game.

The writing and situations are really well made. And it's duration it's impressive.

I would say it's not only one of the best porn quest mods, but one the best ones of Fallout 4. Hope you keep doing content. Congrats ❤️

Edited by ravanara
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14 minutes ago, ravanara said:

Fantastic mod. I had 0 errors and it was a really smooth experience, it was surprising for a mod in a bethesda game.

The writing and situations are really well made. And it's duration it's impressive.

I would say it's not only one of the best porn quest mods, but one the best ones of Fallout 4. Hope you keep doing content. Congrats ❤️

Have you played Nuka Ride yet? 

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@JB.

 

incompatibility report

 

Tales From the Commonwealth, and the Settlers of the Commonwealth (both from the same mod page on that other site i do not name here).

 

both add NPCs to various areas of the game, most problematic is that both add NPCs in Diamond City.  Gristle will try to kill them (and they just wont die).

turns out this was the issue i ran into when walking from Abandoned House to Corvega right after getting captured (1st quest).

this will make doing the quest "The Hooker" almost impossible (due to Gristle going totally crazy in Diamond City instead of taking you where you have to go).

it can also impact other quests (the same way) if he comes into his perception range of any of those NPCs.

 

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After installation  slavers action data and animation data.xml has error like this: "XML file has bad formatting". I have not modded anything F4 in 2+ years so I might be behind the curve, but I have installed latest AFF and followed instructions, still get this error. What do I do?

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2 hours ago, adradox said:

After installation  slavers action data and animation data.xml has error like this: "XML file has bad formatting". I have not modded anything F4 in 2+ years so I might be behind the curve, but I have installed latest AFF and followed instructions, still get this error. What do I do?

 

Do you have the current version of AAF installed? Did you install new AAF but missed upgrading some animation packs or patches, or still have an obsolete animation patch mod installed? Those are the usual culprits for the error you're seeing.

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39 minutes ago, vaultbait said:

 

Do you have the current version of AAF installed? Did you install new AAF but missed upgrading some animation packs or patches, or still have an obsolete animation patch mod installed? Those are the usual culprits for the error you're seeing.

I've installed latest version of AAF and this error only occurs when I'm trying to use this mod, if I delete AAF scripts related to mod - everything works fine.  What animation patches are we talking about? I might seek through my folder and look for them. 

Edited by adradox
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21 minutes ago, adradox said:

I've installed latest version of AAF and this error only occurs when I'm trying to use this mod, if I delete AAF scripts related to mod - everything works fine.  What animation patches are we talking about? I might seek through my folder and look for them. 

Generally what the error you get is because of an old version of AAF. The newer version/s use a different header in the xml's, which the older version of AAF can't parse.

Simply open the CS xml that is causing an error and then open a similar xml from say, SavageCabbage and compare the first few lines.

 

CS will look something like this:

<actionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

An older version of AAF would require something like this: (just an example)

<meta title="Slavers_ActionData.xml" version="1.0" dataSet="action"/>

 

 

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11 hours ago, valcon767 said:

@JB.

 

incompatibility report

 

Tales From the Commonwealth, and the Settlers of the Commonwealth (both from the same mod page on that other site i do not name here).

 

both add NPCs to various areas of the game, most problematic is that both add NPCs in Diamond City.  Gristle will try to kill them (and they just wont die).

turns out this was the issue i ran into when walking from Abandoned House to Corvega right after getting captured (1st quest).

this will make doing the quest "The Hooker" almost impossible (due to Gristle going totally crazy in Diamond City instead of taking you where you have to go).

it can also impact other quests (the same way) if he comes into his perception range of any of those NPCs.

 

A friendly reminder to folks out there that Slavers should be the very first mod you play on a new play through.  This avoids a lot of compatibility issues quite easily: Simply don't install any mods you intend to use later in the game until after you complete the Slavers story.  For example, I use both Advanced Needs 76 and Crime and Punishment.  The first makes this mod way more challenging than it needs to be.  The latter causes conflicts, most notably in the Diamond City security office.  Neither are necessary to fully enjoy Slavers.  So I keep them disabled/uninstalled until I'm ready to use them.  Easy peasy. Plus, it has the added benefit of not demanding of JB. untold numbers of compatibility tweaks

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4 hours ago, izzyknows said:

Generally what the error you get is because of an old version of AAF. The newer version/s use a different header in the xml's, which the older version of AAF can't parse.

Simply open the CS xml that is causing an error and then open a similar xml from say, SavageCabbage and compare the first few lines.

 

CS will look something like this:

<actionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

An older version of AAF would require something like this: (just an example)

<meta title="Slavers_ActionData.xml" version="1.0" dataSet="action"/>

 

 

Will it be better in my case just to weed out all AFF related files and re-install it completely? I took the last version from modding ham so there is no way it should be this way, unless it failed to update properly. 

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27 minutes ago, adradox said:

Will it be better in my case just to weed out all AFF related files and re-install it completely? I took the last version from modding ham so there is no way it should be this way, unless it failed to update properly. 

 

You can definitely get that error if one of your animation packs is very old, some needed minor adjustments to their XML files when AAF added its validator (that was at least a couple of years ago though). And yes, if you have stray/leftover XML files from upgrading an old animation pack without cleanly uninstalling it, that could certainly trip AAF up. It assumes all XML files in its directory will be compliant with its validation routine.

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16 hours ago, MrNicoras said:

A friendly reminder to folks out there that Slavers should be the very first mod you play on a new play through.  This avoids a lot of compatibility issues quite easily: Simply don't install any mods you intend to use later in the game until after you complete the Slavers story.  For example, I use both Advanced Needs 76 and Crime and Punishment.  The first makes this mod way more challenging than it needs to be.  The latter causes conflicts, most notably in the Diamond City security office.  Neither are necessary to fully enjoy Slavers.  So I keep them disabled/uninstalled until I'm ready to use them.  Easy peasy. Plus, it has the added benefit of not demanding of JB. untold numbers of compatibility tweaks

nods .. very good advice.  reason i set it so JB would see it is not to make a tweak, but rather so they could be added to the list of incompatible mods, so hopefully if

someone else runs into the same problems i did they can at least see what was causing it.

 

anyhow having just finished my first run through this mod i have to say DAMN...very NICE work JB.

the feeling of helplessness works really well.  the fact that you actually have to do what you are told, and cannot run around doing other things, and there are things you just 

cannot do (rest, use benches etc) for most of the mod really makes it that much better.

 

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I have run into 2 re-creatable issues in my most recent play through.

 

1. If I chose to skip the initial mission to walk to Corvega I arrive in the Whore House with a shaved head.  In AAF scenes I have hair.  Going into looksmenu and manually setting the right hair fixes the problem and it does show that it's set to a shaved head.  It's just the AAF scene that keeps me with hair.

 

2.  If I use a finisher to beat either of the 2 slaves in the Whore Cage in the Fighter quest they tend to break in one way or another.  By beat I mean the last hit that depletes their health bar triggers the issue and by finishers I mean the special power attacks such the leg sweeps, body slams, etc that you perform when hitting the power attack butt 2 times quickly.  The way the quest breaks is not quite the same each time.  Sometimes they stay on the ground but the quest does not progress, sometimes they get back on their feet and adopt an aggressive pose but don't do anything.  They can't be knocked down, and when hit they don't have a health bar.  Sometimes the problem persists when I repeat the quest later on and sometimes everything works as normal.  I also noticed that VATS is disabled during the fight, though I'm not sure if that was intended so that people can't make the fight too easy or if it's an issue as VATS works just fine everywhere else.

 

Still looking forward to what you have planned in the new year for the mod.

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2 hours ago, ravanara said:

Nope, it's good?

It's spectacular.  Especially as a follow up to this mod, even though it was created first. 

Slavers tears you down, degrades you into nothing.  Nuka Ride can either keep you down, or let you rise.  All depends on how you want to play it.  Beyond that, its just a really well made, well designed, well written story quest.  The stories are linear, but leave a lot of room for personal choice. I can't recommend it enough.

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I finished this mod about three days ago and immediately jumped into Nuka-Ride without stopping by and saying, "Excellent work, J.B."!

 

During this entire run of Slavers, I think I only ran into a few issues, which were mostly my fault:

  • I got stuck outside Corvega when asked to talk to Gristle (can't remember which mission, but it was resolved easily with an MCM option). 
  • I turned on Slaver radio and thought the mod music was stuck on. Didn't realize my mistake until I was like three missions deep into Nuka-Ride.
  • The slot 40 clothes couldn't be worn during my run because I moved Slavers to the bottom of my load order, but I forgot to move the clothing patch below it. Yes, I'm dumb.
  • In the MCM I chose to keep my brands after the mod ended. When attempting to start Nuka-Ride, Charon kept calling me a slave and wouldn't take me to Nuka World. Removing the brands in LooksMenu fixed the issue.

Question: Am I supposed to be able to complete the quest Order Up while enslaved? It was available, so I completed it. Afterwards, I could sell the Daddy-O I made to Wolfgang and Trudy and finish that mission in like 3 minutes, and at a substantial profit (not like I got to keep the extra caps...). Speaking of which, it seems like if you bring back more caps than demanded, the slave should get a minor reward. Maybe some booze or additional chems.

 

Speaking of booze, I noticed that there's no forced alcohol consumption in either Commonwealth Slavers or Nuka-Ride. Is this intentional?

 

Anyway, I'm eager to play again. I just wanted to congratulate you on your excellent work. Thanks again!

 

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On 12/16/2022 at 6:26 PM, izzyknows said:

Generally what the error you get is because of an old version of AAF. The newer version/s use a different header in the xml's, which the older version of AAF can't parse.

Simply open the CS xml that is causing an error and then open a similar xml from say, SavageCabbage and compare the first few lines.

 

CS will look something like this:

<actionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd">

An older version of AAF would require something like this: (just an example)

<meta title="Slavers_ActionData.xml" version="1.0" dataSet="action"/>

 

 

Okay, so I checked script lines and they all seem to be modern, however I still get this error even after multiple re-installs. Sorry it's in russian but it says "aaf system crash, xml file is of wrong formatting and cannot be parsed. I have no idea what is wrong image.png.c1bac2d61de68e542e015b2b24b14ef6.png

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43 minutes ago, adradox said:

Okay, so I checked script lines and they all seem to be modern, however I still get this error even after multiple re-installs. Sorry it's in russian but it says "aaf system crash, xml file is of wrong formatting and cannot be parsed. I have no idea what is wrong image.png.c1bac2d61de68e542e015b2b24b14ef6.png

You have a core AAF install issue.

Head over to the AAF Discord & the pros will get you sorted out.

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