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1 hour ago, googlebing said:

loving the mod, any reason why there is no audio ?

 

Voice actors are hard to come by and usually want to be paid for their work. Most mods here are unvoiced, but occasionally someone with a lot of available time will make a sound pack for an existing mod. If that happens, it's usually not until the mod has stabilized enough that the voice lines aren't being added/removed/changed much any more.

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I threw this into my, relatively kink light, Horizon build on a whim, mostly looking for a different start. I was immediately impressed with the dialogue and it's only gotten better from there (about 6 hours in). I've never come across a spoiler I didn't like, so I dug into the esp a bit and... damn. What an end. Happy to see you have future plans for Gristle. You don't exactly expect to find complex or compelling characters in mods of this nature, but he is exactly that. 

I was wondering if how you align (sub/neutral/rebel) has long term effects or might lock you out of significant dialogue in the last quest? I've been playing this character as an extreme pragmatist that plays along, with just the occasional slip up. But I'd restart or start pushing a bit more rebelliousness if some of those choices matter beyond getting your ass whipped in the moment. 

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5 hours ago, googlebing said:

loving the mod, any reason why there is no audio ?

 

And not to mention, what looks good on paper/screen, doesn't always sound good or is even logical when spoken out loud. Just look at all the b movies that were "b" rated because of garbage dialogue.

Then throw in the fact that some mods reuse the same lines in different scenes, which is totally logical as long as they are silent. In one scene it might sound perfect, in another the inflections can make it totally weird.  Even how the word "no" is spoken, for example, is totally dependent on the conversation.

In other words, there's a shit ton of work to get it right. And personally, for most mods, I like the silent voice. It allows me to rewrite them to my liking, sometimes several times.

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11 hours ago, googlebing said:

any reason why there is no audio ?

Also, to add to what @vaultbait, @izzyknows has said, @JB. is just one person. He is doing this alone, meaning no staff, no voice actors, no proof readers, no editors, I could drone on, but you get it. 

Besides, I think he is a writer at heart. Reading the dialogue slows things down by just the right amount, letting some aspects of wtf just happened sink in. 

 

 

CS V 1.0.9

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15 hours ago, izzyknows said:

And not to mention, what looks good on paper/screen, doesn't always sound good or is even logical when spoken out loud. Just look at all the b movies that were "b" rated because of garbage dialogue.

Then throw in the fact that some mods reuse the same lines in different scenes, which is totally logical as long as they are silent. In one scene it might sound perfect, in another the inflections can make it totally weird.  Even how the word "no" is spoken, for example, is totally dependent on the conversation.

In other words, there's a shit ton of work to get it right. And personally, for most mods, I like the silent voice. It allows me to rewrite them to my liking, sometimes several times.

I was thinking exactly the same but after discovering xvasynth, silence became uncomfortable ? so every time i edit a dialogue, i generate new audio files (extra work)

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Hi all,

 

I've finished CS and travel now all around the map (RPG broken mind). Anyway, Here is a part of the crashlog where CS is mentionned :

 

Spoiler

====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [5A]     Commonwealth Slavers.esp
-----
(...)
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 000DC936 | [00] Fallout4.esm
Form ID: 000DC939 | [00] Fallout4.esm
Form ID: 00031FB3 | [00] Fallout4.esm
Form ID: 00031FB4 | [00] Fallout4.esm
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF DETECTED (NAMED) RECORDS:
Name: shadow scene node

 

 

Looks like no one else has this alert, i think about a mod conflict. Here is my modlist in case it's relevant:

Spoiler

Note: ESP with "00 (...) are personal conflicts adjustements with FO4 Edit.

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
Servitron.esm
XDI.esm
REFramework.esm
TortureDevices.esm
BakaFramework.esm
AAF.esm
AAFThemes.esl
WorkshopFramework.esm
INVB_OverlayFramework.esp
RSE_II_Resources.esm
PANPC.esm
PACE.esm
Darlene.esm
SouthOfTheSea.esm
SimSettlements.esm
TrueStormsFO4.esm
RiverFix.esl
Decreased Subway Announcement Sound.esl
Easy City Downs Announcement.esl
RadiumRifleSuppressedAudioFix.esl
MTM-NukaTownEastArchwayFix.esl
MTM-GardenTerraceCeilingFixedByMonorail.esl
MTM-SlocumJoeCorporateHQReceptionCeilingFixed.esl
MTM-FensParkviewApartmentWallFixed.esl
CanarySaveFileMonitor.esl
FixRobotVisualEffects.esl
Ketaros_NewMags.esl
BodyTalk3-RaiderNormalsFix.esl
Bememoth Separated Cart.esl
PowerArmorNightVision.esl
PowerArmorNightVisionFarHarborPatch.esp
SouthOfTheSea[Previs].esp
PACE - Less Combat Chatter.esp
DarleneDLC.esp
DLCCoast_WorkshopDialogue_Doctor.esp
General Atomics Fix.esp
Search&DestroyFixed.esp
FO4_Bug_Fixes_Pack.esp
AshBeGone.esp
cryofix.esp
Ownership Fixes.esp
ImTalkingToYou.esp
LunarFalloutOverhaul.esp
LFO Difficulty Settings.esp
Lunar - UFO4.esp
Lunar - SotS.esp
LunarFalloutPlus.esp
TruePerks.esp
TruePerks - Lunar.esp
No Aggro Impact Landing.esp
Quieter Settlements - Recommended Settings.esp
Actor Scale Remover.esp
Better_Notes.esp
CourserCrusher.esp
HARDCore.esp
RAW INPUT.esp
SettlementMenuManager.esp
quickchange.esp
Makeshifttextures.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
FO4HHS_AAF.esp
WorkshopPlus.esp
Elzee Breathe.esp
Hot Breathing.esp
More XP from quests.esl
CheatTerminal.esp
eXoMagazineShelf.esp
WheelMenu.esp
M8rDisablePipboyEffects.esp
FIS-Naming-Weap-Armo-EN.esp
dcc-bp-lol.esp
LooksMenu.esp
AzarPonytailHairstyles.esp
WestTekTacticalOptics.esp
Pip-Boy Flashlight.esp
MODGirlyAnimation.esp
The Eyes Of Beauty DBDR.esp
Vioxsis_Strap-Ons.esp
ZaZOut4.esp
AAF_BadEnd_Animations.esp
AAF_GrayAnimations.esp
Farelle_Animations.esp
FO4_AnimationsByLeito.esp
Vadermania[AAF_anims].esp
Crazy_Animations_Gun.esp
AAF_CreaturePack01.esp
AAF_CreaturePack02DLC.esp
Atomic Lust.esp
Rufgt's Animations.esp
Mutated Lust.esp
SavageCabbage_Animations.esp
rxl_bp70_animations.esp
BraveAnims.esp
SnapdragonAnimations.esp
AAF_Four-Play_Animations_Crazy6987.esp
BraveAnims_Fix.esp
Deathclaw_nude.esp
ErectionFix_SilverPerv.esp
PenPos.esp
UAP Moans.esp
Zaz Particle Effects.esp
LMBTOverlays.esp
LewdMarks.esp
Render Tattoos.esp
TCD.esp
TCDM.esp
TCD_TCDM_ROF.esp
TCDOverlays.esp
TCDOverlaysSET.esp
SlaveTattoos.esp
DeadInvisibleBodiesFix_ROF.esp
ASA.esp
CCO_merged.esp
Ketaros_Treasures.esp
Ketaros_MissingMags.esp
Ketaros_World.esp
Ketaros_Treasures_DLC01.esp
KetarosPostcardDisplays.esp
eXoKetarosBoardGamesShelf.esp
Lunar - KetarosWorld.esp
00 A00-G99.esp
HHFootsteps.esp
RealHandcuffs.esp
RealHandcuffs_Servitron_Compatibility.esp
KziitdAnimationPoses.esp
FP_FamilyPlanningEnhanced.esp
FPESuperMutantAddon.esp
FP_FamilyPlanningEnhanced_DLC_Doctors_Addon.esp
le666piercings.esp
LenA_RadMorphing.esp
BetterLivingThroughCumistry.esp
BLTC_NoChemResistance.esp
FPAttributes.esp
Commonwealth Slavers.esp
00 Q00.esp
RSE_II_CSA.esp
RSE_II_AbductionsAddonPack.esp
RSE_II_Brothels.esp
RSEII_Brothels Breaking savegame FIX.esp
AAF_Violate.esp
AAF_Violate_DLC_Patch.esp
AAF_Violate_Feral_Animations.esp
AAF_SEU.esp
SEU_Voiced_Extension.esp
BetterLegendaryMutations.esp
AA Better Companions - No Conflicts.esp
NoSettlementQuestsAIODLC.esp
FlyingJetpack-250.esp
Flashy_PersonalEssentials.esp
Stashable Caps.esp
Publick Occurrences Expanded.esp
PiperCaitCurieDialogueOverhaul.esp
WhoIsTheGeneral.esp
LegendariesTheyCanUse.esp
AIO SS.esp
Cappy Haystack Cheat.esp
EasyLockpicking.esp
Raze My Settlement.esp
XDI ServiceCost.esp
Silver SubMachineGun made Legendary.esp
ScalingTweakLunar.esp
LunarFalloutPlus-ModdableCodsworth.esp
LunarFalloutPlus - LogicalWeaponDismemberment.esp
LunarFalloutPlus - DisableCombatBoundaries.esp
LunarFalloutPlus - LocationalDamage.esp
NONE - Ballistic Weave Overhaul.esp
NONE - Ballistic Weave Overhaul - Rescaled.esp
Lunar-NoneBallisticWeaveOverhaul.esp
InstituteReformation.esp
OldTimeReligion.esp
OldTimeReligion-Legendary.esp
Vault4.esp
Lunar - Vault4.esp
Miami Misadventures EP1.esp
0_Vault120.esp
AtomsGloryThreads.esp
Lunar-AtomsGlory.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads.esp
SimSettlements_MegaPack_YearOne.esp
SimSettlements_MegaPack_YearTwo.esp
SimSettlements_MegaPack_YearThree.esp
SimSettlements_XPAC_Conqueror.esp
SimSettlements_Patch_Nukaworld.esl
RealHandcuffs_SS_CQ_Compatibility.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-NukaWorld.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
TrueStorms_AN76_Compat.esp
TrueStormsFO4-FallUIPatch.esp
Clarity.esp
TrueStorms_Clarity.esp
DarkerNights.esp
DarkerNightsDetection.esp
WET.esp
00 R00-Y99.esp

 

Anyway, help will be much appreciated ;)

 

CS 1.0.9

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On 1/12/2023 at 10:37 PM, JB. said:

Exactly. When I get back to work I will adjust that in the MCM. The function to count how many jobs/how many jobs are left, is no longer of use if you chose to be a slave forever. 

 

If the user has not chosen to be a slave and therefore should be free, I suspect it may be an error in the translation file. I see that he is playing in another language. 

Did you consider to leave the possibility to escape at some point even after choosing the option to remain a slave? With potential to get enslaved again if successfully escaped maybe?

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2 hours ago, paparebbe said:

Did you consider to leave the possibility to escape at some point even after choosing the option to remain a slave? With potential to get enslaved again if successfully escaped maybe?

I like that the raiders send "trackers" after you if you manage to escape during missions like "Pet Walk" or "The Threat", which are quests where effectively no one is watching you and you can run to find someone to defuse the bomb collar. But I have to create a lot of countermeasures. 

 

Imagine if you escaped, you're doing the main story, now you're in the middle of your chat with Shaun, in the Institute, and suddenly two raiders appear to take you back xD It's just the first situation I can think of (easy to solve), but the first of hundreds. 

 

The best I can think of now is: raiders will only appear in the exteriors. But what if they get in the middle of a vanilla story quest or any other mod you have installed? We are talking about situations that could be game breaking. 

 

Everything seems to indicate that the best thing to do would be to create an option in the MCM and let everyone decide how to break their game. 

Edited by JB.
Link to comment
On 1/12/2023 at 10:09 PM, vaultbait said:

 

Voice actors are hard to come by and usually want to be paid for their work. Most mods here are unvoiced, but occasionally someone with a lot of available time will make a sound pack for an existing mod. If that happens, it's usually not until the mod has stabilized enough that the voice lines aren't being added/removed/changed much any more.

Likewise, I don't think any voice actor will want to put this mod's pretty poetic lines on their resume unless they want to kill their working career. 

?

Link to comment
4 hours ago, rongeurdos said:

Hi all,

 

I've finished CS and travel now all around the map (RPG broken mind). Anyway, Here is a part of the crashlog where CS is mentionned :

 

  Hide contents

====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [5A]     Commonwealth Slavers.esp
-----
(...)
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 000DC936 | [00] Fallout4.esm
Form ID: 000DC939 | [00] Fallout4.esm
Form ID: 00031FB3 | [00] Fallout4.esm
Form ID: 00031FB4 | [00] Fallout4.esm
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF DETECTED (NAMED) RECORDS:
Name: shadow scene node

 

 

Looks like no one else has this alert, i think about a mod conflict. Here is my modlist in case it's relevant:

  Reveal hidden contents

Note: ESP with "00 (...) are personal conflicts adjustements with FO4 Edit.

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
Servitron.esm
XDI.esm
REFramework.esm
TortureDevices.esm
BakaFramework.esm
AAF.esm
AAFThemes.esl
WorkshopFramework.esm
INVB_OverlayFramework.esp
RSE_II_Resources.esm
PANPC.esm
PACE.esm
Darlene.esm
SouthOfTheSea.esm
SimSettlements.esm
TrueStormsFO4.esm
RiverFix.esl
Decreased Subway Announcement Sound.esl
Easy City Downs Announcement.esl
RadiumRifleSuppressedAudioFix.esl
MTM-NukaTownEastArchwayFix.esl
MTM-GardenTerraceCeilingFixedByMonorail.esl
MTM-SlocumJoeCorporateHQReceptionCeilingFixed.esl
MTM-FensParkviewApartmentWallFixed.esl
CanarySaveFileMonitor.esl
FixRobotVisualEffects.esl
Ketaros_NewMags.esl
BodyTalk3-RaiderNormalsFix.esl
Bememoth Separated Cart.esl
PowerArmorNightVision.esl
PowerArmorNightVisionFarHarborPatch.esp
SouthOfTheSea[Previs].esp
PACE - Less Combat Chatter.esp
DarleneDLC.esp
DLCCoast_WorkshopDialogue_Doctor.esp
General Atomics Fix.esp
Search&DestroyFixed.esp
FO4_Bug_Fixes_Pack.esp
AshBeGone.esp
cryofix.esp
Ownership Fixes.esp
ImTalkingToYou.esp
LunarFalloutOverhaul.esp
LFO Difficulty Settings.esp
Lunar - UFO4.esp
Lunar - SotS.esp
LunarFalloutPlus.esp
TruePerks.esp
TruePerks - Lunar.esp
No Aggro Impact Landing.esp
Quieter Settlements - Recommended Settings.esp
Actor Scale Remover.esp
Better_Notes.esp
CourserCrusher.esp
HARDCore.esp
RAW INPUT.esp
SettlementMenuManager.esp
quickchange.esp
Makeshifttextures.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
FO4HHS_AAF.esp
WorkshopPlus.esp
Elzee Breathe.esp
Hot Breathing.esp
More XP from quests.esl
CheatTerminal.esp
eXoMagazineShelf.esp
WheelMenu.esp
M8rDisablePipboyEffects.esp
FIS-Naming-Weap-Armo-EN.esp
dcc-bp-lol.esp
LooksMenu.esp
AzarPonytailHairstyles.esp
WestTekTacticalOptics.esp
Pip-Boy Flashlight.esp
MODGirlyAnimation.esp
The Eyes Of Beauty DBDR.esp
Vioxsis_Strap-Ons.esp
ZaZOut4.esp
AAF_BadEnd_Animations.esp
AAF_GrayAnimations.esp
Farelle_Animations.esp
FO4_AnimationsByLeito.esp
Vadermania[AAF_anims].esp
Crazy_Animations_Gun.esp
AAF_CreaturePack01.esp
AAF_CreaturePack02DLC.esp
Atomic Lust.esp
Rufgt's Animations.esp
Mutated Lust.esp
SavageCabbage_Animations.esp
rxl_bp70_animations.esp
BraveAnims.esp
SnapdragonAnimations.esp
AAF_Four-Play_Animations_Crazy6987.esp
BraveAnims_Fix.esp
Deathclaw_nude.esp
ErectionFix_SilverPerv.esp
PenPos.esp
UAP Moans.esp
Zaz Particle Effects.esp
LMBTOverlays.esp
LewdMarks.esp
Render Tattoos.esp
TCD.esp
TCDM.esp
TCD_TCDM_ROF.esp
TCDOverlays.esp
TCDOverlaysSET.esp
SlaveTattoos.esp
DeadInvisibleBodiesFix_ROF.esp
ASA.esp
CCO_merged.esp
Ketaros_Treasures.esp
Ketaros_MissingMags.esp
Ketaros_World.esp
Ketaros_Treasures_DLC01.esp
KetarosPostcardDisplays.esp
eXoKetarosBoardGamesShelf.esp
Lunar - KetarosWorld.esp
00 A00-G99.esp
HHFootsteps.esp
RealHandcuffs.esp
RealHandcuffs_Servitron_Compatibility.esp
KziitdAnimationPoses.esp
FP_FamilyPlanningEnhanced.esp
FPESuperMutantAddon.esp
FP_FamilyPlanningEnhanced_DLC_Doctors_Addon.esp
le666piercings.esp
LenA_RadMorphing.esp
BetterLivingThroughCumistry.esp
BLTC_NoChemResistance.esp
FPAttributes.esp
Commonwealth Slavers.esp
00 Q00.esp
RSE_II_CSA.esp
RSE_II_AbductionsAddonPack.esp
RSE_II_Brothels.esp
RSEII_Brothels Breaking savegame FIX.esp
AAF_Violate.esp
AAF_Violate_DLC_Patch.esp
AAF_Violate_Feral_Animations.esp
AAF_SEU.esp
SEU_Voiced_Extension.esp
BetterLegendaryMutations.esp
AA Better Companions - No Conflicts.esp
NoSettlementQuestsAIODLC.esp
FlyingJetpack-250.esp
Flashy_PersonalEssentials.esp
Stashable Caps.esp
Publick Occurrences Expanded.esp
PiperCaitCurieDialogueOverhaul.esp
WhoIsTheGeneral.esp
LegendariesTheyCanUse.esp
AIO SS.esp
Cappy Haystack Cheat.esp
EasyLockpicking.esp
Raze My Settlement.esp
XDI ServiceCost.esp
Silver SubMachineGun made Legendary.esp
ScalingTweakLunar.esp
LunarFalloutPlus-ModdableCodsworth.esp
LunarFalloutPlus - LogicalWeaponDismemberment.esp
LunarFalloutPlus - DisableCombatBoundaries.esp
LunarFalloutPlus - LocationalDamage.esp
NONE - Ballistic Weave Overhaul.esp
NONE - Ballistic Weave Overhaul - Rescaled.esp
Lunar-NoneBallisticWeaveOverhaul.esp
InstituteReformation.esp
OldTimeReligion.esp
OldTimeReligion-Legendary.esp
Vault4.esp
Lunar - Vault4.esp
Miami Misadventures EP1.esp
0_Vault120.esp
AtomsGloryThreads.esp
Lunar-AtomsGlory.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads.esp
SimSettlements_MegaPack_YearOne.esp
SimSettlements_MegaPack_YearTwo.esp
SimSettlements_MegaPack_YearThree.esp
SimSettlements_XPAC_Conqueror.esp
SimSettlements_Patch_Nukaworld.esl
RealHandcuffs_SS_CQ_Compatibility.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-NukaWorld.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
TrueStorms_AN76_Compat.esp
TrueStormsFO4-FallUIPatch.esp
Clarity.esp
TrueStorms_Clarity.esp
DarkerNights.esp
DarkerNightsDetection.esp
WET.esp
00 R00-Y99.esp

 

Anyway, help will be much appreciated ;)

 

CS 1.0.9

The report indicates that there was a problem with the Vault Tec representative (the ghoul in Goodneighbor) which my mod does not modify. And another problem with Carla, which my mod does make her disabled during "Lucky Day" , but makes her enabled at the end (before starting "The Whore House", after that I never touch Carla again), there are no major modifications to her. 

 

I can't say much more, but at least you have the clues. 

 

 

Edited by JB.
Link to comment
11 minutes ago, JB. said:

Likewise, I don't think any voice actor will want to put this mod's pretty poetic lines on their resume unless they want to kill their working career. 

?

 

There are a few who take on "adult" voice work, but yes it's something that most of the pros tend to avoid.

Link to comment
2 minutes ago, JB. said:

I like that the raiders send "trackers" after you if you manage to escape during missions like "Pet Walk" or "The Threat", which are quests where effectively no one is watching you and you can run to find someone to defuse the collar bomb. But I have to create a lot of countermeasures. 

 

Imagine if you escaped, you're doing the main story, now you're in the middle of your chat with Shaun, in the Institute, and suddenly two raiders appear to take you back xD It's just the first situation I can think of (easy to solve), but the first of hundreds. 

 

The best I can think of now is: raiders will only appear in the exteriors. But what if they get in the middle of a vanilla story quest or any other mod you have installed? We are talking about situations that could be game breaking. 

 

Everything seems to indicate that the best thing to do would be to create an option in the MCM and let everyone decide how to break their game. 

What i had in mind is probably integration with AAF Violate? If you lose the battle to raiders they'd send you back to slavery (i have no idea how hard that would be to code in ?). But option for 'Yes, potentially brake my game' would do just fine as well.
The reason i think some escape option would be great is that if you know that there's not going to be anything new - you basically completed the game, there's no actual point to continue playing, unless you're that deep in roleplaying. But, if there's a glimpse of hope to escape - you can actually try and do that and then keep playing but with the mentality of runaway slave. Besides... (probably spoiler alert?)
 

Spoiler

...besides you won't get 'healed' upon escaping and you would remain a junkie (if that the route you chose) and will have to roleplay that junkie runaway sex slave that is craving for drugs and would do 'anything' to get some.

Or maybe only spawn 'slave hunters' in some dodgy locations like raider camps... It's difficult to be very dumb and have zero knowledge on how hard it is to code in things in F4 scripts.

Link to comment
1 hour ago, JB. said:

I like that the raiders send "trackers" after you if you manage to escape during missions like "Pet Walk" or "The Threat", which are quests where effectively no one is watching you and you can run to find someone to defuse the bomb collar. But I have to create a lot of countermeasures. 

 

Imagine if you escaped, you're doing the main story, now you're in the middle of your chat with Shaun, in the Institute, and suddenly two raiders appear to take you back xD It's just the first situation I can think of (easy to solve), but the first of hundreds. 

 

The best I can think of now is: raiders will only appear in the exteriors. But what if they get in the middle of a vanilla story quest or any other mod you have installed? We are talking about situations that could be game breaking. 

 

Everything seems to indicate that the best thing to do would be to create an option in the MCM and let everyone decide how to break their game. 

 

Honestly, I had figured you would look at expanding different possible endings for the mod.  I do think a simple "run away while unsupervised" option would probably be a poor fit considering you have a collar that zaps you to death if you don't return within an appropriate timeframe on you the entire time, but adding in someone else who can remove your collar that isn't attached to the slavers might be a good idea.

 

What the institute does to Synths is pretty much slavery and it stands to reason that a member of the railroad might decide to try to help a slave escape from captivity.  They also have the resources and technical know how to be able to figure out how to remove the collar. I can see adding a "chance" encounter with the railroad operative providing a different means of escape.  Maybe it's less of a chance encounter and they arrive to free another railroad operative that's been enslaved and you get an opportunity to get sprung at the same time.  Add in the fact that the railroad is good at giving escaped synth an entirely new life and you have a reasonable excuse how the player is able leave without anyone being able to track her.

 

I also think an option to have you sold to the Nuka World raiders to start Nuka Ride would be a viable option.  A recruiter shows up, decides he likes how you look, and offers to buy you for the studio.  Or maybe if you expand the content with Dwayne in Diamond city to include the Correctional Facility Dwayne's boss, who made the collars, decides your worth more selling to Mason than returning to Jared.

 

Trudy and Wolfgang both indicate they may be willing to give you work in the future which could lead to escape options and Dwayne also indicates when you first meet him he may at some point have special tasks for you.  These can lead to running into survivors of a prior BOS recon team, members of the railroad, or escaped institute scientists on the run that could help you out.  It would also provide an actual reason to set the number of jobs needed before freedom higher than the default.  Needing more opportunities to meet your outside freedom contact means needing to stay with the slavers longer.

 

TL;DR version is this: There looks to be plenty of opportunities and options for providing a different escape method than Gristle.  Just running away seems boring, especially when there are plenty of possible story driven methods that can be explored.  The mod is already filled with opportunities to expand certain things, and I think playing around with what those can lead to would be better.

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2 hours ago, mercplatypus said:

I also think an option to have you sold to the Nuka World raiders to start Nuka Ride would be a viable option.  A recruiter shows up, decides he likes how you look, and offers to buy you for the studio.  Or maybe if you expand the content with Dwayne in Diamond city to include the Correctional Facility Dwayne's boss, who made the collars, decides your worth more selling to Mason than returning to Jared.

I like this idea, very much!

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10 hours ago, JB. said:

The report indicates that there was a problem with the Vault Tec representative (the ghoul in Goodneighbor) which my mod does not modify. And another problem with Carla, which my mod does make her disabled during "Lucky Day" , but makes her enabled at the end (before starting "The Whore House", after that I never touch Carla again), there are no major modifications to her. 

 

I can't say much more, but at least you have the clues. 

 

 

Hi JB. and thank you very much taking time to help me. For now, no more crash and i only added NVIDIA Reflex Support      as recommended by Buffout's author. So wait'n'see. Cheers.

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Hi all!

I have an issue with AAF scenes not starting. I get the popup often that a scene couldnt load and wont play> 
I have the feeling it are scenes around anal sex and more advanced scenes with multiple people etc. 
Is there this something common and easily fixed? Like is a animation pack recently updated or something? Maybe one of you had a similar issue? 


Thank yoU! :"3

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18 hours ago, Leae-chan said:

Hi all!

I have an issue with AAF scenes not starting. I get the popup often that a scene couldnt load and wont play> 
I have the feeling it are scenes around anal sex and more advanced scenes with multiple people etc. 
Is there this something common and easily fixed? Like is a animation pack recently updated or something? Maybe one of you had a similar issue? 


Thank yoU! :"3

Read over the Fucking Manual which should get you fixed up.

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Any possibility of future update to have some more light sources on the main plot spots? Running ENB themes with lighting mods here and the interiors are really dark (Looking at player pictures, the interiors are with vanilla lighting I presume. Problem is most noticeable in main room of the whorehouse, Lindstrom literally sits in pitch black darkness when not using interior overrides on ENB. Other area to mention is powerplant room where Jared is. Other than that, really been enjoying the story. Rebelling just for more spanks.

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9 hours ago, liniul said:

I was wondering what animation packs(s) add the toilet sex scenes and do you require a particular toilet? they just look so cool

 

Savage Cabbage's pack has some. See the "Toilet" section of the included SavageCabbage_furnitureData.xml file for a list of the exact toilet form IDs.

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2 hours ago, LeahLust said:

Any possibility of future update to have some more light sources on the main plot spots? Running ENB themes with lighting mods here and the interiors are really dark (Looking at player pictures, the interiors are with vanilla lighting I presume. Problem is most noticeable in main room of the whorehouse, Lindstrom literally sits in pitch black darkness when not using interior overrides on ENB. Other area to mention is powerplant room where Jared is. Other than that, really been enjoying the story. Rebelling just for more spanks.

 

If you're mainly squinting to see dimly-lit AAF scenes, I solve it more generally with this:

 

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32 minutes ago, vaultbait said:

 

If you're mainly squinting to see dimly-lit AAF scenes, I solve it more generally with this:

 

I have that mod, but meant in general. With ENB and lighting mods active, need to basically run with pipboy light on when on the interior locations. Even one lamp on Lindstroms table would fix it. In contrast, the quest rooms are very lit on the other hand. Now I can understand if the mod was made with vanilla lighting, not something one would notice. Most of the lighting mods out there add light sources to existing world, but since whole whorehouse is custom interior obviously it is not touched by such. Also would like to add it would make it more immersive is all. For example being tied to Jareds cross.. one light source somewhere on the center would make sense, for now it looks like boss is standing in darkness. Light comes from inside the booth behind the cross.

Edited by LeahLust
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