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Posted
On 3/23/2023 at 11:00 PM, jaded132 said:

I am having a problem with progressing and I can't figure out how to solve it. 
 

  Reveal hidden contents

I just got to the time skip after the fight. I talk to lindstorm and it checks that I talked to him, but the next quest that allows me to leave does not start.


I am not sure what quest it is otherwise I would look into the set stage stuff. Ive had problems with quests starting before and normally I just had to backtrack a bit and redo stuff but it its not working for me here.

I also have some blindfold on my character I can't seem to get rid of, not sure exactly where it came from

 

What I have noticed is that this mod and my other mod works better with higher priority. For some reason, simple scripts like setstages don't kick successfully until they have a proper load order. 

 

The danger of doing setstages is that in most cases, things like equip/unequip, enable collar / disable collar, are not done by setstages, but by functions through dialog. 

 

Basically, advancing this mod through setstages is like walking through a minefield with a bandage over your eyes.

 

14 hours ago, Trumis said:

 Got a similar problem to Jadad132,
after the time skip and getting Punished, the PC still hangs there and nothing happens besides the "Lucky" quest finished symbol in my top left cornor that does not dissapear. 
I tried setting the stage to the stage before / finishing the quest with it/ failing it/ tried to start the next quest. 
Reloading an older save and skiping again changed nothing aswell.

 

Here (the second answer)

Posted
7 minutes ago, JB. said:

A user already did the voices in december but I have not tested it yet. I wonder if he did the junkie voices, those voices are, in my opinion, impossible to do with a synthesizer. 

 

It's buried between the pages, but I have it downloaded. I didn't even write down his nickname.  ?

 

 

CS Voices.zip 64.11 MB · 0 downloads

LOL, junkie voices, now that would be a challenge for any software. ;)

Posted (edited)
10 minutes ago, Rickonhh said:

It's ElevenLabs. Costs a little bit for what I need but it's the best I've tried so far. 

ElevenLabs || Prime Voice AI

I read that there are costs and I honestly don't think it's worth it. 

 

I deal with these things like I do when I read books. The characters put their voices in my head. 

 

Being honest, I'm sure junky dialogues will go soooo wrong. And I think you have to work this dialogue by dialogue, and I'm a dialogue freak. I mean, Nuka Ride has 1/3 of the dialogue of all of Fallout 4 + all of the DLCs combined, and that mod is far from finished.  And I have a lot of bullets in store for Slavers. ?

 

 

Edited by JB.
Posted (edited)
56 minutes ago, ckworth said:

That is not bad actually...what speech software are you using?

BTW, thanks. The only thing that bothered me about my little sample was that the voice file started off too loud. Like a loud pop. That's why I plan to learn a program like Audacity, to be able to make adjustments. 

Edited by Rickonhh
Posted
1 hour ago, Rickonhh said:

BTW, thanks. The only thing that bothered me about my little sample was that the voice file started off too loud. Like a loud pop. That's why I plan to learn a program like Audacity, to be able to make adjustments. 

Hey, no problem. I didn't really find anything odd in the sample. Maybe the voice could've been a little more surprised and questioning in the second half but I guess that's asking too much of a program. 

 

1 hour ago, Rickonhh said:

It's ElevenLabs. Costs a little bit for what I need but it's the best I've tried so far. 

I did sort of suspect it...the elevenlabs AI is pretty darn amazing especially compared to something like xVAsynth which ends up sounding a little robotic and consumes so much time. 

Posted

I played CS and Nuka-Ride back in December'ish? CS had no voiced dialog in my game, but I got the Nuka-Ride voice files. Those were done quick and dirty.

 

I have several years of audio editing experience, I know how to use Audacity and other multi-track recording software, and I have a pretty good ear for editing dialog. The sample provided of Nora saying the lines from CS sound great. ElevenLabs AI is leagues ahead of xVASynth.

 

Druggy dialog: I think I know how to do it. Speed up individual words while slowing down others. Maybe add some grunts and laughs and in as pauses. There are a lot of sounds that can be used from elsewhere.

 

If you guys want to give me some sound files and let me know what you want, I can probably make it happen fairly quickly.

Posted (edited)

 

Well, we don't have mining like in Skyrim but kinda forgot we do have animations with shovels ? 

 

So for the farm we can go to collect manure (from Deathclaws?) and someone suggested a mission in Dunwich Borers, as there someone would want slaves to dig with the shovels. 

 

 

Photo93.png.0ad8053ff09a0add987512cf9d115821.png

Edited by JB.
Posted
1 hour ago, JB. said:

 

Well, we don't have mining like in Skyrim but kinda forgot we do have animations with shovels ? 

 

So for the farm we can go to collect manure (from Deathclaws?) and someone suggested a mission in Dunwich Borers, as there someone would want slaves to dig with the shovels. 

 

 

Photo93.png.0ad8053ff09a0add987512cf9d115821.png

Maybe a few of those two-headed cows can fit in the back yard? lol, can't recall what they're named. 

Posted
1 hour ago, naaitsab said:

Don't know if there are cart meshes in FO4 but shoveling manure would tick the slave-job right on the mark.

 

The "industrial" cart might work (sometimes seen as a laundry cart), unfortunately I'm not finding a wheelbarrow or garden/farm cart. A makeshift one might be constructed out of things like wood building pieces and car parts, I suppose.

 

1 hour ago, Rickonhh said:

Maybe a few of those two-headed cows can fit in the back yard? lol, can't recall what they're named. 

 

Brahmin.

Posted
19 hours ago, JB. said:

 

What I have noticed is that this mod and my other mod works better with higher priority. For some reason, simple scripts like setstages don't kick successfully until they have a proper load order. 

 

The danger of doing setstages is that in most cases, things like equip/unequip, enable collar / disable collar, are not done by setstages, but by functions through dialog. 

 

Basically, advancing this mod through setstages is like walking through a minefield with a bandage over your eyes.

 

 

Here (the second answer)



I didnt use setstages yet for the blindfold thing, but I did manage to get it off using unequipitem and the ID of the blindfold. I'll note that setstages are a bad idea for this mod though. I set CS to the highest priority and it fixed my issue, so thanks for the help.

Posted (edited)

Just a thought I had recently but the eyebot (Big Brother or something I forget), might also work well as a synth maybe gen 1 if you plan to do more extreme body modifications such as amputations as I've seen so far. I think it could be an "immersive" way to explain away these things if you plan to end the mod in a similar way after this update:

Spoiler

as in they give you a synth arm that looks real or something like that because I imagine he'd know how to do it, or even give you a shoddy gen 1 arm back if you behave well during the course of CS after losing your real one. Maybe this could also play into Maxon's quests in NR if you go this path or if OB wants to change you further and glam it up and make his own cyborg bimbo (legs with built in heels and the like, idk maybe I've been seeing too many twin dancers edits on tiktok from Atomic Heart lol). Who knows, maybe he'd have have gen 1 "cousins" that are his actual brothers that could be involved in a quest somehow, but idk just an idea.

 

Edited by H Bof
Posted
4 hours ago, H Bof said:

Just a thought I had recently but the eyebot (Big Brother or something I forget), might also work well as a synth maybe gen 1 if you plan to do more extreme body modifications such as amputations as I've seen so far. I think it could be an "immersive" way to explain away these things if you plan to end the mod in a similar way after this update:

  Hide contents

as in they give you a synth arm that looks real or something like that because I imagine he'd know how to do it, or even give you a shoddy gen 1 arm back if you behave well during the course of CS after losing your real one. Maybe this could also play into Maxon's quests in NR if you go this path or if OB wants to change you further and glam it up and make his own cyborg bimbo (legs with built in heels and the like, idk maybe I've been seeing too many twin dancers edits on tiktok from Atomic Heart lol). Who knows, maybe he'd have have gen 1 "cousins" that are his actual brothers that could be involved in a quest somehow, but idk just an idea.

 

 

I have finished with the technical part of the amputation and these are my conclusions. 

 

Since I hide the arm bones, that implies that any object I try to place there (such as a robotic arm) will also disappear, because the robotic arm also has the same bones that I am hiding. 

 

I have put bandages on the amputated arms (you will see it in the photos), but I removed the arm bones and put shoulder bones on them, so that the amputation does not hide the bandages. That is, the game thinks the bandages are part of the shoulder. 

 

I've tried putting shoulder bones on the robotic arms. Effectively, it works, the robotic arm does not disappear, but remains in "T" position and unable to move. 

 

So unfortunately I won't be able to put in a robotic arm (I wanted to do it for farm missions, so as not to exclude amputees). 

 

Anyway, let's see who is the brave one who will want to play as a rebel now. 

 

 

Spoiler

 

 

Needless to say, I'm still preparing assets, cells, scripts and so on. I hope to be able to start writing the quests soon.  

 

Photo96.png.a7c73fbdc5bd19edb5f931fa303bb584.pngPhoto97.png.02d255487dbfa142f8cc0a775260b450.pngPhoto98.png.df8c266b5b9ae1c8ab85c53d5934c57f.png

 

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Posted (edited)

@JB. Powerofthree has created a Base Object Swapper (Base Object Swapper at Fallout 4 Nexus - Mods and community (nexusmods.com)) F4SE plugin which allows for swapping between objects. I don't know how granularly it can access when doing, its thing but if it can be used to swap the organic arm(s) for the robotic one. Possibly even gradually do the legs, arms, hands, feet, maybe body (if can be done with the appropriate parts) and head basically a robotic transformation with you still being a in essence a slave. You wouldn't still be wearing a collar, but the hardware of the robotic form would double as a body and function in essence as a collar (may be with something different in place of the shock attitude adjustment).

 

Even if it can't go granularly enough may be a case could be made to powerofthree to for a generic more granular feature which allows for object swapping on parts of actors, along with Papyrus functions to perform the swap when required. Unless this feature is already in Papyrus of Fallout 4 or its script extender.

 

The trick for the application for the robotic arm could be have the amputation and the mechanics you are currently using, then may be have the PC fall unconscious (or generally not be able to look there) for a while when the robotic part(s) are fitted, also suppress the adding and equipping messages. During this time you could utilise a swapping operation to replace the organic parts with the robotic ones, with the amputated arm unhide the bones after applying the robotic arm on that side.

 

Once the application of the robotic part(s) is complete the PC could gradually become conscious again with the new robotic part(s) attached.

Edited by Leoosp
Posted (edited)
5 hours ago, JB. said:

I've tried putting shoulder bones on the robotic arms. Effectively, it works, the robotic arm does not disappear, but remains in "T" position and unable to move. 

 

So unfortunately I won't be able to put in a robotic arm (I wanted to do it for farm missions, so as not to exclude amputees). 

  Reveal hidden contents

 

 

Needless to say, I'm still preparing assets, cells, scripts and so on. I hope to be able to start writing the quests soon.  

 

Photo96.png.a7c73fbdc5bd19edb5f931fa303bb584.pngPhoto97.png.02d255487dbfa142f8cc0a775260b450.pngPhoto98.png.df8c266b5b9ae1c8ab85c53d5934c57f.png

 

2105050193_Capturadepantalla2023-03-2622_36_35.png.76044486f270cca184261df3967b2ac2.png

1716686961_Capturadepantalla2023-03-2623_55_10.png.f3763521ffdc62a523fed36f51e40257.png

 

I see that makes sense, I'll still suggest taking a look at this mod as an example of what could be done with better arms (as in higher quality than a gen 1 synth one as suggested before) that could potentially be used at the end or after CS. Something like that could work since I believe they don't get rid of the player model's arms and just go over the top of them instead. Either way I'm no modder I'm just throwing out ideas lol, keep up the good work!

 

Also I don't know what activities you have planned for the farm stuff, but maybe amputees just do slightly easier tasks other than shoveling, like collecting crops or cleaning up around the place as long as they have at least one arm.

Edited by H Bof
Posted (edited)

when chef put me in jail and grab another slave and say her somethings like that <u scum i put u in jail and punish u> he and her just stay. how i can fix that? kay and documents has been stole.

upd- i just use tcl and exit from location then i give message bout chef gone with slave. i just go back in cell and all works fine

Edited by נסיכה
find solution
Posted
6 hours ago, Leoosp said:

@JB. Powerofthree has created a Base Object Swapper (Base Object Swapper at Fallout 4 Nexus - Mods and community (nexusmods.com)) F4SE plugin which allows for swapping between objects. I don't know how granularly it can access when doing, its thing but if it can be used to swap the organic arm(s) for the robotic one. Possibly even gradually do the legs, arms, hands, feet, maybe body (if can be done with the appropriate parts) and head basically a robotic transformation with you still being a in essence a slave. You wouldn't still be wearing a collar, but the hardware of the robotic form would double as a body and function in essence as a collar (may be with something different in place of the shock attitude adjustment).

 

Base Object Swapper replaces object references in the game world with instances of other forms, for example replacing a random 50% of generic teddy bears with mod-added Mr. Fuzzy dolls. Since the body parts of an NPC aren't distinct references as far as the game engine is concerned, I don't expect it will be applicable in the way you describe. I think you can replace entire NPCs with it, or replace other things with NPCs (someone did an example replacing cornstalks with animated tentacles recently), but replacing parts of the body seem out of scope.

 

Spell Perk Item Distributor might be an option for equipping prosthetics to random NPCs, that's closer to what I think you're suggesting. But also if you're just talking about transforming the player reference, that's something that can be done in script already without needing to resort to complex solutions like BOS or SPID. Those are designed for making widespread changes to many things all over the game world.

Posted
On 3/13/2023 at 10:34 PM, valcon767 said:

possibly dumb question, but is the quest "The Hero" showing in your PipBoy??

 

if it is i have no clue what is wrong, but if it is not showing in your PipBoy the most likely issue is you made a mistake when doing

"The Hooker" quest (the quest where Gristle takes you to Diamond City to work as a hooker).  during that quest is when you make the choice to

either eventually earn/get your freedom or stay a hooker forever.  i know you can make the choice the first time you play that quest, but am not 

sure if you can change your mind later if you replay it.

 

edit = i meant to say stay a slave forever (should not have said stay a hooker forever).

I took the choice to free myself there, but The Hero won't show up at all. I still have not figured this out and my save is pretty much soft locked till I can figure it out lol.

Posted
12 hours ago, JB. said:

 

I have finished with the technical part of the amputation and these are my conclusions. 

 

Since I hide the arm bones, that implies that any object I try to place there (such as a robotic arm) will also disappear, because the robotic arm also has the same bones that I am hiding. 

 

I have put bandages on the amputated arms (you will see it in the photos), but I removed the arm bones and put shoulder bones on them, so that the amputation does not hide the bandages. That is, the game thinks the bandages are part of the shoulder. 

 

I've tried putting shoulder bones on the robotic arms. Effectively, it works, the robotic arm does not disappear, but remains in "T" position and unable to move. 

 

So unfortunately I won't be able to put in a robotic arm (I wanted to do it for farm missions, so as not to exclude amputees). 

 

Anyway, let's see who is the brave one who will want to play as a rebel now. 

 

 

  Reveal hidden contents

 

 

Needless to say, I'm still preparing assets, cells, scripts and so on. I hope to be able to start writing the quests soon.  

 

Photo96.png.a7c73fbdc5bd19edb5f931fa303bb584.pngPhoto97.png.02d255487dbfa142f8cc0a775260b450.pngPhoto98.png.df8c266b5b9ae1c8ab85c53d5934c57f.png

 

2105050193_Capturadepantalla2023-03-2622_36_35.png.76044486f270cca184261df3967b2ac2.png

1716686961_Capturadepantalla2023-03-2623_55_10.png.f3763521ffdc62a523fed36f51e40257.png

 

Would you happen to know a way to force The Hero quest? Or am I SOL lol

 

Posted (edited)
12 hours ago, JB. said:

So unfortunately I won't be able to put in a robotic arm (I wanted to do it for farm missions, so as not to exclude amputees). 

I don't have the full picture here so just throwing an idea: why not set the robotic arm (armor) as non playable (i think) so it can't even be seen in pipboy, equip it to the player with the flag "abPreventRemoval = True", then reset the arm node/bones (back to 1).

You just have to find a good slot(s) for it. The PC won't be able to equip anything that uses the same slot (in theory).

Edited by lee3310
Posted

I have just finished it. That's how a world like that should be. Ruthless, depraved, dirty, etc. 
Hope you add more content to this mod. Dialogues related to pregnancy, voice acting. (Can you use AI to generate the voices?), etc.

I dislike the idea of the bot cleaning all the tattoos. A doctor should be do that.

Peace.

Posted
25 minutes ago, lee3310 said:

I don't have the full picture here so just throwing an idea: why not set the robotic arm (armor) as non playable (i think) so it can't even be seen in pipboy, equip it to the player with the flag "abPreventRemoval = True", then reset the arm node/bones (back to 1).

You just have to find a good slot(s) for it. The PC won't be able to equip anything that uses the same slot (in theory).

 

 

 

This works and does not work. 

 

It doesn't work if I want to use this arm, because the mesh of the original arm is going to be mixed with the mechanical arm. 

Spoiler


image.png.32e6ae9f921792d69eb2c686aea9d1fd.png

 

 

Photo103.png.0976eddcf3fbe9dcec99880a1b7d5e8a.png

 

 

 


But it works if we use the newermind arm that was recommended to me here. Because the newermind mesh hides (almost 100%) the original arm. 
 

Spoiler


Photo100.png.4b074cc6d2006e0ba0a33ae9a465009f.png

 

Photo102.png.e89ac99ce2dbb923da11ea8de4921562.png

 

 


 

I wanted to introduce the first arm, aesthetically I like it. The other one is cooler and more threatening, I don't like it. It would be cool on someone like Kellog, but not on a slave who has been punished. 

 

 

Posted

Just going to throw my thoughts out on the amputation.  Despite Bethesda not really exploring the concept at all in Fallout 4 there is actually a very fair degree of support for pre-war cybernetics including prosthetic limbs and even, if you go all the way back to the early games, cloning tissue to create new organs and limbs that hadn't quite taken off, but was in the middle of active experimentation during the events of fallout 2.

 

There are 2 different ways to go when it comes to replacing the character's severed limb.  An old Autodoc, which Bethesda seems to have completely forgotten was a real thing in the world of Fallout, can run the program to install cybernetics including the prosthetic arm.  Pre-war fake arms would have been obviously metal, but it wouldn't be outside the bounds of possibility that some creative type had found a way to make the limb look human.

 

The other is to explore experimental cloned tissue replacement for the severed limb(s) using techniques that would have been pioneered in Vault City by Dr Troy.  There's roughly 40-50 year lapse in time in the events from the 2 games so it is absolutely possible that the tech has taken off on the west coast, but just hasn't made it to the Commonwealth yet.  At the end of the mod you receive a brand new entirely human arm to replace the one(s) that you lose.

 

What is convenient is that Medium Sized Bomb, who is already established to have been made from an old protectron, could theoretically have the capabilities of performing either procedure if we was originally from the West Coast making his way over with explorers, settlers, traders, or whoever else may have made the journey.  Considering he already restores you physically from your time with the raiders it would be a nice fit.

 

My only hesitancy is how would amputation affect the rest of the content that's already in the mod?  A slave with no arms can't haul salvage or make drugs.  They also shouldn't be able to cook or bring drinks to customers.  Will some of the missions become undoable due to the players lack of limbs if both arms are taken off?  And for future content if the farm is pursued what duties could a slave with no arms actually perform?

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