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Posted
9 minutes ago, mercplatypus said:

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?

The right arm is the key. The first amputation event I have planned is the left arm, and only as punishment for something the player decides to do. 

With the right arm, you can still do all the missions. You can block. You can throw hooks. You can even do hard labor. 

 

The cooking animation uses both hands but technically we can turn a blind eye here and really think that the protagonist does everything with one hand. 


The second amputation event would block pretty much every event except the Diamond City mission. Luckily here I can have Dr. Duff force you to do some experimentation with tentacles that may have healing abilities to get an arm (or both) back.

Posted (edited)

Thank you so much for making this mod!

 

 

Never before in my life, under any circumstances, have I been so turned on by something I've seen on a computer screen. I'm not even done playing the story and I feel like this mod has taught me things about myself that I probably never would have learned otherwise.  I'm confident that I'm not exaggerating when I say that this... this... ART totally exceeds what anyone thought could possibly be communicated within the stifling confines of the fallout 4 engine. Finally, I want you to take comfort dear creator, in knowing that by succeeding in creating the ultimate formative experience for the burgeoning minds of perverted gamers the world over. you have solidified your place in the annals of history and transcended your status as a mere mortal. All that is to say that you are truly a god among men, and I am convinced that your work is divinely inspired.

 

 

P.S. Please keep it up, my Qu'Appelle's loins thirst for more!

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Edited by StutterShark
Posted (edited)
2 hours ago, JB. said:

 

 

 

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. 

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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. 
 

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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. 

 

 

Tough situation, that's why i stressed the body slot(s) choice, cause the easy solution IMO is to ship a body mesh with the robotic prosthesis (with zapped arms i.e) and cover all the body slots that may be used by other outfits with arms meshes (both 3rd and 1st person).
To sum it up, you will have to restrict the type of outfits that the player can wear with robotic arm by ticking the right body slots in editor so they don't overlap. Only armors with no body meshes (or no upper body/sleeveless) can be worn. 

Edited by lee3310
Posted
10 hours ago, VandheerofSol said:

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.

 

on page one is the quest stages of the mod (you will need the technical name of the quest which is _CS_End).

 

first i would check if the quest is active ("SQS _CS_End" and if all stages are not set the quest is not active).

there is actually a better command to check if it is running but i do not remember it offhand.

if the quest is active i do not know what is happening.

 

if the quest is not active however you can try to kickstart it.

what i would do is check MCM to see how many jobs it says are completed already, then add number of jobs needed (in MCM) to that number to know when it should free you.

you can try using the setstage command (in console) to manually set the very first stage, hopefully that will kickstart it.

"SetStage _CS_End 0"

i do not know if this will work, but if it does it will (probably) start the count of jobs needed then, which might show differently that what shows in your MCM if you check it there.

 

Posted
8 hours ago, JB. said:

The first amputation event I have planned is the left arm, and only as punishment for something the player decides to do. 

just a thought...

 

let's say the brothel owner gives the player a new truce mission. player then go to meet Jared and he informs that a made up psycho boss leading a pack of dangerous cruel raiders rejects the idea of unification. so Jared sends her with "gifts" to said boss in order to convince them to join. there, they took the gifts and do the CS routines to the player, then they send Murphy home with the message that they are willing to join as long as they are the one who's in charge, not Jared. and not to worry about the player since they decided to keep her as part of the gifts.

 

the gang keep the player for some times and from them she receives many cruel treatments, enough to make her wants to kill the boss. after a while, Gristle, Murphy and some of Jared's gang come to attack and slaughter them. not to save the player but to eliminate a possible competition in the future. leaving the boss to the player, Gristle gives the player option to either kill them herself or let him do it. should the player choses to kill them herself, Gristle will lend her a pistol.

 

in this mission, the amputation scenario can be optionally applied when player was in captivity and at the end CS can also teach the player another skill to survive in the wasteland by unlocking the first level of Gunslinger perk and her first taste of killing a human.

 

Posted (edited)
12 minutes ago, FlyingHigher said:

Hey!

I have a problem. I followed Cristle to Vault 111 and now he is standing behind containers. Is the quest stuck? Any suggestions?

Target him in the console & type

moveto player

You should be in line with the door on the trailer & facing Sanctuary.

 

Edited by izzyknows
Posted
12 minutes ago, izzyknows said:

Target him in the console & type

moveto player

You should be in line with the door on the trailer & facing Sanctuary.

 

Thanks, I will try it :D

Posted

sorry if you've been asked before, bet you have but is there a publicly known ETA for the next big update?

I'm waiting for this to get new content before starting my next new character, I love the story telling potential this mod has!

Posted
1 minute ago, Darkwolf101 said:

sorry if you've been asked before, bet you have but is there a publicly known ETA for the next big update?

I'm waiting for this to get new content before starting my next new character, I love the story telling potential this mod has!

I think JB said here or on nuka ride's thread to expect it in a few months a few weeks ago

Posted
3 hours ago, H Bof said:

I think JB said here or on nuka ride's thread to expect it in a few months a few weeks ago

Yeah, quest mods are slow to do so this goes on for months. I'd better not put an approximate date. 
 

On 3/29/2023 at 8:02 AM, shortiron said:

just a thought...

 

let's say the brothel owner gives the player a new truce mission. player then go to meet Jared and he informs that a made up psycho boss leading a pack of dangerous cruel raiders rejects the idea of unification. so Jared sends her with "gifts" to said boss in order to convince them to join. there, they took the gifts and do the CS routines to the player, then they send Murphy home with the message that they are willing to join as long as they are the one who's in charge, not Jared. and not to worry about the player since they decided to keep her as part of the gifts.

 

the gang keep the player for some times and from them she receives many cruel treatments, enough to make her wants to kill the boss. after a while, Gristle, Murphy and some of Jared's gang come to attack and slaughter them. not to save the player but to eliminate a possible competition in the future. leaving the boss to the player, Gristle gives the player option to either kill them herself or let him do it. should the player choses to kill them herself, Gristle will lend her a pistol.

 

in this mission, the amputation scenario can be optionally applied when player was in captivity and at the end CS can also teach the player another skill to survive in the wasteland by unlocking the first level of Gunslinger perk and her first taste of killing a human.

 

I like the fact that there are raiders who refuse to participate in Jared's plan. The first amputation event is already set and I'm halfway done with it, but your idea I think I'll implement it in another scenario I had in mind. Thanks. 

Posted

I wanted to suggest the option of creating and implementing body scars. The face can have a plethora of different scars but so far in the entirety of the modding community the only body scars I have come across are the brands from slave tattoos. It would be amazing to have some scar overlays added in that can be applied like tattoos.

 

I so wish to have a character that looks like she saw hell and survived instead of all that lasting damage being centred on her face, leaving her body practically pristine (not including brands) Things like slashes, cuts and bullet wounds?

Posted
2 hours ago, Darkwolf101 said:

I wanted to suggest the option of creating and implementing body scars. The face can have a plethora of different scars but so far in the entirety of the modding community the only body scars I have come across are the brands from slave tattoos. It would be amazing to have some scar overlays added in that can be applied like tattoos.

 

I so wish to have a character that looks like she saw hell and survived instead of all that lasting damage being centred on her face, leaving her body practically pristine (not including brands) Things like slashes, cuts and bullet wounds?

At the end of "Lucky Day," when Gristle approaches your cross - if you've been rebellious - he threatens you with his knife that he's going to leave you a gift to remember him by. 

 

It was meant to put a scar across your eye. I thought it was going to be a matter of putting in the "ChangeHeadPart" script, but, long story short, the game doesn't have that capability, nor did Looksmenu develop a tool for that. 

 

I don't lose hope that someday some modder will appear with a trick up his sleeve and we'll finally be able to put facial tattoos via script. 

Posted
4 minutes ago, JB. said:

At the end of "Lucky Day," when Gristle approaches your cross - if you've been rebellious - he threatens you with his knife that he's going to leave you a gift to remember him by. 

 

It was meant to put a scar across your eye. I thought it was going to be a matter of putting in the "ChangeHeadPart" script, but, long story short, the game doesn't have that capability, nor did Looksmenu develop a tool for that. 

 

I don't lose hope that someday some modder will appear with a trick up his sleeve and we'll finally be able to put facial tattoos via script. 

I'm sorry I'm not sure if you misunderstood me or not. I'm talking about *body* scars not the ones that go on the face. 

modders are able to implement body overlays such as tattoos and brands so if somebody made a collection of scars for the body (cuts/stitches/bulletwounds/burns) then they could theoretically have those placed on the PC  with a script when called for. I brought it up here because your mod would be a gold mine for such instances.

Posted
15 minutes ago, JB. said:

It was meant to put a scar across your eye. I thought it was going to be a matter of putting in the "ChangeHeadPart" script, but, long story short, the game doesn't have that capability, nor did Looksmenu develop a tool for that. 

 

I remember you looked into the mechanism Commonwealth Moisturizer is using for cum facials. I guess that didn't pan out for applying facial scars as headpart meshes?

Posted (edited)
3 hours ago, Darkwolf101 said:

I'm sorry I'm not sure if you misunderstood me or not. I'm talking about *body* scars not the ones that go on the face. 

modders are able to implement body overlays such as tattoos and brands so if somebody made a collection of scars for the body (cuts/stitches/bulletwounds/burns) then they could theoretically have those placed on the PC  with a script when called for. I brought it up here because your mod would be a gold mine for such instances.

Oh, well it's also a bit complex. Believe me I tried a lot when I started Captives Tattoos. But you can't make skin wounds (like cuts or wounds that one can apply to the face, that have "depth" and are not flat images) and handle them as tattoos. 

 

I mean, you can try, but they won't come out quite right. "Hot iron marks" are an exception as they only need one color. I have one done for Commonwealth Slavers 2. It's an (optional) castration event. Look at it and you'll notice that it doesn't look 100% right. 

 

Spoiler

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The only way to make skin wounds is to make them with Skin Overrides, but I did them back in the day and it's: too tedious and overly cumbersome. You have preset sets with wounds, you can't choose which wound to put, like tattoos. Check them here.

 

3 hours ago, vaultbait said:

 

I remember you looked into the mechanism Commonwealth Moisturizer is using for cum facials. I guess that didn't pan out for applying facial scars as headpart meshes?

These things are better as textures. 

Edited by JB.
Posted

On a different note, what's the run down on future plans ? I noticed ofc that you're implementing amputation scenes but I curious to other future plans to look forward too XD and for my PC to fear

Posted

Loving the mod so far, but im stuck on the "Scaver" quest. I scrap the weapons but the objective wont advance, and Big Bomb keeps giving the dialog on how to scrap the weapons. I tried SetStage_CS_290 and 320 in the console but i just get a "script command not found". Not very savvy with this kind of stuff so any help is apprecieated. Version 1.09, not running any mods on the conflict list.

Posted (edited)
1 hour ago, lerfoso said:

Loving the mod so far, but im stuck on the "Scaver" quest. I scrap the weapons but the objective wont advance, and Big Bomb keeps giving the dialog on how to scrap the weapons. I tried SetStage_CS_290 and 320 in the console but i just get a "script command not found". Not very savvy with this kind of stuff so any help is apprecieated. Version 1.09, not running any mods on the conflict list.

i also experience this. can't finish the scaver without the console. btw it's "SetStage _CS_Scaver_###"

change ### with the stage level.

Edited by shortiron
Posted
6 hours ago, lerfoso said:

Loving the mod so far, but im stuck on the "Scaver" quest. I scrap the weapons but the objective wont advance, and Big Bomb keeps giving the dialog on how to scrap the weapons. I tried SetStage_CS_290 and 320 in the console but i just get a "script command not found". Not very savvy with this kind of stuff so any help is apprecieated. Version 1.09, not running any mods on the conflict list.

hmm by chance do you have any explosives in inventory (mines/grenades/molotov cocktails)??  if so you will have to do something with them (i forget what offhand).

any weapons in inventory will cause it to think you have not destroyed weapons as told.

 

check what stage the quest is at  "sqs _CS_Scaver"

 

stage 270 is talk to Bomb (get told to destroy weapons)

stage 280 should set when you have destroyed all weapons

stage 290 is talk to bomb after destroying all weapons

 

it sounds like 270 is set (he told you to destroy weapons), but 280 is not set (all weapons are not destroyed).

iirc stage 280 will not set if you have any weapons in inventory (no matter where you got them from).

if 280 is set you should be at talk to bomb again and he leads you somewhere.

 

hope this helps

 

Posted

From what I've been able to learn, it seems that it all starts when you have to pick up the dead Minutemen's weapons. 

 

Each Minutemen has a weapon that is filling an alias. 

 

If you grab their entire inventory at once, the game has a hard time recognizing that you've completely emptied the corpse. And so it will also have a hard time understanding that you no longer have weapons/aliases in your inventory, when it comes time to go to the weapon workbench. 

 

So the best thing to do in version 1.0.9 is to grab one weapon at a time when the mission asks you to remove all the stuff from the corpses. 

 

 

 

 

Posted
11 hours ago, JB. said:

From what I've been able to learn, it seems that it all starts when you have to pick up the dead Minutemen's weapons. 

 

Each Minutemen has a weapon that is filling an alias. 

 

If you grab their entire inventory at once, the game has a hard time recognizing that you've completely emptied the corpse. And so it will also have a hard time understanding that you no longer have weapons/aliases in your inventory, when it comes time to go to the weapon workbench. 

 

So the best thing to do in version 1.0.9 is to grab one weapon at a time when the mission asks you to remove all the stuff from the corpses. 

 

 

 

 

Thank you for taking time to reply to me, I went back to a save before i looted the minutemen and took the guns one at a time like you suggested and that fixed my issue! Thanks again and I cant wait to see what you do next!

Posted
On 4/1/2023 at 4:35 PM, JB. said:

From what I've been able to learn, it seems that it all starts when you have to pick up the dead Minutemen's weapons. 

 

Each Minutemen has a weapon that is filling an alias. 

 

If you grab their entire inventory at once, the game has a hard time recognizing that you've completely emptied the corpse. And so it will also have a hard time understanding that you no longer have weapons/aliases in your inventory, when it comes time to go to the weapon workbench. 

 

So the best thing to do in version 1.0.9 is to grab one weapon at a time when the mission asks you to remove all the stuff from the corpses. 

 

 

 

 

i see... never try that before. my pc is a pack rat so it's easier to just double tap "R" and it became a habit.

thanks.

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