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Commonwealth Slavers


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Posted (edited)

I decided to try out this mod, and...

 

Starting out , Gristle knows I'm pre-war. But, how?

 

No other vault dwellers are pre-war. There's Shaun, but he's not an associate of Gristle's.

 

This would be like meeting someone and somehow knowing that they had been alive when Napoleon died.

 

Edit: and I ran into a game stopping bug. I was told to raise 300 caps, with 10 doses of daddy-o 

Spoiler

which apparently no one wants

And I made the mistake of talking to Jared.

 

Game over. (I've got a timed collar on, I am locked in place, the MCM option to allow me to move does not work. And, Jared has nothing to say to me. He left and is standing in an adjacent room).

 

Overall, this mod could use some variety in encounters. When they're all the same (except for breakage like this), it's a slog.

Edited by sen4mi
Posted
8 hours ago, sen4mi said:

Starting out , Gristle knows I'm pre-war. But, how?

Everyone knows that vault 111 was a cryo vault.

When Kellogg and the techs entered the vault they drew attention from the racket of opening the vault. An ambush was set up and upon exiting the vault Kellogg was able to teleport with Shaun back to the Institute, while one of the techs was captured. Being a weak willed scientist they were quick to spill the beans and the Institute's hand was forced. Thus the short time the Institute "tried" to work with the people of the Commonwealth.

The one thing they couldn't get out of the scientist was the code to open the elevator.. (hint: push the fucking button) LOL

59 years later the Vault started to be monitored on a regular basis due to a "rumor" that the last residence would be exiting soon as the final part of an "experiment". Which can be verified by the lookout spot to the west and the shack to the east.

To further give the rumor a bit more validity, a Mr. Handy named Codsworth suddenly showed in Sanctuary saying he's waiting for the family to return. And we know the original Codsworth was fried by the EMP blast 210 years before.

So... that's the how. ;)

 

9 hours ago, sen4mi said:

Edit: and I ran into a game stopping bug. I was told to raise 300 caps, with 10 doses of daddy-o

You need 300 caps... regardless of "how" you get it. Sometimes the games RNG is pure garbage, thus why you just need 300 caps.

9 hours ago, sen4mi said:

Overall, this mod could use some variety in encounters.

?

Posted
41 minutes ago, izzyknows said:

You need 300 caps... regardless of "how" you get it. Sometimes the games RNG is pure garbage, thus why you just need 300 caps.

There is even a messagebox explaining that there are several ways to get caps for these quests. Maybe I should put the whole message in capitals? ?

 

Posted
1 hour ago, JB. said:

There is even a messagebox explaining that there are several ways to get caps for these quests. Maybe I should put the whole message in capitals? ?

 

Some folks (not all) play games at warp speed and it's sad just how much they miss. It make one wonder how much of real life they are just not seeing and experiencing.

 

All caps will only trigger the snowflakes, cause it's racists to use all caps. maybe that was capaphobeism... ;)

 

Posted
11 hours ago, izzyknows said:

Everyone knows that vault 111 was a cryo vault.

When Kellogg and the techs entered the vault they drew attention from the racket of opening the vault. An ambush was set up and upon exiting the vault Kellogg was able to teleport with Shaun back to the Institute, while one of the techs was captured. Being a weak willed scientist they were quick to spill the beans and the Institute's hand was forced. Thus the short time the Institute "tried" to work with the people of the Commonwealth.

The one thing they couldn't get out of the scientist was the code to open the elevator.. (hint: push the fucking button) LOL

59 years later the Vault started to be monitored on a regular basis due to a "rumor" that the last residence would be exiting soon as the final part of an "experiment". Which can be verified by the lookout spot to the west and the shack to the east.

To further give the rumor a bit more validity, a Mr. Handy named Codsworth suddenly showed in Sanctuary saying he's waiting for the family to return. And we know the original Codsworth was fried by the EMP blast 210 years before.

So... that's the how. ;)

 

If that's the story for this mod, I guess that's the story.

 

It does not make sense to me, though. For example, Codsworth did not "suddenly show in Sanctuary" -- Codsworth had been there the entire time. Nobody nearby (the Abernathy's, for example) seems to know or care.

 

Also, while the institute (many years ago) had people who knew about vault 111, I have never seen any sign that the raiders were on good terms with the institute, let alone had any sort of long-term strategic coordination with that institute team.

 

But, I guess, given the limitations of keyboard+mouse or controller, we sort of have to make up stories which fit.

 

Just... the story I use is quite a bit different from this one.

 

(Still, also...  Every raider encounter in this mod, except for scripted encounters, had basically the same fixed choices. The cosmetics were different, but the gameplay was fixed. If the point is that the implementation was complex... ok... I guess it probably was.)

Posted

@sen4mi

 

i just started a new playthrough a couple days ago and IIRC Gristle just calls you a "vault dweller" at Vault 111, then during your first conversation with 

him you tell him you are "pre-war" yourself indirectly,  you tell him you were a lawyer, which was a pre-war only specialization.  while there are people 

who perform the same basic function in various groups now, they do not refer to themselves with that job title post war.

 

some of the quests have  you collect caps (and bring it to the right person), how you get the caps is up to you.

other quests have you do specific things (some in spoiler), and most quests have parts you can choose to do, but are not actually required.



make and sell drugs

deliver an item to a gang

collect items and break them down

stage an ambush

sell your tail

collect tribute

fight

some quests are a succeed or die choice, but others are succeed or get punished.

though you must succeed enough times to be able to get out of slavery.

 

some more randomness of the order of the quests that Lindstrom assigns you would be nice (prior to you getting to pick and choose),  the problem with that

is that you could end up with the same quest multiple times and not see others at all.

 

while i do agree that more quest options would be nice, if i understand it correctly the mod author is actually working on that.

 

Posted
10 hours ago, sen4mi said:

I have never seen any sign that the raiders were on good terms with the institute,

There was never any mention of the Institute being on good terms with the Raiders. Just trying to work with the people of the Commonwealth, which is documented in the vanilla game.

As for Codsworth, nobody would give 2 shits about a robot unless it's trying to kill them. And for a Mr. Handy to last 210 years without maintenance and replacement parts that it is incapable of doing, would never happen.

I mean, seriously.. with a ridiculous timeline of 210 years post war.. a LOT of blind eye turning and stretching of the imagination is required with this game. LOL

Posted (edited)

Is there a folder that already has all the mods and their requirements so I can install everything at once? I'm trying to install it but each mod has like 3 other required mods and those other required mods other required mods and it's too much for me XD. It's my first time putting mods in a game and my mind is going to explode. Or if anyone can help me I would really appreciate it.

Edited by madagg
Posted (edited)
58 minutes ago, madagg said:

Is there a folder that already has all the mods and their requirements so I can install everything at once? I'm trying to install it but each mod has like 3 other required mods and those other required mods other required mods and it's too much for me XD. It's my first time putting mods in a game and my mind is going to explode. Or if anyone can help me I would really appreciate it.

First you're going to require a working AAF setup. Start by following the Fucking Manual. Once you're done with that and everything is working correctly, installing adult mods will be VERY easy.

But keep in mind, adult modding Fallout 4 is not for the faint of heart. IT takes a lot of alcohol & drugs, but when done correctly.. is extremely satisfying. So.. one drink and a couple bowls at a time and before you know it, you'll have forgotten how you did shit. But at least it'll work. ;)

 

Edited by izzyknows
Posted
3 hours ago, izzyknows said:

But keep in mind, adult modding Fallout 4 is not for the faint of heart. IT takes a lot of alcohol & drugs, but when done correctly.. is extremely satisfying. So.. one drink and a couple bowls at a time and before you know it, you'll have forgotten how you did shit. But at least it'll work. ;)

 

Or you'll just be fucked up enough that you no longer care whether you were able to get it working! ?

Posted
52 minutes ago, mercplatypus said:

Skin care cream.  You can get it from Declan at the door.

And the blood in the skin? i try with soap but did nothing

Posted
6 minutes ago, madagg said:

And the blood in the skin? i try with soap but did nothing

 

Blood shaders have a tendency to get stuck due to a base game bug, but if that's the problem the blood should disappear if you save and then load again.

Posted
12 hours ago, izzyknows said:

As for Codsworth, nobody would give 2 shits about a robot unless it's trying to kill them. And for a Mr. Handy to last 210 years without maintenance and replacement parts that it is incapable of doing, would never happen.

We're going to have to get rid of a variety of quests and encounters and replace or update a variety of locations (like the general atomics galleria, vault 81, milton general hospital, ...) to achieve a 100% failure rate on Mr. Handy.

Posted
28 minutes ago, sen4mi said:

We're going to have to get rid of a variety of quests and encounters and replace or update a variety of locations (like the general atomics galleria, vault 81, milton general hospital, ...) to achieve a 100% failure rate on Mr. Handy.

See, that's just a very small part of why the 210 year timeline is garbage. So we have to resort to stretching the ol imagination to absurd lengths. If they had just went with 50 or less years it would have been waaaaay more plausible. Except for the pre-war skeletons... and usable wood houses with missing roofs... and bags of cement in open.... and.. well a lot of stuff that just wouldn't have lasted in the Boston area. In the desert would have made a 50 year timeline even more plausible though.

 

Anyway... nuff off topic, LOL

Posted

---New Quest Suggestion---

Spoiler

Hello i love this mod and was wondering if it’s possible u would consider a suggesting for a quest "New Employee" goes something like this:

 

  • Stage 1: u get tasked from the Whorehouse to meet for example Murphy and he tells u that he is going to actually use you as bait to get a new Slave.
  • Stage 2: Random Location gets picked and start the walk there, when u get there the Scenario where they tested u to ask for help plays but this time there is actually someone
  • Stage 3: Raider capture the slave and start the walk back to corvega assembly plant
  • Stage 4: at the plant one of the raiders ask u for a service so u get separated from the new slave when u done and get to jarred he already tattooed, dressed, branded the new slave and offering her for a test sex to a customer and u forced to watch knowing what happening to her is ur fault
  • Stage 6: The slave is sold, the customer is happy, jarred happy, u miserable and get one of the “Rebel VS Submissive” choices and sent back to the whorehouse:

 

“Rebel: I will kill them for forcing me to do this to someone, I will make them pay after I escape                           

Submissive: It’s not my fault she comes running to help anyone shouting, she should’ve known better”

 

  • Stage 7: quest end NPCs: Buyer, new Slave get despawn and if possible quest repeated

 

---End---

Posted

Where is the ZAP 7+ mod? Sometimes the game say Commonwealth slaver:  Failed to play AAF scene. Advanging stage. could be that?

Posted
On 3/29/2023 at 4:41 AM, JB. said:

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.

 

Could a suit of Power Armor be an adequate solution to the amputation issues (especially with both arms amputated)?
I'm thinking of Proctor Ingram here, who's using a Power Armor frame to compensate for her lost legs. I'm sure the Slavers could come up with a 'bare-minimums' suit of Power Armor that would feel more like a mobile prison than an apex asset of war. (The frame could take increased damage from ballistic and energy weapons to encourage the pilot to stay away from combat, and so on.)

Posted
24 minutes ago, DarkLeon54 said:

I don't know if it will come but this mod need a questo to escape and take revenge.

You earn your freedom and then can take revenge, IF you choose the correct path.

Posted
On 3/31/2023 at 1:31 AM, 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. 

 

Would it be possible to implement the function of using the slm 14 command/ facial change thingie (looksmenu mirror) and asking the player to roleplay along and apply it themselfes? You could set the "tattoo" as a number name (_CS_Facial1 or just _CS1 as example, so that its at the top) for the player to select which one to apply in order to avoid directly giving away what it is, and possibly setting the camera behind the player so that it doesnt show what is being applied/ given spoilers for what is ahead

If the player doesnt want it then it could just be disabled in the settings (by default) or something

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