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Commonwealth Slavers


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Posted

I hope the next version cuts down on a lot of the forced waiting.

Being a slave is not supposed to be fun to play, but the mod is not interesting to experience outside of the more depressing moments because of it.

Much like Nuka Ride, it would be interesting if there was an option at the start where you can RP as somebody not from a vault.

Posted

I'm looking forward to making a pc that it rebellious almost the entire way through (so she will lose her arm) but I'm hoping to 'replace' the missing arm with a robotic prosthetic after the mods completion...but I can't find any mods that do what I'm looking for, they're all attached to an outfit or only replace the right arm...does anybody know of a mod that's what I'm looking for?

Posted
11 hours ago, Darkwolf101 said:

I'm looking forward to making a pc that it rebellious almost the entire way through (so she will lose her arm) but I'm hoping to 'replace' the missing arm with a robotic prosthetic after the mods completion...but I can't find any mods that do what I'm looking for, they're all attached to an outfit or only replace the right arm...does anybody know of a mod that's what I'm looking for?

I already suggested JB take a look at this mod to potentially incorporate into CS or at least hopefully it could've had something useful to help JB make their own, but JB thought they looked too good for a slave to use, and I'm inclined to agree. Maybe its just what you're looking for tho. 

Posted (edited)

Hello JB,
After re-creating new char and exiting vault using SKK startgame, I cant talk/interact with Murphy so I can't start the CS quest.
I try to use console command
startquest _CS_Thorns
SetStage _CS_Thorns 0, 2, 135

But can't find the quest from pipboy's quest log.
I try to uninstall AAF violate, only leaving hardship, raider pet and this mod but still can't start it. :(

 

is there any console command / debugging to force start first CS quest?
 

Edited by vanthemizerx
Posted
3 hours ago, vanthemizerx said:

Hello JB,
After re-creating new char and exiting vault using SKK startgame, I cant talk/interact with Murphy so I can't start the CS quest.
I try to use console command
startquest _CS_Thorns
SetStage _CS_Thorns 0, 2, 135

But can't find the quest from pipboy's quest log.
I try to uninstall AAF violate, only leaving hardship, raider pet and this mod but still can't start it. :(

 

is there any console command / debugging to force start first CS quest?
 

Shoot Murphy. Just do it.

Posted

lol. believe me I did that too.
Then AAF_Violate's script fire up and do the thing, but still can't get the CS's quest.
I'll try again shoot him without that mod.

Posted
6 hours ago, vanthemizerx said:

lol. believe me I did that too.
Then AAF_Violate's script fire up and do the thing, but still can't get the CS's quest.
I'll try again shoot him without that mod.

Usually if you aggo him, last resort, Gristle will appear and the quest starts...

CS has a block for Raider Pet.

I turn off/disable mods like Hardship, Violate, Boston Devious Helper, Deviously Cursed Wasteland, basically any mods that will trigger a sex scene.. for the most part. Most of the ones I listed can be turned off in their MCM/Holotape settings, which is enough for things to work smoothly.

Posted (edited)

sigh, nothing happens when i aproach murphy at the very start stright out of the vault
shooting him doesnt do anything either 

 

more specifically he gets up and walks around when normally he sits there waiting

Edited by isThink
Posted (edited)

I think I got lil too much mods installed(around 3xx).
I can't install devious device(and all its requirements) on non-new play-through, it always CTD, the problem isl UAP + buffout4. After I uninstalled those 2 mods I can make it works with raiders pet.

And then I try again, installing bare minimum AAF+theme+animation packs + Commonwealth Slavers. I still can't run the quest. Shoot Murphy => Gristle come(magically appear) from behind boxes and gun-bang me to death. always, lol. Even with console force start quest

Maybe I should uninstall all mods and then exclusively full setup F04 for AAF+stuffs.
Should I use AAF_DCU.exe(aaf - data folder clean up) for clean setup rather than uninstall + fresh install from steam?


--edit--

Quote

Usually if you aggo him, last resort, Gristle will appear and the quest starts...

CS has a block for Raider Pet.

I turn off/disable mods like Hardship, Violate, Boston Devious Helper, Deviously Cursed Wasteland, basically any mods that will trigger a sex scene.. for the most part. Most of the ones I listed can be turned off in their MCM/Holotape settings, which is enough for things to work smoothly.

Yeah thanks for that tips I can make Raider Pet mod work, with more than bare minimum AAF's requirements. Mods with MCM/holotape is real saving grace for me. No need the ritual m8r complex sorter stuff before playing F04. (because I can't play f04 without complex sorter)

Edited by V3039rx
Posted (edited)

Has anyone managed to get this mod working in Fallout 4 VR?

 

I know it has a dependency on AAF but even without this working there's a substantial amount of content that would look great to see in 1st person. I've tried with creating a dummy AAF plugin and even tried to remove the dependency out of this ESP using CK (a bit drastic I know!) but when I load FO4 VR it sill comes up in the MCM as missing plugin for commonwealthslavers even though it's loaded together with it's other dependencies. 

 

I really wish AAF would be ported to VR but doesn't seem its going to happen anytime soon. And whilst there's rumours people have got older versions/variants to work (in a bodged kind of way) I'm running out of ideas :(  .. I'm beginning to think it's not only AAF at fault

Edited by jc321
Posted

I noticed once when I was messing around a little that there's some dialogue aimed at a male pc, do you plan to one day make it so you can play through properly as a male? 

Posted

I'm having a problem with the mod where when I approach Murphy to start the first quest he just says his line and then nothing happens. Does anyone know what might be the problem? 

Posted

Is there any way to manually remove the tattoos if you accidentally set the value to 2 before the mod's end and don't have a save from prior to it?

Posted
3 hours ago, AAAA76 said:

Is there any way to manually remove the tattoos if you accidentally set the value to 2 before the mod's end and don't have a save from prior to it?


"slm 14" in console > body(?) > overlays and remove them 1 by 1.

Posted (edited)

I was just set free and decided to go do Nuka Ride, but when I get to the bot he says I'm still enslaved with a collar and tattoos. Even removing them, it doesn't change. I still have a "Report to Lindstrom" misc quest that didn't go away when he gave me the final quest to see Gristle, so that might be it... Could I get the setstage command to finish that and see if it works?

 

Edited by Elsinoir
Edit: NVM! Apparently I just needed to reload the save...
Posted
1 hour ago, Elsinoir said:

I was just set free and decided to go do Nuka Ride, but when I get to the bot he says I'm still enslaved with a collar and tattoos. Even removing them, it doesn't change. I still have a "Report to Lindstrom" misc quest that didn't go away when he gave me the final quest to see Gristle, so that might be it... Could I get the setstage command to finish that and see if it works?

 

I think someone had similar issues a bit further up in the thread and someone got them a fix different from what I did, it's been a while since I played it but I think somewhere in the MCM you can deactivate the mod or something like that. I just toggled the mod "off" since I had finished it and then it worked for me. I didn't notice any ill effects on Nuka Ride from this but if you continue the save after CS or NR are updated in the future I imagine it could cause issues.

Posted

For those who stuck very early, first exit Vault 111. Cannot talk/interact with Murphy/Gristle. Even with console command.
In my case, I disable all  audio mods; Ambience (lush, diamond city, inner city etc), exploration and battle music, and even audio patch (LAT, lost, etc) and it start working normaly till ends(The Hero quest).

Hope it helps. Else, just purge/uninstall all mods and only install AAF's essential for quest mod. Peace.

Going Nuka Ride 6 after this.
And Thx JB. for awesome mod(s). The story is really touching.

Spoiler

- Still sad about Gristle, hope we get to see her daughter in the next episode(CS2 please!).
- Don't tell me the one I killed for body double is the girl from Abernathy farm)

 

Posted

So I'm still going through nukaride 6 (from 5) if I try this during will anything break to an irreparable state?

 

How compatible is this with NR

Posted
3 hours ago, skredram said:

So I'm still going through nukaride 6 (from 5) if I try this during will anything break to an irreparable state?

 

How compatible is this with NR

This mod is supposed to take place before NR, so timeline and dialogue wise it may be a little unimmersive. I imagine you can still go and start it as long as you don't have any obligations to stay in Nuka World based on your choices in NR. Keep in mind tho that this mod is very restrictive in what you can do by design, so you won't be able to return to Nuka World or really do anything else until you complete this mod.

Posted

I would add a note on the first page that polluted climate (weather mod) should possibly be disabled since the chances of radiation storms is increased. Makes walking everywhere a hassle - had to console commands to prevent too much radiation damage.

 

I like this mod a lot more than nuka-ride. I've been looking through every bethesda game on this site to find something like this. Don't care for all the ass-eating and piercings though (Which I know at least one is being addressed). The beast content feels a little tacked on from what I've played. It would be a nice addition to the radiant quests to go to a kennel sort of thing - or even have them record videos of it to broadcast as advertisements or something. (Would be perfectly happy to see the settler warning broadcast room reused for that).

 

Also I respect you a lot for having serious warnings about the mod's content. It's very easy to let these extremes seem normal with too much exposure

Posted
33 minutes ago, bloodbus said:

I would add a note on the first page that polluted climate (weather mod) should possibly be disabled since the chances of radiation storms is increased. Makes walking everywhere a hassle - had to console commands to prevent too much radiation damage.

 

The challenges related to that can vary depending on what other mods you have installed. For example, if you're using Unhealthy Craving and Get Dirty together with this, then radiation storms cease to be problematic as long as you avoid bathing and stay overweight (however, fattening yourself up during the Commonwealth Slavers quests is, arguably, an even tougher challenge).

 

But yes, decontamination arches or plentiful access to Rad-Away (or something like Ware's Brew from Far Harbor) might make some sense as a gameplay convenience for users with higher-than-usual radiation loadouts.

Posted (edited)

Hello. Is it possible to make the mission requirements done before the final quest less than 10? I've been playing for 5 hours and I've only gotten 2 done successfully so far. I think the mod is gonna wear me down if I continue playing it for an extra 25 hours...

 

In no way is this a criticism, I really just can't spend that much time on it unfortunately, and I'm only using it as an "origin story" for my character.

 

One more thing: For some raeson Corvega is unbearably glitchy in my playthrough. Textures are missing and there are blank spaces everywhere. I don't know what's causing this.

Edited by Ghostseyru160
Posted
1 hour ago, Ghostseyru160 said:

One more thing: For some raeson Corvega is unbearably glitchy in my playthrough. Textures are missing and there are blank spaces everywhere. I don't know what's causing this.

 

You have a conflict with another mod that updates the previs for that cell. You could open the Corvega interior cell record with your full load order in FO4Edit and see what plugins are altering it in which order, then make adjustments accordingly by removing or reordering things in your plugins list. Alternatively you can move the plugin for Commonwealth Slavers to near or at the end of your load order and see if that solves it.

Posted
14 minutes ago, vaultbait said:

 

You have a conflict with another mod that updates the previs for that cell. You could open the Corvega interior cell record with your full load order in FO4Edit and see what plugins are altering it in which order, then make adjustments accordingly by removing or reordering things in your plugins list. Alternatively you can move the plugin for Commonwealth Slavers to near or at the end of your load order and see if that solves it.

 

I fixed the issue. Apparently Enhanced Lights and FX is a buggy outdated mess that can cause some glitchy textures, but thankfully there's a patch on nexusmods that solves the issue which did the trick for me.

Posted
1 hour ago, Ghostseyru160 said:

Hello. Is it possible to make the mission requirements done before the final quest less than 10? I've been playing for 5 hours and I've only gotten 2 done successfully so far. I think the mod is gonna wear me down if I continue playing it for an extra 25 hours...

 

In no way is this a criticism, I really just can't spend that much time on it unfortunately, and I'm only using it as an "origin story" for my character.

 

I think as well that if the limit could be set much lower it would allow a shorter start and keep the quests fresh for each play start as the pc wouldn't necessarily get all of them in one playthrough.

 

I would assume that the lower value can be easily changed by editing the MCM, but there may be variables in the scripts that may cause issues if not also edited (haven't checked).

 

 

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