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Commonwealth Slavers


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

And getting rid of Gristle would be difficult (I kind of grew fond of this character). 

You could always add Gristtle, Gristle's long lost identical twin brother now out to avenge his murdered brother.

Edited by Spaceguest991
Posted
4 hours ago, JB. said:

It's an excellent question I ask myself sometimes.

 

Imagine your case. You are already in the middle of the story and you are already a General. Chances are Jared is already dead let alone Gristle. Using Ack-Ack and Red Tourette, which is always in my plans, would also be out of the question because they're probably already dead in your case.

 

So how can I offer a story in that scenario of yours?

 

I must create new raiders. Exclusive characters for this mod (something like Murphy, Big Bomb or Lindstrom currently are). Stop using Jared and Gristle, and create a new Boss and a new Right Hand. The idea is suggestive because I have a new worldspace and it would no longer be mandatory to start a new game.

 

Of course, that will mean moving all of the current infrastructure to the new worldspace. (The real headache here).

 

And getting rid of Gristle would be difficult (I kind of grew fond of this character). 

 

Personally, I think the mod starting as your PC is coming out of the vault, alone, bewildered, weak, etc, etc, was a brilliant move for this mod. I wouldn't want it to start after your PC has had time to harden and gain experience in the hard cruel environment. 

Posted

Good afternoon,

 

Im running into some issues (others have had this issue too) I am running into issues with the completing the "Lucky Day" quest.  It worked the first time (AAF was aligning incorrectly so I corrected it), and hasnt worked since. Ive tried to advance it with setstage, and whatnot.

 

Would you mind looking over my papyrus log to tell me what im doing wrong lol

 

Please help!

Papyrus.0.log

Posted
4 minutes ago, calicodoc said:

Good afternoon,

 

Im running into some issues (others have had this issue too) I am running into issues with the completing the "Lucky Day" quest.  It worked the first time (AAF was aligning incorrectly so I corrected it), and hasnt worked since. Ive tried to advance it with setstage, and whatnot.

 

Would you mind looking over my papyrus log to tell me what im doing wrong lol

 

Please help!

Papyrus.0.log 118.09 kB · 0 downloads

 

Start manually the next quest: 

 

StartQuest _CS_House

SetSTage _CS_House 100

 

 

If it doesn't start, the save is busted. (If it doesn't start automatically I doubt it will start now). You will have to restart the game outside of Vault 111.

 

 

Uninstall mods. test again: 

 

StartQuest _CS_House

SetSTage _CS_House 100

 

Until the quest starts.

Posted
17 hours ago, JB. said:

I must create new raiders. Exclusive characters for this mod (something like Murphy, Big Bomb or Lindstrom currently are). Stop using Jared and Gristle, and create a new Boss and a new Right Hand. The idea is suggestive because I have a new worldspace and it would no longer be mandatory to start a new game.

 

Of course, that will mean moving all of the current infrastructure to the new worldspace. (The real headache here).

 

And getting rid of Gristle would be difficult (I kind of grew fond of this character). 

 

Just leave a little room for each user's own headcanon.
Mine personally would be that Gristle (if you previously cleared out Corvega) barely survived.  One of his scouts was out while you were absolutely wrecking everyone at Corvega.  That guy came back, found the Boss, and realized he was still breathing -- a result of all the chem cocktails he was trying out to mimic The Sight.  The problem, though, is that the absolute barrage of chems and treatments that had to be used to bring Gristle back to health (in combination with the brain trauma you inflicted in nearly killing him) left a void in his memory.  He can't recall anything of you storming Corvega or killing his men.  He just knows that he woke up in a stripped-and-scavenged car factory surrounded by death.
He's confused.
He's angry.
He's in withdrawal (too much buffout, not enough jet).
He's got an erection that's lasted more than 8 hours, and no hotline or medical professional to consult.

He lost the trail of the old psychonaut hag that he'd been chasing.  But he's more intrigued by whoever slayed his crew.

Posted

Nice to meet you. I am Japanese. I used to be a pornographic scenario writer.
I think "Commonwealth Slavers" is interesting, sensual and wonderful.
Unfortunately, after completing the current version, Gristle (with whom I had a good relationship) immediately appears as an enemy in front of the "Museum of Freedom" (and forgetting about the player!) , and dies easily.
If there is a "true end", I would like to see a story where Gristle and the player get married and have a sensual master-slave relationship (like nukaraide), but still be able to return to the main story of saving the world.
Please take care of yourself as I am in no hurry.
I look forward to the sequel. I will be rooting for you.

Translated with DeepL

Posted
6 hours ago, yamaoh said:

Nice to meet you. I am Japanese. I used to be a pornographic scenario writer.
I think "Commonwealth Slavers" is interesting, sensual and wonderful.
Unfortunately, after completing the current version, Gristle (with whom I had a good relationship) immediately appears as an enemy in front of the "Museum of Freedom" (and forgetting about the player!) , and dies easily.
If there is a "true end", I would like to see a story where Gristle and the player get married and have a sensual master-slave relationship (like nukaraide), but still be able to return to the main story of saving the world.
Please take care of yourself as I am in no hurry.
I look forward to the sequel. I will be rooting for you.

Translated with DeepL

JB mentioned on the first page that there will be another ending. this is a considered a bad ending atm. As for Gristle. I wouldn't want anything to do with him after gaining freedom personally. He captures you. Gives you to Murphy to get raped then rape you together with murphy. Uses you to get information for him because he is a selfish asshole. He makes it clear he don't care about you he only cares about his daughter. Forces you to kill an innocent person for your freedom. No thanx would never marry that guy. Would be poetic justice when he finds his own daughter in a slave cage as a slave one day. As for him being in concord yeah I do feel it is a bit abrupt. And It would be cool if he actually recognizes you. As for story I don't think JB should overcomplicate the mod. I like the missions system no need for an overcomplicated story. Now that does not mean I don't want a story. I would also like to see that slider for the amounts of missions to have an infinite setting.  Where you can become an permanent slave. Maby gain enough trust as to where you can use weapons later on to protect yourself. As the mod grows he can just add more and more missions as time goes by. Making the mod never ending.

Posted

I hope the new version makes the skimpy outfits a soft requirement and if you don't have it installed, the slaves just wear rags or something.

Posted
1 hour ago, gegging said:

I hope the new version makes the skimpy outfits a soft requirement and if you don't have it installed, the slaves just wear rags or something.

Remember that you are not forced to wear these clothes. The whole mod can be done with the prisoner rag. There is always one in the case next to the bed in the W. House. 

 

14 hours ago, yamaoh said:

Nice to meet you. I am Japanese. I used to be a pornographic scenario writer.
I think "Commonwealth Slavers" is interesting, sensual and wonderful.
Unfortunately, after completing the current version, Gristle (with whom I had a good relationship) immediately appears as an enemy in front of the "Museum of Freedom" (and forgetting about the player!) , and dies easily.
If there is a "true end", I would like to see a story where Gristle and the player get married and have a sensual master-slave relationship (like nukaraide), but still be able to return to the main story of saving the world.
Please take care of yourself as I am in no hurry.
I look forward to the sequel. I will be rooting for you.

Translated with DeepL

Thank you. As Osculim wrote to you, I have a proper ending prepared. In this version I didn't have the time to finish the story. And I really don't see Gristle as husband material. 

Posted
14 minutes ago, JB. said:

Remember that you are not forced to wear these clothes. The whole mod can be done with the prisoner rag. There is always one in the case next to the bed in the W. House. 

 

Thank you. As Osculim wrote to you, I have a proper ending prepared. In this version I didn't have the time to finish the story. And I really don't see Gristle as husband material. 

 

Being a fanatic of Gor, I'm hoping for an option of "nothing". LOL

In the Gorean world, nothing is the starting slave uniform. Slaves must earn the right to wear clothing. 

Posted
14 minutes ago, Rickonhh said:

 

Being a fanatic of Gor, I'm hoping for an option of "nothing". LOL

In the Gorean world, nothing is the starting slave uniform. Slaves must earn the right to wear clothing. 

Ah, now that I remember I did read Gor's book you recommended. It was in February or something like that. unfortunately it didn't end up hooking me. I tried to forcefully continue it but fantasy is definitely not my style and while I think it was a very advanced world, there was a certain medieval feel or barbaric behaviors. I think that's the reason why I have no interest in creating a mod for Skyrim.

 

Posted
2 hours ago, JB. said:

Ah, now that I remember I did read Gor's book you recommended. It was in February or something like that. unfortunately it didn't end up hooking me. I tried to forcefully continue it but fantasy is definitely not my style and while I think it was a very advanced world, there was a certain medieval feel or barbaric behaviors. I think that's the reason why I have no interest in creating a mod for Skyrim.

 

I can understand that. In Fallout 4 Deathclaws and 2-headed cows are about as far as can go in the fantasy category in order to be realistic and not get too far "out there". lol

But the basic slavery cultural methods I thought would be spot on for most any situation. Speaking of Skyrim, with your talent you could have made an amazing mod for that game. But I understand if medieval "sword and shield" isn't your thing. 

 

Even in real history such as the Barbary pirates and slavers, freshly captured slaves, even males, were denied clothing in order to enforce that helpless and hopeless mindset. 

 

Posted
3 hours ago, JB. said:

Remember that you are not forced to wear these clothes. The whole mod can be done with the prisoner rag. There is always one in the case next to the bed in the W. House. 

You still need to have the skimpy outfit mod installed or commonwealth slavers mod will not work.

That is my point.

Posted

Question. Quest Starter Murphey. 

I understand your warning system and the importance it has. 

I would really like to have Murphey Roaming around and be more of a random encounter. 

I LOVE this mod. Its one of the best out there. But also I find myself planning around it, I know hes there waiting for me to accept the declaimer.  Just sitting there waiting. So I build, I do quests raidiants, let me run this errand, or this errand first. 

I would like to have some actual inconvenience and danger.

 

How difficult would it be to mend old Murphey's hurt leg and prod him along to kind of wander around as an enemy just waiting to attack? I understand he might show up at the most inconvenient time, but that's a danger and risk I would love to have. 

 

Posted
1 hour ago, Saint_Olaf said:

Question. Quest Starter Murphey. 

I understand your warning system and the importance it has. 

I would really like to have Murphey Roaming around and be more of a random encounter. 

I LOVE this mod. Its one of the best out there. But also I find myself planning around it, I know hes there waiting for me to accept the declaimer.  Just sitting there waiting. So I build, I do quests raidiants, let me run this errand, or this errand first. 

I would like to have some actual inconvenience and danger.

 

How difficult would it be to mend old Murphey's hurt leg and prod him along to kind of wander around as an enemy just waiting to attack? I understand he might show up at the most inconvenient time, but that's a danger and risk I would love to have. 

 

That wouldn't really make sense because this is supposed to be a sort of alternate start mod. He's sitting there with his "broken" leg right in front of the vault because you're supposed to interact with him the first thing you get out of the vault. If instead you are avoiding him and doing random radiant quests and all for whatever reason before going to start the mod, well...that's not an alternate start, is it? Don't get me wrong, you have the right to play the mod how you like but what you are asking for is basically to make a non-alternate start version of the mod and JB. has already answered someone else's question about the same thing just few days ago:

 

On 5/21/2023 at 10:34 AM, JB. said:
On 5/21/2023 at 9:23 AM, Hardfliprus2 said:

Are you planning to allow non-alternative start playthrough? Im in the first half of the main quest and really want to see how my proud and arrogant minuteman general gonna be abused and turned into submissive fuck nugget )) and how it will affect her future))

It's an excellent question I ask myself sometimes.

 

Imagine your case. You are already in the middle of the story and you are already a General. Chances are Jared is already dead let alone Gristle. Using Ack-Ack and Red Tourette, which is always in my plans, would also be out of the question because they're probably already dead in your case.

 

So how can I offer a story in that scenario of yours?

 

I must create new raiders. Exclusive characters for this mod (something like Murphy, Big Bomb or Lindstrom currently are). Stop using Jared and Gristle, and create a new Boss and a new Right Hand. The idea is suggestive because I have a new worldspace and it would no longer be mandatory to start a new game.

 

Of course, that will mean moving all of the current infrastructure to the new worldspace. (The real headache here).

 

And getting rid of Gristle would be difficult (I kind of grew fond of this character). 

  

Posted (edited)
2 hours ago, ckworth said:

That wouldn't really make sense because this is supposed to be a sort of alternate start mod. He's sitting there with his "broken" leg right in front of the vault because you're supposed to interact with him the first thing you get out of the vault. If instead you are avoiding him and doing random radiant quests and all for whatever reason before going to start the mod, well...that's not an alternate start, is it? Don't get me wrong, you have the right to play the mod how you like but what you are asking for is basically to make a non-alternate start version of the mod and JB. has already answered someone else's question about the same thing just few days ago:

 

  

 

Yeah I understand that.

I wasn't complaining or anything I love the mod. Cant wait for the 2.0. This mod is a standard in my list. I have already played through it a few times. 

 

My problem really is I feel like its one, a little bit too early levelwise I have had a few difficulties with some other mods, not the creators problem.. Two, I would prefer to be hunted by the slavers and captured. VS Having to walk up and confirm that I really really mean it. It just kind of breaks the mood for me personally. 

Its just the hey kidnap me and throw me into slavery, no i really mean it. I understand why its there and all that. I solved it myself anyhow for my game. 

 

I actually opened up creation kit and fixed the problem myself lol. Just moved his location gave him a run and forcegreet with a wide radius and sneak. its not perfect, but its better for my preference. If I could figure out how to random spawn him somehow I would do that with a random chance. 

 

And now he hunts me down like the RE3 Nemiss chased me from concord back to Sanctuary and caught up with me after the tentacles grabbed me lol. 

Edited by Saint_Olaf
Posted (edited)
On 5/24/2023 at 2:29 PM, Saint_Olaf said:

 

Yeah I understand that.

I wasn't complaining or anything I love the mod. Cant wait for the 2.0. This mod is a standard in my list. I have already played through it a few times. 

 

My problem really is I feel like its one, a little bit too early levelwise I have had a few difficulties with some other mods, not the creators problem.. Two, I would prefer to be hunted by the slavers and captured. VS Having to walk up and confirm that I really really mean it. It just kind of breaks the mood for me personally. 

Its just the hey kidnap me and throw me into slavery, no i really mean it. I understand why its there and all that. I solved it myself anyhow for my game. 

 

I actually opened up creation kit and fixed the problem myself lol. Just moved his location gave him a run and forcegreet with a wide radius and sneak. its not perfect, but its better for my preference. If I could figure out how to random spawn him somehow I would do that with a random chance. 

 

And now he hunts me down like the RE3 Nemiss chased me from concord back to Sanctuary and caught up with me after the tentacles grabbed me lol. 

Basically, this is my only 'concern' or 'suggestion' for both JB's story mods that it would be great if they are more like 'DLC expansion quests' so they can always be part of the adventure for existing player character that you can participle any time rather than an 'alternate start quests' for a fresh vault dweller that you basically need to create a new character for it. I think it can give players a lot more imagination on the situation and can bring roleplaying to another level.

 

I am not a programmer myself but I think it maybe done like when you have installed the mods and activated it, it will completely overwrite the area and the npcs within so you don't have to worry about the previous progress in your game. Like some npcs are already dead at that time, it will revive them or even reset them for the quest and I think most people will understand that in order to enjoy the mod. And when you have finished 'Nuka Ride' or 'Commonwealth Slavers', you can keep the 'result' by continue activiating the mods or you may deactivate them so you can continue your previous quests in that area. I know it will probably involve a lot of work so it is just a thought or suggestion maybe for future mods.

 

(And my thought is a 'standalone expansion quest mod' can 'sell' better than an 'alternate start quest mod')

 

Edited by FLN369
Posted

Well my resolution worked for me. Now I have Murphey that is basically a terminator that once triggered will slowly stalk you no matter where you do to try and force greet you. You ook and see him in the distance if you aren't ready yet you betta run lol. Since hes carrying a heavy weapon he can only move so fast. lol 

Posted
16 hours ago, Saint_Olaf said:

Well my resolution worked for me. Now I have Murphey that is basically a terminator that once triggered will slowly stalk you no matter where you do to try and force greet you. You ook and see him in the distance if you aren't ready yet you betta run lol. Since hes carrying a heavy weapon he can only move so fast. lol 

NGL I'm about to try that, because that sounds much more up my alley. No offense intended to JB, I love the mod, especially when I am stressed because causing all this trouble for my OC is weirdly helpful, but I do like the concept of maybe going off into the world, seeing some of the horrors, attempt to find some semblance of normalcy, just to have it all ripped away in a random instance. The more unfortunate the area the more entertaining the narrative, in a sense. Caught just outside diamond city? A true experience of so close yet so far. While trying to help a few settlers? Damned if you do, damned if you don't, karma doesn't care in the wasteland. Stuff like that.

Posted
1 hour ago, Atsukiii said:

Im stuck at the beginning I can't seem to find the security booth to start.

As you come out the vault turn left murphy is sitting right there

 

Posted (edited)
11 minutes ago, osculim said:

As you come out the vault turn left murphy is sitting right there

 

Yeah I've fixed it now, but in Lucky Day when Murphy tells you to "Get your ass in the floor" nothing happens and when I try to talk to Murphy or Gristle they just say the same thing.image.jpeg.38a072eb531028ca9f52c8102f16b95a.jpeg

Edited by Atsukiii
Posted

Hiya,

 

This is my problem (Hopefully added to this post). I screwed up, and had to uninstall the mod like 25% before the end. Allthough I have been manually been able to fix certain things with console commands (Make Raiders hostile again, add myself to the player faction etc), Piper will not spawn. As you can see by the attached file, I tried the console command given by J.B., yet, I get this warning (You have to have won the mod to use this command). Are there any solutions?

cope.png

Posted
15 minutes ago, Vault__Girl said:

Hiya,

 

This is my problem (Hopefully added to this post). I screwed up, and had to uninstall the mod like 25% before the end. Allthough I have been manually been able to fix certain things with console commands (Make Raiders hostile again, add myself to the player faction etc), Piper will not spawn. As you can see by the attached file, I tried the console command given by J.B., yet, I get this warning (You have to have won the mod to use this command). Are there any solutions?

cope.png

Looking at the script, the only condition is that the main mission is stopped. So write.

 

StopQuest _CS_Thorns


CQF _CS_MCM FixEnding

 

This causes Piper to appear in her office and the Mayor appears and goes to his office as well.

Posted (edited)
1 hour ago, Atsukiii said:

Yeah I've fixed it now, but in Lucky Day when Murphy tells you to "Get your ass in the floor" nothing happens and when I try to talk to Murphy or Gristle they just say the same thing.image.jpeg.38a072eb531028ca9f52c8102f16b95a.jpeg

It only occurs to me that the AAF installation is not correct and the mod, by not being able to execute the scenes, cannot advance through stages correctly. Remember to have updated AAF and thus also the animations.

 

Edit: Indeed, the problem is that. Notice that 68% in the top corner. You can visit the AAF discord if you want people there to help you fix it, or you can do it yourself if you go to the official AAF guide here on Loverslab. It's called "AAF - The Fucking Manual".

Edited by JB.

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