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Posted
On 3/6/2022 at 2:50 AM, jarno5 said:

I was wondering if there could be an option to cut the handcuffs on Weapon workbenches and armor workbenches around the commonwealth as addition to the owned workshops.

Would i be able to do this myself with F4Edit by messing with some keywords?

It's not difficult - you need to copy the armor workbench into this mod (the weapon workbench will not work) and add a keyword to it: RH_ActivateWithBoundHands. Actually everything - now you can get rid of the handcuffs on any workbench by simply disassembling them. 

Posted

Hi, dunno if this bug has been reported already, but I think I figured out why Shock collar approach doesn't work for some people.  I looked inside the script sorce files and found that the variables that hold keywords from RealHandcuffs are initialized in the same function that initializes variables for Devious devices. Now, if the DD esm is not found, that function is never called, and the keywords from real handcuff will not be initialized either. Later when scripts tries to check if the player is wearing items with these keywords, the checks will always fail, even if player is wearing the collar.

 

I don't have any creation kit installed and I don't know how to compile these scripts sources into files that the game understands. If someone could help me learn or point me to some tutorial I could try my hand at a fix. Otherwise hope to see a bug fix released because I don't want devious devices (mostly because of its dependencies like AWKCR) in my game.

Posted
1 hour ago, legato81 said:

Hi, dunno if this bug has been reported already, but I think I figured out why Shock collar approach doesn't work for some people.

 

Sorry, I do not know what you are talking about...

 

1 hour ago, legato81 said:

I looked inside the script sorce files and found that the variables that hold keywords from RealHandcuffs are initialized in the same function that initializes variables for Devious devices. Now, if the DD esm is not found, that function is never called, and the keywords from real handcuff will not be initialized either. Later when scripts tries to check if the player is wearing items with these keywords, the checks will always fail, even if player is wearing the collar.

 

Are you talking about RealHandcuffs source files? If so, can you please point me at the script/line that has the problem?

Posted
2 hours ago, legato81 said:

Hi, dunno if this bug has been reported already, but I think I figured out why Shock collar approach doesn't work for some people.  I looked inside the script sorce files and found that the variables that hold keywords from RealHandcuffs are initialized in the same function that initializes variables for Devious devices. Now, if the DD esm is not found, that function is never called, and the keywords from real handcuff will not be initialized either. Later when scripts tries to check if the player is wearing items with these keywords, the checks will always fail, even if player is wearing the collar.

 

I don't have any creation kit installed and I don't know how to compile these scripts sources into files that the game understands. If someone could help me learn or point me to some tutorial I could try my hand at a fix. Otherwise hope to see a bug fix released because I don't want devious devices (mostly because of its dependencies like AWKCR) in my game.

I don't think that neither the last official (and bugged) DD release or the DD community edition interfere with RH. It might be that the RH DD addon ESP is outdated because of new items added but that has to do with slots, not scripts or other crucial things.

Posted
3 hours ago, legato81 said:

Hi, dunno if this bug has been reported already, but I think I figured out why Shock collar approach doesn't work for some people.  I looked inside the script sorce files and found that the variables that hold keywords from RealHandcuffs are initialized in the same function that initializes variables for Devious devices. Now, if the DD esm is not found, that function is never called, and the keywords from real handcuff will not be initialized either. Later when scripts tries to check if the player is wearing items with these keywords, the checks will always fail, even if player is wearing the collar.

 

I don't have any creation kit installed and I don't know how to compile these scripts sources into files that the game understands. If someone could help me learn or point me to some tutorial I could try my hand at a fix. Otherwise hope to see a bug fix released because I don't want devious devices (mostly because of its dependencies like AWKCR) in my game.

 

This sounds like you're talking about the Sexual Harassment mod. Try reposting in its support thread.

Posted
11 hours ago, vaultbait said:

 

This sounds like you're talking about the Sexual Harassment mod. Try reposting in its support thread.

You're right, sorry for the confusion.  I thought I was posting there but my brain tricked me.

Posted
15 hours ago, Kharos said:

 

Sorry, I do not know what you are talking about...

 

 

Are you talking about RealHandcuffs source files? If so, can you please point me at the script/line that has the problem?

Sorry I posted in the wrong thread. I was talking about a bug in Sexual Harassment that integrates items from real handcuffs mod.

  • 4 weeks later...
Posted

Would it be possible to get an event that fires when the collar is unlocked? I want to run some scripts on that but there's no custom events that fire, only the default OnUnequip() function, which from what I can tell your mod uses to fire the interaction menus and reequip the item in question. The only workaround I can think of is waiting for a period of time after onUnequip() then double-checking if the item is unequipped or not.

Posted
8 hours ago, noncorporeal said:

Would it be possible to get an event that fires when the collar is unlocked? I want to run some scripts on that but there's no custom events that fire, only the default OnUnequip() function, which from what I can tell your mod uses to fire the interaction menus and reequip the item in question. The only workaround I can think of is waiting for a period of time after onUnequip() then double-checking if the item is unequipped or not.

Proper way would be to use mod events on specific actions like lock, unlock, trigger, pin action etc. But that would need to be added by @Kharos I checked the current code but can't find any.

 

In the meantime you could look into https://www.creationkit.com/fallout4/index.php?title=Remote_Papyrus_Event_Registration not the best but saves you from polling the inventory.

Posted (edited)
19 hours ago, noncorporeal said:

Would it be possible to get an event that fires when the collar is unlocked? I want to run some scripts on that but there's no custom events that fire, only the default OnUnequip() function, which from what I can tell your mod uses to fire the interaction menus and reequip the item in question. The only workaround I can think of is waiting for a period of time after onUnequip() then double-checking if the item is unequipped or not.

 

10 hours ago, naaitsab said:

Proper way would be to use mod events on specific actions like lock, unlock, trigger, pin action etc. But that would need to be added by @Kharos I checked the current code but can't find any.

 

In the meantime you could look into https://www.creationkit.com/fallout4/index.php?title=Remote_Papyrus_Event_Registration not the best but saves you from polling the inventory.

 

There are custom events on RealHandcuffs:Library:
https://github.com/RealHandcuffs/RealHandcuffs/blob/master/package/0_Common/Scripts/Source/User/RealHandcuffs/Library.psc#L100

https://www.creationkit.com/fallout4/index.php?title=Custom_Papyrus_Events

 

The first argument is an Actor, the second argument is a RealHandcuffs:RestraintBase:

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/ActorToken.psc#L326

 

I am using them myself in multiple places. The events fire for all restraints (i.e. also for handcuffs), so if you want to trigger on collars only you need to check that the restraint is a collar. You can either call RestraintBase.GetImpact() and compare the result with Library.RemoveTriggerEffect:

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/RestraintBase.psc#L50

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/ShockCollarBase.psc#L46
https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/Library.psc#L43

Or just check the type of the restraint, e.g. check that (restraint as RealHandcuffs:ShockCollarBase) != None.

 

Also note that these are all mod-internal APIs. If I ever do big changes they could change, at least in theory. Sorry!

Edited by Kharos
Posted
3 hours ago, Kharos said:

 

 

There are custom events on RealHandcuffs:Library:
https://github.com/RealHandcuffs/RealHandcuffs/blob/master/package/0_Common/Scripts/Source/User/RealHandcuffs/Library.psc#L100

https://www.creationkit.com/fallout4/index.php?title=Custom_Papyrus_Events

 

The first argument is an Actor, the second argument is a RealHandcuffs:RestraintBase:

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/ActorToken.psc#L326

 

I am using them myself in multiple places. The events fire for all restraints (i.e. also for handcuffs), so if you want to trigger on collars only you need to check that the restraint is a collar. You can either call RestraintBase.GetImpact() and compare the result with Library.RemoveTriggerEffect:

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/RestraintBase.psc#L50

https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/ShockCollarBase.psc#L46
https://github.com/RealHandcuffs/RealHandcuffs/blob/03717a97f613ec351c0591d22869e3add598708b/package/0_Common/Scripts/Source/User/RealHandcuffs/Library.psc#L43

Or just check the type of the restraint, e.g. check that (restraint as RealHandcuffs:ShockCollarBase) != None.

 

Also note that these are all mod-internal APIs. If I ever do big changes they could change, at least in theory. Sorry!

 

Oh I must have missed those, I didn't see that at all. Thanks for pointing it out, now my code is a little bit less spaghetti

Posted
10 hours ago, noncorporeal said:

 

Oh I must have missed those, I didn't see that at all. Thanks for pointing it out, now my code is a little bit less spaghetti

Yeah me as well, did not think of the Custom Event handler ?

 

If possible an event when the collar/cuffs are tampered with would also be nice.

Posted

Hello, I'm having an issue that the animations while wearing the handcuff don't work. The scripts for escaping work fine so do the MCM options. When I'm trying to cuff a companion, I'm geitng an error message: "[RealHandcuffs] Unable to find MT animation keyword for FF04B2C3"

The animation ID varies depending on which Handcuff I'm trying to use. I'm using Vortex and AAF v166 and tried the following:

  • Delete all files from Real Handcufs in Fallout 4\Data
  • Reinstall the latest version
  • Stepping back to AAF v161

Any suggestions?

Posted
10 hours ago, SCZero said:

Hello, I'm having an issue that the animations while wearing the handcuff don't work. The scripts for escaping work fine so do the MCM options. When I'm trying to cuff a companion, I'm geitng an error message: "[RealHandcuffs] Unable to find MT animation keyword for FF04B2C3"

The animation ID varies depending on which Handcuff I'm trying to use. I'm using Vortex and AAF v166 and tried the following:

  • Delete all files from Real Handcufs in Fallout 4\Data
  • Reinstall the latest version
  • Stepping back to AAF v161

Any suggestions?

 

That's the ID of the handcuffs instance (in the error message), not of the animation, so it is logical that the ID depends on the handcuffs.


Detecting the animation for the cuffs requires a function in the ObjectReference script that is added by F4SE. So the most probable reason is that F4SE is not installed correctly. Please try to reinstall it; especially make sure that the SKSE papyrus script files (*.pex) are installed correctly, inside the Fallout 4\Data\Scripts folder.

Posted
On 4/24/2022 at 11:56 PM, Kharos said:

 

That's the ID of the handcuffs instance (in the error message), not of the animation, so it is logical that the ID depends on the handcuffs.


Detecting the animation for the cuffs requires a function in the ObjectReference script that is added by F4SE. So the most probable reason is that F4SE is not installed correctly. Please try to reinstall it; especially make sure that the SKSE papyrus script files (*.pex) are installed correctly, inside the Fallout 4\Data\Scripts folder.

Wow, just as simply as that. Some of the files of F4SE were just missing. I have no idea why cause I didn't make any changes in this folders.

Weird stuff but thanks for the quick help. Really appreciate it :)

Posted (edited)

Recently added this mod to my load order, enjoying the new dynamics it adds. I read through the mod description page, but didn't see any info on my following question. I'm curious on how I utilize the Misc Firmware items?

 

(Edit) I think I just answered my own question, the Firmware Dumps are just components to craft your own collars.

Edited by Church the Cat
Further investigation.
Posted
2 minutes ago, chenfan said:

Excellent mod!! I just installed recently. I have no idea of how to unlock the shock collar.  Need some help.

If you put on yourself, just unlock it. If a mod like Violate put it on, then the Raider that collared you will have a Shock Collar Note with the code.

If all else fails, use the MCM>Real Handcuffs>Debug menu to remove it.

Posted (edited)

Im a modder and i was wondering if their is a way for the player to where a shock collar and be shocked if they get to far from a npc while the npc walks to a location

Edited by eidod23
Posted
56 minutes ago, eidod23 said:

Im a modder and i was wondering if their is a way for the player to where a shock collar and be shocked if they get to far from a npc while the npc walks to a location

You could implement a range check with https://www.creationkit.com/fallout4/index.php?title=GetDistance_-_ObjectReference

 

-Create a invisible object (Xmarker) and place it near the NPC/player/known object.

-Run a check every x seconds to poll the distance between the player and the object above using the GetDistance.

-Trigger the collar when the distance is above Y. This is documented in the ThirdPartyApi script

-Bonus add some sound effects when the player is nearer than Y. So for exmple 1000= sound A 2000 = sound A 2 times, 3000 = collar trigger

 

You can make this in a Magic effect, but that is a bit clunky and does not always survive if you change cells ingame. So I would place it on a quest alias. And start/stop the check loop only when required. 

Posted
10 hours ago, izzyknows said:

If you put on yourself, just unlock it. If a mod like Violate put it on, then the Raider that collared you will have a Shock Collar Note with the code.

If all else fails, use the MCM>Real Handcuffs>Debug menu to remove it.

Hey, thanks man. I'll try this later. In fact, I have tried to unlock the annoying collar but failed. When I unequip the collar, the pip-boy screen pops out. Then I have to code a four-digit password. Seems if I don't have the 4-digit password,I can't unlock the collar. The question is I haven't found the right password yet. 

Posted
6 hours ago, naaitsab said:

You could implement a range check with https://www.creationkit.com/fallout4/index.php?title=GetDistance_-_ObjectReference

 

-Create a invisible object (Xmarker) and place it near the NPC/player/known object.

-Run a check every x seconds to poll the distance between the player and the object above using the GetDistance.

-Trigger the collar when the distance is above Y. This is documented in the ThirdPartyApi script

-Bonus add some sound effects when the player is nearer than Y. So for exmple 1000= sound A 2000 = sound A 2 times, 3000 = collar trigger

 

You can make this in a Magic effect, but that is a bit clunky and does not always survive if you change cells ingame. So I would place it on a quest alias. And start/stop the check loop only when required. 

Hay so I am like ignorant involving scripts so any help with the scripts to implament real handcuffs into my mod would be amazing

Posted
3 hours ago, eidod23 said:

Hay so I am like ignorant involving scripts so any help with the scripts to implament real handcuffs into my mod would be amazing

Feel free to send a DM with the things you already got and what is not working, sure I can get you up and running.

Posted

Kudos for this great mod. I have it always in my load order.

But there is one thing I do not like. The shock collar especially how to type in a combination.

That is a real horror at least for me using a gamepad.

Per accident, today I found this mod on the nexus as a modders resource. I do not know if it can be used for directly typing in the combination, but it looked promising;

 

https://www.nexusmods.com/fallout4/mods/27347?tab=files

 

Regards :)

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