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Posted
6 minutes ago, vaultbait said:

 

You said "i can still hear the beeping sound" and "My character head will also explode if i go too far away" which sounds a lot like you had a collar put on you by Raider Pet (those aren't aspects of other mods you mentioned anyway). If so, then be aware that the collar Raider Pet puts on you isn't from Real Handcuffs, it uses a collar from Devious Devices. I'd guess that you simply haven't installed DD, because if RP can't find the DD collar to put on you it just doesn't put a collar on you at all but still plays the periodic beeping effect and eventually kills you if you don't satisfy its expectations.

Couldn't get it to work the entire week and now that i stopped trying it's suddenly working?! The raider put a collar on my character(Raider Pet) and then had sex with it(Hardship)?! I would have to turn off Raider Pet and see but it does make sense. I'm just wondering ''why now that i had given up on it'' lol

Is there a patch so Raider Pet make use of Real Handcuffs collars? I tried DD on yet another new save yesterday and i absolutely hated it. I wasn't even 15 mins in and covered head to toe. No way Jose i ain't blindly hopping around the wasteland praying for miracles i want to keep a little bit of Fallout in my Fallout(just a little bit). ?

Posted
23 minutes ago, M2xim said:

Is there a patch so Raider Pet make use of Real Handcuffs collars? I tried DD on yet another new save yesterday and i absolutely hated it. I wasn't even 15 mins in and covered head to toe. No way Jose i ain't blindly hopping around the wasteland praying for miracles i want to keep a little bit of Fallout in my Fallout(just a little bit). ?

 

There's no patch, but you can always just put on another collar yourself and pretend. The main thing is you'll have to complete the Raider Pet quests to get out of the invisible collar you're not really wearing, since you won't be able to clear the scenario by removing the nonexistent collar (nor any substitute you equip yourself). Development on Raider Pet mostly ceased by the time Real Handcuffs added collars, so there has never really been a crossover between them.

Posted
9 minutes ago, vaultbait said:

 

There's no patch, but you can always just put on another collar yourself and pretend. The main thing is you'll have to complete the Raider Pet quests to get out of the invisible collar you're not really wearing, since you won't be able to clear the scenario by removing the nonexistent collar (nor any substitute you equip yourself). Development on Raider Pet mostly ceased by the time Real Handcuffs added collars, so there has never really been a crossover between them.

I said my head exploded but not really. The collar exploded in my face would've been more accurate(i was saved by Violate). I imagine i don't need to bother with that part anymore?

Thanks AGAIN btw! You're always there to help. ?

Posted
1 hour ago, M2xim said:

I tried DD on yet another new save yesterday and i absolutely hated it. I wasn't even 15 mins in and covered head to toe.

You can turn off the DD items being equipped in the Violate MCM. In which case you wont have any DD restraints applied. But, Raider Pet will use the DD slave collar asset.

IF you're also using Deviously Cursed Wasteland, just uninstall it, or adjust the globals to your liking.

Posted
11 hours ago, M2xim said:

I said my head exploded but not really. The collar exploded in my face would've been more accurate(i was saved by Violate). I imagine i don't need to bother with that part anymore?

 

Sounds like maybe you have Violate's "essential player" feature turned on and that somehow conflicted with the death event for the Raider Pet collar detonation, preventing it from killing you like it's supposed to. Things will probably be fine, but since I've not tried those together I can't say for sure.

Posted
12 hours ago, Exorive said:

Is this really correct?
I am concerned about the keyword

capture.PNG

 

No, that does not look right, the [00000009] should be [54000009], carrying forward the RH_Restraint keyword. In other words the DD/Servitron patch should only add keywords, not remove/replace keywords.

 

Can you please provide more details?

  • what options did you select in the installer?
  • what item does have this issue?
Posted
18 hours ago, Kharos said:

 

No, that does not look right, the [00000009] should be [54000009], carrying forward the RH_Restraint keyword. In other words the DD/Servitron patch should only add keywords, not remove/replace keywords.

 

Can you please provide more details?

  • what options did you select in the installer?
  • what item does have this issue?

FOMOD: Standard -> LLFP plugin checked -> DD + Servitron -> Slots: any
By any I mean that I tested both separately with the same result.
I tested this on FO4Edit 4.0.4 (nexus build) and 4.0.4c and 4.1.4 from the xEdit discord with identical results.
It basically affects all armor records as highlighted in the screenshot (All RH_ records)

Same thing happens even when I select only the patch esp when loading up FO4Edit, so it only loads master plugins.

capture.PNG

Posted
22 hours ago, Kharos said:

No, that does not look right, the [00000009] should be [54000009], carrying forward the RH_Restraint keyword. In other words the DD/Servitron patch should only add keywords, not remove/replace keywords.

 

You know what - the same issue is present in the DD compatibility patch:

 

image.png

 

I think I noticed it long ago but forgot to come by and mention it.  It seems like maybe you made the patch in the vanilla CK so the RH keyword isn't actually carried forward?  Anyway it's an easy fix.

Posted
16 hours ago, Exorive said:

FOMOD: Standard -> LLFP plugin checked -> DD + Servitron -> Slots: any
By any I mean that I tested both separately with the same result.
I tested this on FO4Edit 4.0.4 (nexus build) and 4.0.4c and 4.1.4 from the xEdit discord with identical results.
It basically affects all armor records as highlighted in the screenshot (All RH_ records)

Same thing happens even when I select only the patch esp when loading up FO4Edit, so it only loads master plugins.

capture.PNG

 

12 hours ago, EgoBallistic said:

 

You know what - the same issue is present in the DD compatibility patch:

 

image.png

 

I think I noticed it long ago but forgot to come by and mention it.  It seems like maybe you made the patch in the vanilla CK so the RH keyword isn't actually carried forward?  Anyway it's an easy fix.

 

 

It would be an easy fix, but it looks fine for me:

 

rh_servitron_dd_standard.thumb.png.b92a0453b237ebca3a1c5bac6c929a64.png

 

rh_dd_not_standard.thumb.png.d65927dd639f6bd9df5cdcc6e03582d0.png

 

But since there are two of you with the same problem there does seem to be an issue...

Posted
13 minutes ago, naaitsab said:

Maybe packed the wrong esp in the FOmod package? 

 

Nope. The FOMOD is created by my build script, it's not something that I do manually. Also I always install the FOMOD to ensure that I have exactly the same version as you all.

 

I just upgraded my FO4Edit to 4.0.4, and the error appeared too. Then I downgraded it to 4.0.2 again (you can see in my screenshots that this is the version that I had previously), and the error disappeared again.

 

:flushed:

 

I will try to do an in-game test to find out which of the two versions is correct, but at the moment I suspect a regression in FO4Edit. If so (and we can reproduce the issue) then that needs to be brought to the attention of Elminster...

Posted

Ok, I (locally) added the following temporary code to OnPlayerLoadGame:

 

RealHandcuffs:DebugWrapper.Trace(">>> RUNNING TEMPORARY CODE ON STARTUP <<<")
Armor handcuffs = Game.GetFormFromFile(0x000802, "RealHandcuffs.esp") as Armor
RealHandcuffs:DebugWrapper.Trace(">>> Handcuffs: " + LL_FourPlay.IntToHexString(handcuffs.GetFormID()) + " '" + handcuffs.GetName() + "'")
Game:PluginInfo[] plugins = Game.GetInstalledPlugins() 
Keyword[] kwds = handcuffs.GetKeywords()
RealHandcuffs:DebugWrapper.Trace(">>> Found " + kwds.Length + " keywords:")
Int index = 0
While (index < kwds.Length)
    Int formId = kwds[index].GetFormID()
    Int modId = formId / 0x01000000
    If (formId < 0)
        modId = 255 + modId ; assumes keyword is from not from light plugin
    EndIf
    RealHandcuffs:DebugWrapper.Trace(">>>   " + LL_FourPlay.IntToHexString(formId) + " (from " + plugins[modId].Name + ")")
    index += 1
EndWhile
RealHandcuffs:DebugWrapper.Trace(">>> FINISHED TEMPORARY CODE ON STARTUP <<<")

 

This produced the following output in my papyrus log:
 

>>> RUNNING TEMPORARY CODE ON STARTUP <<<
>>> Handcuffs: b3000802 'handcuffs'
>>> Found 8 keywords:
>>>   8f95b (from Fallout4.esm)
>>>   f4ae9 (from Fallout4.esm)
>>>   b300082a (from RealHandcuffs.esp)
>>>   b3000863 (from RealHandcuffs.esp)
>>>   1301196c (from Devious Devices.esm)
>>>   b3000965 (from RealHandcuffs.esp)
>>>   13004c5c (from Devious Devices.esm)
>>>   b3000009 (from RealHandcuffs.esp)
>>> FINISHED TEMPORARY CODE ON STARTUP <<<

 

Comparing with a screenshot of FO4Edit 4.0.2, this looks good:

fo4edit_402.png.b24ed9b05533a17b269d138e53a5f177.png

 

So it looks like everything works as it should in-game, meaning that the issue is probably with the newer FO4Edit versions.

Posted
21 hours ago, Kharos said:

So it looks like everything works as it should in-game, meaning that the issue is probably with the newer FO4Edit versions.

 

Thank you for checking this out.

Posted
3 hours ago, Exorive said:

 

Thank you for checking this out.

 

I'm in an ongoing discussion with some of the FO4Edit folks. It looks like I hit a bit of an edge case with plugin versions and record ids. Not yet 100% sure if the problem is with FO4Edit, or if FO4Edit is correct and things might stop working in the game. I don't feel in a hurry to "fix" things as it has been like it is for a long time, but they did give me some hints about how to resolve the issue.

Posted

Kharos, I think this explains why no one can play my mod with "DD compatibility Patch" installed (I had to put an ingame warning due to constant reports). 

 

My mod forces a collar on you, but at the same time blocks you from equipping armor. So I wrote a script so that collars and handcuffs were allowed, but armor was not. 

 

This is an excerpt from the script. 

 

 


    ElseIf akbaseObject.HasKeyword(ObjectTypeArmor) && !akbaseObject.HasKeyword(RH_Restraint)
        If !akbaseObject.HasKeyword(_CS_AllowedPiece_Keyword)
        FunctionsScript.BreakArms()
        RHScript.TriggerPlayerCollar()
        Debug.Notification("Slaves are not allowed to use armor!")
        PlayerREF.unequipitem(akBaseObject, false, true)
        EndIf

As you can see, I need the "RH_Restraint" keyword. But all users with the DD Compatibility patch report the same problem: the collar is immediately unequipped. (And an infinite loop of equip/unequip was started)

 

I haven't worked on that mod again yet and was planning to ask you a couple of questions in the future, but these last few posts made me turn on the spotlight. 
 

Posted (edited)
On 2/15/2023 at 10:59 PM, JB. said:

Kharos, I think this explains why no one can play my mod with "DD compatibility Patch" installed (I had to put an ingame warning due to constant reports). 

 

My mod forces a collar on you, but at the same time blocks you from equipping armor. So I wrote a script so that collars and handcuffs were allowed, but armor was not. 

 

This is an excerpt from the script. 

 

 


    ElseIf akbaseObject.HasKeyword(ObjectTypeArmor) && !akbaseObject.HasKeyword(RH_Restraint)
        If !akbaseObject.HasKeyword(_CS_AllowedPiece_Keyword)
        FunctionsScript.BreakArms()
        RHScript.TriggerPlayerCollar()
        Debug.Notification("Slaves are not allowed to use armor!")
        PlayerREF.unequipitem(akBaseObject, false, true)
        EndIf

As you can see, I need the "RH_Restraint" keyword. But all users with the DD Compatibility patch report the same problem: the collar is immediately unequipped. (And an infinite loop of equip/unequip was started)

 

I haven't worked on that mod again yet and was planning to ask you a couple of questions in the future, but these last few posts made me turn on the spotlight. 
 

 

I am not sure if it is caused by this issue. You can try the following:

 

  1. Open you mod in FO4Edit, got to File Header, check Version under HEDR. If this value is 0.95, change it to 1.0.
  2. If that does NOT solve the issue, try to change the Version in the DD Compatibility patch to 1.0 (it is currently 0.95).

 

Please tell me if these solve the issue. Especially if (2) solves the issue; if so then I will release a new version that changes the HEDR version of RealHandcuffs with all HEDR versions set to 1.0.

Edited by Kharos
Posted

Maybe putting the scope of the issue a level higher. Is there any specific objection to integrate the DD mesh slot change into the mod itself? Keywords can be injected via script in FO4 so with the help of loading the DD keyword(s) if it's installed they can be injected onto armor. And to be honest it would be far better practice for other mods to filter/check for RH specific keywords than the DD collar keyword. But that's just my personal preference.

Posted
3 hours ago, naaitsab said:

Maybe putting the scope of the issue a level higher. Is there any specific objection to integrate the DD mesh slot change into the mod itself? Keywords can be injected via script in FO4 so with the help of loading the DD keyword(s) if it's installed they can be injected onto armor. And to be honest it would be far better practice for other mods to filter/check for RH specific keywords than the DD collar keyword. But that's just my personal preference.

 

I have to admit that I did not think about that solution. I don't know if injecting keywords dynamically works correctly with functions like WornHasKeyword.

 

Apart from that the main difference is that I would have to maintain multiple versions of the main plug-in instead of just multiple versions of the patch plug ins. As there are multiple patch plug ins (awkcr, just business, DD/servitron), taking that approach in general would multiply the number of different "versions" of the main plug, as I would need to have a version for each possible combination of patch plug ins.

As the patch plug ins are ESL-flagged they are usually not a problem (e.g. they do not take up slots). so I tend to leave things as they are. Apart from fixing the HEDR version if it turns out that this is the cause of the issues.

Posted (edited)
1 hour ago, Kharos said:

 

I have to admit that I did not think about that solution. I don't know if injecting keywords dynamically works correctly with functions like WornHasKeyword.

 

Apart from that the main difference is that I would have to maintain multiple versions of the main plug-in instead of just multiple versions of the patch plug ins. As there are multiple patch plug ins (awkcr, just business, DD/servitron), taking that approach in general would multiply the number of different "versions" of the main plug, as I would need to have a version for each possible combination of patch plug ins.

As the patch plug ins are ESL-flagged they are usually not a problem (e.g. they do not take up slots). so I tend to leave things as they are. Apart from fixing the HEDR version if it turns out that this is the cause of the issues.

Ok, I have personally tested it since I don't use DD and everything works fine,  even without the need to correct the header (My mod is 1.0 btw). 

So I guess those who reported the bug are probably because of a load order issue? ?‍♂️

 

Which brings me to remember, could you flag Real Handcuffs.esp as an esm?

 

It would force the mod to go well up in the list of plugins. I remember that the main bug report for Hardship is precisely because users don't fix the load order and it looks like that will be the case with mine. 

 

 

Of course, you know your mod better than I do and the implications of putting that flag on it.


 

Edited by JB.
Posted
7 hours ago, JB. said:

Ok, I have personally tested it since I don't use DD and everything works fine,  even without the need to correct the header (My mod is 1.0 btw). 

So I guess those who reported the bug are probably because of a load order issue? ?‍♂️

 

Which brings me to remember, could you flag Real Handcuffs.esp as an esm?

 

It would force the mod to go well up in the list of plugins. I remember that the main bug report for Hardship is precisely because users don't fix the load order and it looks like that will be the case with mine. 

 

 

Of course, you know your mod better than I do and the implications of putting that flag on it.


 

 

I'm not 100% sure about the implications of setting the esm flag to be honest. I originally chose esp because it has the advantage of giving people more freedom for their load order. As you point out, that can also be a disadvantage ?.

Posted (edited)

 

 

Attached is a still unofficial version 0.4.16 that changes the HEDR record version to 1.0, as there are signs that the current set up can cause issues in-game. I may make this an official release later (e.g. this weekend).

 

[Edit: Removed attachment after publishing 0.4.16 as an official version]

Edited by Kharos
Posted
2 hours ago, KEKW12345678 said:

Hey quick question. Can I download the 0.4.15 Version somewhere? I need that Version get a Modlist working. Thx :)

 

Why? 0.4.16 should fully be compatible, the difference is very small (mainly a fix for the HEDR version).

Posted
20 minutes ago, Kharos said:

 

Why? 0.4.16 should fully be compatible, the difference is very small (mainly a fix for the HEDR version).

Its a requirement when I download a modlist via Wabbajack. I already tried the new Version but without the 0.4.15 Version I cant complete the download.

If its to much work dont worry Ill just wait until its compatible with the new List Version.

PS I used your mod before and its great keep up the good work :D

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