Kanlaon Posted January 1, 2024 Author Posted January 1, 2024 8 hours ago, jbezorg said: Do you mind if I fork this mod into a RC9 / SAKR version? I already thought of making an RC9 version by myself, but did not yet focus on that possibility. RC9 comes up with some new devious devices and since I have made a working bugfix for DD, I use the RC9 version now by myself. Keep in mind that there is already a Patch for RC8, that propably can be used for RC9. Regarding SAKR I am not sure if this is really necessary for the mod. Nearly all items simply overwrites the base from Devious devices. For SAKR there is also the possibility to use the ROBCO Patcher to make a mod compatible with SAKR without creating a hard dependancy. Nobody knows what the future holds and since I'm no longer the youngest, all of my mods are free to adopt. I guess I haven't included it in the description for this one yet. But that doesn't mean that I don't change my mods anymore. Of course I can also place your RC9 version here in the download area. Greetings 4
jbezorg Posted January 8, 2024 Posted January 8, 2024 On 1/1/2024 at 4:20 AM, Kanlaon said: I already thought of making an RC9 version by myself, but did not yet focus on that possibility. RC9 comes up with some new devious devices and since I have made a working bugfix for DD, I use the RC9 version now by myself. Keep in mind that there is already a Patch for RC8, that propably can be used for RC9. Regarding SAKR I am not sure if this is really necessary for the mod. Nearly all items simply overwrites the base from Devious devices. For SAKR there is also the possibility to use the ROBCO Patcher to make a mod compatible with SAKR without creating a hard dependancy. Nobody knows what the future holds and since I'm no longer the youngest, all of my mods are free to adopt. I guess I haven't included it in the description for this one yet. But that doesn't mean that I don't change my mods anymore. Of course I can also place your RC9 version here in the download area. Greetings Cool, thanks, I've been working on some changes. So far, I have a scripted soft dependency for SAKR for the stripping and restriction of clothing using SAKR keywords. falling back to armor slots if SAKR isn't loaded I also added the VATS debuffs that I created for blindfolds for RC9 that's buried in a post somewhere in the DD thread. Non humanoid races will equip the DD Parasite only. Finally a use it and no more wondering what a Gulper is doing with a spandex dress or how it even got one in the first place. 2
Kanlaon Posted January 8, 2024 Author Posted January 8, 2024 1 hour ago, jbezorg said: Cool, thanks, I've been working on some changes. So far, I have a scripted soft dependency for SAKR for the stripping and restriction of clothing using SAKR keywords. falling back to armor slots if SAKR isn't loaded I also added the VATS debuffs that I created for blindfolds for RC9 that's buried in a post somewhere in the DD thread. Non humanoid races will equip the DD Parasite only. Finally a use it and no more wondering what a Gulper is doing with a spandex dress or how it even got one in the first place. That is nice. I saw that you mainly wrote Skyrim mods, but in Fallout 4 script dependencies work a little differently because all scripts are also objects at the same time. This means that if too many required mods are missing, the entire script (object) may become invalid and may not work anymore. Unfortunately this happened to me with my first Fallout 4 mod. But you probably know that already. ? 1
jbezorg Posted January 9, 2024 Posted January 9, 2024 22 hours ago, Kanlaon said: That is nice. I saw that you mainly wrote Skyrim mods, but in Fallout 4 script dependencies work a little differently because all scripts are also objects at the same time. This means that if too many required mods are missing, the entire script (object) may become invalid and may not work anymore. Unfortunately this happened to me with my first Fallout 4 mod. But you probably know that already. ? Well, no, I didn't. Thanks for that heads-up. That's good to know. I'm not using SAKR API though so no empty script objects are created if the resource isn't present. I am wondering if a dummy this-is-not-the-mod-you-are-looking-for script object can be created to fill the void and keep the entire script valid now though. 1
sen4mi Posted January 13, 2024 Posted January 13, 2024 On 1/9/2024 at 3:30 PM, jbezorg said: Well, no, I didn't. Thanks for that heads-up. That's good to know. I'm not using SAKR API though so no empty script objects are created if the resource isn't present. I am wondering if a dummy this-is-not-the-mod-you-are-looking-for script object can be created to fill the void and keep the entire script valid now though. That sounds like it would work, but... I guess you would need an example of how to produce the problem before you could test if the solution worked. Anyways... count me in the "fans rooting for you" section - I would love having an "enchantings work with rc9" update. 1
Koopstaknicca21 Posted January 31, 2024 Posted January 31, 2024 this mod stops plug events for some reason idk if anyone else is aware
jbezorg Posted February 14, 2024 Posted February 14, 2024 (edited) On 1/13/2024 at 8:57 AM, sen4mi said: Anyways... count me in the "fans rooting for you" section - I would love having an "enchantings work with rc9" update. Consider this an Alpha RC9 version. Tested with DD RC9 These are optional though I might have missed a if-mod-exists-then-do-this check in places Roggvir's DD Items Manager (Kanlaon) DD Item selection and management FO4 Nude Basics (Kanlaon) Break armor. Not tested by me Sanity Framework Loss of sanity when wearing Institute or Vault-Tec collars [AAF] Sex Attributes - Framework Arousal increase & willpower decrease when wearing Institute or Vault-Tec collars Provocative Perks Nymphomania if Institute or Vault-Tec collars are worn too long Skimpy Armor Keyword Resource SAKR stripping. With SAKR clothing the player can't wear: Tops, bottoms, skirts with a DD harness or straight jackets Bottoms with DD plugs BUT skirts okay Tops with DD nipple piercings Legs with DD leg cuffs Other things WIP: Gags have a speech check. You have to pass the check to get the speech option. First option is very easy. You can try as much as you like. There's no skill point reward. WIP: Drop food or box food when wearing a gag - Basically copied from FO4 Nude Basics and disabled when enabled in that mod. - Food in your inventory gets stored in a box in your inventory. - That box is a quest item and can't be dropped. It's weight is set equal to the weight of all the food you had in your inventory when the DD gag was equipped. - When you pick up new food items you have the option to be asked to drop it or put it in the food box (adding it's weight). Without that option enabled you just drop it or put it back in the container. - Eventually I plan to add a ability to access that food box to sell/store it's contents. Animals that trigger a trap do not add DD devices like cuffs, piercings, gags, etc.. You get a DD Parasite instead. Robots and synths can have a multiplier to the trap chance. Leg cuffs no longer prevent jumping or sneaking. Leg cuffs have a sneaking debuff to move detection speed. i.e. you have to move even slower to avoid detection when wearing cuffs RC Cursed DD Enchantings.7z Edited February 27, 2024 by jbezorg 6
sen4mi Posted February 14, 2024 Posted February 14, 2024 Thank you... I am installing this now (though I am not using some of your optional dependencies -- nude basics needs ArmorKeywords.esm, and I gave up on tuning sanity framework to fit my preferences - I guess maybe either or both of those might be future projects for me)
jbezorg Posted February 14, 2024 Posted February 14, 2024 2 hours ago, sen4mi said: I am not using some of your optional dependencies -- nude basics needs ArmorKeywords.esm I am not using Nude Basics either. I just kept it since it was already included.
sen4mi Posted February 16, 2024 Posted February 16, 2024 The traps seem to work, but DD gear events are not triggering for me. Do they trigger for you?
jbezorg Posted February 19, 2024 Posted February 19, 2024 (edited) On 2/15/2024 at 11:53 PM, sen4mi said: The traps seem to work, but DD gear events are not triggering for me. Do they trigger for you? There were missing keywords on rendered devices. Replaced the 1st copy on the OP JIC someone DLs that and attached it here too. Edited February 27, 2024 by jbezorg 1
jbezorg Posted February 27, 2024 Posted February 27, 2024 On 2/18/2024 at 8:32 PM, jbezorg said: There were missing keywords on rendered devices. Replaced the 1st copy on the OP JIC someone DLs that and attached it here too. Fixed some missing dialogue scripts with the speech skill check to speak with a gag. Deleted a conflicting edit with plug events. RC Cursed DD Enchantings.7z 2
pavinec124 Posted May 8, 2024 Posted May 8, 2024 On 4/2/2024 at 1:55 PM, jbezorg said: Added KFT to the SAKR/RC9 version of DD Enchantings. Doesn't make any changes to the KFT armor sets like it does for the DD armor sets. Just adds: A slider to choose between KFT, DD or a mix of both in MCM The random KFT equip function from AAF Violate as a potential result based on the MCM slider. A KFT device key in addition to the DD key to the potential key drop also based on the MCM slider. Plus a bunch of other stuff I've been working on. A sneak detection debuff that increases the chance of enemy detection instead of preventing sneaking An repeatable hard speech check asking to remove a gag in the DD "mumph!" dialog. RC Cursed DD Enchantings.7z 1.42 MB · 83 downloads Hello, From my testing, the KFT/DD slider doesn't save after shutting down the game. Every time I start the game, the slider goes back to DD only. Do you know what could have caused that?
jbezorg Posted May 8, 2024 Posted May 8, 2024 14 hours ago, pavinec124 said: Hello, From my testing, the KFT/DD slider doesn't save after shutting down the game. Every time I start the game, the slider goes back to DD only. Do you know what could have caused that? Not sure, I'll have to check
egonm68 Posted May 17, 2024 Posted May 17, 2024 On 5/8/2024 at 8:17 PM, jbezorg said: Not sure, I'll have to check I gave the KFT/DD one you posted in the KFT thread a go yesterday. I also noticed that the MCM setting always resets to "DD only" on load. one other bug: the traps tend to knock out companions - permanently. Not always, but quite often. After, they are stuck in the "splayed out" pose (lying down, limbs splayed out - not the "down/waiting for stimpack"). And that persists, even through teleports. one fix I tried: I used FOedit to remove the knockdown-area-effect from the gas explosion. -> only the PC goes down - but sometimes it still 'splays out' out the companion(s). PS: Ivy appears to be especially susceptible to this. Others "shrug it off" better (and get restrained). (Maybe because I keep her as prime/'first slot' companion when having multiple followers. Or, different AI packages. <- just a wild guess) 1
egonm68 Posted May 17, 2024 Posted May 17, 2024 it could be worth having the option for a "less disruptive restraint application" when triggering a trap, with an MCM toggle. While the DCW way "is a bit lame", it causes less problems (but it is not without, mind you). taking the idea a little further, maybe a 0/1/2/3 toggle? 0 - default (as is, with knockdown) 1 - no knockdown, but with the fade to black 2 - apply restraints w/o visual effect,, but still drop the held weapon 3 - only apply restraints if I had to pick 2 of those, I'd go with 0+2 2
jbezorg Posted May 18, 2024 Posted May 18, 2024 I rolled back my FO4 version so the current version of F4SE works and finally managed to get the CK to work as well. Fixed the KFT/DD slider . I'll take a look at the other stuff. I've been working on tentacle plug, nipple, and gag devices. If you have Wasteland Dairy installed you'll end up addicted to cum and milk and won't be able to remove the devices. Get the tentacle monster off before it starts growing. Or turn it off in MCM Fusion Girl only but it should work with CBBE with some clipping. 1
Boareo Posted May 19, 2024 Posted May 19, 2024 @jbezorg I'm trying to use your patch to DD_Enchanting for solely for KFT, thus I do not have DD or Torture devices installed. Currently I am getting ESP errors in the MCM when loading into the game, and I believe the culprit is a 'Missing Masters' reliance that DD_Enchanting has on both DD and Torture Devices ESMs. I am unsure whether this was intended, though I thought I should note it in the case that it wasn't. Atop of this, I was wondering whether there's an easy fix that isn't installing either DD or TD (As I'm trying to move to purely KFT on this playthrough) as obviously I wont be needing the functionality of either of those parent mods, just KFT. Thanks : )
jbezorg Posted May 19, 2024 Posted May 19, 2024 (edited) 2 hours ago, Boareo said: I'm trying to use your patch to DD_Enchanting for solely for KFT, thus I do not have DD or Torture devices installed. That won't work. DD is still required and I doubt that I'll remove it. ( P.S. Don't use DD 2.0. Use DD RC9 because it fixes a lot of stuff ) Edited May 19, 2024 by jbezorg
SkyRoller Posted May 27, 2024 Posted May 27, 2024 On 5/18/2024 at 4:54 PM, jbezorg said: I rolled back my FO4 version so the current version of F4SE works and finally managed to get the CK to work as well. Fixed the KFT/DD slider . I'll take a look at the other stuff. I've been working on tentacle plug, nipple, and gag devices. If you have Wasteland Dairy installed you'll end up addicted to cum and milk and won't be able to remove the devices. Get the tentacle monster off before it starts growing. Or turn it off in MCM Fusion Girl only but it should work with CBBE with some clipping. Hi, do you have any news about a new version fixing the KFT/DD Slider ? 1
jbezorg Posted May 27, 2024 Posted May 27, 2024 2 hours ago, SkyRoller said: Hi, do you have any news about a new version fixing the KFT/DD Slider ? Yep. Going to posted in it's own thread 2
SkyRoller Posted May 28, 2024 Posted May 28, 2024 21 hours ago, jbezorg said: Yep. Going to posted in it's own thread Thank you ! 1
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