HeavyYoungHeathens Posted June 1, 2024 Author Posted June 1, 2024 6 hours ago, vranina said: You were right! The lighting mod was. I never would have thought that lighting and environment mods could conflict. Yeah xD, Any light mods secretly are cell edits
MuhUsername Posted June 11, 2024 Posted June 11, 2024 Is there a way to get this mod, specifically with the Crazy Rug req, to play nicely with UAP?
HeavyYoungHeathens Posted June 11, 2024 Author Posted June 11, 2024 (edited) UAP is a mod that handles AAF animation files, rerouting sounds, adding animation stages, animation visual effects via xmls Crazy Rug Version is a simple furniture mod that allows you to place invisible rugs in the settlements and assign settlers to them, so they loop the rug animations (similiar how any other furniture mod works) They have no overlaps or incompatibilities, they run in completely separate environments from each other.. I myself run both and have no issues. If your mods are getting disabled, it is probably because you are reaching plugin limit, check your active ESMs+ESPs section in MO2 and make sure it doesn't reach 255 Also make sure that you activate both mod and its plugin in the plugin list Edited June 11, 2024 by HeavyYoungHeathens
Douie Posted June 12, 2024 Posted June 12, 2024 Hey Heavy, was wondering if your mod is considered complete or if you had any future planned update ? Thanks
HeavyYoungHeathens Posted June 12, 2024 Author Posted June 12, 2024 12 hours ago, Douie said: Hey Heavy, was wondering if your mod is considered complete or if you had any future planned update ? Thanks Right now there are a couple of locations left untouched and a few little bugs I noticed that will need to be fixed, nothing gamebreaking, mostly visual... I also plan to add a couple of more furniture variations and decorations, but being busy irl so i cannot promise any eta 1
katrina.balanchuk Posted June 14, 2024 Posted June 14, 2024 Thank you for your fun and immersive mod. It is quite realistic I think for such a world. Will this ever be fully integrated with Commonwealth Captives? I have Commonwealth Captives set in MCM to maximum (100% chance to spawn first and 100% chance to spawn follow on captive) For example you have some cages out, but they are always empty even though they would be much more logical for the "bad" guys to store girls. I think I saw a reference to integration if a certain furniture mod is present i have that, but I still never see Commonwealth captives in those cages or in in those pillories. The CC default furniture they are otherwise mounted on seems like it would eventually injure them, perhaps even badly. But cages would not,.. plus also protect them from getting attacked by wasteland creatures if the guards got called away for any reason (like bathroom break or doing negotiations) Also could we get more of the bigger cages? the small cages are impossible to use since an NPC cannot get in. I tried with my character to TCL myself into one as the character is oo tall to fit Maybe if there was a kneeling mat inside the small cages. There is only one cage i found (one a corvega roof) where the character could fit inside and if she wears a blinking collar and has harrassment set to "sex" only she will get approaches properly fitting that situation. But other locations I have yet to find cages she could fit. But I really think if the small cages get a kneelling mat (there are files for that) the small ones might work.
katrina.balanchuk Posted June 14, 2024 Posted June 14, 2024 (edited) On 3/15/2024 at 11:11 PM, EgoBallistic said: I have added code to Commonwealth Captives to populate these devices. Testing looks good so far: The new code looks for any existing devices and will spawn captives in them. Once it has run out of existing devices it uses the original logic, which is to try to find a spot for a new device and put the captive in that, and if that fails just place the captive on the ground. Spawning behavior is the same as before: only as many captives will spawn as there are enemies in the location, and captives will disappear when the area unloads. This means you won't see captives in locations that have been cleared. This is great. Do you think I need to start a new game to see that? Have not seen them yet? Ill go now an check i have the latest versions. PS: Now all we need is an integrattion with human resource or just business. I understand there is a mod out where trudy buys and sells? An occupied cage at Drumlin Diner would be funny. There is a mod that places an extra female NPC at drumlin diner. I always SLM her into someone attractive and have her near naked, so its implied she is worked by either Wolfgang or trudy. Edited June 14, 2024 by katrina.balanchuk 1
vaultbait Posted June 14, 2024 Posted June 14, 2024 9 hours ago, katrina.balanchuk said: Do you think I need to start a new game to see that? Have not seen them yet? For the most part, it reuses available furniture if it's one of the types of furniture CC would have placed a temporary version of, so it's also possible that you may have seen it working and just not noticed. I don't think it requires restarting the game. 2
HeavyYoungHeathens Posted June 14, 2024 Author Posted June 14, 2024 9 hours ago, katrina.balanchuk said: Thank you for your fun and immersive mod. It is quite realistic I think for such a world. Will this ever be fully integrated with Commonwealth Captives? I have Commonwealth Captives set in MCM to maximum (100% chance to spawn first and 100% chance to spawn follow on captive) For example you have some cages out, but they are always empty even though they would be much more logical for the "bad" guys to store girls. I think I saw a reference to integration if a certain furniture mod is present i have that, but I still never see Commonwealth captives in those cages or in in those pillories. The CC default furniture they are otherwise mounted on seems like it would eventually injure them, perhaps even badly. But cages would not,.. plus also protect them from getting attacked by wasteland creatures if the guards got called away for any reason (like bathroom break or doing negotiations) Also could we get more of the bigger cages? the small cages are impossible to use since an NPC cannot get in. I tried with my character to TCL myself into one as the character is oo tall to fit Maybe if there was a kneeling mat inside the small cages. There is only one cage i found (one a corvega roof) where the character could fit inside and if she wears a blinking collar and has harrassment set to "sex" only she will get approaches properly fitting that situation. But other locations I have yet to find cages she could fit. But I really think if the small cages get a kneelling mat (there are files for that) the small ones might work. Thank you! Integration with Com Captives has already been done by Ego, you need to turn on the feature to allow CC use furniture not placed by player option in MCM. About cages: I used small cages more often because most of the interiors aren't that big and to decrease navigational problems for NPCs... That being said there are quite a few places where big ones are used 1
POLE7645 Posted July 10, 2024 Posted July 10, 2024 On 5/6/2024 at 2:17 AM, HeavyYoungHeathens said: Thank you, I will look into whats causing this issue Hey, remember that weird guillotine (with a circular saw) I found at Shamrock Taphouse that crashed my game when I got close? I found another one at Malden Center (in the final room). And yes, it did crash my game. Any idea where this furniture comes from?
HeavyYoungHeathens Posted July 10, 2024 Author Posted July 10, 2024 20 hours ago, POLE7645 said: Hey, remember that weird guillotine (with a circular saw) I found at Shamrock Taphouse that crashed my game when I got close? I found another one at Malden Center (in the final room). And yes, it did crash my game. Any idea where this furniture comes from? It’s from torture devices… I thought: hey that’s a nice prop to use somewhere, I wonder why it didn’t make the cut in the final mod release… here is the answer I guess… sorry for crashes I will fix the issue and thank your for reporting/investigating it 👍🏻
POLE7645 Posted July 12, 2024 Posted July 12, 2024 On 7/10/2024 at 7:35 PM, HeavyYoungHeathens said: It’s from torture devices… I thought: hey that’s a nice prop to use somewhere, I wonder why it didn’t make the cut in the final mod release… here is the answer I guess… sorry for crashes I will fix the issue and thank your for reporting/investigating it 👍🏻 Maybe we should tell the maker of Torture Devices. Don't know if he intends to finish those furnitures, but he might need a little heads-up. There isn't enough funitures like these.
neokio Posted August 9, 2024 Posted August 9, 2024 On 3/25/2024 at 9:11 PM, HeavyYoungHeathens said: I believe you can use both of them without issues Thank you ... I also used the the AAF "Fucking Manual" install guide, and also installed the Gun version. Might be worth mentioning this in your description! 1
Dusk_Sunlight Posted August 12, 2024 Posted August 12, 2024 Where can i find all the signs and such you put around the furnishings? I'd love to hang some of those banners and sale signs. 1
HeavyYoungHeathens Posted August 17, 2024 Author Posted August 17, 2024 On 8/12/2024 at 10:39 PM, Dusk_Sunlight said: Where can i find all the signs and such you put around the furnishings? I'd love to hang some of those banners and sale signs. I don’t exactly know how to add them in workshop properly right now, I will look into some tutorials 👍 4
Dusk_Sunlight Posted August 17, 2024 Posted August 17, 2024 5 hours ago, HeavyYoungHeathens said: I don’t exactly know how to add them in workshop properly right now, I will look into some tutorials 👍 Thank you ❤️ I think a few of us will appreciate that. I didn't know if that was a separate mod like the toys. 1
rubber_duck Posted August 17, 2024 Posted August 17, 2024 (edited) OH COME ON! I was very excited to see the new update, but it looks like I'll have to stick with the old one. Shame KFT is a hard requirement now, I'd like to use it but cannot due to being CBBE-3BBB user. I know I can technically install KFT and keep it active in my load order, but what's the point of it? It's supposed to be a modern take on old Devious Devices, but to fully experience it, one would need to switch to FG. Despite FG being far superior to CBBE (and other CBBE-based bodies), switching to a whole new body after literally years of using CBBE is a major task that I don't have the time to accomplish. Damn, what a shame... Edited August 17, 2024 by rubber_duck
HeavyYoungHeathens Posted August 17, 2024 Author Posted August 17, 2024 13 minutes ago, rubber_duck said: OH COME ON! I was very excited to see the new update, but it looks like I'll have to stick with the old one. Shame KFT is a hard requirement now, I'd like to use it but cannot due to being CBBE-3BBB user. I know I can technically install KFT and keep it active in my load order, but what's the point of it? It's supposed to be a modern take on old Devious Devices, but to fully experience it, one would need to switch to FG. Despite FG being far superior to CBBE (and other CBBE-based bodies), switching to a whole new body after literally years of using CBBE is a major task that I don't have the time to accomplish. Damn, what a shame... 🤕
rubber_duck Posted August 17, 2024 Posted August 17, 2024 22 minutes ago, HeavyYoungHeathens said: 🤕 You mentioned that the previous version had a corrupted model that's responsible for crashes. What model in particular was it? I've been running the mod ever since it came out and never experienced any crashes with it, but now I want to try and fix it myself in order to further prevent the (possible) future crashes. I'll try visiting Malden Center and Shamrock next time I'm playing in order to check whether the crashes indeed do happen.
HeavyYoungHeathens Posted August 17, 2024 Author Posted August 17, 2024 3 minutes ago, rubber_duck said: You mentioned that the previous version had a corrupted model that's responsible for crashes. What model in particular was it? I've been running the mod ever since it came out and never experienced any crashes with it, but now I want to try and fix it myself in order to further prevent the (possible) future crashes. I'll try visiting Malden Center and Shamrock next time I'm playing in order to check whether the crashes indeed do happen. It’s a guillotine… unfortunately KFT will stay as a requirement, as I already made a couple of furnitures specifically for it’s amputated body model 1
rubber_duck Posted August 17, 2024 Posted August 17, 2024 29 minutes ago, HeavyYoungHeathens said: It’s a guillotine… unfortunately KFT will stay as a requirement, as I already made a couple of furnitures specifically for it’s amputated body model How did you fix it? Is it as simple as replacing the old files with new ones (.nif) or is there something else that needs to be made? Also, no worries! I'll switch to KFT once someone brave enough comes and converts its stuff to CBBE and/or CBBE-3BBB. KFT looks amazing, but unfortunately FG as a requirement to fully experience it is a deal breaker for me.
HeavyYoungHeathens Posted August 17, 2024 Author Posted August 17, 2024 22 minutes ago, rubber_duck said: How did you fix it? Is it as simple as replacing the old files with new ones (.nif) or is there something else that needs to be made? Also, no worries! I'll switch to KFT once someone brave enough comes and converts its stuff to CBBE and/or CBBE-3BBB. KFT looks amazing, but unfortunately FG as a requirement to fully experience it is a deal breaker for me. just remove it, I’ll probably reupload a version tomorrow that has fixes but not kft changes 👍🏻 2
rubber_duck Posted August 17, 2024 Posted August 17, 2024 1 hour ago, HeavyYoungHeathens said: just remove it, I’ll probably reupload a version tomorrow that has fixes but not kft changes 👍🏻 That'd be ideal, many thanks! By the way, what file exactly? I've opened every .nif file from your mod and couldn't find anything with the name 'guillotine' nor anything that looks like such thing. I might've skipped a few history classes many years ago 😅 And for the future of this mod - it makes total sense to continue with KFT. The version without it should be considered Legacy, and all the future versions with new features should definitely have KFT as a requirement.
HeavyYoungHeathens Posted August 18, 2024 Author Posted August 18, 2024 17 hours ago, HeavyYoungHeathens said: just remove it, I’ll probably reupload a version tomorrow that has fixes but not kft changes 👍🏻 Version 1 reuploaded. Transferred fixes to it 👍
Piyesis Posted August 18, 2024 Posted August 18, 2024 (edited) Sorry if this is a dumb question but you've updated both files in the downloads. Do I install 1 and 2 or just one of them? Is there a difference between them? Edited August 18, 2024 by Piyesis
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