Allnarta Posted June 18, 2025 Author Posted June 18, 2025 Just a little heads-up: I got permission from KZ, Kziitd Fetish Toolset mod author, to port all the shiny stuff to Fallout New Vegas. It's hundreds of diverse, high quality, thematic resources. This is going to be big. So, stay tuned! 1
GarethHowe Posted July 30, 2025 Posted July 30, 2025 I'm thoroughly enjoying DMso far! I've run into a teeny tiny issue...I don't know where to find keys at all.😖 1
Allnarta Posted July 30, 2025 Author Posted July 30, 2025 4 hours ago, GarethHowe said: I'm thoroughly enjoying DMso far! I've run into a teeny tiny issue...I don't know where to find keys at all.😖 Keys can be very rarely spotted in Lockpick formlists; main source of getting keys is Forbidden Delight shop on Freeside (behind Silver Rush) as for now. I still think of ways for more integration of keys into game process tbh.
GarethHowe Posted August 2, 2025 Posted August 2, 2025 On 7/30/2025 at 2:14 AM, Allnarta said: Keys can be very rarely spotted in Lockpick formlists; main source of getting keys is Forbidden Delight shop on Freeside (behind Silver Rush) as for now. I still think of ways for more integration of keys into game process tbh. Sweet! Maybe making them craftable with scrap or with ammo casings might help improve access?
BlueCoral Posted August 11, 2025 Posted August 11, 2025 Would it be possible to make a knvse-less version? Knvse breaks bnb animations for some reason.
Allnarta Posted August 11, 2025 Author Posted August 11, 2025 2 hours ago, BlueCoral said: Would it be possible to make a knvse-less version? Knvse breaks bnb animations for some reason. No, as mod's main features like bound animation are heavily relying on kNVSE. It's wierd as I never got bounsing anims breaking because of kNVSE. They are simple vanilla animation replacements, there is nothing to break.
Allnarta Posted August 21, 2025 Author Posted August 21, 2025 Another update: -Fixed Gag mouth opening do not reset after device removal. -Fixed Boots not stopping character from running when option is active. -Fixed Yoke biped slot. -Succesfully tearing or cutting off Parasite from you will now result in a piece of Parasite Flesh (new ingestible item) being added to your inventory. -Extended parasites handling to more types internally; one new type added to devices list. -A first bunch of brand new devices, courtesy of Kziitd, ported from Fallout 4 KFT mod with kind permission of an author. NOTE: amount of KFT meshes to port and adapt is enormous, so I will add them by portions with updates. Keeping all of them for single update could mean too much time without DD updating. -Added some Haeretical devices that wasn't added before. -Added Bodyslide files for devices. -Minor fixes here and there. Enjoy. 1
mr wolf Posted October 6, 2025 Posted October 6, 2025 i was getting a crash when i have this mod installed and yes i installed all the requirements I tried starting a new game and loading a pre save
Drakuld Posted October 7, 2025 Posted October 7, 2025 Hello there, im having a smoll problem where the pipboy is still visible and floating while wearing full body devices. Is there a way to hide it? Im using ur Robert S body with the 4k textures and the Robert S body extender too.
Allnarta Posted October 7, 2025 Author Posted October 7, 2025 1 hour ago, Drakuld said: Hello there, im having a smoll problem where the pipboy is still visible and floating while wearing full body devices. Is there a way to hide it? Im using ur Robert S body with the 4k textures and the Robert S body extender too. I forgot about pip-boy and straightjackets when updated DD to use dynamic animations instead of full-body bound meshes. Will fix it with next update.
Drakuld Posted October 8, 2025 Posted October 8, 2025 20 hours ago, Allnarta said: I forgot about pip-boy and straightjackets when updated DD to use dynamic animations instead of full-body bound meshes. Will fix it with next update. Alright, tyvm for answering.
KalBreen Posted November 15, 2025 Posted November 15, 2025 On 3/21/2024 at 1:01 AM, Allnarta said: I don't use them so can't say for sure; I suspect they will just eliminate Dangerous loot functionality because they likely do not fire OnMenuOpen event handler . There is option to open vanilla menu anyway IIRC, so loot would probably fire when it's done.
Allnarta Posted November 15, 2025 Author Posted November 15, 2025 5 hours ago, KalBreen said: There is option to open vanilla menu anyway IIRC, so loot would probably fire when it's done. Correct, in this case normal MenuMode will fire, aswell DD loot event.
KalBreen Posted November 15, 2025 Posted November 15, 2025 1 hour ago, Allnarta said: Correct, in this case normal MenuMode will fire, aswell DD loot event. I wasn’t aware I saved this message, but what is IIRC? I have JAM installed on my game which I set to disabled but still no Devious Loot firing. Devious Devices was such a great mod for Skyrim so hoping I can get this running on Fallout NV. Thanks in advance.
Allnarta Posted November 15, 2025 Author Posted November 15, 2025 (edited) -DDLoot is disabled by default, and also chance is rather small by default (set it all in MCM). -Character has to be strictly male, there is no DD functionality for females atm. Edited November 15, 2025 by Allnarta
KalBreen Posted November 15, 2025 Posted November 15, 2025 13 hours ago, Allnarta said: -DDLoot is disabled by default, and also chance is rather small by default (set it all in MCM). -Character has to be strictly male, there is no DD functionality for females atm. Thank you for your quick and helpful response. Looking forward to seeing more developments on this excellent mod. Keep up the great work!
nopse0 Posted January 25 Posted January 25 (edited) On 11/15/2025 at 11:09 AM, Allnarta said: -Character has to be strictly male, there is no DD functionality for females atm. I think a lot of the devices also work for females (armbinders, yokes), I made a test and added 'DDArmbinder01Rd' to 'DDEffFemaleAvaibleDevices', then I could equip the armbinder. The Robert S body is different from the BNB body I use for females (more bulky/musculous), so the armbinder doesn't fit tightly, but I can live with that. I think, for the time being, I will disable the whole gender check in the equip function, and live with the graphical glitches. More of a problem is, that the code which re-adds and re-equips the 'DDWeapArmbind01' unarmed weapon, after "SexoutNG 2.11.4 beta 3" has stripped it, crashes the game for me, maybe a concurrency problem. I commented out the "PlayerRef.Add/Remove/Equip/UnequipItem DDWeapArmbind01" lines in 'DDScrQuest02' and 'DDScrEventSexEndedHandler', and the game doesn't crash anymore (though, of course, this way I don't have the armbinder weapon anymore, but I can live with this, too). Edited January 25 by nopse0
Allnarta Posted January 26 Author Posted January 26 15 hours ago, nopse0 said: I think a lot of the devices also work for females (armbinders, yokes), I made a test and added 'DDArmbinder01Rd' to 'DDEffFemaleAvaibleDevices', then I could equip the armbinder. The Robert S body is different from the BNB body I use for females (more bulky/musculous), so the armbinder doesn't fit tightly, but I can live with that. I think, for the time being, I will disable the whole gender check in the equip function, and live with the graphical glitches. More of a problem is, that the code which re-adds and re-equips the 'DDWeapArmbind01' unarmed weapon, after "SexoutNG 2.11.4 beta 3" has stripped it, crashes the game for me, maybe a concurrency problem. I commented out the "PlayerRef.Add/Remove/Equip/UnequipItem DDWeapArmbind01" lines in 'DDScrQuest02' and 'DDScrEventSexEndedHandler', and the game doesn't crash anymore (though, of course, this way I don't have the armbinder weapon anymore, but I can live with this, too). I can't understand reasoning of this post, as you just intentionally breaking the mod and the way it should wpok.
L_WRay Posted January 26 Posted January 26 I have an issue with armbinders - hands are still positioned as without it but not behind back as on screenshots, although the armbinder itself is on the back and "hands restricted" effect applies
Allnarta Posted January 26 Author Posted January 26 27 minutes ago, L_WRay said: I have an issue with armbinders - hands are still positioned as without it but not behind back as on screenshots, although the armbinder itself is on the back and "hands restricted" effect applies DD requires kNVSE, without kNVSE this is what you will get.
L_WRay Posted January 26 Posted January 26 But I've already installed it on the first place... Will it work if I'll reinstall it on top of everything or should I reinstall all the mods consistently?
Allnarta Posted January 26 Author Posted January 26 14 minutes ago, L_WRay said: But I've already installed it on the first place... Will it work if I'll reinstall it on top of everything or should I reinstall all the mods consistently? You need V. 37+ or later, IIRC. Older versions do not have layered animations functionality.
nopse0 Posted January 26 Posted January 26 (edited) 9 hours ago, Allnarta said: I can't understand reasoning of this post, as you just intentionally breaking the mod and the way it should wpok. I mainly wanted to say, that adding/removing/equipping the armbinder weapon after a sex scene crashes my game. Or has this to do with the rig, doesn't happen for the Robert-S body ? Will check. But the problem seems to be more the concurrent add/remove of the armbinder weapon by Sexout and DD: Calltrace: ebp | Address | Function | Source 0x0019F9FC | FalloutNV (0x00401170) | | 0x0019FA24 | FalloutNV (0x0054CB66) | | 0x0019FA9C | FalloutNV (0x0055AA85) | | 0x0019FAA8 | FalloutNV (0x0055A3DF) | | 0x0019FAD4 | nvse_1_4 (0x10059567) | UnorderedMap<unsigned long,InventoryReference>::Clear+0x97 | D:\Repos\NVSE\nvse\nvse\containers.h:1358 0x0019FB40 | nvse_1_4 (0x10070FCF) | HandleMainLoopHook+0x34F | D:\Repos\NVSE\nvse\nvse\Hooks_Gameplay.cpp:946 0x0019FEC4 | nvse_1_4 (0x1006F705) | MainLoopHook+0x5 | D:\Repos\NVSE\nvse\nvse\Hooks_Gameplay.cpp:46 0x0019FEE4 | nvse_steam_loader (0x10002204) | OnHook+0x64 | D:\Repos\NVSE\nvse\steam_loader\main.cpp:62 0x0019FF74 | FalloutNV (0x00ECC470) | | 0x0019FF84 | KERNEL32 (0x10015D49) | BaseThreadInitThunk+0x19 | 0x0019FFDC | ntdll (0x1006D5DB) | RtlInitializeExceptionChain+0x6B | 0x0019FFEC | ntdll (0x1006D561) | RtlGetAppContainerNamedObjectPath+0x231 | Edited January 26 by nopse0
Allnarta Posted January 26 Author Posted January 26 11 minutes ago, nopse0 said: I mainly wanted to say, that adding/removing/equipping the armbinder weapon after a sex scene crashes my game. Or has this to do with the rig, doesn't happen for the Robert-S body ? Will check. Calltrace: ebp | Address | Function | Source 0x0019F9FC | FalloutNV (0x00401170) | | 0x0019FA24 | FalloutNV (0x0054CB66) | | 0x0019FA9C | FalloutNV (0x0055AA85) | | 0x0019FAA8 | FalloutNV (0x0055A3DF) | | 0x0019FAD4 | nvse_1_4 (0x10059567) | UnorderedMap<unsigned long,InventoryReference>::Clear+0x97 | D:\Repos\NVSE\nvse\nvse\containers.h:1358 0x0019FB40 | nvse_1_4 (0x10070FCF) | HandleMainLoopHook+0x34F | D:\Repos\NVSE\nvse\nvse\Hooks_Gameplay.cpp:946 0x0019FEC4 | nvse_1_4 (0x1006F705) | MainLoopHook+0x5 | D:\Repos\NVSE\nvse\nvse\Hooks_Gameplay.cpp:46 0x0019FEE4 | nvse_steam_loader (0x10002204) | OnHook+0x64 | D:\Repos\NVSE\nvse\steam_loader\main.cpp:62 0x0019FF74 | FalloutNV (0x00ECC470) | | 0x0019FF84 | KERNEL32 (0x10015D49) | BaseThreadInitThunk+0x19 | 0x0019FFDC | ntdll (0x1006D5DB) | RtlInitializeExceptionChain+0x6B | 0x0019FFEC | ntdll (0x1006D561) | RtlGetAppContainerNamedObjectPath+0x231 | You intentionally breaking a mod, then asking for help with CTD. It doesn't work like this, sorry.
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