AXDER Posted October 8, 2025 Posted October 8, 2025 My game crash after I install the mod and even I uninstall the mod the game still crash, I redownload the game, install all my previous mod, it works fine, but still after I install this mod, My game crash, and no matter I uninstall it or not, my game still crash, and no crash log, are there anyone met the same problem?
Stinker601 Posted October 13, 2025 Posted October 13, 2025 I have a problem. When i put it in nexus and go in the game, i cant find for the restraints, not even with the help command.
tokatoka69 Posted October 23, 2025 Posted October 23, 2025 Hey, is there any way to make it so you can actually escape in this mod? I like having it on but it's insanely annoying to escape from, to the point that it's unusable because it's just constantly bricking my game.
gegging Posted October 23, 2025 Posted October 23, 2025 (edited) The restraints after equipping it would unequip then immediately reequip by itself intermittently through normal play. Is this caused by script lag. On downgraded Fallout 4, beta 3 version of KFT. Edited October 23, 2025 by gegging
Lokikun Posted October 24, 2025 Posted October 24, 2025 I was having the equip/unequip loop due to slot conflict between moisturizer outfits and some kft outfits. Changing the slots used by moisturizer solved the equip/unequip for the outfits that I commonly use.
Alexi-1 Posted November 1, 2025 Posted November 1, 2025 Is there a list somewhere of everything that uses KFT?
TU106-400A-A1 Posted November 18, 2025 Posted November 18, 2025 On 8/23/2025 at 11:57 AM, LarryJD8822 said: hello @EgoBallisticI have a problem with this mod My companions always stand up after trading, but they shouldn't. Certain companions become aggressive after trading, whether with a settler or the companion itself, and attack the settlers. chatGPT analyzed and explained your script for me Yes, this script resets companion AI when trading (i.e., when opening/closing the container menu). This happens in the SetTeammatesState() function, which is triggered by the OnMenuOpenCloseEvent. How does the AI reset happen during trading? 1. Event handler for the inventory menu papyrus Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) Debug.Trace("KZEB_API: OnMenuOpenCloseEvent " + asMenuName + " opening " + abOpening) If asMenuName == "ContainerMenu" ContainerMenuOpen = abOpening SetTeammatesState(!abOpening) ... EndEvent When the container menu (trade menu) is opened or closed, SetTeammatesState() is called. 2. What does SetTeammatesState() do? papyrus Function SetTeammatesState(bool abState) If abState == False KZEB_TeammateScan.Stop() KZEB_TeammateScan.Start() EndIf Int i = Teammates.GetCount() While (i > 0) i -= 1 Actor akActor = Teammates.GetAt(i) as Actor If akActor.Is3DLoaded() akActor.SetPlayerTeammate(abState, abState, abState) If (abState == False) akActor.AddKeyword(ShowWornItemsKeyword) Else akActor.ResetKeyword(ShowWornItemsKeyword) EndIf Debug.Trace("Set " + akActor.GetLeveledActorBase().GetName() + " teammate " + abState) EndIf EndWhile EndFunction When opening the trade menu (abOpening == True → abState == False): The function temporarily sets all companions to "not a teammate" and adds a keyword. It also stops and restarts the TeammateScan quest. When closing the trade menu (abOpening == False → abState == True): Companions are set back to teammate status and the keyword is removed. Result: Resetting the teammate status and stopping/restarting the TeammateScan quest can cause companion AI to "reinitialize." This is likely why companions lose their sitting or command states and stand up after trading Can you change that? Especially mods like Heather Casdin are useless with this mod; after trading, she attacks non vanilla settlers. chatGPT suggests the following, would that be safe? Function SetTeammatesState(bool abState) Int i = Teammates.GetCount() While (i > 0) i -= 1 Actor akActor = Teammates.GetAt(i) as Actor If akActor.Is3DLoaded() ; Ursprünglich: akActor.SetPlayerTeammate(abState, abState, abState) If (abState == False) akActor.AddKeyword(ShowWornItemsKeyword) Else akActor.ResetKeyword(ShowWornItemsKeyword) EndIf Debug.Trace("Set " + akActor.GetLeveledActorBase().GetName() + " teammate keyword " + abState) EndIf EndWhile EndFunction EDIT: I changed it for myself, it works so far, but I will continue testing I think I have the same problem with FCOM mod. Whenever I open my troops inventory, they're kinda change their behavior and it breaks some FCOM features, like veterancy and xp gaining.
flim Posted November 29, 2025 Posted November 29, 2025 Question. Will there be any more update for this? i was hoping to see more added style and devices and animation actually
MilfSimmer Posted November 29, 2025 Posted November 29, 2025 Is anyone using this with JustBusiness aswell ? For some reason this replaces all JustBusiness dialogues and it's impossible to let the slaves wear Kziitd stuff and use JustBusiness at the same time.
UruburusV3 Posted December 15, 2025 Posted December 15, 2025 Some of the items listed in the screenshots are not in the game for some reason?
UruburusV3 Posted December 17, 2025 Posted December 17, 2025 EgoBallistic said somewhere here that all of the Kziitd's items are craftable at the chemistry station, yet that dosen't seem to be the case for me I don't see any options for the bandage items aswell as the fuck doll category items, just the rest Also is there a way to make NPCS using AAF Violate being able to use all the items from the mod like leather or the said bandages?
Venocrest69 Posted December 21, 2025 Posted December 21, 2025 This is the full error I get when ever I try to open Vortex, unable to deploy mods. vortex expected a file but found a directory ''F:\SteamLibrary\steamapps\common\Fallout 4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7EF_1.fuz'' code: EISDIR path: F:\SteamLibrary\steamapps\common\Fallout4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7EF_1.fuz EISDIR: illegal operation on a directory, lstat 'F:\SteamLibrary\steamapps\common\Fallout 4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7ED_1.fuz' EISDIR: illegal operation on a directory, lstat 'F:\SteamLibrary\steamapps\common\Fallout 4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7ED_1.fuz' EISDIR: illegal operation on a directory, lstat 'F:\SteamLibrary\steamapps\common\Fallout 4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7ED_1.fuz' Error: EISDIR: illegal operation on a directory, lstat 'F:\SteamLibrary\steamapps\common\Fallout 4\Data\Sound\Voice\KziitdFetishToolset.esm\maleghoul\0001E7ED_1.fuz' Prior Context: at Object.lstatAsync (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:9778:27) at DeploymentMethod.isLink (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:3696:141) at C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:4834:64 at tryCatcher (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at _drainQueueStep (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12) at _drainQueue (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14) Prior Context: at Object.lstatAsync (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:9778:27) at DeploymentMethod.isLink (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:3696:141) at C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:4834:64 at tryCatcher (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at _drainQueueStep (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12) at _drainQueue (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14) Prior Context: at C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:10286:197 at withActivationLock (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:5486:227) at C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:5036:38 at tryCatcher (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at _drainQueueStep (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12) at _drainQueue (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14)
themodleyfool Posted December 24, 2025 Posted December 24, 2025 Hello, good people. I'm trying to build a modlist for Fallout London but KFT causes a CTD. Has anyone had the same problem? If so, did you get it to work? Thanks!
Hanasaki Koharu Posted December 30, 2025 Posted December 30, 2025 Hello, can anyone tell me the hair mod that is used in the screenshot?
KicklerOfButts Posted January 1 Posted January 1 In the settings menu there's a slider for "First Person Hobble Speed Reduction" that has 2 issues. 1. The phrasing of the explanation doesn't make it entirely clear whether the entered value is the percentage which hobble speed is reduced by or to. 2. The slider only goes from 40 to 80 and I don't see why you're not allowed to set it to 0 or 100, if for no other reason than compatibilities.
ARose845 Posted January 2 Posted January 2 really love this mod, got everything working correctly with DD and Real Handcuffs, however, whenever put into frogtie, I can never get out of the crawling around on the ground animation, even after all the items are removed with global unlock on, I can only revert to a save from before it was put on. I realize I can turn them off altogether in the MCM, but some of them look really nice and I'd rather not. Is there an easy way to refresh being stuck in the crawl?
WWXLLL Posted January 3 Posted January 3 Any recommendations for equipping these to the player, ie kinda a DCL method?
Piyesis Posted January 15 Posted January 15 (edited) KFT binds won't unequip on my Ivy companion after using the fetish key. It unequips for a split second before putting them back on even after removing from inventory. Only way to remove them is to enable the Global Unlock in the Debug section. This happened when I was sent to Purgatory with the bad ending mod. EDIT: Even after enabling Global Unlock, it disables itself after a period of time, then the binds are back again. I have to keep removing them through MCM but they eventually, always, come back. Anybody come across this? Edited January 16 by Piyesis spelling error
kirryus Posted January 25 Posted January 25 (edited) Hi all, I have some questions on how to allow weapons while in a device, similar to how you can still kick attack in Skyrim's DD. I tried to customize the devices' behavior by changing the SetPlayerHandRestraints (only this one, left the leg function untouched) function in KZEB_API.pex using pex inspector to allow sprinting (since I play a very weak character so runnint away from a fight would be good) and fighting (for immersion that I'm resisting the enemies instead of going straight to Violate surrender. I was able to turn on sprinting by setting PlayerHandsInputLayer.EnableSprinting(true). But setting PlayerHandsInputLayer.EnableFighting(true) only allows me to punch (unarmed) one or two times then it would stop allowing me to even pull out my fists until I re-equip the arm restraints. Does this have anything to do with StripActor, particularly this part? Weapon equippedWeapon = akActor.GetEquippedWeapon() If (equippedWeapon) akActor.UnequipItem(equippedWeapon) I'm assuming this part also affects NPCs. Since I don't want a tied up NPC to start shooting at me, can I just add && akActor != PlayerRef in the if to bypass this? Or is there something else I need to change as well? Thanks **edit: Nevermind. I managed to remove the no fighting spell using player.removespell, I suppose I can just hotkey this. Edited January 25 by kirryus
Deep Dark Evil Fantasy Posted January 26 Posted January 26 After my defeat, my teammates were fitted with restraints, but the keys I crafted myself cannot unlock the devices binding them. Now they remain perpetually restrained.
muhavaux33 Posted February 12 Posted February 12 Can someone re upload in a different site other than mediafire? the download speeds are absurdedly slow there
jmlparis Posted March 9 Posted March 9 Hi, MCM menu doesn't show. (MCM version 1.39 on F4 1.10.163 version)
SeTFoX Posted March 11 Posted March 11 has anyone tried it with StoryWealth collection? Does it still work?
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