_clientside Posted March 15 Posted March 15 (edited) On 8/12/2024 at 12:27 PM, DatBoi96 said: Found a fix for the gag dialogue audio being stuck, run this in the console: player.setvoicetype 00018DF7 for the female player voice. player.setvoicetype 00018DF4 for the male player voice. Here's the fix for the infinite gag bug. Run it everytime after exiting power armor. Edited March 15 by _clientside
twinklecupcakes Posted March 31 Posted March 31 i seem to be stuck with my arms in the yoke position nothing ive done has been able to fix it, ive tried sleeping, sitting, swimming, using a workbench, saving, loading, and closing the game out and re opening, i tried pushing through so now my saves are really far back without it
Reformat Posted May 6 Posted May 6 On 10/3/2025 at 6:55 PM, Menthols487 said: I'm having a really bag bug where my character mumbles as if gagged but they are not gagged. Its not happening with companions but only hapening with settlers and I have no idea how to fix it. I really screwed up and have been relying on quicksaves, so my most recent save before the bug is way too far back(stupid mistake I know). I'm not sure what to do, if I disable this mod it fixes, but this mod is a hard requirement for other mods and will crash if I try to save without them active. Looking for any kind of solution. Having the same issue as you, but for me it only happens with companions. I reverted to a previous save, and it seems to only start as soon as I hop into my power armor.
Reformat Posted May 9 Posted May 9 On 5/5/2026 at 11:54 PM, Reformat said: Having the same issue as you, but for me it only happens with companions. I reverted to a previous save, and it seems to only start as soon as I hop into my power armor. Okay! So I found another response in this thread that it had something to do with picking up a bugged set of gags added by another mod. I realized that the only place I had ever picked up a gag from was from a raider camp that had been modified to Up To No Good. So, I went and uninstalled Up To No Good, and the problem fixed itself. So, just in case anyone is searching the forums like I was, if you are getting into your power armor and suddenly find yourself unable to talk to your companions, and only making gagged sounds when you try to, try uninstalling Up To No Good as it entirely fixed the issue for me.
IsabellaDaKhajiit Posted May 10 Posted May 10 Any possibility a future release could have more difficulty options? Like a chance of losing your key because you dropped it, it broke into the lock or restrictions on picking stuff up when wearing stuff that covers your fingers? Hell some minigames for escaping would be really amazing
JohnyBurner Posted May 13 Posted May 13 On 5/9/2026 at 1:42 AM, Reformat said: Okay! So I found another response in this thread that it had something to do with picking up a bugged set of gags added by another mod. I realized that the only place I had ever picked up a gag from was from a raider camp that had been modified to Up To No Good. So, I went and uninstalled Up To No Good, and the problem fixed itself. So, just in case anyone is searching the forums like I was, if you are getting into your power armor and suddenly find yourself unable to talk to your companions, and only making gagged sounds when you try to, try uninstalling Up To No Good as it entirely fixed the issue for me. I also had a similar issue with a gag (a clear tape one), but after a Violate scene. So it's not Up To No Good. In fact, that mod only adds restraints from kziitd toolset, has none of it's own. But I also couldn't talk after removing the gag through the mod's MCM debug option. The solutions elsewhere in the topic also didn't help. Since I'm also using Commonwealth Slavers, the hardcore mode script eventually managed to clear the issue for me. So now I'm wondering: is it CS that's delaying the effect of removing the gag, or if I use another adult mod without CS will I be unable to remove certain gags? In another, more regular playthrough, I can remove these from NPC's with no issues though.
Grendizer73 Posted May 17 Posted May 17 Hello, I'm using CBBE curvy body and would love to adapt those toolset with Bodyslide but can't find the name of the tools... Anyone can help me?
renhoff Posted May 19 Posted May 19 Hello i need help plz I installed Boston devious helper Bdh work when i wear dd item but not with Kft... kft dd patch is installed and at the bottom of my lo So i dont now why Bdh work with DD but not Kft... help me plz...
SkyeRangerDelta Posted May 20 Posted May 20 On 8/23/2025 at 4:57 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. Spoiler 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 You are not the only one, heh. Took a few hours to isolate that the script causing this was from KFT - but I encountered it when Heather Casdin would arbitrarily engage my settlers and cause mass havoc. You found one solution - to edit the script. I've not run with KFT enough to know how everything works or looked into the scripts very deeply beyond this - but it would seem to me that it might also be conducive to only strip the keyword if the target/Teammate is actually wearing a KFT device. The other solution is to set Heather's aggression factor to 1.00 - when hired, her default aggression state is actually 2.00 (on par with a raider) and she's got a bunch of additional logic that controls faction play and such.
LarryJD8822 Posted May 20 Posted May 20 11 hours ago, SkyeRangerDelta said: You are not the only one, heh. Took a few hours to isolate that the script causing this was from KFT - but I encountered it when Heather Casdin would arbitrarily engage my settlers and cause mass havoc. You found one solution - to edit the script. I've not run with KFT enough to know how everything works or looked into the scripts very deeply beyond this - but it would seem to me that it might also be conducive to only strip the keyword if the target/Teammate is actually wearing a KFT device. The other solution is to set Heather's aggression factor to 1.00 - when hired, her default aggression state is actually 2.00 (on par with a raider) and she's got a bunch of additional logic that controls faction play and such. The fact that—when I have five companions with me and assign them to chairs so they aren't constantly getting in my way—they all stand up simultaneously whenever I initiate a trade with one of them really annoyed me. Furthermore, it wasn't just Heather who became aggressive; other companions did as well —and it was particularly bad when I was trading with a companion while wearing "CAP" disguise inside a Raider camp. Since I really only have KFT because other mods require it, rewriting it was the best solution for me; I've played over 500 hours without encountering any issues. The modified script is KZEB_API.Pex.
SkyeRangerDelta Posted May 20 Posted May 20 Sweet. I'll see about adding that myself and testing if Heather goes ballistic again. @EgoBallistic - Might there be any consideration for a script fix that might optimize for teammates with KFT devices? I understand that KFT wasn't catered for companions with higher aggression values, so this is more compatibility-curiosity than anything. Looking deeper into it - Larry's script edit has: Removed the Teammate scan; which I think is an undesirable effect given that likely stops KFT from detecting new companions without a game save/reload or whatever. Removed the SetPlayerTeammate call - which is the hostility bug source. The AI combat targeting has enough surface area on tick for neutral engagements to start with companions/NPCs at aggression level 2 like Heather Casdin. I might not have the full picture but what was the original SetPlayerTeammate call guarding against? It seems simply toggling the keyword is enough for device visibility. I don't want to edit it myself only to cause an issue later in my own game. Thanks for your work as always - your mod stack is always a staple entry in the mod list.
kziitd Posted May 21 Posted May 21 12 hours ago, SkyeRangerDelta said: Sweet. I'll see about adding that myself and testing if Heather goes ballistic again. @EgoBallistic - Might there be any consideration for a script fix that might optimize for teammates with KFT devices? I understand that KFT wasn't catered for companions with higher aggression values, so this is more compatibility-curiosity than anything. Looking deeper into it - Larry's script edit has: Removed the Teammate scan; which I think is an undesirable effect given that likely stops KFT from detecting new companions without a game save/reload or whatever. Removed the SetPlayerTeammate call - which is the hostility bug source. The AI combat targeting has enough surface area on tick for neutral engagements to start with companions/NPCs at aggression level 2 like Heather Casdin. I might not have the full picture but what was the original SetPlayerTeammate call guarding against? It seems simply toggling the keyword is enough for device visibility. I don't want to edit it myself only to cause an issue later in my own game. Thanks for your work as always - your mod stack is always a staple entry in the mod list. Ego has since retired. You are welcome to modify the parameters you deem reasonable and conduct thorough testing; if you are confident that there are no issues, you may release this as a KFT patch specifically for the Heather companion mod, offered as an optional add-on to the mod itself. Of course, users assume full responsibility for any consequences arising from its use; regarding the specific modifications you mentioned—and speaking strictly from a personal standpoint—given Ego's status as one of the most experienced mod authors in the *Fallout 4* community, I believe there must be a valid reason behind his original design choices. 2
SkyeRangerDelta Posted May 21 Posted May 21 15 minutes ago, kziitd said: Ego has since retired. You are welcome to modify the parameters you deem reasonable and conduct thorough testing; if you are confident that there are no issues, you may release this as a KFT patch specifically for the Heather companion mod, offered as an optional add-on to the mod itself. Of course, users assume full responsibility for any consequences arising from its use; regarding the specific modifications you mentioned—and speaking strictly from a personal standpoint—given Ego's status as one of the most experienced mod authors in the *Fallout 4* community, I believe there must be a valid reason behind his original design choices. I've come up with a rebuilt KZEB_API script that neutralizes that specific line causing the hostility blip and have been testing it. In a 5 hour stint tooling about in and out of settlements and spamming containers, I've yet to be able to cause the issue to surface but I'll keep going for a bit to make sure. Like you noted though - I really want to know what the purpose was behind the SetPlayerTeammate call I've since commented out. I've yet to determine what the reasoning is or have found any side-effects of having removed it - but again, more testing. Thanks for the info, I've been using Ego's mods for so long I guess I didn't realize he'd ever retire. Heh. -- In other KFT events; any idea why a frogtie device wouldn't hide the arms or legs? The play session came to close when a group of Synths got the better of myself and Heather and we walked (or shimmied on our knees) out of the CIT Ruins in a tangle of KFT gear. Heather has a cleartape frogtie but her arms and legs are not hidden as I imagine they should be. I checked the build bodyslide data for KFT but they do indeed load after everything else so there's no losing conflicts. I'm not sure if something is in the way/tampering with the device. I run with the RH and DD compatibility patches.
kziitd Posted May 21 Posted May 21 4 minutes ago, SkyeRangerDelta said: I've come up with a rebuilt KZEB_API script that neutralizes that specific line causing the hostility blip and have been testing it. In a 5 hour stint tooling about in and out of settlements and spamming containers, I've yet to be able to cause the issue to surface but I'll keep going for a bit to make sure. Like you noted though - I really want to know what the purpose was behind the SetPlayerTeammate call I've since commented out. I've yet to determine what the reasoning is or have found any side-effects of having removed it - but again, more testing. Thanks for the info, I've been using Ego's mods for so long I guess I didn't realize he'd ever retire. Heh. -- In other KFT events; any idea why a frogtie device wouldn't hide the arms or legs? The play session came to close when a group of Synths got the better of myself and Heather and we walked (or shimmied on our knees) out of the CIT Ruins in a tangle of KFT gear. Heather has a cleartape frogtie but her arms and legs are not hidden as I imagine they should be. I checked the build bodyslide data for KFT but they do indeed load after everything else so there's no losing conflicts. I'm not sure if something is in the way/tampering with the device. I run with the RH and DD compatibility patches. All body-restraining devices within the KFT system inherently include their own body mesh—meaning they occupy at least Slot 33. I am not entirely sure what you mean by "not being hidden"; however, if you can see the restraining device itself (what you referred to as "tape"), then the corresponding visual appearance of the body—specifically, the bound arms and legs—will inevitably be visible as well. Conversely, if you are wearing a modular clothing item (such as a long glove) that happens—by coincidence—not to conflict with the KFT device's assigned slots, then when the KFT device is equipped, that long glove will remain visible and appear in its standard position relative to the arm's skeletal structure.
SkyeRangerDelta Posted May 21 Posted May 21 (edited) 8 hours ago, kziitd said: All body-restraining devices within the KFT system inherently include their own body mesh—meaning they occupy at least Slot 33. I am not entirely sure what you mean by "not being hidden"; however, if you can see the restraining device itself (what you referred to as "tape"), then the corresponding visual appearance of the body—specifically, the bound arms and legs—will inevitably be visible as well. Conversely, if you are wearing a modular clothing item (such as a long glove) that happens—by coincidence—not to conflict with the KFT device's assigned slots, then when the KFT device is equipped, that long glove will remain visible and appear in its standard position relative to the arm's skeletal structure. Hmm. I'm not fully certain I understand. I have attached a screenshot to help illustrate. I think what I'm getting at is that since the device already has arm and leg meshes, I shouldn't see Heather's actual arms and legs? I have built the Bodyslide data for KFT (we'll ignore what I think is a DD device on her that's clipping) but that didn't seem to fix it. I'm wondering if there might be something else equipped or something intervening with the device. I just don't know what it is yet. Spoiler Edited May 21 by SkyeRangerDelta
kziitd Posted May 22 Posted May 22 10 hours ago, SkyeRangerDelta said: Hmm. I'm not fully certain I understand. I have attached a screenshot to help illustrate. I think what I'm getting at is that since the device already has arm and leg meshes, I shouldn't see Heather's actual arms and legs? I have built the Bodyslide data for KFT (we'll ignore what I think is a DD device on her that's clipping) but that didn't seem to fix it. I'm wondering if there might be something else equipped or something intervening with the device. I just don't know what it is yet. Hide contents Yes, this is not normal. Heather's body undoubtedly occupies Slot 33, and the KFT device also occupies Slot 33; they cannot coexist simultaneously. Check for anything that might be altering either of them.
SkyeRangerDelta Posted May 22 Posted May 22 1 hour ago, kziitd said: Yes, this is not normal. Heather's body undoubtedly occupies Slot 33, and the KFT device also occupies Slot 33; they cannot coexist simultaneously. Check for anything that might be altering either of them. Violate added both a DD Chastity belt and the Clear Tape Frogtie. Removing the chastity belt fixed the issue. Just need to see if there's a way to bar Violate from applying both at the same time.
kziitd Posted May 22 Posted May 22 1 hour ago, SkyeRangerDelta said: Violate added both a DD Chastity belt and the Clear Tape Frogtie. Removing the chastity belt fixed the issue. Just need to see if there's a way to bar Violate from applying both at the same time. Oh, I noticed what you mentioned. Hmm... the DD chastity belt *does* indeed come with its own body mesh, yet it doesn't occupy Slot 33. That's a strange setup. Anyway, regarding the mod associations within the Violate MCM, you can choose to enable *only* KFT. If you suspect that enabling DD alongside it might cause some strange issues, then simply disable it.
SkyeRangerDelta Posted May 22 Posted May 22 8 hours ago, kziitd said: Oh, I noticed what you mentioned. Hmm... the DD chastity belt *does* indeed come with its own body mesh, yet it doesn't occupy Slot 33. That's a strange setup. Anyway, regarding the mod associations within the Violate MCM, you can choose to enable *only* KFT. If you suspect that enabling DD alongside it might cause some strange issues, then simply disable it. *Nod - I found it. I'm assuming the DD meshes are there for compatibility; got it sorted either way. Outside of Boston Devious Helper - what mods pair well with KFT for escape? I had one heck of a binder corset on while trying to get Heather sorted and the struggle escape chance on it was 0%. Managed to find a Sword to use to cut through it by the sheer luck of my settler nearby having it. Just wondering if there's some stuff suitable for expanding the toolset over struggling and cutting. BDH wouldn't help I don't think if Heather is also tied up, ha.
kziitd Posted May 22 Posted May 22 3 hours ago, SkyeRangerDelta said: *Nod - I found it. I'm assuming the DD meshes are there for compatibility; got it sorted either way. Outside of Boston Devious Helper - what mods pair well with KFT for escape? I had one heck of a binder corset on while trying to get Heather sorted and the struggle escape chance on it was 0%. Managed to find a Sword to use to cut through it by the sheer luck of my settler nearby having it. Just wondering if there's some stuff suitable for expanding the toolset over struggling and cutting. BDH wouldn't help I don't think if Heather is also tied up, ha. I'm sure there's a way to remove the restraints using the workbench. The latest update adds support for KFT.
SkyeRangerDelta Posted May 22 Posted May 22 25 minutes ago, kziitd said: I'm sure there's a way to remove the restraints using the workbench. The latest update adds support for KFT. Brilliant! Works quite well - but only if your hands a free, lol. This is staying in the list. The rest of the time, I guess I'll be limping around Boston looking for a bonesaw or something.
spicydoritos Posted May 22 Posted May 22 1 hour ago, SkyeRangerDelta said: but only if your hands a free, lol It works when your hands are bound, too. 🙂
SkyeRangerDelta Posted May 22 Posted May 22 39 minutes ago, spicydoritos said: It works when your hands are bound, too. 🙂 Hmmm, weird. I couldn't get the hotkey to appear when looking at the bench until after I was able to get out of the armbinder corset from KFT. Once my hands were free, I was able to use it to get the blindfold off. Not sure what else I might have had going on. Thanks for the mod btw, turbo useful. Kind of the reason I build up my settlements is to act as waystations in the event something...happens, heh.
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