jbezorg Posted May 27, 2024 Posted May 27, 2024 Cursed DD Enchantings - Redux² View File This is a remake of Kanlaon's Cursed DD Enchantings - reloaded converted to Devious Devices RC9 with support for Kziitd Fetish Toolset. New Games Wait until you get out into the world and enable the mod then. When Updating or on First Install TL:DR version. Wait until you see "CDDER - MCM Updated" in the startup notification spam. There's an intentional delayed start of the mod based on the number of mod files installed to allow those mods to complete their setup. The wait is: # of mod files / 10 seconds. So if you have 300 mods installed there's a 30 second wait in addition to the normal delays associated with scripting in FO4. During that time you'll see notifications of what mods were detected and "CDDER - MCM Updated" when completed. Incompatible Mods Raider Pet Tweak 0.5 and I have absolutely no clue as to why even after looking over the mod's scripts and it having no direct conflicts. Not even a duplicated texture. But with this mod installed CDDER will not start. Required Mods. Mod Configuration Menu Strongly Recommended Skimpy Armor Keyword Resource (better restrictions on what can be worn) Wasteland Dairy Framework (for parasite side effects) Supported Mods Sanity Framework Sex Attributes - Framework Provocative Perks Kziitd Fetish Toolset - Angeli's Techsuit Conflicting Mods Expanded Gag Dialogue for KFT 1.0.4 and lower. 1.0.5 is okay Basically it's an upscaled version of Deviously Cursed Wasteland. Don't Use "Take All" Immediately. Take 1 item to trigger the roll and wait for the outcome. You can then use "Take All" for a short time on that container for a short time after. See this post for the reason why. Animals, meat bags, feral ghouls, will not trigger a devious device trap. Instead you have a chance of a tentacle parasite. Fusion Girl only though it can work with CBBE with clipping. Additional side effects with Wasteland Dairy Framework installed. Remember to build it in Bodyslide. You can turn it off in MCM and get the regular DD tentacle parasite. There are additional clothing restrictions with Skimpy Armor Keywords installed. e.g. you can't wear pants with plugs but you can wear skirts. Nipple piercings won't strip off the player's boots. etc. 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 You can drink but can't eat when wearing a gag. When picking up food you can elect to drop it or keep it. If you keep it, it gets placed inside a container. You then have the option to empty that container into a cooking station, chem cooler, or refrigerator. If you use AN76. Melon, noodle cup, vegetable soup, iguana soup, squirrel stew, and ragstag stew act as food and drink and stay in your inventory. You can sneak and jump when wearing Devious Devices. Depending on the device, enemies will gain a detection bonus. e.g. ankle chains. Robots and synths can have an optional multiplier to the trap chance in MCM. You can choose a ratio between Kziitd Fetish Toolset or Devious Devices RC9 in MCM. i.e. Set at 70% KFT and 30% DD means that a trap has a 70% chance to pick from KFT items and a 30% chance to pick from DD items. Power Armor can block traps if enabled in Settings. Optionally Power Armor frames can be trapped - There's a chance for the USB Type V from Provocative Perks and a chance for a KFT Angeli Techsuit. Tentacle Parasite can now result in obtaining the Tentacle Bait perk from Provocative Perks. Off by default. You have to remove the parasite before it's first transformation. It auto removes itself after a 4th transformation. You can set the number of sex events to trigger a transformation in MCM. You need Science 2 to be able to create the BO57 cream to remove the CDDRE parasite. You need Science 1 to be able to create the cream to remove the regular DD parasite. Both types of Special Cream has a 30% chance to be available for purchase from any Doctor. Price will be expensive. Keys are only added to locked safes and will only be added if there was also a chance to trigger a trap. i.e. MCM "Cursed Loot Chances" -> "Cursed Safe chance" set greater than 0 and opening a locked safe. Manually resetting/restarting CDDER Use the following in console. Or drop "cdderkickstart.txt" in your F04 directory and use that. stopquest Bo57_VersionControl stopquest Bo57_cursedLootController stopquest Bo57_MCMandUtilities resetquest Bo57_VersionControl resetquest Bo57_cursedLootController resetquest Bo57_MCMandUtilities startquest Bo57_VersionControl Then save and restart the game. Getting Support If you experience an issue, post your load order & mod list when asking for help. Otherwise you're showing up at a repair shop, asking for a fix, and didn't bring the thing that needs to be fixed. Vault Meat assets by Grine & Ruthless Peasant cdderkickstart.txt Submitter jbezorg Submitted 05/27/2024 Category Quest Requirements Devious Devices RC9, 4
ectrshgpp Posted May 27, 2024 Posted May 27, 2024 Hello, Provocative perks 1.08 is not detected by the mod. When trapped, PC is loosing conciousness, is it by design ?
jbezorg Posted May 27, 2024 Author Posted May 27, 2024 25 minutes ago, ectrshgpp said: Hello, Provocative perks 1.08 is not detected by the mod. When trapped, PC is loosing conciousness, is it by design ? Yes. There's a knockdown/consciousness effect
vaultbait Posted May 27, 2024 Posted May 27, 2024 Very cool, thanks! In the description it says you get to choose between DD and KFT... choose what exactly (for those of us who have both installed)? 1
Spaceguest991 Posted May 28, 2024 Posted May 28, 2024 (edited) I haven't had a chance to play with the mods yet, so maybe this was a idea you already had/did. But since Provocative Perks had the Tentacle Bait perk have you've thought about having the potion tying tentacle parasite to tentacle bait? Like a option to have chance of after a encounter with tentacle bait have equipping a tentacle parasite on the player. Also I like the profile picture for the mod. Edited May 28, 2024 by Spaceguest991
randomDudeHere Posted May 28, 2024 Posted May 28, 2024 Looks fun, and I've tried it out. However, my character ends up unconscious and frozen. I am unable to regain control of my character after they trigger a trap. 1
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 2 hours ago, ectrshgpp said: Provocative perks 1.08 is not detected by the mod. Fixed the MCM errors.
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 2 minutes ago, randomDudeHere said: Looks fun, and I've tried it out. However, my character ends up unconscious and frozen. I am unable to regain control of my character after they trigger a trap. what happens if you open console and type the following command? player.pushactoraway player 1
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 19 minutes ago, Spaceguest991 said: I haven't had a chance to play with the mods yet, so maybe this was a idea you already had/did. But since Provocative Perks had the Tentacle Bait perk have you've thought about having the potion tying tentacle parasite to tentacle bait? Like a option to have chance of after a encounter with tentacle bait have equipping a tentacle parasite on the player. Also I like the profile picture for the mod. I'll keep that in mind. Gotta' resolve some players not being able to move after a trap. 1
randomDudeHere Posted May 28, 2024 Posted May 28, 2024 6 minutes ago, jbezorg said: what happens if you open console and type the following command? player.pushactoraway player 1 The character moves slightly, but remains frozen and unconscious.
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 26 minutes ago, randomDudeHere said: The character moves slightly, but remains frozen and unconscious. Happened lockpicking a safe?
randomDudeHere Posted May 28, 2024 Posted May 28, 2024 6 minutes ago, jbezorg said: Happened lockpicking a safe? Not after lockpicking a safe, just after looting something from either a body or container. I've tried doing it a few times on different containers in different locations, but my character still gets frozen.
v455pr Posted May 28, 2024 Posted May 28, 2024 49 minutes ago, randomDudeHere said: Not after lockpicking a safe, just after looting something from either a body or container. I've tried doing it a few times on different containers in different locations, but my character still gets frozen. Same issue here
LatencyRemix Posted May 28, 2024 Posted May 28, 2024 (edited) +1 Same proplem after triggering a trap, equips a DD item, goes to loading screen for a secondd then PC is on the ground and cant do anything, no pipboy, esc menu. I tried COC back to vault 111 ext but was still on the ground *EDIT* Also starting a new game with the esp active causies game to crash during intro video Edited May 28, 2024 by LatencyRemix 2
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 Player is paralyzed after the knockdown to prevent immediately standing back up during the middle of the scene. Cleaning up the multiple paths to be trapped ended up creating a combination where the paralysis isn't removed. I also found a combination where followers could also remain paralyzed. New version is up. You can fix it with the console command below if you want to continue the play through. player.setav Paralysis 0 2
egonm68 Posted May 28, 2024 Posted May 28, 2024 I figure that'll take care of the follower issue I posted in the "reloaded" one - thanks! 1
kazeha9 Posted May 28, 2024 Posted May 28, 2024 very good replace for DCW ) but after rebuild in BS plugs look wierd ) mb problem on my side just get info mb someone have same problem )
egonm68 Posted May 28, 2024 Posted May 28, 2024 47 minutes ago, kazeha9 said: very good replace for DCW ) but after rebuild in BS plugs look wierd ) mb problem on my side just get info mb someone have same problem ) which ones? (because, this mod/addon only adds the Tentacle plugs.) if you mean other plugs.... with the different versions of DD out there ('base" 2.0, the RC8 + RC9 versions) and the multiple bodyslide-conversions for those.... The issues/causes can be very specific. Which ones - and which body - are you using?
egonm68 Posted May 28, 2024 Posted May 28, 2024 (edited) On 5/28/2024 at 6:42 AM, jbezorg said: Player is paralyzed after the knockdown to prevent immediately standing back up during the middle of the scene. Cleaning up the multiple paths to be trapped ended up creating a combination where the paralysis isn't removed. I also found a combination where followers could also remain paralyzed. New version is up. You can fix it with the console command below if you want to continue the play through. player.setav Paralysis 0 On 5/28/2024 at 3:27 PM, egonm68 said: I figure that'll take care of the follower issue I posted in the "reloaded" one - thanks! darn - I spoke too soon. I have a downed companion again 😕 I tried the console command on them - did not work. Paralysis does not show in their ActorValues on the console, either. (edit: it does show when the trap hits them. But not afterwards.) And they still "spin in place" trying to follow - I guess it must be some other pose / movement restrictor (?) PS: the correct console command to remove the Paralysis AV from the player is: player.setav 2F2 0 (unless there's a mod/enhancement to let you run it by name instead of ID?) edit 2: "companion down" also occurs when follower integration is disabled in MCM . update 24 Aug'24: when it happens to companions, you can use the following console command to break them out of the 'splayed-out on the ground state' pushactoraway <refID> 1 . Edited August 24, 2024 by egonm68
egonm68 Posted May 28, 2024 Posted May 28, 2024 2 other things I have noticed so far: key removal "keys lost" only removes 2 key types: the DD Restraints Key and the DD Chastity Key The KFT Key and the other 2 DD keys (High Security Restraints Key + Institute Restraints Key) remain untouched / in inventory (so do the RealHandcuffs keys - but they're not listed under 'supported mods', anyway) parasite body slot conflict with devices I had triggered a parasite trap while wearing the DD chain harness. Afterwards, the 2 items were fighting over the body slot, switching back and forth ~2x/second until I removed the harness (via SA/SH willpower). I did check the items in FO4edit, both bodyslot 33 - no other mod overrides besides this mod. (Although tbh, can't remember whether it was the shackled or non-shackled version - nor whether it was rusty/silver) I guess this requires an executive decision/implementation from your side, as to which takes priority - one, the other - or "first come, first served" "Parasite overrides all" or "use/misuse of DD-body items as parasite protection" PS: I am still using DD RC9 beta1 - I don't know whether there are changes to these items or keys in beta2 1
jbezorg Posted May 28, 2024 Author Posted May 28, 2024 3 hours ago, egonm68 said: I guess this requires an executive decision/implementation from your side, as to which takes priority - one, the other - or "first come, first served" "Parasite overrides all" or "use/misuse of DD-body items as parasite protection" I'll have to sort through that. Will the parasite break off existing DD items or will DD items stop the parasite and/or stop the parasite's progression. The former would be easier but the later could offer an interesting dynamic. Buying more time to get the parasite off using other normal devices.
vaultbait Posted May 28, 2024 Posted May 28, 2024 Apologies for the repetition, but re-asking in case it got missed earlier... 23 hours ago, vaultbait said: In the description it says you get to choose between DD and KFT... choose what exactly (for those of us who have both installed)? 1
jbezorg Posted May 29, 2024 Author Posted May 29, 2024 3 hours ago, vaultbait said: Apologies for the repetition, but re-asking in case it got missed earlier... It did, apologies. It excludes the parasite but for example. "70% KF 30% DD" means that when a trap is triggered. There is a 70% chance that all devices will be selected from KFT and a 30% chance that all devices will be selected from DD.
Nuka Cherry Posted May 29, 2024 Posted May 29, 2024 What would happen if I removed DD as a master and just ran with KFD like a lunatic? I realise this is a cheeky question as it changes some of your hard work, but I am trying KFD on its own at the moment and missing some ways to get into trouble...
egonm68 Posted May 29, 2024 Posted May 29, 2024 14 hours ago, jbezorg said: I'll have to sort through that. Will the parasite break off existing DD items or will DD items stop the parasite and/or stop the parasite's progression. The former would be easier but the later could offer an interesting dynamic. Buying more time to get the parasite off using other normal devices. yeah, you're right. could build on that, so it's one base question, and one follow-up: "parasite breaks other devices off" vs. "first come, first served" (I just like this expression in this context) And yes, the latter would offer the option to equip a body device as protection against parasites. (your call - or an MCM-toggle? I like toggles... everyone plays differently, after all) And the followup with parasite progression (once it's stuck on you): maybe/idea gag and chastity bra will double the interactions needed for progression, giving you more 'time' to get the cream (.... ) Always with the sub-question of whether to simply check the slots, slots+DD/KFT keywords of the equipped items - or even check for DD/KFT items that'd actually block/delay it. (= how simple things get complicated real quick)
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