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Cursed DD Enchantings - Redux²


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Posted
57 minutes ago, Franco Cozzo said:

If @jbezorg doesnt like me posting it here though ill delete it

 

I don't mind at all.

  • 2 weeks later...
Posted

I'm sorry if this is an obvious question. I'm not very good at modding and this mod in particular is giving me issues.
I didn't disable this mod before starting a new game. In the MCM it's showing every mod as "not installed". Is there a way to "re-initialize" this mod that I'm not finding? I've looked for an answer for about 4 hours now and I'm feeling like giving up. I'd really prefer not to start another new game...... but I can if that's what's needed.

Posted
2 hours ago, doc1204 said:

I'm sorry if this is an obvious question. I'm not very good at modding and this mod in particular is giving me issues.
I didn't disable this mod before starting a new game. In the MCM it's showing every mod as "not installed". Is there a way to "re-initialize" this mod that I'm not finding? I've looked for an answer for about 4 hours now and I'm feeling like giving up. I'd really prefer not to start another new game...... but I can if that's what's needed.

Did you try this from the mods page?

 

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

 

You probably need to do it one by one if you're manually using the console. 

You can also try "sqv (questname)" like "sqv Bo57_VersionControl" and the console will tell you if it is running afterwards with other bits of info. 

Posted
On 2/6/2026 at 3:30 AM, Franco Cozzo said:

Did you try this from the mods page?

 

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

 

You probably need to do it one by one if you're manually using the console. 

You can also try "sqv (questname)" like "sqv Bo57_VersionControl" and the console will tell you if it is running afterwards with other bits of info. 

I've tried both methods, manual, and the .txt file. 

Posted (edited)
1 hour ago, doc1204 said:

I've tried both methods, manual, and the .txt file. 

Try enable the debug roll and loot containers not in a settlement (i think by default owned settlements are "safe" in this mod), if it doesnt show then somethings probably broken. You could also try using re-saver by making a save with the mod disabled (on a save where it had been enabled before) and then cleaning it and enabling the mod. Re-saver can break other mods mid-save though if you arent careful. 

 

https://www.nexusmods.com/fallout4/mods/22633

 

Personally my start ups are typically using start me up redux, or SKK's fast start, or I load a "Nora" blank no-mod save that I got from nexus ages ago and just change the character before leaving the Vault, I haven't really had an issue on start-up since then but I do remember having crashes a while ago at the mirror if it was enabled (possibly an older version or i removed some conflict along the way).

Edited by Franco Cozzo
  • 1 month later...
Posted

Kziidt metal and some leather devices can be unlocked by "Fetish device key". But now only way to get this key is craft it at chemistry workbench. Can you add "fetish device key" as droppable key from loot and make this key destroyed after device unlock ?

Posted
On 3/15/2026 at 7:34 AM, ssonly said:

Kziidt metal and some leather devices can be unlocked by "Fetish device key".


I've added a hacksaw to the KFT list that can open off metal devices.

It also requires some basic level 1 armorsmith and/or blacksmith skills to make KFT items

KFT Escape Packs.esp

  • 3 months later...
Posted

 

Hi there, thanks for sharing this amazing mod!

I am currently experiencing a visual bug with the RC Cursed DD Enchantings outfits. When my character equips the item, the character's skin/mesh stretches and pulls all the way to the ground (spaghetti mesh/vertex explosion). Additionally, there are no breast physics applied to the model.

Here is my current setup and what I've tested so far:

  • Mod Manager: MO2

  • Skeleton: ZaZ Extended Skeleton (ZeX)

  • DD Framework: Yes, the Devious Devices Base Framework is fully installed.

  • BodySlide: I have successfully built the meshes for this specific mod in BodySlide.

  • Cross-testing: Other physics-enabled outfits (e.g., Vatw) work perfectly in my game with functioning breast bouncing physics, which means my base physics framework (CBP/OCBP) and ZeX skeleton are working correctly.
     

Any guidance would be greatly appreciated. Thank you for your time and your work!
image.thumb.png.b3642d8f76ef8e6db8eff02d8fb2d630.png

Posted
On 7/11/2026 at 12:34 PM, hihi2033 said:

 

Hi there, thanks for sharing this amazing mod!

I am currently experiencing a visual bug with the RC Cursed DD Enchantings outfits. When my character equips the item, the character's skin/mesh stretches and pulls all the way to the ground (spaghetti mesh/vertex explosion). Additionally, there are no breast physics applied to the model.

Here is my current setup and what I've tested so far:

  • Mod Manager: MO2

  • Skeleton: ZaZ Extended Skeleton (ZeX)

  • DD Framework: Yes, the Devious Devices Base Framework is fully installed.

  • BodySlide: I have successfully built the meshes for this specific mod in BodySlide.

  • Cross-testing: Other physics-enabled outfits (e.g., Vatw) work perfectly in my game with functioning breast bouncing physics, which means my base physics framework (CBP/OCBP) and ZeX skeleton are working correctly.
     

Any guidance would be greatly appreciated. Thank you for your time and your work!
image.thumb.png.b3642d8f76ef8e6db8eff02d8fb2d630.png

 

Thank you!

 

What body are you using? The bodyslide that comes with my mod is for Fusion Girl.

Posted
5 hours ago, jbezorg said:

 

Thank you!

 

What body are you using? The bodyslide that comes with my mod is for Fusion Girl.

Ah, that makes perfect sense! I am currently using CBBE (with the ZeX skeleton). Since the BodySlide files are for Fusion Girl, that completely explains the vertex explosion on my end.

Is there any chance of a CBBE conversion or compatibility patch being released in the future? Alternatively, if there are no plans for an official CBBE version, is there a recommended way or a workaround for me to manually convert it to CBBE using Outfit Studio?

Posted
On 7/15/2026 at 4:08 AM, hihi2033 said:

Ah, that makes perfect sense! I am currently using CBBE (with the ZeX skeleton). Since the BodySlide files are for Fusion Girl, that completely explains the vertex explosion on my end.

Is there any chance of a CBBE conversion or compatibility patch being released in the future? Alternatively, if there are no plans for an official CBBE version, is there a recommended way or a workaround for me to manually convert it to CBBE using Outfit Studio?


The parasite that comes with the original mod is CBBE. Generate the body using that. The addon tentacles that come later may be an issue though if you enable this mods parasite options.

  • 5 weeks later...
Posted

odd question... and it might be really dumb, but with the tentacle parasite my characters breasts grow to absolutely enormous sizes... any idea on what could possibly cause this? Ive tied it back to the wasteland dairy framework and the player milk morph reset function in the MCM resets the size but id rather not have to reset the size religiously after each time i get the parasite.

 

FYI: I have stopped the update that happened on 8/18/2026 so im on whatever version was before that.

Posted
On 8/19/2026 at 7:49 AM, JustDippy said:

odd question... and it might be really dumb, but with the tentacle parasite my characters breasts grow to absolutely enormous sizes... any idea on what could possibly cause this? Ive tied it back to the wasteland dairy framework and the player milk morph reset function in the MCM resets the size but id rather not have to reset the size religiously after each time i get the parasite.

 

FYI: I have stopped the update that happened on 8/18/2026 so im on whatever version was before that.


Set the max breast size in WDF.

Posted (edited)

I got pretty tired of having to deactivate and later reactivate this mod.

 

Had a crash to desktop on a fresh new game, before even leaving the vault. Traced it to Bo57_MCMandToolsScript grabbing AAF's keyword list before AAF was actually done building it. Nothing to do with load order or plugin count, just bad timing between two mods on a new game. Fix below makes it wait for the real thing instead of assuming it's there.

 


initExternalMods() runs on quest init and does this pretty much straight away:

On a new game AAF hasn't necessarily built that list yet at that point, so GetProtectedEquipmentKeywords() comes back None, that None goes into VarToVarArray(), and it crashes.

Fixed by waiting for MQ102 stage 10 (out of the vault) before doing anything, and for the AAF part specifically, just polling GetProtectedEquipmentKeywords() itself until it's not None anymore instead of guessing how long to wait. Both loops give up after a while and fall back to an empty list instead of hanging or crashing.

 

 

 

--- a/Bo57_MCMandToolsScript.psc
+++ b/Bo57_MCMandToolsScript.psc
@@ -270,7 +270,17 @@
 ; does some other initializations too
 function initExternalMods()
   loadDelay()
-  Debug.Notification( "CDDER - Mod Loading" )
+
+  ; wait for the player to actually be out of the vault before touching
+  ; other mods' data on a new game
+  Quest kMQ102 = Game.GetFormFromFile(0x0001CC2A, "Fallout4.esm") as Quest
+  Int iMQ102Attempts = 300 ; ~10 min max, just a safety cap
+  While kMQ102 && !kMQ102.GetStageDone(10) && iMQ102Attempts > 0
+    Utility.Wait(2.0)
+    iMQ102Attempts -= 1
+  EndWhile
+
+  Debug.Notification( "CDDER - Mod Loading" )
   aiExcludedMods = new Int[0]

   ...
@@ -527,8 +537,22 @@
   sModName = "AAF.esm"
   AAFInstalled = Game.IsPluginInstalled( sModName )
   If AAFInstalled
-    AAF_API               = Game.GetFormFromFile(0x00000F99, sModName ) as AAF:AAF_API
-    AAF_protectedKeywords = Utility.VarToVarArray(AAF_API.GetProtectedEquipmentKeywords()) as Keyword[]
+    AAF_API = Game.GetFormFromFile(0x00000F99, sModName ) as AAF:AAF_API
+
+    ; poll AAF itself instead of guessing a wait time - non-None here
+    ; means AAF actually has the list ready
+    Var vAAFKeywords = None
+    Int iAAFAttempts = 120 ; ~2 min max, just a safety cap
+    While iAAFAttempts > 0 && !vAAFKeywords
+      If !AAF_API
+        AAF_API = Game.GetFormFromFile(0x00000F99, sModName ) as AAF:AAF_API
+      Else
+        vAAFKeywords = AAF_API.GetProtectedEquipmentKeywords()
+      EndIf
+      If !vAAFKeywords
+        Utility.Wait(1.0)
+        iAAFAttempts -= 1
+      EndIf
+    EndWhile
+
+    If vAAFKeywords
+      AAF_protectedKeywords = Utility.VarToVarArray(vAAFKeywords) as Keyword[]
+    Else
+      AAF_protectedKeywords = new Keyword[0]
+      Debug.Trace("Bo57_MCMandToolsScript: AAF never reported protected keywords, continuing without them.")
+    EndIf
   endIf
   notifyPlayerModStatus( sModName, AAFInstalled )

 



MQ102 is the base game "Out of Time" quest, 0001CC2A in Fallout4.esm, stage 10 = left the vault. Other mods already use the same quest/stage for this same check, so nothing exotic here.

 

AAF_protectedKeywords = Utility.VarToVarArray(AAF_API.GetProtectedEquipmentKeywords()) as Keyword[]
 

RC Cursed DD Enchantings v1.97 - AAF Crash Fix.zip

Edited by Langmans
Posted

Hey, could you make it so that when the player gets caught in one of the traps, this mod kicks in? And could you also set it up so that some mines capture the player, and the player has to escape before a certain amount of time runs out? Otherwise, the player would be kidnapped.

 

Posted
On 8/22/2026 at 7:24 PM, Langmans said:

Had a crash to desktop on a fresh new game, before even leaving the vault. Traced it to Bo57_MCMandToolsScript grabbing AAF's keyword list before AAF was actually done building it. Nothing to do with load order or plugin count, just bad timing between two mods on a new game. Fix below makes it wait for the real thing instead of assuming it's there.

Thanks!

 

9 hours ago, yokito78 said:

Hey, could you make it so that when the player gets caught in one of the traps, this mod kicks in? And could you also set it up so that some mines capture the player, and the player has to escape before a certain amount of time runs out? Otherwise, the player would be kidnapped.

 

When I get some time, absolutely

Posted (edited)
1 hour ago, jbezorg said:

Thanks!

Feel free to do to whatever you want with it by the way, I fixed the issue myself and then shared the files since you also supplied psc files, but later I realized I haven't asked publishing permissions. Seeing as sharing patches on this forum is a common practice, I figured it's ok (sorry if it isn't). Let me know if you want me to remove the file I uploaded (when you implemented it for example).

 

Claude opus 5 is co-author by the way. Fantastic tool to use :) I understand papyrus scripts but can't really write them.

Edited by Langmans
Posted
On 8/24/2026 at 12:01 PM, Langmans said:

Feel free to do to whatever you want with it by the way, I fixed the issue myself and then shared the files since you also supplied psc files, but later I realized I haven't asked publishing permissions. Seeing as sharing patches on this forum is a common practice, I figured it's ok (sorry if it isn't). Let me know if you want me to remove the file I uploaded (when you implemented it for example).

 

Claude opus 5 is co-author by the way. Fantastic tool to use :) I understand papyrus scripts but can't really write them.


No problem and thanks again. Anything I post on LL is free for anybody to modify and reshare here. 

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