Jump to content

Cursed DD Enchantings - Redux²


Recommended Posts

Posted
7 minutes ago, slugd99 said:

has the paralysis bug been solved and i missed it?  i tried using   

player.setav Paralysis 0

that has no effect. 

 

 

What version do you have?

Posted

it just says 

 

RC Cursed DD enchantings.7z

 

i checked the files section and there only seems to be one version....perhaps i am wrong about that?

 

Posted
1 minute ago, slugd99 said:

MCM say the version in 1.95.0

 

 

That should have been resolved. Did it happen again? Are you using MCM and if so can you check for conflicts?

Posted

Still can't seem to get PA traps to work, frames set to "never safe" and all trap chances set to 100 but no dice, noticed that restarting the mod through the mcm also resets all the settings in the PA section but everything else stays, not sure if thats related.

 

Aside from that mod works great

Posted

I think Commonwealth slavers is completely incompatible with this mod, went through re-enabling mods and i cant get this to install correctly will Commonwealth slavers enabled.

Posted
6 hours ago, pevert said:

I think Commonwealth slavers is completely incompatible with this mod, went through re-enabling mods and i cant get this to install correctly will Commonwealth slavers enabled.

 

That sounds surprising, but I've not used Commonwealth Slavers so I can't say for sure I've tested that.

 

What does "cant get this to install correctly" mean, exactly? Does your mod manager complain? Does the game fail to start? Saves won't load? You get an error in-game? Something else?

Posted
7 hours ago, pevert said:

I think Commonwealth slavers is completely incompatible with this mod, went through re-enabling mods and i cant get this to install correctly will Commonwealth slavers enabled.

 

I did find out that with large plugin lists that AAF (and probably some other mods) are not fully ready when CDDER is initializing.

Going to build in a wait with the delay for loading mods dependent on the length of the mod list.

Posted
On 7/1/2024 at 5:19 PM, Fighter12345 said:

Still can't seem to get PA traps to work, frames set to "never safe" and all trap chances set to 100 but no dice, noticed that restarting the mod through the mcm also resets all the settings in the PA section but everything else stays, not sure if thats related.

 

Aside from that mod works great

 

The OnSit event isn't firing when entering the power armor frame.
 

Posted
On 6/26/2024 at 8:44 PM, Mistah F said:

+1 to any ideas about the parasite causing sexual hallucinations or dreams.

What if there was a "sleep and dream" button next to "sleep" button when looking at a bed?  The "sleep and dream" button would allow you to select how long to sleep then start an AAF scene.  The screen would go black after selecting how long to sleep, then a tentacle sex scene would play.  The player would wake up after the scene ends.  The player says something like "Wow, what a wild dream".  The sex scene does not have to just be tentacles.  It can have a setting in the MCM that determines the chance of any particular partner being selected.  It also should not cause a pregnancy of anything other than the tentacle parasite.  The tentacle parasite being attached to the player especially at later stages should impregnate the player and the player should give birth to what looks like a little blob that disappears afterward as though it went underground.   

 

What if the sexual hallucinations used some of the created spaces in Toys n Tentacles along with some other mods?  It would be sex scenes with tentacles or sometimes other creatures in those created spaces.  The player would be going about her day then would suddenly find herself in a strange place with tentacles or some other creature fucking her.  When the scene is over, she will be back where she was in the Commonwealth saying something like "That was weird, it seemed so real".

Posted (edited)
7 hours ago, vaultbait said:

 

That sounds surprising, but I've not used Commonwealth Slavers so I can't say for sure I've tested that.

 

What does "cant get this to install correctly" mean, exactly? Does your mod manager complain? Does the game fail to start? Saves won't load? You get an error in-game? Something else?


Actually as mod conflicts go this is actually quite good, fail to install as in the mod runs fine its picked up by mcm but is completely non-functional doesnt pickup its dependents or optionals in the mcm menu. It doesnt install correctly on startup there is no notification top left.
Mo2 is fine no Loot problems the mod just doesn't install correctly.
 

6 hours ago, jbezorg said:

 

I did find out that with large plugin lists that AAF (and probably some other mods) are not fully ready when CDDER is initializing.

Going to build in a wait with the delay for loading mods dependent on the length of the mod list.


Yeah im on my like 50th fast start troubleshooting and have gone a bit mad, But your mod actually seems really compatible with anything thats not AAF related, like 350 mods worth of bug fixs, F4SE plugins and major engine changes and the only mods that stop CDDER from loading correctly ive narrowed down to
*raiders pet
*AAF violate
*sexHarassment
*RSEII Csa
*Latex collar curse
*Will of atom
*Commonwealth slavers

Apart from commonwealth slavers for sure incompatible the other mods might work fine but i cant get them working consistently, im thinking its a weird combination of them that dont work. 

As for the CDDER not picking up mods on startup ive noticed if you just saved and quit CDDER will reload and work correctly when you load back in

╰☆☆ 𝘋𝘪𝘴𝘤𝘭𝘢𝘪𝘮𝘦𝘳: 𝘪 𝘢𝘮 𝘷𝘦𝘳𝘺 𝘴𝘵𝘶𝘱𝘪𝘥 ☆☆╮

Edited by pevert
Posted
7 hours ago, pevert said:

Apart from commonwealth slavers for sure incompatible the other mods might work fine but i cant get them working consistently, im thinking its a weird combination of them that dont work.

 

Was it a startup of a new game? Until I can identify what's happening it may be a case of having only one during start-up and then loading the other. I installed Commonwealth Slavers in an existing game with CDDER loaded and it looks like both are working.

Posted
8 hours ago, pevert said:


Actually as mod conflicts go this is actually quite good, fail to install as in the mod runs fine its picked up by mcm but is completely non-functional doesnt pickup its dependents or optionals in the mcm menu. It doesnt install correctly on startup there is no notification top left.
Mo2 is fine no Loot problems the mod just doesn't install correctly.
 


Yeah im on my like 50th fast start troubleshooting and have gone a bit mad, But your mod actually seems really compatible with anything thats not AAF related, like 350 mods worth of bug fixs, F4SE plugins and major engine changes and the only mods that stop CDDER from loading correctly ive narrowed down to
*raiders pet
*AAF violate
*sexHarassment
*RSEII Csa
*Latex collar curse
*Will of atom
*Commonwealth slavers

Apart from commonwealth slavers for sure incompatible the other mods might work fine but i cant get them working consistently, im thinking its a weird combination of them that dont work. 

As for the CDDER not picking up mods on startup ive noticed if you just saved and quit CDDER will reload and work correctly when you load back in

╰☆☆ 𝘋𝘪𝘴𝘤𝘭𝘢𝘪𝘮𝘦𝘳: 𝘪 𝘢𝘮 𝘷𝘦𝘳𝘺 𝘴𝘵𝘶𝘱𝘪𝘥 ☆☆╮

 

Are you sure the game is seeing the plugin? Like if you use the help command in the console to search for the names of forms provided by this mod's plugin do you get any results?

 

Keep in mind that Fallout 4 is only able to address 253 active (non-light) plugins in addition to the game's master plugin (though also up to 4096 light plugins). Active plugins are enabled ESM and ESP files that are not ESL-flagged, including DLC and some CC content plugins. The primary symptom of exceeding the plugin limit is the game not actually loading some of your plugins at random; which ones it fails to load may change any time you adjust your load order.

Posted
11 hours ago, pevert said:

But your mod actually seems really compatible with anything thats not AAF related,

 

What version of AAF are you using? I'm using AAF 171 beta.

You can download it off dagobaking's discord server. The DL link in the LL listing will take you to the AAF Discord. It will be under aaf_public_release.

Posted
10 hours ago, jbezorg said:

 

What version of AAF are you using? I'm using AAF 171 beta.

You can download it off dagobaking's discord server. The DL link in the LL listing will take you to the AAF Discord. It will be under aaf_public_release.

V171-0_beta

Posted
On 7/2/2024 at 10:32 PM, pevert said:

Yeah im on my like 50th fast start troubleshooting and have gone a bit mad, But your mod actually seems really compatible with anything thats not AAF related, like 350 mods worth of bug fixs, F4SE plugins and major engine changes and the only mods that stop CDDER from loading correctly ive narrowed down to
*raiders pet
*AAF violate
*sexHarassment
*RSEII Csa
*Latex collar curse
*Will of atom
*Commonwealth slavers

Apart from commonwealth slavers for sure incompatible the other mods might work fine but i cant get them working consistently, im thinking its a weird combination of them that dont work. 

As for the CDDER not picking up mods on startup ive noticed if you just saved and quit CDDER will reload and work correctly when you load back in

 

 

a couple of notes

 

i treat starting Devious Devices in FO4 the same as in Skyrim (LE).

 

Spoiler

when you start a new game DD is not initialized.  it needs to have the game load a save game made after it is installed for it to fully initialize (as far as i know).

 

quick process is to 

Step 1 = start new game and progress to point Codsworth tells you to go see Shaun (in pre-war sanctuary). 

for using a quick start wait out the quick start and notifications then go back into Vault 111 and do Step 2 there.

 

Step 2 = make a hard save (i do it through console to give it a special name), then drop to desktop

 

Step 3 = install/activate DD (and related mods if you wish) and then load the save made in Step 2. wait out any notifications again, and then

make a new hard save (i do the console thing again for ease of naming)

 

Step 4 = load save game made in Step 3 and wait out notifications then adjust MCMs added in Step 3

 

Step 5 = play game as normal

 

i have used it without major (there were a couple of minor problems but i could not tell if minor were mod caused or just Bugstheda weirdness) problems with 

AAF Violate

Sexual Harassment

Commonwealth Slavers (see notes in spoiler)

Spoiler

Commonwealth Slavers does place a collar on Nora, i have yet to have it removed by this mod

at various times CS will place DD or KFT devices on Nora (and remove them when it should)

this mod can randomly equip devices on Nora which can cause issue with CS, but CS has a "remove devices" function in it's MCM

when i played CS with this mod active at the same time i did have random traps add devices at times, but by using the CS MCM (cheats page near the bottom)

remove DD from player, and remove KFT from player if i had to i was able to play CS all the way through.

 

i was lucky to not get hit with the tentacle parasite while playing CS, so if yo do get a tentacle parasite while playing CS you will have to use this mods (or DD mods) removal mechanic to get it off as that is a special case restraint.  other than that it should be able to be used at the same time as CS.

 

hope the information helps someone

 

Posted (edited)
12 hours ago, valcon767 said:

 

 

a couple of notes

 

i treat starting Devious Devices in FO4 the same as in Skyrim (LE).

 

  Hide contents

when you start a new game DD is not initialized.  it needs to have the game load a save game made after it is installed for it to fully initialize (as far as i know).

 

quick process is to 

Step 1 = start new game and progress to point Codsworth tells you to go see Shaun (in pre-war sanctuary). 

for using a quick start wait out the quick start and notifications then go back into Vault 111 and do Step 2 there.

 

Step 2 = make a hard save (i do it through console to give it a special name), then drop to desktop

 

Step 3 = install/activate DD (and related mods if you wish) and then load the save made in Step 2. wait out any notifications again, and then

make a new hard save (i do the console thing again for ease of naming)

 

Step 4 = load save game made in Step 3 and wait out notifications then adjust MCMs added in Step 3

 

Step 5 = play game as normal

 

i have used it without major (there were a couple of minor problems but i could not tell if minor were mod caused or just Bugstheda weirdness) problems with 

AAF Violate

Sexual Harassment

Commonwealth Slavers (see notes in spoiler)

  Reveal hidden contents

Commonwealth Slavers does place a collar on Nora, i have yet to have it removed by this mod

at various times CS will place DD or KFT devices on Nora (and remove them when it should)

this mod can randomly equip devices on Nora which can cause issue with CS, but CS has a "remove devices" function in it's MCM

when i played CS with this mod active at the same time i did have random traps add devices at times, but by using the CS MCM (cheats page near the bottom)

remove DD from player, and remove KFT from player if i had to i was able to play CS all the way through.

 

i was lucky to not get hit with the tentacle parasite while playing CS, so if yo do get a tentacle parasite while playing CS you will have to use this mods (or DD mods) removal mechanic to get it off as that is a special case restraint.  other than that it should be able to be used at the same time as CS.

 

hope the information helps someone

 


Thanks, haven't heard about this before.

*i dont know what magic you have that i dont but Commonwealth slavers definitely breaks this mod for me, i disabled all interfering mods started a new game reloaded / initialized everything CDDER worked fine it picked up all the optional mods and the mcm settings work . As soon as i enable Commonwealth Slavers it brick the mod, the mod cant see the installed optional files in the mcm and the KFT/DD ratio slider is missing which has been the tell tale sign the mods bricked. Traps dont trigger it is for sure bricked

Can i get your modlist to see what i have that you dont, for CommonWealth slavers i have the most recent patch with the voices addon.


 

Edited by pevert
Posted
9 hours ago, valcon767 said:

so if yo do get a tentacle parasite while playing CS you will have to use this mods (or DD mods) removal mechanic to get it off as that is a special case restraint.

 

Under "Tentacle Monster" in CDDER's MCM. Setting "Parasite Progression" to "Off" just equips the regular DD parasite. I'll change that to Off, DD Parasite, and CDDER Parasite.

Of course, you can just stop CDDER under settings or set the chances really low or to zero. Meat bags and animal corpses can trigger a parasite. Setting loot and corpse chance to 0 will prevent the parasite. 

Posted
On 7/3/2024 at 9:50 PM, pevert said:


Thanks, haven't heard about this before.

*i dont know what magic you have that i dont but Commonwealth slavers definitely breaks this mod for me, i disabled all interfering mods started a new game reloaded / initialized everything CDDER worked fine it picked up all the optional mods and the mcm settings work . As soon as i enable Commonwealth Slavers it brick the mod, the mod cant see the installed optional files in the mcm and the KFT/DD ratio slider is missing which has been the tell tale sign the mods bricked. Traps dont trigger it is for sure bricked

Can i get your modlist to see what i have that you dont, for CommonWealth slavers i have the most recent patch with the voices addon.

 

for anyone else wanting the same information 

i do Deviously Cursed Wasteland - Belted Quest to completion without either CS or CDDER activated

hard save in Vault 111 (done with console for special name for ease of finding later)

activate CS and adjust MCM

then activate CDDER and adjust

modlist and stuff attached

 

modlist.txt plugins.txt loadorder.txt lockedorder.txt

Posted


I am having a new issue where the parasite trap does not trigger on a "successful" roll with v1.95.2 (and earlier versions)
no explosion, just, nothing.   regular traps are fine, DD / KFT gets applied.

But that appears to be "me" problem, as I also get that with earlier versions now.

However, when it happens:  the cursed loot quest gets 'hung up'.
It does not stop, but looting does no longer trigger a roll-for-trap. No message for this in the papyrus log.

 

In the older v1.91.0, the quest continues to run, as in further looting continues to trigger a roll.

(also, that version still had a "restart" button in MCM - newer ones, you have to stop - exit and reenter MCM - start)

 

anyway, all in all a 'me' problem.
But worth mentioning because early versions of the cursed loot quest appear to handle this 'exception' better.

(plus, the 'restart' button would be useful when I run into it 😉 )

 

Posted
2 hours ago, egonm68 said:

However, when it happens:  the cursed loot quest gets 'hung up'.
It does not stop, but looting does no longer trigger a roll-for-trap

 

This is a bug that I've been hunting for a while. I've noticed that all notifications stop including those from other mods. Are all notifications stopped for you as well?  

Posted (edited)

Quick question: The mod description reads this is basically an upscaled version of Deviously Cursed Wasteland. That mod is not listed as a requirement. Does this mod, Cursed Enchantings, require Deviously Cursed Wasteland? Does it use it as a base and add improvements to it? I ask this because I've been using Cursed DD Enchantings without Cursed Wasteland installed but read posts of other users that have it installed. Is there potential for bugs/misbehaviour if Cursed Wasteland is installed/not installed?

Some things I've noticed so far in my game:
-Power armor traps do not trigger. No Cursed Loot roll is made, so even setting it at 100% doesn't do anything other than blackout screen and exiting the power armor afterwards.

-As another user has mentioned, sometimes the MCM settings for Power Armor traps are reset. Essentially disabling that feature. I noticed it happening after starting a new game, might also happen after reloading mcm/reapplying settings.
-Keys do not drop at all.

-After triggering a trap, sound is in slow mo. Like when taking Jet. (Fixed by opening VATS. Although VATS cannot be accessed while being bound)

 

Something to improve on: DD keys are removed from the inventory during a trap event. KFT keys aren't. It would be great if KFT keys would also be removed from the inventory.


Other than that, the mod is working pretty well. I've been using it on a Char beyond level 50 without any major issues.

Edited by Þursona
Posted

Having a weird thing where the MCM settings I chose are not sticking at all. Once I close the MCM menu and go back in the mod line items are reset. However, I have a lot of mods with MCM and they save no problem, and stick even between play sessions (as expected). Suggestions?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...