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Cursed DD Enchantings - Redux²


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Posted (edited)
3 hours ago, jbezorg said:

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?  

 

I think it's generally triggered by calling Debug.Notification() while the player is using workbenches (might also occur under other conditions). Saving the game and then loading it again typically clears that symptom. I've seen it occur in the vanilla game too without the help of mods, though mods that spam lots of notifications are far more prone to cause it.

Edited by vaultbait
Posted
2 hours ago, jbezorg said:

 

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?  


no, other mods' notification still come through.

and, to clarify: it's not only the loot rolls not showing - regular traps don't trigger at all (until I do the "stop cursed Loot" - "start cursed loot" in MCM)

I found the culprit for it bugging out in the first place, though.
Not a mod conflict.  calling it a borked save, after 'going back' a bit, finding the point when it 'broke'.
I remember getting parasited and having a bit of a jank interaction with another DD, and having a bit of trouble getting them off. That happened shortly after the save I found as 'working ok'....  I can't remember the exact details, and I did not notice any immediate effect back then. But I guess something kept lurking in the save file.

 

 

PS/somewhat related:

Safes still do not trigger a roll-for-trap for me.
I'm not sure whether that's another "me" problem / mod conflict (as I noticed that on another save-'built' as well), or a bug.

 

Posted
27 minutes ago, ETSubmariner said:

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?


I have noticed that the "Power armor Frame trap level" resets to "disabled" at times,
but the others - "general settings" and "cursed loot chances" do stick for me.


PS/offtopic:
"MCM settings manager" - great tool
https://www.nexusmods.com/fallout4/mods/56195/
I do recommend following the discord link on that page to the "Collective Modding discord", and grabbing the "1.3-beta2" from there.
That beta is stable (enough), and can handle larger amounts of settings.
(I experienced the pain of 1.2 bugging out when I passed 3 or 4 thousand saved settings per slot. And then having to fiddle a bit to recover the saved settings)
 

Posted

Weird Situation:

Clean save, RC9 installed (double checked and reinstalled), 224 ESPs+ESMs, 210 ESLs, bodyslides build, MCM and AAF both installed and functioning (also: SAKR, PVPK, SAF, and KFT+AT all working and installed)

Deviously Cursed Wasteland and Cursed DD 1 are both not installed. Not sure what I'm missing or what I'm doing wrong but I am stupid so I shall post.

I can't get any of the traps to fire and even with "Show the Cursed Loot roll" enabled. When looking into the mcm, the settings can all be changed and they won't reset or revert without player input.

The only exception is the supported mods section that shows all listed mods as "not installed" I can change them to say installed but after exiting the mcm then re-entering it they have reverted. 

I can post a modlist if that would help but I somewhat doubt it, I guess I'm more asking if any older versions or other downloads are available? I've had 0 issues with my game so far and everything else seems to be working just fine except this.

I'd like to just try with an older version to see if maybe that's my issue or if my loadorder is beyond repair. Or maybe I'm stupid and missing something obvious which is the most likely case, I'm willing to bet on it. Regardless thank you <333 

Posted
2 hours ago, squidwardd said:

Weird Situation:

Clean save, RC9 installed (double checked and reinstalled), 224 ESPs+ESMs, 210 ESLs, bodyslides build, MCM and AAF both installed and functioning (also: SAKR, PVPK, SAF, and KFT+AT all working and installed)

Deviously Cursed Wasteland and Cursed DD 1 are both not installed. Not sure what I'm missing or what I'm doing wrong but I am stupid so I shall post.

I can't get any of the traps to fire and even with "Show the Cursed Loot roll" enabled. When looking into the mcm, the settings can all be changed and they won't reset or revert without player input.

The only exception is the supported mods section that shows all listed mods as "not installed" I can change them to say installed but after exiting the mcm then re-entering it they have reverted. 

I can post a modlist if that would help but I somewhat doubt it, I guess I'm more asking if any older versions or other downloads are available? I've had 0 issues with my game so far and everything else seems to be working just fine except this.

I'd like to just try with an older version to see if maybe that's my issue or if my loadorder is beyond repair. Or maybe I'm stupid and missing something obvious which is the most likely case, I'm willing to bet on it. Regardless thank you <333 

 

I haven't kept older versions.

What version of FO4 are you using? I'm still using 1.10.163. The latest version, 1.10.984, is still not fully supported. MCM for example is still in Beta.  

Posted
1 minute ago, jbezorg said:

 

I haven't kept older versions.

What version of FO4 are you using? I'm still using 1.10.163. The latest version, 1.10.984, is still not fully supported. MCM for example is still in Beta.  

 

Not downgraded or anything, I've had the same install with updates off since before the ng update.

 

image.png.517754fe31874df1a5bf1daa6dc07519.png

Posted
5 hours ago, squidwardd said:

 

Not downgraded or anything, I've had the same install with updates off since before the ng update.

 

image.png.517754fe31874df1a5bf1daa6dc07519.png


did you save, and then load the save after installing this mod?

Posted (edited)
On 7/6/2024 at 5:06 PM, jbezorg said:

 

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?  

 

On 7/6/2024 at 8:10 PM, egonm68 said:


no, other mods' notification still come through.

and, to clarify: it's not only the loot rolls not showing - regular traps don't trigger at all (until I do the "stop cursed Loot" - "start cursed loot" in MCM)

I found the culprit for it bugging out in the first place, though.
Not a mod conflict.  calling it a borked save, after 'going back' a bit, finding the point when it 'broke'.
I remember getting parasited and having a bit of a jank interaction with another DD, and having a bit of trouble getting them off. That happened shortly after the save I found as 'working ok'....  I can't remember the exact details, and I did not notice any immediate effect back then. But I guess something kept lurking in the save file.

 

 

PS/somewhat related:

Safes still do not trigger a roll-for-trap for me.
I'm not sure whether that's another "me" problem / mod conflict (as I noticed that on another save-'built' as well), or a bug.

 

 

I did some further digging......
turns out, the counters were still active.
Bo57_TentacleIncubation = 1
Bo57_TentacleSexcount = 2

So that 'jank' removal a while ago did not properly clean up  (note: that was on an earlier version, 1.94.x, maybe even 1.93)

 

Resetting tentacleincubation to 0
=> fixed.

 

Nonetheless, I guess that still leaves it with two issues:

- the trap script is still getting "hung up" as described when the roll-for-parasite succeeds a second time (after the first one already applied the parasite, and Bo57_TentacleIncubation is already at "1")
- new:  I noticed the MCM debug to remove the parasite does not reset the Bo57_TentacleSexcount  (it did reset the -incubation one, though)

 


PS: someone please tell me: why did I not check the obvious first, but launch directly into checking mod conflicts and saves? 🤦‍♂️
Don't mind me, just kicking myself....because after the previous troubleshooting I did for this mod, I should've known to look at the actorValues first....  😅


edit/update:
looks like it does not need a jank interaction to cause problems....
I just removed a parasite using the cream - and the AV Bo57_TentacleIncubation is sticking to "1".
-> can be reset with the MCM debug afterwards, so we have a workaround
 

Edited by egonm68
Posted
3 hours ago, egonm68 said:


did you save, and then load the save after installing this mod?

 

I don't understand, are you asking if I loaded a save from before installing the mod? I did not. I installed the mod and started a new game, once out of the vault I did save my game and load it. Then I started setting up the mcm's and saw my previously mentioned issue.

Posted
2 minutes ago, ETSubmariner said:

One thing I never quite figured out is WHAT tool helps cut off devices in F4? 

 

For DD, RH or KFT? They all differ. I think DD looks for a combat knife in your inventory, maybe also a few other bladed weapons (machete? rapier? Chinese sword?). For RH you can cut handcuffs at an owned workshop workbench. KFT is much more flexible, but looks for a variety of different junk items in your inventory (table knife, scalpel, etc).

Posted (edited)
12 minutes ago, squidwardd said:

 

I don't understand, are you asking if I loaded a save from before installing the mod? I did not. I installed the mod and started a new game, once out of the vault I did save my game and load it. Then I started setting up the mcm's and saw my previously mentioned issue.

 

no, after installing the mod.

This mod only becomes active on save+load-after-install.

 

on the first load, the mod shows in MCM - but with all quests off, and not reading the status of the supported mods (=everything shows as "not installed")

save - and then load that save

only after that, its internal quests start up, and the "supported mods" show with the correct status
 

if you started a new game, maybe do another save-reload after exiting V111 / crossing the bridge into Sanctuary

 

(I do not know how exactly this one handles new games - but I think the "reload-to-activate" was implemented to help with a bug on new saves. Been a few versions since I tested that myself on a new game, though)

Edited by egonm68
Posted

After some investigation. If you have "Show the Cursed Loot roll" enabled and it stops showing they should still be happening. Confirmed by adding a "[Bo57-roll] [roll]<= [chance]" log of the roll to the Papyrus.#.log.

I think this happen when notification spam is scrolling when entering workshop mode and/or when the player's controls are disabled. e.g. when any number of mods start a AAF scene starts with player controls disabled. My Advice would be to disable it unless you're debugging because it kills all notifications and you increase the likelihood of missing important stuff. Like your settlements being under attack. 

Posted (edited)
11 hours ago, jbezorg said:

After some investigation. If you have "Show the Cursed Loot roll" enabled and it stops showing they should still be happening. Confirmed by adding a "[Bo57-roll] [roll]<= [chance]" log of the roll to the Papyrus.#.log.

I think this happen when notification spam is scrolling when entering workshop mode and/or when the player's controls are disabled. e.g. when any number of mods start a AAF scene starts with player controls disabled. My Advice would be to disable it unless you're debugging because it kills all notifications and you increase the likelihood of missing important stuff. Like your settlements being under attack. 

 

That matches my observations for other mods, for example enabling the verbose debug notifications in Unhealthy Craving can similarly kill all notifications if one tries to print while the player is crafting at a workbench.

 

Edit: A quick web search turns up references in different forums as far back as 2015 to it happening in the vanilla game and on multiple platforms (PC, PS4...). Here's a fairly concise one from 2018:

 

Spoiler

 

 

Edited by vaultbait
Posted

in my case, other notifications were still showing.

And I did a test or three having the trap chance at close to or over 100% and looting regular / non-parasite containers after it 'bugged out' on an animal trap - nothing triggered.

But stopping&restarting the cursed loot quest via MCM got the traps and messages working again.

 

Anyway, root cause was apparently that the Bo57_TentacleIncubation was still "1",

There appears to be a problem with it not resetting to 0 after removal of the parasite. (at least, on my built)

I've had it happen again yesterday (using v1.95.2):

- got parasited, saved - and then removed the parasite via cream -> still at "1"

- loaded that save, send my girl "to the pits", and let the parasite run through it's stages -> still at "1"
I then had to use the MCM debug anyway to remove the anal/vag penetrators which were not removed automatically (needed to use it twice before it removed them)

 

So, for me:
after removal of the parasite through in-game means - best hit the MCM debug to reset the actorValue
 

Posted (edited)
2 hours ago, egonm68 said:

- got parasited, saved - and then removed the parasite via cream -> still at "1"

- loaded that save, send my girl "to the pits", and let the parasite run through it's stages -> still at "1"

 

The cream didn't reset the stats. That's been fixed.

Can you post a copy of "Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc"? I don't have a copy.

Edited by jbezorg
Posted
20 hours ago, jbezorg said:

 

The cream didn't reset the stats. That's been fixed.

Can you post a copy of "Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc"? I don't have a copy.

 

yep, cream now resets the incubation AV.

not the sexcounter, though, so.... "it acumulates over time"

 

 

example / quick run:

 

having updated the mod, loaded, waited a couple minutes, saved, exit game, restart + load that save, wait, save again and exit again

then starting the game again, check that MCM shows everything active and no obvious glitches first

(^ just to make sure - was seriously considering to flush standby RAM as well ;-))

 

starting off with no parasite, incubation 0,  sexcounter still at 9  (from a previous 'incident')
(crank up the trap chance, spawn and kill a couple of mongrels)

 

-> gain parasite through trap

--> incubation 1, sex counter 9

-> remove with cream

--> incubation 0, sex counter still 9

-> get parasited again through trap

--> incubation 1, sex counter 9

 

-> do the naughty with a companion one time

--> incubation 1, sex counter 10

---> immediate transformation, penetrators applied

 

 

I also wanted to see whether the traps still bug out when triggering a parasite trap while one is already worn (they do),

and check the papy logs whether anything shows up.

 

buuut......
papyrus logs show this looping a couple hundred times per second

Quote

[07/09/2024 - 09:42:08PM] error: Cannot call HasKeywordInFormList() on a None object, aborting function call
stack:
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.checkAttire() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 307
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.::remote_Actor_OnItemEquipped() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 98
[07/09/2024 - 09:42:08PM] warning: Assigning None to a non-object variable named "::temp89"
stack:
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.checkAttire() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 307
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.::remote_Actor_OnItemEquipped() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 98
[07/09/2024 - 09:42:08PM] error: Cannot call GetSlotMask() on a None object, aborting function call
stack:
    [Bo57_MCMandUtilities (3C0E715A)].bo57:bo57_mcmandtoolsscript.hitsSlotMask() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_MCMandToolsScript.psc" Line 712
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.checkAttire() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 313
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.::remote_Actor_OnItemEquipped() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 98
[07/09/2024 - 09:42:08PM] warning: Assigning None to a non-object variable named "::temp90"
stack:
    [Bo57_MCMandUtilities (3C0E715A)].bo57:bo57_mcmandtoolsscript.hitsSlotMask() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_MCMandToolsScript.psc" Line 712
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.checkAttire() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 313
    [Active effect 3 on  (00000014)].Bo57:Bo57_TentacleScript_DD.::remote_Actor_OnItemEquipped() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Bo57\Bo57_TentacleScript_DD.psc" Line 98
[07/09/2024 - 09:42:08PM] error: Cannot call GetSlotMask() on a None object, aborting function call

not joking - papyrus log blew up to 15Mb and 100,000+ lines for that quick test run,
messages started spamming as soon as the parasite was applied.

not continuously, looks like it stopped after a minute.

 

buuut..... "just a tad much" for a quick look 😉 

 

 

Posted


regarding the sex counter not resetting:  I do not know whether that is intentional, or not.

After all, a "cumulative effect" can spice things up. 😉

 

So, I'm not calling that a bug unless you say it is.

 

That papyrus log though.... yeesh.
Might've been a thing in earlier versions. I remember seeing messages like that on a quick glance a couple of days ago, but I was not in the mood to dig into them back then and just noped out    ¯\_(ツ)_/¯

 

 

Posted
1 hour ago, egonm68 said:


regarding the sex counter not resetting:  I do not know whether that is intentional, or not.

After all, a "cumulative effect" can spice things up. 😉

 

So, I'm not calling that a bug unless you say it is.

 

That papyrus log though.... yeesh.
Might've been a thing in earlier versions. I remember seeing messages like that on a quick glance a couple of days ago, but I was not in the mood to dig into them back then and just noped out    ¯\_(ツ)_/¯

 

 

 

Nope, should be zeroed out like the others. 

Posted
1 hour ago, egonm68 said:

 

yep, cream now resets the incubation AV.

not the sexcounter, though, so.... "it acumulates over time"

 

 

example / quick run:

 

having updated the mod, loaded, waited a couple minutes, saved, exit game, restart + load that save, wait, save again and exit again

then starting the game again, check that MCM shows everything active and no obvious glitches first

(^ just to make sure - was seriously considering to flush standby RAM as well ;-))

 

starting off with no parasite, incubation 0,  sexcounter still at 9  (from a previous 'incident')
(crank up the trap chance, spawn and kill a couple of mongrels)

 

-> gain parasite through trap

--> incubation 1, sex counter 9

-> remove with cream

--> incubation 0, sex counter still 9

-> get parasited again through trap

--> incubation 1, sex counter 9

 

-> do the naughty with a companion one time

--> incubation 1, sex counter 10

---> immediate transformation, penetrators applied

 

 

I also wanted to see whether the traps still bug out when triggering a parasite trap while one is already worn (they do),

and check the papy logs whether anything shows up.

 

buuut......
papyrus logs show this looping a couple hundred times per second

not joking - papyrus log blew up to 15Mb and 100,000+ lines for that quick test run,
messages started spamming as soon as the parasite was applied.

not continuously, looks like it stopped after a minute.

 

buuut..... "just a tad much" for a quick look 😉 

 

 

 

Okay, debug spam is because of really poor logic when SAKR isn't installed. Thanks for ferreting that out.

Posted
5 minutes ago, jbezorg said:

 

Nope, should be zeroed out like the others. 


hmm. not doing that for me.

so, it's "the usual question" - is it just me and by built, or a general issue?


btw, I did look at the papyrus log after all, checking for trap rolls.

I found 3 trap rolls in it:
- the first parasite (which I removed)
- the second parasite

- the third roll while wearing a parasite (<- where I guess it bugs out for me)

no other rolls recorded, and I did open 2-3 parasite containers and 2-3 regular containers after
 

Posted
1 hour ago, egonm68 said:

hmm. not doing that for me.

 

It won't because I missed resetting that AV

Posted

Minor problem I encountered yesterday... first a corpse slapped a tentacle parasite on me, then a short while later a trapped container locked me in a rusty chain harness while I was still infested with the parasite. After that, the two outfits began to cycle indefinitely, each one removing the other after about a second and then reversing. Because of the constant cycling the harness was never equipped long enough for the lockout timer to expire so I cheated the special cream into my inventory and removed the parasite instead, finally breaking the cycle.

Posted
3 hours ago, vaultbait said:

Minor problem I encountered yesterday... first a corpse slapped a tentacle parasite on me, then a short while later a trapped container locked me in a rusty chain harness while I was still infested with the parasite. After that, the two outfits began to cycle indefinitely, each one removing the other after about a second and then reversing. Because of the constant cycling the harness was never equipped long enough for the lockout timer to expire so I cheated the special cream into my inventory and removed the parasite instead, finally breaking the cycle.

 

This may be a RC9 issue in general. I've had SH remove plugs for sex and have them get stuck in the same cycle.

I will add the dd quest item keyword to the tentacles and also prevent CDDRC traps from triggering while the parasite is worn but there's still the possibility of other mods trying to add them. 

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