Jump to content

Cursed DD Enchantings - Redux²


Recommended Posts

Posted
On 7/6/2024 at 8:27 AM, Þursona said:

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?

 

Deviously Cursed Wasteland NOT required.

 

the only part (that i know of) that Deviously Cursed Wasteland does that this mod does not cover (better imho) is the Belted/Alice in Wasteland quests.

 

chance of bugs/misbehaviour if Cursed Wasteland are installed are high (near certain) without taking precautions.  the only reason to have both installed

is to play the Belted/Alice in Wasteland quests.

 

if you want to have both installed so that you can play the Belted/Alice in Wasteland quests you can do so, but you need to turn off everything else in

Deviously Cursed Wasteland (i use the Cursed Menu mod which just provides DCW with a MCM).

you will need to do this in Pre-War Sanctuary.

 

if you are not going to play the Belted/Alice in Wasteland quests (from DCW) i would strongly recommend not installing DCW.

 

Posted
14 hours ago, jbezorg said:

 

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. 


I'd say:
DD quest item keyword yes - but keep the 'regular' traps triggering. just disable parasite traps when already wearing one (to avoid that bug)

yes, getting a corset equipped under the parasite is 'strange', and I think I've had that case with conflicting/flickering outfits once or twice, too
But that's a price I am willing to pay in order to keep the spice of traps when parasited.

 

Similar to the other RC9/mod bugs or mod conflicts - always the personal balance of benefit vs. costs.
... and after all, to have a bug-free FO4 - you need to uninstall 😆

^ just my two cents

Posted

Was there a change for the "naked" check of cursed loot with v1.96?
(I'm not running SAKR)

I noticed the Naked Multiplier is being applied for my 'default' outfit now  ('Modular Vault Suit' - but with an override so it only uses slot 33 - body).
Taking it off makes no differences to the roll.

It still works correctly for regular/vanilla clothing.

 

(that said, I probably should tune my outfit overrides, maybe finally invest some time on setting up SAKR....)
 

Posted
17 hours ago, egonm68 said:

maybe finally invest some time on setting up SAKR....

 

You should.

In short. every clothing mod handles slots in their own way. Plenty of clothing mods use slot 33 for just the feet. The solution to use slots rather than keywords would be just as complex, if not more so, then SAKR.  

Posted

Is it only me or someone else never get a key while looting ?
I tried to increase the key chance and enabled the ability to loot key while not restrained... but still nothing...

Posted
6 hours ago, nasgektw said:

Is it only me or someone else never get a key while looting ?
I tried to increase the key chance and enabled the ability to loot key while not restrained... but still nothing...

Thinking about I don't think I've seen any keys either with that option turned on, So I think I might have the same issue

Posted
7 hours ago, nasgektw said:

Is it only me or someone else never get a key while looting ?
I tried to increase the key chance and enabled the ability to loot key while not restrained... but still nothing...

 

41 minutes ago, Spaceguest991 said:

Thinking about I don't think I've seen any keys either with that option turned on, So I think I might have the same issue

 

Keys can only appear is safes. Max chance is 7.5%. Chances double if wearing DD devices and doubled again if in heavy bondage.

I need to add KFT items to the doubling calculations.

Posted (edited)

Installed, won't detect or allow me to select the supported mods that I have installed:

Spoiler

image.png.270ed839bd70055d1015ff6b398e6893.png

I've tried selecting them, but when closing and re-opening the MCM it shows them set back to "not installed".

 

EDIT: Also, this desperately needs a "disable" function to temporarily suspend the mod. There are lots of times when getting tied up can be literally game-breaking, especially during quests, The ability to temporarily suspend the mod until it is safe to re-enable it is a must.

Edited by MysticDaedra
Posted
6 hours ago, jbezorg said:

 

 

Keys can only appear is safes. Max chance is 7.5%. Chances double if wearing DD devices and doubled again if in heavy bondage.

I need to add KFT items to the doubling calculations.

Thanks for the precision. Why that choice? Would it be possible to add a configuration to get keys in other containers as well ? (Such as human bodies... Since they can lock restraints on you with AAF Violate 😊)

Posted
6 hours ago, nasgektw said:

Thanks for the precision. Why that choice? Would it be possible to add a configuration to get keys in other containers as well ? (Such as human bodies... Since they can lock restraints on you with AAF Violate 😊)

 

When Violate locks devices on you, it adds corresponding keys to the inventory of one of the aggressors, so you should be able to get it off their corpse already.

Posted (edited)
On 7/13/2024 at 6:54 PM, jbezorg said:

 

Keys can only appear is safes. Max chance is 7.5%. Chances double if wearing DD devices and doubled again if in heavy bondage.
 

My $0.02: safes are pretty rare. There really isn't an equivalent to locked chests from say Skyrim, but that's a low percent chance to find keys in an already rare container type...

 

And another request, if you're taking them! Could the sound effect when springing a trap be turned down, or could we be given an option for a quieter explosion sound? Hurt my ears, literally, just now when my character sprung a trap. Significantly louder than the other sounds in the game, at least with my current volume settings.

 

EDIT: And a bug, although prossibly with KFT itself? Or DD I guess. I was in Power Armor when a trap went off, my character was forcibly removed from the power armor, but nothing happened. Great! I read that power armor blocks traps. However, my character is now moaning as if she has a gag in her mouth, both in the power armor and out of it. I cannot speak with anyone, my character just gives off the muffled moans. I checked, no gags, even used the "remove all devices" option in KFT. No dice.

Edited by MysticDaedra
Posted (edited)
On 6/21/2024 at 7:40 PM, jbezorg said:

Not sure where you're going with this. If I block the "Remove Creature" button with an inventory check for the cream you'll never get the hint on what you need to get to remove the creature.

 

( The Devious Device Framework that the Parasite uses does not allow conditional messaging based on user inventory. The creation kit's message box allows only conditions to be placed on the button choices. Not the message displayed in the message box )

 

Currently, I have these options without the cream in the inventory:

[Examine]

[Remove]

     [Struggle]

     [Cut]

     [Nothing]

[Touch]

[Leave alone]

I never see a hint for the use of a cream.

 

And with the cream:

[Examine]

[Remove]

     [Struggle]

     [Cut]

     [Apply cream]

         -> "You will need a special cream to remove a parasite."

              [Apply cream]

              [Leave alone]

     [Nothing]

[Touch]

[Leave alone]

 

Or is there an issue with my installation?

Edited by Khaledanon
Posted

A heads up to anyone using MCM Settings Manager to load previously saved configuration (e.g. when starting a new game):

 

This mod resets at least some of its MCM settings when it loads, and in recent versions loading seems to be deferred by a variable amount of time that scales based on the number of mod plugins you have enabled (several minutes in my case). This means that if you start a new game and apply saved MCM settings changes for this mod, they will be undone again possible minutes later. You should wait until you see the message scroll by that this mod has completed its "upgrade" routine (even if it's upgrading from no prior installation, e.g. an unmodded save) and then re-apply your saved MCM settings so they'll actually stick.

 

Something about this might also be useful in the mod description or a FAQs list.

Posted (edited)

Is it possible to install it mid-game? I try, but it doesn't see any supported mods and simple doesn't have any effect.

 

And also it completely stopped working when tentacle parasite was triggered and then removed via MCM.

Edited by SuvatosLabo
Posted
1 hour ago, SuvatosLabo said:

Is it possible to install it mid-game? I try, but it doesn't see any supported mods and simple doesn't have any effect.

 

It only kicks in after you save and load once with the mod installed. Also, it doesn't auto-detect integrated mods, you have to explicitly turn on the ones you want in its MCM.

Posted

This has probably been asked before, but I can't find any mention of it. I just installed WDF and FPE(R), after my character got the tentacle parasite. Right now I am unable to switch WDF to installed in the MCM, it just immediately goes back to "not installed". Is this part of the "you have to wait 175 seconds" thing, or is something borked?

Posted
5 minutes ago, MysticDaedra said:

This has probably been asked before, but I can't find any mention of it. I just installed WDF and FPE(R), after my character got the tentacle parasite. Right now I am unable to switch WDF to installed in the MCM, it just immediately goes back to "not installed". Is this part of the "you have to wait 175 seconds" thing, or is something borked?

 

You can't turn them on. They're set by detecting the presence of the mod files when the game loads. For WDF that's "INVB_WastelandDairy.esp".

Posted
9 minutes ago, jbezorg said:

You can't turn them on. They're set by detecting the presence of the mod files when the game loads. For WDF that's "INVB_WastelandDairy.esp".

 

That's very odd. In my case, all of them show up as not installed even though I have most of those mods installed (but the MCM seems to allow me to set them to installed). Could it be a negative interaction with applying saved configuration with MCM Settings Manager?

Posted (edited)

I'm also having an interesting interaction with the tentacle parasite... I think. Still on the first "level", and whenever I enter workshop mode, my character proceeds to ingest and inject a bunch of stuff like radioactive milk and semen bags and the like. Presumably this is the parasite, yes? It's just weird that it only (and always) does this when entering workshop mode.

 

  EDIT:

On 6/2/2024 at 2:21 AM, egonm68 said:


You can also throw "Workshop Plus" onto that list. That one also undresses/redresses when entering and exiting workshop mode.

This is it, but... not fully incompatible. Turn off flight and possibly cure rads, and it no longer has issues. Including the feeding of fluids, which I suspect was a "you just put on the tentacle parasite" thing.

Edited by MysticDaedra
Posted
9 hours ago, MysticDaedra said:

I'm also having an interesting interaction with the tentacle parasite... I think. Still on the first "level", and whenever I enter workshop mode, my character proceeds to ingest and inject a bunch of stuff like radioactive milk and semen bags and the like. Presumably this is the parasite, yes? It's just weird that it only (and always) does this when entering workshop mode.

 

  EDIT:

This is it, but... not fully incompatible. Turn off flight and possibly cure rads, and it no longer has issues. Including the feeding of fluids, which I suspect was a "you just put on the tentacle parasite" thing.

 

Aha, that explains why I was seeing the same with CWSS toilets and showers. I thought it was being triggered by the idles they use, but I bet it's the momentary undressing they do before DD forces the outfit back on again.

Posted
13 hours ago, vaultbait said:

 

That's very odd. In my case, all of them show up as not installed even though I have most of those mods installed (but the MCM seems to allow me to set them to installed). Could it be a negative interaction with applying saved configuration with MCM Settings Manager?

 

Yes. The installed mod section is a workaround because FO4 MCM lacks a for-display-only indicator. I meant to add text at the top of that section saying such but missed it.

Posted

So the tentacle plugs seem to be blocking fast travel for some reason. I'm assuming this isn't intended? Doesn't make much sense to me otherwise. Whenever I try using the map it says "you cannot fast travel from this location", as if I'm trying to fast travel from an interior cell.

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   0 members

    • No registered users viewing this page.
×
×
  • Create New...