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Cursed DD Enchantings - Redux²


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Posted
1 hour ago, jbezorg said:

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.

 

The only way I've seen it done is in RMR, where it uses SUP F4SE to write text out to a file that MCM reads, rather hacky. For my mods, I've opted to just write soft integration details to the Papyrus log, though you could also build up a string in Papyrus and then pass it to Debug.MessageBox() inside a function triggered from a button in MCM.

Posted (edited)
8 hours ago, MysticDaedra said:

I'm assuming this isn't intended?

 

It's intended. You can disable it in MCM by turning off all the effects with the "Enable S.P.E.C.I.A.L Buffs and Debuffs" toggle.

 

(Checking, it may be a DD effect)

Edited by jbezorg
Posted
28 minutes ago, jbezorg said:

 

It's intended. You can disable it in MCM by turning off all the effects with the "Enable S.P.E.C.I.A.L Buffs and Debuffs" toggle.

copy that. Possibly related (and I think an actual bug), but the hud stopped tracking my AN76 status at some point, I think when the gag went in. Using FallUI. After the parasite was removed normally (the plugs stayed in, had to use the debug to remove the rest of it) the hunger/thirst/sleep status was still not being tracked on the hud, and then I noticed that it was no longer being tracked on my status page either. I took a look at my save in resaver, and the AN76 tracking scripts were no longer running. I'm going to try restarting the game right now to see if the scripts will restart.

Posted
8 hours ago, vaultbait said:

 

The only way I've seen it done is in RMR, where it uses SUP F4SE to write text out to a file that MCM reads, rather hacky. For my mods, I've opted to just write soft integration details to the Papyrus log, though you could also build up a string in Papyrus and then pass it to Debug.MessageBox() inside a function triggered from a button in MCM.

 

Not sure if I want to add SUP as another dependency. A "hey, these are read-only in this section" is good enough for now. I can work on something better after some of the bigger issues are sorted out.  

Posted (edited)
1 hour ago, MysticDaedra said:

copy that. Possibly related (and I think an actual bug), but the hud stopped tracking my AN76 status at some point, I think when the gag went in. Using FallUI. After the parasite was removed normally (the plugs stayed in, had to use the debug to remove the rest of it) the hunger/thirst/sleep status was still not being tracked on the hud, and then I noticed that it was no longer being tracked on my status page either. I took a look at my save in resaver, and the AN76 tracking scripts were no longer running. I'm going to try restarting the game right now to see if the scripts will restart.

Seems to be a conflict with this mod and LCC (Latex Collar Curse). For whatever reason, the gag part of the parasite blocks the dream sequence from LCC, causing the screen to remain gray and the AN76 tracking to be paused. After the parasite was removed, and a new dream sequence was entered, the screen stopped being gray and the hud and status page tracking returned.

 

You might consider adding some sort of compatibility between Cursed DD Enchanting and LCC, they're both similar mods in that the PC can be tricked/trapped into wearing bondage gear and having strange experiences. In the meantime, for anyone else reading this, I suggest turning off the LCC dream sequence when infected with the parasite. Should prevent the issues I had earlier from occurring.

Edited by MysticDaedra
Posted
2 hours ago, MysticDaedra said:

Seems to be a conflict with this mod and LCC (Latex Collar Curse). For whatever reason, the gag part of the parasite blocks the dream sequence from LCC, causing the screen to remain gray and the AN76 tracking to be paused. After the parasite was removed, and a new dream sequence was entered, the screen stopped being gray and the hud and status page tracking returned.

 

You might consider adding some sort of compatibility between Cursed DD Enchanting and LCC, they're both similar mods in that the PC can be tricked/trapped into wearing bondage gear and having strange experiences. In the meantime, for anyone else reading this, I suggest turning off the LCC dream sequence when infected with the parasite. Should prevent the issues I had earlier from occurring.

 

If there is a conflict I'm open to work together to solve @jbezorg Not clear what exactly is the conflict though, need to figure this out

Posted
10 hours ago, MysticDaedra said:

Seems to be a conflict with this mod and LCC (Latex Collar Curse). For whatever reason, the gag part of the parasite blocks the dream sequence from LCC, causing the screen to remain gray and the AN76 tracking to be paused. After the parasite was removed, and a new dream sequence was entered, the screen stopped being gray and the hud and status page tracking returned.

 

You might consider adding some sort of compatibility between Cursed DD Enchanting and LCC, they're both similar mods in that the PC can be tricked/trapped into wearing bondage gear and having strange experiences. In the meantime, for anyone else reading this, I suggest turning off the LCC dream sequence when infected with the parasite. Should prevent the issues I had earlier from occurring.

 

Out of curiosity, what happens when using LCC and sleeping in a (vanilla game) location where fast travel is blocked? Or when using the fast travel blocking in survival mode? How is what Cursed DD Enchantings does different?

Posted
5 hours ago, vaultbait said:

 

Out of curiosity, what happens when using LCC and sleeping in a (vanilla game) location where fast travel is blocked? Or when using the fast travel blocking in survival mode? How is what Cursed DD Enchantings does different?

Hmm, interesting question, I'm not sure. I actually think that the interior spaces I've been sleeping in have actually allowed fast travel from them. Could be CDDE (tired of typing lmao) uses DIEL and LCC doesn't? I'll try sleeping in a "fast travel no-no" place and report back.

Posted
16 hours ago, awesomeSPAS said:

 

If there is a conflict I'm open to work together to solve @jbezorg Not clear what exactly is the conflict though, need to figure this out

 

  • The Parasite and it's other parts use the DD_kw_IsQuestItem [KYWD:07004C5D] keyword. Does stripping/redressing the player in LCC ignore items with that keyword?
  • The torso portion of the parasite gets locked onto the player using the DD lib unequip keyword conflict when it begins to transform.
  • CDDER only uses image space modifiers when a trap is triggered.

Seems like LCC is stuck in a scene and waiting for a condition where it can proceed to the next phase but it can't because the parasite won't unequip itself.
 

Instead of trying to remove it, maybe oviposition dreams? Also if you add a message in the AAF scene's meta data, the dream sequences could accelerate the parasite's transformation or do other things.

 

Spoiler

;; SceneSettings
;;
;; This struct contains the variables that get sent in to AAF affecting a scene. The best way to use this struct is
;; to first create it with the GetSceneSettings function. That creates a version of the struct with defaults applied.
;; So, you then only need to adjust the settings you are interested in rather than populating every variable.
;;
;; VARIABLE: duration. A Float of the time (in seconds) that the animation should last. -1 causes the animation to play indefinitely (until stopped by user input, megaScene mechanics or API call). By default the duration is set to the value established in AAF_settings.xml
;; VARIABLE: preventFurniture. A Bool, if True AAF will exclude furniture position animations from the potential list of options.
;; VARIABLE: usePackages. A Bool, if False AAF will not use any AI "still" or "travel" packages to hold Actors in place or make them walk to an animation location.
;; VARIABLE: position. A String that is the id of an AAF position as defined in a position XML file.
;; VARIABLE: includeTags. A String that is a comma separated list of tags (not case sensitive). If any of these tags are present on a position, it will be INCLUDED in the function call operation.
;; VARIABLE: excludeTags. A String that is a comma separated list of tags (not case sensitive). If any of these tags are present on a position, it will be EXCLUDED in the function call operation.
;; VARIABLE: combinedTags. A String that is a comma separated list of tags (not case sensitive). If ALL of these tags are present on a position, it will be INCLUDED in the function call operation.
;; VARIABLE: formation. A String that is the id of a formation. Note that entering a formation will cause AAF to create a separate scene for each actor with these settings applied to each.
;; VARIABLE: locationObject. An ObjectReference to use for the scene location. If AAF detects that the object is defined in a furniture XML, it will be used as such. Otherwise, it could be an Actor or other object to use their coordinates.
;; VARIABLE: furniturePreference. A percentage (0-100). This is the chance that AAF will select a furniture over the ground for an animation location. Note: can be over-ridden by mods calling animations. Omitting this value uses the default set in AAF_settings.xml.
;; VARIABLE: meta. A String that can be anything the mod author wants. This is sent out with various events and is for indicating custom qualities of the animation to functions receiving events.
;; VARIABLE: megaScene. A String that is the id of a megaScene to be applied.
;; VARIABLE: scanRadius. The radius (in game distance units) to use when scanning for furniture (not actors). If ommitted, this defaults to value in AAF_settings.xml.
;; VARIABLE: scanLocation. An ObjectReference to use as the scan location. This is the center of the area to be scanned for furniture. If no furniture is found, the scanLocation position is used for ground animations.
;; VARIABLE: isNPCControlled. A Bool, if True AAF will automate navigation if the scene plays a positionTree (ie. the user control widget will not become available).
;; VARIABLE: playOnce. A Bool, if True AAF will play the selected position animation(s) once and then end. Has no effect on positionTrees.
;; VARIABLE: skipWalk. A Bool, if True the walking sequence will be skipped (but packages will still be used). This is false by default.
;; VARIABLE: startEquipmentSet. A String that is the id of an equipmentSet. This overrides any startEquipmentSet defined in XML.
;; VARIABLE: stopEquipmentSet. A String that is the id of an equipmentSet. This overrides any stopEquipmentSet defined in XML.
;; VARIABLE: isRootLocked. A Bool, if True, AAF will prevent the scene from being ended with the End key. The scene can still be ended through the API by code.
;; VARIABLE: ignoreCombat. A Bool, if True, actors in an AAF scene will continue to animate during combat (unless they are hit by an attack). If False, AAF will end the scene if an NPC in the scene needs to enter combat (due to nearby enemies).

 

Posted

Not sure what is causing it but whenever the looting triggers I hear a bang, I am kicked up in the air and my weapon drops (all expected) screen goes black and I get a message of DD being equipped (again expected) then.... my character just lies on the ground and wont move. 

At first I thought it was due to me being in motion as I looted crates/enemies, but it still happens when standing still. Note the game is not frozen, I see characters moving and even trying to interact with me, but my HUD items (health, stamina and such) are not showing, briefly showing if I press the B key on my controller. I cant access the pipboy though, but can access the menu. I can access favorite items, but changing weapons, while giving the sound, doesnt visually do anything, and using stimpacks doesn't seem to restore from this state. 

 

Being on survival most of the time this is a bit irritating as can lose a lot of progress. any ideas what could be causing this or is anyone else getting this bug? 

Posted (edited)
2 hours ago, jbezorg said:

The Parasite and it's other parts use the DD_kw_IsQuestItem [KYWD:07004C5D] keyword. Does stripping/redressing the player in LCC ignore items with that keyword?

 

Yes I ignore items with this keyword, they stay on, not trying to unequip and Dream will not happen if KFT items that rolled to equip will conflict. So yes in this case i forget to remove iMod so screen will change to gray but dream will not happen (but everything else should resolve well). I just changed this so starting 1.24 we will proceed to a dream with parasite instead of KFT!

 

2 hours ago, jbezorg said:

Also if you add a message in the AAF scene's meta data, the dream sequences could accelerate the parasite's transformation or do other things.

 

Yes you can use "LCC_Abduction", all dreams have this meta tag already :) BTW 1.24 will have API to start dream sequence, so if you want to try to play with it: parasite may get player unconscious in some cases and show "a dream"

 

 

Edited by awesomeSPAS
Posted
30 minutes ago, kazeha9 said:

what FG conversation is better ? VB or Stas ? in stas i have stupid armbinder clip that i cant fix in OS

 

In mine (which isn't really "mine" since I merely made adjustments and upgraded wdaigle's previous conversion, credit where credit is due) I sloppily used the "expand mesh" tool in Outfit Studio around the areas of the armbinder where I'd seen clipping, and then re-tested in game with various body shapes until I was reasonably satisfied.

Posted

I do not advise using this with Bountiful Hunter running that auto collects loot. It happens to you at the worst possible time, but a really fun mod

Posted

The main reason i downloaded this was to have a dcw playthrough with KFT devices, but i don't see any way to change the percentage of what mod is pulled from. I really hope I dont have to update the game to the newest version, doing so breaks 90% of my load order.

Posted
47 minutes ago, SeraSylver said:

The main reason i downloaded this was to have a dcw playthrough with KFT devices, but i don't see any way to change the percentage of what mod is pulled from. I really hope I dont have to update the game to the newest version, doing so breaks 90% of my load order.

 

Load the game with this mod installed, save, then load that save and wait for the mod to initialize (there will be notifications). Once it's done, go into MCM and you should see an option allowing you to choose what ratio of KFT to DD you want it to have, all the way up to all KFT and no DD (except for device classes that KFT lacks and only exist in DD).

Posted

The parasite tries to equip (again and again) when I've slave heels... Is there a way to either unequip slave heels before equipping the parasite or block parasite if the player has heels ?

(I didn't find option in MCM to turn the parasite trap off)

Posted
12 hours ago, nasgektw said:

The parasite tries to equip (again and again) when I've slave heels... Is there a way to either unequip slave heels before equipping the parasite or block parasite if the player has heels ?

(I didn't find option in MCM to turn the parasite trap off)

 

In MCM. Under Tentacle Monster. Set Parasite Progression to Off.

That will just equip the DD original parasite

Posted

Hi @jbezorg,

 

First of all, thank you so much for creating and sharing this gem of a mod! It has worked really well for me so far (with one exception, see below*) and has added some much welcome tension to the FO routine of "loot everything you can get your hands on". I particularly like that you've integrated both DD and KFT, and also how you've integrated it story-wise with the player/team getting hit and downed by something/somebody before the devices apply, instead of it happening seemingly by magic. Which can be (ab)used to explain almost anything in Skyrim, but I always found it a bit jarring in FO.

 

*) Now that one exception, which is about the companions sometimes getting stuck when the mod fires a trap. I experimented with this for some time with two companions (one vanilla, one with its own follower system, no follower framework mods installed). Please note that I did those experiments a couple of days ago, before the latest update. But based on what I saw, I'm fairly confident that the companions got stuck in the downed state every time they were using a furniture or possibly also idle marker via their sandboxing packages when the trap fired. It pulled them out of their furnitures all right and downed them, but then they never got up again after applying the devices.

 

I don't know how different the FO CK is to Skyrim's, but perhaps briefly (force?) starting a "do nothing" package/scene on the followers before downing them might help here? Just so that they stop using the sandbox furniture/marker before they get downed (assuming that this is, in fact, the root cause of the issue).

 

My apologies if this is old news to you, but I thought I'd report it here as I didn't see previous mention of it.

Posted
21 hours ago, jbezorg said:

 

In MCM. Under Tentacle Monster. Set Parasite Progression to Off.

That will just equip the DD original parasite

Will try, thank :) 

Posted
13 hours ago, El_Duderino said:

My apologies if this is old news to you, but I thought I'd report it here as I didn't see previous mention of it.

 

No worries.

 

FO CK is a completely different beast than Skyrim's. Overall I think it's better. Sometimes worse. The comment in Bo57_CL_main_playerRefScript's source under function OnMCMOpen() pretty much sums up the later.

I'll look into adding a package. Not sure if it will work though. On occasion with AAF Harassment, a NPC will trigger a scene and then start pathing to a door. If they make it through the door before the scene starts then that pretty much means I'll be loading my latest save.  

Posted (edited)

 Question regarding allowed clothing with parasite, for what SAKR tags does it look for when deciding what can be equipped or not? For me so far only skirts worked but none of the tagged tops.

 Also, can a special cream be found as a key drop or you can only craft it? So far getting parasite early game is almost guaranteed stage 2 since you need to level science and is the easiest DD to remove late game.

PS: this will probably be my preferable cursed loot mod as it doesn't have feature creep of the original one, and it also has special items that other simpler mods do not.

Edited by angrykiwi
Posted
17 hours ago, angrykiwi said:

Also, can a special cream be found as a key drop or you can only craft it? So far getting parasite early game is almost guaranteed stage 2 since you need to level science and is the easiest DD to remove late game.

 

You have to craft the special cream and you have to have science 1 and chemistry 1 for the recipe to be available

 

17 hours ago, angrykiwi said:

Question regarding allowed clothing with parasite, for what SAKR tags does it look for when deciding what can be equipped or not? For me so far only skirts worked but none of the tagged tops.


Tops

    ; sakr_kwd_armorTopFull       00000802
    ; sakr_kwd_armorTopBreast     00000803
    ; sakr_kwd_armorTopLewd       00000804
    ; sakr_kwd_braNormal          0000080B
    ; sakr_kwd_braBikini          0000080C
    ; sakr_kwd_braMicroBikini     0000080D
    ; sakr_kwd_braTagSheer        000026AF
    ; sakr_kwd_topFull            0000081A
    ; sakr_kwd_topCleavage        0000081B
    ; sakr_kwd_topLowCutCleavage  0000081C
    ; sakr_kwd_topTagCropTop      0000081D
    ; sakr_kwd_topTagTankTop      0000081E
    ; sakr_kwd_topTagHalterTop    0000081F
    ; sakr_kwd_topTagSideBoob     00000820
    ; sakr_kwd_topTagTight        00000821
    ; sakr_kwd_topTagSheer        00000822

 

Bottoms

    ; sakr_kwd_armorBottomFull    00000805
    ; sakr_kwd_armorBottomButt    00000806
    ; sakr_kwd_armorBottomLewd    00000807
    ; sakr_kwd_pantyNormal        00000808
    ; sakr_kwd_pantyThong         00000809
    ; sakr_kwd_pantyGString       0000080A
    ; sakr_kwd_pantyTagSheer      000026B0
    ; sakr_kwd_pantsLong          0000080E
    ; sakr_kwd_pantsShorts        0000080F
    ; sakr_kwd_pantsHotPants      00000810
    ; sakr_kwd_pantsThong         00000811
    ; sakr_kwd_pantsTagTight      00000812
    ; sakr_kwd_pantsTagSheer      00000813

 

Skirts

    ; sakr_kwd_skirtLong          00000814
    ; sakr_kwd_skirtShort         00000815
    ; sakr_kwd_skirtMini          00000816
    ; sakr_kwd_skirtMicro         00000817
    ; sakr_kwd_skirtTagTight      00000818
    ; sakr_kwd_skirtTagSheer      00000819

 

Legs

    ; sakr_kwd_stockingsLong      000026B1
    ; sakr_kwd_stockingsTagShiny  000026B2
    ; sakr_kwd_stockingsTagSheer  000026B3
    ; sakr_kwd_shoesHighHeels     000026B4
    ; sakr_kwd_shoesKillerHeels   000026B5

 

Lewd ( which will generally bypass a restriction )

    ; sakr_kwd_armorTopLewd       00000804
    ; sakr_kwd_pantyGString       0000080A
    ; sakr_kwd_braMicroBikini     0000080D
    ; sakr_kwd_skirtMicro         00000817

 

Posted
3 hours ago, jbezorg said:

 

You have to craft the special cream and you have to have science 1 and chemistry 1 for the recipe to be available

 


Tops

    ; sakr_kwd_armorTopFull       00000802
    ; sakr_kwd_armorTopBreast     00000803
    ; sakr_kwd_armorTopLewd       00000804
    ; sakr_kwd_braNormal          0000080B
    ; sakr_kwd_braBikini          0000080C
    ; sakr_kwd_braMicroBikini     0000080D
    ; sakr_kwd_braTagSheer        000026AF
    ; sakr_kwd_topFull            0000081A
    ; sakr_kwd_topCleavage        0000081B
    ; sakr_kwd_topLowCutCleavage  0000081C
    ; sakr_kwd_topTagCropTop      0000081D
    ; sakr_kwd_topTagTankTop      0000081E
    ; sakr_kwd_topTagHalterTop    0000081F
    ; sakr_kwd_topTagSideBoob     00000820
    ; sakr_kwd_topTagTight        00000821
    ; sakr_kwd_topTagSheer        00000822

 

Bottoms

    ; sakr_kwd_armorBottomFull    00000805
    ; sakr_kwd_armorBottomButt    00000806
    ; sakr_kwd_armorBottomLewd    00000807
    ; sakr_kwd_pantyNormal        00000808
    ; sakr_kwd_pantyThong         00000809
    ; sakr_kwd_pantyGString       0000080A
    ; sakr_kwd_pantyTagSheer      000026B0
    ; sakr_kwd_pantsLong          0000080E
    ; sakr_kwd_pantsShorts        0000080F
    ; sakr_kwd_pantsHotPants      00000810
    ; sakr_kwd_pantsThong         00000811
    ; sakr_kwd_pantsTagTight      00000812
    ; sakr_kwd_pantsTagSheer      00000813

 

Skirts

    ; sakr_kwd_skirtLong          00000814
    ; sakr_kwd_skirtShort         00000815
    ; sakr_kwd_skirtMini          00000816
    ; sakr_kwd_skirtMicro         00000817
    ; sakr_kwd_skirtTagTight      00000818
    ; sakr_kwd_skirtTagSheer      00000819

 

Legs

    ; sakr_kwd_stockingsLong      000026B1
    ; sakr_kwd_stockingsTagShiny  000026B2
    ; sakr_kwd_stockingsTagSheer  000026B3
    ; sakr_kwd_shoesHighHeels     000026B4
    ; sakr_kwd_shoesKillerHeels   000026B5

 

Lewd ( which will generally bypass a restriction )

    ; sakr_kwd_armorTopLewd       00000804
    ; sakr_kwd_pantyGString       0000080A
    ; sakr_kwd_braMicroBikini     0000080D
    ; sakr_kwd_skirtMicro         00000817

 

Oh i see, I've also noted that this restriction can be bypassed if the clothing has at least one of the allowed tags, for example if the skirt is set to micro but the top is fully clothed- then it would allow it

Posted
On 8/1/2024 at 6:47 PM, jbezorg said:

 

You have to craft the special cream and you have to have science 1 and chemistry 1 for the recipe to be available

 

The DD special cream (available with Science 1) doesn't work for me.

I have to craft a "special cream(Bo57..." (or something like that) which requires Science 2.

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