Jump to content

Cursed DD Enchantings - Redux²


Recommended Posts

Posted

Also getting the trap triggered and stuck issue, but not every time. That was on a current play through after updating Devious Devices, so I thought maybe that was the problem. Tried a new game and the mod worked when inspecting the body near the Red Rocket with the note on her. Screen went dark, then came back and locked in full bondage gear with mole rats spawning in, good times. Now the first time this mod triggered looting a filing cabinet, player character stuck and none of the console commands will free the player character. I have to load a save to get the character unstuck.

 

One of the times Piper also got devices and she stood back up, I was stuck. I do know the first time was the parasite, so I thought maybe it was a conflict with the clothing not being removed. Checking mod order, I didn't notice Community Restraints was conflicting with Devious, so I switched those two around and all green. And I moved this mod further down the list to see if that might help.

 

Even with some hiccups, the mod is fun. And from the little bit I saw of them, the parasite looks really good. The loot traps startle me more than those annoying ghoul lunge attacks in the dark.

Posted
1 minute ago, Dieselmutt said:

Tried a new game and the mod worked when inspecting the body near the Red Rocket with the note on her. Screen went dark, then came back and locked in full bondage gear with mole rats spawning in, good times

 

That's not this mod.

What version of DD are you using?

Posted
2 hours ago, Khaledanon said:

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.

 

My mistake.

Posted
33 minutes ago, Dieselmutt said:

when inspecting the body near the Red Rocket with the note on her. Screen went dark, then came back and locked in full bondage gear with mole rats spawning in, good times.

 

DD RC9 places a body between the Sanctuary Hills main bridge and Red Rocket settlement. When you read the note from its inventory, you get some devices locked on you.

 

The mole rats aren't from this mod nor DD, but might just be a coincidence as there's some that spawn in the woods near there. Maybe you had walked close enough for them to start following you.

Posted (edited)
6 hours ago, vaultbait said:

 

DD RC9 places a body between the Sanctuary Hills main bridge and Red Rocket settlement. When you read the note from its inventory, you get some devices locked on you.

 

The mole rats aren't from this mod nor DD, but might just be a coincidence as there's some that spawn in the woods near there. Maybe you had walked close enough for them to start following you.

6 hours ago, jbezorg said:

 

That's not this mod.

What version of DD are you using?

 

Didn't know that DD added the woman. The mole rats were from the red rocket and Dogmeat has had some stat changes, so he is better good boy and rescued me. I apologize for my confusion on the matter.

 

I have DD 2.0_RC9_Beta2_hotfix.7z The link to the mega download Elsidia posted on page 207 of Devious Devices. 

 

I did try adjust my load order and turned on the option to strip the character in the MCM. It worked once, than got stuck again. Weirdly the AAF menu still fully functions when stuck or froze, and pulling an animation from that got me unstuck. At least the one time I tried it, haven't had much time to play today.

 

Edited by Dieselmutt
Posted

Every now and then, I notice, that the trap roll does not show anymore. I never trigger traps when this happens.

The quests are running according to 

 

sqv bo57_mcmandutilities
sqv bo57_cursedlootcontroller

The only solution that I found is to reload an old savegame where it still works.

Do you know the reason of this issue? Is there a solution where I do not loose my progress?

Posted
32 minutes ago, Khaledanon said:

Every now and then, I notice, that the trap roll does not show anymore. I never trigger traps when this happens.

The quests are running according to 

 

sqv bo57_mcmandutilities
sqv bo57_cursedlootcontroller

The only solution that I found is to reload an old savegame where it still works.

Do you know the reason of this issue? Is there a solution where I do not loose my progress?

 

Been here. The roll still happens. You'll might notice that all notifications have stopped.

W/in the papyrus log look for "[Bo57-ROLL] ##.## <= ##.##" 

Posted
25 minutes ago, reaper09911 said:

Mod doesn't seem to work at all, loaded from a save without the mod.
Here is what the Papyrus log said:
 

Papyrus.1.log 10.69 kB · 1 download

 

Check your installed mods. You have a lot of missing items.

 

[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_SetStageOnTriggerEnter", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:UnlockPostersScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasRedemptionMachine", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ccSWKFO4001_CaptainCosmosQuestScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasOnContainerChange", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasPowerArmorEnter", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasExitDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasEntryDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:ZSEFO4001:RefAliasDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:NeoSkyLightSwitchScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:HolotapeAliasCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:SynthDeathAliasCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AdjustMaxHealth", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:DisableBleedoutRecovery", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:ViewRaidRecords", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:endlessraidmanagerscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:alterturrets", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:datastructs", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:raidtype", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:cameramonitorscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:RaidTrigger", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraTriggerBox", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraMonitorBank", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:ShootingRangeStation", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:shootingrange", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:RemoveFromAliasOnDeath", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AlterSettlers", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:REScriptExtension", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:InducedRaidScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AlterAttackers", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:namepoolscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:StartVertibird", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:LinkedNamePoolScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccFRSFO4003:TerminalScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccFRSFO4003:cc_ObjectivesObtainedCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstagActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstageActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstagTeleportBackup", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:LightEnableDisableScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalSetStageScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalHackScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:tosfo4002:counterscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SynthUnconsciousScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SignalStrengthScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:WaveEnableFunctionScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:PickupCloakEffectScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerTerminalScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerSignalStrengthScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerPipboyPerkScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:RadioOffonActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:BlockActivation", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SynthEncounterDisableScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneToggleScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ChainedDoorLoad", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ChainLoadDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:ccTOSFO4002_LightSwitch", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:OnActivateTeleportScript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "kzeb:kzeb_bondagedevicescript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "cmkz:cmkz_libscript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "KZEB:KZEB_API", missing file?
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "::remote_AAF:AAF_API_OnSceneEnd" in state "" on object "Bo57:Bo57_TentacleScript_DD".
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "OnTimerGameTime" in state "" on object "Bo57:Bo57_TentacleScript_DD".
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "addkeytocontainer" in state "" on object "Bo57:Bo57_CL_main_playerRefScript".
[08/05/2024 - 09:23:55AM] Cannot open store for class "saf", missing file?

 

Posted (edited)

 Seen some discussion of an unimplemented stage 5 of parasite so i'd throw my ideas. Basically the parasite at this stage is already in the state of maturity, no extra growth, halted progression, but he will be on a timer before the end of his life cycle. But what can be added are extra effects/integrations:
- With all this parasite feeding you he feels more like a symbiote (albeit full of diseases), so maybe somewhere at the stage 3 he can be filtering radiation, have added slow health/limb regen (second feels more fallout-friendly as you are literally carrying irradiated parasite), or will provide some damage resistance similar to med-x (morphine injection so the host will stay alive longer)
- At the 2nd stage maybe an integration with Family Planning, but dealing with morphs might be annoying, but what parasite could do is to give you a breeder virus.

Also, I've noted that the second stage has the plugs marked as inflatabe in DD which have no vibration events, wonder if custom "vibration" event can be implemented (possibly with different sounds) as right now it doesn't match parasites description where it is stated that he provides the host with pleasure while in game you are constantly with maxed arousal.
Edit: fount that there was supposed to be a vibration event, but the keyword DD_kw_ItemEffect_PlugVibrate [KYWD:0722BEEB] was missing

Edited by angrykiwi
Posted
37 minutes ago, jbezorg said:

 

Check your installed mods. You have a lot of missing items.

 

[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_SetStageOnTriggerEnter", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:UnlockPostersScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasRedemptionMachine", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ccSWKFO4001_CaptainCosmosQuestScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasOnContainerChange", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasPowerArmorEnter", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasExitDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasEntryDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:ZSEFO4001:RefAliasDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:NeoSkyLightSwitchScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:HolotapeAliasCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4001:SynthDeathAliasCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AdjustMaxHealth", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:DisableBleedoutRecovery", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:ViewRaidRecords", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:endlessraidmanagerscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:alterturrets", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:datastructs", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:raidtype", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:cameramonitorscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:RaidTrigger", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraTriggerBox", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:CameraMonitorBank", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:ShootingRangeStation", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:shootingrange", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:RemoveFromAliasOnDeath", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AlterSettlers", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:REScriptExtension", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:InducedRaidScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:AlterAttackers", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:kgjfo4001:namepoolscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:StartVertibird", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:KGJFO4001:LinkedNamePoolScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccFRSFO4003:TerminalScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccFRSFO4003:cc_ObjectivesObtainedCheckScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstagActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstageActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccSBJFO4002:RadstagTeleportBackup", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:LightEnableDisableScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalSetStageScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalHackScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "creationclub:tosfo4002:counterscript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SynthUnconsciousScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SignalStrengthScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:WaveEnableFunctionScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:PickupCloakEffectScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerTerminalScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerSignalStrengthScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4046_:GunnerPipboyPerkScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:RadioOffonActivateScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:BlockActivation", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:SynthEncounterDisableScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneToggleScript", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ChainedDoorLoad", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:SWKFO4001:ChainLoadDoor", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "CreationClub:TOSFO4002:ccTOSFO4002_LightSwitch", missing file?
[08/05/2024 - 09:23:50AM] Cannot open store for class "ccBGSFO4117:OnActivateTeleportScript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "kzeb:kzeb_bondagedevicescript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "cmkz:cmkz_libscript", missing file?
[08/05/2024 - 09:23:54AM] Cannot open store for class "KZEB:KZEB_API", missing file?
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "::remote_AAF:AAF_API_OnSceneEnd" in state "" on object "Bo57:Bo57_TentacleScript_DD".
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "OnTimerGameTime" in state "" on object "Bo57:Bo57_TentacleScript_DD".
[08/05/2024 - 09:23:54AM] Error: Unable to link types associated with function "addkeytocontainer" in state "" on object "Bo57:Bo57_CL_main_playerRefScript".
[08/05/2024 - 09:23:55AM] Cannot open store for class "saf", missing file?

 

That might be from me downgrading my Fallout 4 from Next-gen. Will try to fix it.

Posted (edited)
13 hours ago, reaper09911 said:

That might be from me downgrading my Fallout 4 from Next-gen. Will try to fix it.


the mod also takes a while to initialize - I see this with every upgrade.
And, you need to save & reload (part of a check that was implemented earlier to avoid CTDs when starting a new game)

Basically, what I do is:
- first load with the mod enabled - wait a few minutes (there are also messages that the mod waits, then when it starts up)
- save - exit
- start game, load that new save

for some reason I sometimes have to do that twice.
Maybe I'm just too impatient.....  but, as long as I get it to work in the end ... ¯\_(ツ)_/¯


addendum:
I have the same "missing file" stuff in my logs. for a lot of CK stuff, but also for mods I have installed that are working.
(and I never had NextGen, btw)
So, I don't think that's necessarily related
 

Edited by egonm68
Posted

on a different note / just an idea:

those clunky Nuka-Cola and Vim! machines..... must be lots of interesting machinery in there.....

Would it be possible to have a trap trigger when "activating" them in-game (=opening the little door)?

 

Posted
22 hours ago, Khaledanon said:

Every now and then, I notice, that the trap roll does not show anymore. I never trigger traps when this happens.

The quests are running according to 

 

sqv bo57_mcmandutilities
sqv bo57_cursedlootcontroller

The only solution that I found is to reload an old savegame where it still works.

Do you know the reason of this issue? Is there a solution where I do not loose my progress?

 

21 hours ago, jbezorg said:

 

Been here. The roll still happens. You'll might notice that all notifications have stopped.

W/in the papyrus log look for "[Bo57-ROLL] ##.## <= ##.##" 


are you wearing a parasite when that happens?

if yes, could be the problem I mentioned before:  a second parasite-trap triggering will cause it to bug out.
I haven't had it happen for a while, and have not had (or engineered) that situation on the current version.

When it happened before, I was able to stop & restart it via MCM  (no load-old-save required)

2024-08-0517_54_46-Fallout4.png.098a76f8a3192b8e0758e5a79da0c024.png

(iirc:   stop - exit MCM - go back in - there'll be a "start" option in this place)

Also, I have noticed that trap rolls do not happen when in active combat.
(I haven't checked logs / whether it's just the notifications)
I'm not sure whether that is new, or I simply never noticed before....

 

Posted
16 minutes ago, egonm68 said:


the mod also takes a while to initialize - I see this with every upgrade.
And, you need to save & reload (part of a check that was implemented earlier to avoid CTDs when starting a new game)

Basically, what I do is:
- first load with the mod enabled - wait a few minutes (there are also messages that the mod waits, then when it starts up)
- save - exit
- start game, load that new save

for some reason I sometimes have to do that twice.
Maybe I'm just too impatient.....  but, as long as I get it to work in the end ... ¯\_(ツ)_/¯
 

 

The first time you load a save after enabling this mod, nothing happens, the mod doesn't even initialize. Make a save, load that save and the mod will initialize telling you how long it's going to wait (based on the number of other mods you have installed), for me that's a little over 2 minutes with over 500 plugins present in my loadorder.txt file. You get a pop-up messagebox letting you know that it's going to do the delayed start, but then only notifications in the top-left corner when it actually initializes (which can be easy to miss if you have a lot of other stuff going on or walked away to grab a snack).

 

It also does the same thing each time you upgrade the mod, which might be why you might remember doing it more than once.

Posted

hmmm, interesting....
I ran another quick test of the "double-parasite trap" situation, to see whether it still hangs up on me.
(spawn a couple of dogs, kill, then trigger traps with a high chance set)

 

Still the same initial result:

 

- first looting triggers trap -> parasite applied
- second one, "positive roll" - nothing happens, but roll is shown, and documented in log [Bo57-roll] 33.804863 <= 69.599998 (and nothing else in the log)
- third one - nothing happens, no message, roll does NOT show up in the log
- 4th one - nothing happens, roll does NOT show up in the log
- 5th one - nothing happens, roll does NOT show up in the log

Then I restarted the cursed loot quest via MCM (stop - exit and reenter MCM - start)


6th one - trap triggers (effect, explosion, got ragdolled, etc) - roll shown in log

7th one - trap triggers (effect) - roll shown in log
8th one - actually a negative roll  [Bo57-roll] 71.388855 <= 69.599998 - nothing happens
9th one - trap triggers (effect) - roll shown in log


soooo, after the restart of the quest via MCM it was more.... "robust", and did not hang up anymore?
interesting....
 

Posted
6 minutes ago, egonm68 said:

hmmm, interesting....
I ran another quick test of the "double-parasite trap" situation, to see whether it still hangs up on me.
(spawn a couple of dogs, kill, then trigger traps with a high chance set)

 

Still the same initial result:

 

- first looting triggers trap -> parasite applied
- second one, "positive roll" - nothing happens, but roll is shown, and documented in log [Bo57-roll] 33.804863 <= 69.599998 (and nothing else in the log)
- third one - nothing happens, no message, roll does NOT show up in the log
- 4th one - nothing happens, roll does NOT show up in the log
- 5th one - nothing happens, roll does NOT show up in the log

Then I restarted the cursed loot quest via MCM (stop - exit and reenter MCM - start)


6th one - trap triggers (effect, explosion, got ragdolled, etc) - roll shown in log

7th one - trap triggers (effect) - roll shown in log
8th one - actually a negative roll  [Bo57-roll] 71.388855 <= 69.599998 - nothing happens
9th one - trap triggers (effect) - roll shown in log


soooo, after the restart of the quest via MCM it was more.... "robust", and did not hang up anymore?
interesting....

 

I'm having trouble locating the full changelog, but a semi-recent update made it so that you don't trigger any new traps while a parasite is locked on you (in order to avoid situations like I saw with DD rapidly-switching it out for a chain harness and then back again). It sounds like you've found a way to clear that safety check with a quest restart, so the fact that it loses track of that condition sounds like a bug.

Posted (edited)
9 minutes ago, vaultbait said:

 

I'm having trouble locating the full changelog, but a semi-recent update made it so that you don't trigger any new traps while a parasite is locked on you (in order to avoid situations like I saw with DD rapidly-switching it out for a chain harness and then back again). It sounds like you've found a way to clear that safety check with a quest restart, so the fact that it loses track of that condition sounds like a bug.


there was a little discussion here a couple weeks ago, on whether traps should be deactivated when a parasite is worn. (I was in the "no, leave them active" faction)
But I don't think it got implemented,

edit:  starts here
https://www.loverslab.com/?app=core&module=system&controller=content&do=find&content_class=forums_Topic&content_id=231377&content_commentid=4416599

Edited by egonm68
Posted

There's an intentional delay based on how many mods you have to let them initialize and get up and running. 

 

function RestartRCDDE()
  Float fAddLoadDelay = 5.0
  Float fPluginCount = Tools.countAllPlugins( True ) as Float
  Float fWaitTime = fPluginCount / 5 + fAddLoadDelay

  Tools.Log( "RESTART", fPluginCount + " plugins, " + fWaitTime + " wait to reload")
  Bo57_ModUpdating.Show( afArg1 = fPluginCount, afArg2 = fWaitTime )

  Bo57_MCMandUtilities.Stop()
  Bo57_cursedLootController.Stop()
  MCM.RefreshMenu()

  Tools.loadDelay( fAddLoadDelay )

  Bo57_MCMandUtilities.Start()
  MCM.RefreshMenu()

  Utility.Wait( fAddLoadDelay )

  Bo57_cursedLootController.Start()
  MCM.RefreshMenu()

  Debug.Notification( "DD Enchantings - Mod Updated" )
endFunction

 

The countAllPlugins() function In the Tools utility

;---------------------------------------------------------------
; Quest Utilities
;---------------------------------------------------------------
Int function countAllPlugins( Bool bWarnOver = False )
  Game:PluginInfo[] gPlugins      = Game.GetInstalledPlugins()
  Game:PluginInfo[] gLightPlugins = Game.GetInstalledLightPlugins()

  Int iLengthR = gPlugins.Length
  Int iLengthL = gLightPlugins.Length

  if bWarnOver && iLengthR >= 253
    Debug.MessageBox("You have 253 or more active regular, non-light, plugins. Fallout 4 can only handle a maximum of 253. If you have more than 253 then some will not load. No one but Bethesda definitively know which ones.")
  endIf
  
  if bWarnOver && iLengthL >= 4096
    Debug.MessageBox("You have 4096 or more active light plugins... Are you trying to warp space and time and summon Cthulhu or something?")
  endIf

  Return iLengthR + iLengthL
endFunction

 

Posted
47 minutes ago, egonm68 said:

there was a little discussion here a couple weeks ago, on whether traps should be deactivated when a parasite is worn. (I was in the "no, leave them active" faction)
But I don't think it got implemented,

 

I was with you up until a point where there was 2 devices perpetually cycling and I hadn't saved in a while.

Posted

Pretty sure I got mine working, still had the extra face morph for DD active, deleted that and updated real handcuffs and fairly smooth sailing.

 

It does sometimes seem to try and apply the same devices in a row, I got two of the full length arm gloves and two nipple clamps, then it did a harness and the character got stuck. Reloaded a previous save and cleared the devices with the debug option, but one of the glove sets stayed on. Got two more devices and unlocked them all with the unlocker mod at an armor bench.

 

Maybe the devious unlocker mod is causing an issue, or something else I might have wrong. Currently trying to get the tentacle to do its first transformation. 

Posted

I get the double devices quite often, too. But, not necessarily as a result of the trap mechanic.

For me, it is usually caused by any (other) mod trying to undress something.
Most notably, mods like Sexual Harassment partially stripping you for a scene, then doing a re-equip afterwards - doubling the devices. (especially plus, and chastity devices and such).
I get duplicates for that all the time. Or, in the case of the vibrators - I had a 'normal' vibrator in before, but afterwards: I have that 'normal' one in inventory but a 'new' shocking vibrator equipped (simply due to both vibes having the same base-ID, and them just being variants. similar with red/black/white leather stuff from DD)

I guess it can happen with unlockers as well, if the mod that originally equipped the device has a "do not remove / re-quip if it is removed" running (be it native to that mod or the clothing framework - DD, KFT, ...)
i.e. being bound - or parasited - and taking a CWSS shower - the DD script will re-equip things  (although in that case, it does not double up, I think?.)

Anyway, tl;dr:
this happens with the amalgamation of mods we tend to run. Can't really prevent it, unless you touch/rework/replace a lot of those functions.


Now, the issue of 2 devices fighting over a slot, constantly replacing one another:
rarer occurrence, but a bit of a similar topic.
Same issue with 'mod amalgamation' - one can't really prevent it.
And it does not only happen with the parasites, I've had it with other devices, too.
And as it is not only traps applying additional devices, but can also be done by an SH-attacker....

I've played with it for quite some time now, and had the issue only very rarely. For comparison, that stupid "automatic weapon audio bug" (when you constantly hear the click-click-click-click-click-click-click-click near an NPC after combat) has forced me to reload more often.
But everyone has their own  functionality vs. bugs pain threshold.  ¯\_(ツ)_/¯


PS: 

Are you trying to warp space and time and summon Cthulhu or something?

challenge accepted!  (or, that's how it feels some days) 😅 

Posted
10 hours ago, egonm68 said:

I get the double devices quite often, too. But, not necessarily as a result of the trap mechanic.

For me, it is usually caused by any (other) mod trying to undress something.
Most notably, mods like Sexual Harassment partially stripping you for a scene, then doing a re-equip afterwards - doubling the devices. (especially plus, and chastity devices and such).
I get duplicates for that all the time. Or, in the case of the vibrators - I had a 'normal' vibrator in before, but afterwards: I have that 'normal' one in inventory but a 'new' shocking vibrator equipped (simply due to both vibes having the same base-ID, and them just being variants. similar with red/black/white leather stuff from DD)

I guess it can happen with unlockers as well, if the mod that originally equipped the device has a "do not remove / re-quip if it is removed" running (be it native to that mod or the clothing framework - DD, KFT, ...)
i.e. being bound - or parasited - and taking a CWSS shower - the DD script will re-equip things  (although in that case, it does not double up, I think?.)

Anyway, tl;dr:
this happens with the amalgamation of mods we tend to run. Can't really prevent it, unless you touch/rework/replace a lot of those functions.


Now, the issue of 2 devices fighting over a slot, constantly replacing one another:
rarer occurrence, but a bit of a similar topic.
Same issue with 'mod amalgamation' - one can't really prevent it.
And it does not only happen with the parasites, I've had it with other devices, too.
And as it is not only traps applying additional devices, but can also be done by an SH-attacker....

I've played with it for quite some time now, and had the issue only very rarely. For comparison, that stupid "automatic weapon audio bug" (when you constantly hear the click-click-click-click-click-click-click-click near an NPC after combat) has forced me to reload more often.
But everyone has their own  functionality vs. bugs pain threshold.  ¯\_(ツ)_/¯


PS: 

Are you trying to warp space and time and summon Cthulhu or something?

challenge accepted!  (or, that's how it feels some days) 😅 

 

 

Well Rogg DD items manager does set a % chance for which DD to equip. I wonder if Cursed DD Enchantings - Redux is... I don't think conflicting is the right word. Maybe it and DD item manager are having a few to many drinks together, and are over enthusiastic about what they do. At this point it isn't a necessary mod, so I'll get rid of it and see if that doesn't smooth things out.

 

Spicydoritos' unlocker just adds the ability to unlock DD and KFT things at an armorbench, it doesn't unequip them, just unlocks. You have to go into your inventory to actually take them off. It's a more game play oriented hurry and get them off instead of cheating them off in the MCM.

 

 

Posted

For some reason RCDD cant detect when i have other computable mods installed like wasteland dairy framework, any ideas on what to do?

Posted
3 hours ago, max1_0 said:

For some reason RCDD cant detect when i have other computable mods installed like wasteland dairy framework, any ideas on what to do?

 

The detection is based on file name. Was that edited?

 

  ; Wasteland Dairy Framework
  ; https://www.loverslab.com/files/file/12471-wasteland-dairy-framework/
  sModName = "INVB_WastelandDairy.esp"
  INVBWDInstalled = Game.IsPluginInstalled( sModName )
  If INVBWDInstalled
    INVBWDRadMilk           = Game.GetFormFromFile( 0x00003F12, sModName ) as Potion
    INVBWDRadCum            = Game.GetFormFromFile( 0x00003F11, sModName ) as Potion
    INVBWDLactation         = Game.GetFormFromFile( 0x0001236A, sModName ) as ActorValue
    INVBWDLactationForever  = Game.GetFormFromFile( 0x00012359, sModName ) as Perk
    INVBGlobalMilkingAmount = Game.GetFormFromFile( 0x00004EB5, sModName ) as GlobalVariable

    INVBWDAddictions.Revert()
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000581E, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x00005817, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEE3, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEE4, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEE6, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEE7, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEE9, sModName ) as Perk )
    INVBWDAddictions.AddForm( Game.getFormFromFile( 0x0000DEEA, sModName ) as Perk )
  endIf

 

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...