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Cursed DD Enchantings - Redux²


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Posted
9 hours ago, jbezorg said:

 

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

 

im not sure ill look to see if this looks diffrent from the file i have. also i wont detect any other mods i have installed.

Posted
4 hours ago, max1_0 said:

where should I check the files, In wasteland dairy or cursed DD?

 

Look in your mod manager to see whether the INVB_WastelandDairy.esp plugin is enabled.

Posted
31 minutes ago, vaultbait said:

 

Look in your mod manager to see whether the INVB_WastelandDairy.esp plugin is enabled.

it got I working just had to thanks for the help.

Posted (edited)

Integration suggestion:

 

I dunno if this would be something viable, but I'd like to suggest it.

It's an integration with this mod traps with the Sexual Harassment mod and its perks, or if it's not possible, maybe consider something similar.

 

The mod SH has some pretty cool outcomes in perks, but they're restricted to high hypnosis thresholds, or some events with evil NPCs and high confidence. 

- A trap to add the Bimbo perk plus the first transformation and effect duration application, or in case you're already affected by the bimbo effect to just to refresh the timer.

- Traps that increase hypno level beyond 30+ and add/evolve one of the following perks from SH: Arousal Submission, Arousal Confusion, Uncontrollable Arousal and Good Whore.

 

This way more content can become available for generating arousal, triggering more scenarios and higher chances for more traps.

 

 

Edited by Loki15kun
Posted
3 hours ago, Loki15kun said:

Integration suggestion:

 

I dunno if this would be something viable, but I'd like to suggest it.

It's an integration with this mod traps with the Sexual Harassment mod and its perks, or if it's not possible, maybe consider something similar.

 

The mod SH has some pretty cool outcomes in perks, but they're restricted to high hypnosis thresholds, or some events with evil NPCs and high confidence. 

- A trap to add the Bimbo perk plus the first transformation and effect duration application, or in case you're already affected by the bimbo effect to just to refresh the timer.

- Traps that increase hypno level beyond 30+ and add/evolve one of the following perks from SH: Arousal Submission, Arousal Confusion, Uncontrollable Arousal and Good Whore.

 

This way more content can become available for generating arousal, triggering more scenarios and higher chances for more traps.

 

The brainwashing beds in Milking Human Kindness do exactly what you're describing, and with a soft/optional dependency relationship too, so if another mod does want to do something similar, the author should definitely feel free to copy whatever they like from the MHK scripts.

Posted (edited)

Not sure if this is an intentional feature or unreported bug, but I was walking down the streets of Boston just now and my followers and I took out a legendary mirelurk. When I went to loot something from its corpse I tripped a tentacle parasite trap (nothing new here), and when the parasite latched on the unique sniper rifle I was wielding was removed completely from my inventory. I thought... hmm, well that's odd, luckily I saved moments before engaging with those hostiles, I'll just restore. Did that, we killed it, the corpse again tripped a tentacle parasite and again removed the wielded gun from my inventory.

 

Are corpse traps supposed to remove inventory items?

Edited by vaultbait
Posted
2 hours ago, vaultbait said:

Not sure if this is an intentional feature or unreported bug, but I was walking down the streets of Boston just now and my followers and I took out a legendary mirelurk. When I went to loot something from its corpse I tripped a tentacle parasite trap (nothing new here), and when the parasite latched on the unique sniper rifle I was wielding was removed completely from my inventory. I thought... hmm, well that's odd, luckily I saved moments before engaging with those hostiles, I'll just restore. Did that, we killed it, the corpse again tripped a tentacle parasite and again removed the wielded gun from my inventory.

 

Do you have Nude Basics installed and not SAKR? That's the only thing that's w/in CDDER that may destroy items.

Everything else calls DD or KFT library functions to equip/unequip items.

Posted

Could we get a debug tool to automatically level up the tentacle parasite? It's a confusing thing to try to get working, and moreover personally I prefer later stages visually, but going through the sex events to level it up is a hassle.

Posted
11 hours ago, vaultbait said:

Not sure if this is an intentional feature or unreported bug, but I was walking down the streets of Boston just now and my followers and I took out a legendary mirelurk. When I went to loot something from its corpse I tripped a tentacle parasite trap (nothing new here), and when the parasite latched on the unique sniper rifle I was wielding was removed completely from my inventory. I thought... hmm, well that's odd, luckily I saved moments before engaging with those hostiles, I'll just restore. Did that, we killed it, the corpse again tripped a tentacle parasite and again removed the wielded gun from my inventory.

 

Are corpse traps supposed to remove inventory items?

 

9 hours ago, jbezorg said:

 

Do you have Nude Basics installed and not SAKR? That's the only thing that's w/in CDDER that may destroy items.

Everything else calls DD or KFT library functions to equip/unequip items.


was it really 'taken away' - or just dropped?

Whenever a trap triggers, any weapon I wield (and is not holstered) gets dropped to the ground (and hence, is removed from inventory)

Now, that can be a bit annoying, especially if it falls through the geometry as a result. Or under the trailer you have looted a chest in. Or a companion rushing in and kicking/yeeting it to god knows where....
But I like the added spice

Posted

can this work in tandum with devious crushed wastleland by Kimmy. I use RDCC for the parasites and I'm gonna use devious cursed for the quest when in the vault.

Posted
2 hours ago, max1_0 said:

can this work in tandum with devious crushed wastleland by Kimmy. I use RDCC for the parasites and I'm gonna use devious cursed for the quest when in the vault.


Don't know. Kimmy's DCW might not recognize the progression of the parasite and try to remove it. Try at your own risk. 

Posted
15 hours ago, jbezorg said:

 

Do you have Nude Basics installed and not SAKR? That's the only thing that's w/in CDDER that may destroy items.

Everything else calls DD or KFT library functions to equip/unequip items.

 

I have SAKR installed, and not Nude Basics.

 

And yeah, not sure what the underlying cause might be, I do get a notification in the top-left corner saying that the rifle was removed (what you get by default with a removeitem() call if the silent bool isn't set to true). There's a good chance the actual removal is happening somewhere in DD's scripts.

Posted
6 hours ago, egonm68 said:

was it really 'taken away' - or just dropped?

Whenever a trap triggers, any weapon I wield (and is not holstered) gets dropped to the ground (and hence, is removed from inventory)

Now, that can be a bit annoying, especially if it falls through the geometry as a result. Or under the trailer you have looted a chest in. Or a companion rushing in and kicking/yeeting it to god knows where....
But I like the added spice

 

Possible it was removed to the worldspace instead of to a null container, yes. I thought maybe it was dropped so hunted around on the ground, but since the trap firing is coupled with a havok push and other effects, it's hard to guess where it might have landed.

Posted
17 hours ago, max1_0 said:

can this work in tandum with devious crushed wastleland by Kimmy. I use RDCC for the parasites and I'm gonna use devious cursed for the quest when in the vault.

 

yes with precautions (and i prefer the traps from CDDER).

 

my method for using both at (mostly) the same time in spoiler

Spoiler

i use the Cursed Menu Mod to have MCM for DCW.

i use the RC9 for DD (available in DD support thread), and a non AWKCR version of DCW (check the DCW support thread if you do not have it already).

having CDDER (Cursed DD Enchantings Redux) installed is fine (but not activated yet).

 

see this post for links to Cursed menu, non AWKCR and info about Belted quest.

https://www.loverslab.com/topic/66941-deviously-cursed-wasteland-14-2017-11-27/?do=findComment&comment=4393587

 

start game and play until just before you trigger the "run to the vault" (i usually stop when Codsworth tells me to go tend to Shaun).

make sure DD and DCW are installed and activated.

set DCW to not do anything except the Belted quest. (turn all other stuff either off or to 0% chances).

to avoid the possibility of a major bug/issue make sure to turn Combat Surrender OFF.

continue playing past the intro and do the Belted quest to completion.

 

either activate CDDER now or wait until you have done "Alice in Wasteland" (follow up quest to Belted which requires you to either to have

dealt with Kellog or be above level 25 to get the note that starts that quest, usually in raider corpse loot).

 

continue game and have fun

 

if you activate CDDER right after Belted and before doing Alice in Wasteland make sure when you start doing the Alice quest you have no

devices (including the tentacle parasite) equipped on you.

 

usually i wait to activate CDDER until after Alice in Wasteland as i also do Commonwealth Slavers (and if you do play that mod it would be better to 

not have CDDER running while doing that mod).

 

hope the information is useful/helps

 

 

Posted (edited)

Getting an issue where around 80% of the time the mod activates, it ragdolls me, the screen goes dark, I get the devices, but then I'm stuck in ragdoll.
Tried all of the following:
tcl
player.placeatme player
coc
save/load
disable/enable
game restart
"Stop cursed loot"
"Force remove all devious devices"

caf
 

none of them got me out of perma-ragdoll.

Edited by pingbi146
Spelling
Posted
4 hours ago, pingbi146 said:

Getting an issue where around 80% of the time the mod activates, it ragdolls me, the screen goes dark, I get the devices, but then I'm stuck in ragdoll.
Tried all of the following:
tcl
player.placeatme player
coc
save/load
disable/enable
game restart
"Stop cursed loot"
"Force remove all devious devices"

caf
 

none of them got me out of perma-ragdoll.

 

What body and skeleton are you using?

Posted

Running into an issue where MCM registers the mod but CDDE doesn't detect the compatible mods and even with 100% chance traps don't trigger. I also don't have the start/stop quest option that I saw someone else mention. I'll note that I'm running FOLON so having to downgrade the game may be part of the issue (I would attach the relevant Papyrus log but it doesn't seem like I can?)

Posted

I believe I have found the relevant part of the log
[08/10/2024 - 01:39:20PM] error: Unable to bind script Bo57:Bo57_VersionControl to Bo57_VersionControl (1E05A2B9) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script DLC04:DLC04OperatorsRifleAnimationScript to  (06051235) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script DefaultAliasDisableHavokOnLoad to  (072F1F7E) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script mounbattenhatscript to  (072C1EDC) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script bo57:bo57_mcmandtoolsscript to Bo57_MCMandUtilities (1E0E715A) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script TU3S_LevelDesignPreset:TU3S_ShipWrecked to Folon_ShipWrecked (07158869) because their base types do not match
[08/10/2024 - 01:39:20PM] error: Unable to bind script Bo57:Bo57_CursedLootControllerScr to Bo57_cursedLootController (1E09A3A9) because their base types do not match
[08/10/2024 - 01:40:12PM] error: Unable to bind script DefaultAliasDisableHavokOnLoad to  (072F1F7E) because their base types do not match
[08/10/2024 - 01:40:12PM] Cannot open store for class "folon:defaultrefondeath", missing file?
[08/10/2024 - 01:40:12PM] error: Unable to bind script folon:defaultrefondeath to  (072FD4C5) because their base types do not match
[08/10/2024 - 01:40:12PM] error: Unable to bind script folon:defaultrefondeath to  (072FD4C4) because their base types do not match
[08/10/2024 - 01:40:12PM] error: Unable to bind script folon:defaultrefondeath to  (072A144C) because their base types do not match
[08/10/2024 - 01:40:57PM] Loading game...
[08/10/2024 - 01:40:57PM] error: Unable to bind script Bo57:Bo57_CL_main_playerRefScript to alias playerRef on quest Bo57_cursedLootController (1E09A3A9) because their base types do not match
[08/10/2024 - 01:40:57PM] error: Unable to bind script defaultrefonactivate to alias PureSwitch on quest Folon_LQLambeth104 (072A5DED) because their base types do not match

Posted

Hello, I have installed : RC Cursed DD Enchantings + Torture Devices Rus 2.21 + Devious Devices 2.0 RC9 + Real Handcuffs + Tactical Tablet + SkimpyArmorKeywordResource. The traps work fine, but just now a gag was put on my gg, I ran for a while, I opened the tactical tablet, removed the gag with a key, and immediately my character sat down tied up on his legs and arms. What could be the problem with equipping devices at once and not in order?

Posted (edited)
18 hours ago, Duderety said:

Running into an issue where MCM registers the mod but CDDE doesn't detect the compatible mods and even with 100% chance traps don't trigger. I also don't have the start/stop quest option that I saw someone else mention. I'll note that I'm running FOLON so having to downgrade the game may be part of the issue (I would attach the relevant Papyrus log but it doesn't seem like I can?)


the mod takes "a save or two" to initialize. (install, load, wait a bit - save, then restart/reload).


That said, I have had the cursed loot quest consistently brake in a similar manner before - no traps, and no stop/start options. (and nothing in the papyrus logs when it happens)
But that was when I loaded up a save with a male player character.
I don't know what changes FOLON makes to the protagonist values/settings/race.
Or whether a male PC is supported in the first place for traps.
 

Edited by egonm68
Posted
4 hours ago, egonm68 said:

the mod takes "a save or two" to initialize. (install, load, wait a bit - save, then restart/reload).

 

23 hours ago, Duderety said:

Running into an issue where MCM registers the mod but CDDE doesn't detect the compatible mods and even with 100% chance traps don't trigger. I also don't have the start/stop quest option that I saw someone else mention. I'll note that I'm running FOLON so having to downgrade the game may be part of the issue (I would attach the relevant Papyrus log but it doesn't seem like I can?)


You just need to wait. 

CDDE will tell you how long you need to wait but it may take a bit more due to how the game engine prioritizes running scripts.

Posted
8 minutes ago, jbezorg said:

You just need to wait.

CDDE will tell you how long you need to wait but it may take a bit more due to how the game engine prioritizes running scripts.

 

Though also it doesn't initialize until you load a save that was made with the mod enabled, it doesn't seem to do it the first time you load a save which was made before you installed the mod (presumably because the main quest isn't set for onstart enable?).

Posted
2 hours ago, jbezorg said:

 


You just need to wait. 

CDDE will tell you how long you need to wait but it may take a bit more due to how the game engine prioritizes running scripts.

The thing is that it doesn't show anything saying how long it will take to start, I've even waited 10ish minutes and got nothing. I'll try again and see if it works.

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