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Cursed DD Enchantings - Redux²


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Posted

Hurray I got it working even better now. I did have some issue with the parasite not doing anything. I rebuilt it in bodyslide, when back in game and noticed it still wasn't right. Despite building this long after bodies and all the outfit mods and DD as well as PoTCW, the parasite from this mod bodyslide files did not go into the same folder as all the other body slide files. Had to manual change it to go to the correct folder, delete the other location and parasite works as its supposed to.

 

So that might be something to mention in the mod description, just to double check that your bodyslide files go to the same place as all other bodyslide stuff.

 

I am down to two issues; the power armor frame disappears, but the hud and parts stay in place. The animations for the Pipboy still bring up the arm and I still take fall damage. Not sure if its the parasite causing a problem, or missing a file. I have the power armor options turned off in the MCM.

 

And after already having been equipped with devices, 3 to 4 or the parasite and one thing a trap will trigger and the character stays down. Not always, sometimes a trap triggers it says an item is equipped and nothing is actually equipped and the character stands up.

ScreenShot180.png

Posted
7 hours ago, Duderety said:

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.

 

9 hours ago, vaultbait said:

 

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?).

 

I'll check this out. Do you use an alternate start mod or vanilla start? If you do use an alternate start, what one? I'm aware of only 2.

Posted
28 minutes ago, Dieselmutt said:

Hurray I got it working even better now. I did have some issue with the parasite not doing anything. I rebuilt it in bodyslide, when back in game and noticed it still wasn't right. Despite building this long after bodies and all the outfit mods and DD as well as PoTCW, the parasite from this mod bodyslide files did not go into the same folder as all the other body slide files. Had to manual change it to go to the correct folder, delete the other location and parasite works as its supposed to.

 

So that might be something to mention in the mod description, just to double check that your bodyslide files go to the same place as all other bodyslide stuff.

 

I am down to two issues; the power armor frame disappears, but the hud and parts stay in place. The animations for the Pipboy still bring up the arm and I still take fall damage. Not sure if its the parasite causing a problem, or missing a file. I have the power armor options turned off in the MCM.

 

And after already having been equipped with devices, 3 to 4 or the parasite and one thing a trap will trigger and the character stays down. Not always, sometimes a trap triggers it says an item is equipped and nothing is actually equipped and the character stands up.

ScreenShot180.png

 

Getting into power armor is a race change with a different skeleton. I'm going to have to block entering into power armor with the parasite.

Posted
3 hours ago, chaussure69 said:

hello, i don't have fusion girl but can i get the evolutive version of the parasite to without it ?

 

Yeah, You'll just have clipping issues. Depending on the body you use you may also have body texture issues as well.

Posted
17 minutes ago, jbezorg said:

 

Yeah, You'll just have clipping issues. Depending on the body you use you may also have body texture issues as well.

thx but i need to set the settings on "fusion girl" or on "off" ?

 

Posted
21 minutes ago, chaussure69 said:

thx but i need to set the settings on "fusion girl" or on "off" ?

 

 

"Fusion Girl" = Evolving parasite based on the Fusion Girl body
"Off" = Regular DD parasite that doesn't evolve.  

Posted
8 hours ago, jbezorg said:

 

Getting into power armor is a race change with a different skeleton. I'm going to have to block entering into power armor with the parasite.

 

That might mess with the quest to rescue Preston from the museum... not that most people probably want to save them but getting in the power armor is a quest check point. Though it is the only quest I can think of where getting in a suit is part of the quest.

 

Posted
4 hours ago, Dieselmutt said:

 

That might mess with the quest to rescue Preston from the museum... not that most people probably want to save them but getting in the power armor is a quest check point. Though it is the only quest I can think of where getting in a suit is part of the quest.

 

 

Thanks for pointing that out.

I'm going to add not forcing the unequip when in Power Armor.  I guess the inside of that Power Armor is going to get a little squishy.   

Posted
On 8/12/2024 at 10:40 AM, jbezorg said:

 

Thanks for pointing that out.

I'm going to add not forcing the unequip when in Power Armor.  I guess the inside of that Power Armor is going to get a little squishy.   

 Just remembered the NG update has a Creation Club quest to get a set of Enclave power armor that auto starts as soon as you leave the vault on a new game.

 

I have gotten through all stages of the parasite, so I am nearly certain the player getting stuck after a trap is just a conflict on my end.

Posted

Hi is there a console command or something i need to do for the mod to start? i installed it it said something like "u have x amount of mods and will update after" after while it says its updating or updated cant remember MCM settings loaded reached level 30 but not a single DD trap on any loot.

 

I am using Interaction Animations does it conflict with it? i checked in xEdit no mod seems to conflict with Cursed DD Enchantings - Redux, i tried loading CDDE-R at the end, i have the requirements and some of the supported but non of recommended tried to max the chances but nothing worked. am i missing something?

 

I used Deviously Cursed Wasteland before and it functioned normally saw this mod and want to give it a try but im confused :/ 

Posted
1 hour ago, Mr Zombie Brain said:

Hi is there a console command or something i need to do for the mod to start? i installed it it said something like "u have x amount of mods and will update after" after while it says its updating or updated cant remember MCM settings loaded reached level 30 but not a single DD trap on any loot.

 

I am using Interaction Animations does it conflict with it? i checked in xEdit no mod seems to conflict with Cursed DD Enchantings - Redux, i tried loading CDDE-R at the end, i have the requirements and some of the supported but non of recommended tried to max the chances but nothing worked. am i missing something?

 

I used Deviously Cursed Wasteland before and it functioned normally saw this mod and want to give it a try but im confused :/ 

Save and restart

Posted

Has anyone worked on making the tentacle parasite in CBBE? I'm working on it, but I'm very new to this and even though I'm following instructions, I'm having a bit of trouble working through it

Posted
On 8/11/2024 at 11:26 PM, jbezorg said:

 

 

I'll check this out. Do you use an alternate start mod or vanilla start? If you do use an alternate start, what one? I'm aware of only 2.

sorry for the late reply, the "alternate start" I'm using is the one given by FO:London, I don't know if you saw the snippet of the log showing the CDDE quest/s failing to initialise that I posted earlier, while I have no idea what's happening it seems there might be an issue with conflicts regarding Fallout London quests

Posted

Currently, I'm wondering...

If cursed loot keys only appear in safes:

Does this mean, I will finally run out of keys if there are no more safes to loot?

Or when I'm strolling around in the open a lot where there are hardly any safes?

Posted
7 hours ago, Khaledanon said:

If cursed loot keys only appear in safes:

Yes
 

7 hours ago, Khaledanon said:

Does this mean, I will finally run out of keys if there are no more safes to loot?

Depends on how lucky/unlucky you are and what you set the drop rate to.

Posted
6 hours ago, ABakedWaffle said:

Does anyone else experience issues with fainting and then just... not getting back up? It's just stuck on the collapsed character?


It's on occasion happened to others. I don't recall anyone posting a fix. I'd look skeleton, ragdoll, animation/pose, and possibly combat mods.  

Posted
16 hours ago, ABakedWaffle said:

Does anyone else experience issues with fainting and then just... not getting back up? It's just stuck on the collapsed character?

 

yeah I am having the same issue ... Trap goes off --> fade to black screen --> and it fades back in you can't do anything

Posted
On 8/16/2024 at 4:07 PM, Khaledanon said:

Currently, I'm wondering...

If cursed loot keys only appear in safes:

Does this mean, I will finally run out of keys if there are no more safes to loot?

Or when I'm strolling around in the open a lot where there are hardly any safes?

 

while you can run out of keys there will always be safes available (in time) provided you do not have a mod that prevents areas regen.

in vanilla game there are areas with safes that will regen after enough time for the area to reset.

 

South Boston Checkpoint is 1 area that has a safe (in the wall) and will regen in time if you do not go in that area.

there are others like this as well  but i just do not remember which offhand.

 

On 8/16/2024 at 4:41 PM, ABakedWaffle said:

Does anyone else experience issues with fainting and then just... not getting back up? It's just stuck on the collapsed character?

 

something you can try is using the pushactoraway command. it might work

open console, enter command "pushactoraway 14 1", close console.

 

this command will just knock your character 1 game unit away and in the process they will fall to the ground then get up (normally).

sometimes this will fix an issue with a "stuck" character (like if they are stuck in an animation that just keeps looping).

 

as i have not had this problem myself i do not know if this will work but it is something you can try at least.

 

 

Posted

I think I hit on a minor bug.

 

After installing cursed enchantings, to test it, I raised the probability of a trap to 100% on safe, loot and corpse. I opened a few objects with loot, but nothing happened. Then I enabled in the debug the option to show the rolls, but again nothing happened, no roll was being shown. Then, i looted a corpse and it worked properly.

 

To continue the test, I reduced the probabilities on loot to around 50%, and it worked fine. In short, something is broken when you set the probability on loot to 100%. On bodies it works. Haven't tried on safes.

 

Tks.

Posted
4 hours ago, valcon767 said:

 

while you can run out of keys there will always be safes available (in time) provided you do not have a mod that prevents areas regen.

in vanilla game there are areas with safes that will regen after enough time for the area to reset.

 

South Boston Checkpoint is 1 area that has a safe (in the wall) and will regen in time if you do not go in that area.

there are others like this as well  but i just do not remember which offhand.

 

 

something you can try is using the pushactoraway command. it might work

open console, enter command "pushactoraway 14 1", close console.

 

this command will just knock your character 1 game unit away and in the process they will fall to the ground then get up (normally).

sometimes this will fix an issue with a "stuck" character (like if they are stuck in an animation that just keeps looping).

 

as i have not had this problem myself i do not know if this will work but it is something you can try at least.

 

 

I'll definitely try that, thank you

Posted
15 hours ago, ABakedWaffle said:

I'll definitely try that, thank you

 

Let me know if it works. If it does I'll add it so it's automatically done.

Posted
On 8/12/2024 at 3:26 AM, jbezorg said:

I'll check this out. Do you use an alternate start mod or vanilla start? If you do use an alternate start, what one? I'm aware of only 2.

 

No alternate start. I do a vanilla speed run without any mods installed and save at the Vault 111 exit, since there are a number of mods (e.g. Pip-Pad) which will cause problems if enabled before the vault exit. I save, install/enable all the mods I want to use, and play. This is what modders tend to refer to as starting from an "unmodded save." You can download some examples from Nexus if you don't feel like making your own, the one I recommend to users is Ms. Vault 111.

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