jbezorg Posted September 6, 2024 Author Posted September 6, 2024 Update. Rather than remove the science requirement. Both types of Special Cream has a 30% chance to be available for purchase from any Doctor. Price will be expensive. Let me know if the range seems reasonable since I've intentionally skewed the prices in my game to make the player poor.
Snitch Posted September 6, 2024 Posted September 6, 2024 (edited) 2 hours ago, jbezorg said: At the top of the Tentacle section in MCM "You have to remove the parasite before it's first transformation. It auto removes itself after a 4th transformation." Then there's a slider labeled. "Number of sex events to trigger a transformation." You need Science 2 to be able to create the cream to remove the parasite. How do i remove it before the first transformation? i have the science perk and can make the special cream under utility in chem station but making it just adds it as an item to junk section of inventory and nothing happens, i have never had any transformations, not even a single sex after the parasite tried unequipping the parasite after making the cream but it still gives the same to options to put it on/leave it alone, even tho the parasite is already equipped! And I only see one special cream item in the utility secton of chem station, am i supposed to have two special cream that could be built? one for DD and other for FG? Edited September 6, 2024 by Snitch
jbezorg Posted September 7, 2024 Author Posted September 7, 2024 (edited) 8 hours ago, Snitch said: How do i remove it before the first transformation? i have the science perk and can make the special cream under utility in chem station but making it just adds it as an item to junk section of inventory and nothing happens, i have never had any transformations, not even a single sex after the parasite tried unequipping the parasite after making the cream but it still gives the same to options to put it on/leave it alone, even tho the parasite is already equipped! And I only see one special cream item in the utility secton of chem station, am i supposed to have two special cream that could be built? one for DD and other for FG? Do you have Science 2 and create the b057 special cream? Tentacle Parasite can now result in obtaining the Tentacle Bait perk from Provocative Perks. Off by default. You have to remove the parasite before it's first transformation. It auto removes itself after a 4th transformation. You can set the number of sex events to trigger a transformation in MCM. You need Science 2 to be able to create the BO57 cream to remove the CDDER parasite. You need Science 1 to be able to create the cream to remove the regular DD parasite. Both types of Special Cream has a 30% chance to be available for purchase from any Doctor. Price will be expensive. Last bullet point was just added. Edited September 7, 2024 by jbezorg
jbezorg Posted September 7, 2024 Author Posted September 7, 2024 Just a heads up. I plan on changing the name of the special cream to "Nuka Tone" in the next update. "Special Cream" [ID: DD_Special_Cream] -> "Nuka Tone" [ID: DD_Special_Cream] The Nuka Tone suntan lotion formula revealed during the lawsuit Nahant Oceanological Society vs. Nuka Cola in regards to decreases in cephalopod population and potential mutagen properties. "Special Cream(Formula BO57)" [ID: Bo57_Special_Cream] -> "Nuka Tone - Now with BO57!" [ID: Bo57_Special_Cream] The Nuka Tone suntan lotion BO57 formula. Nuka Cola's questionable response to the Nahant Oceanological Society settlement. It was reveled by a whistleblower from a Nuka Cola supplier. Unfortunately, the whistleblower met a series of tragic events before a lawsuit could be filed. The last tragic event occurring Saturday, October 23, 2077.
LightningWyvern Posted September 7, 2024 Posted September 7, 2024 Does this require a new game to work?
LatencyRemix Posted September 7, 2024 Posted September 7, 2024 I have something going wrong somewhere, I set all chances for things to happen all 100% but nothing refuses to trigger any events, saves, loot, searching animals or raiders nothing triggers
jbezorg Posted September 8, 2024 Author Posted September 8, 2024 8 hours ago, LightningWyvern said: Does this require a new game to work? First time loading? No. 8 hours ago, LatencyRemix said: I have something going wrong somewhere, I set all chances for things to happen all 100% but nothing refuses to trigger any events, saves, loot, searching animals or raiders nothing triggers Do you see something like the following in the Papyrus.#.log? [Bo57-roll] 53.417141 <= 0.100000 [Bo57-roll] 94.542282 <= 0.100000
tes4o Posted September 8, 2024 Posted September 8, 2024 Noice mod, but is it possible to just totally disable the cursed loots when in power armor please? Two out of three time something bug out for me and this happens; the screen fade to black, my character is pushed out of the power armor, BUT then it tp back into (sometime but not always they will fall to the ground, then get up), then tp at like 100m in the sky, fall and land back (no big deal since in PA), and for the finish: my controls are disabled. Cant walk, can sheath/unsheath weapons, can use the camera but if i unsheath it is blocked at where i was looking, can fast travel, can enter the PA again but nothing will give me back my controls. Save & reload dont, and saving, quiting the game and relauching it neither help. Tried the console command Disableplayercontrols/Enableplayercontrols, tried i think everything in the MCM, So every time it happens my sole option is to load a save before that...
jbezorg Posted September 8, 2024 Author Posted September 8, 2024 (edited) 5 hours ago, tes4o said: Noice mod, but is it possible to just totally disable the cursed loots when in power armor please? Two out of three time something bug out for me and this happens; the screen fade to black, my character is pushed out of the power armor, BUT then it tp back into (sometime but not always they will fall to the ground, then get up), then tp at like 100m in the sky, fall and land back (no big deal since in PA), and for the finish: my controls are disabled. Cant walk, can sheath/unsheath weapons, can use the camera but if i unsheath it is blocked at where i was looking, can fast travel, can enter the PA again but nothing will give me back my controls. Save & reload dont, and saving, quiting the game and relauching it neither help. Tried the console command Disableplayercontrols/Enableplayercontrols, tried i think everything in the MCM, So every time it happens my sole option is to load a save before that... Go into "KFT Angeli's Techsuit" and set "Power Armor Frame trap level" to "Disabled" will prevent a trap when entering/ exiting a power frame. I'll add a toggle to make the player immune when wearing a suit. Edited September 8, 2024 by jbezorg
LatencyRemix Posted September 9, 2024 Posted September 9, 2024 (edited) 23 hours ago, jbezorg said: Do you see something like the following in the Papyrus.#.log? Sory im not to great with the technical stuff, i will have a look if i can find where the log is held. *EDIT* I turned on to loging but i didnt find anything like what you mention, Have included the log to see if it makes sence Papyrus.0.log *EDIT2* Rolback to version 1.93.8 event trigger on first loot of a corpse Edited September 9, 2024 by LatencyRemix
pavinec124 Posted September 9, 2024 Posted September 9, 2024 A small question, if I set the mod to use KFT only, does it also disable the tentacles and the techsuit?
jbezorg Posted September 10, 2024 Author Posted September 10, 2024 20 hours ago, pavinec124 said: A small question, if I set the mod to use KFT only, does it also disable the tentacles and the techsuit? You can disable the techsuit under "KFT Angeli's Techsuit" and setting "Power Armor Frame trap level" to "Disabled" I'll add the same to the Tentacles
pavinec124 Posted September 10, 2024 Posted September 10, 2024 13 hours ago, jbezorg said: You can disable the techsuit under "KFT Angeli's Techsuit" and setting "Power Armor Frame trap level" to "Disabled" I'll add the same to the Tentacles That's awesome! Thank you!
TheRealSnow Posted September 20, 2024 Posted September 20, 2024 Hello, I read through the forum and saw mention of a CTD but that was on an older version and was fixed, however I am still running into this issue. It happens on starting a new game, about 10 to 15 seconds into character creation. Normally I like to figure these things out for myself but after 5 hours of finding it was this mod, fiddling with load order and installed mods I have conceded. Attached is my mod list, load order, and most recent crash log from Buffout. It may be worth noting upfront I do not have Family Planning (and by extension (WDF). I do have KFT but I do not have the techsuit. I appreciate any help I could get, hopefully its not me just overlooking something and being dumb. modlist.txt loadorder.txt crash-2024-09-20-11-24-55.log
jbezorg Posted September 20, 2024 Author Posted September 20, 2024 (edited) 11 hours ago, TheRealSnow said: Hello, I read through the forum and saw mention of a CTD but that was on an older version and was fixed, however I am still running into this issue. It happens on starting a new game, about 10 to 15 seconds into character creation. Normally I like to figure these things out for myself but after 5 hours of finding it was this mod, fiddling with load order and installed mods I have conceded. Attached is my mod list, load order, and most recent crash log from Buffout. It may be worth noting upfront I do not have Family Planning (and by extension (WDF). I do have KFT but I do not have the techsuit. I appreciate any help I could get, hopefully its not me just overlooking something and being dumb. modlist.txt 9.81 kB · 1 download loadorder.txt 5.98 kB · 0 downloads crash-2024-09-20-11-24-55.log 66.83 kB · 1 download Hi, What version of Devious Devices and F4SE are you using? Edited September 20, 2024 by jbezorg
TheRealSnow Posted September 20, 2024 Posted September 20, 2024 (edited) 13 hours ago, jbezorg said: Hi, What version of Devious Devices and F4SE are you using? Devious Devices 2.0_RC9_Beta2_HotFix, the one in the comments of the devious devices page. F4SE is Fallout 4 runtime 1.10.163 - build: 0.6.23 Edit: After experimenting and trying different combinations of script mods it works with everything except Sex Attributes. I've tried loading this both before and after Sex Attributes. I already had the newest version of SA, but went ahead and re downloaded 2.8.0 just to make sure. No dice. Tried it with and without the HUD. No dice, No matter what for some reason on my mod list if this is enabled at the same time as SA it CTD's right when Codsworth floats by in the background of the character creation. I'm not really sure where to go from here. Edited September 21, 2024 by TheRealSnow
jbezorg Posted September 21, 2024 Author Posted September 21, 2024 23 hours ago, TheRealSnow said: Devious Devices 2.0_RC9_Beta2_HotFix, the one in the comments of the devious devices page. F4SE is Fallout 4 runtime 1.10.163 - build: 0.6.23 Edit: After experimenting and trying different combinations of script mods it works with everything except Sex Attributes. I've tried loading this both before and after Sex Attributes. I already had the newest version of SA, but went ahead and re downloaded 2.8.0 just to make sure. No dice. Tried it with and without the HUD. No dice, No matter what for some reason on my mod list if this is enabled at the same time as SA it CTD's right when Codsworth floats by in the background of the character creation. I'm not really sure where to go from here. Not sure what's going on with that. I'm using SA 2.8.0. You may want to try completing character creation and exiting the vault. Then enable the mod. There's a lot going on with a new game during character creation. Before I made this mod I would see glitches during character creation such as the camera not setting up correctly.
bholt917 Posted September 22, 2024 Posted September 22, 2024 I recently had a problem with the vaginal and anal plugs part of the parasite after stage 4. The parasite removed itself but left the plugs. I had no way to remove them from my character. I uninstalled the mod and started a new game. You should look into what conditions might cause that. Also, I was wondering about the heavy slave collar. The mod your mod is based on has a function where the player character is shocked while wearing it if the character is not naked. Is that in this mod and/or will it be added?
jbezorg Posted September 22, 2024 Author Posted September 22, 2024 1 hour ago, bholt917 said: The mod your mod is based on has a function where the player character is shocked while wearing it if the character is not naked. Is that in this mod and/or will it be added? Eventually. I want to get what's already in the mod working correctly before I add more stuff that can go wrong 😁
TheRealSnow Posted September 22, 2024 Posted September 22, 2024 (edited) 10 hours ago, jbezorg said: Not sure what's going on with that. I'm using SA 2.8.0. You may want to try completing character creation and exiting the vault. Then enable the mod. There's a lot going on with a new game during character creation. Before I made this mod I would see glitches during character creation such as the camera not setting up correctly. Did this and so far so good. No CTD, and it registers in MCM and get the notification it's enabled. However checking the MCM it did not auto detect my compatible mods so everything is listed as not installed. I manually marked the ones I have as installed. Is this ok, or a sign something else is wrong? Edit: Jumped the gun on this one. A simple restart fixed it, I just didn't notice. Ima leave this here just in case someone comes along with the same issue. Thank you for your help. Everything is working perfectly. Edited September 22, 2024 by TheRealSnow 1
jbezorg Posted September 22, 2024 Author Posted September 22, 2024 13 hours ago, TheRealSnow said: Did this and so far so good. No CTD, and it registers in MCM and get the notification it's enabled. However checking the MCM it did not auto detect my compatible mods so everything is listed as not installed. I manually marked the ones I have as installed. Is this ok, or a sign something else is wrong? Edit: Jumped the gun on this one. A simple restart fixed it, I just didn't notice. Ima leave this here just in case someone comes along with the same issue. Thank you for your help. Everything is working perfectly. TL:DR version. Wait until you see "CDDER - MCM Updated" in the startup notification spam. There's an intentional delayed start of the mod based on the number of mod files installed to allow those mods to complete their setup. The wait is: # of mod files / 10 seconds. So if you have 300 mods installed there's a 30 second wait in addition to the normal delays associated with scripting in FO4. During that time you'll see notifications of what mods were detected and "CDDER - MCM Updated" when completed.
De3dL0ck Posted September 22, 2024 Posted September 22, 2024 Currently I have an Issue with the parasite it auto removed itself except one part of it and I cannot unequip it , I tried using console but it doesn't work.
MSEdgeView Posted September 23, 2024 Posted September 23, 2024 (edited) I can't seem to get this to work at all. I don't get any notification after installing, saving and reloading the save, or restarting the game. The MCM also doesn't say anything is installed. I have the required Devious Devices 2.0_RC9_Beta2_HotFix, AAF 1.1.1 and Fusion Girl 1.89 (FusionGirl-0223) Papyrus also has these in there that might indicate something? Spoiler [09/23/2024 - 12:00:02AM] Error: Unable to link types associated with function "::remote_KZEB:KZEB_API_DeviceEquipped" in state "" on object "bo57:bo57_mcmandtoolsscript". [09/23/2024 - 12:00:02AM] Cannot open store for class "KZEB:KZEB_API", missing file? [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_Gags" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_Gags" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_TentacleScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_TentacleScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_CuffedHandsEffectScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_CuffedHandsEffectScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_ArmorMovingSoundsScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_ArmorMovingSoundsScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_NipplepiercingScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_NipplepiercingScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_LatexSlaveHarnessScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_LatexSlaveHarnessScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_EffectType_RestrainedLegsScr" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_EffectType_RestrainedLegsScr" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_TentacleScript_DD" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_TentacleScript_DD" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_ChastityBeltScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_ChastityBeltScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_StraightJacketScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_StraightJacketScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_Neural_Stimulation" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_Neural_Stimulation" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_TentacleDevice" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_TentacleDevice" [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_VersionControl" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_VersionControl" [09/23/2024 - 12:00:02AM] error: Unable to bind script Bo57:Bo57_VersionControl to Bo57_VersionControl (3005A2B9) because their base types do not match [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_CL_main_playerRefScript" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_CL_main_playerRefScript" [09/23/2024 - 12:00:02AM] Error: Unable to link types associated with function "addkeytocontainer" in state "" on object "Bo57:Bo57_CL_main_playerRefScript". [09/23/2024 - 12:00:02AM] Error: Unable to link type of variable "::Tools_var" on object "Bo57:Bo57_CursedLootControllerScr" [09/23/2024 - 12:00:02AM] Error: Unable to link type of property "Tools" on object "Bo57:Bo57_CursedLootControllerScr" [09/23/2024 - 12:00:02AM] error: Unable to bind script Bo57:Bo57_CursedLootControllerScr to Bo57_cursedLootController (3009A3A9) because their base types do not match [09/23/2024 - 12:00:02AM] error: Unable to bind script bo57:bo57_mcmandtoolsscript to Bo57_MCMandUtilities (300E715A) because their base types do not match [09/23/2024 - 12:00:02AM] error: Extra bind data version too old. Must be version 2 or newer [09/23/2024 - 12:00:02AM] error: Extra bind data version too old. Must be version 2 or newer [09/23/2024 - 12:00:04AM] error: Unable to bind script DLC04:DLC04OperatorsRifleAnimationScript to (06051235) because their base types do not match [09/23/2024 - 12:00:04AM] Cannot open store for class "saf", missing file? [09/23/2024 - 12:00:19AM] error: Unable to bind script Bo57:Bo57_CL_main_playerRefScript to alias playerRef on quest Bo57_cursedLootController (3009A3A9) because their base types do not match I have a downgraded FO4 installation (1.10.163.0) if that matters. So I also get a lot of the CC missing file warnings but they appear with or without any mods. [09/23/2024 - 12:00:00AM] Cannot open store for class "CreationClub....... Oh and the mod load order; Spoiler Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm HUDFramework.esm XDI.esm WorkshopFramework.esm AAF.esm TortureDevices.esm Devious Devices.esm SkimpyArmorKeywordResource.esm AAFThemes.esl Bememoth Separated Cart.esl HiPolyFacesCompanionPlugin.esl COCO-LaceBody.esl WashOutThatCum.esl BerettaM9FS.esl BodyTalk3-RaiderNormalsFix.esl CWSS Redux.esp ValiusHDTextures2K.esp Langleys HD Textures Workshop.esp Jesters Better Destroyed Vehicles.esp Far Harbor Pine branches 4K.esp Fixed Gobo Effects.esp AWHD2KFull.esp Wetness Shader Fix.esp DiamondCityBillboards.esp WeaponsHD.esp FO4ParticlePatch.esp FusionGirl.esp LooksMenu.esp ZeX-InGameSliders.esp BoundInPublic.esp Latex Collar Curse.esp cVc Dead Wasteland 6.esp GoodneighborView.esp Eli_Armour_Compendium.esp RealHandcuffs.esp AAF_CreaturePack02DLC.esp AAF_CreaturePack01.esp AAF_GrayAnimations.esp BraveAnims.esp Vadermania[AAF_anims].esp Farelle_Animations.esp FO4_AnimationsByLeito.esp Mutated Lust.esp RZSex.esp rxl_bp70_animations.esp SavageCabbage_Animations.esp ZaZOut4.esp Vioxsis_Strap-Ons.esp Behemoth No Cart.esp BraveAnims_Fix.esp Deathclaw_nude.esp UAP Moans.esp ErectionFix_SilverPerv.esp HHFootsteps.esp Devious Devices Addon - High Heels Sound.esp Zenit.esp Beggar_Whore.esp MK18.esp HSVoiced.esp AAF_BadEnd_Animations.esp PenPos.esp Zaz Particle Effects.esp SMBehemoth Loincloth.esp AAF_Violate.esp AAF_Violate_DLC_Patch.esp AAF_SEU.esp AAF_Violate_Feral_Animations.esp FPAttributes.esp DD_Enchantings.esp RealHandcuffs_DD_Compatibility.esp FP_SexualHarassment.esp FPESuperMutantAddon.esp FP_FamilyPlanningEnhanced.esp FP_FamilyPlanningEnhanced_DLC_Doctors_Addon.esp FPEDogAddon.esp CombatStripLite.esp Gloomy Glass.esp FO4HHS_AAF.esp 3dscopes-replacer.esp The Eyes Of Beauty.esp TheEyesOfBeauty.esp AzarPonytailHairstyles.esp KSHairdos.esp KSHairdos_oel.esp Lots More Male Hairstyles.esp Lots More Female Hairstyles.esp ANiceOakTree Hairs.esp HiPolyFaces.esp LooksMenu Customization Compendium.esp ComMoisturizer.esp ComMoisturizer_GlowPatch.esp BetterLivingThroughCumistry.esp DD_hider_addon.esp PlugsFix.esp VtawWardrobe1.esp VtawWardrobe5.esp VtawWardrobe7.esp VtawWardrobe8.esp HN66Fo4_EasyGirl_BS.esp ToughGirlAttire.esp TechWear.esp ASA.esp Black Widow Suit.esp SlaveTattoos.esp TatsAfterRape.esp DD_Bench_Unlock.esp Custom Moans.esp AAF_SCRS.esp CazadorML.esp AER15.esp Escape from Boston - Springfield M14.esp M2Agency.esp WattzLaserGun.esp TerrainUndersides.esp FnScar.esp MP7.esp GIAT_FAMAS.esp HK_UMP.esp Mossberg500.esp Glock19x.esp M1A.esp AX50.esp ScopeOverlayDOF.esp MP-412.esp SRO - Syringer Overhaul.esp HRP_Mk23.esp FOrigin12.esp SV-98.esp Quad_RAWLauncher.esp Modern Weapon Replacer - UMP - Radium Rifles.esp Modern Weapon Replacer - FN SCAR-H - Assault Rifles.esp Modern Weapon Replacer - Escape From Boston Springfield M14 - Combat Rifles.esp Modern Weapon Replacer - HK Mark 23 SOCOM - Deliverer.esp Energy Weapon Replacer - Wattz Laser Gun - Laser Guns.esp Modern Weapon Replacer - Projectile Rocket Launcher - Fat Man.esp Modern Weapon Replacer - AX50 - Hunting Rifles.esp Modern Weapon Replacer - Cazador Missile Launcher - Missile Launchers.esp Modern Weapon Replacer - Fostech Origin 12 - Combat Shotguns.esp Modern Weapon Replacer - GIAT FAMAS - Institute Guns.esp Modern Weapon Replacer - Glock 19x FX0x01 - Pipe Guns.esp Modern Weapon Replacer - Glock 19x FX0x01 - 10mm Pistols.esp Modern Weapon Replacer - Izhmash SV-98 - Lever Action Rifles.esp Modern Weapon Replacer - MK18 CQBR - Laser Muskets.esp Modern Weapon Replacer - Mossberg 500 - Double Barrel Shotguns.esp Modern Weapon Replacer - MP-412 - .44 Revolvers.esp Modern Weapon Replacer - MP7 - Submachine Guns.esp Modern Weapon Replacer - Springfield Armory M1A - Pipe Bolt Action.esp Modern Weapon Replacer - Zenit Re-Redux AK12 - Handmade Rifles.esp Modern Weapon Replacer - Zenit Re-Redux AK74M - Plasma Guns.esp 512StandaloneHairColors.esp RB_KaliliesBrows.esp ESPExplorerFO4.esp TBOS-AntoHairPack.esp FlaconOil's Complete Retexture Project.esp VividFallout - AiO - 2k.esp Enhanced Vanilla Vines.esp NF_Rocks_Fix.esp Enhanced Vanilla Plants.esp dD-Enhanced Blood Basic.esp Fixed Alpha Maps.esp Vivid Fallout - LOD.esp Make Like a Tree.esp Leaf Piles Improved.esp FlaconOil's Complete Retexture Project0.esp FlaconOil's Complete Retexture Project1.esp Ultimate Window Overhaul.esp Prydwen 2K Textures.esp CarPhysicsDeathBugfix.esp Ultimate Window Overhaul Cubemaps.esp Less Ugly Intercom.esp cVc Dead Wasteland 6 DLC.esp cVc Dead Wasteland 6 DLC2.esp Vivid Fallout - Nuka World LOD.esp Vivid Fallout - Far Harbor LOD.esp Vivid Fallout - Complex Parallax Rocks.esp Vivid Fallout - Landscapes - Complex Parallax Occlusion.esp VividFallout - Quarry - BestChoice.esp WAVE.esp SEU_Voiced_Extension.esp AAF_Violate-voice.esp HBD_MorphDebug.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersCCAPack2.0.esp BetterSettlersNoLollygagging.esp GrafsSecurityFencesNoMenu.esp CRX.esp Prisoner Shackles.esp Commonwealth Captives.esp Commonwealth Captives NPC Patch.esp RZ_Boudoir.esp Colorful_Wit_FG.esp Crimson_Punk_Outfit.esp Stylish_Bloomer_FG.esp CC_Outfit_Injector.esp CCOI_StylishBloomer.esp CCOI_VTAW5.esp CCOI_VTAW7.esp CCOI_VTAW8.esp SettlementMenuManager.esp KURO.esp Rogg DD Items Manager.esp Rogg DD Items Manager-patchRC9.esp Lightweight Lighting.esp Lightweight Lighting - patch.esp ImTalkingToYou.esp WET.esp Pip-Boy Flashlight.esp Edited September 23, 2024 by MSEdgeView
Sir_Duck Posted September 23, 2024 Posted September 23, 2024 I wonder how the trapped power armors work. I have set the trap level to "never safe" and entered some power armors and nothing happened. Is the trigger set on when I enter one? When it is set to "never safe", could each time when I leave and enter again also trigger a trap? I don't see a cursed loot roll. Is it supposed to show none or indicates this an error? Are there any power armors which will never be trapped?
Loversclod Posted September 24, 2024 Posted September 24, 2024 (edited) On 9/22/2024 at 1:22 PM, De3dL0ck said: Currently I have an Issue with the parasite it auto removed itself except one part of it and I cannot unequip it , I tried using console but it doesn't work. I have the same issue. Tried using the special cream after one sex event, just dropped my hydration all the way down. Tried multiple times with no effect but the hydration loss and the drug message. I then let the parasite evolve all the way until it fell off, but it left the vag/anus part behind. The debug option did remove it though. *shrugs Interesting mod, is there any way you could expand this to make land mines into DD traps instead of explosives? Edited September 24, 2024 by Loversclod
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now