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Cursed DD Enchantings - Redux²


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Posted
16 hours ago, jbezorg said:

 

It did, apologies.

It excludes the parasite but for example. "70% KF 30% DD" means that when a trap is triggered. There is a 70% chance that all devices will be selected from KFT and a 30% chance that all devices will be selected from DD.

 

Thanks! I hadn't looked at the MCM yet, so was lacking the context that there's a proportional choice between them for some parts of the mod, not a "this switch disables support for DD and enables support for KFT, or vice versa." The ratio approach makes perfect sense now that I know what the mod description was referring to.

Posted

hmmm.

I was trying to progress the parasite, see what it does.
But I think I've been running around with the DD version all the time 🤦‍♂️
(at least that's what I think, looking at the equipped item ID and the IDs in the esp)

The mod description says there's an MCM toggle - I don't see it.

Maybe I'm just blind, but I also cannot identify a global variable for it in the esp.

 

Also, which components of Wasteland Dairy Framework and its requirement, Family Planning Enhanced Redux, are required?
(and for which functions?)

I usually don't run them. But have them installed for this test run (and they're working - counting interactions etc).

 

 

Posted
2 minutes ago, egonm68 said:

hmmm.

I was trying to progress the parasite, see what it does.
But I think I've been running around with the DD version all the time 🤦‍♂️
(at least that's what I think, looking at the equipped item ID and the IDs in the esp)

The mod description says there's an MCM toggle - I don't see it.

Maybe I'm just blind, but I also cannot identify a global variable for it in the esp.

 

Also, which components of Wasteland Dairy Framework and its requirement, Family Planning Enhanced Redux, are required?
(and for which functions?)

I usually don't run them. But have them installed for this test run (and they're working - counting interactions etc).

 

 

 

What item did you equip?

Look for "Body Type" in Settings. If it's set for "Not Listed" then you got the regular parasite. The other setting is "Fusion Girl".

 

Posted (edited)
30 minutes ago, jbezorg said:

 

What item did you equip?

Look for "Body Type" in Settings. If it's set for "Not Listed" then you got the regular parasite. The other setting is "Fusion Girl".

 


oh - thought that one is related to the body type the PC uses.
I have it set to "FusionGirl".

xx089240 is the one I always got (looking at equipped items via console)
image.png.d811966497f587a5e3fb5640d5747748.png



so I guess I was blind twice - I was not getting the DD one.
yet, I could not get it to progress.
the 4 actor values always remained at 0, too

Edited by egonm68
Posted
21 hours ago, egonm68 said:

oh - thought that one is related to the body type the PC uses.
I have it set to "FusionGirl".

 

There's only the bodyside files for Fusion Girl Tentacle parasite.

 

21 hours ago, egonm68 said:

so I guess I was blind twice - I was not getting the DD one.
yet, I could not get it to progress.
the 4 actor values always remained at 0, too


Did you have an older version of this mod installed? If so, you may have to stop/start the 2 main quests.

 

Are you using another animation framework like NAF or the AAF to NAF Bridge? 

 

stopquest bo57_mcmandutilities
stopquest bo57_cursedlootcontroller

startquest bo57_mcmandutilities
startquest bo57_cursedlootcontroller

 

Posted (edited)
1 hour ago, jbezorg said:

Did you have an older version of this mod installed? If so, you may have to stop/start the 2 main quests.

 

Are you using another animation framework like NAF or the AAF to NAF Bridge? 

 

 

AAF.  (while I had tested NAF+bridge, never been active on this save)

 

Similarly, while I had tried out earlier versions - I did roll back after (went back to a save before activation).

 

As you can imagine, AAF with several anim-packs and 'fixes' and ways to trigger it.
DD still on RC9 beta1 atm, again with some addons and fixes - the male addon, the HHS FG conversion (although pondering to update to beta2, now that a new FG conversion is out for that specifically. Watching it, giving that one some time to mature)
So, quite possible that any of those meddle with the hooks you need for this.



Consider me a noob at script-checking    (I have intentionally stayed clear of the rabbit hole of FO4 scripting so far),
but I've found a few errors in the logs:

 

Line  73: [05/31/2024 - 04:25:19PM] Error: Unable to link types associated with function "OnTimerGameTime" in state "" on object "Bo57:Bo57_TentacleScript_DD".
	Line  74: [05/31/2024 - 04:25:19PM] Error: Unable to link types associated with function "::remote_AAF:AAF_API_OnSceneEnd" in state "" on object "Bo57:Bo57_TentacleScript_DD".
	Line 303: [05/31/2024 - 04:26:08PM] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped.

 

on triggering parasite trap / getting it attached
 

[05/31/2024 - 04:27:58PM] [DD]: Function: ForceEquip - Actor: Noah. Armor: Tentacle Parasite. Reason: equipping inventorydevice.
[05/31/2024 - 04:27:58PM] [DD]: Function: OnItemEquipped - Actor: Noah. Armor: Tentacle Parasite. Reason: running
[05/31/2024 - 04:27:58PM] [DD]: Difficulty modifier not applied - custom/quest item!
[05/31/2024 - 04:27:58PM] [DD]: 1 entries in database.
[05/31/2024 - 04:27:58PM] [DD]: Event: OnEquipped - Actor: Noah. Armor: Tentacle Parasite. Reason: triger exit from event, variable ve
[05/31/2024 - 04:27:59PM] error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 5 on  (00000014) because their base types do not match
[05/31/2024 - 04:28:02PM] [Bo57-Player] Animation BasePoseEnter


PS: and yes, I've tried your recommendation of restarting the quests earlier. to no avail.
 

Edited by egonm68
Posted
5 hours ago, egonm68 said:

Consider me a noob at script-checking    (I have intentionally stayed clear of the rabbit hole of FO4 scripting so far),
but I've found a few errors in the logs:

 

Most helpful. There's a check for Commonwealth Moisturizer that I missed and causing the AAF event to fail

 

	Line 303: [05/31/2024 - 04:26:08PM] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped.

 

Posted
5 hours ago, egonm68 said:

 

AAF.  (while I had tested NAF+bridge, never been active on this save)

 

Similarly, while I had tried out earlier versions - I did roll back after (went back to a save before activation).

 

As you can imagine, AAF with several anim-packs and 'fixes' and ways to trigger it.
DD still on RC9 beta1 atm, again with some addons and fixes - the male addon, the HHS FG conversion (although pondering to update to beta2, now that a new FG conversion is out for that specifically. Watching it, giving that one some time to mature)
So, quite possible that any of those meddle with the hooks you need for this.



Consider me a noob at script-checking    (I have intentionally stayed clear of the rabbit hole of FO4 scripting so far),
but I've found a few errors in the logs:

 

Line  73: [05/31/2024 - 04:25:19PM] Error: Unable to link types associated with function "OnTimerGameTime" in state "" on object "Bo57:Bo57_TentacleScript_DD".
	Line  74: [05/31/2024 - 04:25:19PM] Error: Unable to link types associated with function "::remote_AAF:AAF_API_OnSceneEnd" in state "" on object "Bo57:Bo57_TentacleScript_DD".
	Line 303: [05/31/2024 - 04:26:08PM] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped.

 

on triggering parasite trap / getting it attached
 

[05/31/2024 - 04:27:58PM] [DD]: Function: ForceEquip - Actor: Noah. Armor: Tentacle Parasite. Reason: equipping inventorydevice.
[05/31/2024 - 04:27:58PM] [DD]: Function: OnItemEquipped - Actor: Noah. Armor: Tentacle Parasite. Reason: running
[05/31/2024 - 04:27:58PM] [DD]: Difficulty modifier not applied - custom/quest item!
[05/31/2024 - 04:27:58PM] [DD]: 1 entries in database.
[05/31/2024 - 04:27:58PM] [DD]: Event: OnEquipped - Actor: Noah. Armor: Tentacle Parasite. Reason: triger exit from event, variable ve
[05/31/2024 - 04:27:59PM] error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 5 on  (00000014) because their base types do not match
[05/31/2024 - 04:28:02PM] [Bo57-Player] Animation BasePoseEnter


PS: and yes, I've tried your recommendation of restarting the quests earlier. to no avail.
 

 

Seems to me that you have a mix of scripts. Perhaps an older version loaded after a newer version in the load order? Or did you update while wearing the Tentacle Device?

IIRC you have to remove the device from the player's inventory for scripts attached to armor to clear/refresh even if they're not currently worn. This is something I ran into when testing the KFT Angeli Techsuit.

 

Line 303: [05/31/2024 - 04:26:08PM] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped.

 

This is from the scripts currently available for download. Line 303 doesn't point to cmkz:cmkz_libscript 


image.png


CMkz:CMkz_LibScript isn't referenced until line 482.


image.png
 

Posted
45 minutes ago, jbezorg said:

 

Seems to me that you have a mix of scripts. Perhaps an older version loaded after a newer version in the load order? Or did you update while wearing the Tentacle Device?

IIRC you have to remove the device from the player's inventory for scripts attached to armor to clear/refresh even if they're not currently worn. This is something I ran into when testing the KFT Angeli Techsuit.

 

Line 303: [05/31/2024 - 04:26:08PM] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped.

 

This is from the scripts currently available for download. Line 303 doesn't point to cmkz:cmkz_libscript 


image.png


CMkz:CMkz_LibScript isn't referenced until line 482.


image.png
 

 

line 303 doesnt reference the script.
line references above are just line no. in the script log when I copied the entries from NP++ search results.
The on-load errors had nothing related before or after those lines, so "too lazy to remove it" and "wanting to show that there's a few lines in between" went hand-in hand. 😉

And no, the parasite was not equipped when I installed/activated this mod..
While it's a mid-game save, I had not run DD_Enchantings on it before (only on forked-off saves - always went back due to the other "companion down" issue)

as far as mix of scripts goes.....

 

I am going to try putting it at the end. Maybe even look up a start save with the same load order.
While I made sure it is after all the "obvious references" - DD KFT, FPE WDF etc - on top of what VORTEX did....  it's somewhere in the middle atm.


My gut says this is the interesting line, but I would not know what could be the cause (again, script noob / don't know how properties are saved in the background).
"their base types do not match" ....  Maybe another improperly removed DD or KFT device is still hanging around "somewhere"?

[05/31/2024 - 04:27:59PM] error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 5 on  (00000014) because their base types do not match
Posted

so, that's 3 strikes.

 always throwing that line into the script log

error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 4 on  (00000014) because their base types do not match

I am assuming that this is one(?) of the causes

 

I tested this still on 1.91.0, btw.

get one, remove with cream and get a fresh one -> fail
add putting it to the end of the load order -> fail
throwing it on a clean-ish save (shortly after arriving at Sanctuary, just spending an hour or three on basic mod + equipment setup)
also no-joy


However.....
the traps always give me the Parasite xx08923F/xx089240  (inventory/rendered)

 

When I manually spawn the xx29EDE2/xx29EDE3 and equip that via pipboy:

it does not throw the above script error.
Also, I get the "Tentacle Parasite" spell (xx25647D) when doing it this way - which I did not get from the traps.
Yet, when I threw in a couple sex interactions.... the ActorValue counters remained at zero.
(Then again, I do not know the specific conditions for the counters)

 

 

But, first question is: which one is the right parasite / is there a mixup?

 


image.png.38772f95552b0e1b32a7f6c4ef521c03.png



 

Posted
10 minutes ago, egonm68 said:

the traps always give me the Parasite xx08923F/xx089240  (inventory/rendered)

 

These are correct. Bo57_Tentacle_Jacket_XXX

 

Bo57_TentacleMonsterStaged_XXX (xx29EDE2/xx29EDE3) were a test to use one device and material swapping with armor addons for the additional tentacles. Worked until some other mod unequipped/reequipped it and then it would reset. The effect attached to those was blanked out.

 

35 minutes ago, egonm68 said:
error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 4 on  (00000014) because their base types do not match


Are you using a unique player or customized race?

Using a male character? There's legacy stuff from Kanlon's version that I haven't removed yet.

Are both quests running?

 

sqv bo57_mcmandutilities
sqv bo57_cursedlootcontroller


Did you update Fallout and are you using the new F4SE? I haven't because it's still in beta. "An update is available, but I'm sure it can use more testing."
 

 I just recompiled and ran a test on Nora. Effect kicked in and actor values updated. Uploaded v1.93.5. Beyond that, I can't reproduce the issue.

Posted
6 hours ago, jbezorg said:

 

These are correct. Bo57_Tentacle_Jacket_XXX

 

Bo57_TentacleMonsterStaged_XXX (xx29EDE2/xx29EDE3) were a test to use one device and material swapping with armor addons for the additional tentacles. Worked until some other mod unequipped/reequipped it and then it would reset. The effect attached to those was blanked out.

 


Are you using a unique player or customized race?

Using a male character? There's legacy stuff from Kanlon's version that I haven't removed yet.

Are both quests running?

 

sqv bo57_mcmandutilities
sqv bo57_cursedlootcontroller


Did you update Fallout and are you using the new F4SE? I haven't because it's still in beta. "An update is available, but I'm sure it can use more testing."
 

 I just recompiled and ran a test on Nora. Effect kicked in and actor values updated. Uploaded v1.93.5. Beyond that, I can't reproduce the issue.

 

Darn.

No, no unique player or custom race on the player.
Looking at FO4edit, only this mod changes some things on the baseID, and LMCC (looksmenuCompendium) on the basic human race (13746).
Some new races through other mods, but nothing affecting the PC. (Can't say whether there's some runtime-changes via script-patcher - wouldn't know where to check, but nothing obvious comes to mind)

Quests are running, Fallout version is NOT updated, F4SE 0.6.23
Female, and from the start (no 'sexchange' meddling on this save)


 

One last question:
Is there an easier way to check if it's working? indicators I can look out for?

perks/spells/actor or global values, papyrus-log messages.....


Anyway, thank you for checking (and for your work!).
I keep an eye out. Maybe I'll stumble upon something when updating / fiddling with other mods.
 

Posted (edited)
16 hours ago, egonm68 said:

Is there an easier way to check if it's working? indicators I can look out for?

perks/spells/actor or global values, papyrus-log messages.....

 

player.getav Bo57_TentacleIncubation

This will be set to "1" and remain that value until the tentacle parasite is removed.

Just a thought. Do you have CWSS or Scaver's Closet? I turn off auto undressing in CWSS and clothing check in Scaver's Closet because the effect is on the rendered device. Every time something like those mods bulldozes through the inventory unequipping items it resets the player's B057 actor stats.

Edited by jbezorg
Posted
16 hours ago, egonm68 said:

Looking at FO4edit, only this mod changes some things on the baseID

 

Well that was stupid. Can't believe I did that.

 

Not anymore. Nude suit isn't needed anymore and and the faction was added incorrectly. It's now associated with the B057 player alias.

Posted
8 hours ago, jbezorg said:

 

player.getav Bo57_TentacleIncubation

This will be set to "1" and remain that value until the tentacle parasite is removed.

Just a thought. Do you have CWSS or Scaver's Closet? I turn off auto undressing in CWSS and clothing check in Scaver's Closet because the effect is on the rendered device. Every time something like those mods bulldozes through the inventory unequipping items it resets the player's B057 actor stats.

thanks.

 

CWSS, yes. but, I haven't been using their showers/baths/toilets during my tests.

I'm always wary of these auto-undress functions when it comes to equipment effects....
You can also throw "Workshop Plus" onto that list. That one also undresses/redresses when entering and exiting workshop mode.

PS: 

I forked off a profile/save yesterday, and updated that to DD RC9 beta2 and 1.93.5.
Unfortunately, still with the same result - AVs remain at 0 + error message into the log.
Only difference I noticed is, I now get the "Growing Parasite" spell.

 

Still getting the "companion down" btw. When the companion integration is active, very often. When it's off very rarely.
And once, I also got the stuck PC, same as the poster above. (unfortunately I hit reload before checking whether that was due to the paralysis effect)

Posted

Question, would the parasite removal/addition cause permanent body morphs over time?  I'm just trying to figure out which mod did it and I saw your update about edits to the body.  I updated to the new but would love to know if this is what maybe caused it.

Posted (edited)
3 hours ago, RileyAP said:

Question, would the parasite removal/addition cause permanent body morphs over time?  I'm just trying to figure out which mod did it and I saw your update about edits to the body.  I updated to the new but would love to know if this is what maybe caused it.

 

Yes. It's semi-permanent. It uses Wasteland Dairy milking mechanics and morphing if installed.

Edited by jbezorg
Posted
6 hours ago, egonm68 said:

Unfortunately, still with the same result - AVs remain at 0 + error message into the log.


Still getting this?
 

error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 4 on  (00000014) because their base types do not match

 

1.93.6 completely removes all the modifications to the base player. If you're still getting base types do not match after that version I'd launch FO4Edit with the full load order and check the base player looking for other mods changing it.

 

 

6 hours ago, egonm68 said:

Still getting the "companion down" btw. When the companion integration is active, very often. When it's off very rarely.


I'd recommend running with companion support off for now. 

 

Posted (edited)
1 hour ago, jbezorg said:

Still getting this?


unfortunately, yes.
updated to .6, just 'playing around atm'  (not 'stress-testing). But got parasited a few minutes ago and checked again.

Nothing is overwriting the baseID anymore, at least nothing that is visible in FO4edit.

image.png.93cf332a61aed174817560ecb8c019be.png


Then again, with script-patchers, you don't see everything in FO4edit.
And, I am running SCOURGE that def. patches things on runtime - but without the player module, so it *should* only affect NPCs
(I prefer XP + level-locking to keep my PC's HP in check)
https://www.nexusmods.com/fallout4/mods/60917?tab=description

 

hmm, may load up an old / unmodded save w/o that one later, just to test.

But other than that, no potential culprit comes to my mind atm.

In case you want to take a look, I'm attaching current plugins + full logs+plugins when I ran a clean-ish test yesterday with 1.91
FO4_E-1.91..7zplugins.txt

 

But, I'd wait for other feedback first - after all, it is only me reporting this issue at the moment.

 

Edited by egonm68
Posted
15 hours ago, sgasheppard11 said:

Having an issue where my player character will rag doll and become unresponsive after several traps are triggered.

 

How fast are the traps being triggered and how high do you have chances set? I still have weapon checking enabled in Scaver's Closet and that forces me to loot slowly as the weapon needs to be dropped into the world and then replaced in the player's inventory to check for broken weapons. 

I'm thinking with a script heavy load order, or FO4 just being FO4, there's an overlap of trap events. v1.93.7 has added a check so only 1 trap event can happen at a time.   

Posted

well, looks like it's not SCOURGE.
I used an 8 year old unmodded save, let my mod list loose on it.

Did some setup (thank you, MCM settings manager!) - fyi was a male save, so I had to do sexchange on it as part of the prep. (introducing a variable 😕 )
But, same result.  (just one, quick test)

on 1.93.6

 

I guess something else in my mod list is blocking things. Or, something that is not - a hidden dependency.

However, I did discover another problem:
(I'll write it up in a separate post)

Posted


I get a CTD when starting a new game.
Same when throwing it on a previously unmodded save file (together with hundreds of other mods).

 

Discovered with 1.93.6 , and I just did a quick test (just 'new game') with 1.93.7

 

When I disable this mod (and this mod only) - no CTD

Starting, saving, then activating it is also fine.
 

crash log analyzer stumbles on this (among other things)

[<nullptr alias> (526) on <nullptr quest> (FFAF1930)].bo57:bo57_mcmandtoolsscript.OnQuestInit() - C:\Users\ghenl\AppData\Local\Temp\PapyrusTemp\Bo57\Bo57_MCMandToolsScript.psc Line 246 : 9 
[<nullptr alias> (526) on <nullptr quest> (FFAF1930)].bo57:bo57_mcmandtoolsscript.initExternalMods() - C:\Users\ghenl\AppData\Local\Temp\PapyrusTemp\Bo57\Bo57_MCMandToolsScript.psc Line 499 : 9 

 

Posted
40 minutes ago, egonm68 said:


I get a CTD when starting a new game.
Same when throwing it on a previously unmodded save file (together with hundreds of other mods).

 

Discovered with 1.93.6 , and I just did a quick test (just 'new game') with 1.93.7

 

When I disable this mod (and this mod only) - no CTD

Starting, saving, then activating it is also fine.
 

crash log analyzer stumbles on this (among other things)

[<nullptr alias> (526) on <nullptr quest> (FFAF1930)].bo57:bo57_mcmandtoolsscript.OnQuestInit() - C:\Users\ghenl\AppData\Local\Temp\PapyrusTemp\Bo57\Bo57_MCMandToolsScript.psc Line 246 : 9 
[<nullptr alias> (526) on <nullptr quest> (FFAF1930)].bo57:bo57_mcmandtoolsscript.initExternalMods() - C:\Users\ghenl\AppData\Local\Temp\PapyrusTemp\Bo57\Bo57_MCMandToolsScript.psc Line 499 : 9 

 

 

 

Well, if 526 is the line number then that's this 

 

Event OnQuestInit () <-- #1 -->
  RegisterForRemoteEvent (Player, "OnPlayerLoadGame");
  initExternalMods () <-- #2 -->
EndEvent

 

 

function initExternalMods()

  ~~~~

  ; Commonwealth Moisturizer
  ; https://www.loverslab.com/files/file/25514-commonwealth-moisturizer/
  sModName = "ComMoisturizer.esp" <-- line 526 -->
  CUMInstalled = Game.IsPluginInstalled( sModName )
  If CUMInstalled
    CUMQuest = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp") as Quest
    CUMLib   = CUMQuest as CMkz:CMkz_LibScript
  endIf

 

 

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