ewasdeaswd Posted September 29, 2024 Posted September 29, 2024 17 hours ago, jbezorg said: Before you roll back, try the following in console. Or drop "cdderkickstart.txt" in your F04 directory and use that. stopquest Bo57_VersionControl stopquest Bo57_cursedLootController stopquest Bo57_MCMandUtilities resetquest Bo57_VersionControl resetquest Bo57_cursedLootController resetquest Bo57_MCMandUtilities startquest Bo57_VersionControl Then save and restart the game. With the addition of some feature requests some properties were added that required complete restarts of the quests Bo57_cursedLootController and Bo57_MCMandUtilities. After 1.93.8, The quest Bo57_VersionControl was added to take over handling updates that Bo57_MCMandUtilities used to handle since Bo57_MCMandUtilities can't stop, reset, and then restart itself. Regardless of your settings in MCM. If you don't see something like "[Bo57-Roll] #### <= ####" in a "Papyrus.#.log" when you loot something then CDDER isn't running. OR, there are old versions of the CDDER quests still running trying to make sense of new scripts and failing. The console commands above stops everything in CDDER and resets it. Then when you reload the game the version control script can restart everything fresh. cdderkickstart.txt 235 B · 1 download i try resaver and this now and nothing worked
jbezorg Posted September 29, 2024 Author Posted September 29, 2024 7 hours ago, MSEdgeView said: error: Unable to bind script Bo57:Bo57_CL_main_playerRefScript to alias playerRef on quest Bo57_cursedLootController (6409A3A9) because their base types do not match https://forums.nexusmods.com/topic/1032548-fixing-unable-to-bind-script-because-base-types-do-not-match/ The last post on this thread Quote On 2/17/2020 at 7:07 PM, Centerman said: I've found that even NEVER uninstalling a scripted Mod is still no guarantee that you won't have an error saying something like: "cannot be initialized because the script no longer contains that property" It's the infamous Bethesda charm.
kziitd Posted September 29, 2024 Posted September 29, 2024 3 hours ago, jbezorg said: I'll add a "Simple Trap Effects" option. But the AV Paralysis being unavailable is weird because it's form id 2F2 in the base game. https://fallout.fandom.com/wiki/Fallout_4_console_commands Paralysis 000002F2 If you can you do me a favor. Load your entire load order in xedit and see if there is a conflict / overwrite / dirty edit with that AV. Hmm. I loaded all the mods with xedit and saw that nothing changed it. It's like in the picture, right?
MSEdgeView Posted September 29, 2024 Posted September 29, 2024 1 hour ago, jbezorg said: https://forums.nexusmods.com/topic/1032548-fixing-unable-to-bind-script-because-base-types-do-not-match/ The last post on this thread Okay so I guess it just won't work on my setup?
jbezorg Posted September 29, 2024 Author Posted September 29, 2024 2 hours ago, kziitd said: Hmm. I loaded all the mods with xedit and saw that nothing changed it. It's like in the picture, right? Yeah. That's weird. Nothing has changed it yet the game can't find it even though it's a property value w/in the mcm and utilities script.
jbezorg Posted September 29, 2024 Author Posted September 29, 2024 1 hour ago, MSEdgeView said: Okay so I guess it just won't work on my setup? Have you tried a new game? There may be a conflict with another mod. There's really no way I can find what's causing it without exactly duplicating you load order and even then that's not a guarantee. You could be hitting a string cache limit, the general memory limit, or run into some other conflict in F4SE dlls and those won't show in F4Edit or a papyrus log. This might be able to help. https://www.nexusmods.com/fallout4/mods/56255
BillBellochek Posted September 29, 2024 Posted September 29, 2024 (edited) On 9/28/2024 at 6:58 PM, jbezorg said: Do you have "Power armor makes you immune to traps" enabled under Settings? it may be that the sequence of checks may be so that as you enter the frame, you count as being in power armor so the trapped frame is aborted and no roll is made. I do not have that setting on. I do however have the chance of finding device turned way down. Like the Chance on Safe; Chance on Body; etc. Does that effect the roll for power armor, or is the KFT TechSuit supposed to roll when you enter/exit power armor? Edited September 29, 2024 by BillBellochek
rilieAP Posted September 30, 2024 Posted September 30, 2024 Quick question, I upgraded mid-game with the last 2-3 updates. So I am not 100% sure what will happen when I start a new game, but I get the CDDER messages on every single load of a game. I can stand around get the message that the MCM is updated, save, reload and it will run through the initialization and give me the messages again. I'll be restarting a new game soon, but just wanted to see if this was normal or expected.
Sir_Duck Posted September 30, 2024 Posted September 30, 2024 10 hours ago, BillBellochek said: I do not have that setting on. The same. The suit is recognized as "installed". I see no reactions on entering a power armor: no cursed loot roll, no increase of the safe frames in the MCM, ... Are there any additional limitations which must be met before the trapped power armors could trigger? What is the triggering event? Entering a power armor? What a I supposed to see, when the feature works properly? In the safe case and in the trapped one? Btw.: would you mind adding a slider for the trapped power armor chances? 1
somatismlol Posted September 30, 2024 Posted September 30, 2024 12 hours ago, RileyAP said: Quick question, I upgraded mid-game with the last 2-3 updates. So I am not 100% sure what will happen when I start a new game, but I get the CDDER messages on every single load of a game. I can stand around get the message that the MCM is updated, save, reload and it will run through the initialization and give me the messages again. I'll be restarting a new game soon, but just wanted to see if this was normal or expected. I get the same thing, on a fresh save. It'll even happen randomly during gameplay as well, usually after 30~ minutes, despite not opening the MCM menu. 1
MSEdgeView Posted September 30, 2024 Posted September 30, 2024 (edited) 15 hours ago, jbezorg said: Have you tried a new game? Not a *new new* game, but my clean save (no mods) after going up the elevator of the vault. I'm still just getting the same two messages and no rolls. > Error: Unable to link types associated with function "addkeytocontainer" in state "" on object "Bo57:Bo57_CL_main_playerRefScript". > Error: Unable to bind script Bo57:Bo57_CL_main_playerRefScript to alias playerRef on quest Bo57_cursedLootController (2E09A3A9) because their base types do not match Guess I just have to sit this one out :') I also tried it with the basic setup without any other AAF mods - except the requirements, the message above persists. And from my understanding is, it should not show if it would work, right? Edited September 30, 2024 by MSEdgeView
jbezorg Posted September 30, 2024 Author Posted September 30, 2024 (edited) 1 hour ago, MSEdgeView said: Not a *new new* game, but my clean save (no mods) after going up the elevator of the vault. I'm still just getting the same two messages and no rolls. > Error: Unable to link types associated with function "addkeytocontainer" in state "" on object "Bo57:Bo57_CL_main_playerRefScript". > Error: Unable to bind script Bo57:Bo57_CL_main_playerRefScript to alias playerRef on quest Bo57_cursedLootController (2E09A3A9) because their base types do not match Guess I just have to sit this one out :') I also tried it with the basic setup without any other AAF mods - except the requirements, the message above persists. And from my understanding is, it should not show if it would work, right? What version of FO4 and F4SE are you running? Edited September 30, 2024 by jbezorg
MSEdgeView Posted September 30, 2024 Posted September 30, 2024 4 hours ago, jbezorg said: What version of FO4 and F4SE are you running? 1.10.163.0 (Steam version, downgraded with depot method) and F4SE 0.0.6.23. I haven't had any issues with any other (LL) mods but I have no idea what could be the cause.
MSEdgeView Posted October 1, 2024 Posted October 1, 2024 On 8/5/2024 at 5:10 AM, reaper09911 said: That might be from me downgrading my Fallout 4 from Next-gen. Will try to fix it. Were you able to fix your issues with the mod not working? I think I have the exact same issue. However, I was able to add the missing CC files from NG. But it doesn't work either way for me - even with a depot downgraded FO4 1.10.163.0 that doesn't have these CC missing files. I also have seen this error in my logs sometimes; no idea where it comes from. Quote [08/05/2024 - 09:23:55AM] Cannot open store for class "saf", missing file?
egonm68 Posted October 1, 2024 Posted October 1, 2024 (edited) On 9/29/2024 at 10:37 PM, kziitd said: Hmm. I loaded all the mods with xedit and saw that nothing changed it. It's like in the picture, right? On 9/30/2024 at 12:47 AM, jbezorg said: Yeah. That's weird. Nothing has changed it yet the game can't find it even though it's a property value w/in the mcm and utilities script. I scratched my head a bit on that one, too, back when it was first mentioned as a possible fix here. Was the same for me, 'paralysis' not being able to be addressed, only when using the formid. So I dug around a little. Turned out, you can only use the name to address it when you run specific script-mods. I then installed Lighthouse, and after that I could use the variable names to address AVs. (https://www.nexusmods.com/fallout4/mods/71420) PS: it did not fix the problem. But, I mostly (99.x percent) had it with the companions, not the PC. And the 'bump' that was added in 1.97.0 recently fixed that one Edited October 1, 2024 by egonm68
vO65hXiC97ewtehh Posted October 1, 2024 Posted October 1, 2024 (edited) On 9/27/2024 at 3:02 PM, jbezorg said: Start a new game w/out CDDER installed. Exit the vault. Save. Then load CDDER and let me know what happens. I had an issue with Concord and getting near the museum of freedom. It was a guaranteed CTD after a few hours of play. Then it magically stopped and I can't tell you what mod was doing it and what was done to fix it. Something changed and the only guess I have was that it was a particular combination and load order or mods and not one specific mod. This seemed to have done the trick, not sure why. I guess the mod doesn't like being put straight into a new game? Oh, and by the way I bumped the key chance to maximum and for some reason none ever seem to spawn, meaning I had to change the percentages to 100 percent KFT if I wanted to use the mod in a way that keeps the game somewhat playable. Edited October 1, 2024 by vO65hXiC97ewtehh Additional info
jbezorg Posted October 2, 2024 Author Posted October 2, 2024 6 hours ago, vO65hXiC97ewtehh said: Oh, and by the way I bumped the key chance to maximum and for some reason none ever seem to spawn I'll take a look. You are looting safes with it set to 100%? Keys are only added to locked safes and will only be added if there was also a chance to trigger a trap.
vO65hXiC97ewtehh Posted October 2, 2024 Posted October 2, 2024 38 minutes ago, jbezorg said: I'll take a look. You are looting safes with it set to 100%? Keys are only added to locked safes and will only be added if there was also a chance to trigger a trap. For the purposes of debugging I had rolls listed in the corner. When I was picking any container, from my experience no rolls ever seemed to occur. Only by quick looting unlocked containers. I wonder if it has something to do with the fact that successfully picking a lock puts you straight into the full transfer contents screen? Unless it is set so that you roll by failing the picking minigame itself or something?
MSEdgeView Posted October 2, 2024 Posted October 2, 2024 (edited) Would it be possible to make the older versions available to see if they also have the same issues? Well. Quote [10/02/2024 - 01:53:54PM] [Bo57-roll] 32.465164 <= 2.000000 I guess KFT is not only supported but required. With KFT installed it works(?) Edited October 2, 2024 by MSEdgeView 1
jbezorg Posted October 4, 2024 Author Posted October 4, 2024 On 10/2/2024 at 6:51 AM, MSEdgeView said: I guess KFT is not only supported but required. With KFT installed it works(?) I've missed a conditional check for it somewhere then. Thanks for finding that. 1
Sir_Duck Posted October 5, 2024 Posted October 5, 2024 (edited) On 9/22/2024 at 2:05 AM, bholt917 said: 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 have the same issue. Even the "remove parasite" in the MCM debugging didn't work. Is there already a solution for this? Edited October 5, 2024 by Khaledanon
Sir_Duck Posted October 5, 2024 Posted October 5, 2024 And I have another issue: When I loot via the transfer hotkey, instead of quick looting, and select "take all", I get a cursed roll per looted item. When I do the quick looting or the transfer and take the items individually, then I get one roll for the whole container.
Sir_Duck Posted October 5, 2024 Posted October 5, 2024 On 9/30/2024 at 12:03 PM, Khaledanon said: The same. The suit is recognized as "installed". I see no reactions on entering a power armor: no cursed loot roll, no increase of the safe frames in the MCM, ... Are there any additional limitations which must be met before the trapped power armors could trigger? What is the triggering event? Entering a power armor? What a I supposed to see, when the feature works properly? In the safe case and in the trapped one? Btw.: would you mind adding a slider for the trapped power armor chances? Regarding the not working trapped power armors, I have this log from entering a power armor: [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Player] Menu close event ContainerMenu
jbezorg Posted October 6, 2024 Author Posted October 6, 2024 (edited) 22 hours ago, Khaledanon said: Regarding the not working trapped power armors, I have this log from entering a power armor: [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Angeli] [PowerArmorBatteryInsertScript < (FF007264)>] NOT IDENTIFIED as a power armor frame with a Fusion Core. [Bo57-Player] Menu close event ContainerMenu There's two OnSit events that get fired when entering a power suit frame which is actually a piece of furniture and a container (maybe a mannequin is a better description since they also has an inventory and can equip items) The first event triggers when the player activates a power suit frame and, as a container, it's empty. This triggers the animation of plugging in the power core which then moves it into the power suit frame's inventory. The second event triggers when the player activates the power suit frame and it has a power core in the frame's inventory. This triggers an animation of climbing into the power suit frame and a race change to Power Armor ( PowerArmorRace "PowerArmor" [RACE:0001D31E] ). It's the second event that has a change of triggering the trap and it should force the player to exit the power armor. The player is forced to exit because as a deferent race the papryus equipitem command seems to apply to both the player as being the human race and power armor race and weird stuff happens. Do you have a power armor mod or something that changes the behavior of power armor? Edited October 6, 2024 by jbezorg
Warm Fricks Posted October 6, 2024 Posted October 6, 2024 On 8/1/2024 at 12:47 PM, jbezorg said: You have to craft the special cream and you have to have science 1 and chemistry 1 for the recipe to be available Tops ; sakr_kwd_armorTopFull 00000802 ; sakr_kwd_armorTopBreast 00000803 ; sakr_kwd_armorTopLewd 00000804 ; sakr_kwd_braNormal 0000080B ; sakr_kwd_braBikini 0000080C ; sakr_kwd_braMicroBikini 0000080D ; sakr_kwd_braTagSheer 000026AF ; sakr_kwd_topFull 0000081A ; sakr_kwd_topCleavage 0000081B ; sakr_kwd_topLowCutCleavage 0000081C ; sakr_kwd_topTagCropTop 0000081D ; sakr_kwd_topTagTankTop 0000081E ; sakr_kwd_topTagHalterTop 0000081F ; sakr_kwd_topTagSideBoob 00000820 ; sakr_kwd_topTagTight 00000821 ; sakr_kwd_topTagSheer 00000822 Bottoms ; sakr_kwd_armorBottomFull 00000805 ; sakr_kwd_armorBottomButt 00000806 ; sakr_kwd_armorBottomLewd 00000807 ; sakr_kwd_pantyNormal 00000808 ; sakr_kwd_pantyThong 00000809 ; sakr_kwd_pantyGString 0000080A ; sakr_kwd_pantyTagSheer 000026B0 ; sakr_kwd_pantsLong 0000080E ; sakr_kwd_pantsShorts 0000080F ; sakr_kwd_pantsHotPants 00000810 ; sakr_kwd_pantsThong 00000811 ; sakr_kwd_pantsTagTight 00000812 ; sakr_kwd_pantsTagSheer 00000813 Skirts ; sakr_kwd_skirtLong 00000814 ; sakr_kwd_skirtShort 00000815 ; sakr_kwd_skirtMini 00000816 ; sakr_kwd_skirtMicro 00000817 ; sakr_kwd_skirtTagTight 00000818 ; sakr_kwd_skirtTagSheer 00000819 Legs ; sakr_kwd_stockingsLong 000026B1 ; sakr_kwd_stockingsTagShiny 000026B2 ; sakr_kwd_stockingsTagSheer 000026B3 ; sakr_kwd_shoesHighHeels 000026B4 ; sakr_kwd_shoesKillerHeels 000026B5 Lewd ( which will generally bypass a restriction ) ; sakr_kwd_armorTopLewd 00000804 ; sakr_kwd_pantyGString 0000080A ; sakr_kwd_braMicroBikini 0000080D ; sakr_kwd_skirtMicro 00000817 Hey, if I wanted to modify the allowed list of clothing while wearing the parasite, which file should I target to modify? And is there anything I should be aware of when making a patch for that file so I don't break the whole mod? Thanks!
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