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Cursed DD Enchantings - Redux²


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Posted
5 hours ago, pavinec124 said:

Both versions break CDDER as the loading/starting quest of CDDER cannot start. I checked the gag dialogue edit of CDDER I don't think it's being blocked by raider pet tweak. This is a really weird issue I can't figure out why.


I looked in tweaked raider pet scripts and I don't see anything.

Where in the load order do you have CDDER and Raider Pet?  I have CDDER after raider pet in the MO2 mod and plugin list.  

Posted (edited)
6 hours ago, jbezorg said:


I looked in tweaked raider pet scripts and I don't see anything.

Where in the load order do you have CDDER and Raider Pet?  I have CDDER after raider pet in the MO2 mod and plugin list.  

I have 

  1. Raider pet
  2. Raider pet tweak
  3. CDDER

in that order. Moving raider pet and raider pet tweak to after CDDER doesn't solve the issue.

Do you have the latest raider pet tweak I sent? The tweak has a new esp as well, not just scripts.

Seems like the scripts are the problems. If I remove the tweaked esp, the problem remains. I will see if I can narrow down which script causes the issue.

 

Edited by pavinec124
Posted (edited)

I found the problem. It is Scripts/RaiderPet/DialogueQuestScr.pex from Raider pet tweak. 

 

I looked into the source code but couldn't figure it out how it broke CDDER. 

Edited by pavinec124
Posted
2 hours ago, pavinec124 said:

I found the problem. It is Scripts/RaiderPet/DialogueQuestScr.pex from Raider pet tweak. 

 

I looked into the source code but couldn't figure it out how it broke CDDER. 

 

I looked at it too. When I get the other stuff in my to-do list I'll revisit this. 

Posted

Just to ensure i am not completly retarded, after trying to resolve this myself and looking at the Comments, KFT is a hard Requirement? Because it works, it shows up in my MCM and everything but actaully equipping me with something doesnt happen, it doesnt even show the Loot Roll, no matter how many Corpses or Safes i loot

Posted
9 hours ago, Sara Blackheart42 said:

Just to ensure i am not completly retarded, after trying to resolve this myself and looking at the Comments, KFT is a hard Requirement? Because it works, it shows up in my MCM and everything but actaully equipping me with something doesnt happen, it doesnt even show the Loot Roll, no matter how many Corpses or Safes i loot

 

Yes. My bad. I was going to edit the mod page and forgot

Posted
12 hours ago, jbezorg said:

 

Yes. My bad. I was going to edit the mod page and forgot

Its okay, i thought i made a Mistake somewhere, but good to know, i am curious though why it is a Requirement? Was that on Purpose? Because i use 3BBB, so my DD is converted to it and KFT isnt even compatible with Cbbe or 3BBB

Posted (edited)
On 10/9/2024 at 5:29 AM, jbezorg said:

 

Look for edits to anything related to power armor, race, frames, or perhaps power cores. Perhaps something that auto loads a power core into the frame if you have one in your inventory.

 

I could not identify any mod that helped by disabling it...

I tested a new game and at least there are no more entries in the papyrus log now whenever I enter the power armor on the concord museum roof. I hope that one was not excepted because of the quest there...

 

But still nothing triggered so far. Is there a possibilty to check if the mod is now running as intended and the trap just did not trigger by chance?

 

Edit:

I found another one to test and there still the same issue (with the "...not identified..." in the papyrus log)...

I guess, I just have to deal with the fact that it won't work for me... :classic_sad:

Edited by Khaledanon
Posted

I also cannot trigger the Angeli Tech suit. No rolls ever happen with debug on. Papyrus log always shows: not identified.

I'm also using the option (Never Safe) for it.

 

Could this setting be related to the "!Tools.Bo57_CL_SafePowersuitFrames.Find( akFurniture )" on the main script?
 

I noticed that in several points in the script the Find is always followed by >= 0. But in the point where it checks for power armor safety it's missing.

 

Since according to the wiki, the find function returns an int, maybe the not (!) operator without the >= 0, is always returning true.

I wonder if that could be the reason it always skips the entire check and show the 'NOT IDENTIFIED'

 

 

 

Posted
19 hours ago, Loki15kun said:

I also cannot trigger the Angeli Tech suit. No rolls ever happen with debug on. Papyrus log always shows: not identified.

I'm also using the option (Never Safe) for it.

 

Could this setting be related to the "!Tools.Bo57_CL_SafePowersuitFrames.Find( akFurniture )" on the main script?
 

I noticed that in several points in the script the Find is always followed by >= 0. But in the point where it checks for power armor safety it's missing.

 

Since according to the wiki, the find function returns an int, maybe the not (!) operator without the >= 0, is always returning true.

I wonder if that could be the reason it always skips the entire check and show the 'NOT IDENTIFIED'


THANK YOU.  I had looked at that so many times I'd convinced myself that the issue must be elsewhere in the script. 

 

  Bool bIsPwrArm = akFurniture.HasKeyword( Tools.FurnitureTypePowerArmor ) && akFurniture.GetItemCount( Tools.AmmoFusionCore ) > 0

  if bIsPwrArm
    Tools.Log( "Angeli", akFurniture + " IDENTIFIED as a power armor frame with a Fusion Core" )

    if Tools.Bo57_CL_SafePowersuitFrames.Find( akFurniture ) == -1
      Tools.Log( "Angeli", akFurniture + " IS NOT on the safe list." )

      ;----------------------------------------------------------------
      ; If tracking power armor frames
      ;----------------------------------------------------------------

      ~~~~~~~~~~



      ~~~~~~~~~~

    else
      Tools.Log( "Angeli", akFurniture + " IS on the safe list." )
    endIf
  else
    Tools.Log( "Angeli", akFurniture + " NOT IDENTIFIED as a power armor frame with a Fusion Core." )
  endIf

 

Posted
On 10/13/2024 at 12:27 PM, Metro Station said:

the description is not exactly warm and convincing in terms of cbbe.
So then this stuff is not supported or ... not yet supported ... or support is not expected at all!?

 

The DD stuff uses whatever bodyslide files you want.

KFT items and the CDDER Parasite use FG. You can disable KFT and use the regular DD Parasite in MCM.

Posted
On 10/9/2024 at 11:20 PM, jbezorg said:

 

I looked at it too. When I get the other stuff in my to-do list I'll revisit this. 

 

On 10/9/2024 at 8:53 PM, pavinec124 said:

I found the problem. It is Scripts/RaiderPet/DialogueQuestScr.pex from Raider pet tweak. 

 

I looked into the source code but couldn't figure it out how it broke CDDER. 

 

I was curious and decided to look as well.

Though I'm not sure how to test the Cursed DD mod, like to force a cursed item or something to test if things are running.

Because right now in my test save with my fix I'm having no issues getting both quests to launch.

I really dont know what I'm looking for here.


image.png.73e2fb267dab8736f572d1bc05c8a443.png

This is for Bo57_cursedLootController

I'm having issues uploading a screenshot for RaiderPetDialogueQuest running and enabled at priority 90. stage 0 (raiderpet doesnt really use stages)

 

CCDER MCM shows a "stop quest" option
Doesn't seem to do anything though. and I cranked up the cursed body chance to 100 and killed and looted a raider, and it promptly put my character in a straitjacket, and the debug option 'force remove all devices' wasn't working.

Do you have a list of things I can try to troubleshoot to see if they still work in this save? then I'll try and narrow it down.
Like a setContainerCursed() function or something like that.

This save was a functional raiderpet save near the beginning of the game, but not new. and I installed CDDER aftwards

Screenshot2024-10-15071302.jpg.f53ebf2faa4bf10e478e44a8986bdc05.jpg(maybe the screenshot will work, maybe it wont.)

Raiderpet does fiddle with a lot of things outside its own mod. It attaches to onLocationChange and change the player to the captive faction if they're not carrying any weapons. The tweak added some more sidequests and changed how it handles devices to make it compatible with KFT devices.

Like you I couldn't find any conflicts in the scripts, But if I may be able to narrow it down later. If I can reproduce something, I'll add some papyrus debuging lines various places in CDDER and see which ones I can trigger.


 

Posted
On 10/15/2024 at 10:00 AM, lordbuttcheese said:

image.png.73e2fb267dab8736f572d1bc05c8a443.png

This is for Bo57_cursedLootController


CDDER doesn't use stages either all stay at stage 0.

Bo57_cursedLootController - monitors the player and their actions

Bo57_MCMandUtilities - controls MCM options, shared resources between mods and CDDER device effects.
Bo57_VersionControl - monitors the other 2 quests and stops, resets, and resets them when there's a version change.


Check if Bo57_MCMandUtilities and Bo57_VersionControl are also running.
 

sqv Bo57_MCMandUtilities

and

sqv Bo57_VersionControl



Alternatively. you can shut everything down and restart everything to repopulate the parameters and aliases
(TentacleParasite in Bo57_cursedLootController isn't used and should be NONE)

 

 

Manually resetting/restarting CDDER

 

Use 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.

Posted
53 minutes ago, Dojo_dude said:

By "number of mods" you mean ESP/ESL/ESM ? Because if it counts mods.. I have around 1200...

 

Yes.

And that's pretty impressive. 

Posted (edited)
On 10/13/2024 at 10:29 AM, jbezorg said:


THANK YOU.  I had looked at that so many times I'd convinced myself that the issue must be elsewhere in the script. 

 

  Bool bIsPwrArm = akFurniture.HasKeyword( Tools.FurnitureTypePowerArmor ) && akFurniture.GetItemCount( Tools.AmmoFusionCore ) > 0

  if bIsPwrArm
    Tools.Log( "Angeli", akFurniture + " IDENTIFIED as a power armor frame with a Fusion Core" )

    if Tools.Bo57_CL_SafePowersuitFrames.Find( akFurniture ) == -1
      Tools.Log( "Angeli", akFurniture + " IS NOT on the safe list." )

      ;----------------------------------------------------------------
      ; If tracking power armor frames
      ;----------------------------------------------------------------

      ~~~~~~~~~~



      ~~~~~~~~~~

    else
      Tools.Log( "Angeli", akFurniture + " IS on the safe list." )
    endIf
  else
    Tools.Log( "Angeli", akFurniture + " NOT IDENTIFIED as a power armor frame with a Fusion Core." )
  endIf

 

 

I expect it may be related to this post, but with the newest update I am finally getting rolls on entering/exiting power armor, but it never equips me with a TechSuit. Even when I turn the naked multiplier up to 10 and get naked. I've seen rolls anywhere from ~2+1 to ~98+1 and had no TechSuit. I then tested that it was working at all and looted a safe and got a KFT frogtie. So at least I know the mod is working overall.

Also with version 1.97.3 I could get equipped with the CDDER parasite, but it would never evolve. This however may be an issue with my loadout, cause I also occasionally have issues with collecting cum through cumistry.

Edited by BillBellochek
Posted (edited)
20 hours ago, BillBellochek said:

Also with version 1.97.3 I could get equipped with the CDDER parasite, but it would never evolve. This however may be an issue with my loadout, cause I also occasionally have issues with collecting cum through cumistry.

 

In MCM, Under "Tentacle Parasite", What is "Parasite Type" set to?

Also, you'll never get a parasite from regular containers. Only from looting animal bodies.

Edited by jbezorg
Posted
On 10/17/2024 at 3:22 PM, jbezorg said:


CDDER doesn't use stages either all stay at stage 0.

Bo57_cursedLootController - monitors the player and their actions

Bo57_MCMandUtilities - controls MCM options, shared resources between mods and CDDER device effects.
Bo57_VersionControl - monitors the other 2 quests and stops, resets, and resets them when there's a version change.


Check if Bo57_MCMandUtilities and Bo57_VersionControl are also running.
 

sqv Bo57_MCMandUtilities

and

sqv Bo57_VersionControl



Alternatively. you can shut everything down and restart everything to repopulate the parameters and aliases
(TentacleParasite in Bo57_cursedLootController isn't used and should be NONE)

 

 

Manually resetting/restarting CDDER

 

Use 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.


Sweet thanks, I'll see what I can find. no promises on timeline though

Posted (edited)
11 hours ago, jbezorg said:

 

In MCM, Under "Tentacle Parasite", What is "Parasite Type" set to?

Also, you'll never get a parasite from regular containers. Only from looting animal bodies.

 

It is set to "CDDER parasite (growth)"

I don't have any issue getting equipped with a parasite, it just never evolves.

 

It's the TechSuit that I cannot get to equip.

Edited by BillBellochek
Posted (edited)
3 hours ago, BillBellochek said:

 

It is set to "CDDER parasite (growth)"

I don't have any issue getting equipped with a parasite, it just never evolves.

 

It's the TechSuit that I cannot get to equip.


regarding the parasite:

if a parasite is worn and its evolution is active, the following console command should return "1"

player.getav Bo57_TentacleIncubation

or, if you have to use the IDs in your setup:

player.getav xx05A2BC

( xx being the spot of the mod in your load order)

if it returns "0" - the evolution is not active
 

I had a similar problem with an early version of this mod.
Back then, it turned out that "Commonwealth Moisturizer" is a sort-of hidden dependency for an evolving parasite. I do not know whether this was fixed/changed, as I simply kept that mod active.
( https://www.loverslab.com/files/file/25514-commonwealth-moisturizer/ )


Without it, I only got the parasite applied and a generic trap message.
With it, additional effects happen immediately when it catches onto you - some injections (sound and message), and a fluid overlay - and it does evolve.
 

Edited by egonm68
Posted
23 hours ago, lordbuttcheese said:


Sweet thanks, I'll see what I can find. no promises on timeline though

Thank you so much for looking into this issue! I am looking forward to hearing the good news!

Posted (edited)
9 hours ago, egonm68 said:

Back then, it turned out that "Commonwealth Moisturizer" is a sort-of hidden dependency for an evolving parasite. I do not know whether this was fixed/changed, as I simply kept that mod active.

 

I added checks to see if the mod is installed for every instance where it was used. e.g.

 

      if Tools.CUMInstalled
        Tools.CUMLib.ApplyRandCumAtLocations( akActor, True, False, False, 2 )
      endIf


If the tentacle CDDER parasite was removed by console or the mod was updated with the CDDER parasite was equipped. Check these actor values. Make sure they're 0 when the CDDER parasite is unequipped.
 

Bo57_TentacleSexCount "Tentacle: Sex count" [AVIF:xx05A2BA]
Bo57_TentacleSexPhase "Tentacle: Phase" [AVIF:xx05A2BB]
Bo57_TentacleIncubation "Tentacle: Incubation" [AVIF:xx05A2BC]
Bo57_TentacleActive "Tentacle: Active" [AVIF:xx05A2BD]


 

Edited by jbezorg
Posted
20 hours ago, egonm68 said:

Without it, I only got the parasite applied and a generic trap message.

 

That is exactly what happens in my game. Guess I need to install Commonwealth Moisturizer as well.  Thanks for that tip!

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