BillBellochek Posted October 21, 2024 Posted October 21, 2024 (edited) 11 hours ago, jbezorg said: 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] Checking those AVs all come up as 0.00 I have never updated while wearing the parasite or removed it via console. They also all come up as 0.00 when equipped with a parasite from a cursed event. I only get the generic trap message as @egonm68 described. A couple other things; I get notifications about all of this mod's, mod compatibility, being loaded every ~30 minutes in game and on loading a save. I'm not sure if that's normal. The debug menu option to remove DD equipment does nothing for me. Not sure if the parasite removal option works, I've never tried it. The Experimental page of the MCM shows only a line of text that says "Don't expect this stuff to work". I'm not sure if that's normal. Edited October 21, 2024 by BillBellochek
egonm68 Posted October 21, 2024 Posted October 21, 2024 8 hours ago, BillBellochek said: I get notifications about all of this mod's, mod compatibility, being loaded every ~30 minutes in game and on loading a save. I'm not sure if that's normal. The debug menu option to remove DD equipment does nothing for me. Not sure if the parasite removal option works, I've never tried it. The Experimental page of the MCM shows only a line of text that says "Don't expect this stuff to work". I'm not sure if that's normal. yeah, same for me (although I have not tried the debug-to-remove lately, using KFTs debug instead - have not removed an evolved parasite in a while). Bit too much notification-spam on load, and I've seen it happen 'in-session' as well . Not often enough to recognize a pattern - maybe something got borked, and the quests restarted automatically? I guess the update-checker is running/getting triggered a bit too often? Similarly, whenever I open MCM (for anything/any mod), closing MCM triggers the "CDDER MCM updated" notification. PS: Updates do appear to work a lot more stable/hassle free, though. I had less issues when updating from 1.97.0 (repacked) to 1.97.5 than usual. I'm not sure whether I even had to do a save+reload - did it mostly because it has become 'the usual process' when updating this mod.
egonm68 Posted October 21, 2024 Posted October 21, 2024 9 hours ago, BillBellochek said: That is exactly what happens in my game. Guess I need to install Commonwealth Moisturizer as well. Thanks for that tip! fyi / if you have been using CumOverlays (as I did) turned out that "Commonwealth Moisturizer" and CumOverlays do not "bite" each other - you can keep both running, to satisfy other mods' dependencies/functions. I can't remember whether I had to do some load-order fiddling when I activated both.... but I think I did re-install some AAF animation packs to switch their effects to Moisturizer
BillBellochek Posted October 21, 2024 Posted October 21, 2024 1 hour ago, egonm68 said: fyi / if you have been using CumOverlays (as I did) turned out that "Commonwealth Moisturizer" and CumOverlays do not "bite" each other - you can keep both running, to satisfy other mods' dependencies/functions. I can't remember whether I had to do some load-order fiddling when I activated both.... but I think I did re-install some AAF animation packs to switch their effects to Moisturizer Good call. I didn't think about CumOverlays. I'll try blindly installing it and what breaks first, haha.
BillBellochek Posted October 21, 2024 Posted October 21, 2024 @jbezorg So I installed Commonwealth Moisturizer as @egonm68 suggested. Not only did it instantly fix my issues with the CDDER parasite, it also fixed my issue with the TechSuit. So now with Commonwealth Moisturizer installed the CDDER Parasite works properly; and, the Angeli TechSuit now actually applies itself when triggered by power armor. Apparently Commonwealth Moisturizer is more required than it seems, at least for me. 2
egonm68 Posted October 21, 2024 Posted October 21, 2024 (edited) well, I just went through another parasite 'cycle' As before, when a second parasite trap is triggered while already wearing one: the cursed loot quest bugs out, and no further traps (parasite or other) trigger (no roll message, also not in the log). But, in a previous version I was able to stop the quest, and then restart it via MCM. This does not work anymore, the MCM option "stop cursed loot" does have no effect - hence the 'start cursed loot' option never shows up. And this state seems to persist - even a couple save/reloads + fasttravels later, after removing the parasite - no traps trigger. The "kickstart procedure" from the last page fixed that, though (Only tried it after the parasite was gone) I also tried the MCM stop option on a "works ok state" save. SQV showed the cursedlootcontroller still running afterwards. When the parasite 'falls off' after going through its evolution, the vag and anal penetrators remained. So, that's still a thing. The debug option fails to remove it (and also AV Bo57_TentacleSexCount does not reset - it remains at 40). But I was able to remove it with "player.removeitem xx089237" (=the inventory formID). And had to do "player.forceav Bo57_TentacleSexCount 0" to reset the counter. (all in all, same as last time(s)) Minor/expected compatibility issue: the AAF scene when hitting the throat tentacle stage did equip a KFT gag - and did not remove it. ....ofc 😅 So the "throat fucker" was never visually applied nor added to inventory. And not after further AAF scenes, either. Just the usual "...and down your throat" notifications started showing. (= I reloaded a save from the 'nipple sucker' stage). Other way around, I accidentally applied a KFT body+arm rope harness via pip boy while the parasite was on - it did equip, and visually replace the main parasite body. But the parasite was reequipped ok after I got out of that harness. I have not seen conflicts with the parasite when other mods applied devices in a while. SH w KFT respects them (as in, does not apply anything 'body' that would replace anything 'parasite'. So effectively SH does not bind your arms). it does apply harnesses and corsets underneath, though. (just listing these as feedback/observations - don't think you can do much about these, at least not w/o seriously meddling with KFT's functionalities) other than that.... the "companion bump" works like a charm - I have not had a companion stay down since. (also, I never had the player 'stay downed' - but others reported that) Edited October 21, 2024 by egonm68
Sir_Duck Posted October 22, 2024 Posted October 22, 2024 The Angeli suit works now for me! 🥳👍 But something else that happened to me: With the parasite active, I triggered a trap with a DD dress. And then I had an infinite cycle where the dress and the parasite equipped while unequipping the other. This went on until my RAD bar was full. The "remove all DD devices" or "remove the parasite" did not work. The only solution was to reload before the trap. I remember having this case before. But I'm not sure what kind of device this was... a dress or something else...
jbezorg Posted October 23, 2024 Author Posted October 23, 2024 On 10/21/2024 at 3:33 PM, BillBellochek said: @jbezorg So I installed Commonwealth Moisturizer as @egonm68 suggested. Not only did it instantly fix my issues with the CDDER parasite, it also fixed my issue with the TechSuit. So now with Commonwealth Moisturizer installed the CDDER Parasite works properly; and, the Angeli TechSuit now actually applies itself when triggered by power armor. Apparently Commonwealth Moisturizer is more required than it seems, at least for me. Thanks!. It shouldn't be required but I must have missed something. Probably a condition on a effect.
jbezorg Posted October 23, 2024 Author Posted October 23, 2024 20 hours ago, Khaledanon said: The Angeli suit works now for me! 🥳👍 But something else that happened to me: With the parasite active, I triggered a trap with a DD dress. And then I had an infinite cycle where the dress and the parasite equipped while unequipping the other. This went on until my RAD bar was full. The "remove all DD devices" or "remove the parasite" did not work. The only solution was to reload before the trap. I remember having this case before. But I'm not sure what kind of device this was... a dress or something else... Currently, the CDDER parasite should unequip all devices before equipping itself. I should probably just make the player immune to the parasite while wearing devices. 1
leftbehind Posted October 25, 2024 Posted October 25, 2024 (edited) Just wanna say this mod is amazing! Thanks for the good work.🙂 Also I did get this error "bo57_mcmandtoolsscript" when starting a New Game (after exiting the mirror it crashed) I read the threads here about it and I'm assuming its cause by Family Planning Enhanced since changing from AAF 1.1.1 and to 171 didn't make a difference (both crashed after mirror) Edit: Yeah it was Family Planning Enhanced Redux, unfortunately FPE Redux when used with this mod causes it to crash I decided to just remove FPE Redux from my mod list until there is update for it in future since it doesn't seem to be really stable anyway. Edit: I guess for anyone in future having crash at start the tldr is just remove FPE Redux or disable this mod until intro is done. Thanks for making this mod. ❤️ Edited October 25, 2024 by leftbehind 1
jbezorg Posted October 26, 2024 Author Posted October 26, 2024 (edited) 23 hours ago, leftbehind said: Just wanna say this mod is amazing! Thanks for the good work.🙂 Also I did get this error "bo57_mcmandtoolsscript" when starting a New Game (after exiting the mirror it crashed) I read the threads here about it and I'm assuming its cause by Family Planning Enhanced since changing from AAF 1.1.1 and to 171 didn't make a difference (both crashed after mirror) Edit: Yeah it was Family Planning Enhanced Redux, unfortunately FPE Redux when used with this mod causes it to crash I decided to just remove FPE Redux from my mod list until there is update for it in future since it doesn't seem to be really stable anyway. Edit: I guess for anyone in future having crash at start the tldr is just remove FPE Redux or disable this mod until intro is done. Thanks for making this mod. ❤️ Thanks! I should look into a delayed start waiting for the intro to complete Edited October 26, 2024 by jbezorg
BillBellochek Posted October 26, 2024 Posted October 26, 2024 New issue with the CDDER parasite I found. After the parasite finishes evolving it removed everything except the plugs. I tried removing it with the MCM and nothing happens. So I tried removing it with console and it goes away, but will randomly reappear later on.
sickisick123 Posted November 3, 2024 Posted November 3, 2024 (edited) hey there the mod's pretty damn entertaining but I think I found a bug: once the growing parasite has gone through all it's stages and left the player body, the part that's in the ass and vag stays on (also in inventory) and cant be removed even with the mcm debug feature. also, since then, any new deviant devices that the mod tells me have been equipped don't actually equip or do anything. everything worked like a charm until the parasite finished it's cycle. also, what's the deal with the special cream? how do you use it? if I drop one and pick it up again it just says "you cant equip this item" and then nothing happens. I'm confused. edit: just saw the message above mine lol. I guess it's definitely a bug then Edited November 3, 2024 by sickisick123
sickisick123 Posted November 3, 2024 Posted November 3, 2024 On 10/27/2024 at 1:30 AM, BillBellochek said: New issue with the CDDER parasite I found. After the parasite finishes evolving it removed everything except the plugs. I tried removing it with the MCM and nothing happens. So I tried removing it with console and it goes away, but will randomly reappear later on. how did you remove it with the console if I may ask?
jbezorg Posted November 6, 2024 Author Posted November 6, 2024 On 10/26/2024 at 7:30 PM, BillBellochek said: New issue with the CDDER parasite I found. After the parasite finishes evolving it removed everything except the plugs. I tried removing it with the MCM and nothing happens. So I tried removing it with console and it goes away, but will randomly reappear later on. That's probably one of the 4 player attributes not resetting to 0.
egonm68 Posted November 6, 2024 Posted November 6, 2024 On 11/3/2024 at 7:12 PM, sickisick123 said: how did you remove it with the console if I may ask? After the parasite "fell off" (finished its cycle), I was able to remove the vag/anal part using "player.removeitem xx089237" (= using the inventory formID). And I did not have any problem with it afterwards. (Before that, I had tried the other formID - and it got bugged. I had to reload, and then tried the inventory one) And I also had to do "player.forceav Bo57_TentacleSexCount 0" to reset that counter.
sickisick123 Posted November 6, 2024 Posted November 6, 2024 1 hour ago, egonm68 said: After the parasite "fell off" (finished its cycle), I was able to remove the vag/anal part using "player.removeitem xx089237" (= using the inventory formID). And I did not have any problem with it afterwards. (Before that, I had tried the other formID - and it got bugged. I had to reload, and then tried the inventory one) And I also had to do "player.forceav Bo57_TentacleSexCount 0" to reset that counter. thank you!
sickisick123 Posted November 6, 2024 Posted November 6, 2024 is the tentacle preventing fast travel a feature or a bug? if it's a feature, I'd love to have an option to turn it off. it's really annoying as otherwise I love having tentacles
jbezorg Posted November 7, 2024 Author Posted November 7, 2024 On 11/6/2024 at 10:48 AM, sickisick123 said: is the tentacle preventing fast travel a feature or a bug? if it's a feature, I'd love to have an option to turn it off. it's really annoying as otherwise I love having tentacles There's nothing that I've added directly that disables fast travel. That said. It's very possible that there's and interaction / effect from a combination of mods that's disabling fast travel. e.g. another mod may see the DD keywords used in the parasite and is preventing fast travel.
sickisick123 Posted November 7, 2024 Posted November 7, 2024 57 minutes ago, jbezorg said: There's nothing that I've added directly that disables fast travel. That said. It's very possible that there's and interaction / effect from a combination of mods that's disabling fast travel. e.g. another mod may see the DD keywords used in the parasite and is preventing fast travel. ok, thanks for the info! I'll try to figure out which mod is responsible for it. since the tentacles stay on for quite a while even when configured to stay on for the shortest possible amount of time, it's quite the nuissance to have it prevent fast travel. anyway, keepp up your great work! looking forward to seeing what you come up with next
jbezorg Posted November 12, 2024 Author Posted November 12, 2024 On 11/7/2024 at 1:33 PM, sickisick123 said: ok, thanks for the info! I'll try to figure out which mod is responsible for it. since the tentacles stay on for quite a while even when configured to stay on for the shortest possible amount of time, it's quite the nuissance to have it prevent fast travel. anyway, keepp up your great work! looking forward to seeing what you come up with next Thanks! Each stage progresses based on the number of times the player has sex. Should be an easy problem to solve 😉
sickisick123 Posted November 12, 2024 Posted November 12, 2024 37 minutes ago, jbezorg said: Thanks! Each stage progresses based on the number of times the player has sex. Should be an easy problem to solve 😉 let's just say I was on it like a rabbit when I tested it and it still took me quite a while to go through all the circles
mcautumn07 Posted November 15, 2024 Posted November 15, 2024 I was getting CTD's whenever I switched genders to female and after a week of bothering people in various discords I narrowed down the culprit to this mod. I haven't the slightest clue why, but here is my load order so if anyone can find a reason I would be grateful. loadorder.txt
MrTrip Posted November 17, 2024 Posted November 17, 2024 Hi, I'm having an issue with the gag effect preventing chems and food. I have it set to disabled in the MCM, however I am still unable to pick up any chems. Instead they just drop to the ground in front me. I've removed this mod though and the problem continues. Any ideas on what could be the issue? I am on the most recent game version and the gag's being used are from fetish toolset so far. I encountered this bug initially in the commonwealth slavers mod when trying to harvest bloodleaf. Appreciate any help!
jbezorg Posted November 18, 2024 Author Posted November 18, 2024 (edited) On 11/17/2024 at 4:31 PM, MrTrip said: Hi, I'm having an issue with the gag effect preventing chems and food. I have it set to disabled in the MCM, however I am still unable to pick up any chems. Instead they just drop to the ground in front me. I've removed this mod though and the problem continues. Any ideas on what could be the issue? I am on the most recent game version and the gag's being used are from fetish toolset so far. I encountered this bug initially in the commonwealth slavers mod when trying to harvest bloodleaf. Appreciate any help! You uninstalled this mod and it's still happening right? In any case, you can disable the food/chem feature in MCM and by default it's disabled. It's under settings. Edited November 19, 2024 by jbezorg
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