jbezorg Posted November 19, 2024 Author Posted November 19, 2024 (edited) On 11/15/2024 at 12:49 AM, mcautumn07 said: 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 7.34 kB · 1 download Just to clarify. Switch genders and in rolling a new character or as in open console and change gender with the "sexchange" command? If it's with the sexchange command, don't do that. You're asking for trouble. Edited November 19, 2024 by jbezorg
MrTrip Posted November 19, 2024 Posted November 19, 2024 (edited) On 11/18/2024 at 5:54 PM, jbezorg said: You uninstalled this mod and it's still happening right? Yes, correct. I uninstalled the mod completely. After that didn't work, I also modified the keyword formlist using FO4Edit and removed all the food keywords. That didn't work either. At this point, I wonder if it is even from this mod at all. But unless I am mistaken, there isn't another DD or Kziitd mod that does this type of effect. Edit: Found the culprit. The mod is Nude Basics. Sorry for the confusion! Edited November 20, 2024 by MrTrip
mcautumn07 Posted November 26, 2024 Posted November 26, 2024 On 11/18/2024 at 7:00 PM, jbezorg said: Just to clarify. Switch genders and in rolling a new character or as in open console and change gender with the "sexchange" command? If it's with the sexchange command, don't do that. You're asking for trouble. Its at the start of the game in the sanctuary hills bathroom character creation.
Franco Cozzo Posted November 26, 2024 Posted November 26, 2024 (edited) 9 hours ago, mcautumn07 said: Its at the start of the game in the sanctuary hills bathroom character creation. I had to disable this mod when making a new character since as soon as it would start to load after the timer the game would CTD, swapping to Nora seemed to just be a coincidence for the time it takes for the characters to do their "war never changes you're gonna knock em dead at the veterans hall tonight hon" part. (I had the same issue 2 nights ago) Enabling after I had made my character/loaded in to a "new world" seemed to ""fix"" it for me. All that said I still haven't found a single DD or KZT key in any locked safe at all after many different games/plays. I have KZT installed but set the game to 100% DD since I prefer single devices not entire suits. Edited November 26, 2024 by 2efefkkefk
egonm68 Posted November 26, 2024 Posted November 26, 2024 1 hour ago, 2efefkkefk said: All that said I still haven't found a single DD or KZT key in any locked safe at all after many different games/plays. I have KZT installed but set the game to 100% DD since I prefer single devices not entire suits. I've had them - but they're rare a-f. I can't even remember with which version of the mod I've last seen one. It might also be a general problem with safes, as most safes also do not trigger a trap-roll for me. (and I assume the "safe recognition" for that is the same as for the "adding keys") also, iirc - similar to the predecessor mod, that also had a chance of adding DD items to containers: keys are added AFTER you have opened the saves. When you first open them, you will never see them. So if you move away immediately after opening it, you may not notice that a key has been added. (correct me if I am wrong on this - it's been too long since I last actively paid attention to this)
Franco Cozzo Posted November 27, 2024 Posted November 27, 2024 16 hours ago, egonm68 said: I've had them - but they're rare a-f. I can't even remember with which version of the mod I've last seen one. It might also be a general problem with safes, as most safes also do not trigger a trap-roll for me. (and I assume the "safe recognition" for that is the same as for the "adding keys") also, iirc - similar to the predecessor mod, that also had a chance of adding DD items to containers: keys are added AFTER you have opened the saves. When you first open them, you will never see them. So if you move away immediately after opening it, you may not notice that a key has been added. (correct me if I am wrong on this - it's been too long since I last actively paid attention to this) I tweaked my drop rate to 100% and looked away + back and there was a DD key in the safe after around a second so I guess it really was just me having bad luck Pretty sure the mod that you were thinking of was Deviously Cursed Wasteland by the way 1
MysticDaedra Posted December 10, 2024 Posted December 10, 2024 It'd be neat to be able to add/designate possible cursed outfits to the database. Also, should I run the SAKR mod detection thing at the beginning of the game, or does it take care of that automatically?
MysticDaedra Posted December 11, 2024 Posted December 11, 2024 Strip function seems to not be... well, functioning. My character does not get stripped when she triggers a trap.
jbezorg Posted December 11, 2024 Author Posted December 11, 2024 (edited) On 12/10/2024 at 4:42 AM, MysticDaedra said: It'd be neat to be able to add/designate possible cursed outfits to the database. Also, should I run the SAKR mod detection thing at the beginning of the game, or does it take care of that automatically? Mod detection runs automatically at the beginning of the game after a delay to allow them to run their own startup sequences. 15 hours ago, MysticDaedra said: Strip function seems to not be... well, functioning. My character does not get stripped when she triggers a trap. If SAKR is loaded it'll look for SAKR keywords for stripping and if the clothing doesn't use SAKR keywords then they won't be stripped. Edited December 11, 2024 by jbezorg 1
MysticDaedra Posted December 12, 2024 Posted December 12, 2024 5 hours ago, jbezorg said: If SAKR is loaded it'll look for SAKR keywords for stripping and if the clothing doesn't use SAKR keywords then they won't be stripped. Hmm, gotcha. I'm trying to figure out the reasoning behind this in my mind, and I'm drawing blanks. Should the strip function not strip all equipped clothing/gear? Not sure what SAKR should have to do with that... What seems to be happening is only the parts that conflict with the specific slots that the trapped items use are being unequipped... which would happen anyways, yes? It is impossible (afaik) for you to equip two different items on the same slot. All of the armor/clothing parts in question have SAKR keywords assigned to them via RobCo patches and seem to be working as expected otherwise.
jbezorg Posted December 15, 2024 Author Posted December 15, 2024 (edited) On 12/11/2024 at 10:41 PM, MysticDaedra said: Hmm, gotcha. I'm trying to figure out the reasoning behind this in my mind, and I'm drawing blanks. Should the strip function not strip all equipped clothing/gear? Not sure what SAKR should have to do with that... There's plenty of clothing patches for SKAR. Those patches will also work well with the other mods that CDDER supports. There are post device equipped effects applied by CDDER that work best with items with SAKR keywords. e.g. if plugs are equipped the player can wear skirts but not pants. Most importantly. It reduces the possibility of messing up other mods that equip items that shouldn't be removed. Especially mods outside the LL community. Edited December 15, 2024 by jbezorg
MysticDaedra Posted December 16, 2024 Posted December 16, 2024 4 hours ago, jbezorg said: There's plenty of clothing patches for SKAR. Those patches will also work well with the other mods that CDDER supports. There are post device equipped effects applied by CDDER that work best with items with SAKR keywords. e.g. if plugs are equipped the player can wear skirts but not pants. Most importantly. It reduces the possibility of messing up other mods that equip items that shouldn't be removed. Especially mods outside the LL community. Right. I guess I just misunderstood, I thought the equip event (triggering a trap) would strip all clothing off the PC. I'm well aware of what SAKR is and have been using it since it was released 1
jbezorg Posted December 16, 2024 Author Posted December 16, 2024 3 hours ago, MysticDaedra said: Right. I guess I just misunderstood, I thought the equip event (triggering a trap) would strip all clothing off the PC. I'm well aware of what SAKR is and have been using it since it was released There are 3 keyword form lists categorized into, all tops, all bottoms, and all skirts. Clothing items that are not a DD or KFT items, etc., and have SAKR keywords that fall into any one of those categories will be stripped.
pepsi_monke Posted January 5, 2025 Posted January 5, 2025 (edited) Hi! It seems that my dder can't see the angeli power armor suit,even tho i've installed both mods correctly.Sometimes debug window pops up saying something like "cdder - angeli techsuit.esp is not found" . I'm using vortex if that will help. Thanks! Edited January 5, 2025 by pepsi_monke
jbezorg Posted January 5, 2025 Author Posted January 5, 2025 3 hours ago, pepsi_monke said: Hi! It seems that my dder can't see the angeli power armor suit,even tho i've installed both mods correctly.Sometimes debug window pops up saying something like "cdder - angeli techsuit.esp is not found" . I'm using vortex if that will help. Thanks! Is the esp enabled? If you go into the dirt basement in Sanctuary is the suit there?
pepsi_monke Posted January 5, 2025 Posted January 5, 2025 3 hours ago, jbezorg said: Is the esp enabled? If you go into the dirt basement in Sanctuary is the suit there? Yes,both esp are enabled
rilieAP Posted January 31, 2025 Posted January 31, 2025 I was just reading on the main page and noticed the note that was added indicating that CDDER doesn't work with the Raider Pet tweak .5. I wanted to report that I am currently running both and even got a CDDER trap while captured and right next to the boss. Not sure if it's the two files that are present in the old ponzi tweak that started the RP semi-revival last year. I have the original RP 1.4 from LL, the ponzi tweak(unfortunately no longer available) and then the lordbuttcheese tweak fix in separate MO2 folders and the tweak fix doesn't have two of the files that are in the original ponzi and that are then also not in official RP 1.4 version. I've used it with the last AAF beta, AAF 1.1.1 and now with NAF/bridge/naficator, all three have worked for me for months, but I'm happy to try and help figure out why it works for me and not others. 1
jbezorg Posted January 31, 2025 Author Posted January 31, 2025 On 1/5/2025 at 6:09 PM, pepsi_monke said: Yes,both esp are enabled My bad. I just noticed. Angeli Techsuit. Not the powersuit. This is the one in fact.
jbezorg Posted January 31, 2025 Author Posted January 31, 2025 4 hours ago, RileyAP said: I was just reading on the main page and noticed the note that was added indicating that CDDER doesn't work with the Raider Pet tweak .5. I wanted to report that I am currently running both and even got a CDDER trap while captured and right next to the boss. Not sure if it's the two files that are present in the old ponzi tweak that started the RP semi-revival last year. I have the original RP 1.4 from LL, the ponzi tweak(unfortunately no longer available) and then the lordbuttcheese tweak fix in separate MO2 folders and the tweak fix doesn't have two of the files that are in the original ponzi and that are then also not in official RP 1.4 version. I've used it with the last AAF beta, AAF 1.1.1 and now with NAF/bridge/naficator, all three have worked for me for months, but I'm happy to try and help figure out why it works for me and not others. Posting your load order might be the key.
chaussure69 Posted February 4, 2025 Posted February 4, 2025 On 10/22/2024 at 12:28 AM, egonm68 said: 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) i have the same issue. the parasite fell of but the plug rest. i use the console and removed it. i use the commande: player.forceav Bo57_TentacleSexCount 0 After that, I didn't pay attention to the cursed loot anymore. But after playing a few hours, I thought it was strange to have had nothing after all this time and activated "view roll" but it turned out that I had none and the button to deactivate the mod did not work. i need help ps, my mc continues to choke himself as if he had a collar while I am not wearing any device
egonm68 Posted February 5, 2025 Posted February 5, 2025 17 hours ago, chaussure69 said: [...] But after playing a few hours, I thought it was strange to have had nothing after all this time and activated "view roll" but it turned out that I had none and the button to deactivate the mod did not work. i need help [...] to re-activate the cursed loot, run the 'manual kickstart' procedure from this post: https://www.loverslab.com/topic/231377-cursed-dd-enchantings-redux²/page/22/#findComment-6846168 (= stop and restart the relevant quests via console) works for me, usually also without the save+reload at the end. but it's always safer to do so. (well, and to be even more safe: save - exit to menu(or desktop) - then load) In my case, this is usually caused by 'succeeding' a second parasite-roll when already wearing one.
egonm68 Posted February 5, 2025 Posted February 5, 2025 17 hours ago, chaussure69 said: ps, my mc continues to choke himself as if he had a collar while I am not wearing any device Not directly related to this mod, but it's a general issue that I also often have. Sometimes, 'hickups' happen when an item is unequipped, and the relevant scripts are not removed with it. Especially when the unequipping is done by other auxiliary mods. Putting the item back on (pipboy) and unequipping it (also pipboy) does usually 'cleans this up' PS/another general issue I have often run into lately with DD gear, both on the player char and NPCs/companions: an item is unequipped (= not wearing it acc. to pipboy) - but the character is still wearing them (visually). And you cannot re-equip it (pip-boy, or "trade gear", or "openactorcontainer" in console) A similar solution usually does the trick: look up the ID via console (=what the char is wearing, listed under 'equipment' in console), and then "unequipitem xxx" - followed by using openactorcontainer to re-equip it and unequip it after ^ just in case you stumble upon that problem next 😉 (yes, yes, lots of console-kung-fu - but I'd rather deal with that than not having my convoluted mess of naughty mods running)
chaussure69 Posted February 5, 2025 Posted February 5, 2025 5 hours ago, egonm68 said: Not directly related to this mod, but it's a general issue that I also often have. Sometimes, 'hickups' happen when an item is unequipped, and the relevant scripts are not removed with it. Especially when the unequipping is done by other auxiliary mods. Putting the item back on (pipboy) and unequipping it (also pipboy) does usually 'cleans this up' PS/another general issue I have often run into lately with DD gear, both on the player char and NPCs/companions: an item is unequipped (= not wearing it acc. to pipboy) - but the character is still wearing them (visually). And you cannot re-equip it (pip-boy, or "trade gear", or "openactorcontainer" in console) A similar solution usually does the trick: look up the ID via console (=what the char is wearing, listed under 'equipment' in console), and then "unequipitem xxx" - followed by using openactorcontainer to re-equip it and unequip it after ^ just in case you stumble upon that problem next 😉 (yes, yes, lots of console-kung-fu - but I'd rather deal with that than not having my convoluted mess of naughty mods running) my character start to choke himself because of the parasite. i force equip the parasite, wait some minute and use the cream on it but by mc continue to stroke
chaussure69 Posted February 6, 2025 Posted February 6, 2025 (edited) On 2/5/2025 at 5:54 PM, egonm68 said: to re-activate the cursed loot, run the 'manual kickstart' procedure from this post: https://www.loverslab.com/topic/231377-cursed-dd-enchantings-redux²/page/22/#findComment-6846168 (= stop and restart the relevant quests via console) works for me, usually also without the save+reload at the end. but it's always safer to do so. (well, and to be even more safe: save - exit to menu(or desktop) - then load) In my case, this is usually caused by 'succeeding' a second parasite-roll when already wearing one. thanks, the loot works now, but i retry to equip a dd collar and remove it but the strangle animation is always here. i also get a new parasite whis a corps and i remove it wih the cream but the collar bug is still here. Edited February 8, 2025 by chaussure69
jbezorg Posted February 8, 2025 Author Posted February 8, 2025 On 2/5/2025 at 6:43 PM, chaussure69 said: my character start to choke himself because of the parasite. i force equip the parasite, wait some minute and use the cream on it but by mc continue to stroke I'm having that same issue with some other mods. Effects are not clearing after the item is removed. Not sure what's causing it.
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