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Cursed DD Enchantings - Redux²


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Posted
19 hours ago, LynxXI said:

So i noticed now that Commonwealth Moisturizer causes the crash on startup in the character creation menu after waiting for like 30 seconds. So i am doing something wrong, Sorry for the false alarm.

 

 

my recommendation:
either:
- 'speedrun' the char creator

 

   - select gender

   - immediately continue - hit 'done'
   - do the char creation later (either when you exit the vault - or use "SLM 14" in console)
or:
- start the game without this mod
- do the intro + char creation - save, exit
- enable this mod and continue


I've had a similar(ish) issue when starting a new game on the current version of this mod - I am suspecting it's due to the fact that AAF only starts after the char creation
(details see https://www.loverslab.com/topic/231377-cursed-dd-enchantings-redux²/page/25/#findComment-6955535 + posts after)

 

Posted
12 minutes ago, egonm68 said:

 

 

my recommendation:
either:
- 'speedrun' the char creator

 

   - select gender

   - immediately continue - hit 'done'
   - do the char creation later (either when you exit the vault - or use "SLM 14" in console)
or:
- start the game without this mod
- do the intro + char creation - save, exit
- enable this mod and continue


I've had a similar(ish) issue when starting a new game on the current version of this mod - I am suspecting it's due to the fact that AAF only starts after the char creation
(details see https://www.loverslab.com/topic/231377-cursed-dd-enchantings-redux²/page/25/#findComment-6955535 + posts after)

 

 

Thanks it worked.

Posted
On 7/6/2025 at 2:00 PM, jbezorg said:

 

There is a built-in delay. The delay length is determined by how many mods are loaded and is intended to allow supported mods complete loading and to avoid the mad rush of every mod starting up at the same time. It can take a few minutes.

 

Perhaps that MCM page could mention and maybe even estimate this delay?

Posted
10 hours ago, yotsubashii said:

When starting a NG, game crashes on the moment, when Nora saying her "You're gonna knock em dead..."; Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF706E30FF3 Fallout4.exe+26F0FF3. 

 

Guy with the same "Fallout4.exe+26F0FF3" reinstalled AAF + themes, but that hasn't worked for me

crash-2025-07-08-18-18-33.log 43.44 kB · 2 downloads

mods 1awdsadaw.txt 5.56 kB · 0 downloads

plugins list.txt 2.31 kB · 0 downloads

 

 

A few posts up has the "fix" and I beleive I have posted it before too
Start the game without the mod, do your character creation, save the game then load the mod. 

Should "just work" then.

Posted (edited)
6 hours ago, Franco Cozzo said:

 

 

A few posts up has the "fix" and I beleive I have posted it before too
Start the game without the mod, do your character creation, save the game then load the mod. 

Should "just work" then.

Same error remains even after leaving the vault then activating CDDER. Game crashes after "CDDER - RealHandcuffs.esp Loaded" message

Quote

image.png.6f254b6f9c1505a9f23909fd19b36e7c.png

Scanned crashlog:

Quote

LIST OF (POSSIBLE) FORM ID CULPRITS:
Form ID: 00000007 | [00]     Fallout4.esm
Form ID: 00000014 | [00]     Fallout4.esm
-----

These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF DETECTED (NAMED) RECORDS:
Name: aaf:aaf_api : 1 
Name: bo57:bo57_mcmandtoolsscript : 2 
Name: utility : 1

Edited by yotsubashii
Posted
On 7/8/2025 at 10:57 AM, sen4mi said:

 

Perhaps that MCM page could mention and maybe even estimate this delay?


I could add it to the splash screen. Displaying a read-only dynamic value in a FO4 MCM menu is a PITA though. Disabled controls are not possible.

Posted
1 hour ago, jbezorg said:


I could add it to the splash screen. Displaying a read-only dynamic value in a FO4 MCM menu is a PITA though. Disabled controls are not possible.

 

Hmm.... I have to agree that FO4's MCM design is incredibly frustrating. The mods which do interesting things with it seemingly provide their own flash ui. And finding adequate documentation on that is beyond frustrating.

 

Perhaps it would make sense to provide a generic statement about the issue. Maybe even with a button to press to get an informational blurb on MCM close?

Posted
21 minutes ago, sen4mi said:

 

Hmm.... I have to agree that FO4's MCM design is incredibly frustrating. The mods which do interesting things with it seemingly provide their own flash ui. And finding adequate documentation on that is beyond frustrating.

 

Perhaps it would make sense to provide a generic statement about the issue. Maybe even with a button to press to get an informational blurb on MCM close?


Very first things in the mod description.

When Updating or on First Install

TL:DR version. Wait until you see "CDDER - MCM Updated" in the startup notification spam.

There's an intentional delayed start of the mod based on the number of mod files installed to allow those mods to complete their setup. The wait is: # of mod files / 10 seconds. So if you have 300 mods installed there's a 30 second wait in addition to the normal delays associated with scripting in FO4. During that time you'll see notifications of what mods were detected and "CDDER - MCM Updated" when completed. 

 

Adding it into the MCM as text is easy but, I mean, there's only so much hand holding you can do.  


 

Posted
On 7/7/2025 at 11:55 AM, egonm68 said:

I've had a similar(ish) issue when starting a new game on the current version of this mod - I am suspecting it's due to the fact that AAF only starts after the char creation
(details see https://www.loverslab.com/topic/231377-cursed-dd-enchantings-redux²/page/25/#findComment-6955535 + posts after)

 


That may be caused by a AAF addon. I pretty much run AAF vanilla. Perhaps something like NAF Bridge 

Posted
45 minutes ago, jbezorg said:


Very first things in the mod description.

When Updating or on First Install

TL:DR version. Wait until you see "CDDER - MCM Updated" in the startup notification spam.

There's an intentional delayed start of the mod based on the number of mod files installed to allow those mods to complete their setup. The wait is: # of mod files / 10 seconds. So if you have 300 mods installed there's a 30 second wait in addition to the normal delays associated with scripting in FO4. During that time you'll see notifications of what mods were detected and "CDDER - MCM Updated" when completed. 

 

Adding it into the MCM as text is easy but, I mean, there's only so much hand holding you can do.  


 

 

Huh... ok... I guess I assumed that that would have been a part of the however many minutes of mind-numbing spam I have to wait through during the beginning of a new game.

 

The CDDER messages come up quickly every time I load a game after I've left the vault, but I did not understand what I was looking for until after I asked about this issue here.

Posted

Hi!

I find the tentacle parasite very cool!
But from the point on when I can craft the cream myself, it is just a minor annoyance (until I find the next chem station). It is almost impossible to reach the second step before finding one.
How about implementing the urge to automatically surrender to opponents (AAF Violate) to have a more impactful "timer" to get rid of the parasite?

Posted

I just got an infinite cycle of the tentacle parasite and the DD straight jacket where they both replaced each other constantly without end until I loaded a save.

Is it possible to add something to break this cycling devices?

Or would this require something to respect the parasite in the other mod that added the straight jacket?

Posted (edited)

MCM Request... Turn off Pop-Up Installation Messages.

 

I get loads of CDDER messages all the time, when it's loading stuff in the background. It's immersion breaking, any chance of having an option to turn them off in the MCM.

 

They aren't error messages, just info on what's loading in the background...

 

Debug

Debug Messages ... On / Off

 

AAF Animation has this feature

AAF_debug_on.esp

Edited by Krazyone
Posted
On 7/13/2025 at 5:22 AM, Krazyone said:

MCM Request... Turn off Pop-Up Installation Messages.

 

I get loads of CDDER messages all the time, when it's loading stuff in the background. It's immersion breaking, any chance of having an option to turn them off in the MCM.

 

They aren't error messages, just info on what's loading in the background...

 

Debug

Debug Messages ... On / Off

 

AAF Animation has this feature

AAF_debug_on.esp


I can turn it off after the first load and then only send a message if something changes.

Posted
On 7/12/2025 at 11:48 AM, Sir_Duck said:

Or would this require something to respect the parasite in the other mod that added the straight jacket?

 

I'm not going to rule out a bug caused this,

But mods that use DD need to check if the item has the DD_kw_IsQuestItem [KYWD:xx004C5D] before stripping and replacing items. Or libs DDNG needs to by default unless a parameter is set to true. Otherwise, it will be impossible to create a long-term series of DD events that the parasite needs to progress and evolve. Even if the parasite wins that item swap battles the counters that my mod tracks get reset to 0 when the item is removed each time it happens.

Not blaming the mod creator because I didn't check either. Up until I had the idea of the parasite's progression, it didn't matter. 
 

Posted
3 hours ago, jbezorg said:

 

I'm not going to rule out a bug caused this,

But mods that use DD need to check if the item has the DD_kw_IsQuestItem [KYWD:xx004C5D] before stripping and replacing items. Or libs DDNG needs to by default unless a parameter is set to true. Otherwise, it will be impossible to create a long-term series of DD events that the parasite needs to progress and evolve. Even if the parasite wins that item swap battles the counters that my mod tracks get reset to 0 when the item is removed each time it happens.

Not blaming the mod creator because I didn't check either. Up until I had the idea of the parasite's progression, it didn't matter. 
 

Not asking to turn off the checks, just turn off the check display.

None of the checks say bad things, just I've loaded this, or loaded that info.

Other mods have an On/Off for displaying them.

If no one else is getting them, then it's obviously a problem on my side.

 

But it's fair enough if the answer is no, if it's the mods feature, and everyone gets them... 🙂

Posted

This mod isn't detecting any of the supported mods.  Yes, i've given it ample wait time.  (I have 80-ish mods, i've given it several minutes)  I have the required mods and none of the conflicting mods.  Nothing Raider Pet related, and i've made sure that Expanded Gag Dialogue for KFT was 1.0.5

I've tried the console commands for resetting, saving, restarting.  Nothing is overwriting it in the load order according to Mo2.

Version Control seems to be running.  The other two appear to be disabled.

Posted
On 7/14/2025 at 11:49 PM, Krazyone said:

Not asking to turn off the checks, just turn off the check display.

That's what I meant 👍:)

Posted
3 hours ago, Valykry said:

This mod isn't detecting any of the supported mods.  Yes, i've given it ample wait time.  (I have 80-ish mods, i've given it several minutes)  I have the required mods and none of the conflicting mods.  Nothing Raider Pet related, and i've made sure that Expanded Gag Dialogue for KFT was 1.0.5

I've tried the console commands for resetting, saving, restarting.  Nothing is overwriting it in the load order according to Mo2.

Version Control seems to be running.  The other two appear to be disabled.

 

Try reinstalling. That seems like the script folder is missing.

Posted

oh good so this mod does work? i was disappointed when it crashed on a new game. so its recommended to enable it after you start a new game?

Posted
7 hours ago, kannz said:

oh good so this mod does work? i was disappointed when it crashed on a new game. so its recommended to enable it after you start a new game?

Never had issues with this mod until I refreshed my FO4 mods and it started crashing a few seconds after switching to Nora in Looksmenu at a new game. Someone said the crashID is linked to this mod, so I disabled it and crash is gone.

 

For reference if anyone searches for the crash ID. Buffout consistently crashed on this memory address 26F0FF3 with the full error 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF717B30FF3 Fallout4.exe+26F0FF3

 

Someone said that ID is linked to High Heel system, but I don't think it is. As removing that mod causes the exact same crash. Disabling this mod, crash is gone. I can't really see how this mod could cause the error but if others can verify it might be a fix to add some kind of check if the player has not exited Looksmenu yet before starting any scripts/calls.

Posted
11 hours ago, naaitsab said:

Never had issues with this mod until I refreshed my FO4 mods and it started crashing a few seconds after switching to Nora in Looksmenu at a new game. Someone said the crashID is linked to this mod, so I disabled it and crash is gone.

 

For reference if anyone searches for the crash ID. Buffout consistently crashed on this memory address 26F0FF3 with the full error 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF717B30FF3 Fallout4.exe+26F0FF3

 

Someone said that ID is linked to High Heel system, but I don't think it is. As removing that mod causes the exact same crash. Disabling this mod, crash is gone. I can't really see how this mod could cause the error but if others can verify it might be a fix to add some kind of check if the player has not exited Looksmenu yet before starting any scripts/calls.

 

It may be trying to access AFF before it starts. I use an alt start mod so that maybe the cause since it rewrites a lot of the start quests. For me, with the alt start mod, AAF starts in the character creation bathroom right after exiting looksmenu.   

Posted
On 7/19/2025 at 12:19 PM, jbezorg said:

 

It may be trying to access AFF before it starts. I use an alt start mod so that maybe the cause since it rewrites a lot of the start quests. For me, with the alt start mod, AAF starts in the character creation bathroom right after exiting looksmenu.   

for me without altstart the mod trys starting right after the steam lifts then it freezes. so is it recommended to use alt start or wait to enable? does it matter? are both okay? what is alt start?

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