jbezorg Posted July 23, 2025 Author Posted July 23, 2025 On 7/22/2025 at 2:01 AM, kannz said: 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? I would wait until you get out into the world and enable the mod then. 1
Nylem Posted August 3, 2025 Posted August 3, 2025 Just spit balling an idea, have you considered integrating SAKR into the device chance? i.e. the higher your SAKR rating the more likely it is to proc. Assuming its not a massive pain and you're still interested in more feature creep haha. 1
LillyxFox Posted August 9, 2025 Posted August 9, 2025 I'm not really sure what's happening but the mod just stopped working for me completely. It was fine just yesterday and now it refuses to trip cursed loot (even at 100% chance). The only thing I changed is moving this lower on my load order to see if it fixed anything.
egonm68 Posted August 10, 2025 Posted August 10, 2025 On 8/9/2025 at 7:52 AM, LillyxFox said: I'm not really sure what's happening but the mod just stopped working for me completely. It was fine just yesterday and now it refuses to trip cursed loot (even at 100% chance). The only thing I changed is moving this lower on my load order to see if it fixed anything. I get that whenever I trip a parasite-trap (=animal and such) while already wearing a parasite. Try 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) It's also mentioned on the main page.
camper228228 Posted August 23, 2025 Posted August 23, 2025 I dont know why, but tentacle gag plugs and etc are invisible when equipped, any help?
Valykry Posted August 25, 2025 Posted August 25, 2025 (edited) On 7/16/2025 at 7:00 AM, jbezorg said: Try reinstalling. That seems like the script folder is missing. No dice. Reinstalling made no change. I seem to be able to start the quests manually (startquest <questname>), then the sqv commands show them as activated and running, but it still doesn't detect the mods. I DID notice that using the sqv command, the first print-out is ---------Papyrus--------- No papyrus scripts attached. For all three of them. Edited August 25, 2025 by Valykry
jbezorg Posted August 25, 2025 Author Posted August 25, 2025 On 8/23/2025 at 7:47 AM, camper228228 said: I dont know why, but tentacle gag plugs and etc are invisible when equipped, any help? Did you run bodyslide to generate the meshes?
jbezorg Posted August 25, 2025 Author Posted August 25, 2025 (edited) 1 hour ago, Valykry said: No dice. Reinstalling made no change. I seem to be able to start the quests manually (startquest <questname>), then the sqv commands show them as activated and running, but it still doesn't detect the mods. I DID notice that using the sqv command, the first print-out is ---------Papyrus--------- No papyrus scripts attached. For all three of them. How are you installing the mod? Check the directory structure and that the location of the scripts are correct. Make sure the required mods are also installed. Edited August 25, 2025 by jbezorg
Valykry Posted August 25, 2025 Posted August 25, 2025 (edited) 2 hours ago, jbezorg said: How are you installing the mod? Check the directory structure and that the location of the scripts are correct. Make sure the required mods are also installed. I'm installing via Mo2. I have all of the required mods. Of the "strongly recommended" mods, I have SAKR. How do I check the directory structure and that the script locations are correct? If I right click the mod in Mo2 and open in explorer, the scripts folder is there, 3 sub folders, and they appear to contain scripts. Location is C:\Users\<user>\AppData\Local\ModOrganizer\Fallout 4\mods\RC Cursed DD Enchantings v1.97.5 Edited August 25, 2025 by Valykry
jbezorg Posted August 27, 2025 Author Posted August 27, 2025 On 8/25/2025 at 2:03 PM, Valykry said: I'm installing via Mo2. I have all of the required mods. Of the "strongly recommended" mods, I have SAKR. How do I check the directory structure and that the script locations are correct? If I right click the mod in Mo2 and open in explorer, the scripts folder is there, 3 sub folders, and they appear to contain scripts. Location is C:\Users\<user>\AppData\Local\ModOrganizer\Fallout 4\mods\RC Cursed DD Enchantings v1.97.5 In MO2, use the Data tab in the right-hand panel. That's the game directory MO2 creates when you start the game. Look for any oddities like a file path that is something like "data/data/....". That panel will also show you the last mod that has overwritten a file in you load order. Also, right clicking on the mod and select "Information" from the menu. Then looking at the "Filetree" tab will show you the files w/in the mod.
Valykry Posted August 27, 2025 Posted August 27, 2025 (edited) Okay, now i'm feeling like an idiot. Your Mo2 looks different from mine, and I can't find this data tab. Or a right-hand panel. Everything is just at the top, and none of it says data, either directly or in any of the drop-downs. AFAIK, it's the current version, 2.5.2. Anyway, i'm going to start a fresh profile. See if I can get this working with only this mod and requirements. If it works, i'll expand outward from there. {EDIT} Well, that got it working. Going to start re-introducing other mods to see where it broke. Edited August 28, 2025 by Valykry
jbezorg Posted August 29, 2025 Author Posted August 29, 2025 On 8/27/2025 at 5:08 PM, Valykry said: Okay, now i'm feeling like an idiot. Your Mo2 looks different from mine, and I can't find this data tab. Or a right-hand panel. Everything is just at the top, and none of it says data, either directly or in any of the drop-downs. AFAIK, it's the current version, 2.5.2. Anyway, i'm going to start a fresh profile. See if I can get this working with only this mod and requirements. If it works, i'll expand outward from there. {EDIT} Well, that got it working. Going to start re-introducing other mods to see where it broke. Move your mouse over to the right border until you see the mouse horizontal split cursor. It should look something like the image below. Click and hold, then drag left.
Valykry Posted August 29, 2025 Posted August 29, 2025 (edited) Good to know. Anyway, it's working. Occasionally I get spammed with "MCM Updated" for a while, but I think that just happens when I change a slider, and it updates each movement. Takes a while for all the notifications to go through. And out of curiosity, what exactly are the effects of the parasite added by dairy framework? That mod has A LOT of features i really don't care for, so i'd like to know if it's worth having for the effect added to this. Edited August 29, 2025 by Valykry
jbezorg Posted August 29, 2025 Author Posted August 29, 2025 11 hours ago, Valykry said: Good to know. Anyway, it's working. Occasionally I get spammed with "MCM Updated" for a while, but I think that just happens when I change a slider, and it updates each movement. Takes a while for all the notifications to go through. And out of curiosity, what exactly are the effects of the parasite added by dairy framework? That mod has A LOT of features i really don't care for, so i'd like to know if it's worth having for the effect added to this. There's the read-only page in MCM. Unfortunately for FO4 there are read-only controls so I had to create a hack.
egonm68 Posted September 1, 2025 Posted September 1, 2025 feature suggestion: integrate PVPKs "Easy Prey" knockout into the Cursed Loot traps. When a trap is triggered with a 'successful' roll that is not a parasite-trap: have an additional roll to determine if PVPK "Easy Prey" action should be triggered instead of the CDDER knockdown+bondage. And add an MCM % slider to configure that ratio/threshold CDDER-bondage / EasyPrey-blackout. (maybe also a toggle whether it should work on all traps, or only non-parasite ones) If it happens with no one nearby = you luck out. If it happens while you sneak through an inhabited area or a dungeon.... well.... Just have PVPK handle everything - the current version has options for bondage, number of scenes, and follow-up outcomes like Bound in Public or abductions. And it apparently also adds a 'peace-bubble' for the duration, and a small cooldown before hostiles become aggro again. (at least that's how it works for me)
Sir_Duck Posted September 9, 2025 Posted September 9, 2025 Some outfit items from other mods don't get stripped when a trap is triggered. Is there a way for me to include them?
UCAB2020 Posted September 12, 2025 Posted September 12, 2025 any chance of getting a KFT only version? also, just curious why the KFT DD slider does not apply to companions. If it is possible to edit this can someone help me through it? 1
jbezorg Posted September 12, 2025 Author Posted September 12, 2025 12 hours ago, UCAB2020 said: any chance of getting a KFT only version? also, just curious why the KFT DD slider does not apply to companions. If it is possible to edit this can someone help me through it? The slider in MCM can be set to all KFT except for the parasite. That must be DD. I have to check the companion equip section.
UCAB2020 Posted September 14, 2025 Posted September 14, 2025 On 9/12/2025 at 11:15 AM, jbezorg said: The slider in MCM can be set to all KFT except for the parasite. That must be DD. I have to check the companion equip section. for the first part fair, I just dislike bloating my load order with things i dont use. As for the Slider question; thank you, would certainly make my day if it worked that way.
Jendos Posted September 27, 2025 Posted September 27, 2025 On 9/12/2025 at 7:15 PM, jbezorg said: the companion equip BTW about the companions. I'm traveling with Anastasia, a companion from the "The Will of Atom" mod. Thanks to traps, she's already equipped with a collar, chastity belt, leg restraints, and she rings her anal bell the whole way. How do I remove this orchestra? I tried using the console - these items disappeared from the exchange list, but are physically present on her body. Sometimes, after changing locations, her body partially disappears, and I only see her head, collar, chastity belt, rusty bolt with a bell, and leg rings that follow me and ring. I can free myself from DD restraints with an armor workbench (the "Unlocking Workbench" mod), with willpower, with a harasser's help, with keys. When I tried to free Anastasia, the message "You do not have a suitable key" returns the restraints to her body. Could you provide a way to do this?
jbezorg Posted September 27, 2025 Author Posted September 27, 2025 11 hours ago, Jendos said: BTW about the companions. I'm traveling with Anastasia, a companion from the "The Will of Atom" mod. Thanks to traps, she's already equipped with a collar, chastity belt, leg restraints, and she rings her anal bell the whole way. How do I remove this orchestra? I tried using the console - these items disappeared from the exchange list, but are physically present on her body. Sometimes, after changing locations, her body partially disappears, and I only see her head, collar, chastity belt, rusty bolt with a bell, and leg rings that follow me and ring. I can free myself from DD restraints with an armor workbench (the "Unlocking Workbench" mod), with willpower, with a harasser's help, with keys. When I tried to free Anastasia, the message "You do not have a suitable key" returns the restraints to her body. Could you provide a way to do this? Out of curiosity. Does "showinventory" in console show both the inventory and rendered devices or just the rendered? I think the DD script checks the wearer's inventory. Have you tried placing a key in the follower's inventory? Perhaps a dialogue option when the NPC is wearing devices and the player has keys. 🤔
TobiT889 Posted October 2, 2025 Posted October 2, 2025 I have a weird issue. My PC triggers the CursedLootTrap no problem, but no device is getting equipped. Same issue with the Parasite. Funny thing is, in an older save it works fine 🤔.
TobiT889 Posted October 2, 2025 Posted October 2, 2025 (edited) 3 hours ago, TobiT889 said: I have a weird issue. My PC triggers the CursedLootTrap no problem, but no device is getting equipped. Same issue with the Parasite. Funny thing is, in an older save it works fine 🤔. Solved it. Either cheating out of the collar from DCW via the BenchUnlocker caused a bug or BDH helping with the parasite. Unfortunately the fault layed 6h of gameplay back. 🙄 Edited October 2, 2025 by TobiT889
t3mplarbot Posted October 4, 2025 Posted October 4, 2025 I am currently building the Complex sorter output and have enabled this mod while doing the calculation. If I disable the mod for starting a new game, it is giving me "missing master' error. Can you please suggest.
jbezorg Posted October 4, 2025 Author Posted October 4, 2025 On 10/2/2025 at 3:01 PM, TobiT889 said: Solved it. Either cheating out of the collar from DCW via the BenchUnlocker caused a bug or BDH helping with the parasite. Unfortunately the fault layed 6h of gameplay back. 🙄 BDH will strip off quest items and the parasite is a quest item. While the parasite quest is running, this mod disables traps. I'm thinking of just removing the Parasite portion at this point because FO4 DD is in such a state that many mods don't account for DD quest items and pretty much fuck-up any attempt to make a DD quest. 1
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