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Cursed DD Enchantings - Redux²


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Posted
20 hours ago, Vallarie said:

How does one escape the armbinder trap?  I disabled armbinders Rogg DD Item Manager yet somehow it still got stuck on me when looting a container.  Trouble is, I can't get rid of the darn thing.  After 100 struggles nothing happened, and about the same amount of trying the second option, which just says "you don't have anything in your inventory that you can use to escape your restraints".  Going into RC9 DD Enchanting --> Debug and choosing Force remove ALL Devious Devices does not remove the armbinder or the earlier locked-on posture collar.  Pip-boy is inaccessible; pressing tab pulls up the 3 choices to Struggle, Try to reach something you can use to free yourself, or remain Stay Bound.  Any ideas? Thank you in advance!

 

Is it a KFT armbinder?

If so:

  1. Rogg DD item manager will not have an effect of KFT items
  2. You need something to cut the armbinder like scissors, etc.   
Posted
17 hours ago, jbezorg said:

 

Is it a KFT armbinder?

If so:

  1. Rogg DD item manager will not have an effect of KFT items
  2. You need something to cut the armbinder like scissors, etc.   

Thank you so much for your reply jbezorg!  Is there a preference similar to Rogg DD Item Manager that we can utilize how often and which devices get locked onto us?  Also, would you by any chance happen to have any idea how to resolve the issue with clothing (eg stockings) not fitting the character?  I build everything in BodySlide and Outfit Studio based on custom Fusion Girl body (but FG nonetheless), however it's coming out too large.  Details are in my previous post on page 30.

Posted
21 hours ago, Vallarie said:

Thank you so much for your reply jbezorg!  Is there a preference similar to Rogg DD Item Manager that we can utilize how often and which devices get locked onto us?  Also, would you by any chance happen to have any idea how to resolve the issue with clothing (eg stockings) not fitting the character?  I build everything in BodySlide and Outfit Studio based on custom Fusion Girl body (but FG nonetheless), however it's coming out too large.  Details are in my previous post on page 30.


If your asking for something like a Rodd DD Item Manager for KFT I think KFT has a MCM menu and maybe it has that option. Other than that, nothing comes to mind.

If you are asking if you can choose between items in my mod then there's a slider in it's MCM. All the way over in 1 direction will make the traps equip KFT items 100% of the time. in the other direction, 100% DD items . In the middle, a 50/50 mix of both.  You  can adjust in 10% increments. e.g. you can make it 90% DD items and 10% KFT.

Posted

Hello hope anyone can help me with it a situation, at mfirst the mod worked well and all even the parasites appeared and evolved but after inititin a new game the mod stopped working it used to update itself whenever I changed something to any mod in the MCM but know it doesn't and the parasites never appeared again

Posted (edited)

Loving the mod so far! There are two issues I ran into however.  First, I set the DD at 90% vs KFT 10%, and got a random latex mini dress locked onto me.  When I got up, the mini dress was not equipped at all, just appeared in my inventory.  I equipped it, then successfully picked the lock.  Moments later, another similar dress was thrown in my inventory.  Same thing, didn't equip but when I put it on, it was there, however not selected as being worn in the inventory.  What's more interesting that when I used the MCM to strip the player of all devices and even strip the player completely (even removing pipboy), the dress stayed on.  I had something like this happen earlier, and debugging it revealed a hidden item locked onto me, which I had to use player.removeitem and hash ID to take it off.  However, I could no longer trigger traps.  Is there a way to fix this other than reload a previously saved game?  As far as I can tell, this happened to me twice and both time with dresses, not plugs or anything else.

 

Second problem, I got a parasite, used the potion I made in chem lab on it, parasite removed.  After that point the cursed loot RNG stopped.  I know because I have the debug running showing me the chance of each inventory item triggering and after the parasite was removed, no pop-up showed up, indicating containers were no longer cursed.  Not even after setting chance to 100% there after.  Any idea how to fix that aside from reloading last save?

 

Thank you so much in advance! :)

Edited by Vallarie
Posted

Dear @jbezorg, are you planning the male version of the tentacle suit? I understand, this forces you to draw the new attachment, but the male in distress - this is a fresh sensations in the game... not usual... and a standard restrain devices from the traps, if it can be applied to BT3, of course.


During the game got a think - robots can be small, midsize and a big. And from any kind of robot I can get the trap, with any content. The nipple piercing from the tankobot will not wonder me, but the heavy yoke from the robo-eye looks not realistic. More than, tankobot can be equipped by trap easily, but for robo-eye this can be hard to carry and chances to be equipped for lightweight robots must be lower.
With corpses the another situation: alive people can't be charged for trap the another people. It can do with the dead ones, but if it died on my eyes - it can't have a trap, I saw that it not been mined. Only not fresh corpses can be dangerous - theoretically its can been equip with the trap. Exception only for the tentacles: this is biological creations, it can appears anytime.
The same for the ferals, supermutants and other animals and insects.

Posted
21 minutes ago, Jendos said:

Dear @jbezorg, are you planning the male version of the tentacle suit? I understand, this forces you to draw the new attachment, but the male in distress - this is a fresh sensations in the game... not usual... and a standard restrain devices from the traps, if it can be applied to BT3, of course.


During the game got a think - robots can be small, midsize and a big. And from any kind of robot I can get the trap, with any content. The nipple piercing from the tankobot will not wonder me, but the heavy yoke from the robo-eye looks not realistic. More than, tankobot can be equipped by trap easily, but for robo-eye this can be hard to carry and chances to be equipped for lightweight robots must be lower.
With corpses the another situation: alive people can't be charged for trap the another people. It can do with the dead ones, but if it died on my eyes - it can't have a trap, I saw that it not been mined. Only not fresh corpses can be dangerous - theoretically its can been equip with the trap. Exception only for the tentacles: this is biological creations, it can appears anytime.
The same for the ferals, supermutants and other animals and insects.

 

When I swing back round to this I'll give this some thought.

Posted

I tried searching "drop", "unequip", and "unequipped" in this thread to see if there was anything, and got nothing relevant, but apologies if this has been asked before. I've consistently had this issue where if your weapon was out actively, sometimes it would get unequipped when triggering a trap. I've largely gotten around this by just sheathing anytime I go looting, but it can be very frustrating as often the weapons are dropped in very hard to find places or, in some instances, they just straight up disappear. Is this intended behavior, or is my game being weird? I have the strip all actors setting turned off, but it doesn't seem to make it stop.

Posted
4 hours ago, atropur said:

I tried searching "drop", "unequip", and "unequipped" in this thread to see if there was anything, and got nothing relevant, but apologies if this has been asked before. I've consistently had this issue where if your weapon was out actively, sometimes it would get unequipped when triggering a trap. I've largely gotten around this by just sheathing anytime I go looting, but it can be very frustrating as often the weapons are dropped in very hard to find places or, in some instances, they just straight up disappear. Is this intended behavior, or is my game being weird? I have the strip all actors setting turned off, but it doesn't seem to make it stop.

I believe it's intended and part of the paralyse spell/effect being used. The weapon shouldn't vanish though, Fallout 4 does have a lot of spots where the ground and dropped items can clip a little but they typically should be recoverable. The method used in Deviously Cursed Wasteland seems to be much cleaner (from a gameplay perspective) where it would just insert and attach the item to and from the players inventory, without "stopping" the game. But I guess this mods original author decided on a different method. 

 

I would love to know where the sound effect path is located so I can change it to be something else, or at least lower the volume of it.

Posted
17 hours ago, Franco Cozzo said:

I believe it's intended and part of the paralyse spell/effect being used. The weapon shouldn't vanish though, Fallout 4 does have a lot of spots where the ground and dropped items can clip a little but they typically should be recoverable. The method used in Deviously Cursed Wasteland seems to be much cleaner (from a gameplay perspective) where it would just insert and attach the item to and from the players inventory, without "stopping" the game. But I guess this mods original author decided on a different method. 

 

I would love to know where the sound effect path is located so I can change it to be something else, or at least lower the volume of it.

Yeah, I was thinking it had just clipped into some part of the terrain, but upon very close inspection with collision off I could find no trace of it. And it wasn't something small either, it was a baseball bat. I decided to just alter my playstyle to stockpile duplicates of everything lol.

Posted
On 12/26/2025 at 12:48 PM, atropur said:

Is this intended behavior, or is my game being weird?

Traps are a natural danger in this world. You need to be careful and get into the habit of hiding your weapons before a looting.
And yes, traps aren't just a surprise attack; they also include shocking special effects designed to frighten and demoralize the victim.

Posted
On 12/28/2025 at 1:23 PM, Dojo_dude said:

Any way to just have this affect Meat Bags and maybe Bosses?

 

I generally have the percentages set really low to create overconfidence.

Posted

Hello!

Will this mod only work with KFT and RH, but not Devious Devices?
I use Fusion Girl and don't want to bother with bodyslide conversion of DD devices for FG. And I don't want to install DD at all because of some bugs I had previously.

Posted
37 minutes ago, Mr. Sunshine said:

Hello!

Will this mod only work with KFT and RH, but not Devious Devices?
I use Fusion Girl and don't want to bother with bodyslide conversion of DD devices for FG. And I don't want to install DD at all because of some bugs I had previously.

 

DD is one of the required mods.

DD RC9 (linked in the mod description) addresses most of the bugs in DD2

Posted

Hello. How to escape Metal armbinder (Metal-Armbinder04) trap from KFT? Among other things, It blocks the ability to use terminals, interact with workbenches, and pick locks, making it impossible to search for keys in locked safes.

Posted (edited)
20 hours ago, Hagend said:

Hello. How to escape Metal armbinder (Metal-Armbinder04) trap from KFT? Among other things, It blocks the ability to use terminals, interact with workbenches, and pick locks, making it impossible to search for keys in locked safes.

 

Find a hacksaw.

This mod adds the hacksaw to the KFT Framework list of tools needed to escape metal devices.

 

Edited by jbezorg
Posted

Thanks for the mod! I've been having a lot of fun with it.

 

I got the tentacle, but no matter how many times I have sex, it doesn't seem to progress at all (I made sure that I'm equipped with the one from the mod, and not the DD one).

 

It's suppose to progress with any sex, I assume? 

 

Took a quick look at the source code, and it seems it's checking that the AAF animation had one of the tags in "Tools.AAF_parasiteTags", although right now I can't check which tags specifically it's looking for. If Im looking at this correctly, what tags do the animations need? Maybe im missing the correct tags.

Posted
On 1/8/2026 at 1:23 AM, twistedtrebla said:

Thanks for the mod! I've been having a lot of fun with it.

 

I got the tentacle, but no matter how many times I have sex, it doesn't seem to progress at all (I made sure that I'm equipped with the one from the mod, and not the DD one).

 

It's suppose to progress with any sex, I assume? 

 

Took a quick look at the source code, and it seems it's checking that the AAF animation had one of the tags in "Tools.AAF_parasiteTags", although right now I can't check which tags specifically it's looking for. If Im looking at this correctly, what tags do the animations need? Maybe im missing the correct tags.


It's been a while since I looked at that mod. I've been working on Red Sat Slavery and expanding that out.

I'll swap over to that in a bit after I'm done testing RSS.

Posted

hiho, i got a lil problem with the tentacle...

 

was trapped and its grown , all ok..

 

now its remove itself on last stage but the penentrators dont go away...


what can i do to remove em? mcm dont work with this and if i try to remove manualley this comes in the screen.

ScreenShot12.png

Posted
On 1/17/2026 at 4:02 AM, roflmaones said:

hiho, i got a lil problem with the tentacle...

 

was trapped and its grown , all ok..

 

now its remove itself on last stage but the penentrators dont go away...


what can i do to remove em? mcm dont work with this and if i try to remove manualley this comes in the screen.

ScreenShot12.png

 

Something that's been happening a lot. Still haven't found a fix.

Posted
On 1/17/2026 at 7:32 PM, roflmaones said:

what can i do to remove em? mcm dont work with this and if i try to remove manualley

in console type, just as i did below this, then it show's do player.removeitem (Number of the tentacle) 

help "Tentacle Anal"

 

This is how i been dealing with it when the final stage doesnt remove, its workable.  

Posted (edited)
On 1/20/2026 at 6:51 PM, LatencyRemix said:

in console type, just as i did below this, then it show's do player.removeitem (Number of the tentacle) 

help "Tentacle Anal"

 

This is how i been dealing with it when the final stage doesnt remove, its workable.  


this was an good tipp...

i transfered my COMPLETE inventary to an empty chest and take only back what i need :)

player.removeallitems <ContainerRefID>

@last i reequip manually the pipboy again... 

player.equipitem 00021b3b

works for me

Edited by roflmaones
Posted (edited)
On 12/26/2025 at 8:48 PM, atropur said:

I tried searching "drop", "unequip", and "unequipped" in this thread to see if there was anything, and got nothing relevant, but apologies if this has been asked before. I've consistently had this issue where if your weapon was out actively, sometimes it would get unequipped when triggering a trap. I've largely gotten around this by just sheathing anytime I go looting, but it can be very frustrating as often the weapons are dropped in very hard to find places or, in some instances, they just straight up disappear. Is this intended behavior, or is my game being weird? I have the strip all actors setting turned off, but it doesn't seem to make it stop.

I made a tiny mod for the current version of DD_Enchantings only (if the main script isnt changed or the sfx either then later versions should work too until they are affected)

 

What it does:

1: It stops the weapon being dropped when the effect is fired (deleting of lines in Bo57_CL_main_playerRefScript) - could have maybe made it a toggle but I dont care

2: It disables the sound that plays (changing all 3x2 of the bo57 explosion sounds to "NONE" to cover all bases) - dont think this is as easy to make a toggle but its probably possible (like making a second /third explosion set that gets used instead with no sounds or a different set of effects that can get selected, but I'm not doing any of that for a temporary mini mod)

You may like the sound but I hate it, losing and needing to find my weapon again each time I had forgotten to put it away was a close 2nd.

Usage:

Load after DD Enchantings.

 

If @jbezorg doesnt like me posting it here though ill delete it

DDEnchantingsSFXandWeapon.esp

DDEnchantingsSFXandWeapon.7z

Edited by Franco Cozzo

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