idkmanyolo Posted August 2, 2025 Posted August 2, 2025 KFT Bondage Grenade View File Note 1: This mod is heavily inspired by and originally drawn from Devious Devices - Bondage Grenade Note 2: NPCs that surrender for AAF Violate due to this mod cannot be enslaved for human resources until you unrestrain them (machete makes this easy), attack them again and make them surrender the usual way. Another way is to use the Alternative Enslavement Crop. Note 3: Grenades work against the female player character, but not the male. -This mod provides grenades and a harpoon gun weapon mod that can bind targets in random KFT items, Devious Devices or Real Handcuffs, depending on settings and circumstances. -A machete weapon mod that frees targets from all restraints is also provided. Grenades and ammo are crafted at the chem bench. Weapon mods are crafted at the weapons bench. -Targets that aren't designated settlers, companions or unique NPCs will also submit to AAF Violate. -You can adjust the applicable races and sexes to whatever you want by editing the main plugin file, KFTgrenade.esp. If you want deathclaws or anything else to surrender to you, you can do that. Requirements: Far Harbor DLC Kziitd Fetish Toolset Devious Devices (I'm using RC9) Real Handcuffs AAF Violate Suggested Mods: Devious Devices RC8 Male Addon 2.0 (Only required if you want to restrain male humanoid NPCs. Don't forget to edit the plugin's kg_male property from False to True) Female Synths (To restrain female synths as seen in the gallery) Race Lists For You To Adjust: Spoiler How it works: -Any custom/modded races should have their plugin added as a master to KFTgrenade.esp -Any races you want to be restrained by the grenade/harpoon gun should be added to bondnade_RACE_list (FE000028) -From these races, any of them with male NPCs that can equip DD items, but don't use a human male mesh (like male synths) should be added to FE000029. -Any races that don't have human bodies and can't properly wear DD or KFT items, but can wear Real Handcuffs (like Servitrons) should be added to FE00002A. -Any races that can't wear any restraining items at all, and are mono-gendered (like deathclaws, molerats, super mutants, etc) should be added to FE00002B. -Any races that use the human skeleton and animations (Servitrons, etc) should again be added to FE00002C. -If a race appears in FE000028 and nowhere else, that means no surrender animation will play, and the mod will attempt to add KFT items on females, as well as an unrestricted variety of DD items on males (if male activity is turned on). Settings For You To Adjust: Spoiler kg_amp = rate of KFT victims with amputations (default 0.05) kg_gag = rate of KFT victims with gags (default 0.3) kg_male = whether male humanoid NPCs are affected or not (default False) kg_RHcollar = rate of RH victims that are given an RH collar (default 0.0) Perhaps I'd make an MCM for these options, but the plugin would still need to be modified manually for race compatibility, so that makes it less worthwhile. In the Downloads, there is an optional level list injection patch that will inject grenades into enemy arsenals and vendor inventories. Submitter idkmanyolo Submitted 08/02/2025 Category Sexual Content Requirements Far Harbor DLC, Kziitd Fetish Toolset, Devious Devices (I'm using RC9), Real Handcuffs, AAF Violate 3
blueninja008 Posted August 2, 2025 Posted August 2, 2025 Do i need to download both of the files (inject and regular file) or do I just need one?
idkmanyolo Posted August 2, 2025 Author Posted August 2, 2025 19 minutes ago, blueninja008 said: Do i need to download both of the files (inject and regular file) or do I just need one? You only need the regular to throw grenades and shoot people. Download the inject if you want enemies to have them too.
blueninja008 Posted August 2, 2025 Posted August 2, 2025 3 minutes ago, idkmanyolo said: You only need the regular to throw grenades and shoot people. Download the inject if you want enemies to have them too. Thank you for letting me know. Looking forward to trying the mod out.
Lokikun Posted August 2, 2025 Posted August 2, 2025 OMG thanks for the grenade and the inject patch. Can't wait for enemies using it.
Krazyone Posted August 2, 2025 Posted August 2, 2025 Request... Bondage Mines, small chance for Mines to be bondage mine. I had another mod that did that with Devious Devices, step on a mine, and run away. There's a chance you may get hit with bondage items. The Machete is a great idea... currently using commands on NPC's, to remove any Devious Devices. Command... Click on NPC OpenActorContainer 1 1
Nuka Cherry Posted August 3, 2025 Posted August 3, 2025 (edited) Oh what a fun idea. Edit: you have Devious Devices as a master, which makes DD a requirement? Edited August 3, 2025 by Nuka Cherry
UsernameTaken666 Posted August 3, 2025 Posted August 3, 2025 (edited) 9 minutes ago, Nuka Cherry said: Oh what a fun idea. Edit: you have Devious Devices as a master, which makes DD a requirement? Read description or requirements? Edited August 3, 2025 by UsernameTaken666
Nuka Cherry Posted August 3, 2025 Posted August 3, 2025 7 minutes ago, UsernameTaken666 said: Read description or requirements? Derp, my bad, just woke up. I thought it said soft reqs. Apologies. 1
Dojo_dude Posted August 3, 2025 Posted August 3, 2025 Awesome idea! Does this ignore power armor users? I hope so, I'd like to defeat the armor first.
idkmanyolo Posted August 3, 2025 Author Posted August 3, 2025 1 hour ago, Dojo_dude said: Awesome idea! Does this ignore power armor users? I hope so, I'd like to defeat the armor first. It does ignore them.
yokito78 Posted August 3, 2025 Posted August 3, 2025 you can do the same but with all the traps that are in the game and make escaping from them have a time limit otherwise the player will be violated with the possibility of a bad ending or just a silly trap with no consequences of violation if there is no raider nearby also if you can you could spread traps where there are creatures
egonm68 Posted August 3, 2025 Posted August 3, 2025 noice! 17 hours ago, idkmanyolo said: Other Note: NPCs that surrender for AAF Violate due to this mod cannot be enslaved for human resources until you unrestrain them (machete makes this easy), attack them again and make them surrender the usual way. fyi: alternatively, you can use the crop from the "HR Alternate Enslavement Method" to collar them after they were restrained by the grenade or net. 1
idkmanyolo Posted August 3, 2025 Author Posted August 3, 2025 11 minutes ago, yokito78 said: you can do the same but with all the traps that are in the game and make escaping from them have a time limit otherwise the player will be violated with the possibility of a bad ending or just a silly trap with no consequences of violation if there is no raider nearby also if you can you could spread traps where there are creatures The level list injection patch does replace the explosions for some grenade traps, but I didn't consider whether anyone would want all traps replaced. Someone specifically requested mines as well. The scripted stuff you mentioned is beyond the original scope but sounds doable. I may look into it but I have other mods in the pipe. 2
idkmanyolo Posted August 3, 2025 Author Posted August 3, 2025 5 minutes ago, egonm68 said: noice! fyi: alternatively, you can use the crop from the "HR Alternate Enslavement Method" to collar them after they were restrained by the grenade or net. That's cool. I wondered if it might work, but was too disappointed to try it out because I couldn't understand why the baton failed.
yokito78 Posted August 3, 2025 Posted August 3, 2025 1 hour ago, idkmanyolo said: The level list injection patch does replace the explosions for some grenade traps, but I didn't consider whether anyone would want all traps replaced. Someone specifically requested mines as well. The scripted stuff you mentioned is beyond the original scope but sounds doable. I may look into it but I have other mods in the pipe. great that the moment before the rape while restrained is the perfect complement to many mods and about the projects I hope one has to do with lesbian domination theme if so how about Mama Murphy or marcy long being a dominatrix tricking the player into wearing a collar.
lordsnight Posted August 5, 2025 Posted August 5, 2025 is there a way to make a persentage of KFT grenade holded by enemy?
Zipwak Posted August 5, 2025 Posted August 5, 2025 So I'm at a total lose. When I try to edit the male values in FO4Edit I can't find any of the properties, there is no VMAD listing or scripts. From the image provided it looks like I only have to open KFTgrenade.esp. Am I missing something?
idkmanyolo Posted August 5, 2025 Author Posted August 5, 2025 2 hours ago, Zipwak said: So I'm at a total lose. When I try to edit the male values in FO4Edit I can't find any of the properties, there is no VMAD listing or scripts. From the image provided it looks like I only have to open KFTgrenade.esp. Am I missing something? Sorry, it's in Magic Effect > _KG_Bondage. In the image I posted in the description, the editor ID and category can be found at the very top.
idkmanyolo Posted August 5, 2025 Author Posted August 5, 2025 5 hours ago, lordsnight said: is there a way to make a persentage of KFT grenade holded by enemy? Kind of, not directly. Do you want them to have more KFT grenades, or fewer? If you want them to have fewer KFT grenades, you can add one or more frag grenade entries to the LL_KFT_grenade_inject leveled item in the KFTgrenade_LL.esp plugin and then reload the game from a save before you installed the mod so that the script can inject this. If you want them to have more KFT grenades, that would require editing the script, or perhaps you could edit the KG_InjectGrenade quest to not 'Run Once', save the plugin, deploy mods, and then load the game one or more times so that each time, it adds another KFT grenade to their list of potential grenades, and then you can revert the change to the plugin.
Zipwak Posted August 5, 2025 Posted August 5, 2025 2 hours ago, idkmanyolo said: Sorry, it's in Magic Effect > _KG_Bondage. In the image I posted in the description, the editor ID and category can be found at the very top. Found it. Thank You
onen Posted August 11, 2025 Posted August 11, 2025 CTD using KFT_grenade_inject when starting a new game. Might be a conflict with AWKCR crashlog Spoiler Fallout 4 v1.10.984 Buffout 4 v1.36.0 Oct 13 2024 01:09:30 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6EB9F27F3 Fallout4.exe+02C27F3 mov rsi, [rcx+0x08] | FUN_1402c27c0_2C27F3) Exception Flags: 0x00000000 Number of Parameters: 2 Access Violation: Tried to read memory at 0x31E7822EA1B0 [Compatibility] F4EE: false [Debug] Symcache: c:symcache WaitForDebugger: false [Fixes] ActorIsHostileToActor: true BGSAIWorldLocationRefRadiusNull: true BSLightingShaderMaterialGlowmap: true BackportedBA2Support: true CellInit: true CreateD3DAndSwapChain: true EncounterZoneReset: true EscapeFreeze: true FixScriptPageAllocation: true FixToggleScriptsCommand: true FollowerStrayBullet: true GreyMovies: true InteriorNavCut: true MagicEffectApplyEvent: true MovementPlanner: true PackageAllocateLocation: true PipboyLightInvFix: true SafeExit: true TESObjectREFRGetEncounterZone: true UnalignedLoad: true UtilityShader: true WorkBenchSwap: true [Patches] Achievements: true BSMTAManager: true BSPreCulledObjects: true BSTextureStreamerLocalHeap: true HavokMemorySystem: true INISettingCollection: true InputSwitch: false MaxStdIO: 2048 MemoryManager: true MemoryManagerDebug: false ScaleformAllocator: true SmallBlockAllocator: true WorkshopMenu: true [Tweaks] MaxPapyrusOpsPerFrame: 500 [Warnings] CreateTexture2D: true ImageSpaceAdapter: true SYSTEM SPECS: OS: Microsoft Windows 10 Pro v10.0.19041 CPU: AuthenticAMD AMD Ryzen 7 7800X3D 8-Core Processor GPU #1: AMD Navi 31 [Radeon RX 7900 XT/7900 XTX/7900 GRE/7900M] GPU #2: Microsoft Basic Render Driver PHYSICAL MEMORY: 11.51 GB/63.65 GB PROBABLE CALL STACK: [ 0] 0x7FF6EB9F27F3 Fallout4.exe+02C27F3 mov rsi, [rcx+0x08] | FUN_1402c27c0_2C27F3 -> 2193243+0x33 mov rsi, [rcx+0x08] [ 1] 0x7FF6EB92727F Fallout4.exe+01F727F sub rbx, 0x01 | FUN_1401f7240_1F727F -> 2189071+0x3F sub rbx, 0x01 [ 2] 0x7FF6EB9F2F0F Fallout4.exe+02C2F0F mov rax, [rsp+0x70] | FUN_1402c2cb0_2C2F0F -> 2193258+0x25F mov rax, [rsp+0x70] [ 3] 0x7FF6EB9F4762 Fallout4.exe+02C4762 mov r12, rax | FUN_1402c46f0_2C4762 -> 2193269+0x72 mov r12, rax [ 4] 0x7FF6EC7F1AF1 Fallout4.exe+10C1AF1 mov rdi, [rsp+0x60] | FUN_1410c1a90_10C1AF1 -> 2253175+0x61 mov rdi, [rsp+0x60] [ 5] 0x7FF6EC7F22C1 Fallout4.exe+10C22C1 jmp 0x00007FF6EC7F22C6 | FUN_1410c20e0_10C22C1 -> 2253185+0x1E1 jmp 0x00007FF6EC7F22C6 [ 6] 0x7FF6ED6D430A Fallout4.exe+1FA430A test al, al | FUN_141fa40b0_1FA430A -> 2314780+0x25A test al, al [ 7] 0x7FF6ED6F7FB1 Fallout4.exe+1FC7FB1 mov r15, [rbp-0x78] | FUN_141fc7590_1FC7FB1 -> 2315231+0xA21 mov r15, [rbp-0x78] [ 8] 0x7FF6ED6F8E88 Fallout4.exe+1FC8E88 call 0x00007FF6ECC73340 | FUN_141fc8ce0_1FC8E88 -> 2315237+0x1A8 call 0x00007FF6ECC73340 [ 9] 0x7FF6ED6EAE3B Fallout4.exe+1FBAE3B lea r8, [rbp+0x50] | FUN_141fbacb0_1FBAE3B -> 2315126+0x18B lea r8, [rbp+0x50] [10] 0x7FF6EC794255 Fallout4.exe+1064255 mov r15, [rsp+0x50] | FUN_141064030_1064255 -> 2251303+0x225 mov r15, [rsp+0x50] [11] 0x7FF6EC2DE677 Fallout4.exe+0BAE677 mov rcx, [0x00007FF6EE598DD8] | FUN_140bade20_BAE677 -> 2228917+0x857 mov rcx, [0x00007FF6EE598DD8] [12] 0x7FF6EC2D9CE0 Fallout4.exe+0BA9CE0 mov rbx, [0x00007FF6EE76ABA8] | Main::Run_BA9CE0 -> 2718225+0xF0 mov rbx, [0x00007FF6EE76ABA8] [13] 0x7FF6ED89193A Fallout4.exe+216193A mov ebx, eax | FUN_142161834_216193A -> 2725539+0x106 mov ebx, eax [14] 0x7FFFDC4F7374 KERNEL32.DLL+0017374 [15] 0x7FFFDCC7CC91 ntdll.dll+004CC91 REGISTERS: RAX 0x1FFD20CE570 (void*) RCX 0x31E7822EA1A8 (size_t) [54870391300520] RDX 0x0 (size_t) [0] RBX 0x62 (size_t) [98] RSP 0xF6289FE6F0 (void*) RBP 0x3 (size_t) [3] RSI 0x1FF822EA188 (void*) RDI 0x1FEBFC13A10 (char*) "b" R8 0x9C0 (size_t) [2496] R9 0x20 (size_t) [32] R10 0x7FFFC51A0000 (void*) R11 0x7FFFC51B2944 (void* -> VCRUNTIME140.dll+0012944 vmovdqu [rcx+r8*1-0x20], ymm0) R12 0x1FF82772968 (void*) R13 0x1 (size_t) [1] R14 0x1FF6F90D5C8 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) R15 0x0 (size_t) [0] STACK: [RSP+0 ] 0x7FF6EE592980 (void* -> Fallout4.exe+2E62980 add [rax], eax | FUN_14229e738_2E62980) [RSP+8 ] 0x8 (size_t) [8] [RSP+10 ] 0x0 (size_t) [0] [RSP+18 ] 0x4 (size_t) [4] [RSP+20 ] 0x31E7822EA1A8 (size_t) [54870391300520] [RSP+28 ] 0x7FF6EB92727F (void* -> Fallout4.exe+01F727F sub rbx, 0x01 | FUN_1401f7240_1F727F) [RSP+30 ] 0x1FF00000002 (size_t) [2194728288258] [RSP+38 ] 0x1FF822EA188 (void*) [RSP+40 ] 0x1 (size_t) [1] [RSP+48 ] 0x50 (size_t) [80] [RSP+50 ] 0x1 (size_t) [1] [RSP+58 ] 0x7FF6EB9F2F0F (void* -> Fallout4.exe+02C2F0F mov rax, [rsp+0x70] | FUN_1402c2cb0_2C2F0F) [RSP+60 ] 0x62 (size_t) [98] [RSP+68 ] 0x1FF82772980 (void*) [RSP+70 ] 0x1FF822EA190 (void*) [RSP+78 ] 0x3 (size_t) [3] [RSP+80 ] 0x18 (size_t) [24] [RSP+88 ] 0x7FF6ECC6EDFF (void* -> Fallout4.exe+153EDFF cmp [rdi], eax | BSReadWriteLock::LockForRead_153EDFF) [RSP+90 ] 0x1FF6F90D560 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+98 ] 0x1FEBFC13A10 (char*) "b" [RSP+A0 ] 0x4 (size_t) [4] [RSP+A8 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+B0 ] 0x1 (size_t) [1] [RSP+B8 ] 0x1FF6F90D5C8 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+C0 ] 0x7AD (size_t) [1965] [RSP+C8 ] 0x7FF6EB9F4762 (void* -> Fallout4.exe+02C4762 mov r12, rax | FUN_1402c46f0_2C4762) [RSP+D0 ] 0x1FEBFC13A10 (char*) "b" [RSP+D8 ] 0x12 (size_t) [18] [RSP+E0 ] 0xFFFF000F0001 (size_t) [281470682726401] [RSP+E8 ] 0x7FF6EBB2D400 (void* -> Fallout4.exe+03FD400 and al, 0x38 | FUN_1403fd380_3FD400) [RSP+F0 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+F8 ] 0x0 (size_t) [0] [RSP+100 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+108 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+110 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+118 ] 0x7FF6EC7F1AF1 (void* -> Fallout4.exe+10C1AF1 mov rdi, [rsp+0x60] | FUN_1410c1a90_10C1AF1) [RSP+120 ] 0x0 (size_t) [0] [RSP+128 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+130 ] 0x1FF6F90D560 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+138 ] 0x0 (size_t) [0] [RSP+140 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) If i remove KFT_grenade_LL then no crash.
idkmanyolo Posted August 13, 2025 Author Posted August 13, 2025 On 8/11/2025 at 3:20 PM, onen said: CTD using KFT_grenade_inject when starting a new game. Might be a conflict with AWKCR crashlog Reveal hidden contents Fallout 4 v1.10.984 Buffout 4 v1.36.0 Oct 13 2024 01:09:30 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6EB9F27F3 Fallout4.exe+02C27F3 mov rsi, [rcx+0x08] | FUN_1402c27c0_2C27F3) Exception Flags: 0x00000000 Number of Parameters: 2 Access Violation: Tried to read memory at 0x31E7822EA1B0 [Compatibility] F4EE: false [Debug] Symcache: c:symcache WaitForDebugger: false [Fixes] ActorIsHostileToActor: true BGSAIWorldLocationRefRadiusNull: true BSLightingShaderMaterialGlowmap: true BackportedBA2Support: true CellInit: true CreateD3DAndSwapChain: true EncounterZoneReset: true EscapeFreeze: true FixScriptPageAllocation: true FixToggleScriptsCommand: true FollowerStrayBullet: true GreyMovies: true InteriorNavCut: true MagicEffectApplyEvent: true MovementPlanner: true PackageAllocateLocation: true PipboyLightInvFix: true SafeExit: true TESObjectREFRGetEncounterZone: true UnalignedLoad: true UtilityShader: true WorkBenchSwap: true [Patches] Achievements: true BSMTAManager: true BSPreCulledObjects: true BSTextureStreamerLocalHeap: true HavokMemorySystem: true INISettingCollection: true InputSwitch: false MaxStdIO: 2048 MemoryManager: true MemoryManagerDebug: false ScaleformAllocator: true SmallBlockAllocator: true WorkshopMenu: true [Tweaks] MaxPapyrusOpsPerFrame: 500 [Warnings] CreateTexture2D: true ImageSpaceAdapter: true SYSTEM SPECS: OS: Microsoft Windows 10 Pro v10.0.19041 CPU: AuthenticAMD AMD Ryzen 7 7800X3D 8-Core Processor GPU #1: AMD Navi 31 [Radeon RX 7900 XT/7900 XTX/7900 GRE/7900M] GPU #2: Microsoft Basic Render Driver PHYSICAL MEMORY: 11.51 GB/63.65 GB PROBABLE CALL STACK: [ 0] 0x7FF6EB9F27F3 Fallout4.exe+02C27F3 mov rsi, [rcx+0x08] | FUN_1402c27c0_2C27F3 -> 2193243+0x33 mov rsi, [rcx+0x08] [ 1] 0x7FF6EB92727F Fallout4.exe+01F727F sub rbx, 0x01 | FUN_1401f7240_1F727F -> 2189071+0x3F sub rbx, 0x01 [ 2] 0x7FF6EB9F2F0F Fallout4.exe+02C2F0F mov rax, [rsp+0x70] | FUN_1402c2cb0_2C2F0F -> 2193258+0x25F mov rax, [rsp+0x70] [ 3] 0x7FF6EB9F4762 Fallout4.exe+02C4762 mov r12, rax | FUN_1402c46f0_2C4762 -> 2193269+0x72 mov r12, rax [ 4] 0x7FF6EC7F1AF1 Fallout4.exe+10C1AF1 mov rdi, [rsp+0x60] | FUN_1410c1a90_10C1AF1 -> 2253175+0x61 mov rdi, [rsp+0x60] [ 5] 0x7FF6EC7F22C1 Fallout4.exe+10C22C1 jmp 0x00007FF6EC7F22C6 | FUN_1410c20e0_10C22C1 -> 2253185+0x1E1 jmp 0x00007FF6EC7F22C6 [ 6] 0x7FF6ED6D430A Fallout4.exe+1FA430A test al, al | FUN_141fa40b0_1FA430A -> 2314780+0x25A test al, al [ 7] 0x7FF6ED6F7FB1 Fallout4.exe+1FC7FB1 mov r15, [rbp-0x78] | FUN_141fc7590_1FC7FB1 -> 2315231+0xA21 mov r15, [rbp-0x78] [ 8] 0x7FF6ED6F8E88 Fallout4.exe+1FC8E88 call 0x00007FF6ECC73340 | FUN_141fc8ce0_1FC8E88 -> 2315237+0x1A8 call 0x00007FF6ECC73340 [ 9] 0x7FF6ED6EAE3B Fallout4.exe+1FBAE3B lea r8, [rbp+0x50] | FUN_141fbacb0_1FBAE3B -> 2315126+0x18B lea r8, [rbp+0x50] [10] 0x7FF6EC794255 Fallout4.exe+1064255 mov r15, [rsp+0x50] | FUN_141064030_1064255 -> 2251303+0x225 mov r15, [rsp+0x50] [11] 0x7FF6EC2DE677 Fallout4.exe+0BAE677 mov rcx, [0x00007FF6EE598DD8] | FUN_140bade20_BAE677 -> 2228917+0x857 mov rcx, [0x00007FF6EE598DD8] [12] 0x7FF6EC2D9CE0 Fallout4.exe+0BA9CE0 mov rbx, [0x00007FF6EE76ABA8] | Main::Run_BA9CE0 -> 2718225+0xF0 mov rbx, [0x00007FF6EE76ABA8] [13] 0x7FF6ED89193A Fallout4.exe+216193A mov ebx, eax | FUN_142161834_216193A -> 2725539+0x106 mov ebx, eax [14] 0x7FFFDC4F7374 KERNEL32.DLL+0017374 [15] 0x7FFFDCC7CC91 ntdll.dll+004CC91 REGISTERS: RAX 0x1FFD20CE570 (void*) RCX 0x31E7822EA1A8 (size_t) [54870391300520] RDX 0x0 (size_t) [0] RBX 0x62 (size_t) [98] RSP 0xF6289FE6F0 (void*) RBP 0x3 (size_t) [3] RSI 0x1FF822EA188 (void*) RDI 0x1FEBFC13A10 (char*) "b" R8 0x9C0 (size_t) [2496] R9 0x20 (size_t) [32] R10 0x7FFFC51A0000 (void*) R11 0x7FFFC51B2944 (void* -> VCRUNTIME140.dll+0012944 vmovdqu [rcx+r8*1-0x20], ymm0) R12 0x1FF82772968 (void*) R13 0x1 (size_t) [1] R14 0x1FF6F90D5C8 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) R15 0x0 (size_t) [0] STACK: [RSP+0 ] 0x7FF6EE592980 (void* -> Fallout4.exe+2E62980 add [rax], eax | FUN_14229e738_2E62980) [RSP+8 ] 0x8 (size_t) [8] [RSP+10 ] 0x0 (size_t) [0] [RSP+18 ] 0x4 (size_t) [4] [RSP+20 ] 0x31E7822EA1A8 (size_t) [54870391300520] [RSP+28 ] 0x7FF6EB92727F (void* -> Fallout4.exe+01F727F sub rbx, 0x01 | FUN_1401f7240_1F727F) [RSP+30 ] 0x1FF00000002 (size_t) [2194728288258] [RSP+38 ] 0x1FF822EA188 (void*) [RSP+40 ] 0x1 (size_t) [1] [RSP+48 ] 0x50 (size_t) [80] [RSP+50 ] 0x1 (size_t) [1] [RSP+58 ] 0x7FF6EB9F2F0F (void* -> Fallout4.exe+02C2F0F mov rax, [rsp+0x70] | FUN_1402c2cb0_2C2F0F) [RSP+60 ] 0x62 (size_t) [98] [RSP+68 ] 0x1FF82772980 (void*) [RSP+70 ] 0x1FF822EA190 (void*) [RSP+78 ] 0x3 (size_t) [3] [RSP+80 ] 0x18 (size_t) [24] [RSP+88 ] 0x7FF6ECC6EDFF (void* -> Fallout4.exe+153EDFF cmp [rdi], eax | BSReadWriteLock::LockForRead_153EDFF) [RSP+90 ] 0x1FF6F90D560 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+98 ] 0x1FEBFC13A10 (char*) "b" [RSP+A0 ] 0x4 (size_t) [4] [RSP+A8 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+B0 ] 0x1 (size_t) [1] [RSP+B8 ] 0x1FF6F90D5C8 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+C0 ] 0x7AD (size_t) [1965] [RSP+C8 ] 0x7FF6EB9F4762 (void* -> Fallout4.exe+02C4762 mov r12, rax | FUN_1402c46f0_2C4762) [RSP+D0 ] 0x1FEBFC13A10 (char*) "b" [RSP+D8 ] 0x12 (size_t) [18] [RSP+E0 ] 0xFFFF000F0001 (size_t) [281470682726401] [RSP+E8 ] 0x7FF6EBB2D400 (void* -> Fallout4.exe+03FD400 and al, 0x38 | FUN_1403fd380_3FD400) [RSP+F0 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+F8 ] 0x0 (size_t) [0] [RSP+100 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+108 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+110 ] 0x1FED1A56620 (BSScript::Internal::VirtualMachine*) [RSP+118 ] 0x7FF6EC7F1AF1 (void* -> Fallout4.exe+10C1AF1 mov rdi, [rsp+0x60] | FUN_1410c1a90_10C1AF1) [RSP+120 ] 0x0 (size_t) [0] [RSP+128 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) [RSP+130 ] 0x1FF6F90D560 (TESLevItem*) File: "KFTgrenade_LL.esp" Modified by: Fallout4.esm -> ArmorKeywords.esm -> KFTgrenade_LL.esp Flags: 0x00000009 EditorID: "LLI_Grenade_frag_15" FormID: 0x000F2E1E FormType: kLVLI (56) [RSP+138 ] 0x0 (size_t) [0] [RSP+140 ] 0x1FF8138F008 (TESLevItem*) File: "KFTgrenade_LL.esp" Flags: 0x00000008 EditorID: "LL_KFT_Grenade_inject" FormID: 0xFE083001 FormType: kLVLI (56) If i remove KFT_grenade_LL then no crash. That's a weird one. Can you try replacing awkcr with a new empty esp with the same name, launch the game with kftgrenadeLL a single time to initialize the changes, and then restore awkcr and turn off kgLL plugin but let the script remain?
onen Posted August 13, 2025 Posted August 13, 2025 (edited) 1 hour ago, idkmanyolo said: That's a weird one. Can you try replacing awkcr with a new empty esp with the same name, launch the game with kftgrenadeLL a single time to initialize the changes, and then restore awkcr and turn off kgLL plugin but let the script remain? Created a mod with a empty ArmorKeywords.esm and had it lower in the load order to overwrite the original. Confirmed in xedit that the armorkeywords.esm leveled list entries where gone and still got the CTD with a similar crash log. Tried sorting with LOOT, moving KFT_grenade_inject to the bottom of the load order, creating a bash patch and still CTD's. When I get more time I'll try a minimal mod list. If that works I'll do the sledge hammer approach and eliminate mods until i find the conflict. Edit: Found the problem. M84 Flashbang - LL integration is doing the same thing to the same leveled lists. Removed this from my mod list and yours works. Edited August 13, 2025 by onen Fixed
idkmanyolo Posted August 13, 2025 Author Posted August 13, 2025 1 hour ago, onen said: Created a mod with a empty ArmorKeywords.esm and had it lower in the load order to overwrite the original. Confirmed in xedit that the armorkeywords.esm leveled list entries where gone and still got the CTD with a similar crash log. Tried sorting with LOOT, moving KFT_grenade_inject to the bottom of the load order, creating a bash patch and still CTD's. When I get more time I'll try a minimal mod list. If that works I'll do the sledge hammer approach and eliminate mods until i find the conflict. Edit: Found the problem. M84 Flashbang - LL integration is doing the same thing to the same leveled lists. Removed this from my mod list and yours works. Good job finding it. Do you know if the conflict has anything to do with the robco patcher implementation being incompatible with regular level list injection, or did I just make my injector the wrong way?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now