Franco Cozzo Posted April 17 Posted April 17 Bound by Greed - A KFT Trap Mod View File -Chance for Multiple KFT equips-on item loot roll (containers) -Chance to find KFT keys on corpses/in containers (can increase when wearing KFT) + Chance to lose them on KFT equips (from this mod) -Gear typically is "upgraded" to the next tier (Tape>Rope>Leather>Metal) if you re-roll the same category -Can do Arms, Legs, Gags, Yokes, Frogties and Harnesses/Corsets/Stockings as group options. I do not recommend using Frogties at the same time as any others. Harnesses sometimes will overwrite Arms / FrogTies. None of this should matter unless you're wearing devices a lot of the time or set a high Min/Max Multiple. -Optional Fade In/Out -Added some "sense" making items to the formlists for escape, let me know if theres any that should be added (Scalpels, Saws, Deathclaw Hand, Institute TriTool, Dinner Knives and some others) -Lowered caps value of KFT keys -Notifier + Full reset function (You will likely need this) -SAKR Support but not required (nudity/sakr score can affect the roll chance) -This mod does not do Devious Devices Things to know: -Consider this an alpha / testing version. There will likely be issues. -The mod will "track" what was already equipped (by the mod itself) so it can handle the upgrading, I'm sure there's a better system that can be used. Sometimes a roll will say it has equipped something, but it didn't actually equip it, the mod will still think the item was equipped so the next time you re-roll, it will give a higher tier unless this mods reset is applied, you likely will want to use KFTs own remove all devices option from the MCM at the same time. (or just try escape them like normal) -The mod does not know what KFT you already have equipped if it came from other sources, but it can probably override it. -KFT applied manually/from other sources is not "seen" by this mod for the scoring, but it may be replaced. -Harness/corset's can sometimes overwrite arms, Yokes and Arms will conflict, Frogties can conflict with arms and legs. I have protections in place to stop them from fighting too much but due to the occasional failed item you may just have lower level items and then no "upgrades". -The full reset will reset the internal "what is equipped" system and the rest of the mod, it will not unequip/unlock you, you need to use KFTs MCM page for that. Permissions: Make the mod better, no seriously if you want to do anything to make this better please do it for the sake of everyone. Thanks to everyone who worked on making Kziitd Fetish Toolset, it's an awesome mod that deserves more attention. Requires a working version of: Kziitd Fetish Toolset Slightly newer version in the support forum if you want to try it. Submitter Franco Cozzo Submitted 04/18/26 Category WIP / Beta Requirements https://www.loverslab.com/files/file/32791-kft-kziitd-fetish-toolset/ 3
rilieAP Posted April 18 Posted April 18 I assume this can run alongside your other trap mod and fires in a similar fashion? I've been Wicked effects alongside Cursed DD Enchantings - Redux² 1.97.5 and they both work, but unlike CDDER, Wicked Effects fires on things grabbed by Loot Detector when I open my pipboy. When you get far enough into a game, and add things to loot detector's pickup list I almost never get hit by CDDER traps, but WE traps still work, so I hope these do too!!
Franco Cozzo Posted April 18 Author Posted April 18 (edited) 59 minutes ago, rilieAP said: I assume this can run alongside your other trap mod and fires in a similar fashion? I've been Wicked effects alongside Cursed DD Enchantings - Redux² 1.97.5 and they both work, but unlike CDDER, Wicked Effects fires on things grabbed by Loot Detector when I open my pipboy. When you get far enough into a game, and add things to loot detector's pickup list I almost never get hit by CDDER traps, but WE traps still work, so I hope these do too!! I haven't tested this for very long but it should just work alongside everything else. Just note that the more mods you have waiting to see if you've picked up an item will increase the chances of lag/issues when you're looting items in general. I was testing/do play with DCW+Enchantings at the same time though. I'm assuming Loot Detector has some auto-loot option which would explain why Cursed DD Enchantings doesn't see them. This mod also wont work with that Auto-Loot feature (I assume) due to the method that the items are being "given" to the player instead of taken from a container manually, I could add in that as an option though, I was considering splitting the trap chance in this to be like Wicked Effects as well since quick-loot and pause-loot both feel like they should have different odds. The reason I didn't was because when trying to get it working for Wicked Events, the "added" loot would fail to work if I added too many exclusions, doing it on quick loot/pauseloot didn't seem to have as many issues. I haven't figured out how to filter the "source" for "loose world"/added items to the players inventory so adding something like that to a mod that can just restrain the player seemed unfair/buggy, which is why the default chance is 0 for WE. I don't know if it's possible to even "see" the source for items like that without making a massive list, possibly the engine just treats a loose item looting the same as a script-added ones. But if I can get it working in general I'll just add it when I get around to it and also default it to 0 with a little warning in the MCM (the auto-found keys for example would have a chance of equipping KFT items if that was enabled, if not specifically excluded). Edited April 18 by Franco Cozzo
rilieAP Posted April 18 Posted April 18 (edited) I'll test on my next new game, I'm currently running CDDER & WE with no issues, but I can't rip CDDER out of my list in the middle of an ongoing game. P.S. I'm running all your mods right now in game except this one & BigLittle and they are fun and creative, great work!! Edited April 18 by rilieAP
Franco Cozzo Posted April 18 Author Posted April 18 (edited) 7 minutes ago, rilieAP said: I'll test on my next new game, I'm currently running CDDER & WE with no issues, but I can't rip CDDER out of my list in the middle of an ongoing game. P.S. I'm running all your mods right now in game except this one & BigLittle and they are fun and creative, great work!! I wouldn't bother ripping Enchantings out anyway since that handles Devious Devices along with KFT + has extra features and this only does KFT alone (I'm not intending to add DD support to this). Plus you can just set its find % to 0 or disable the mod in-game via its MCM instead of removing it from your list. Thanks for trying them, I just think of stuff that I want and then try make it. I also dont use BigLittle but that was just a fun idea I ran with, I don't think I'll be doing much with that at all really. Edited April 18 by Franco Cozzo
rilieAP Posted April 18 Posted April 18 25 minutes ago, Franco Cozzo said: I wouldn't bother ripping Enchantings out anyway since that handles Devious Devices along with KFT + has extra features and this only does KFT alone (I'm not intending to add DD support to this). Plus you can just set its find % to 0 or disable the mod in-game via its MCM instead of removing it from your list. Please don't add DD, the modlist author/maintainer I work with(Wasteland of Depravity) hates DD, and won't add it back in to the wabbajack modlist, but I think I can get them to add this and WE since no DD.
Franco Cozzo Posted April 18 Author Posted April 18 (edited) 17 hours ago, rilieAP said: Please don't add DD, the modlist author/maintainer I work with(Wasteland of Depravity) hates DD, and won't add it back in to the wabbajack modlist, but I think I can get them to add this and WE since no DD. The main reason I made this is because there was no standalone KFT trap mod really, and I believe the other two mods require DD to begin with, with KFT being the optional one. Also adding DD to this would cause a whole bunch more double-equip issues plus we already have two other mods here on LL (plus Roggs DD Manager) that do the same thing for DD alone. If I was to do anything like this for DD (not planning to, but never say never) it would be a separate mod. That said if someone else wanted to make an extension for this to do DD that's fine to do so (I dont see why they would bother though), I just hope they make a 2nd esm/keep it optional. Edit: I have quickloot and worldloot working, I noticed some issues with the current version, I'll release it after more testing+work. Also I found a way to upgrade wicked effects as well for its "where did that roll come from" issue with non-containered loot. If the reset doesnt work. the questname is : BBGQuest you can do stopquest BBGQuest resetquest BBGQuest startquest BBGQuest and that should reset the mods KFT slot tracking. Edited April 19 by Franco Cozzo 1
Shadowslayer 690 Posted April 19 Posted April 19 Anyone else having MCM show a "Missing plugin" error with the mod?
Franco Cozzo Posted April 20 Author Posted April 20 13 hours ago, Shadowslayer 690 said: Anyone else having MCM show a "Missing plugin" error with the mod? MCM would only show that if the mod itself isnt activated, I'm not sure how you could get the MCM without the mod unless you manually placed it into the data folder without using a mod manager and then didnt activate the mod.
Franco Cozzo Posted April 20 Author Posted April 20 I'm so burned out trying to get this mod working as intended, if anyone wants to do anything to make it better that would be great but I'm going to take a break from this specific mod for a bit and focus on others/actually playing the game (or any game).
Shadowslayer 690 Posted April 20 Posted April 20 6 hours ago, Franco Cozzo said: MCM would only show that if the mod itself isnt activated, I'm not sure how you could get the MCM without the mod unless you manually placed it into the data folder without using a mod manager and then didnt activate the mod. I tried using it with both Vortex and manually, both had the issue of not detecting it
Franco Cozzo Posted April 20 Author Posted April 20 (edited) 27 minutes ago, Shadowslayer 690 said: I tried using it with both Vortex and manually, both had the issue of not detecting it Did you rename the .esp file at all? That's the only other way I can think of that it wouldn't work outside of something being in the wrong place. MCM needs to be able to see the mod to work correctly. In the mods (or Data) folder \MCM\Config\BoundByGreed\config.json you'll see the image below (you should be able open it in some notepad program or maybe word or whatever else, I use notepad++). If you renamed the mod you'll also need to change the folder name in your system, and the .esp name in that .json file and also the modName I believe. If you didn't rename it and the mod is active in your lists then I'm lost and can't really help. Edited April 20 by Franco Cozzo
Shadowslayer 690 Posted April 20 Posted April 20 1 hour ago, Franco Cozzo said: Did you rename the .esp file at all? That's the only other way I can think of that it wouldn't work outside of something being in the wrong place. MCM needs to be able to see the mod to work correctly. In the mods (or Data) folder \MCM\Config\BoundByGreed\config.json you'll see the image below (you should be able open it in some notepad program or maybe word or whatever else, I use notepad++). If you renamed the mod you'll also need to change the folder name in your system, and the .esp name in that .json file and also the modName I believe. If you didn't rename it and the mod is active in your lists then I'm lost and can't really help. I managed to get it working after a re-install 1
Shadowslayer 690 Posted April 21 Posted April 21 For some reason, the mod isn't working despite MCM being able to load it: Even if I set something to 100% chance, nothing gets equiped
Franco Cozzo Posted April 22 Author Posted April 22 (edited) 7 hours ago, Shadowslayer 690 said: For some reason, the mod isn't working despite MCM being able to load it: Even if I set something to 100% chance, nothing gets equiped It's having issues with fake-equips sometimes, I noticed mostly in the gags group, the latest version I was able to get equips happening but sometimes they would fail, more when there was nothing from KFT in the slot already. But it should still equip *something* that wins after 2-3 rolls regardless. Edited April 22 by Franco Cozzo
Krazyone Posted May 13 Posted May 13 Feature Request... MCM Option to Unequip all non-devious items, when trap fires. Reason... not all Alt Slot items are being unequipped, leaving floating Arm Bands, etc... Lore... Trap blows off all your clothing, when it fires.
Leytra Posted May 23 Posted May 23 Doesn't seem to run, All needed mods installed and so on, I've even got the MCM menu, but even setting the chances to 100%, nothing ever seems to fire
Franco Cozzo Posted May 23 Author Posted May 23 (edited) 44 minutes ago, Leytra said: Doesn't seem to run, All needed mods installed and so on, I've even got the MCM menu, but even setting the chances to 100%, nothing ever seems to fire I'm not sure why it wouldn't be working, maybe just try removing and then re-adding the mod again. Or remove the mod, load, add the mod and play. The notifier on 2 should show up for everything you pick up, if it doesn't show up at all on that setting then the mod isnt working correctly but that aboe method should get it working again. I noticed I had the same problem too (only because you mentioned it) but I have the odds really low for this (and notifier on 1) so I wasn't really paying attention, it may have the same problem that DDEnchantings has where when you install a new mod and change the load order it for the mod breaks or something. Edited May 23 by Franco Cozzo
Franco Cozzo Posted May 23 Author Posted May 23 (edited) BoundByGreed0.02b.7z Here's a posbile fix for it not working when it should, I just moved more resets into the loadgame maintenance calls. Might need you to remove the mod, load your game, save, reinstall the mod then play, I've only done a little testing with it but it seems to be ok for now...... Edited May 23 by Franco Cozzo
Leytra Posted Friday at 07:46 PM Posted Friday at 07:46 PM On 5/23/2026 at 9:53 AM, Franco Cozzo said: BoundByGreed0.02b.7z 21.58 kB · 5 downloads Here's a posbile fix for it not working when it should, I just moved more resets into the loadgame maintenance calls. Might need you to remove the mod, load your game, save, reinstall the mod then play, I've only done a little testing with it but it seems to be ok for now...... This has fixed it partially. The mod now works in quickloot, and item pickup, but full menu looting doesn't trigger it.
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