TerabyteDragon Posted December 4, 2017 Posted December 4, 2017 I also ran into the issue where Alice's hideout had no walls, floor, or ceiling. Weird. 1
TerabyteDragon Posted December 4, 2017 Posted December 4, 2017 I was able to fix the Alice hideout issue with by adding bUseCombinedObjects=0 to Fallout4Custom.ini, as suggested by https://forums.nexusmods.com/index.php?/topic/3989675-settlements-no-floor-collision-in-any-settlement/ I just wish I understood what that setting does.
Kimy Posted December 4, 2017 Author Posted December 4, 2017 8 hours ago, TerabyteDragon said: I was able to fix the Alice hideout issue with by adding bUseCombinedObjects=0 to Fallout4Custom.ini, as suggested by https://forums.nexusmods.com/index.php?/topic/3989675-settlements-no-floor-collision-in-any-settlement/ I just wish I understood what that setting does. That's an odd issue, but glad to see you found the workaround for this. I was unable to reproduce the problem on my end. Thanks! :)
Guest Posted December 4, 2017 Posted December 4, 2017 9 hours ago, TerabyteDragon said: I was able to fix the Alice hideout issue with by adding bUseCombinedObjects=0 to Fallout4Custom.ini, as suggested by https://forums.nexusmods.com/index.php?/topic/3989675-settlements-no-floor-collision-in-any-settlement/ I just wish I understood what that setting does. I tried this and it didn't work for me. Still having the bug where there is no floor or walls.
MrBig Posted December 4, 2017 Posted December 4, 2017 2 hours ago, randomguySRN7 said: I tried this and it didn't work for me. Still having the bug where there is no floor or walls. The work around didn't fix it for me either.
Kimy Posted December 4, 2017 Author Posted December 4, 2017 I don't have the slightest idea what's causing that. It works for me and some, but not for others. Since I am unaffected by the issue, I can't track it down, unless someone points me in the right direction. :S
TerabyteDragon Posted December 5, 2017 Posted December 5, 2017 It's unclear what's going on with the hideout but if you're still having issues you can also try using bPreCulledObjectsEnabled=0 as suggested by https://www.creationkit.com/fallout4/index.php?title=Precombined_References
Guest Posted December 5, 2017 Posted December 5, 2017 5 hours ago, Kimy said: I don't have the slightest idea what's causing that. It works for me and some, but not for others. Since I am unaffected by the issue, I can't track it down, unless someone points me in the right direction. :S It was the only area, added by the quest, that did that. All other locations were fine. I just muscled through it and was able to complete the quest. I loved it! Bug aside I really enjoyed it and would love to have more :D
MrBig Posted December 5, 2017 Posted December 5, 2017 7 hours ago, randomguySRN7 said: It was the only area, added by the quest, that did that. All other locations were fine. I just muscled through it and was able to complete the quest. I loved it! Bug aside I really enjoyed it and would love to have more :D Yeah I pretty much did the same. Jumping onto the furniture helps :)
Crazy Natalie Posted December 5, 2017 Posted December 5, 2017 I got the bug too. Turning off collision (TCL) makes it easy to navigate the room
TajZ Posted December 5, 2017 Posted December 5, 2017 If you get armbinder of mittens on you - it is impossible to open inventory on Pip-boy or Pad. But you are unable to try to store or sell it (store in crate in Vault after surrender and sent there OR going to see Kimy in GoodNeighbor to buy key and then unlock - which you can't because hands are sealed - so can't access Pip-Pad. What do you do? In regards to talking to Kimy, in next version is it possible to 1) just go straight to trade instead of asking "What are you doing here?" 1st and then choosing the 4 options. 2) Change Please doing Business with you to "Pleasure" doing business with you. P.S. Thank you for these mods - I am unable to play Skyrim due to some issue or another, FOES issue I think, so thanks for bringing it to Fo4.
Guest Posted December 6, 2017 Posted December 6, 2017 16 hours ago, MrBig said: Yeah I pretty much did the same. Jumping onto the furniture helps :) Lol yeah I did that too :D Felt like I was playing "the floor is lava" game like when I was a kid
TerabyteDragon Posted December 8, 2017 Posted December 8, 2017 For anyone who is struggling with Alice quest marker being at bunker hill: The raider base is actually just down the street from Alice's place. ShowQuestAliases dcw_alicequest shows the ID of the door to the raider base is xx13d384. You can warp there with player.moveto xx13d384 Note: xx should be replaced with load order of you mode (which you can see in Nexus Mod Manager if you using that).
Wonko486 Posted December 8, 2017 Posted December 8, 2017 First off: thank you. This is a ridiculously clever way of implementing the "toys" in the game world. And the fact that it's completely and utterly random is... sometimes freaky. I managed to get shackled in a slave collar twice in five minutes while running through corvega. I also found enough keys to almost free myself from the chastity devices. I was actually layered with TWO chastity belts (and that institute one is friggen slick.) but they both came off with the one key. Frankly: after all this time since launch... I kinda appreciate the new game mechanics to keep me interested in playing. Bog basic mods add "stuff" to the game that explouit existing functionality, but this changes how you play the game. I'm just waiting for MCM functionality cause I can never remember the console commands. Also, I found a ball gag that doesn't seem to do anything.
TajZ Posted December 8, 2017 Posted December 8, 2017 Sorry if I am in the wrong thread - but is there or will there be a Devious Fallout page like Devious Skyrim - a repository of all Devious mods. So far I only really can find Devious Devices framework, Devious Cursed Wasteland, and Vinfamy's Devious Merchants. I think this was from Devious Restrained, but will there be an option for friendly or just neutral npcs to help free you - or drop you in random Wasteland spot with extra restraints until make it back to them? Can you add option to choose between hopping (faster) and dainty restrained steps (slower). Still having a little trouble with either mittens or dreaded armbinder in getting unlocked - which is why more npc support would be pretty cool.
MrBig Posted December 8, 2017 Posted December 8, 2017 Started a new game today and ran into a funny little gamebreak; in pre war sanctuary instead of running for the vault I decided to stick around and watch the nuke for fun. surrender kicked in and it ended up 'beating me unconscious' and I woke up in post war diamond city. I was still in the pre war outift but no pip boy or anything at which point I reloaded anyway and continued the start properly but was an interesting mishap if anyone else wanted to experiment with it more than i did. also did you just add the hobble dress to belted? I can't remember it from my last game with 1.3. 1
Wonko486 Posted December 8, 2017 Posted December 8, 2017 So, two bugs I've hit so far. I've found a ball gag which does nothing. It shows up in inventory and can be equipped, but nothing appears anywhere. The next is: despite having several restraint and chastity keys, I cannot remove the chastity bra as it says I don't have the proper key for it. Lastly: Could you maybe look into making the settlement workshops immune to trapping? I tend to store all my chems (for resale.) in there so as to prevent settlers from buggering off with them, and have a bad habit of not checking very well and constantly going into and out of the inventory. I wound up catching some leg cuffs trying to check for psycho and purfied water I wanted to turn into bullets.
eternalgamer7 Posted December 8, 2017 Posted December 8, 2017 having trouble with 1.4's "Belted!" quest. I get put in the restraints, including the new hobble dress, but when i reach the desk w/the first hairpin, I remove it and nothing happens. same with the second hairpin. if i try to move on, the radroachs "beat me unconsius" in one hit. am i doing something wrong? is my game bugged? I am useing Horizon if that matters. Please help me, i love this mod AND Horizon, started a new character JUST to see the new stuff, and I would be truly sad if i can't play it now. :(
TajZ Posted December 8, 2017 Posted December 8, 2017 I don't know if anyone has already seen this but DO NOT keep multiple copies of a restraint in your inventory - if you do the game will bug and think that you have x number of restraints on you. ie was locked with 5 Institute Wrist Cuffs. Another bug is with leg restraints - unless you drop them - and then try to unlock - the prompt shows key unlocked fine, but it stays stuck on. Lost 2 hours this way.
Wonko486 Posted December 8, 2017 Posted December 8, 2017 Also: latex dresses are black. Doesn't matter if it says red, white, whatever, or if you set it at a workbench, it's black. Edit: And maybe a cool down or delay between "Jack the belter" repeats. I've played three hours today and have been belted 5 times and had to do the mission 3. Yeah, you read that right: I've gotten belted WHILE I was belted. Twice.
eternalgamer7 Posted December 10, 2017 Posted December 10, 2017 On 12/8/2017 at 4:29 PM, eternalgamer7 said: having trouble with 1.4's "Belted!" quest. I get put in the restraints, including the new hobble dress, but when i reach the desk w/the first hairpin, I remove it and nothing happens. same with the second hairpin. if i try to move on, the radroachs "beat me unconsius" in one hit. am i doing something wrong? is my game bugged? I am useing Horizon if that matters. Please help me, i love this mod AND Horizon, started a new character JUST to see the new stuff, and I would be truly sad if i can't play it now. Just tried again after uninstalling Horizon. It worked, had one or two hicups, like the hopping effect not going away after removeing the hobble skirt(fixed it by equiping the ankle restraints then removeing them) and the hobble skirt not activating properly at first, but everything eventually worked. So that means Horizon is the conflict. This is a little heartbreaking for me T.T, as i love both of these mods, and they played nice together before. Does anyone know of a patch for these two? I'd make one myself but I can't code to save my life. P.S. I forgot to mention that i menipulated the lock on the ankle restraints Before putting them on so I could immideatly remove them after. Sorry.
crayne Posted December 10, 2017 Posted December 10, 2017 Is it save to upgrade an existing game to 1.4?
crayne Posted December 10, 2017 Posted December 10, 2017 I just installed the PIP Pad and this seems to cause a bug whenver a is chastity bra is equiped. i tested rusted and gold bra. The follwing... black thing... appears on my screen, when i'm sneaking. It stays, if i open the pip pad.
Higurashika Posted December 11, 2017 Posted December 11, 2017 pls tell me default numbers: Cursed Loot: - dcw_cursedlootchance: % chance to get a random restraint locked on you when opening a container - dcw_keydropchance: % chance to find random keys - dcw_keylosechance: % chance to lose keys when a restraint is equipped - dcw_restraintsdropchance: % chance to find random restraints without them equipping on you. Slave Collar: - dcw_slavecollardropchance: % chance to get the slave collar locked on you when opening a container. - dcw_slavecollarkeydropchance: % chance to find the slave collar key when opening a container (and wearing the collar). its kind of strange when u use (for example) dcw_keydropchance 20.0 to find keys almost in EVERY container: they generate after picking up loot
Dust+ Posted December 11, 2017 Posted December 11, 2017 49 minutes ago, Higurashika said: pls tell me default numbers: Cursed Loot: - dcw_cursedlootchance: % chance to get a random restraint locked on you when opening a container - dcw_keydropchance: % chance to find random keys - dcw_keylosechance: % chance to lose keys when a restraint is equipped - dcw_restraintsdropchance: % chance to find random restraints without them equipping on you. Slave Collar: - dcw_slavecollardropchance: % chance to get the slave collar locked on you when opening a container. - dcw_slavecollarkeydropchance: % chance to find the slave collar key when opening a container (and wearing the collar). its kind of strange when u use (for example) dcw_keydropchance 20.0 to find keys almost in EVERY container: they generate after picking up loot You can use console command getglobalvalue <variable> if you want to see current value of global command. For example: getglobalvalue dcw_cursedlootchance I don't know original values cause I changed few of it, but keydropchance I put 1. And it is normal for me. Also, you can start new game and use getglobalvalue one by one to see original values of all this commands. 1
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