Varithina Posted December 11, 2017 Posted December 11, 2017 1 hour 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 Defaults are here i think dcw_hidepipboy 1 (enabled) dcw_cursedlootchance 3.5 (%) dcw_keydropchance 1 (%) dcw_keylosechance 33 (%) dcw_restraintsdropchance 5 (%) dcw_slavecollardropchance 2 (%) dcw_slavecollarkeydropchance 1 (%) dcw_enableBeltedQuest 1 (enabled) dcw_jackquestchance 0.5 (%) dcw_jackquestchancesleep 1.5 (%) dcw_hidepipboy 1 (enabled) dcw_enablecombatsurrender 1 (enabled) Found back on page 18 of this thread. 2
Higurashika Posted December 11, 2017 Posted December 11, 2017 1 hour ago, Varithina said: Defaults are here i think dcw_hidepipboy 1 (enabled) dcw_cursedlootchance 3.5 (%) dcw_keydropchance 1 (%) dcw_keylosechance 33 (%) dcw_restraintsdropchance 5 (%) dcw_slavecollardropchance 2 (%) dcw_slavecollarkeydropchance 1 (%) dcw_enableBeltedQuest 1 (enabled) dcw_jackquestchance 0.5 (%) dcw_jackquestchancesleep 1.5 (%) dcw_hidepipboy 1 (enabled) dcw_enablecombatsurrender 1 (enabled) Found back on page 18 of this thread. ty i used getglobalvalue already - more faster than read all thread :)
Higurashika Posted December 11, 2017 Posted December 11, 2017 Why time restrictions ignore sleeping? O_o
Dust+ Posted December 11, 2017 Posted December 11, 2017 3 hours ago, Higurashika said: Why time restrictions ignore sleeping? O_o I think this is SO AWESOME Want the same function in Deviously Cursed Loot (Skyrim).
Wonko486 Posted December 11, 2017 Posted December 11, 2017 Thank you Varithina. I was able to adjust my settings to something less... massively game disrupting. Though cursed wasteland has done exactly what I had hoped and made me change how I play the game. It's a whole new experience again! So: Jack the belter and fast travel... how is it supposed to work? The first two times I did the quest, I had to slog across the commonwealth manually, with my pipboy telling me fast travel was disabled in this location. The third time (in power armor, Airforce T-51C suit/mod.) I was able to fast travel to all the known locations, but it did double the number of places I had to go to catch up with jack. Also: do not wear power armor when you go through the conversation with jack. It's... glitchy. It seemed like he did nothing, but he did, (including binding my arms.) but I was able to DO everything completely normally until after I ejected from the armor. At which point the debuffs caught up with me. Edit: Had to turn off combat surrender. While I like the option: without control over it, it was surrendering at weird times and to weird things. I got shot in the head by a pipe pistol, and surrendered, still had basically full health. Cleared out olivia, only to surrender to a radroach in the basement.
Im_The_Real_Deal Posted December 11, 2017 Posted December 11, 2017 Where do I go to get the belt removed in belted? It says to find help but there is no marker. Also I agree about not liking the dress. What weirdo puts a dress on a girl? It's weird in FP Violate and weird in this. Plus having to hop through the entire vault sucks lol. Plus if you open the chest and get the cutter before opening the vault you get kidnapped right away and the game crashes. So i had to do it twice lol.
Varithina Posted December 12, 2017 Posted December 12, 2017 8 hours ago, Wonko486 said: Thank you Varithina. I was able to adjust my settings to something less... massively game disrupting. Though cursed wasteland has done exactly what I had hoped and made me change how I play the game. It's a whole new experience again! So: Jack the belter and fast travel... how is it supposed to work? The first two times I did the quest, I had to slog across the commonwealth manually, with my pipboy telling me fast travel was disabled in this location. The third time (in power armor, Airforce T-51C suit/mod.) I was able to fast travel to all the known locations, but it did double the number of places I had to go to catch up with jack. Also: do not wear power armor when you go through the conversation with jack. It's... glitchy. It seemed like he did nothing, but he did, (including binding my arms.) but I was able to DO everything completely normally until after I ejected from the armor. At which point the debuffs caught up with me. Edit: Had to turn off combat surrender. While I like the option: without control over it, it was surrendering at weird times and to weird things. I got shot in the head by a pipe pistol, and surrendered, still had basically full health. Cleared out olivia, only to surrender to a radroach in the basement. No problem, after using the skyrim version one of the very first things I did was drop the chances to almost nothing, even then due to my game play style it still triggers 3-4 times a game session, though I think there is something wrong as the collars appear to do nothing but lock on and after that it is just a matter of waiting till the timer lock runs out before removing it. Though it could be due to many of the armour mods I use not having armour keywords patches, and the few times I made one them not working or simply crashing the game on load. Here is what I set mine to now set dcw_cursedlootchance to 0.5 set dcw_keydropchance to 0.5 set dcw_keylosechance to 0.0 set dcw_restraintsdropchance to 0.5 set dcw_slavecollardropchance to 0.5 set dcw_slavecollarkeydropchance to 0.5 set dcw_jackquestchance to 0 set dcw_jackquestchancesleep to 0 I have run the jack the belter quest once, which was kinda fun, but after getting it about three times in the same game session set it to 0, as to the other values my view is this sort of thing should be very very rare, not something you keep falling over, otherwise why is everybody especially raiders not wearing this stuff constantly. Another thing I noticed was it does not seem to bother if you already are collared when triggering it just replaces the old collar with the new one.
Wonko486 Posted December 12, 2017 Posted December 12, 2017 Fairly close to my settings too. I am anxiously awaiting MCM support to better refine the available options, and smooth out some of the glitches. 1
CrantiusColto Posted December 12, 2017 Posted December 12, 2017 14 hours ago, Im_The_Real_Deal said: Where do I go to get the belt removed in belted? It says to find help but there is no marker. You're meant to come across it as you progress through the early game. If you're really that impatient, however... Spoiler Just head to Diamond City and hang out in front of the gate until the quest updates. This should happen around when the gate opens and Piper walks inside, and you'll get your quest marker for the next stage. This aside, is there any chance DCW could be made into a master file? I wanted to share some changes I made to add silent voices to the dialogue à la Fuz Ro D'oh, but the process of making an ESP dependent on another ESP is a pain in the tail, and I didn't want to redistribute an edited version of DCW. =3
Wonko486 Posted December 12, 2017 Posted December 12, 2017 Alright: apparently wearing a collar will override the ability of a slave collar to trap you. I had a nice iron one which looked good, so I didn't bother removing it, and got jumped at beantown with a slave. I waited for the first shocks and... nothing. Finished looting, walked out, and checked the pipboy. No slave collar. Gonna keep my iron one on now! Edit: belted again. Pretty sure that power armor does indeed break the fast travel ban, as I had no armor and now have to slog it. Gonna see if I can find a suit 'tween here and there and test it. Edit2: Being "properly" belted will prevent you from using power armor, but my last run through I got belted while in power armor. That breaks some of the dependencies and allows for fast travel.
PowerBing Posted December 12, 2017 Posted December 12, 2017 Is it possible to force the new Alice in Wasteland quest to start with console commands? I don't really want to have to start a new save and do all the catching up 1
008zulu Posted December 13, 2017 Posted December 13, 2017 Is the belt supposed to make your character hop around? That and the collar are the only things she is wearing.
Wonko486 Posted December 13, 2017 Posted December 13, 2017 1 hour ago, 008zulu said: Is the belt supposed to make your character hop around? That and the collar are the only things she is wearing. No, it's not. The hopping is supposed to end when the hobble dress comes off. Someone earlier in the thread said that putting it back on and taking it off fixed the glitch, but it's not in the inventory anymore after you cut it off. I have the same problem. I figured "one hopping item is as good as another" and locked the vault tec security anklets on. Only to discover that time isn't moving in the vault. You have to leave to start the game world clock. So I did, I can kill an hour and take off the anklets. Make it to the surface and... invisible pipboy. I started a new game tonight, and prior to that removed some other mods and installed a few. I wonder if there's a conflict in there between one of the devious mods and concealed armor. Edit: Started an entirely new game, same hopping animation error, same invisible pipboy. I have no idea what's going on but it is pissing me off.
Im_The_Real_Deal Posted December 13, 2017 Posted December 13, 2017 None of these console commands seem to work =/ I'm stuck with an invisible pipboy.
008zulu Posted December 13, 2017 Posted December 13, 2017 Swapping in and out of the hobble dress seemed to fix it.
008zulu Posted December 13, 2017 Posted December 13, 2017 1 hour ago, Im_The_Real_Deal said: None of these console commands seem to work =/ I'm stuck with an invisible pipboy. This works for me; player.equipitem 21b3b
MrBig Posted December 13, 2017 Posted December 13, 2017 invisible pip boy tends to fix itself if you head to sanctuary. When you reach new location it comes back; at least it did for me.
Guest O.Cobblepot Posted December 13, 2017 Posted December 13, 2017 I am sad,because this mod never worked well for ,it only showed good results combined with Violate,never managed to past thru double body this mod gave me..
Wonko486 Posted December 13, 2017 Posted December 13, 2017 There's a mod a couple of pages back which fixes the double body problem. So, the equip pipboy command does fix the invisible pipboy problem, and re-equipping A hobble dress does fix the animation problem. I had to use console commands to find the ID number once I emerged from the cryo pod, and then give myself one once the old one was cut off, but it worked well and I am on my way again. My suggestion is to just make some bat files to adjust DCW settings in one go, as well as one to repair the pipboy. Problem solved mostly. New problem! The quest is still active, and all the assets are there... traps ain't trapping, restraints and keys aint dropping (I tested this too. Set the restraint key to 100, moved to a new cell and looted.) and it's generally pissing me off. I have the chance set low, but realized something was wrong when I was able to loot out lexington without problem. Getting to 10 pines bluff without a hitch, sure, doable at 1 in 100 odds. But I have the chance for restraints to drop as higher than the trap chance, and nothing at all has shown up. Edit: I wonder if the problem is that something has overwritten or modified the levelled lists again. Cause I just noticed I'm not getting the right drops from the DECAY mod either...
crayne Posted December 14, 2017 Posted December 14, 2017 Is there some way to remove the gameplay inhibiting effects from devices? I really like the silver chain harness, but the decrease in movement speed and being unable to fight is a problem.
Talkatar Posted December 15, 2017 Posted December 15, 2017 So a couple of things that i need help with 1. when in third person i still have the animations (hopping around when i was belted) 2. how do i get these high security handcuffs off of me? D:
Wonko486 Posted December 15, 2017 Posted December 15, 2017 6 hours ago, Talkatar said: So a couple of things that i need help with 1. when in third person i still have the animations (hopping around when i was belted) 2. how do i get these high security handcuffs off of me? D: 1.) put a hobble dress on, and then take it off. That fixes the animation problem. Yes: cutting off the dress removes it from inventory. I've had to put a new one in my inventory through consoles commands. 2.) Despite not having your hands in this case: you can still loot stuff. Proceed through the vault and follow the quest markers: You'll be free of them soon enough. If it's another pair of high security handcuffs, you will need a restraints key which you can find in loot containers. But you need to actually take something from the container before a key (or a trap.) will activate.
crayne Posted December 15, 2017 Posted December 15, 2017 You can also try to escape from the handcuffs. Picking the lock of any "generic" restraints works after some tries (though you may lose some bobby pins). You could also add a key using the console, if you're desparate. Type this to get the keys ID: help "restraints key" 4
Beltzebub42 Posted December 15, 2017 Posted December 15, 2017 Hello to everyone, in my last post I already adressed a few bugs I tumbled upon while playing mit this wonderful mod. Here I want to add two other I have experienced so far (now with version 1.4). 1) Combat surrender: If my character wears a corset or hobble dress, she instantly surrenders when beeing damaged by an enemy, even thougth she is holding a weapon and can fight back. On the other hand, when she is equipted with bondage mittens, whitch prevents her from fighting, she does not surrender imidately. The sadest point here is, that I actually like to run arount in a corsett and ballet boots (restrictive boots). This bug is a real nuisance when trying to do that. In addition the game quite often crashes, when a combat surrender occures. That happens randomly so far, but it is roughtly every second time. 2) Nipple piercings: Nipple piercings prevent the character from wearing any helmets. I guess that this is not intentionally. At least I can not thing about any reason, why they should. This time I would also like to make a few suggestions about features I really would like to see some day. It is kind of like a wish list. 1) Restrictive boots: In my opinion restrictive boots should restrict the movement of the character, similar to leg restraints. Walking in balletboots is very restricting and takes a lot of practive, just to move slowly in them. Do no even thing about jumping. I came up with a few ideas how it could be implemented. a) The lazy way, just use the same restrictions as with other lag restrains. b) Walking in ballet boots consumes AP (action points), just as if you are walking while overloaded with the strong back perk. Jumping with ballet boots should comsume alot of AP. If possible that could be combined with a feature, that when your AP get low, you have a chance to trip when you keep moving. That is my prefered option. c) Your character could learn to walk in ballet boots. If she is equipted with them for the first time, she is severly impaired, but will become better. I think that this would be quite difficult to implement in Fallout, but it is close to chrismas and and I can wish for anything :-) This could be done either by just walking long enougth with these boots, or finding items like the magazines that give you perks. A very evil mind could also think about the option, when you learn to walk in ballet boots, your character gets impaired when moving without them. You body hase to adept to something, right. 2) Combine latex suits with restrictive boots and corsets: I would like to see a full body catsuite, that could be combined with other devious devices, espacially the restrictive boots and corsetts. It would also be great to have the option the combinte restrictive boots with a hobble skirt. 3) Gas masks: Fallout already has some gas masks implemented, but I would like to see some more fetishy variants and especially deviously ones. That could also solve the problem of not beeing able to controll facial expressions. A bondage gas mask can have a gag included and since the face is no longer visible we would not be bothered by any unimersive character animatins. 4) Improved combat surrender: If your character gets defeted by humanoid enemies, they do not bring you to a random location. Instead they capture you, put you in bondage equipment from head to toe and hold your character captive in their hideout. They will expect some ransome to let you free, of course nobody will pay for you. That leaves you with the only option of struggeling out of your restraints until you can at least move a bit. Then you need to sneak out of the hideout with out beeing detected or they will put you back into your cell. Perhaps with even more severe restrains on you. 5) Helpfull companions: I guess that is to much to ask ;-) As if they Fallout 4 companions could ever be that. But here is my suggestions. You could implement devious devices with are to difficult for the character to struggle out from alone. But She can ask her companion to free her. A good example would be an armbinder or a straitjacked. These devices should be nearly impossible to escape from by yourself, but a compainoin could do the job. This wish list is already so long and I do not want to bother you guys to mush. Hopefully some of my suggestions will inspire you and perhaps someday something similar will be added to this game. I like this mod a lot and hope it will keep growing. Keep up the good work. Best regards, Beltzebub 2
Wonko486 Posted December 15, 2017 Posted December 15, 2017 To all the folks starting a new game and not seeing immediate results: Everything up until the deathclaw fight is heavily scripted. Objects are pre-loaded, enemies had placed and equipped NOT SPAWNED. It's only the second wave of raiders AFTER the deathclaw that are actually spawned, and where my most recent restart started seeing restraints, keys, and traps working. Take heart, power through it, and enjoy. If it's still not working after... I have literally no idea. I think something might be messing with the leveled lists and item generation: but I am not a modder at all (I keep trying, make it about two hours and get frustrated and walk away.) only a mod user. I only have a vague idea of how any of this actually works. Also: suggestion: Could you please make the vault tec branded restraints have the same triggers as the vault suit? I don't necessarily mean the cuffs, but the evening dress and full body suits? The only place to get shiny "leather" in the wasteland is a vault, I'm running around with a pipboy, and everyone is calling me "scavver". Minor nitpick, it's just sticking out to me. Edit: and the drops and traps have stopped. Again. Is there maybe some process inside the game that's ending the DCW processes? Cause I got literally one latex mask, and that was the end of it. No more nothing. I even went so far as to completely delete fallout 4 and do a total reinstall of everything. It takes an age to re-install 170 mods... Not to mention the 13 hours it took for the game itself.
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