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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted

You can get both? I thought both disable all other functiosn of this mod, including each other...? Mybe they can be triggered when triggering the same container.

Posted

Kimy, as nobody else has mentioned this I would guess it is not a major problem, but the cosmetic clothing items from https://www.nexusmods.com/fallout4/mods/10207

 

Are not being seen as clothing by the collars, you can quite happily equip the tops/panties skirts, trousers or any other piece apart from the rings which mimic the main under armour stuff, with the collar completely ignoring them.

 

Is there a list somewhere of what keywords the scripts are looking for?  I did have a go at creating a full armorsmith extended patch for it but that stuffs the hmm what to wear armour entries up totally, or at least it does for me.

Posted

So... I realize this isn't just yours and would require a collaboration, but can you add Bound combat?? A Restraint dress, definitely screwed and must surrender (Vinfamy, ChosenOne. FlashyJoe, etc) but arms bound forward, can still knife and shoot pistols atleast, but even an armbinder can still kick left and right leg (I finally got back into Skyrim as you can tell, Devious Start of Live Another Life - Slave, before I even downloaded DCL btw). I am glad to see that you updated DCL, now awaiting DCW. A request you have probably seen before.

 

Looking forward to seeing you here too Kimy, cheers!

Posted

where is jack the belter? I see people saying diamond city but i've looked everywhere and i can't find him

Posted

He's in diamond city when you first arrive (near food stand), but i think he changes locations every few days, once you got his belt.

 

Talking to john the smith should point you at a possible location. Either he'll be there. Or he'll leave message, where he might be next. Once you got rid of the belt, jack stays at that location until you get the belt again and wait too long to visit.

Posted

I'm testing the mod with a new character and seeing if It's worth doing a new playthrough with the mod enabled, so im speedrunning the story quests which in turn progresses the mod quest aswell. So I needed to sleep this one time to wait for John to finish making his keycard, and Jack somehow belted me while Belted! was active. I returned to John and he told me where I could find Jack, Nordhagen Beach I think it was, but I didn't pay attention since I was trying to get Belted! finished. I then noticed that with the belt on I couldn't fast travel, so I went into the console to re-enable it, which I think broke the quest. 

 

My ideas on what broke it:
* Re-Enabling fast travel when Jack's belt disables it.

* Somehow obtaining Jack's belt while Belted! is active. 

 

I say it broke because for literally 2 hours last night I was scouring all 25 pages of this forum looking for where Jack would be, only to see some people tell me hes always in Diamond City regardless of what John tells you, and then another person say they found him near Sanctuary Hills. I didn't find him anywhere and I spent 2+ hours looking.

 

My solution:

I reloaded the save all the way back to Vault 111 and restarted everything. When I got to Diamond City, Jack was right there, in between power noodles and fallon's. Kinda sucks that I had to go through so much trouble and I don't even have assurance on what the issue was. Not a good feeling! :frown:

 

EDIT:

 

Another bug I found:

 

When you're getting your restraints removed, the doctor takes everything off of you, not just the belt, so you're completely nude. Not that it's a major bug or anything. The major bug here is if you put the steel chastity bra back on, you can never take it off again. I've gotten Chastity keys, but those aren't working on it, it says it's not the right key. I've also tried the new High Security Restraint Key, which didn't work either.

 

So now I'm stuck in a Chastity bra forever, again, with no saves before i put it back on that aren't Vault 111 saves.

 

Oh and small note for the Mod developer:

If you need any help refining the dialouge and fixing grammar issues and language hiccups so the mod can be more user friendly, I'd be glad to help out.

Posted

Ok, I've went through alot of trouble to get this mod going smoother and I have some tips so you all can prosper from my hours of frustration and realization.

Most of these tips are either suggestions for running the quest smoother based on my experiences, ways to avoid bugs, and how to progess the quests.

 

First, I reccomend you make a batch file.

(If you already know how to make a batch file and you've already implemented one into your game, skip this)

 

Open up the folder where Fallout4.exe is and right click an empty space. Select "New" then "Text Document". Heres the important bit: What you name your text document will be what you type in the console to execute the command lines. For example, If I named the notepad "dcw" I'd type "bat dcw" and everything in the notepad would paste into the console. So name it something simple, or complicated, whatever you want, just something you can type in console. Then, open it up.

For this part, I'm gonna share with you my settings that I've optimized for my personal experience. You can change it if you want.

 

Copy & Paste the following into the notepad:

set dcw_HidePipBoy to 0
set dcw_cursedlootchance to 1.9
set dcw_keydropchance to 99.9
set dcw_keylosechance to 0
set dcw_restraintsdropchance to 30
set dcw_slavecollardropchance to 1.0
set dcw_slavecollarkeydropchance to 98.8
set dcw_jackquestchance to 0
set dcw_jackquestchancesleep to 35
 

These commands are pretty self explanitory. If you can't figure out what each does and how the number values affect chances, refer to the DCW Mod page and look in the Information tabs. 

Now what you need to do is Save the text document. That's it. No game restart required.

When in game, open console with ~ and type: bat (name). This will execute the commands you entered into the console. Done and Done.

 

Quest Tips:

(For most of the quests, anyway.)

 

The mod isn't finished yet and likely won't be for a while. So in the meantime, here are some tips to completing the quests.

 

oh yeah and spoilers ahead <--------

 

Belted!

When you come out of the cryopod, quest markers will lead you to your objectives. Follow them. 

When you're outside of the vault, if you don't have a pip-boy, you can either wait until you reach sanctuary, or you can type into console: player.equipitem 21b3b

From this point on, continue the main quests until you've reached "Jewel of the Commonwealth". 

Before you head into Diamond city, wait at the small rusty gate in the City's entrance until the Belted! Quests updates, then go in.

From here on, the quest leads you to retrieve items, do so.

When you return to John and finish the conversation, your new objective will be to wait for him to finish making the key, at this point you should continue the main quests until "Getting a Clue".

The quest will progress smoothly from there, as long as you follow directions.

 

Tips for Belted!:

* SET JACK'S QUEST PERAMETERS TO 0 DURING THE QUEST! Not doing so could have both of the quests overlap, causing Jack to actually dissapear, somehow.

* You won't be able to get restrained or pick up keys or anything else during Belted!, so don't go on thinking the mod is broken. It's normal. After competion everything will return to normal.

* I personally reccomend wearing only armor until Belted! is finished. It's just better that way for both the stability of the quest and your pet rattlesnake ;)

DO NOT PUT THE CHASTITY BRA BACK ON! You'll never get a key to unlock it, and you'll probably end up making an entirely new save or backloading by a few hours.

* The Vault-Tec Diciplinary Dress shows your arms, for some reason, so my tip is: bug kimy about it :smile: 

 

Jack the Belter

The quest will trigger depending on the values set by you if you used the batch file I reccomended. If you didn't and are using global values, refer to the DCW modpage to see your chances.

His belt will disable Fast Traveling, so uh... Good luck walking to Diamond City!

Jack the Belter is rumored to be in Diamond City, regardless of what John tells you. (But that's just a rumor)

When you find him, it's probably best for you if you "Beg" to him, instead of demanding. Demanding will get you more restraints, Begging will get you less. (somehow)

The quest is pretty self explanitory from then on, mostly because it ends from there on.

It's sortof a re-occuring quest aswell. You can get re-belted by Jack, so if you don't want to be, then edit the values in console to 0.

 

Tips for Jack the Belter:

* I reccomend not having any other restraints on when you meet him.

* If you get belted while sleeping and get the "Insertables cannot be equipped while---" message, ignore it. press "OK".

* If you get the prompt to put on an insertable, PUT IT ON. (to avoid conflicts)

* Please don't re-enable fast traveling. It's supposed to be disabled and you could risk total nuclear destruction again if you do decide to re-enable it in console. (the quest might break, thats all)

 

As for that newer quest, Alice in Wasteland, well... If you've spent as much time on this specific forum than you'll know whats up with that one. 

(let's just wait for the next update, hopefully kimy fixes it)

 

And for the most important tip of all:

 

QUICKSAVE VERY FREQUENTLY!

 

Not quicksaving before you do something you know might break the game entirely is dumb. So don't do that, but also do do that, but don't do the sencond thing, just the...

just quicksave often.

 

 

Hope this helps some of you. Most of you probably already know all of this, but I didn't, and I'm sure this information isn't obvious, so others don't.

 

Enjoy this guide to being a successful... slave/mother/wife/lawyer/absolutelynomilitaryexperienceyetkillshoardsoftrainedmercenariesinhersleep in the commonwealth?

 

(will be updating this guide as I learn more and the mod updates.)

Posted

so I found a texture file with mesh called tentaclemonsterA and tentaclemonsterB that can be accessed with CBBE bodyslide

Data\meshes\DeviousDevices\CursedLoot\TentacleMonster

it came with default DeviousDevices how do we encounter/use this?

Posted

Seems Jack the Belter isn't properly recognized as an NPC by RSE for purposes of "Untamed Ardor" events. I originally was confused why the PC would hump Piper even though Jack was much closer, then switched on sexual preferences - which led to the PC simply masturbating, even though Jack was standing right next to her and just suggesting having sex on his part...

 

Is there anything regarding factions or other flags with Jack that might be interfering? I thought that having an Untamed Ardor event from RSE soon after having the belt removed would be quite fitting and having Jack do it would fit storywise, but somehow, he seems to be "invisible" for those purposes.

Flashy, the author of RSE writes about that function "RSE looks for RACE only in choosing a target, so if they arent of the applicable races, it will never select him/her/it..."

Posted
On 1/27/2018 at 6:27 AM, Lakon said:

so I found a texture file with mesh called tentaclemonsterA and tentaclemonsterB that can be accessed with CBBE bodyslide

Data\meshes\DeviousDevices\CursedLoot\TentacleMonster

it came with default DeviousDevices how do we encounter/use this?

Those are skyrim meshes. You can't access them in FO4. They're there because the bodyslide files were (probably) ported form skyrim.

Posted

For those of you having long reload times when you are re-born after losing, try hitting "enter" several times. I noticed that the game continues to issue pop-up boxes even after it fades to black. Your game may be waiting on a dialog box "OK", or maybe several. This ended my wait problems.

Posted
On 9/11/2016 at 2:40 PM, Kimy said:

View File


Deviously Cursed Wasteland - A bondage mod for Fallout 4

 

DESCRIPTION

 

Beware when looting containers in the Commonwealth. In a dark nuclear shelter somewhere in the Wasteland, someone had the devious idea to construct restraints that would automatically lock on hapless girls touching them. They left these devices really everywhere where there is the slightest chance that an unlucky girl scavenging for food or materials would accidently find them.
This evil person also created a very inescapable slave collar that would force the poor girl wearing it to continue her journeys a little less well protected than before. In other words, she might have to roam the Wasteland naked. Somehow the prototype got placed in a container and was forgotten. It is still waiting for an unlucky adventuress to touch it and get trapped in it. The good news is that there is a key for the darn thing. It must be hidden in one of these containers, somewhere in the Wasteland. Yes, it could be any of them. Yes, there are many of them. That will take a while!

 

Also featuring:

 

Cursed Loot
You can get equipped with random regular restraints from the Devious Devices library when opening a container.

 

Belted!
This...errrm..."enhancement" to the main quest will spice up the first bit of the game. Somebody put a chastity belt on you while you were frozen. And a few other toys. Not quite sure why anyone would do such a thing to a helpless girl peacefully sleeping in a cryopod, but here you are, locked in that thing that also happens to prevent you from putting on any other clothing. Have fun looking for a way out, and be almost naked in the meantime! The rest of the Commonwealth will find your lack of decency surely amusing, even if you don't!
Note: The Belted quest is -not- an alternate start scenario. It assumes you are waking up in the cryopod during the normal main quest. If you start the game using a different scenario, this quest will NOT trigger. Since the quest is designed to be very robust against 3rd party changes to the main quest, it -is- compatible with Start Me Up, if you use it to bypass the pre-war scene only. If you do NOT want to experience this quest for one reason or the other, use the console and enter "set dcw_enableBeltedQuest to 0" -before- leaving pre-war Sanctuary.

 

Alice in Wasteland
After having helped you out of your chastity belt, you have lost contact to Alice. Until you discover a note indicating she's in deep trouble. She has helped you, now it is upon you to return the favor!
Note: This new quest will start automatically, after you have completed Belted! and some other parts of the main quest (killed Kellog to be exact).

 

Jack the Belter
This evil misogynist pries only on the most beautiful women in the Commonwealth, locking chastity belts on them in their sleep or sometimes even in a brazen assault. Nobody ever caught him, and none of his poor female victims ever managed to escape their belt. Some have been belted for years, with no hope to escape and have sex again. You better don't fall victim to him. And if you do...well...good luck finding him!

 

Combat Surrender
If your character gets defeated in combat, she will no longer get killed. Instead she will surrender to her enemies, who might put her in some devices for giggles. If you don't like this feature, it can be disabled by setting dcw_enableCombatSurrender to zero.

 

REQUIREMENTS

 

- The DLCs. All of them.
- Devious Devices (version 2.0 or higher) - http://www.loverslab.com/topic/73925-devious-devices-11/
- Armor and Weapon Keywords Community Resource (AWKCR): http://www.nexusmods.com/fallout4/mods/6091/?
- Being female. No, not the Skyrim pregnancy mod! You need a female player character for this mod to do anything.

 

INSTALLATION

 

Make sure you have installed ALL requirements listed above and any of THEIR requirements. Then install this mod using your mod manager of choice. That's...it.

 

CONFLICTS

 

None known.

 

CUSTOMIZATION

 

There is no convenient way to facilitate user settings in Fallout 4. However, the mod still lets you customize many features to your liking using the console. Here are the settings:
General:
- dcw_HidePipBoy: 0 disables the built-in PipBoy hider, 1 (default) enables it.
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).
Belted Quest:
- dcw_enableBeltedQuest: 0 disables the quest, 1 (default) enables it. Use the setting in pre-war Sanctuary or it won't do anything.
Jack The Belter:
- dcw_jackquestchance: % chance to activate the quest when opening a container.
- dcw_jackquestchancesleep: % chance to activate the quest when sleeping/waiting.

 


PERMISSIONS

 

- You can NOT post this mod or any of its parts (including any derived works) outsides of LL without my explicit permission.
- You can NOT incorporate any of my code in any for-profit project (Donations/Patreons are fine as long as they are strictly voluntary and don't offer the donor any tangible advantage over non-donors)
- You can NOT incorporate any of my code in mod that's going to be uploaded to Bethesda.Net and/or made available for consoles in any other way.
- You can NOT use any of my code in a closed source project. No exceptions, ever. No need to ask for permission either. I won't give it. Even in my wildest dreams I can't think of a good reason not to publish a mod's source code.
- You can NOT publish a fork of this mod (as in using it as a base for a project offering similar functionality) without my permission. That includes porting it to other platforms/games.
- You CAN otherwise use my code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion. And give proper credit where it's due. All above rules still apply!

 


FAQ
Q: Is this a port of Deviously Cursed Loot for Skyrim?
A: Sort of. It's inspired by DCL. It doesn't mean it will grow to be an exact clone of it. It will have its own features and quests fitting the Fallout universe. But yes, the dreaded cursed chests are back! :classic_biggrin:

 

Q: Can I adjust the drop chances for the restraints and key drops?
A: Yes, but since we don't yet have MCM for FO4 either, you will need to do this in the console.
Type "Set dcw_cursedlootchance to X" (X being any value between 0.0 and 100.0) to adjust chance to get randomly locked in a restraint when looking a container.
Other parameters are:
- dcw_keydropchance for finding random keys
- dcw_keylosechance for losing keys when a restraint is equipped
- dcw_restraintsdropchance for finding random restraints without them equipping on you.

 

Q: Can I adjust the drop chances for the slave collar and key, too?
A: Type "Set dcw_slavecollardropchance to X" (X being any value between 0.0 and 100.0) to adjust the collar trap chance. "Set dcw_slavecollarkeydropchance to X" will do the same for the key. The default settings are 2% and 1% respectively (which -does- mean that you will spend more time naked than clothed!)

 

Q: So you AGAIN wrote a mod that doesn't support male player characters?
A: Yes.

 

Q: This slave collar is stripping me naked? This makes the game unplayable, no? How can I survive?
A: Fear not! The collar also will buff you. Substantially so. It might even be more powerful than some of the armor you're normally wearing. So just continue whatever you were doing before getting collared. You should be able to handle these raiders and other nasties quite nicely. The collar will NOT prevent you from using Power Armor as well.

 

Q: I don't like this mod hiding my PipBoy. I love having a TV attached to my arm! How can I make it not hide?
A: Set dcw_HidePipBoy to 0. Note: This setting will not influence the DD framework hiding the PipBoy when certain restraints are worn.

 

Q: Will there ever be a DLC free version of this mod?
A: No, never.


  • Submitter
  • Submitted
    09/11/2016
  • Category
  • Requires
    DLCs, AWKCR, Devious Devices

 

they have a MCM for FO4 now 

 

Posted

I have a problem in that the slave collar won't go. Whenever I get it unlocked, it will immediately reattach, and evidently, the key will be gone by then.

 

E.T.A.: It seems the mod has problems keeping track if a slave collar is already worn, and stacking several on top of each other may be behind why the collar reattaches after being detached.

Posted

A few bugs.

 

The Belted! quest doesn't seem to be working properly for me. I get a regular chastity belt that comes off easily, and a chastity bra that doesn't come off. John the Smith won't talk to me unless I've fallen prey to Jack the Belter, and he refuses to address the chastity bra.

 

If I trigger a trap while in attack mode, like with my weapon out or my fists up, and the trap is one that "seals" my hands, I can't put my weapon away, which ruins the animations big time if it's like an arm binder or something.

 

When my hands are "sealed", there appears to be no way to get the bindings off outside of using the console to view my inventory, get the ID of the bondage item, and then use the ID to unequip it in the console.

 

I realize these last two are technically a problem with Devious Devices, but Devious Devices isn't what's putting them on me. I might suggest forcing the player to put away their weapon, not just unequip it, before putting on hand sealing bondage. Also some kind of button to list current bondage and attempt to remove it so that the player doesn't end up basically with a defacto game over from being unable to remove their bondage without using a console when hands are sealed.

 

Also, I am enjoying and appreciate this. Ordinarily I wouldn't bother reporting bugs. I'd just uninstall and move on quietly. So thank you.

 

Posted
11 hours ago, Lucy said:

 

If I trigger a trap while in attack mode, like with my weapon out or my fists up, and the trap is one that "seals" my hands, I can't put my weapon away, which ruins the animations big time if it's like an arm binder or something.

If you can find something to sit on, when you stand up, it will correct the animations. Also using a workbench and then exiting it will have the same effect.

Posted

Another tip for people in this thread: If you are having blank stare conversations with characters in this mod like Kimy, John, Jack. doctors, or others: turn on subtitles in your game options. The text part of the conversations are there, just no audio files. 

 

A request to moders: If you  have text-only dialogs, please add " Turn on Subtitles" in your install instruction.

 

Finally, I see the following in your release notes:

 

- Changed: The character will now surrender right away if she is wearing wrist restraints.

 

I wonder if this is related to the problem I and others are having with surrender at the slightest injury in battle even when not restrained? The problem seem to happen after some restraints and not others. Is there a console command we can try to reset this condition until it is fixed?

 

I love this mod, but it is just so frustrating right now. Please answer us!

Posted
16 hours ago, carlj67 said:

- Changed: The character will now surrender right away if she is wearing wrist restraints.

 

 

I wonder if this is related to the problem I and others are having with surrender at the slightest injury in battle even when not restrained? The problem seem to happen after some restraints and not others. Is there a console command we can try to reset this condition until it is fixed?

I might suggest that this only occur if the enemy is close enough to even warrant surrendering. It's annoying as heck to be wearing restraints that cause instant surrender, and some sniper on a building spots me from half a mile away, and all my shit gets teleported to the sniper...

Posted

I must be THE luckiest player around.

 

I install the mod and the very first body I loot gets me the slave collar equipped!!!! I should try the lottery next.

Posted

RNG can be a bitch sometimes. In my last playthrough, i removed jacks belt and then got it again on 3 different reloads on the first 3 containers (didnt change default %). After that, i disabled it.

Posted

Yeah, RNG can do that. I guess I need to add a cooldown for this quest, to prevent stuff like that from happening.

Posted

Well, I've been away from the kinky mods for a while, and finally worked my way back to Fallout to try out the Alice in the Wasteland quest.  Overall, I enjoyed it quite a bit.  Love a decent story line, and when you add bondage, it's even better.

 

Not sure if there's been any updates on these particular issues, but I'll just relate my experiences as they were.

 

1 - Got the invisible attacker at the end of the Vault 111 escape; tried the trick with putting on the shackles, and it held off the attacker until I was out of the vault and unlocked them, at which point the attack occurred immediately.  Must have been an Invisible Stalker...

 

2 - Things ran rather smoothly from there throghout the Belted quest, then once the Alice in the Wasteland quest started, I had some issues.  First being the trippy room Alice was hiding in, missing all walls and floors.  Not sure if the cause has been located on this, but I'm wondering if that particular cell was built from the ground up or was partially copied from another, and maybe something didn't copy over fully into the uploaded file?  Or that there was an outside dependence in the cell that was left out?

 

3 - When it came time for Alice to take my character to Belinda, I had the issue when getting placed in the yoke (and this happened on a randomly equipped yoke earlier as well) where my weapon was not unequipped, and the character's arms were not properly bound.  And at that point in the quest, with my buggy safe room, I couldn't locate a chair nearby to reset the animations.  Kinda funny running through the raider base with my MG equipped the whole time, though, even if I couldn't fire it or holster it. Not sure if it matters, but both times this happened I was equipped with weapons from other mods; not sure if it would happen with vanilla guns or not; further play time will probably tell me if this is the case.

 

4 - Running through the last raider base, there was a raider somewhere that I could spot on the radar, but couldn't seem to locate anywhere, was off to the side of the first set of stairs going down. They couldn't get to me, either, though.

 

5 - Don't know if this is an issue or just an added Frustration Feature, but I can't click through any of the dialogue during conversations with the DCW NPCs, which seemed to take forever at times. Having been through the Belted quest several times previously, I really wanted to skip through some sections.

 

Otherwise, I can't recall having had any other major bugs during the run through. Very fun experience; can't wait to see more!

Posted

Thanks for the detailed bug report!

 

Alice's room going bonkers is a known issue, but I have no idea what's causing it. The room works fine for me and many others - and is utterly broken for some. It is a copy of another room I worked from and changed. I am not the greatest level designer on Earth, so that's how I make all of "my" areas. The method might as well have caused the issue, but everything else I made the same way seems to work fine. And the biggest puzzle is that the issue appears randomly for some, while it works nicely for others.

 

5 - works how I designed it, but it is not meant to frustrate people. I will see if I can change that for a non-voiced dialogue without breaking it. I admittedly never tried.

Posted
21 hours ago, Kimy said:

Thanks for the detailed bug report!

 

Alice's room going bonkers is a known issue, but I have no idea what's causing it. The room works fine for me and many others - and is utterly broken for some. It is a copy of another room I worked from and changed. I am not the greatest level designer on Earth, so that's how I make all of "my" areas. The method might as well have caused the issue, but everything else I made the same way seems to work fine. And the biggest puzzle is that the issue appears randomly for some, while it works nicely for others.

 

5 - works how I designed it, but it is not meant to frustrate people. I will see if I can change that for a non-voiced dialogue without breaking it. I admittedly never tried.

You're welcome! 

 

I'm wondering if maybe it's a conflicting mod somewhere, somehow then, since some are not having the same issue.  To my knowledge I'm not using anything that specifically modifies how structures are handled.  Could be something lingering that's modified from the original cell space that doesn't carry over to your modded version of the room.  Not being at my main computer currently, the only mod coming to mind that would modify anything like that is the Unofficial Patch, but that seems an unlikely culprit.

 

Update:

Here's my load order list, current as of the playthrough, just on the off chance anyone might spot something related to the buggy hideout:


 

Spoiler

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
TrueStormsFO4.esm
ArmorKeywords.esm
Snap'n Build.esm
CRP - Community Restraints Pack.esm
TortureDevices.esm
Devious Devices.esm
CBBE.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
KSHairdos.esp
AzarPonytailHairstyles.esp
MODGirlyAnimation.esp
BetterItemSorting.esp
StartMeUp.esp
TrulyGhoulishNukaWorld.esp
SafeTrunkContentsReworked.esp
Perks Unleashed.esp
Faster Terminal Displays (20x).esp
dD-Enhanced Blood Basic.esp
BobbleGirl.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
DarkerNights.esp
DarkerNightsDetection.esp
StarterKitIntermediate.esp
LunchboxSurprise.esp
Fusion Core Recycling.esp
ImmersiveVendors.esp
LongerPowerLinesInf.esp
Idiot Slut.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
Armorsmith Extended.esp
Armorsmith All DLCs Patch.esp
CraftableGunsAndWeapons.esp
Craftable Armor Size - Fix Material Requirements.esp
Craftable Armor Size.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Automatron DLC.esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
More Armor Slots - All Dlc.esp
NoRailRoadBallisticWeave.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
TheKite_VTS.esp
TheKite_VTS_Replacer.esp
TheKite_CaitSet.esp
TheKite_HCD_SynthUniform.esp
TheKite_HCD_SynthUniform_Replacer.esp
The kite fix.esp
FrenchMaidFO4-CBBE.esp
BodrakeShockCollar.esp
Colt Python.esp
Beretta92FS-SwordCutlass.esp
ColtM1911.esp
Glock 17&18.esp
ASVektor.esp
ClassicSniper.esp
AN94.esp
P220.esp
SVT40.esp
SVT40-AWKCR.esp
StG44.esp
WaltherP38.esp
DOOMMerged.esp
UniqueUniques.esp
KellyManor.esp
MaxwellsWorl.esp
Deviously Cursed Wasteland.esp
SilentProtagonist.esp
M14.esp
GoodGenerators.esp
Move (Get Out the Way).esp
RichMerchantsLessCaps.esp
disabledefencequests.esp
disableprestonquests.esp
Pip-Boy Flashlight.esp
M1Garand.esp
M1Garand - AWKCR.esp
M1Garand-1.5xDMG.esp
ammo_crafting_lite.esp
ammo_crafting_lite_far_harbor.esp
ammo_crafting_lite_nuka_world.esp
BarefootFootstepSet.esp
BareFootWetSuit.esp


 

 

Posted

Kimy: I think I found the reason for Alice's room being trippy. It has to do with precombined meshes, if I re-pre-combine the cell in Creation Kit, everything starts working as expected.

 

The reason why it works for some and not others might be that some people disable precombined meshes entirely as some mods require that. Or maybe there is something that causes the precombined mesh to be considered invalid for some people. I for example encountered the issue and have not updated fallout in a very long time, so the specific fallout version used might also play a role.

Anyways, this mod is great and I love your work. :smile:

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