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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted

Well, I found out what was causing my instant transport upon injury. Your mod is treating piercings from Lordescobar's Moddable Piercings as a restraint. As soon as I remove them from my character, everything works correctly. You might want to list this as a conflict. 

 

It's a fun mod again.

Posted
On 10.2.2018 at 5:19 AM, UrbanSniper said:

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.

That's also my biggest problem with gags. It just takes so much time to talk to anyone, when you have a gag. I play on survival mode, so the additional waiting time consumes ressources...

Posted
On 2/13/2018 at 5:13 AM, crayne said:

That's also my biggest problem with gags. It just takes so much time to talk to anyone, when you have a gag. I play on survival mode, so the additional waiting time consumes ressources...

The reason it takes so long is that the game doesn't have any sound files to use for dialogue. Without those, there's a set time for each dialogue to play out. In Skyrim, this was a problem that was solved by a mod called Fuz Ro D'oh that got the game to use a universal set of silent files for all unvoiced dialogue. There isn't anything like that for FO4 unfortunately, but it's possible to take care of that using the Silent Voice Generator on Nexus.

 

Basically, you have to assign the NPCs a voice type (Jack already has one, but you need to set one for the other NPCs). Then you export the quest dialogue to a text file. Then run that file through the silent voice generator. Once it's done, you just stick the files it made into the proper path, and you can skip through dialogue just like there were proper voices. Just takes a little finagling (sometimes the generator won't assign the right filenames to the proper NPC dialogue, and you have to rename stuff manually), but I've done this myself, so I know it works. :classic_smile:

Posted

yo great mod but i was just wondering about something with the dying thing and your in the restraints. for me the first couple of times the different set ups with the different restraints changed and was diverse but now it always puts me in the straitjacket dress. Is this a bug or is there a way to change it? (I'd rather have a mix of things)

Posted

Hi folks, I just wanted to chime in with a bug report and a workaround.

 

Every time I have played 'belted', I have run into a serious problem; after I use the cutter to remove the hobble dress, my character stays stuck in the 'hopping' restrained ankles animation. The two previous times this happened, I got frustrated and just reran the tutorial without playing 'belted.' But I was curious about the quest and this time stuck it out. I assumed that maybe this was a glitch with the quest restraints and so I played up to the point where the chastity belt is unlocked. This all worked fine, but I was still stuck in the hopping animation.

 

Some further digging led me to conclude that the DD_EffectSpell_CuffedLegs_Strict spell (xx011975) is not properly getting removed when the cutter destroys the hobble dress at the end of Vault 111. I was not able to directly dispel the effect through the console, but I did find a workaround.

 

If you equip a different leg restraint with the same spell and then remove that restraint, it will dispel xx011975 and return the character to her normal walking/running animation.

 

I hope this helps!

Posted
18 hours ago, crayne said:

Sounds promising, but i've no idea how todo steps 1 and 2 (assign voice and export quest dialogue).

In the Construction Kit, once you've loaded the mod, on the left-most window is a list, with Actors at the top. Open up Actors>Actor>HumanRace, and look for DCW_Belted_Jones (note that Kimy's NPC is in Actors>Actor>Preset>HumanRace>Female as DD_Vendor_Kimy). When it's open, go to Voice Type, and in the pulldown menu, select "FemaleEvenToned".

 

https://imgur.com/a/Jz7Xr

 

Do that for DD_Vendor_Kimy, and for DCW_Belted_Smith, you'll select "MaleEvenToned". Then save the plugin.


As for exporting the quest dialogue... go back to the list on the left of the editor, and open up Character>Quest, and in the window, double click on DCW_Belted. Select Export Quest Dialogue. Then click okay. You'll need to do that for DCW_Jack and DD_Library.

 

https://imgur.com/a/LqPQp

 

In your root Fallout directory will be the exported text files you'll run through the Silent Voice Generator.

 

A note: I've done this for the 1.3 version. Haven't tried it in 1.4 yet, but I imagine NPCs and quests that were added in the new version would be in the same parts of the editor.

Posted

Hello all.

 

First off, Kimy, your work is fantastic!

 

Now, I am having a problem getting the belted quest to trigger. When I first installed it it just wouldn't trigger. I turned on Papyrus logging to see if it was spitting anything out and it just spat out a bunch of junk when I even loaded, so I figured there was something left around in my mod install so I did a fresh install of everything, Fallout included. No dice. Any thoughts?

 

I have the following load order and attached the latest Papyrus log in case you need it. (This is probably something super dumb, like I missed a requirement, but I triple checked everything had what I could find as a requirement...)

ArmorKeywords.esm

TortureDevices.esm

Devious Devices.esm

CBBE.esp

Deviously Cursed Wasteland.esp

 

Papyrus.0.log

 

Edit: Looks like it is almost definitely a problem with DD? I made it to Goodneighbor and Kimy is there but is just a floating head/hands. I made sure to run BodySlide on the assets and it didn't exit with any errors, so....really lost as to what is going wrong.

Posted
On 18.2.2018 at 6:41 PM, CrantiusColto said:

In the Construction Kit, once you've loaded the mod, on the left-most window is a list, with Actors at the top. Open up Actors>Actor>HumanRace, and look for DCW_Belted_Jones (note that Kimy's NPC is in Actors>Actor>Preset>HumanRace>Female as DD_Vendor_Kimy). When it's open, go to Voice Type, and in the pulldown menu, select "FemaleEvenToned".

 

https://imgur.com/a/Jz7Xr

 

Do that for DD_Vendor_Kimy, and for DCW_Belted_Smith, you'll select "MaleEvenToned". Then save the plugin.


As for exporting the quest dialogue... go back to the list on the left of the editor, and open up Character>Quest, and in the window, double click on DCW_Belted. Select Export Quest Dialogue. Then click okay. You'll need to do that for DCW_Jack and DD_Library.

 

https://imgur.com/a/LqPQp

 

In your root Fallout directory will be the exported text files you'll run through the Silent Voice Generator.

 

A note: I've done this for the 1.3 version. Haven't tried it in 1.4 yet, but I imagine NPCs and quests that were added in the new version would be in the same parts of the editor.

I don't really mind the quest dialogs with NPCs from this mod. But does this also effect all NPC, when player is wearing a gag?

Posted

Alright, so... suggestion:

 

Instead of a simple notification for when you set off a trap, why not make all the devices have a pop up like the slave collar. It could be annoying depending on your settings, but I missed a notification when I was running corvega and got real annoyed when I thought I had glitched my game (couldn't raise my weapon, or switch weapons, or toss a grenade...) but it was just some handcuffs.

 

Edit: another thought: since the player is spending so much time naked anyway why not make some of the traps apply tattoos? You could include a generic chem to clean the body if you don't want to keep them, or make a setting that their permanent.

 

Edit2: Had another suggestion. Maybe make the player immune to the traps when wearing power armor? And as a corrolary have the traps checks see if the companion is an applicable target and apply to them instead. You could do a custom pop up box for when it happens "The triggered trap device bounced off your powered armor, hit the floor and slid under some garbage, seemingly lost" and "The triggered trap device bounced off your power armor and latched onto your companion instead. Oops."

Posted
7 hours ago, Novatham said:

How can I disable the whole "you're unable to fight. you give up and get dragged away somewhere" thing when my health reaches zero?

 

Thanks!

I'm pretty sure you type

Set dcw_combatSurrender to 0

in console

 

I might be remembering it wrong tho

Posted
2 hours ago, tsmfpz said:

I'm pretty sure you type

Set dcw_combatSurrender to 0

in console

 

I might be remembering it wrong tho

Thanks! You had to type "set dcw_enablecombatsurrender to 0"

 

Can't believe I missed that part of the original post every time I read it :tongue:

Posted
On 24.2.2018 at 12:42 AM, Novatham said:

Thanks! You had to type "set dcw_enablecombatsurrender to 0"

 

Can't believe I missed that part of the original post every time I read it :tongue:

You can also type in console

help dcw_ 3

to get a list of all "options" this mod provides. Some of them are not listed in the mods description, but part of this thread. I think kimi did not update the description after updates.

Posted

When you manage to go 40 odd minutes without triggering something, and you begin to wonder if the mod is still working... Only to pull a slave collar and realize that those 40 minutes were pure, unadultered LUCK!

 

This is what I wanted: an added level of emotion to game play. Tension, some frustration, elation, all wrapped up in a visually pleasing package. Thank you kimy, this mod is wonderful. The only thing I'm waffling on is whether I miss the level of customization to it found in the skyrim counterpart.

Posted

So couple of things.

 

First, Alice's hideout: Getting the constant falling/no walls thing. The bUseCombinedObjects=0 suggestion from earlier in the thread had no apparent effect, so it may be something else going on. I've got a permanent save shortly before visiting Alice that I can use to help debug if anyone has usefull suggestions.

 

Second, after putting up with this and advancing further into the quest, I run into another bug. It's ... exeedingly annoying, and I'll place it behind the spoiler tag for anyone who hasn't played through Alice in the Wasteland yet.

Spoiler

Once I reach Bad Belinda inside the raider hideout, there's an issue with talking to her. Specifically, Belinda really prefers to do anything and everything except sit in the steel-and-plastic chair. Which the quest needs her to be doing in order to advance.

 

I'm guessing the sandboxing script keeps kicking Belinda out of the objective chair, presumably because it cannot find anything else for one of the generic raiders in the room to interact with. I eventually had to use the console to kill the offending generic raider (the one nearest the room enterance) before Belinda would consider sitting in said chair for more than five seconds. And even then I had to go through a round of the gag dialog first.

 

Posted

Does anybody know of any way to remove the chastity devices, or set their chances to 0%?  I do not want to deprive my PC from sex, to the contrary, I use mods like this for the complete opposite of that, to allow forced sex and forced exposure. Also, is there any way to get the slave collar to auto-strip the PC? The shock is good for story, but wouldn't it be better if it auto-removed clothing and then prevented wearing anything, similar to many of the devious devices in Skyrim?

 

Posted

 

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Just started a new game for this mod, I can see the pipboy in 3rd person after I grab it from the skeleton. After I open the trunk to get the knife, the pipboy is gone. For a moment, whenever I activate the pipboy, the arm would move up but I can see nothing. Now the pipboy works after I exit 111 but it is not showing on my character. Should I open the trunk before I grab the pipboy? Also when I equip random item, the pipboy would go invisible.

Posted
On 5.3.2018 at 1:37 AM, ChaosZen said:

Does anybody know of any way to remove the chastity devices, or set their chances to 0%?  I do not want to deprive my PC from sex, to the contrary, I use mods like this for the complete opposite of that, to allow forced sex and forced exposure. Also, is there any way to get the slave collar to auto-strip the PC? The shock is good for story, but wouldn't it be better if it auto-removed clothing and then prevented wearing anything, similar to many of the devious devices in Skyrim?

 

You can't disable specific deviced, though i'd also be interested in that (all the restraints that prevent looting are really annoying). You can use the console commands to a chastity key, however. Open console and type "help chastity 4". Search the list for "chastity key" and type "player.additem (number beneath chastitiy key)"

 

On 5.3.2018 at 1:08 PM, ssddsquare said:

 

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Just started a new game for this mod, I can see the pipboy in 3rd person after I grab it from the skeleton. After I open the trunk to get the knife, the pipboy is gone. For a moment, whenever I activate the pipboy, the arm would move up but I can see nothing. Now the pipboy works after I exit 111 but it is not showing on my character. Should I open the trunk before I grab the pipboy? Also when I equip random item, the pipboy would go invisible.

This mod has a function to disable the third person pipboy model. After collecting the pipboy, it can take a few minutes until it behaves normally. The following console command disables this feature: " Set dcw_HidePipBoy to 0"

This also takes a few minutes before taking effect.

 

I have this feature enabled all the time and have no issues with it.

Posted
10 hours ago, crayne said:

You can't disable specific deviced, though i'd also be interested in that (all the restraints that prevent looting are really annoying). You can use the console commands to a chastity key, however. Open console and type "help chastity 4". Search the list for "chastity key" and type "player.additem (number beneath chastitiy key)"

 

This mod has a function to disable the third person pipboy model. After collecting the pipboy, it can take a few minutes until it behaves normally. The following console command disables this feature: " Set dcw_HidePipBoy to 0"

This also takes a few minutes before taking effect.

 

I have this feature enabled all the time and have no issues with it.

Thanks.

Posted
1 hour ago, dlombu said:

Is there a console command to turn down the plug vibration frequency?

I think it is too frequent as well. Especially compare to Skyrim. It's not so bad if the moan volume can't be tune down. Since MCM is released, maybe there would be an update?

Posted

An other problem I encounter. I started a new game again, upon getting the knife and other stuff from the trunk in 111, I receive notification of defeat and dragged away to a random location. It happens the first time as well but the teleport does not trigger.

 

Posted
On 7.3.2018 at 10:10 AM, dlombu said:

Is there a console command to turn down the plug vibration frequency?

Not that i'm aware of, i guess its hard coded. You might try to change it with creation kit or FO4Edit...

 

On 7.3.2018 at 12:31 PM, ssddsquare said:

An other problem I encounter. I started a new game again, upon getting the knife and other stuff from the trunk in 111, I receive notification of defeat and dragged away to a random location. It happens the first time as well but the teleport does not trigger.

 

This didn't happen to me, but the "defeat" feature has teleported me to unvisisted locations a few times. I always reloaded and disabled it in the end, as i suspect this to cause problems or break quests. Use this console command to disable it:

 

set dcw_enablecombatsurrender to 0

 

Use the following console command to see all variables from this mod:

 

"help dcw_ 3"

 

The following command changes the result. Also see first page of this threat for a description of most variables.

 

set dcw_(Name) to (number)

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