UrbanSniper Posted March 11, 2018 Posted March 11, 2018 Been trying that combat surrender out more thoroughly in a new playthrough, and I can definitely say there needs to be some modification there. Took me four attempts to kill the same lone super mutant because I kept surrendering the moment his attention went to me, even though I was at sniping range (a good 100 feet or so). As long as the restraints are not interfering with picking up items or my ability to fight, I tend to just leave them on when they get equipped, so this feature had to be disabled for me to keep playing without constant loading. Pretty sure I was just wearing the restrictive gloves at the time as far as wrist restraints and slave collar at the time. Maybe something to look at changing in the future now that there's a working MCM mod?
Varithina Posted March 11, 2018 Posted March 11, 2018 2 hours ago, UrbanSniper said: Been trying that combat surrender out more thoroughly in a new playthrough, and I can definitely say there needs to be some modification there. Took me four attempts to kill the same lone super mutant because I kept surrendering the moment his attention went to me, even though I was at sniping range (a good 100 feet or so). As long as the restraints are not interfering with picking up items or my ability to fight, I tend to just leave them on when they get equipped, so this feature had to be disabled for me to keep playing without constant loading. Pretty sure I was just wearing the restrictive gloves at the time as far as wrist restraints and slave collar at the time. Maybe something to look at changing in the future now that there's a working MCM mod? I tend to disable the combat surrender in this mod and use the one from rse, which seems a bit less iffy in the way it works. Though from what I am aware combat surrender is instant if you are wearing wrist restraints, I would guess that with your hands bound you are not going to be doing any fighting any time soon. Though if you already have a weapon equipped you can not even tell as they do not unequip weapons when equipping wrist binding or arm bindings.
SusiNexus Posted March 12, 2018 Posted March 12, 2018 Hello, I'm having some troubles with this mod. I really liek the idea and all, but I don't have dialog options most of the time (talked to John and Jack, both gave me starting options to choose from but no further dialogue). I managed by accident to make Jack remove my belt but after that I seem to wear a 'black latex restraint dress' I'm not seeing. To be more precise I'm not seeing my body anymore, my head is floating in the air. Besides the dialogue and optical problems, I'm hobbled and my hands are restrained now, I don't have a key, so... what now? Thanks, Susi
rkoelsch1 Posted March 12, 2018 Posted March 12, 2018 39 minutes ago, SusiNexus said: Hello, I'm having some troubles with this mod. I really liek the idea and all, but I don't have dialog options most of the time (talked to John and Jack, both gave me starting options to choose from but no further dialogue). I managed by accident to make Jack remove my belt but after that I seem to wear a 'black latex restraint dress' I'm not seeing. To be more precise I'm not seeing my body anymore, my head is floating in the air. Besides the dialogue and optical problems, I'm hobbled and my hands are restrained now, I don't have a key, so... what now? Thanks, Susi Sounds like your texture files are not loading correctly, try moving this lower in your load order. Yes I hate the gloves where you can't pick up anything, I disable them in my game. If you get totally frustrated go to the Memory Den in Goodneighbor and Kimy will sell you some keys.
Kimy Posted March 12, 2018 Author Posted March 12, 2018 On 3/2/2018 at 5:07 AM, Wonko486 said: 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. There are a few customization options in this mod, but yes, it's not comparable in scope or ease of use to what's in Cursed Loot for Skyrim. This might change one day. When I started this mod, there was no equivalent for MCM available for Fallout. Now there is, but the one thing that has held me back was that using it would incur a dependency on F4SE - which is something I avoided so far. Neither Devious Devices nor DCW need a script extender, which I think is a plus. The price for it is downsized customization options and a few other things. As I said, it might change one day. But so far I am still not too keen on adding F4SE dependency. 1
crayne Posted March 12, 2018 Posted March 12, 2018 28 minutes ago, Kimy said: There are a few customization options in this mod, but yes, it's not comparable in scope or ease of use to what's in Cursed Loot for Skyrim. This might change one day. When I started this mod, there was no equivalent for MCM available for Fallout. Now there is, but the one thing that has held me back was that using it would incur a dependency on F4SE - which is something I avoided so far. Neither Devious Devices nor DCW need a script extender, which I think is a plus. The price for it is downsized customization options and a few other things. As I said, it might change one day. But so far I am still not too keen on adding F4SE dependency. When FO4 gets updated, F4SE and all mods depending on it also seem to require updates, inclduing MCM. I can understand, if a mod author does not want to check for F4SE updates everyday and if he needs to update his own mods... On other hand, it does not seem like mods that use MCM need updates, if F4SE and MCM is updated.
SusiNexus Posted March 12, 2018 Posted March 12, 2018 Deviously Cursed Wasteland is the last in my order now. Unfortunately no success. The missing dialogues are disturbing too. Oh, and is it intended that I cannot fast travel while wearing the belt?
crayne Posted March 13, 2018 Posted March 13, 2018 18 hours ago, SusiNexus said: Hello, I'm having some troubles with this mod. I really liek the idea and all, but I don't have dialog options most of the time (talked to John and Jack, both gave me starting options to choose from but no further dialogue). I managed by accident to make Jack remove my belt but after that I seem to wear a 'black latex restraint dress' I'm not seeing. To be more precise I'm not seeing my body anymore, my head is floating in the air. Besides the dialogue and optical problems, I'm hobbled and my hands are restrained now, I don't have a key, so... what now? Thanks, Susi NPCs from this mod are not voiced, so you must enable subtiltles in FO4 options. The same is true for any NPC, if your character is wearing a gag, as this mod adds a special dialog too them all before you can talk to them normally. You get a random restraint, when the belt is removed, this one seems like a straight jacket. If you have no keys, you must retry the escape optoins, until you succeed. Choosing the options "try to escape" and "examine" it should tell you, which options have highest chance of succes or which are not working at all (high security restrains ususally can only be picked). You can also open randcom contrains for a chance to optain keys (and more restraints). Missing Body could be that the mod was not installed correctly. You should try to re-download and install it again (removing the old one first). Also, do you have bodyslide installed? and if yes, build the outfits from this mod? 15 hours ago, SusiNexus said: Deviously Cursed Wasteland is the last in my order now. Unfortunately no success. The missing dialogues are disturbing too. Oh, and is it intended that I cannot fast travel while wearing the belt? I don't know about fast travel, as i'm playing on survival (no fast travel at all). But in skyrim, many restraints that blocked hands or feet also disabled fast travel.
Varithina Posted March 13, 2018 Posted March 13, 2018 17 hours ago, Kimy said: There are a few customization options in this mod, but yes, it's not comparable in scope or ease of use to what's in Cursed Loot for Skyrim. This might change one day. When I started this mod, there was no equivalent for MCM available for Fallout. Now there is, but the one thing that has held me back was that using it would incur a dependency on F4SE - which is something I avoided so far. Neither Devious Devices nor DCW need a script extender, which I think is a plus. The price for it is downsized customization options and a few other things. As I said, it might change one day. But so far I am still not too keen on adding F4SE dependency. Maybe make the mcm a optional add on, that way people can choose to use it or not, though will make keeping the mod updated a bit of a pain in effect running two versions. Other option would be to make sure that there is a clear guide to using console to set values as well as what each of those values do, and if and where they can be changed, similar to how the belted quest has to be set to off in the pre-war area rather than in the starting vault. This would work as well as you could then create a batch file to set the values, and run that from the console in pre-war area before doing anything else. Another option that I am not sure if it is doable or not would be to have all the settings as changeable values in the esp so that you could open the file in xedit and change the values to what you want them to be. 1
SusiNexus Posted March 13, 2018 Posted March 13, 2018 3 hours ago, crayne said: NPCs from this mod are not voiced, so you must enable subtiltles in FO4 options. The same is true for any NPC, if your character is wearing a gag, as this mod adds a special dialog too them all before you can talk to them normally. You get a random restraint, when the belt is removed, this one seems like a straight jacket. If you have no keys, you must retry the escape optoins, until you succeed. Choosing the options "try to escape" and "examine" it should tell you, which options have highest chance of succes or which are not working at all (high security restrains ususally can only be picked). You can also open randcom contrains for a chance to optain keys (and more restraints). Missing Body could be that the mod was not installed correctly. You should try to re-download and install it again (removing the old one first). Also, do you have bodyslide installed? and if yes, build the outfits from this mod? I don't know about fast travel, as i'm playing on survival (no fast travel at all). But in skyrim, many restraints that blocked hands or feet also disabled fast travel. Thanks vor the clarifications. Yes, Body Slide is installed. What do you mean by build the outfits from this mod?
Kimy Posted March 13, 2018 Author Posted March 13, 2018 4 hours ago, Varithina said: Another option that I am not sure if it is doable or not would be to have all the settings as changeable values in the esp so that you could open the file in xedit and change the values to what you want them to be. You could do that even now. The variables are globals, so if people want to change their default values in the ESP, they can.
Varithina Posted March 13, 2018 Posted March 13, 2018 27 minutes ago, Kimy said: You could do that even now. The variables are globals, so if people want to change their default values in the ESP, they can. They are? I never really dug into the esp, but that does make things easier, people can with your permission of course, post esp with their custom settings set into it, or a batch file or whatever they want.
Kimy Posted March 13, 2018 Author Posted March 13, 2018 A batch file would be cleaner, as that wouldn't break with each update. Edited ESPs can't be used with new updates.
ssddsquare Posted March 14, 2018 Posted March 14, 2018 8 hours ago, SusiNexus said: Thanks vor the clarifications. Yes, Body Slide is installed. What do you mean by build the outfits from this mod? Just search how to build bodyslide in YouTube
Wonko486 Posted March 15, 2018 Posted March 15, 2018 On 3/12/2018 at 3:58 PM, Kimy said: There are a few customization options in this mod, but yes, it's not comparable in scope or ease of use to what's in Cursed Loot for Skyrim. This might change one day. When I started this mod, there was no equivalent for MCM available for Fallout. Now there is, but the one thing that has held me back was that using it would incur a dependency on F4SE - which is something I avoided so far. Neither Devious Devices nor DCW need a script extender, which I think is a plus. The price for it is downsized customization options and a few other things. As I said, it might change one day. But so far I am still not too keen on adding F4SE dependency. There is an argument (and a powerful one.) to made for simplicity. But there is an equally powerful argument to be made for customization and options. I suppose you should just be true to your intentions and vision and go wherever your basic design principals take you. Regardless, you made something fun that adds to the game mechanics and gameplay. 1
Wonko486 Posted March 15, 2018 Posted March 15, 2018 Oh, and while I'm here: some suggestions. 1.) Have the trap instance play an audio cue. The pop up box doesn't seem to be very reliable, so maybe make it play the booby trap disarm noise when you spring a trap. 2.) Animal ear headgear. Yeah, really is more on the embarrassment side of things than anything, but with the traps ability to unequip existing clothes and armour and prevent you from removing them, it could make for some interesting balance changes. Imagine having to spend a few days or a week (game time.) roaming around the commonwealth with bunny ears on. You might wind up known as the "rabbit of raider death". 3.) Maybe consider applying status effects to the devices. And I don't mean the walk/run thing with the hobble dress and leg bindings. I mean actual status effects. Anything that leaves your tits hanging out gives charisma bonuses to males, but debuffs for females. The Slinky clothes could buff your sneak but lower your armor rating, or DR (think of it as the "open to exposure debuff... or, "cold, wet and miserable."). The formal dresses could buff charisma but debuff sneak. The vibrators just debuff your sneak (yeah, cause that blind super mutant isn't going to hear me moaning up on the second floor.). The non-slave collars could debuff charisma and cut your AP by a percentage (cause you can't breath properly.). I bring that last point up because as it stands: non slave collars are figuratively armour! I got saddled with a gold steel collar while still in sanctuary (the first time! I was looting the spot for clothes and glue.) and haven't had the three restraint keys I need to open it, but I'm not going to get rid of it anyway, as it looks DAMNED good, and oh yeah: I can't get a slave collar. I've had it spring on me a bunch of times, but it can't apply because there's already a locked collar there. So, selective effects on the devices could incentivize the player to want to get them off. 4.) I said it before, and I will offer it again: Just make the player immune to traps when in power armour. The traps tend to glitch when they apply through armor anyway, it's how you wind up with three stacked slave collars on. It's pretty broken and frustrating. Have a pop up that says "bounced right off the armor" and either put it in inventory as an item, or if you can swing it; apply it to the companion if applicable. Just some thoughts and ideas cause I love the mod and want to see it develop, and grow and improve.
SusiNexus Posted March 17, 2018 Posted March 17, 2018 Whoo, I managed to build things with the body slide, I can see everything now. I got a problem though, I get the Jack the Belter quest and when I find him and he removes the belt I get another item (which is intended) and a second after I get a new belt and the quest begins again. As far as I understand I should not get the quest again, right? And I should not get the inescapable belt again? Especially when I'm already wearing another item like the black latex suit. Thanks, Susi
crayne Posted March 17, 2018 Posted March 17, 2018 12 hours ago, SusiNexus said: Whoo, I managed to build things with the body slide, I can see everything now. I got a problem though, I get the Jack the Belter quest and when I find him and he removes the belt I get another item (which is intended) and a second after I get a new belt and the quest begins again. As far as I understand I should not get the quest again, right? And I should not get the inescapable belt again? Especially when I'm already wearing another item like the black latex suit. Thanks, Susi It's random and tehre's no cooldown on collar or belt quest, so there's a chance you'll get the belt or colloar again, every time you loot a container and not wearing any belt or collar. I disabled the belt quest after first time in my own game (see first page of this thread).
SirCrazy Posted March 18, 2018 Posted March 18, 2018 Quote I bring that last point up because as it stands: non slave collars are figuratively armour! I got saddled with a gold steel collar while still in sanctuary (the first time! I was looting the spot for clothes and glue.) and haven't had the three restraint keys I need to open it, but I'm not going to get rid of it anyway, as it looks DAMNED good, and oh yeah: I can't get a slave collar. I've had it spring on me a bunch of times, but it can't apply because there's already a locked collar there. So, selective effects on the devices could incentivize the player to want to get them off. This is my favorite reason for this mod! I don't know if it was intended but my character now has a very compelling game play reason to want to wear some of the restrains. My character (while out adventuring) will wear a collar and a chastity belt to prevent worse items from being equipped. The normal collar prevents the slave collar. The normal belt prevents plugs and Jack's belt from being equipped. My character leaves them on all the time because there is no in game reason to remove them currently. It would be nice if the normal items had some of the effects you suggested so that there is a forced choice in choosing between the lesser of 2 evils. On F4SE, I like the fact that the devious mods don't need it. Few things are more annoying than to come home and find out I can't play a game for a week because Bethesda released some worthless CC update that breaks everything. This is the reason I spend most of my time now on oldrim. I know I can play it at any time.
Wonko486 Posted March 18, 2018 Posted March 18, 2018 I've noticed of late that when bethesda does a CC update, F4se is usually updated within 24 hours. I'm not making an argument for or against kimy's choices here, just sharing my observation. It was sometimes a week when there was actual game updates, but it seems like updating the script extender is much simpler when it's just CC crap. And as an update: I lost my gold steel collar to the power armor glitch. Slave collar went right through both. I was able to simply take off the gold steel after the slave collar applied itself.
LesboIsBesto Posted March 19, 2018 Posted March 19, 2018 Just a suggestion for the future: you ought to make the slave collar's zap function scale up in damage depending on the characters lvl & hp. My hp is at like 2000 without the collar buff so it doesn't really punish me for wearing clothes. Also was curious, this mod doesn't conflict with other mods so my question is if I use 4Play Violate but disable its DA effect, plus its health & cripple knockdown, would Violate still kick in 1st then your mod puts devices on me or will Violate stay inactive but your mod still places devices on me & drops me somewhere random? UPDATE: After gettin a bunch of devices on me & using a key I found to remove my leg irons, your combat surrender kicked in even with no enemies around. It always activates when I remove the leg irons even with no enemies around but having any kind of arm restraints does not even affect it. I have your combat surrender enabled so not activating with wrist restraints must mean that Violate is keeping it out regardless. UPDATE 2: I reloaded to a past save & got the same items equipped on me through DCW & this time, removing leg irons around enemies triggered the surrender but doing it away from them did not. Then I requipped the items I removed back in front of the enemies & removed them with the keys & combat surrender triggered. No idea if this is a normal function or my game is fucking up. Can provide a log but it might be pretty big to sift through, so if you can help me figure out what went wrong, I'll recreate the issue on a freshly loaded save.
slonez1 Posted March 19, 2018 Posted March 19, 2018 I am curious if this is in the works to be updated? MCM finally works (and great, I might add) for fo4, and I would love to see this mod updated. Thanks for keeping it in mind.
goldexen Posted March 21, 2018 Posted March 21, 2018 Quest bugged normal animation at 3rd person view (after giving Alice a belt) and my character always move with jumps How to fix it?
Gupaloriz Posted March 22, 2018 Posted March 22, 2018 I'm having trouble with the slave collar. When it triggers and equips my armor/clothes do not unequip. I'm running RSE and Combat Strip Lite. Would these mods cause conflict with unequipping? DCW is at the bottom of my load order too.
Varithina Posted March 22, 2018 Posted March 22, 2018 55 minutes ago, Gupaloriz said: I'm having trouble with the slave collar. When it triggers and equips my armor/clothes do not unequip. I'm running RSE and Combat Strip Lite. Would these mods cause conflict with unequipping? DCW is at the bottom of my load order too. For me it will only work on vanilla armours, has no affect what so ever on mod added stuff, even when they appear to have the correct keywords added to them. Though from what I am aware it was only stripping the under armour so to speak, things like combat/leather/metal armour would not be. Though I did have this happening at one point myself and never did sort out why, after getting rid of one of the collars and loading the game at a later date they started working again. I run RSE myself but not combat strip.
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