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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
On 4-12-2017 at 9:41 AM, TerabyteDragon said:

I was able to fix the Alice hideout issue with by adding bUseCombinedObjects=0 to Fallout4Custom.ini, as suggested by https://forums.nexusmods.com/index.php?/topic/3989675-settlements-no-floor-collision-in-any-settlement/

I just wish I understood what that setting does.

This worked for me, but people should know that there are 2 of these files. you need to change the one in documents/mygames/fallout4.

Also i placed it under the [GENERAL] header.

Posted
15 hours 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.

The slave collar doesn't unequip anything for you, it just punishes you if you have clothes on. It will punish you if you're wearing modded-in clothes too so long as they have the proper keyword associated with it. It doesn't seem to have a problem with any kinds of armor, which is fine as it doesn't buff you that much. Be warned, you can get multiple slave collars on because of power armor. You'll finally get a key, pull it off... and still have one equipped. It seems to be a glitch (at least, I think so.) so consider yourself warned.

Posted
1 hour ago, Wonko486 said:

The slave collar doesn't unequip anything for you, it just punishes you if you have clothes on. It will punish you if you're wearing modded-in clothes too so long as they have the proper keyword associated with it. It doesn't seem to have a problem with any kinds of armor, which is fine as it doesn't buff you that much. Be warned, you can get multiple slave collars on because of power armor. You'll finally get a key, pull it off... and still have one equipped. It seems to be a glitch (at least, I think so.) so consider yourself warned.

Yeh, but which keywords as non of the panties/tops and skirts from hmm what to wear trigger punishment, got the same with quite a few armours, it seems to only check for a couple of keywords, and it seems quite a few mod armours either use their own custom ones or do not use the ones that are being checked for by the script.  I was intending to add the keywords to hmm what to wear and all the armour mods I use that do not punish for wearing clothes when the collar is on.  But reading scripts make me cross my eyes then start cursing nowadays, 15-20 years ago not so much now bleh, scripts I hate trying to figure out just what they hell they are trying to do with things.

 

And I think most of us were expecting something like the skyrim version which did unequip gear as default when equipping a collar, or at least from what I remember it does.

 

And I once tried to make hmm what to wear armorsmith/armour keywords compatible, never again, it completely nuked the armour entries on loading after adding armoursmith extended as a master file, instead of pointing to amour it pointed to landscape and god knows what other stuff.

Posted

I think that might have been why you get shocked instead of auto-stripped (which I remember the skyrim collar doing as well. But I could be wrong and thinking of another item.). It seems there are some significant differences between coding in skyrim and coding in f04, and it severely changes what you can do without the script extender. Still, I find the shocking and the threat more thematic to fallout than automatically pulling all your (properly keyworded.) clothes off. And a lot of modders did seem to mimic the vanilla keywords for their stuff, almost all the clothing mods I have will see my character doing the direct current jig with the slave collar on.

 

And I know how you feel about going through the scripting and figuring this stuff out. I keep trying to teach myself the creation kit and utterly failing. I don't remember it being this hard for duke nukem's build engine editor... getting older kinda sucks for this stuff.

Posted
7 hours ago, Wonko486 said:

I think that might have been why you get shocked instead of auto-stripped (which I remember the skyrim collar doing as well. But I could be wrong and thinking of another item.). It seems there are some significant differences between coding in skyrim and coding in f04, and it severely changes what you can do without the script extender. Still, I find the shocking and the threat more thematic to fallout than automatically pulling all your (properly keyworded.) clothes off. And a lot of modders did seem to mimic the vanilla keywords for their stuff, almost all the clothing mods I have will see my character doing the direct current jig with the slave collar on.

 

And I know how you feel about going through the scripting and figuring this stuff out. I keep trying to teach myself the creation kit and utterly failing. I don't remember it being this hard for duke nukem's build engine editor... getting older kinda sucks for this stuff.

 

In skyrim the auto strip had a decent reason for it to work aka magic, fallout 4 though it kinda makes sense for no autostrip, due to there being no real way to implement it with out in effect black box/mcguffin it, in other words how the hell does the collar know you are wearing clothes and then removing them, and how would it even remove them?

 

The shock is kinda ok, but I tend to loot ammo and meds during combat, getting a collar equipped then can be a matter of it going from ok to I am dead depending on how much damage I have taken before the collar runs it shock, due to as far as I have seen it tend to shock a % of your total hp not your current hp, which at lower levels can be lethal, rather than annoying.

 

The ck for fallout 4 is a pain, sure there is a lot of similar stuff from skyrim, but there is also a lot that is nothing like it, in skyirm me creating crafting and upgrade recipes for armour/weapons is a couple of min per item, in fallout 4 I can not even get them to work consistently, sometimes they work other times it locks me in the work bench or it cause the game to ctd, I now it is all keywords and such but damn are they a pain.

 

True, most modders do tend to use either armour keyords or vanilla keywords, but there are some, hmm what to wear being one of them that uses its own custom keywords on pretty much everything, which means the collar script does not even see them, you can quite happily put on one of its tops/panties/shorts and not have the collar zap you.  Or they do not have the correct keywords on the items, which is not that uncommon from what I have seen.

Posted

Sure you can get around a mod especially if you use other mods, but then it comes down to why you are playing with the mod to begin with.   The spirit of the mod is that the collar punishes you for wearing clothing.  So if you just want to get around it by finding a clothing mod why bother with this mod to begin with.  For myself even if I could wear clothing because of a mod I would not because that is not the spirit of the mod.

Posted
49 minutes ago, rkoelsch1 said:

Sure you can get around a mod especially if you use other mods, but then it comes down to why you are playing with the mod to begin with.   The spirit of the mod is that the collar punishes you for wearing clothing.  So if you just want to get around it by finding a clothing mod why bother with this mod to begin with.  For myself even if I could wear clothing because of a mod I would not because that is not the spirit of the mod.

That as the reason I was looking for which keywords this mod checks for so that I could add them to the other mods I have that do not, and I consider this mod a add on not a requirement, it would not change my game play at all to remove it.

 

If a mod works it works if not then I will check and see why, if I can fix by adding keywords to other mods I use then I will, if I can not then I will not bother and just go my way.

 

There again my settings for this mod are very very low for everything, it should be a very rare occasion to get the collar not something that happens on every box/chest or corpse you loot.  If it is too common the question should be where the hell are all these collars and such coming from, who is making them and why the hell is every raider/ghoul or what not carrying the things around?

Posted

Actually... raiders do take prisoners: so it kinda makes sense for an occassional, opportunistic raider to be carrying around the collar. They find a nice person out there, slap a collar on her, and bam: instant pay day.

 

But it's a master thief that's running around planting restraints and collars on monsters, mutants and ghouls. I mean: when a trapped CORSET jumps out of a mirelurk... whoever put that there was GOOD.

Posted
35 minutes ago, Wonko486 said:

Actually... raiders do take prisoners: so it kinda makes sense for an occassional, opportunistic raider to be carrying around the collar. They find a nice person out there, slap a collar on her, and bam: instant pay day.

 

But it's a master thief that's running around planting restraints and collars on monsters, mutants and ghouls. I mean: when a trapped CORSET jumps out of a mirelurk... whoever put that there was GOOD.

True, raiders having the stuff does make some sense, and slave collars have existed in fallout 1 and 2 from what I remember.

 

Do not forget the person somehow getting them in sealed pre war locations in locked safes and containers.

 

Most of it is due to how the level loot lists work, so unless somebody is going to completely rebuild them from the ground up not much can be done about that.

Posted

Actually, I'm not complaining about how it works, just marveling at how it appears when the mechanic is enacted in game. Someone out there in the commonwealth is either good enough to set a physically complicated trap (springs, and levers and electronics and shit.) on living creatures... or that was one kinky mirelurk.

Posted

hello,thanks for this funny mod.

i ve got a problem with the mittens on hands,i can t open the pip boy.how can i remove this?and where can i find kimy.i don t see this npc in goodneighbor.

thanks for answer.

Posted
2 hours ago, alain31 said:

hello,thanks for this funny mod.

i ve got a problem with the mittens on hands,i can t open the pip boy.how can i remove this?and where can i find kimy.i don t see this npc in goodneighbor.

thanks for answer.

You should always be able to access the pipboy, regardless of the condition of your hands, so... could you provide more information, please?

 

And the NPC is in goodneighbour. Inside the memory den. Either in the main room, or in the side room on the left. You can't miss her, latex dress and all.

Posted

hi thanks for your answer.

i have access to pip boy and i can interact with him but he is invisible.the screen is invisible.i only see the gloves.

Posted
4 minutes ago, alain31 said:

hi thanks for your answer.

i have access to pip boy and i can interact with him but he is invisible.the screen is invisible.i only see the gloves.

Fair few of us mentioned this, as without it there seems to be no way to try and remove anything once you have your hands/arms bound, there are a couple of work arounds posted in the last few pages, I posted one and somebody else posted another.

 

But yeh, it would be nice, when getting stuck in cuffs or things like that that stop you accessing your inventory to automatically pull up the unlock/escape menu when you exit the pipboy, pretty much the same way the version for skyrim does.  It could of course be a scripting thing where in fallout 4 you can not do that, no idea.  As it is I use Roggvir's DD Items Manager  https://www.loverslab.com/files/file/5259-roggvirs-dd-items-manager/ to simply not allow arm binders/yolks or anything like that, not great but better than having to reload when you get one those type of items equipped.

Posted

Am i missing some thing?. I've found both hair pins and picked the lock on my handcuffs and got the overseers key, found the supply crate and used the cutters to remove the hobble dress , then got a message about "realising you cant win this fight, you surrender", something about something can't be inserted, then the game freezes

WTF1.jpg

WTF2.jpg

Posted
5 hours ago, Cthugha99 said:

Am i missing some thing?. I've found both hair pins and picked the lock on my handcuffs and got the overseers key, found the supply crate and used the cutters to remove the hobble dress , then got a message about "realising you cant win this fight, you surrender", something about something can't be inserted, then the game freezes

 

 

If you have RSE installed try deactivating that, or if you have any other mod that deals with combat surrender deactivate that instead, then see what happens, doing that got it working properly for me, previous to that, it would try to randomly teleport me somewhere (ie RSE combat surrender), but kept freezing or crashing the game, or very rarely transport me somewhere which stuffed the quest up completely.

Posted
17 hours ago, Varithina said:

If you have RSE installed try deactivating that, or if you have any other mod that deals with combat surrender deactivate that instead, then see what happens, doing that got it working properly for me, previous to that, it would try to randomly teleport me somewhere (ie RSE combat surrender), but kept freezing or crashing the game, or very rarely transport me somewhere which stuffed the quest up completely.

I've been having problems with this game since I bought it, and I've been getting some strange CTD's. IE:-
I can play FO4 with some mods with no problems
install a interesting sounding mod (save before installing)
start a new game
CTD as soon as I leave the bathroom
un-install mod
load saved game
CTD on loading
run LOOT
try again to load saved game
CTD on loading again
uninstall all mods
start new game
CTD as soon as I leave the vault and get back to santurary
un-install game
delete FO4 directory
re-install FO4
start new game
CTD as soon as I leave the vault and get to the wooden bridge other side of sanctuary
mutter a few things about the people who wrote this piece of ****
un-install game in disgust
delete FO4 directory
wait a few months
re-install FO4 (and mods)
everything works fine
install a interesting sounding mod
and it starts all over again

 

this is my current load order

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCWorkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCWorkshop02.esm
  5  5     DLCWorkshop03.esm
  6  6     DLCNukaWorld.esm
           DLCUltraHighResolution.esm
  7  7     ArmorKeywords.esm
  8  8     TortureDevices.esm
  9  9     Devious Devices.esm
 10  a     Boston Breeder.esp
 11  b     Headcrab_Bunny_nonAWKCR.esp
 12  c     CBBE.esp
 13  d     Deviously Cursed Wasteland.esp
 14  e     Latex suit.esp
 15  f     LatexNurseSuit.esp
 16 10     Idiot Slut.esp
 17 11     rpampas.esp
 18 12     b_lpampas.esp

 

Posted
6 hours ago, Cthugha99 said:

this is my current load order

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCWorkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCWorkshop02.esm
  5  5     DLCWorkshop03.esm
  6  6     DLCNukaWorld.esm
           DLCUltraHighResolution.esm
  7  7     ArmorKeywords.esm
  8  8     TortureDevices.esm
  9  9     Devious Devices.esm
 10  a     Boston Breeder.esp
 11  b     Headcrab_Bunny_nonAWKCR.esp
 12  c     CBBE.esp
 13  d     Deviously Cursed Wasteland.esp
 14  e     Latex suit.esp
 15  f     LatexNurseSuit.esp
 16 10     Idiot Slut.esp
 17 11     rpampas.esp
 18 12     b_lpampas.esp

 

I do not see the unofficial patch in there, that may help somewhat, but it sounds like there may be something more going on, after all if you can play the base game without problems then start ctd on load with mods added, that is odd, normally you might find one mod that does not like your setup but getting it with more is odd.

 

Also try not installing any other mods but the ones for wasteland and see what happens with that, do not forget to run bodyslide after getting it all set up, and make sure that the meshes it generates are going into the right places.

 

Also at present you might want to ditch boston breeder as from what I remember most of the quests it gives you require console to complete for various reasons, I tried it some time back and as far as I am aware it is still version 1, which was the one I used.

Posted

OK new load order

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCWorkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCWorkshop02.esm
  5  5     DLCWorkshop03.esm
  6  6     DLCNukaWorld.esm
           DLCUltraHighResolution.esm
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     ArmorKeywords.esm
  9  9     TortureDevices.esm
 10  a     Devious Devices.esm
           Boston Breeder.esp
           Headcrab_Bunny_nonAWKCR.esp
           CBBE.esp
 11  b     Deviously Cursed Wasteland.esp
           Latex suit.esp
           LatexNurseSuit.esp
           Idiot Slut.esp
           rpampas.esp
           b_lpampas.esp

 

and still not working, however if I've got my gun in my hand when I open the chest I can get everything, close the chest  and not get any messages, I can still move about, but can't access my pipboy (which makes sense since I've picked it up yet, even if it is on my wrist in third-persion view). I wonder what would happen if I get the pipboy first then open then chest?

 

nope got both messages, the screen went blank and the little green icon appears (loading?) and goes around and around and around and around and around, etc. apart from that nothing

Posted

Can someone please test something for me? You need to be wearing a new vault 111 vault suit, and the slave collar. In my game, this combination does not end in punishment for wearing clothes. I actually thought something was glitched, but worked out this little kink when I started swapping clothes.

 

Again: does the slave collar punish you when you wear a NEW vault 111 suit?

Posted
8 hours ago, Wonko486 said:

Can someone please test something for me? You need to be wearing a new vault 111 vault suit, and the slave collar. In my game, this combination does not end in punishment for wearing clothes. I actually thought something was glitched, but worked out this little kink when I started swapping clothes.

 

Again: does the slave collar punish you when you wear a NEW vault 111 suit?

Keywords is the short answer, the slightly longer one is the collar only checks for certain armour keywords and if the armour you are wearing is not tagged with those keywords the collar does nothing.  There are quite a few armour mods that do not use the keywords it checks for and it does not check for vanilla keywords only the AWKCR ones.

 

 

Posted
10 hours ago, Cthugha99 said:

OK new load order

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCWorkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCWorkshop02.esm
  5  5     DLCWorkshop03.esm
  6  6     DLCNukaWorld.esm
           DLCUltraHighResolution.esm
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     ArmorKeywords.esm
  9  9     TortureDevices.esm
 10  a     Devious Devices.esm
           Boston Breeder.esp
           Headcrab_Bunny_nonAWKCR.esp
           CBBE.esp
 11  b     Deviously Cursed Wasteland.esp
           Latex suit.esp
           LatexNurseSuit.esp
           Idiot Slut.esp
           rpampas.esp
           b_lpampas.esp

 

and still not working, however if I've got my gun in my hand when I open the chest I can get everything, close the chest  and not get any messages, I can still move about, but can't access my pipboy (which makes sense since I've picked it up yet, even if it is on my wrist in third-persion view). I wonder what would happen if I get the pipboy first then open then chest?

 

nope got both messages, the screen went blank and the little green icon appears (loading?) and goes around and around and around and around and around, etc. apart from that nothing

I am stumped in that case with only those mods installed it should work, the load screen you are getting should then dump you back where you were, but wrapped up like a present, do you really want to do the belted quest at the start of the game?, if not then in the pre war area where you do character design open the console up and type into it

 

set dcw_enableBeltedQuest to 0

 

then continue with things normally, that should at least let you get out of the vault, though you miss the fetch and carry quest for that quest at least.

Posted
5 hours ago, Varithina said:

I am stumped in that case with only those mods installed it should work, the load screen you are getting should then dump you back where you were, but wrapped up like a present, do you really want to do the belted quest at the start of the game?, if not then in the pre war area where you do character design open the console up and type into it

 

set dcw_enableBeltedQuest to 0

 

then continue with things normally, that should at least let you get out of the vault, though you miss the fetch and carry quest for that quest at least.

everytime I open the chest the game freezes, I can ignore it and leave the vault, but I'm still wearing the hobble dress, not the best thing whilst trying to avoid monsters who want to claw your face of.

 

If i unstall the mod and start a new game, then it seems to crash at random sometimes 10-15 minutes after starting a new game or loading a saved game and other time I seem to be able to play for 2-3 hours before it crashes.

 

I've looked around and some it could be a graphics problem, I might need to upgrade a graphics card (according to my settings I've got an AMD Radeon HD 7700 Series), I'm also using Win 10, which may not be compatable with some games. Of course the easiest solution would be just to stop playing FO4.

 

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