Wonko486 Posted March 30, 2018 Posted March 30, 2018 8 hours ago, Varithina said: 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. I know that, but the new vault 111 suit is a stock game item. There are two you can pick up during the opening sequence. Which is why I asked, cause it seems weird that the vault suit the game puts you in will trigger the punishment but NOT the exact same but hasn't been worn version of the suit. Which suggests that the keyword for a stock game item is missing or misapplied.
Varithina Posted March 30, 2018 Posted March 30, 2018 1 hour ago, Wonko486 said: I know that, but the new vault 111 suit is a stock game item. There are two you can pick up during the opening sequence. Which is why I asked, cause it seems weird that the vault suit the game puts you in will trigger the punishment but NOT the exact same but hasn't been worn version of the suit. Which suggests that the keyword for a stock game item is missing or misapplied. Hmm, odd, and the only things editing the keywords that my load order shows is armorkeywords and armoursmith extended, which is pretty much what you would expect, though vis item sorting was one that might do as well, though I think that uses instance nameing rather than changing the full names as it does in previous games. My first though would be that the script is not quite doing what it is supposed to as I have added the correct keywords to several armours that did not have them and they still do not trigger the collars effects either, which is odd, I have noticed a few armour mods I have that are full armour keywords set up and they tend to be somewhat hit and miss about the collar doing anything when wearing them either. 1
Krazyone Posted March 30, 2018 Posted March 30, 2018 Feature request... Remove item preview on lootable items. Reason... Your mod wont fire up, unless you open the container. It's very rare that I open containers, as I play on Survival Mode. With carry weight limits, I tend to only pick up ammo, caps and legendary items, never entering the container. 6 hours into the game, and no keys and only a nudity collar and a visit from Jack the Belter. I tried entering the containers ( anything that has an inventory ), and started getting keys and devious items. I may be missing something, but I didn't see anything mentioned about this. It's fun having cursed loot on Fallout 4, after having it as a permanent addition on my Skyrim...
Wonko486 Posted March 31, 2018 Posted March 31, 2018 19 hours ago, Varithina said: Hmm, odd, and the only things editing the keywords that my load order shows is armorkeywords and armoursmith extended, which is pretty much what you would expect, though vis item sorting was one that might do as well, though I think that uses instance nameing rather than changing the full names as it does in previous games. My first though would be that the script is not quite doing what it is supposed to as I have added the correct keywords to several armours that did not have them and they still do not trigger the collars effects either, which is odd, I have noticed a few armour mods I have that are full armour keywords set up and they tend to be somewhat hit and miss about the collar doing anything when wearing them either. I haven't actually had any problems with the collar not working till now. I wanted someone else to test it to make sure it was an actual thing, and not just my game/mod combination acting up. But In all my playthroughs (and I like restarting, what can I say?) I don't think I've ever had the combination of collar/new vault suit.
Varithina Posted March 31, 2018 Posted March 31, 2018 2 hours ago, Wonko486 said: I haven't actually had any problems with the collar not working till now. I wanted someone else to test it to make sure it was an actual thing, and not just my game/mod combination acting up. But In all my playthroughs (and I like restarting, what can I say?) I don't think I've ever had the combination of collar/new vault suit. I rarely ever use the vault suit apart from the very early bit in the vault and around sanctuary, once I get out of there and start killing raiders I have the much better hmm what to wear stuff which they drop, only problem is that they do not register with the collar either which is annoying, in the end I can see me editing the collar script and adding a couple of vanilla clothing keywords to it just so that I can add them to all the clothing/armours that do not register with the collar. 1
T_b_d4 Posted April 6, 2018 Posted April 6, 2018 When I did it it has to do with the leg cuffs. For some reason the game thinks that they are on. When they are not. Before using the key try to equip the leg cuffs first. That might help.
Wonko486 Posted April 6, 2018 Posted April 6, 2018 On 3/31/2018 at 10:21 AM, Varithina said: I rarely ever use the vault suit apart from the very early bit in the vault and around sanctuary, once I get out of there and start killing raiders I have the much better hmm what to wear stuff which they drop, only problem is that they do not register with the collar either which is annoying, in the end I can see me editing the collar script and adding a couple of vanilla clothing keywords to it just so that I can add them to all the clothing/armours that do not register with the collar. I'm currently using this for some of my clothes. And it all works with the slave collar. I had actually just managed to find the stuff I needed to upgrade the raider crimson short variant when I got stuck in the collar again. So yeah... lost carry weight, lost defence (cause with AWKCR, weaves! and I had just dropped the lv1 hybrid weave on there.) I usually end up either making these at the armorsmith workbench or just keeping the better ones (the ones with boots! I spend enough time in bare feet as it is and I wouldn't ask a settler to work the fields barefoot either.) from raider to outfit my settlers.
Kimy Posted April 6, 2018 Author Posted April 6, 2018 On 3/30/2018 at 1:21 PM, Krazyone said: Feature request... Remove item preview on lootable items. Reason... Your mod wont fire up, unless you open the container. It's very rare that I open containers, as I play on Survival Mode. With carry weight limits, I tend to only pick up ammo, caps and legendary items, never entering the container. 6 hours into the game, and no keys and only a nudity collar and a visit from Jack the Belter. I tried entering the containers ( anything that has an inventory ), and started getting keys and devious items. I may be missing something, but I didn't see anything mentioned about this. It's fun having cursed loot on Fallout 4, after having it as a permanent addition on my Skyrim... I don't think I can disable FO4's standard loot mechanism. Even if I could, people would probably hate me for it. Personally I find the ability to look into closed containers without opening them a massive immersion-breaker, but apparently people want dumbed-down straightforward games.
Krazyone Posted April 6, 2018 Posted April 6, 2018 On 30/03/2018 at 9:21 PM, Krazyone said: Feature request... Remove item preview on lootable items. Reason... Your mod wont fire up, unless you open the container. It's very rare that I open containers, as I play on Survival Mode. With carry weight limits, I tend to only pick up ammo, caps and legendary items, never entering the container. 6 hours into the game, and no keys and only a nudity collar and a visit from Jack the Belter. I tried entering the containers ( anything that has an inventory ), and started getting keys and devious items. I may be missing something, but I didn't see anything mentioned about this. It's fun having cursed loot on Fallout 4, after having it as a permanent addition on my Skyrim... 7 hours ago, Kimy said: I don't think I can disable FO4's standard loot mechanism. Even if I could, people would probably hate me for it. Personally I find the ability to look into closed containers without opening them a massive immersion-breaker, but apparently people want dumbed-down straightforward games. Shame... I had a similar problem on Skyrim, looking at barrels and containers and the word empty appearing on the barrel. I always install on every play-through of Skyrim, the NO EMPTY TAG ON EMPTY CONTAINERS mod. Shame that no one has made one for Fallout 4. A lot of the mods I install are for immersion, modding out things that break the immersion. The list of immersion fix mods that I have is quite large, as always, and getting larger each week. Anyway... I love your mods, happy modding. Keep up the good work... Edit... I did a quick search and found an answer. Jacks disable quick loot mod, I haven't tried it yet, so I can't endorse it until I actually use it. Maybe add a link to it, or reverse engineer it for your mod.
SmartGuy202 Posted April 7, 2018 Posted April 7, 2018 On 4/5/2018 at 10:45 PM, ballsofffire0 said: When I did it it has to do with the leg cuffs. For some reason the game thinks that they are on. When they are not. Before using the key try to equip the leg cuffs first. That might help. Had the same issue. Even after finishing "Belted!", character in 3rd person still hopped around as if legs were bound. I found that by equipping the provided "Vault-Tec Security Leg Irons" (even with manipulated locks), then removing them, my character now walks normal. Thanks for the clue-in.
wolkery Posted April 14, 2018 Posted April 14, 2018 I have taken off the hobble dress and handcuff,but still walk by jump-to-jump,how could I do to solve this problem
Wonko486 Posted April 16, 2018 Posted April 16, 2018 On 4/14/2018 at 5:33 AM, gllzhgllzh said: I have taken off the hobble dress and handcuff,but still walk by jump-to-jump,how could I do to solve this problem Put the hobble dress back on. Seems counter intuitive, but if you put it on then take it back off, it resets the animations and fixes the bunny hopping. 1
wolkery Posted April 19, 2018 Posted April 19, 2018 On Mon Apr 16 2018 at 8:11 PM, Wonko486 said: Put the hobble dress back on. Seems counter intuitive, but if you put it on then take it back off, it resets the animations and fixes the bunny hopping. Thanks!
Crazy Natalie Posted April 20, 2018 Posted April 20, 2018 Love the mod...small bug though. The timer is always set for one hour before I can remove the item. Never any more. Any way to fix this?
FurryDivision Posted April 21, 2018 Posted April 21, 2018 i have a little problem...when i use the console commands for the settings comes everytime not found. for example: Script command " dcw_HidePipBoy" not found. can you help me with this problem?
parrote3 Posted April 23, 2018 Posted April 23, 2018 On 4/20/2018 at 4:15 AM, Crazy Natalie said: Love the mod...small bug though. The timer is always set for one hour before I can remove the item. Never any more. Any way to fix this? Same, I would love to extend the timer to more then one hour.
KaraAmatuki Posted May 12, 2018 Posted May 12, 2018 I am Japanese. Who is translating? If not, I will do it myself.
KaraAmatuki Posted May 12, 2018 Posted May 12, 2018 1 hour ago, KaraAmatuki said: I am Japanese. Who is translating? If not, I will do it myself. bug? Reported? You can remove the chastity belt in Supply Container of Voult 111 And it will increase. When you return and leave. The screen got dark ... Sorry, it's google translation.
Sarfin Posted May 14, 2018 Posted May 14, 2018 On 6.4.2018 at 4:15 PM, Kimy said: I don't think I can disable FO4's standard loot mechanism. Even if I could, people would probably hate me for it. Personally I find the ability to look into closed containers without opening them a massive immersion-breaker, but apparently people want dumbed-down straightforward games. In fallout VR , when you're close to a Container, you can either take the items with the right touchfield - or open the Container with left. If you aim with the left hand you don't have a preview just the "open" command.
Sarfin Posted May 15, 2018 Posted May 15, 2018 I was testing this mod now with Fallout VR. The good news: It's compatible (Sort of). You can start all quest and at least the menu says you wear all bondage. But before you now throw all your savings over board and buy a VR glass + F4 VR because you can't wait play such a mod in VR, being tied up in VR.... Here's the bad news Except of slow walking because of hobble dress/shackles, and a darker screen while blind folded, you have nearly no benefits of the mod. You won't see the bondage on your character model, nor the chastity belt or anything else, which make this mod for VR quiet uninteresting. Even it's "better then nothing" it's more something for a game where you have a 3D model of your character and you see the actual bondage. While Devious Devices at least can be used to tie up some NPCs, and there you have a visual bondage. I know this mod is not made for VR so please don't take this as complain at all. I do love your work Kimy. i just wanted to try it for VR, and now i know its compatible, as long you don't need to see the bondage you wearing. Well still the blindfold and gag feature. thats something Buit because you don't see the hobble/shackles, slow walking just feels like you're overcrumbled
onebdjoe Posted May 15, 2018 Posted May 15, 2018 Does the "Belted!" quest disable the cursed portion of this mod? I ask because none of the containers are triggering a trap, even when set to 100% cursedlootchance.
Sarfin Posted May 15, 2018 Posted May 15, 2018 As far as i know not, but being in a Power Armor protects you from Cursed loot.
Varithina Posted May 16, 2018 Posted May 16, 2018 12 hours ago, onebdjoe said: Does the "Belted!" quest disable the cursed portion of this mod? I ask because none of the containers are triggering a trap, even when set to 100% cursedlootchance. From what I remember yes, it blocks everything else apart from that quest, you will not find keys or anything else until this quest is completed. 1
TheSpanishOne Posted May 16, 2018 Posted May 16, 2018 Kimy how do we access tentacle monster a and b? I would love to have my Nora ensnared by them in my adventures across the Commonwealth :^)
five_by_five Posted May 18, 2018 Posted May 18, 2018 After spending a couple of days with this, I did not run into any major bugs and for the most part the mod made the game more interesting. Though I did not get trapped into Armbinders and the likes, maybe that was a blessing because it seems a game over item (?). A minor gripe was DD items and keys spawning in cointainers with some delay, so I often miss them if I dont look back at the container a couple of seconds later, which could be due to other scripted mods on top of this making everything a bit sluggish, who knows. Slightly annoying: plugs making the character moan near constantly without having any other actual effect. At least that makes sure you went to get rid of them again I suppose ... But there was one glaring problem: * The slave collar: It seems to give +5 strength, perception and endurance each, +10 or even 12 charisma (woot?), triples my HP (that might be a side-effect of the Endurance bonus? Not sure, I always play low to medium Endurance characters) and the Absorb Damage effect makes me feel like I am wearing ballistic weave mk 4. In other words, especially early on this thing is god mode. And here I thought this item is supposed to make me feel vulnerable? o.O The only incentive to get rid of it again is that being nude all the time is visually kinda boring after a while. And even that often does not really apply, because most of the nice looking mod armor/clothing is not detected by the collar (for reasons mentioned earlier in this thread and out of Kimy's control).
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