Swipey Posted April 14, 2019 Posted April 14, 2019 Anyone else got the problem where when you take restrictive gloves off you still cant equip anything like a gun or armor? If so how do you fix it?
NXTtrain Posted April 14, 2019 Posted April 14, 2019 15 minutes ago, Swipey said: Anyone else got the problem where when you take restrictive gloves off you still cant equip anything like a gun or armor? If so how do you fix it? Did you take them off properly? As in, use the pop-ups? And restrictive gloves shouldn't have that effect, only paw mittens.
Swipey Posted April 14, 2019 Posted April 14, 2019 5 hours ago, NXTtrain said: Did you take them off properly? As in, use the pop-ups? And restrictive gloves shouldn't have that effect, only paw mittens. I did do all that however i found a fix where i requip them with modified locks and remove them
JoKa2511 Posted April 17, 2019 Posted April 17, 2019 So I got the problem with Alices Hideout where only the furniture would load in and I am stuck in a freefall. But I managed to fix it and it is now working perfectly. Ā Ā How I fixed it: - Load up Deviously Cursed Wasteland.esp in the CreationKit - Load the Interior Cell "dcwAlicesBunker" so the Interior Cell shows up in the Render Window - On the Task Bar go to "World --> PreCombine Geometry for Current Cell" (Do not click the PreCombine Geometry for Interior Cells as this will PreCombine EVERY Interior Cell - It will ask you to Confirm for PreCombining the Cell data for "dcwAlicesBunker". Click Yes - Takes a couple of seconds (well for me). When Finishes it will show a box with "Done". - Now click save and be happy.
Nebuchadnezzer2 Posted April 18, 2019 Posted April 18, 2019 21 hours ago, JoKa2511 said: So I got the problem with Alices Hideout where only the furniture would load in and I am stuck in a freefall. But I managed to fix it and it is now working perfectly. Ā Ā How I fixed it: - Load up Deviously Cursed Wasteland.esp in the CreationKit - Load the Interior Cell "dcwAlicesBunker" so the Interior Cell shows up in the Render Window - On the Task Bar go to "World --> PreCombine Geometry for Current Cell" (Do not click the PreCombine Geometry for Interior Cells as this will PreCombine EVERY Interior Cell - It will ask you to Confirm for PreCombining the Cell data for "dcwAlicesBunker". Click Yes - Takes a couple of seconds (well for me). When Finishes it will show a box with "Done". - Now click save and be happy. Any chance you could upload the modified .esp? I'd have changed my own, but the CK apparently doesn't like me [crashes on any attempt to load cells, most of the rest I've looked at works out fine], and I'm not up for reinstalling everything and hunting down the root cause at the moment.
JoKa2511 Posted April 18, 2019 Posted April 18, 2019 6 hours ago, Nebuchadnezzer2 said: Any chance you could upload the modified .esp? I'd have changed my own, but the CK apparently doesn't like me [crashes on any attempt to load cells, most of the rest I've looked at works out fine], and I'm not up for reinstalling everything and hunting down the root cause at the moment. Put the esp in the data folder, the Folder in the Zipfile goes into data/meshes/PreCombined. Deviously Cursed Wasteland.esp DCWPreComb.7z 4
Nebuchadnezzer2 Posted April 19, 2019 Posted April 19, 2019 12 hours ago, JoKa2511 said: Put the esp in the data folder, the Folder in the Zipfile goes into data/meshes/PreCombined. Deviously Cursed Wasteland.esp 689.81 kB Ā· 1 download DCWPreComb.7z 490.45 kB Ā· 1 download Took a bit of messing [MO2] but got it to work. Much appreciated.
Swipey Posted April 21, 2019 Posted April 21, 2019 Found some issues The raider boss location leads to the bunker it was based on in bunkerhill and the ballgag makes it so you cant talk to bad belinda
Blueset Posted April 21, 2019 Posted April 21, 2019 I'm having issues with the items no loading on the character correctly. Its a case of not appearing on the character and only showing an invisible body/parts or invisible item with character in leg restraint pose. Any ideas on what I should do? This would be the second/fourth time I've had to reinstall the mod.
NXTtrain Posted April 22, 2019 Posted April 22, 2019 15 hours ago, Blueset said: I'm having issues with the items no loading on the character correctly. Its a case of not appearing on the character and only showing an invisible body/parts or invisible item with character in leg restraint pose. Any ideas on what I should do? This would be the second/fourth time I've had to reinstall the mod. This mod requires you to use Bodyslide, otherwise there will be missing models.
Blueset Posted April 23, 2019 Posted April 23, 2019 16 hours ago, NXTtrain said: This mod requires you to use Bodyslide, otherwise there will be missing models. Oh... After trying it turns out that I needed to RUN the Bodyslide program to make the model for the body. That is where I went wrong. Thanks!
Nebuchadnezzer2 Posted April 23, 2019 Posted April 23, 2019 On 4/22/2019 at 3:28 AM, Swipey said: Found some issues The raider boss location leads to the bunker it was based on in bunkerhill and the ballgag makes it so you cant talk to bad belinda I had a bit of trouble with that and after that section, talking to Alice again. Retrying it should work sooner or later. I moved her a few metres and the second interaction at max range possible worked fine, for both encounters.
catieo Posted April 24, 2019 Posted April 24, 2019 during the belted quest the mechanic just stares at me when i interact with him am i missing something or is there a work around Ā EDIT: nvm i had subtitles turned off im big dumb
Nebuchadnezzer2 Posted April 25, 2019 Posted April 25, 2019 On 4/10/2019 at 2:55 AM, canzetr said: Got this problem recently where first save after triggering a trap takes a veryĀ long time, the game acts like it's not responding(in task manager asĀ well) radio still plays in the background, clicking anywhere displays standard windows "program not responding" window with wait and close the program, sometimes it goes through after some waiting (happened with nipple clamps and few plugs) but sometimes it just stays like that until closed (catsuit for sure, can't rememberĀ if anything else). Ā Anyway love your work, both cursed loot and wasteland are great, and I'd love to see DCW grow to the state that DCL is right now Was going to respond to this previous and must have forgotten. It's a DD thing. If i had to guess, without actually knowing, it's due to the scripts used for equipping the actual rendered items [what you see], which causes some issues with saving shortly after any changes to equipped items [character or NPC]. If you give it 5-10 mins before saving, after equipping [or having equipped] stuff, it should be fine. Slows things down a bit, and I've had to turn off auto-save entirely and rely on more manual saves & quicksaves, but it works.
MrCruelJohn Posted April 25, 2019 Posted April 25, 2019 9 minutes ago, Nebuchadnezzer2 said: Was going to respond to this previous and must have forgotten. It's a DD thing. If i had to guess, without actually knowing, it's due to the scripts used for equipping the actual rendered items [what you see], which causes some issues with saving shortly after any changes to equipped items [character or NPC]. If you give it 5-10 mins before saving, after equipping [or having equipped] stuff, it should be fine. Slows things down a bit, and I've had to turn off auto-save entirely and rely on more manual saves & quicksaves, but it works. Is this when you are in 3rd person?Ā I hardly ever play and exclusively 1st person, so there is no lag for rendering.Ā I just get the clothes sound being unequipped.Ā Ā
Nebuchadnezzer2 Posted April 25, 2019 Posted April 25, 2019 36 minutes ago, MrCruelJohn said: Is this when you are in 3rd person?Ā I hardly ever play and exclusively 1st person, so there is no lag for rendering.Ā I just get the clothes sound being unequipped.Ā Ā While I haven't actually torn DD apart and learnt how, precisely, it works, I am aware that it uses apparel-dummy items that give you the 'quest' dialogue options, which then equip the rendered item, and (i think) set certain conditions on the 'quest' dialogue to remove that item, like having manipulated it means it has no 'unlock shield' on equip, as they usually do, and doesn't require a key to unlock, for instance. Ā You can see some equip-delay if you're equipping multiple things at once, and/or putting DD items on NPC's. I'm sure @Kimy could clarify how/why it causes the save-related issues, but it's largely not an issue otherwise. And first/third person is largely irrelevant to the game, I believe, for DD equip/unequip functions. Although I know you can inventory-trick the 'blindfold' effect away, so you can be blindfolded without the effect, though you need to be able to add/remove it, for it to work
Wonko486 Posted April 30, 2019 Posted April 30, 2019 Just a heads up for folks. Apparently the mod "Automatron Disassembler" seen here on nexus, triggers something in DCW, and when you disassemble a bot: you trigger a trap. I managed to wind up trussed like a turkey without even realizing it by clearing a battlefield at high speeds without letting the prompts catch up.
Nebuchadnezzer2 Posted May 1, 2019 Posted May 1, 2019 9 hours ago, Wonko486 said: Just a heads up for folks. Apparently the mod "Automatron Disassembler" seen here on nexus, triggers something in DCW, and when you disassemble a bot: you trigger a trap. I managed to wind up trussed like a turkey without even realizing it by clearing a battlefield at high speeds without letting the prompts catch up. That's probably because of either the initial activation to bring up that menu tripping DCW's 'container opened' script, or it's opening/transferring items in the background, and tripping it that way. Always amusing to grab ammo and someone's gun/nuclear material from a corpse, and trigger a trap
Wonko486 Posted May 1, 2019 Posted May 1, 2019 I'm sorry, I don't think I was clear. It was consistently triggering traps. As in: every robot disassembled wound up in a new device being added. Even when you didn't get any mods for your trouble. Ā In fact, I think they interfere with each other, because I have yet to actually get any mods from robots because I have rank 2 roboticist and have yet to actually get anything at all from breaking down bots and the chances are 65%. Statistically, you should pull at least one thing from a mechanist battlefield, and all it's giving is bondage. Seeing as my current DCW settings are for traps at 1%, I definitely think something is going on behind the scenes.
MrCruelJohn Posted May 1, 2019 Posted May 1, 2019 1 hour ago, Wonko486 said: I'm sorry, I don't think I was clear. It was consistently triggering traps. As in: every robot disassembled wound up in a new device being added. Even when you didn't get any mods for your trouble. Ā In fact, I think they interfere with each other, because I have yet to actually get any mods from robots because I have rank 2 roboticist and have yet to actually get anything at all from breaking down bots and the chances are 65%. Statistically, you should pull at least one thing from a mechanist battlefield, and all it's giving is bondage. Seeing as my current DCW settings are for traps at 1%, I definitely think something is going on behind the scenes. That's interesting. Outside of the mod you mention, I use the settlement bote- medic police repair doctor and get hit with traps. Ā But I can get a trap from the workbench by taking stuff too... not sure what the mechanic is that makes this happen, but it does.Ā Ā
derpyderpderp101 Posted May 2, 2019 Posted May 2, 2019 My character seems to regularly surrender at random even though there are no enemies around and when I fight and absolutely destroy someone one, my character will still surrender even though the enemy is often already dead. Example: I started a new game and in the vault at the entrance after looting the chest I suddenly surrendered and ended up with leg cuffs, restraining gloves, a plate gag and a steel yoke. Luckily I picked up the pip Ā boy before going for the chest otherwise I would've had to redo that entire thing from the moment you left the pod Ā Ā
Nebuchadnezzer2 Posted May 2, 2019 Posted May 2, 2019 23 hours ago, Wonko486 said: I'm sorry, I don't think I was clear. It was consistently triggering traps. As in: every robot disassembled wound up in a new device being added. Even when you didn't get any mods for your trouble. Ā In fact, I think they interfere with each other, because I have yet to actually get any mods from robots because I have rank 2 roboticist and have yet to actually get anything at all from breaking down bots and the chances are 65%. Statistically, you should pull at least one thing from a mechanist battlefield, and all it's giving is bondage. Seeing as my current DCW settings are for traps at 1%, I definitely think something is going on behind the scenes. Quotin will mean people get a notification, btw. That seems like a borked conflict between the two, then, since something about that's evidently causing DCW to trip consistently. 22 hours ago, MrCruelJohn said: That's interesting. Outside of the mod you mention, I use the settlement bote- medic police repair doctor and get hit with traps. Ā But I can get a trap from the workbench by taking stuff too... not sure what the mechanic is that makes this happen, but it does.Ā Ā I find that interesting, as I've never had a workbench or containers in a settlement trigger DCW. 39 minutes ago, derpyderpderp101 said: My character seems to regularly surrender at random even though there are no enemies around and when I fight and absolutely destroy someone one, my character will still surrender even though the enemy is often already dead. Example: I started a new game and in the vault at the entrance after looting the chest I suddenly surrendered and ended up with leg cuffs, restraining gloves, a plate gag and a steel yoke. Luckily I picked up the pip Ā boy before going for the chest otherwise I would've had to redo that entire thing from the moment you left the pod Ā DCW's combat surrender isn't the best, from what I've read. I find it'll trigger on hit when you have most body-slot-occupying restraints on, like the Corsets, and restraining dresses, despite having free hands. [Does still do it for restrained hands, as it ought to] I think a few other mods include a combat surrender that works better [and you wouldn't want more than one of em on at once, obviously] As for the new-game thing, the way it's scripted, you're meant to wake up in the cryo-pod, and come out restrained, and go from there, following the bread-crumbed quest and exploring everything, kill the radroaches, and get [mostly] free by the end of it, following the rest of the quest outside the vault. Things tend to break if you do things out of that sequence, such as via Start Me Up. I'd also leave the combat surrender off until you're out of the vault, for that reason. There's a bit of a known issue with that happening on occasion, especially from alt-starts, as I mentioned.
derpyderpderp101 Posted May 2, 2019 Posted May 2, 2019 12 minutes ago, Nebuchadnezzer2 said: Quotin will mean people get a notification, btw. That seems like a borked conflict between the two, then, since something about that's evidently causing DCW to trip consistently. I find that interesting, as I've never had a workbench or containers in a settlement trigger DCW. Ā DCW's combat surrender isn't the best, from what I've read. I find it'll trigger on hit when you have most body-slot-occupying restraints on, like the Corsets, and restraining dresses, despite having free hands. [Does still do it for restrained hands, as it ought to] I think a few other mods include a combat surrender that works better [and you wouldn't want more than one of em on at once, obviously] As for the new-game thing, the way it's scripted, you're meant to wake up in the cryo-pod, and come out restrained, and go from there, following the bread-crumbed quest and exploring everything, kill the radroaches, and get [mostly] free by the end of it, following the rest of the quest outside the vault. Things tend to break if you do things out of that sequence, such as via Start Me Up. I'd also leave the combat surrender off until you're out of the vault, for that reason. There's a bit of a known issue with that happening on occasion, especially from alt-starts, as I mentioned. I disabled the surrender before loading my save, then did thecommand again while in the game. as soon as I exit the chest with the stuff that cuts away the dress and stuff like that, my character auto surrenders
Nebuchadnezzer2 Posted May 2, 2019 Posted May 2, 2019 22 minutes ago, derpyderpderp101 said: I disabled the surrender before loading my save, then did thecommand again while in the game. as soon as I exit the chest with the stuff that cuts away the dress and stuff like that, my character auto surrenders Firstly, I'd recommend Deviously Cursed Menu to manage the DCW settings. May or may not need game-restarts for some to properly take effect, but it's quite useful/convenient. As for the combat surrender after the chest, there's a few people with similar issues a couple pages back. Make sure all the radroaches are dead, is one option. The other's leaving the surrender off until you've left the vault entirely. If it's still combat surrendering regardless of having the setting off, I'd create a new game, cause that seems rather borked. I'd highly recommend pre-setting DCW's settings prior to entering the pre-war vault, and leaving those settings until you've got the pip-boy and are out of the vault, to avoid issues.
sagitta107 Posted May 4, 2019 Posted May 4, 2019 Hello i am new at mods and i think i have everythung installed properly but nothing is working as it should . nothing sexual and when i get captured it takes me to the vault unable to walk fast. Also when i get killed it automatically captures me . please helpĀ
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