Jump to content

Deviously Cursed Wasteland 1.4 (2017-11-27)


Recommended Posts

Posted
On 5/4/2019 at 8:38 AM, sagitta107 said:

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 help 

Please read the mod's description before you comment on missing features. This mod does NOT have sexual content. It just has ways to get restrained. And getting captured is part of the combat surrender feature, which is clearly doing its job of restraining you instead of letting you get killed.

Posted

Cant find if I posted this problem before but the DCW commands aren't working. Trying to lower the key chances & disable combat surrender in the console returns "script command so&so not found". Yes they are being typed in correctly before you ask

Posted
9 minutes ago, LesboIsBesto said:

Cant find if I posted this problem before but the DCW commands aren't working. Trying to lower the key chances & disable combat surrender in the console returns "script command so&so not found". Yes they are being typed in correctly before you ask

Could you please post the full command you are using? And also, check if everything has been installed correctly. You need DD and all of its dependencies.

 

Somehow bad mod installations (usually missing critical files) seem to be a running thing all over this forum. 

Posted
17 minutes ago, NXTtrain said:

Could you please post the full command you are using? And also, check if everything has been installed correctly. You need DD and all of its dependencies.

 

Somehow bad mod installations (usually missing critical files) seem to be a running thing all over this forum. 

I installed this over a year ago & it was working fine then. No new conflicting mods or updates that could change that. Been working the last few times I played this year too (most recent was March).

 

Typed the command in all these ways:

dcw_enableCombatSurrender 0

dcw_enableCombatSurrender0

dcw_enableCombatSurrender to 0

dcwenableCombatSurrender 0

dcw_enablecombatsurrender 0

dcw enableCombatSurrender 0

dcw_enableCombatSurrender_0

dcw_enableCombatSurrender_to_0

dcw_enableCombatSurrenderto0

dcw_enableCombatSurrender 0.0

dcw_enableCombatSurrender to 0.0

dcw_enableCombatSurrender_0.0

dcw_enableCombatSurrender: 0

Posted
11 hours ago, LesboIsBesto said:

I installed this over a year ago & it was working fine then. No new conflicting mods or updates that could change that. Been working the last few times I played this year too (most recent was March).

 

Typed the command in all these ways:

dcw_enableCombatSurrender 0

dcw_enableCombatSurrender0

dcw_enableCombatSurrender to 0

dcwenableCombatSurrender 0

dcw_enablecombatsurrender 0

dcw enableCombatSurrender 0

dcw_enableCombatSurrender_0

dcw_enableCombatSurrender_to_0

dcw_enableCombatSurrenderto0

dcw_enableCombatSurrender 0.0

dcw_enableCombatSurrender to 0.0

dcw_enableCombatSurrender_0.0

dcw_enableCombatSurrender: 0

That should be, from memory and recently looking at similar DCW commands in-game;

 

set dcw_enableCombatSurrender to 0

 

Otherwise, you're not actually telling the game to do anything with it.

Posted
3 hours ago, Nebuchadnezzer2 said:

That should be, from memory and recently looking at similar DCW commands in-game;

 

set dcw_enableCombatSurrender to 0

 

Otherwise, you're not actually telling the game to do anything with it.

That is indeed the proper command to change globals. You could also use my MCM file. Makes it all a lot easier.

Devious Menu.7z

Posted
2 hours ago, Nebuchadnezzer2 said:

You're the author of that?

It's fuckin great :D

Slight issue with it lately, but I'm fairly sure that's due to my setup, not the actual mod.

I can't take all credit, it was modified from someone else's version. I just think these values make more sense and I made this archive compatible with both NMM and MO2

 

And yes, I also can't live without it

Posted
2 hours ago, NXTtrain said:

I can't take all credit, it was modified from someone else's version. I just think these values make more sense and I made this archive compatible with both NMM and MO2

 

And yes, I also can't live without it

Does this work with this version of DCW? Also I have Mod Configuration Menu mod for version 1.9.4 of the game, will this conflict with that?

Posted
27 minutes ago, LesboIsBesto said:

Does this work with this version of DCW? Also I have Mod Configuration Menu mod for version 1.9.4 of the game, will this conflict with that?

Yes, it works with the current version.

No, of course it won't conflict. It is a menu file that makes use of MCM's API. So just install it and it should just show up in the mod config part...

Posted
On 3/17/2019 at 2:45 PM, OlBenny said:

Hello!  I came here for two reason, and that was one of them.  I was wondering if DCW was going to see any love anytime soon.  It has been, indeed, a long time.  So, yay!, this is wonderful to hear. 

The second reason, which is for anyone not just Kimy, but after successfully unlocking a device, shouldn't the key get destroyed?  I know that happens with the Skyrim version, but it's not with this version.  Is this % based?  If so, is there console command?  I'm not finding anything on the OP, and I'm not finding anything with "help dcw 0" in-game.  ☹️ 


Randomly opened the DD_RestraintScript while looking for other scripts in the CK

"Bool Property DestroyKey = False Auto                     ; If set to true, the key(s) will be destroyed when the device is unlocked or escaped from."

That needs to be set to true, and the script recompiled into a .pex, which then replaces the current DD_RestraintScript.pex, and it should work.
Changing it's easy enough with the source, so I'll see if I can get it compiled, and I can then upload it if you like.

Posted
On 5/7/2017 at 12:40 AM, baitlob said:

First off, I enjoy cursed loot in skyrim, though i do tend to turn down the settings quite a bit compared to default, I enjoy the experience to be a nice addition, rather than the main focus of the game, the peril of opening a chest halfway (or all the way through) a dungeon, and having to backtrack and stealth my way out to not be captured and further enslaved.. to try and make it back to a town where I can slowly get my way out of restraints... that's kind of what I enjoy about it. In this, the timed locks, and not being able to (when in a safe place) wait them out without actually waiting, is more frustrating than anything else, especially since it's on everything. if it was just one or two unique bonds, that'd be different.. or if there was a framework for things that can happen when you're bound, but as that doesn't exist (yet) it just makes things a bit of a slog... I do like where this is, but i'd prefer if some of the options were toggleable or configurable, to that end I think i'll try writing a holotape extension mod, that allows me to configure the settings, if you'll allow me, i'll post it up here.

 

Oh, mod conflict.. something about this mod changes how the pipboy sits on the body in first person, so when in first person, pipboy flashlight mod (http://www.nexusmods.com/fallout4/mods/10840/?) and tactical flashlights (http://www.nexusmods.com/fallout4/mods/16172?) shines off to the right.. which makes it completely useless because you can't see it... also some of the headgear causes the pipboy to go away, likely because it uses the same slot(?), disabled this mod, and only this mod, and the problems went away. and when crouching while wearing the slave harness (and a few other outfits in DD) causes the center of mass to stretch into the view, blocking everything from your sights, to the pipboy/etc. was very annoying when trying to sneak around during the belted quest, unsure if it's caused by a bodyslide setting or something, but i tried rebuilding bodies using 3 different settings and they all worked the same..

 

anyways, just wanted to say thank you for the great (and hopefully improved over time) mod.

Almost exactly two years later, I ran into the same problem with the flashlight mod. Any idea what is causing it? Is this mod still supported?

Posted
On 5/12/2019 at 12:02 PM, Nebuchadnezzer2 said:


Randomly opened the DD_RestraintScript while looking for other scripts in the CK

"Bool Property DestroyKey = False Auto                     ; If set to true, the key(s) will be destroyed when the device is unlocked or escaped from."

That needs to be set to true, and the script recompiled into a .pex, which then replaces the current DD_RestraintScript.pex, and it should work.
Changing it's easy enough with the source, so I'll see if I can get it compiled, and I can then upload it if you like.

Hi Nebuchandnezzer2!  Sorry for my delayed response, I haven't been on LL for a while as I've been gaming elsewhere.  Nevertheless, yes please!  I would be very grateful indeed if you would, please, if you have the time.

Posted
1 hour ago, OlBenny said:

Hi Nebuchandnezzer2!  Sorry for my delayed response, I haven't been on LL for a while as I've been gaming elsewhere.  Nevertheless, yes please!  I would be very grateful indeed if you would, please, if you have the time.

I thought that'd be the case :P

Messed around again with the CK real quick, to make sure I had the files right, and compiled.

No other changes to the file, so should be near identical, lemme know if it works correctly. :)
DD_RestraintScript.pex

Posted
1 hour ago, Nebuchadnezzer2 said:

I thought that'd be the case :P

Messed around again with the CK real quick, to make sure I had the files right, and compiled.

No other changes to the file, so should be near identical, lemme know if it works correctly. :)
DD_RestraintScript.pex

Thank you, thank you so very much!

Posted
2 hours ago, Nebuchadnezzer2 said:

No worries.

Just a shame not much has built on DD and used some of those settings.

Again, lemme know if that works :)

I agree, very much so.  I hope Kimy returns one day someday to build on this excellent mod.

Nevetheless, I'm happy to report that your fix is working perfectly.  Thanks again!  Cheers to you!  ?

Posted
On 5/24/2019 at 9:54 AM, rstory21 said:

were do you find alice in this mod

 

The entire questline involving her requires A: the Belted! quest being enabled [which I think it is by default], and B: new save and ? no alt-start-modding past the cryopod-wake-up scene [requirement for the quest anyway].

 

Beyond that, the quest itself will send you to her eventually.

Posted
On 5/20/2019 at 10:03 AM, Nebuchadnezzer2 said:

I thought that'd be the case :P

Messed around again with the CK real quick, to make sure I had the files right, and compiled.

No other changes to the file, so should be near identical, lemme know if it works correctly. :)
DD_RestraintScript.pex

Hey Neb, I used your file and copied it into the scripts but it doesnt appear to make a difference. The key still isnt destroyed, any ideas?  Cheers

Posted
37 minutes ago, csacskamacska said:

Dialogue won't start. ... code? Idea? 

*nem indul a párbeszéd... kód? Ötlet?

Which quest?
Main belted (Vault 111) or Jack the belter or Alice in Wasteland?

Posted
19 minutes ago, izzyknows said:

Main belted

yeahhh... photo.

 

we had to start again because he started making mistakes... I really do. oh, and I put it on: MagnoCumGaudio ... maybe it was a mistake and I'll erase it.

Posted
26 minutes ago, csacskamacska said:

yeahhh... photo.

 

we had to start again because he started making mistakes... I really do. oh, and I put it on: MagnoCumGaudio ... maybe it was a mistake and I'll erase it.

Console:

sqs dcw_belted

then..

setstage dcw_belted xx (xx being the next stage past the "current")

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...