csacskamacska Posted May 31, 2019 Posted May 31, 2019 2 hours ago, izzyknows said: Console... yeahhh... he's on the move. Thank you for your help.... Igen, elindult. Köszönöm a segítséget.... Spoiler 1
DarmanSejuk Posted June 10, 2019 Posted June 10, 2019 One problem I've noticed is that once you get the keys to unlock yourself in vault 111 it auto considers you to have surrendered and transports you elsewhere. I'm hoping to get the MCM to work to disable that until I get out of the vault. I was just bringing this up as something to look into about delaying that function until you get out of the vault.
Nebuchadnezzer2 Posted June 10, 2019 Posted June 10, 2019 1 hour ago, DarmanSejuk said: One problem I've noticed is that once you get the keys to unlock yourself in vault 111 it auto considers you to have surrendered and transports you elsewhere. I'm hoping to get the MCM to work to disable that until I get out of the vault. I was just bringing this up as something to look into about delaying that function until you get out of the vault. From what I've noticed, one of the only reasons that happens is missing one or more of the radroaches in the vault.
Communistbelief Posted June 12, 2019 Posted June 12, 2019 On 6/11/2019 at 6:10 AM, Nebuchadnezzer2 said: From what I've noticed, one of the only reasons that happens is missing one or more of the radroaches in the vault. I think it's the problem of slave harness or iron breast, not roach. I've killed all roaches, it still happened
izzyknows Posted June 12, 2019 Posted June 12, 2019 On 6/10/2019 at 4:34 PM, DarmanSejuk said: One problem I've noticed is that once you get the keys to unlock yourself in vault 111 it auto considers you to have surrendered and transports you elsewhere. I'm hoping to get the MCM to work to disable that until I get out of the vault. I was just bringing this up as something to look into about delaying that function until you get out of the vault. If you get hit one time it will trigger. It does needs to be disabled on several items, err.. actually reworked. Surrendering after removing an item is just weird.
Nebuchadnezzer2 Posted June 12, 2019 Posted June 12, 2019 Spoiler 10 hours ago, izzyknows said: If you get hit one time it will trigger. It does needs to be disabled on several items, err.. actually reworked. Surrendering after removing an item is just weird. 12 hours ago, Communistbelief said: I think it's the problem of slave harness or iron breast, not roach. I've killed all roaches, it still happened The combat surrender's not great to begin with, and applies to some of the wrong items, like the corsets, without hand/leg restriction at all. Use something like the DCM to disable the combat surrender until you're out of the vault, or entirely, and use a different mod's combat surrender.
izzyknows Posted June 13, 2019 Posted June 13, 2019 6 hours ago, Nebuchadnezzer2 said: Reveal hidden contents The combat surrender's not great to begin with, and applies to some of the wrong items, like the corsets, without hand/leg restriction at all. Use something like the DCM to disable the combat surrender until you're out of the vault, or entirely, and use a different mod's combat surrender. I normally use a bat file and a out of the vault vanilla save, so I skip the belted quest.
DarmanSejuk Posted June 14, 2019 Posted June 14, 2019 On 6/12/2019 at 9:47 PM, izzyknows said: I normally use a bat file and a out of the vault vanilla save, so I skip the belted quest. My problem is I have installed DCM and ensured that it was active on the mod load list ingame but it still doesn't show up.
izzyknows Posted June 14, 2019 Posted June 14, 2019 3 hours ago, DarmanSejuk said: My problem is I have installed DCM and ensured that it was active on the mod load list ingame but it still doesn't show up. That's because it's not actually installed. It was packed for use by MO2. ie. it's not packed correctly for other mod organizers. Unpack the Deviously Cursed Menu.7z and copy just the Deviously Cursed Wasteland folder and paste it into...\Steam\steamapps\common\Fallout 4\Data\MCM\Config
MrCruelJohn Posted June 14, 2019 Posted June 14, 2019 35 minutes ago, izzyknows said: That's because it's not actually installed. It was packed for use by MO2. ie. it's not packed correctly for other mod organizers. Unpack the Deviously Cursed Menu.7z and copy just the Deviously Cursed Wasteland folder and paste it into...\Steam\steamapps\common\Fallout 4\Data\MCM\Config It installs just fine in NMM... it is only an MCM menu item, which is under F4SE... when ingame, in will be under Mod Configuration. John
izzyknows Posted June 14, 2019 Posted June 14, 2019 56 minutes ago, MrCruelJohn said: It installs just fine in NMM... it is only an MCM menu item, which is under F4SE... when ingame, in will be under Mod Configuration. John It's the meta.ini that's included, and doesn't need to be, that causes NMM to freak out. Which might be a NMM version specific issue. Dunno.. several folks have the same problem.
MrCruelJohn Posted June 14, 2019 Posted June 14, 2019 26 minutes ago, izzyknows said: It's the meta.ini that's included, and doesn't need to be, that causes NMM to freak out. Which might be a NMM version specific issue. Dunno.. several folks have the same problem. I don't know either. I manually downloaded, and manually added into NMM. I have been running it for months and have done new game installs since then (more than I want to admit). There are a few mods that have a meta.ini file. I just overwrite. My load order probably doesnt allow a problem to creep in. John
izzyknows Posted June 14, 2019 Posted June 14, 2019 59 minutes ago, MrCruelJohn said: I don't know either. I manually downloaded, and manually added into NMM. I have been running it for months and have done new game installs since then (more than I want to admit). There are a few mods that have a meta.ini file. I just overwrite. My load order probably doesnt allow a problem to creep in. John Yeah, I'm guessing it's a NMM version issue. I use an old version, 63.14, when I do use it. It's good for the Plugins tab which is all I use anyway. LOL
Lilyeth Posted July 2, 2019 Posted July 2, 2019 Sorry to be stupid, how do you use the commands? just copypasting them to the command line ingame doesn't work, the script doesn't exist. have I installed it wrong or? I'm trying to disable the combat surender because it activates even when all the enemies are dead and I'm at full hp.
Ravecreator Posted July 2, 2019 Posted July 2, 2019 1 hour ago, Lilyeth said: Sorry to be stupid, how do you use the commands? just copypasting them to the command line ingame doesn't work, the script doesn't exist. have I installed it wrong or? I'm trying to disable the combat surender because it activates even when all the enemies are dead and I'm at full hp. Install this and you wont need any console command: Cheers Edit: You can change the setable values of the various options inside the XML. For example setting the key loose chance to 100 Percent instead of the standard 5.
izzyknows Posted July 2, 2019 Posted July 2, 2019 3 hours ago, Lilyeth said: Sorry to be stupid, how do you use the commands? just copypasting them to the command line ingame doesn't work, the script doesn't exist. have I installed it wrong or? I'm trying to disable the combat surender because it activates even when all the enemies are dead and I'm at full hp. If the script doesn't exist.. you have a bad install, or, it's not activated.
merryMalfunctioning Posted July 2, 2019 Posted July 2, 2019 9 hours ago, Ravecreator said: Install this and you wont need any console command: Cheers Edit: You can change the setable values of the various options inside the XML. For example setting the key loose chance to 100 Percent instead of the standard 5. Does the MCM even still work? I haven't been using DCW in so long. Does the MCM need an update?
Nebuchadnezzer2 Posted July 3, 2019 Posted July 3, 2019 8 hours ago, markdf said: Does the MCM even still work? I haven't been using DCW in so long. Does the MCM need an update? Yeah, far as I know it does. Haven't tried it in .138 myself, though. In .130 I think the only real 'issue' was some of the scales were a little ambiguous or didn't appear [dunno if they did or not] apply until you saved and loaded. Muuuch better than remembering the console commands.
Ravecreator Posted July 3, 2019 Posted July 3, 2019 9 hours ago, markdf said: Does the MCM even still work? I haven't been using DCW in so long. Does the MCM need an update? Yes, It works perfectly fine for me. Also under the new Fallout Version. The only thing bugging a little are the scales. But those can be changed in the XML.
sen4mi Posted July 6, 2019 Posted July 6, 2019 I am slowly plodding my way through this mod's story line, and I am almost out of vault 111!!! *cough* So, anyways, I've run into many of the problems that other people have reported in this thread: You can transfer "locked on" gear into containers (and: bonus, this clones some of them!) The motion animations (hopping vs not) don't transition cleanly (attacking in third person, stops the hopping, once you can do that) Auto combat surrender on using the clippers (so either turn off combat surrender, or disable RSE CSA (which I have not installed), or track down and kill that nasty radroach that is waiting down the hall to ambush you, or hit enter several times to clear the invisible popups... I haven't tried that though, I am just doing the disable thing) So, anyways, I'm not far, yet, and testing is slow and tedious and means restarting a lot, but... while studying this thread, i did manage to notice a patch for a crash that I haven't run into yet -- https://www.loverslab.com/topic/66941-deviously-cursed-wasteland-14-2017-11-27/page/36/?tab=comments#comment-2586250 -- and I repackaged it for a package manager, and thought I should include it here before I forget, just in case anyone else stumbles over this part of this thread. (I am, for now, just going to assume it works.) Edit: in the console, I went set dcw_enableCombatSurrender to 0 and that seemed to work, but I still had to surrender to nobody and I still had to hit return until my capture was complete (which left me exactly where I started). Also... wearing the evening dress seems to somehow hide that ugly chastity bra. I probably should not complain too loudly, though... Further edit: I've gotten several levels, and still haven't figured out what I should be doing about this "belted" quest. When I got out of the vault, the Trading Post down south was open to fast travel, and not associated with any of my other quests, so I did a quick visit there - but didn't see anything relevant. So, now, I've gained several levels (moving veerrrryyy sllloooowwwwly) and am wondering if the quest is busted or not. (The quest is active, but no quest markers after vault 111 for me.) I don't know if this repackaged patch fix broke something (which "everybody knows about") or what... searching this thread, I see a lot of people wanting to shut down the quest, but very little on how to make progress on it - which is more than painful for debugging purposes. DeviouslyCursedWasteland-AliceCrashPatch.zip
Nebuchadnezzer2 Posted July 7, 2019 Posted July 7, 2019 17 hours ago, sen4mi said: Trading Post down south was open to fast travel, and not associated with any of my other quests, so I did a quick visit there - but didn't see anything relevant. Revisit, and look down. Also, grab the Deviously Cursed Menu to change shit like the combat surrender. Works fine, might need restarting for some things to take effect.
sen4mi Posted July 8, 2019 Posted July 8, 2019 17 hours ago, Nebuchadnezzer2 said: Revisit, and look down. Also, grab the Deviously Cursed Menu to change shit like the combat surrender. Works fine, might need restarting for some things to take effect. Well.. I started over because the museum of freedom was crashing on me, so I removed a few suspicious mods, and... But I also installed the menu and combat surrender is turned off in the menu -- that didn't help. Anyways, loading and verifying that dcw_enableCombatSurrender is 0 still gets me: "Realizing that you have no chance to win this fight, you surrender and beg for mercy." and then (if I wait long enough before clicking ok, I can read it and screen doesn't go black till after): "You submit and offer no resistance while your victorious enemies lock you in restraints and drag you away..." (Those vicious non-existent enemies... what is the world coming to?) ...after closing inventory after getting the cutter. A problem, though, with this, is that I typically get locked in some ugly gear - like leather gloves that clip through my character's arms during some animations. Or another problem is that in one case, I picked up the pip boy after getting a red globe on my head, and the game got stuck there (with the key shortcuts for the pipboy on screen, but the pipboy itself not showing up, and me being unable to close pipboy -- I had to exit the game using console qqq). Anyways, I don't know what's going on, or if even all of these issues are specifically due to this mod, nor do I know how to isolate them.
NXTtrain Posted July 8, 2019 Posted July 8, 2019 1 hour ago, sen4mi said: Well.. I started over because the museum of freedom was crashing on me, so I removed a few suspicious mods, and... But I also installed the menu and combat surrender is turned off in the menu -- that didn't help. Anyways, loading and verifying that dcw_enableCombatSurrender is 0 still gets me: "Realizing that you have no chance to win this fight, you surrender and beg for mercy." and then (if I wait long enough before clicking ok, I can read it and screen doesn't go black till after): "You submit and offer no resistance while your victorious enemies lock you in restraints and drag you away..." (Those vicious non-existent enemies... what is the world coming to?) ...after closing inventory after getting the cutter. A problem, though, with this, is that I typically get locked in some ugly gear - like leather gloves that clip through my character's arms during some animations. Or another problem is that in one case, I picked up the pip boy after getting a red globe on my head, and the game got stuck there (with the key shortcuts for the pipboy on screen, but the pipboy itself not showing up, and me being unable to close pipboy -- I had to exit the game using console qqq). Anyways, I don't know what's going on, or if even all of these issues are specifically due to this mod, nor do I know how to isolate them. If you want to do the Belted quest, I highly recommend turning combat surrender off while still in pre war sanctuary. Furthermore, DD and DCW are old, unstable and glitchy. Expect bugs and other weird things. Like problems with the pipboy. A note on that: try changing the key that you use to open the pipboy in the game's own settings. I sometimes get a problem where tab doesn't work properly anymore. Changing to another key will work until you restart the game.
epicslime Posted July 8, 2019 Posted July 8, 2019 for the jack quest is there a code I can use to restart the quest or just give my self the key I finished it once and 5 minuites later I was rebelted but the npcs refuse to talk to me ?
NXTtrain Posted July 8, 2019 Posted July 8, 2019 9 hours ago, epicslime said: for the jack quest is there a code I can use to restart the quest or just give my self the key I finished it once and 5 minuites later I was rebelted but the npcs refuse to talk to me ? The game has it's own commands for controlling quests, that should also work on the Jack quest. HOWEVER, there is a big chance that forcing the quest to stop will break your whole save. You probably should try the command for instantly completing a quest. You still have to be carefull though.
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