Elsidia Posted January 7, 2020 Posted January 7, 2020 4 hours ago, daniellekings said: I've encountered an error where I can't hear any voice lines in the interactions that are part of the Belted quest. The quest works fine, and I can make it to Diamond City, but as soon as I initiate the interaction with the mechanic, there's no conversation or subtitles for about 20 seconds until a reply pops up. Played with the error up until I go to meet the Doctor, and still no voice lines or any communication short of the replies I'm prompted with. Tried uninstalling and reinstalling all components of the attached mods and their individual required mods, but to no avail. Is there a separate mod I'm not seeing for the conversations? Or is there perhaps some conflict I'm unaware of, and if so, how would I go about sorting it out? 1) Those mod not have sounds in dialogues. That means you need activate subtitles in Fallout 4 settings to see text. 2) If you have activated subtitles then maybe deviously cursed wasteland not install correctly or archive damaged. 3) Or maybe you have wrong mod order or mods conflict. Try to reconfigure order or disable one mod after other before dialogues appear. The last removed mod probably have conflict with DCW or wrong load order.
Headerman Posted January 15, 2020 Posted January 15, 2020 Is there a command to turn combat surrender off? I'm sick to death of surrendering after taking 1 damage. Edit: Found it. set dcw_enableCombatSurrender to 0 2
jofcuk Posted January 16, 2020 Posted January 16, 2020 Can someone please tell me how to remove a plug? I can't see it in my inventory anywhere to even try and take it off
Elsidia Posted January 16, 2020 Posted January 16, 2020 2 hours ago, jofcuk said: Can someone please tell me how to remove a plug? I can't see it in my inventory anywhere to even try and take it off open console: 1) player.showinventory 2) try to figure out what equipped item can be plug 3) have chastity key in pockets 4) player.unequipitem id, where id is suspect plug item
dacendale Posted January 17, 2020 Posted January 17, 2020 On 1/6/2020 at 1:01 PM, akaTwoSheds said: An odd thing is happening and I'm hoping that someone much cleverer than me knows what it is and how to fix it. I've just re-installed FO4, all the DLCs, F4SE, and my flurry of mods including of course DD and DCL. Exited the pod, found the bobby pins, unfastened the cuffs, escaped the vault, no problem-o. Then at some point I tried lowering my weapon and went into a sort of T-pose - arms down but out to the sides and legs apart but not widely spread. When I move it's the same hopping motion and speed as down in the vault before removing the cuffs. That's why I'm posting this here, it seems like it might possibly be DD adjacent. If I draw a weapon or even activate melee combat I go to the proper poses and movement, but I feel sort of bad talking to people with a gun in my hands all the time As a test I tried deactivating all of the DD mods, then all of the animation mods, with no change either time. In Skyrim I'd say I need to run FNIS but I don't think that there's an equivalent for FO4, so I'm out of ideas. Can anyone point out where I'm going wrong? Thanks! I had this same problem, but I never tracked down the cause. I was still adding new mods to try and I installed AAF and ran Body Slide and regenerated everything. The next time I started a new game the problem was gone. I attributed it to Body Slide, but don't know for sure. When doing the batch build be sure to include 'unassigbed' group.
Elsidia Posted January 17, 2020 Posted January 17, 2020 4 hours ago, dacendale said: I had this same problem, but I never tracked down the cause In theory when you put on dd item it's add to you hopping effect. This effect removes by taking off dd item. If you remove dd item illegally or by some bug or just uninstall dd mod this effects stays on you. And you hopping all times before this effects was removed. Only way remove this effect is try to equip hopping dress and then take it out. And hope that it works. Or clean save. Or start new game.
Headerman Posted January 18, 2020 Posted January 18, 2020 On 1/16/2020 at 2:51 PM, jofcuk said: Can someone please tell me how to remove a plug? I can't see it in my inventory anywhere to even try and take it off Found this issue myself and fixed it by equipping a plug and vibrator then unequipping them
Nebuchadnezzer2 Posted January 21, 2020 Posted January 21, 2020 Spoiler On 1/7/2020 at 7:01 AM, akaTwoSheds said: An odd thing is happening and I'm hoping that someone much cleverer than me knows what it is and how to fix it. I've just re-installed FO4, all the DLCs, F4SE, and my flurry of mods including of course DD and DCL. Exited the pod, found the bobby pins, unfastened the cuffs, escaped the vault, no problem-o. Then at some point I tried lowering my weapon and went into a sort of T-pose - arms down but out to the sides and legs apart but not widely spread. When I move it's the same hopping motion and speed as down in the vault before removing the cuffs. That's why I'm posting this here, it seems like it might possibly be DD adjacent. If I draw a weapon or even activate melee combat I go to the proper poses and movement, but I feel sort of bad talking to people with a gun in my hands all the time As a test I tried deactivating all of the DD mods, then all of the animation mods, with no change either time. In Skyrim I'd say I need to run FNIS but I don't think that there's an equivalent for FO4, so I'm out of ideas. Can anyone point out where I'm going wrong? Thanks! On 1/17/2020 at 1:32 PM, dacendale said: I had this same problem, but I never tracked down the cause. I was still adding new mods to try and I installed AAF and ran Body Slide and regenerated everything. The next time I started a new game the problem was gone. I attributed it to Body Slide, but don't know for sure. When doing the batch build be sure to include 'unassigbed' group. On 1/7/2020 at 6:19 PM, Elsidia said: Only thing what you do wrong is reinstall Fallout 4. When you have on dd devices scripts are saved in save. You can start new clear save game or try to repair it. Only thing what can help is put back the same dress what you got on in vault to reinitialize scripts. After that take it off and scripts probably be gone and return normal animation to you. But this is only in theory. If it not helps after 3 -4 times equip and unequip dress then i think only clear save will help. Uninstalling/deactivating mods and intending to continue a save is never a good idea, but some mods you can get away with this mostly fine. You cannot however, get away with it if a mod uses scripts, as shit will wind up breaking sooner or later. Resaver [FallRim tools] can help somewhat, but that's also quite risky in and of itself, and no guarantee either. That said, that's commonly from a leg restraint not being properly unequipped, either because of how it was removed, or simply not being removed properly by the game. Re-equipping a leg item, closing inventory, then unequipping it should solve it. If it doesn't, you can remove it still, just a bit more tedious, especially if you don't know what leg item caused it, at least without risking breaking your pipboy as well.
Elsidia Posted January 27, 2020 Posted January 27, 2020 13 hours ago, adradox said: What are consequences for a character, except from being annoyingly slow / unable to do certain things? Does collar do anything? 1) If you wear a devices was marked as highly restrained - any hit to you from enemies force you surrender and you teleport to some random locations and got more dd items on you. 2) If you have mods what support a dd items, then actions change depend on dd items on 3) Slave collar forces you playing naked. If you wear a dresses, suits, armors - it's time to time shock you with lighting before the death. 4) If you wear a vault-tech restraint dress (pick up in container in vault111, where is cutter) - time to time it's add random items to your inventory. But unfortunately this dress have option not to pick up items because those all items fall on ground. I fix it in my game this by remove property from dress - noitempickup. Those items is for bondage lovers: if you have annoyed - then this mod not for you. It's for enjoy a helplessness. 1
Elsidia Posted January 28, 2020 Posted January 28, 2020 Lol. I testing some my thing on start game. And with dd most harder difficulty - 0 i spent about 50 - 60 game hours to free from neck rope) And found in dd scripts code whats prevents dd items cool down by sleep. I'm starting thinking about write the same script for waiting on chair to make things fair. With survival difficulty and 0 difficulty in dd - it must be nice game challenge to survive. Can say - i got almost full set of dd items after combat surrender in vault111 in starting quest when i test how mod works with hardest difficulty) Just only now work to how to protect quest item "Slave Harness" from remove because of that moment it removes by surrender items on you. Seems need put protect from collars because it's have collar in quest set and i have thought that is guilty.
Elsidia Posted January 28, 2020 Posted January 28, 2020 Spoiler Can You say what i do wrong? This property never go 1. But other commands works. Group InternalSettings GlobalVariable Property dcw_vaulttechdress Auto EndGroup Function vaulttechdress() dcw_vaulttechdress.SetValueInt(1) EndFunction Event OnTimer(int aiTimerID) If (dcw_vaulttechdress.getValueInt()==0) && (mcs.bqs.IsObjectiveCompleted(13)) vaulttechdress() libs.EquipDevice(libs.player, mcs.dcw_VaultTec_RestraintDress_Inventory, mcs.DCW_VaultTec_RestraintDress_Rendered, false, NONE, "") ;bqs.mcs.libs.removeDevice(bqs.mcs.player, bqs.mcs.dcw_VaultTec_RestraintDress_Inventory, bqs.mcs.DCW_VaultTec_RestraintDress_Rendered, destroydevice=true) ;bqs.mcs.libs.EquipDevice(bqs.mcs.player, bqs.mcs.dcw_VaultTec_RestraintDress_Inventory, bqs.mcs.DCW_VaultTec_RestraintDress_Rendered, false, NONE, "") Debug.messagebox("VaultTechDress="+dcw_vaulttechdress.getValueInt()) Endif EndEvent Is there a strong scripters? I fear public this part out of LL because ask help there. What i do wrong? Global value never gets 1 but all others works. i do it only for personal use and enjoy scripting masochism)
Elsidia Posted January 31, 2020 Posted January 31, 2020 I don't know why and how and what is guilty but in Vault111 lives ghosts freezes to death civilians)
Elsidia Posted March 6, 2020 Posted March 6, 2020 Ok finally i figure out why combat surrender teleports you to vault111. In spoiler is orignal script from dcw_main_playerrefScript Surrender function Spoiler If Libs.Player.GetCurrentLocation() == Vault111Location ; do nothing here. Just let her recover. If this ever triggers. Really, who's getting beaten by BUGS anyway!!! ElseIf (Libs.Player.GetCurrentLocation() == ConcordLocation) || (Libs.Player.GetCurrentLocation() == ConcordMuseumLocation) ; getting killed by the Deathclaw there is probably more common. Let her recover in the museum then. Libs.Player.MoveTo(WakeUpDestinations[3]) Else ; assume that at this point she has progressed enough in the quest to know these locations... Libs.Player.MoveTo(WakeUpDestinations[Utility.RandomInt(0, (WakeUpDestinations.Length - 1))]) EndIf EnrageEnemies() EndFunction You need fix it as in this spoiler Spoiler If Libs.Player.GetCurrentLocation() == Vault111Location ; do nothing here. Just let her recover. If this ever triggers. Really, who's getting beaten by BUGS anyway!!! ElseIf (Libs.Player.GetCurrentLocation() == ConcordLocation) || (Libs.Player.GetCurrentLocation() == ConcordMuseumLocation) ; getting killed by the Deathclaw there is probably more common. Let her recover in the museum then. Libs.Player.MoveTo(WakeUpDestinations[2]) Else ; assume that at this point she has progressed enough in the quest to know these locations... int d=Utility.RandomInt(0, (WakeUpDestinations.Length - 1)) if d==3 d=4 ; change vault111 re spawn point to Sanctuary endif Libs.Player.MoveTo(WakeUpDestinations[d]) EndIf Libs.Player.MoveTo(WakeUpDestinations[2]) there kimy put index 3 what is exactly vault 111 location because if you got surrendered in Concord or Museum you are teleported to vault 111. If you fear to stuck in endless loop if you got surrendered in high enemy location and after that got on straitjacket - and randomly was teleported to concord museum where raiders re spawned - then with every hit you surrender and teleport there back. You never will end this. To escape from this you can put instead of 2 number 4 - this is Sanctuary re spawn point. And even if you killed by deathclaw as kimy fears - you can return back from sanctuary and got him.
coffeeandcynicism Posted April 26, 2020 Posted April 26, 2020 On 4/19/2019 at 5:10 AM, Nebuchadnezzer2 said: Took a bit of messing [MO2] but got it to work. Much appreciated. Could you elaborate, if you recall, what messing you had to do? I'm stumped. For one thing, I don't have a data/meshes/precombined folder in my game directory, and MO2 generally pretends like it doesn't know me when I start dropping stuff in the Data folder. Edit: Nevermind. I decided that I needed to set up CK for FO4 anyway, so I followed Joka2511's instructions and sorted it out in CK. I'm sure you would have helped, though, so cheers to ya.
coffeeandcynicism Posted April 26, 2020 Posted April 26, 2020 On 4/17/2019 at 11:43 AM, 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. 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. Worked like a charm. Thanks.
Guest Posted April 27, 2020 Posted April 27, 2020 Hello, thank you for the mod, but how do you actually activate a trap in a container? I opened multiple various containers, pick-locked those that were closed and just noticed a few DD items a couple of times inside, but no trap triggered. I could just take the DD items from the container like any other item. And that's it. No trap event. Is there something additional I have to install or do, other than the requirements listed? Thank you.
MrMagoo Posted April 28, 2020 Posted April 28, 2020 9 hours ago, epsadin said: Hello, thank you for the mod, but how do you actually activate a trap in a container? I opened multiple various containers, pick-locked those that were closed and just noticed a few DD items a couple of times inside, but no trap triggered. I could just take the DD items from the container like any other item. And that's it. No trap event. Is there something additional I have to install or do, other than the requirements listed? Thank you. Try this - Makes it easy to configure the DCW settings. You can up the cursed trap chance to 100% (save first :P) to test that all is working OK ^^
Guest Posted April 28, 2020 Posted April 28, 2020 6 hours ago, MrMagoo said: Try this - Makes it easy to configure the DCW settings. You can up the cursed trap chance to 100% (save first :P) to test that all is working OK ^^ Thank you for your help I actually installed this menu mod as well and set the chance to 100%, that's why I was a bit confused when nothing happened. However, after playing for a while, the trap event started to trigger (although maybe not as frequently as I expected with 100% chance), so I guess everything is alright now. Cheers!
Elsidia Posted April 28, 2020 Posted April 28, 2020 1 hour ago, epsadin said: Thank you for your help Oh you started a new game? While you are in quest "belted" traps not trigger. Because active quest is running. Also when you are in "Jack the Belter" quest - those not trigger too. And while you running Belted quest you can't die - your character is set as essential. Some later in game that flag is cleared. Probably while you running last Alise's quest - traps not trigger too. Not frequency 100% because this container is set as used (triggered trap) - this container or never trigger or need wait a game time to start triggering again.
Guest Posted April 28, 2020 Posted April 28, 2020 4 hours ago, Elsidia said: Oh you started a new game? While you are in quest "belted" traps not trigger. Because active quest is running. Also when you are in "Jack the Belter" quest - those not trigger too. And while you running Belted quest you can't die - your character is set as essential. Some later in game that flag is cleared. Probably while you running last Alise's quest - traps not trigger too. Not frequency 100% because this container is set as used (triggered trap) - this container or never trigger or need wait a game time to start triggering again. Actually no, I installed all this stuff mid-game (so I'm not playing "Belted" quest). Seems to be working ok now, except the 100% frequency - but, as you explained, it might be some containers never trigger or need some time to trigger. Thank you for clarifying, cheers!
Nebuchadnezzer2 Posted April 29, 2020 Posted April 29, 2020 Spoiler 21 hours ago, Elsidia said: Oh you started a new game? While you are in quest "belted" traps not trigger. Because active quest is running. Also when you are in "Jack the Belter" quest - those not trigger too. And while you running Belted quest you can't die - your character is set as essential. Some later in game that flag is cleared. Probably while you running last Alise's quest - traps not trigger too. Not frequency 100% because this container is set as used (triggered trap) - this container or never trigger or need wait a game time to start triggering again. 16 hours ago, epsadin said: Actually no, I installed all this stuff mid-game (so I'm not playing "Belted" quest). Seems to be working ok now, except the 100% frequency - but, as you explained, it might be some containers never trigger or need some time to trigger. Thank you for clarifying, cheers! As Elsidia was also pointing out, '100%' doesn't necessarily work as you might expect. It checks a random value between 0.0 and 99.9, and if that value is *lower* than the Cursed Loot chance's value, it'll try to equip devices. However, it also has a 'counter', startin at ~10, and tickin up for every newly looted container, after which it'll check the above again. 'means you'll get 'traps' roughly one in every 10 (unique) containers you actually grab shit out of. The "lootable devices" part is separate to this, and in no way related.
Guest Posted May 6, 2020 Posted May 6, 2020 On 4/29/2020 at 9:15 AM, Nebuchadnezzer2 said: Reveal hidden contents As Elsidia was also pointing out, '100%' doesn't necessarily work as you might expect. It checks a random value between 0.0 and 99.9, and if that value is *lower* than the Cursed Loot chance's value, it'll try to equip devices. However, it also has a 'counter', startin at ~10, and tickin up for every newly looted container, after which it'll check the above again. 'means you'll get 'traps' roughly one in every 10 (unique) containers you actually grab shit out of. The "lootable devices" part is separate to this, and in no way related. Ok, that makes sense. Thank you for the explanation!
Alrikster Posted May 7, 2020 Posted May 7, 2020 On 1/9/2019 at 8:11 PM, OddBook said: Did you kill ALL of the radroaches in that area? That is what stopped the combat surrender for me. I also have this issue. Been running around not finding anymore radroaches to kill and still get this issue. Tried disabling it with "set dcw_enableCombatSurrender to 0" but it still comes up Also the deviously cursed menu mod isnt working for me. Can anyone shed some light on this?
Elsidia Posted May 8, 2020 Posted May 8, 2020 20 hours ago, Alrikster said: I also have this issue I don't know about what issue you talk but i guess. I talk about it in my previous post in that thread. Tell it another time. Combat surrender in original version is bugged. It uses bleedout status to work. And there is a error. DCW bleedout triggers when you are in restricted dress (hobble dress, straitjacket etc). That means it work in that way. If radscorpion into Vault111 hit you when you are in hobble dress it's trigger bleedout status. But it's suspended because you have dress on. As you free from dress bleedout status goes active and you surrender even if radscorpion all dead. And this happen when you open quest container near to vault111 entrance. No matter radscorpions is live or not. Only way to not surrender is not allow radscorpion in vault111 to hit you. Very impossible mission. Edited: It's can be done if you have raider pet mod installed. While you not take a pistol you are unarmed and all enemies is peaceful. Just not take a pistol or other weapon get free from dress then you can take a pistol and kill all radscorpions. Or you can hit radscorpions with arms - they not fight back while they are in peaceful mode. but you need kill with one or max 2 hits.
sta7icmatt Posted May 15, 2020 Posted May 15, 2020 I'm not sure if this mod is still actively supported alongside 'everything', but I've observed the following behavior from DCW 1.4.7: 'combat surrender' will trigger after winning a fight, at 99%+ health, or after taking a couple of hits. 'combat surrender', if disabled, will NOT trigger if you enter combat with restrained hands. 'combat surrender' will send the player to unexplored locations and will spawn them in V111 with the elevator 'up', necessitating a tcl. This required downgrading a Survival run. and will bug the Belted! progression if sent to Diamond City 'combat surrender' toy application will seem to lock if the player does not mash the return key to continue through the 'could not apply toy' dialogs. 'combat surrender' toy application will attempt to apply nipple gear and insertables when the Belted! belts are still in place. 'combat surrender' toy application equiped a corset-with-boots under the Belted! belt, which should not be possible (cannot be removed, items in the way) 'combat surrender' toy application unlock cooldowns seem to by bypassable at times? the auto-trapped crate that the Overseer's Key unlocks feels like a bug, but it definitely is entertaining to start things off. 'slave collar' triggered promptly after equiping power armor for the first time since Concord. "deviously cursed menu" does not appear to work. Eh. Belted! belt does not prevent AAF masturbation and MF sex animations, and does not prevent 'happy' gains. Software professional opinions (which are like assholes) : This is a bug. This is an unrealized feature for 'deliberate combat surrender'. Might be best with longer unlock timers. Unexplored locations is probably unintended, bugs the Belted! progression, and traps the player in V111. Maybe no blackscreen? Maybe dialogs on top of the blackscreen? Maybe a flag for 'automatically applied, reroll and do not pop a window'? Reroll or filter to avoid un-equipable adds. see #5 unsure, could be working as designed could add a memo or a different message other than "surrendering to enemies that aren't there" unsure, could be working as designed, may be a glitch around gear detection with power armor out of scope probably out of scope, unsure how DD/DCW and AAF could be jiggered, likely write it off as a plausible issue That all said ... DCW and DD are a LOT of fun for some goofy Fallout 4 runs. Fun stuff, good work! 2
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