Jump to content

Deviously Cursed Wasteland 1.4 (2017-11-27)


Recommended Posts

Posted (edited)
1 hour ago, SpicyNuggies24 said:

And Elsidia, it seems to me that being unable to use my pip boy while restrained is by design,

That's not. Some wrist restraints (and straitjackets) items are designed to don't allow equip any item. Pipboy is item. Because DD made own exclusion list for those devices.  And script check is item is in list then allow it to equip. When you open a pipboy it's going to equip, but restraint block. Because in this list are include original pipboy id and it ignores pipboy and allow it to equip.

It you use some mod what customize pipboy, this pipboy id is other as in DD list and DD thinks that this isn't a pipboy, but simple item. Because pipboy not equipped and DD shows info about failed equip.

 

UPD: Logics: without pipboy you can't unequip DD item, that mean you stuck into it forever.

Edited by Elsidia
Posted
2 hours ago, SpicyNuggies24 said:

And Elsidia, it seems to me that being unable to use my pip boy while restrained is by design, since I get a notification every time I try to use it; and if it's not, I think its more immersive this way anyway.

What notification are you getting exactly?

Posted (edited)
10 hours ago, izzyknows said:

What notification are you getting exactly?

 

I think it was something along the lines of "You cannot equip this here" I do belief its the same not that plays when you try to equip something with bindings on. Though its weird that it doesn't happen when Im wearing wrist cuffs

 

12 hours ago, Elsidia said:

It you use some mod what customize pipboy, this pipboy id is other as in DD list and DD thinks that this isn't a pipboy, but simple item. Because pipboy not equipped and DD shows info about failed equip.

 

I am using the Pip Pad mod, and it does make the pip boy not appear on my arm. It all makes sense now. 

 

Thanks, everyone!

Edited by SpicyNuggies24
Posted
12 minutes ago, SpicyNuggies24 said:

I am using the Pip Pad mod, and it does make the pip boy not appear on my arm. It all makes sense now. 

You need add to devious devices Pip pad mod as master:

Spoiler

Clipboard1.jpg.1e9101fa3308309dc9499676d4eb5ffb.jpg

And add Pip pad piboy to this list:

 

Spoiler

Clipboard.jpg.e6177267cfcc5a65d6363e5da971a6eb.jpg

 

Posted
23 minutes ago, SpicyNuggies24 said:

Though its weird that it doesn't happen when Im wearing wrist cuffs

Wrist cuffs allow equip other items. Straitjackets and similar type (like straitjacket dress) or bondage mittens don't allow equip other items.

 

Posted

Also, is there a way to prevent the defeat scene from spawning me into vault 111? turns out it kinda softlocks my game if I use Start Me Up to start outside the vault (if I didnt use the cheat terminal mod to TP somewhere else) 

Posted
11 minutes ago, SpicyNuggies24 said:

Is there a way to do that with Vortex?

There need FO4edit or Creation Kit - i recommend FO4edit.

 

Only recompile surrender script to avoid TP to vault111

 

Posted (edited)
28 minutes ago, SpicyNuggies24 said:

Can you tell me?

You need open in notebook or notebook+ text editor file dcw_main_playerRefScript.psc and found this part:

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

 

Change this part to:

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[4]) ; there is kimy error in teleport (3 is vault111)
    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 to commonwealth
        endif
        Libs.Player.MoveTo(WakeUpDestinations[d])
; this part is reworked to avoid destination 3  - vault111
      EndIf

and save a script.

 

Then you need install CK or other FO4 compilator.

In CK open gameplay -> papyrus script manager - found there script dcw_main_playerRefScript.psc, press on it right mouse button -> Choose Compile. If all ok no compilation errors will done.

 

It's not easy and be careful not to damage a mod.

 

UPD: script are in folder Fallout 4 -> Data\Scripts\Source\User\DCW

 

Edited by Elsidia
  • 2 weeks later...
Posted (edited)

Quick question, as i got AAF violate installed, it seems like DCW also comes with combat surrender?, the violate one kicks in once your health is 15% or u get your limb crippled, then i also got the 2'nd one where if i lose all my health, my PC colapes, and it says something like "You're being dragged away by your enemies" and you get teleported and get some devices put on you.

 

So im guessing that is from this mod? and the command to disable that is "set dcw_enableCombatSurrender to 0" right? 

 

It seems to also trigger for some reason at the start of the game in the vault where at the end near the pip boy, when i access a chest there, it gives me the same message but dosen't TP me and just locks me. Could be different mod tho.

 

Edit: Also noticed that sometimes when im wearing restraints, PC will surrender after like couple hits, but sometimes i can tank those shots and nothing happens.

Edited by NiX10
Posted
57 minutes ago, NiX10 said:

So im guessing that is from this mod? and the command to disable that is "set dcw_enableCombatSurrender to 0" right? 

Correct.

57 minutes ago, NiX10 said:

It seems to also trigger for some reason at the start of the game in the vault where at the end near the pip boy, when i access a chest there, it gives me the same message but dosen't TP me and just locks me.

Run the above command at the start of the game. Taking any damage while wearing restraints will trigger combat surrender when the restraints are removed.

 

1 hour ago, NiX10 said:

Edit: Also noticed that sometimes when im wearing restraints, PC will surrender after like couple hits, but sometimes i can tank those shots and nothing happens.

If you're trapped wearing the Slave Collar, it has stats boost that make your PC pretty darn tough.

Posted
38 minutes ago, izzyknows said:

Run the above command at the start of the game. Taking any damage while wearing restraints will trigger combat surrender when the restraints are removed.

Can i run it mid game? I'm already out the vault, also even with that command, when i kill myself through console, it still triggers the combat surrender.

Posted
37 minutes ago, NiX10 said:

Can i run it mid game? I'm already out the vault, also even with that command, when i kill myself through console, it still triggers the combat surrender.

You can run it anytime. 0 turns it off 1 turns it on.

Try dying naturally in combat.

Posted
Just now, izzyknows said:

You can run it anytime. 0 turns it off 1 turns it on.

Try dying naturally in combat.

Yeah i was just about to edit the post, dying naturally works, thank you!

Posted

For some reason the collar doesn't seem to work for me, it puts it on, gives me the note but no shocks or anything to stop me from wearing clothes... it just kinda sits there...

 

all other quests work fine, belted, alice, jack etc. but the collar seems to be non functional

 

Posted
3 hours ago, robbieg2000 said:

For some reason the collar doesn't seem to work for me, it puts it on, gives me the note but no shocks or anything to stop me from wearing clothes... it just kinda sits there...

 

all other quests work fine, belted, alice, jack etc. but the collar seems to be non functional

 

It doesn't detect some custom armor/cloths.

Posted
22 hours ago, robbieg2000 said:

or anything to stop me from wearing clothes...

Add to that clothes keyword _ClothesTypeUnderarmor_Slot33 [KYWD:0700080A] from AWKCR

  • 2 weeks later...
Posted
12 hours ago, xxKiawe1O1xx said:

would you still get the loot even if youre playing a male character?

No, in cursed loot are check. If player is male, terminate a trap without issues. Also any item doesn't have male armor look, you will be invisible with those.

  • 2 weeks later...
Posted
On 12/9/2021 at 6:17 PM, Tempest321 said:

s there an MCM mod out there to adjust the event probability? I also get locked when opening the chest.

 

  • 2 weeks later...
Posted

Hey, I love deviously cursed loot in skyrim but with this version there seems to be a big issue. Right from the start im put in a restrictive jacket so i cant attack. I cant kill the rad roaches in the first vault, and because i cant kill them i cant leave because i cant pick up the pip boy because im in combat with the roaches... the roaches that i cant kill. wtf do i do?

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...