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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
On 11/28/2017 at 10:25 PM, Titania said:

So Alice's hideout seems to...uh...there are no walls, floor, or ceiling, everything's got afterimages everywhere, and everything that isn't nailed down is constantly falling and being reset to height to fall again. For some reason, it looks like the room itself isn't loading, just the furnishings and characters in it. I can even talk to Alice, as long as I don't mind juggling up and down constantly during it. Any ideas?

 

EDIT: Additionally, when I enter the hideout, I see two messages about lacking keys. These messages appear whether or not I have any restraints locked on, and do not reflect me actually attempting to remove anything. Screenshots attached show both the messages and the crazy surreal bounce-castle world. The motion-streaking is because everything that isn't nailed down (player included) is bouncing up and down wildly.

ScreenShot0.png

ScreenShot1.png

 

On 11/28/2017 at 11:13 PM, Kimy said:

That...doesn't sound right. oO

 

I don't claim to be an expert in level design, but I am pretty sure the room was...mostly fine when I tested it?


I had this bug as well and after some research it turns out to be a pre-culling issue. I had it in different areas as well. There are mods that claim to fix it but I think it's only for the vanilla areas. I did find this as an optional step to installing one of those mods. I haven't installed the mod itself only edited those ini files.

1. Add bUseCombinedObjects=0 to your Fallout4.ini under [General]
2. Add bUsePreCulledObjects=0 to your Fallout4.ini under [Display]

Problem with this approach is is that you might lag more in interior areas.

Posted
10 hours ago, l1nkler said:

Problem with this approach is is that you might lag more in interior areas.

There is more easy solution. Somewhere in this thread buried into are archive with Alices hideout precombined meshes. Nothing need to change just found this post and copy archive content to right place for Fallout4 and all works. if you can't found i spend a time and found it for you.

Posted
14 hours ago, l1nkler said:

Problem with this approach is is that you might lag more in interior areas.

This is never a good idea. It doesn't fix anything correctly, only makes things worse overall.

The problem with Alices hideout is the precombines were not packed with the mod, thus breaking the cell.

2 correct solutions are:

Find the ba2 precombine meshes from this thread & install it.

Or:

Open Deviously Cursed Wasteland.esp in xEdit and Remove the XCRI-Combined References from Cell>Sub-Block 4>DWCAlicesBunker

 

Spoiler

115899543_DesktopScreenshot2022_04.30-06_37_29_27.thumb.png.d4e53f30b75ed50c012c690117b6ac5c.png

 

You can safely remove the precombine records since the cell is very small and doesn't actually need them.

 

@Elsidia

Actually, all 3 "custom" cells need to have triggers and other items removed that point to the cells they were copied from. This will also fix the Bunker Hill bug DCW causes.

Posted (edited)
37 minutes ago, izzyknows said:

Actually, all 3 "custom" cells need to have triggers and other items removed that point to the cells they were copied from. This will also fix the Bunker Hill bug DCW causes.

1) What custom cells?

2) What triggers?

3) How to fix Bunker Hill bug?

 

I ask because i added those precombined meshes to DCW for next release and want know if this made more bugs? or how to fix bunker bug?

Edited by Elsidia
Posted
4 hours ago, Elsidia said:

1) What custom cells?

dcwaliceRhondasBase >>duplicate of FortStrong02

DCWAlicesBunker >>duplicate of BarneysBunker01

dcwAliceRaiderHideout >>duplicate of BunkerHill01

 

4 hours ago, Elsidia said:

2) What triggers?

3) How to fix Bunker Hill bug?

Removing the Battle of Bunker Hill triggers in the cell dcwAliceRaiderHideout will fix the bug. In short, it triggers the BH settlers to cower and pretty much mucks up the Vanilla quest, IF Alice's quest line is done before Battle of Bunker Hill.

The other DCW cells have references to the original cells that are not that important, but still not very good to have. But the good thing is, since they are custom cells, you can use the old Delete key to get rid of stuff.

 

4 hours ago, Elsidia said:

I ask because i added those precombined meshes to DCW for next release and want know if this made more bugs?

Don't.. it just bloats the mod for no reason. Just remove the records I posted above and call it a day.

The cell is to small and isn't an interior settlement to need precombines.

 

Posted (edited)
13 hours ago, izzyknows said:

Removing the Battle of Bunker Hill triggers in the cell dcwAliceRaiderHideout will fix the bug.

?????? Can explain in normal language?)

UPD: Inst302CourserTeleportMarker001 [REFR:2613CEC7] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of dcwAliceRaiderHideout "Raider Hideout" [CELL:2613CEBC])

 

Is it?

In Alices hideout are minelurk marker too maybe remove it too?

Edited by Elsidia
Posted
4 hours ago, Elsidia said:

?????? Can explain in normal language?)

UPD: Inst302CourserTeleportMarker001 [REFR:2613CEC7] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of dcwAliceRaiderHideout "Raider Hideout" [CELL:2613CEBC])

 

Is it?

In Alices hideout are minelurk marker too maybe remove it too?

DM me your copy & I'll clean up the cells.

Might be late tonight or tomorrow.

Posted

I'm having a problem with the 'Jack the belter' quest. I talked to the guy in diamond city and he told me to go to egret tours marina. From what I've seen here, I'm supposed to be looking for a note or something that tells me where to go next, but I can't find it anywhere. I've also tried all of the debug stuff that I could to just move my player to jack and nothing is working. Can anyone help?

Posted
15 minutes ago, Dhingschlub said:

From what I've seen here, I'm supposed to be looking for a note or something that tells me where to go next, but I can't find it anywhere. I

Quest marker needs to show up note location on map. If not something goes wrong. As Fallout 4 developer says: It just works. Better solution is load a save before talk to John.

Posted
8 hours ago, Elsidia said:

Quest marker needs to show up note location on map. If not something goes wrong. As Fallout 4 developer says: It just works. Better solution is load a save before talk to John.

ok! might have something to do with the fact that I haven't done the belted quest yet. Maybe I should start with a new character.

Posted
6 minutes ago, Dhingschlub said:

ok! might have something to do with the fact that I haven't done the belted quest yet. Maybe I should start with a new character.

If you are under belted! quest - jack of the belter quest can't trigger - in script it's deny to do it. If you somehow trigger this both quest  - something is broke into game. 

Posted (edited)
10 hours ago, Elsidia said:

If you are under belted! quest - jack of the belter quest can't trigger - in script it's deny to do it. If you somehow trigger this both quest  - something is broke into game. 

I was saying that it hadn't been started yet. I went ahead and started a new game and now all of my third-person animations are broken. Fun! more debugging.

 

Update: Fixed the animations by looking back in the forums and finding out about the animations being broken. It was the hobble dress. For the next issue, my walkspeed is incredibly slow. It might still be the hobble dress but I'm not sure. However, everything else seems to be working fine so far!

Edited by Dhingschlub
updated information
Posted
4 hours ago, Dhingschlub said:

For the next issue, my walkspeed is incredibly slow.

If you use DD 2.0 RC8, in MCM are setup of new animations speed, you can increase or change to original hop animation. Also if you start DCW Belted! quest with DD 2.0 RC8 - there is walking anticheat first camera speed bug with dress. So you need change to faster speed or hop animation. Also probably this bug will be fixed after release from dress. I don't know not test so far.

Posted
6 hours ago, Dhingschlub said:

my walkspeed is incredibly slow.

You need to change the walk speed before you enter the vault, preferably before leaving the house.

Set hobble movement mode >> Classic Hobble

Set first person hobble movement slowdown >> 5

Posted

hi, I went back to fallout from Skyrim recently and I forgot how the struggle animations for the devices work in fallout. it seems you don't struggle when trying to escape a device, but struggle randomly at times? also is there no struggle animation for straightjackets? I haven't seen one happen yet. I forget how they work. 

Posted (edited)
7 hours ago, natybs said:

I forgot how the struggle animations for the devices work in fallout

There no struggle animations. Nobody animate it for DD

Edited by Elsidia
Posted (edited)

Is it possible to patch this to not use armor keywords (ECO and Complex Sorter LO right now)? The only functionality it utilizes is the keywords right? (In which case it's possible to simply make one's own keywords or cut down the required mod to those entries.)

 

Just wanna make sure that nothing ends up broken by moi poking around in FO4Edit. ?

Edited by WesterlyIsh
Posted
3 hours ago, WesterlyIsh said:

s it possible to patch this to not use armor keywords (ECO and Complex Sorter LO right now)?

If You mean remove AWKCR mod, so there you need remove all keywords for DCW esp and rework Slave collar script - without AWKCR Slave Collar not zip you if you wear a armor.

Posted
1 minute ago, Elsidia said:

If You mean remove AWKCR mod, so there you need remove all keywords for DCW esp and rework Slave collar script - without AWKCR Slave Collar not zip you if you wear a armor.

Right... Think I can do that. Just wanted to make sure that was it. 

Posted (edited)
25 minutes ago, WesterlyIsh said:

Right... Think I can do that. Just wanted to make sure that was it. 

At this moment i already done that. Just before publish new DCW with many fixed bugs waiting to rework DD (it's hard nut and i'm stuck into rework DD equip system - as i fixed one thing it's makes new bug and already in fixed problems i found more bugs caused by original dd equip system) At this moment system works fine. I just try to fix illegal player operations with NPC and bugs with different color devices into NPC equipment.

I add my fixed script. Check for differences. Also if you have better ideas how to fix it will glad to hear it. (libs.naked is add FO4 original naked body what is equipped on player when naked)

dcw_mastercontrollerQuestScript.psc

Edited by Elsidia
  • 2 weeks later...
Posted
On 4/29/2022 at 1:07 AM, Elsidia said:

Clean DD 2.0 RC8  installation:

  Hide contents

ScreenShot2.jpg.e764f6389eb81f90ece46f91f6cc6c10.jpg

Institute chastity belt must look like this. And this is clean DD 2.0 RC8 instalation. If you have body inside then you have very OLD OLD OLD OLD non fixed DD 2.0 meshes!!! Or you have wrong wrong body converter files:

  Hide contents

Clipboard.jpg.de32fd00f90649d398ad4547a1fd595a.jpg

 

Please remove your mess, what you maked with MO2 or use Vortex.

Can I find the newest files on here, or do I have to go somewhere else for them? Because the files for those mods that I downloaded from here produce the same results after I redownloaded and reinstalled them. I clearly have older files, but don't know where to find newer ones. Could you share a link to the newest files?

Posted (edited)
6 hours ago, Elsidia said:

Is it recommended that I create a new save file before installing this new version?

 

EDIT: Reinstalling everything fixed a lot of problems, though I have yet to see the reappearance of leather straightjackets, etc. I'm also wondering what I can do to keep gloves equipped when I equip an armbinder in game. In older RC versions, gloves and bondage mittens would remain equipped if a player were to equip an armbinder. How do I fix this?

Edited by Shxdy
Posted
6 hours ago, Shxdy said:

s it recommended that I create a new save file before installing this new version?

Yes. At least before reinstall remove all old DD items from PC, NPC and containers.

6 hours ago, Shxdy said:

I have yet to see the reappearance of leather straightjackets,

What you mean by this?

6 hours ago, Shxdy said:

gloves and bondage mittens would remain equipped if a player were to equip an armbinder.

Armbinder and gloves take the hands biped slot so no, can't be equipped in one time.

Posted
11 hours ago, Elsidia said:

Yes. At least before reinstall remove all old DD items from PC, NPC and containers.

Completed this task. Game is working well now, almost everything accessible.

Quote

What you mean by this?

Like leather straightjacket items aren't showing up as either A) craftable items or B) items that can be bought from Kimy. I kinda messed up those items with a past version of DD and BodySlide, so that might be why. I'm not too worried about these items being present in-game, as long as the game works.

Quote

Armbinder and gloves take the hands biped slot so no, can't be equipped in one time.

In older versions of DD, you could equip both at the same time:

Spoiler

image.png.d37f281c370675af94665203336e64dd.png

image.png.8957637a892cbed4da75c54974551bc6.png

Gloves and armbinder both equipped (shown above).

 

image.png.44cdadcd718cf711ab657a04b9f5d6c1.png

Bondage mittens and armbinder equipped (shown above).

Henceforth, shouldn't there be a way to re-enable that feature in the newest version of Devious Devices?

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