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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
2 hours ago, skyrimninja said:

Now that DD 2.0 RC8 does not require AWKCR, can this mod be run without it?

 

No. At least not at this time.

Posted
5 hours ago, skyrimninja said:

Now that DD 2.0 RC8 does not require AWKCR, can this mod be run without it?

No. If DD 2.0 not use this mod and just have as master (need clean DD 2.0 to remove), then this mod uses AWKCR keywords for Slave collar shock device. So you need:

1) Rework slave collar usable to allow shock without AWKCR

2) or remove shock from collar completely

  • 2 weeks later...
Posted
59 minutes ago, ChandraArgentis said:

Does anyone recall the name of the item that you get for completing the DCW line?  I recall it being some kind of high rad-resistant bodysuit.

Radiation Shield Catsuit

or

dcw_clothing_rad_catsuit

Posted

Okay - so, I finally got this to work in VR, and I made it through the first quest line (where you give John the note from ... I forgot her name). 

First impressions: Excellent work as always, @Kimy; the only real problem I had was waiting for unvoiced dialog to finish. I'm a fast reader so it was annoying to have to constantly wait for long dialog periods to finish without a skip feature. Otherwise, it's pretty solidly made.

I don't think I ran across any actual bugs. And I like that there are quests; Devious Devices is fun and kinky, but without any quests (except the brief intro quest that you can basically skip by going to see the Bondage Shop lady first and buying keys from her before looting the body) it gets boring pretty fast. DCW wasn't like that.

Thanks, Kimy, for the excellent mod! I hope more content comes along - I'll be playing the other quests until then ?

 

Posted (edited)
4 minutes ago, izzyknows said:

Install Fuz Roh Doh

That will allow skipping all un-voiced dialogue in any mod.

I don't think it'll work in VR. It has to be compiled for that specific executable, and I don't see a VR release in the files list.

Edited by Allen Harris
Posted
12 hours ago, Allen Harris said:

I don't think it'll work in VR. It has to be compiled for that specific executable, and I don't see a VR release in the files list.

Well... it's a very tiny mod and IF it works great, if not easy removal.

  • 2 weeks later...
Posted
On 4/30/2022 at 12:23 PM, izzyknows said:

dcwaliceRhondasBase >>duplicate of FortStrong02

DCWAlicesBunker >>duplicate of BarneysBunker01

dcwAliceRaiderHideout >>duplicate of BunkerHill01

 

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.

 

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.

 

 

 

is there an a way to fix these things with the CK?  

Posted
1 hour ago, slugd99 said:

 

 

is there an a way to fix these things with the CK?  

That's the easiest way since you can visually see what you're removing/deleting. You can do with xEdit, but you have know what your looking for.

Posted

Hi Kimy 
I was just trying to customize this mod and edit slavecollardropchance and jackquestchance to 0 using FO4edit, but it didnt work. it still triggered somehow. how shoulld i customize this properly? i just want those two not to happen in my game again.

 

Posted (edited)
54 minutes ago, Flesamun said:

Hi Kimy 
I was just trying to customize this mod and edit slavecollardropchance and jackquestchance to 0 using FO4edit, but it didnt work. it still triggered somehow. how shoulld i customize this properly? i just want those two not to happen in my game again.

 

Under

Global

dcw_slavecollardropchance> FLTV - Value= 0

dcw_jackquestchance> FLTV - Value= 0

dcw_jackquestchancesleep> FLTV - Value= 0

exit/save

If on a current save you'll need to use the console commands to set the globals to 0. Then on new runs, they will be auto set to 0.

 

copy & paste this on a current save.

set dcw_slavecollardropchance to 0; set dcw_jackquestchance to 0; set dcw_jackquestchancesleep to 0

Edited by izzyknows
Posted
On 1/15/2023 at 3:26 PM, izzyknows said:

Under

Global

dcw_slavecollardropchance> FLTV - Value= 0

dcw_jackquestchance> FLTV - Value= 0

dcw_jackquestchancesleep> FLTV - Value= 0

exit/save

If on a current save you'll need to use the console commands to set the globals to 0. Then on new runs, they will be auto set to 0.

 

copy & paste this on a current save.

set dcw_slavecollardropchance to 0; set dcw_jackquestchance to 0; set dcw_jackquestchancesleep to 0

Thank you so much. I didn't know I had to use console commands for a current save. that helped me a lot.

Posted
Vor 1 Minute sagte Flesamun:

Ich danke dir sehr. Ich wusste nicht, dass ich Konsolenbefehle für eine aktuelle Speicherung verwenden musste. das hat mir sehr geholfen.

 

You can also reset these variables via the MCM


But that only works if you're still at the very beginning of a new game when creating a character - i.e. still in the bathroom


Before you go through the door of the bathroom you have to make these settings in the MCM.


You can then save this setting "hard" - so you can access this "zero" character again and again in a new game


Otherwise, the only way to change these variables is via the command line

Posted
5 hours ago, Miauzi said:

You can also reset these variables via the MCM


But that only works if you're still at the very beginning of a new game when creating a character - i.e. still in the bathroom


Before you go through the door of the bathroom you have to make these settings in the MCM.

 

DCW doesn't ship with a MCM menu. That's another mod.

The only setting that can't be changed after leaving pre war Sanctuary (right up to stepping on the platform) is the dcw_enableBeltedQuest which controls the quest, all others are dynamic settings. As far as vanilla settings go. I don't use the mod as bat files are far faster.

Posted
Vor 34 Minuten sagte izzyknows:

DCW wird nicht mit einem MCM-Menü ausgeliefert. Das ist ein anderer Mod.

Die einzige Einstellung, die nicht geändert werden kann, nachdem man Sanctuary vor dem Krieg verlassen hat (bis hin zum Betreten der Plattform), ist dcw_enableBeltedQuest, das die Quest steuert, alle anderen sind dynamische Einstellungen. Soweit Vanilla-Einstellungen gehen. Ich verwende den Mod nicht, da bat-Dateien viel schneller sind.

 

I would like to apologize - I actually mixed something up there.
(Unfortunately, at the age of 60, the memory begins a little...)


Yes - if I remember correctly (now) this has been discussed more than once in this thread
That's why I created the saved game - in which the variables were changed via console commands...


...I didn't want to wake up every time in the cryo chamber in the bondage dress and do the belter quest (grrrr)

Posted
1 hour ago, Miauzi said:

I would like to apologize - I actually mixed something up there.
(Unfortunately, at the age of 60, the memory begins a little...)

I know the feeling all to well. ? No apologies necessary.

I used xEdit to turn the belted quest and Jack the belter off so they have to be turned on manually. Cause like you I really don't want to run that quest line every bloody time.

Then I have 2 bat files, one for medium and one for off.

Posted (edited)

This mod looks really cool and it's kind of the reason I re-installed FO4.

 

But I ran into a bug during the intro. When I got to the overseers chest and got the cutter to escape the dress, something went wrong and when I closed the chest my character froze in the hobble dress pose for a few seconds, then it told me she was helpless and had to surrender to attackers (there were no attackers, I had killed all the radroaches).

 

The first time it did this it went to a loading screen which kept loading forever.

 

The second time it did do the warning but didn't do the loading screen, I can continue playing but the character is still stuck in the hobble dress animations (though she moves normally if I get a weapon out).

 

Is this a known issue? Is there a way I can fix it? Will it ruin my game if I just ignore the broken animation and keep playing?

 

I do have other mods but I don't think any of them should interfere with this. Most of them are cosmetic or affect weapons.

My load order:

image.png.2f2845f31fc14435d7d6aad341f83cad.png

 

 

Side note:

Is there any conflict between this mod and Commonwealth Slavers?

Edited by iamseph
clarity
Posted (edited)
2 hours ago, iamseph said:

Is this a known issue? Is there a way I can fix it? Will it ruin my game if I just ignore the broken animation and keep playing?

It's a known bug. The reason is combat surrender it on by default, which means if you sustain any damage what so ever, you'll surrender, and in this case when trying to remove the restraints.

I'd suggest installing RC8 which is a total replacement of DD. Meaning, completely remove DD and install RC8 and rebuild the outfits.

Now... the one thing you'll need to do is set the hobble speed to 100% (in the MCM) before entering the vault. Otherwise it'll literately take 15mintes to hobble to the exit. Other than that, it works fine.

 

2 hours ago, iamseph said:

Is there any conflict between this mod and Commonwealth Slavers?

I wouldn't use it with CS. Lots of issues could be had for a wonderful hair pulling experience.

 

Oh, the console command to turn off combat surrender is:

set dcw_enableCombatSurrender to 0

Edited by izzyknows
sperlin
Posted (edited)
9 hours ago, iamseph said:

Side note:

Is there any conflict between this mod and Commonwealth Slavers?

yes there are possible conflicts, but yes if done correctly you can play with both.

 

if you are not doing the Belted quest, the main things are to set it so that it does not put Devious Devices on you while doing Commonwealth Slavers.

this is adjustable either by using console or the Cursed Menu mod (gives you an MCM for Deviously Cursed Wasteland).

 

if you are playing the Belted quest its a bit harder but still possible.  Javamonsoon has a post on page 58 (in this thread) that talks about the belted quest.

you MUST complete the Belted quest before starting Commonwealth Slavers. 

 

the three main NPCs you must NOT kill to be able to start Commonwealth Slavers are Gristle, Murphy, and Jared.  Jared is in Corvega, Gristle is inside the Museum

in Concord, and iirc Murphy is also in the Museum.  then when you start Commonwealth Slavers there will be a bit of issue with the NPCs that start it trying to kill a

essential NPC from this mod, but you will get some pop up message boxes that you have to work through. then Commonwealth Slavers will teleport you.  at that

point it is the same thing (make sure this mod is set to not put Devious Devices on you until after you finish Commonwealth Slavers).

 

either way make sure Combat Surrender from this mod is turned off if you want to play both, at least until after you finish Commonwealth Slavers.

Edited by valcon767
Posted
7 hours ago, izzyknows said:

It's a known bug. The reason is combat surrender it on by default, which means if you sustain any damage what so ever, you'll surrender, and in this case when trying to remove the restraints.

I'd suggest installing RC8 which is a total replacement of DD. Meaning, completely remove DD and install RC8 and rebuild the outfits.

Now... the one thing you'll need to do is set the hobble speed to 100% (in the MCM) before entering the vault. Otherwise it'll literately take 15mintes to hobble to the exit. Other than that, it works fine.

 

I wouldn't use it with CS. Lots of issues could be had for a wonderful hair pulling experience.

 

Oh, the console command to turn off combat surrender is:

set dcw_enableCombatSurrender to 0

 

Hahaha yeah it was funny hobbling through the vault the first time but it could get tiresome really fast.

 

Thanks for the quick response I'll give all that a try.

Posted
5 hours ago, valcon767 said:

yes there are possible conflicts, but yes if done correctly you can play with both.

 

if you are not doing the Belted quest, the main things are to set it so that it does not put Devious Devices on you while doing Commonwealth Slavers.

this is adjustable either by using console or the Cursed Menu mod (gives you an MCM for Deviously Cursed Wasteland).

 

if you are playing the Belted quest its a bit harder but still possible.  Javamonsoon has a post on page 58 (in this thread) that talks about the belted quest.

you MUST complete the Belted quest before starting Commonwealth Slavers. 

 

the three main NPCs you must NOT kill to be able to start Commonwealth Slavers are Gristle, Murphy, and Jared.  Jared is in Corvega, Gristle is inside the Museum

in Concord, and iirc Murphy is also in the Museum.  then when you start Commonwealth Slavers there will be a bit of issue with the NPCs that start it trying to kill a

essential NPC from this mod, but you will get some pop up message boxes that you have to work through. then Commonwealth Slavers will teleport you.  at that

point it is the same thing (make sure this mod is set to not put Devious Devices on you until after you finish Commonwealth Slavers).

 

either way make sure Combat Surrender from this mod is turned off if you want to play both, at least until after you finish Commonwealth Slavers.

 

Thanks for the explanation. Honestly it sounds like I might be better off doing each mod as a separate run so I don't need to micromanage so much, coz I'm lazy.

 

Man a compatibility patch would be awesome... (but I've dabbled in FO4 modding and can imagine how much hassle that would be)

Posted
2 hours ago, iamseph said:

Ok that fixed the surrender issue, but I still end up stuck in the hobble skirt animation after removing it with the cutter.

Craft another one, I forget if there's one in the chest, equip it manipulating the lock, exit the menu for a few seconds, then remove it. That's the SOP for stuck restraint scripts.

Posted

So, I finished the main quests in VR, as well as the slave collar and Belted quests. The Doctor's "secret" room is missing walls, floors and ceilings (which is likely due to assets not being available from newer versions of Fallout 4); but otherwise, everything seems to work. It's fun - I wish we could get more kinky content quests (not specifically from DCW, but in general), but this was damn fine work.

@Kimy, as always, two enthusiastic...well, not thumbs up - but that's only because they're locked in restraints ? 

Do you have content not available on LL in your patreon? I'm deciding whether or not to subscribe to you.

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