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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
3 hours ago, izzyknows said:

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.

Ah great that fixed it. Yes there's a punishment dress included in the chest.

I had another bug with my pipboy disappearing but I think that was because I changed the pip boy disappearance setting at a bad time. I tried again with it set to -1 (never disappear) from pre-war onward and didn't have a problem.

 

Now I'll see if I can get the DCW quest to survive until I can get to Jack XD

  • 2 weeks later...
Posted
1 hour ago, Z_Z_z said:

I have a problem. When the trap starts to work, the restrain is not worn, but it is marked that it is worn. Why?

Did you build all the outfits in Bodyslide?

Posted
17 hours ago, izzyknows said:

Did you build all the outfits in Bodyslide?

Yes. Also, when this happens, the device is removed like clothes, and then you can put it on and it will function as it should.

Posted
20 hours ago, Z_Z_z said:

I have a problem. When the trap starts to work, the restrain is not worn, but it is marked that it is worn. Why?

Can you publish your mod list (not plugin) in spoiler?

Sound like your rendered device not equipped.

what fixes, path are installed?

You sure that trap is from DCW?

What DD items you wear before trap triggered?

Posted

Well after not playing that mod for years, I run into trouble with the belted quest that I do not find the key, even that I followed the other locations and found the bobby pins to get out of the cuffs. It says I lack the key to open the supply box.

Posted
14 hours ago, Bonnelise said:

Well after not playing that mod for years, I run into trouble with the belted quest that I do not find the key, even that I followed the other locations and found the bobby pins to get out of the cuffs. It says I lack the key to open the supply box.

 

hairpins or bobby pins?

you need to find 2 hairpins to get out of the handcuffs, and the supply crate key is with the 2nd hairpin.

minor spoiler is that both hairpins and the key are before the reactor room.

 

Posted
On 1/29/2023 at 1:37 PM, Elsidia said:

Can you publish your mod list (not plugin) in spoiler?

Sound like your rendered device not equipped.

what fixes, path are installed?

You sure that trap is from DCW?

What DD items you wear before trap triggered?

I'm sure this is a trap from the DKV, I specifically checked by setting the chance of triggering to 100%. Until the trap is opened, no restrictions are put on.

 

modlist.txt

Posted

Hi,

 

something broke for me in the belted quest. When I'm supposed to drop a letter in the dead letterbox, the game is pointing me to the place in the attached screenshot, but I can't find anything there, and no quest marker is showing. Could someone point me to where I should actually go?

 

Tks,

 

Roberto

20230204092206_1_res.jpg

Posted
1 hour ago, DrydenK said:

When I'm supposed to drop a letter in the dead letterbox, t

You answer by-self.

You need drop letter not pick up.

So you need found in your inventory letter, what give a John and put inside this container.

Posted
1 hour ago, Elsidia said:

You answer by-self.

You need drop letter not pick up.

So you need found in your inventory letter, what give a John and put inside this container.

Tks.

 

I had missed some part of the instructions. Got it now

 

Posted

Heya, I just wanted to ask one quick question in here. Does the Quick Loot menu count as opening a container, or do you have to actually go into the item itself? I'm gonna play with this mod either way, but I'd like to know so I can set the trigger frequency accordingly. Thanks : ) 

Posted
21 minutes ago, Jessubmissive said:

Does the Quick Loot menu count as opening a container, or do you have to actually go into the item itself?

Ok so I found the answer is Yes, quick loot does count, but I ran into a new problem where being locked into a strait-jacket did not unequip my character's armor. I have all the required mods, and am wondering if this is just a me issue, or if anyone else has had this problem and knows how to fix it!

Posted
1 hour ago, Jessubmissive said:

Ok so I found the answer is Yes, quick loot does count, but I ran into a new problem where being locked into a strait-jacket did not unequip my character's armor. I have all the required mods, and am wondering if this is just a me issue, or if anyone else has had this problem and knows how to fix it!

This is a DCW issue and might be fixed by Elsidia at some point. He's working on fixing some bugs.

Until then, just manually unequip the armor.

The quick loot can and will add/equip multiple items to the player and or the looted container, instead of just one. Which is a.... feature. ?

Posted
53 minutes ago, izzyknows said:

This is a DCW issue and might be fixed by Elsidia at some point. He's working on fixing some bugs.

Excellent, glad to know that's possibly going to get fixed down the line. Thank you for the answer!

Posted
3 hours ago, Jessubmissive said:

I ran into a new problem where being locked into a strait-jacket did not unequip my character's armor.

Armor full name or id or both and the same for straitjacket?

2 hours ago, izzyknows said:

The quick loot can and will add/equip multiple items to the player and or the looted container, instead of just one. Which is a.... feature.

Hmm... instead of just one is known bug. You can trigger it on any container by loot all button. Quick menu are marked as container i think and as i not use it, have no clue how to fix it.

Then best chance to trigger is open your settlement items storage and loot all)

Posted
10 hours ago, Elsidia said:

Armor full name or id or both and the same for straitjacket?

The armor was the Leather and Raider torso, leg and arm armor
The Straitjacket was the Red Open-chested Straitjacket

 

Sorry I cant give the IDs, I'm struggling to find them

Posted (edited)
13 hours ago, Jessubmissive said:

he armor was the Leather and Raider torso, leg and arm armor

Work as expected. Those not armors. But even in vanilla can be wear with main armor. So those not use slot 33 Body. So stay on. If you want hide those upper armor parts, use mods, what hide it. So you can wear straitjacket and those armors, but without visible.

Spoiler

Clipboard.jpg.73c64ca68c95b44da32b0df56011531b.jpg

 

Edited by Elsidia
Posted

wanted to do the "Alice in Wasteland" quest before doing "Battle of Bunker Hill".  so i managed to do so and as far as i can tell the Bunker Hill resident/traders

are NOT glitched out in my game.  also the "Alice in Wasteland" quest can start without killing Kellog. i am not sure of exactly what else happened to make

the note that starts the quest showing up in my game.  it appeared in some loot along the way after leveling up a bit, and doing a few other things (mostly 

exploring to get a few perk magazines).  i am not sure of exactly what level it appeared. the note appeared in random loot from raiders and supermutants for

certain and possibly other stuff.

 

big THANK YOU to izzyknows and Elsidia for the posts they made about the glitch and how to fix it.

 

i have completed "Alice in Wasteland" and the Bunker Hill residents/traders are not cowering and will talk, trade, and give quests to me.

did the quests "Traffic Jam" and "Prep School" after completing "Alice in Wasteland" and as far as i can tell everything is working correctly in Bunker Hill.

i have not done "Battle of Bunker Hill" (and it will be while till i do) so cannot check that it turns into settlement properly afterwards. no reason it would

not work normally though as i did nothing to Bunker Hill cells at all.

 

this is a modified ESP for Deviously Cursed Wasteland.  it is the one i am using now.  i did remove some stuff from the cells:

dcwaliceRhondasBase

DCWAlicesBunker 

dcwAliceRaiderHideout

to make the "Alice in Wasteland" quest work and (hopefully) not mess up the game.  it is possible i removed something that i did not need to remove to make

it work. 

 

the only modifications i made to the ESP are some deletions to those 3 named cells (i used FO4 Edit).

 

posting the modified ESP here as a bugfix, and if the mod author wants it removed, just tell me or have any site mod remove it.

you still need the original mod for this to do any good, just replace the original ESP with this one and it should work.

posted this to let others be able to play the quest, without the 2 glitches i ran into, and there was no other bugfix posted that i could find.

 

all permissions and credits are as the mod author have stated, and all credit goes to the original creators, izzyknows, and Elsidia.

 

happy gaming and a very big THANK YOU to Kimy for making the mod.

 

Deviously Cursed Wasteland.esp

  • 2 weeks later...
Posted

So apparently either the chastity belt or the slave harness also leaves my character hobbled? I hope that's not intended, because coupled with lack of direction that makes for a very obnoxious start to the game.

Posted
11 minutes ago, Keats said:

So apparently either the chastity belt or the slave harness also leaves my character hobbled? I hope that's not intended, because coupled with lack of direction that makes for a very obnoxious start to the game.

I think that was the point :/

Posted
8 minutes ago, Keats said:

So apparently either the chastity belt or the slave harness also leaves my character hobbled? I hope that's not intended, because coupled with lack of direction that makes for a very obnoxious start to the game.

They do not. Craft another hobble dress, equip it manipulating the lock (so you don't need a key), exit the menu then renter the menu and remove it.

You didn't pay attention to, or read the note that gave you a clue to where to go for help.

Posted (edited)
21 hours ago, izzyknows said:

They do not. Craft another hobble dress, equip it manipulating the lock (so you don't need a key), exit the menu then renter the menu and remove it.

You didn't pay attention to, or read the note that gave you a clue to where to go for help.

Thanks!

 

Edit: Okay, I double checked the vault to make sure I haven't missed anything, and I have no idea what note you're talking about. The only notes I've found that might be relevant are the letter to the overseer and Instructions that just say "To the team: Before you leave, lock". Since the letter only talks about the dress and doesn't mention any kind of chastity devices, I'm going to have to assume that's not it.

Edited by Keats
Posted
16 hours ago, Keats said:

Thanks!

 

Edit: Okay, I double checked the vault to make sure I haven't missed anything, and I have no idea what note you're talking about. The only notes I've found that might be relevant are the letter to the overseer and Instructions that just say "To the team: Before you leave, lock". Since the letter only talks about the dress and doesn't mention any kind of chastity devices, I'm going to have to assume that's not it.

i think the note being referred to is a letter you can find shortly after leaving the Vault (but it's not what guides you during the Belted quest). 

the Belted quest works in tandem (for a bit) with the main FO4 questline.

 

if you are doing Belted quest, i would suggest turning off DCW's Combat Surrender (either use console or Deviously Cursed Menu mod that give DCW a MCM menu).

 

if you are doing the Belted quest the important information you should know is in a post by javamonsoon on page 58 of this thread.

sorry i forgot how to link to specific post, but at least you know who it's by and on what page to find it. as for getting to Diamond City the very first time

there are 3 methods that will work

1 - use method/mod as javamonsoon described

2 -  use console to "coc ussriptideext" as this will put you not to far from Diamond City (just walk south past the guards fighting supermutants)

3 - fast travel to "Trade Post" (if you have that fast travel marker, and it should be there) then walk east to bridge then south, but this path will take you through

     one fight that you must make it past before passing the guards fighting supermutants of method 2.

 

as for the walking speed you have talked about, if you are using DD 2.0 RC8, make sure to go into the DD MCM and change the walking speed as this will adjust

walking speed in 1st person mode.  after finishing the Belted quest 3rd person walking will still be bugged but fixing that part is not to hard.   acquire (craft or buy)

another latex restrictive dress, equip it (you can manipulate the lock to get out of it super easy) then unequip it and the 3rd person bug will be gone.

 

hope the information helps

 

Posted (edited)

Wow. What a broken mess of a quest. First I had to go through diamond city twice because the NPC breaks if you so much as look at him the wrong way, and now apparently I have to do the treasure hunt a second time as well because apparently buying the required magnet also renders the quest impossible to complete. At this point I would just delete the mod, but that would probably just break even more things.

Edited by Keats

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