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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
On 2/23/2023 at 4:09 PM, 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.

DCW isn't fully compatible with DD 2.0 RC8

Posted
16 hours ago, ChandraArgentis said:

DCW isn't fully compatible with DD 2.0 RC8

I was only told that three times already. Thanks a lot.

Posted (edited)

Absolutely love this mod! I read the comments beforehand and turned off the shock collar and jack the belt quests and also the combat surrender so now I only get cursed loot and so far it works like a charm. The cursed loot makes searching for inventory so much more immersive. I'm also using DD RC8 on a totally new game. Hope updates continue on this mod. Great work!

Edited by KalBreen
Posted

I did set dcw_cursedlootchance to 10 and it seems like i'm still getting a lot of devices.  Did I type it in wrong or and I just hitting RNG hard?

Posted
27 minutes ago, IamFrums said:

I did set dcw_cursedlootchance to 10 and it seems like i'm still getting a lot of devices.  Did I type it in wrong or and I just hitting RNG hard?

I have mine....

set dcw_cursedlootchance to 2

and

set dcw_restraintsdropchance to 5.

You can do a good amount of looting and kind of forget about the cursed loot. When it does trigger it really is a surprise.

Posted

@izzyknows my promises:

 

1) fix races check:

dcw_Library.psc

Original:

Spoiler

Bool Function IsHumanoid(Actor akActor)
    Int i = dcw_List_HumanoidRaces.GetSize()
    While i > 0
        i -= 1
        If akActor.GetActorBase().GetRace() == (dcw_List_HumanoidRaces.GetAt(i) As Race)
            Return True
        EndIf
    EndWhile
    Return False
EndFunction

 

Fixed:

Spoiler

Bool Function IsHumanoid(Actor akActor)
    Int i = dcw_List_HumanoidRaces.GetSize()
    libs.log("Race:"+ akActor.GetLeveledActorBase().GetRace() as string + "form id:"+ akActor.GetActorBase().GetRace().GetFormID() as string)
    While i > 0
        i -= 1
        If akActor.GetLeveledActorBase().GetRace() == (dcw_List_HumanoidRaces.GetAt(i) As Race)
            libs.log("Found actor")
            Return True
        EndIf
    EndWhile
    libs.log("Not found:")
    Return False
EndFunction

 

Why that? It's Bethesda...

Citation from Wiki:

For leveled actors (or potentially leveled actors), use GetLeveledActorBase instead of GetActorBase.

If you call this on a leveled Actor, it will return the base object shown in the editor - in other words, the leveled base object. You will not get the base object for the actor in the world, and any subsequent calls on that ActorBase may produce unexpected or undefined results.

 

2) Surrender teleport:

 

dcw_main_playerRefScript.psc

Original:

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])  ; destination 3 in base is vault111 - error
    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))])  have chance randomly teleported to vault111: 3rd destination
    EndIf

 

Fixed:

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])    ;  change to 4 - sanctuary as this isn't far from Concord and if you are killed by DeathClaw, you can recover in sanctuary.
    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 mcs.bqs.getcurrentstageid() == 20    ; Player not completed belted stage - found  John mechanic, because surrender can teleport only to sanctuary.
            d = 4
        EndIf
        if d == 3
            d = 4 ; change vault111 to commonwealth Sanctuary
        endif
        Libs.Player.MoveTo(WakeUpDestinations[d])

    EndIf

Why i not teleport to museum as Kimy suggest?

As there is big logical error.

Says you accidentally is killed in game says at level 50 and randomly teleported to concord.  In one hit surrender dress. So there is re-spawned Raiders. So you are surrender again. and now you are teleported to Museum where is re-spawned Raider too. So this is infinitive surrender cycle.

 

3) One hit surrender, when wear a hobble dress. This is bled out bug. More complicated fix. I will search my scripts. and if i remember how i made it and it not based on other changes, will publish as new post.

 

Posted (edited)

@izzyknows

Bleedout bug: it fixes only part when player is essential - and doing first quests. In one moment in game i found that player not essential (maybe some other mod removes it from player or DCW removes itself at one moment. But being not essential is big chance to get killed instead of surrender.

dcw_main_playerRefScript.psc

 

Original:

Spoiler

Event OnEnterBleedout()
    If dcw_enableCombatSurrender.GetValue() != 1
        return
    EndIf
    StartTimer(1, SurrenderTimerID)
EndEvent

 

Fixed:

Spoiler

Event OnEnterBleedout()
    If dcw_enableCombatSurrender.GetValue() != 1
        return
    EndIf
    libs.log("Bleedout trigered")
    bloutflag=true
    StartTimer(1, SurrenderTimerID)
EndEvent

 

Original:

Spoiler

If GetIsHeavilyRestrained(False)
        ; Player cannot defend herself at all - surrender.
        libs.log("Player is unable to defend herself, trying to trigger surrender")
        if Player.IsEssential()
            StartTimer(1, SurrenderTimerID)
        else
            Surrender()
        endIf
    EndIf
    Float HealthPercent = libs.player.GetValuePercentage(Game.GetHealthAV())
    if HealthPercent < (HealthThreshold / 100.0)
        libs.log("Health low, trying to trigger surrender")
        if Player.IsEssential() ;&& (HealthPercent < 0.1)
            StartTimer(1, SurrenderTimerID)
        else
            Surrender()
        endIf
    endif
EndEvent

 

Fixed:

Spoiler

If GetIsHeavilyRestrained(False)
        ; Player cannot defend herself at all - surrender.
        libs.log("Player is unable to defend herself, trying to trigger surrender")
        if bloutflag ; Player.IsEssential()
            StartTimer(1, SurrenderTimerID)
            libs.log("Preparing to surrender heavily restrained")
        else
             libs.log("Surrender triggered, heavily restrained")
             Surrender()
        endIf
    EndIf
    libs.log("Miss heavily restrained")
    Float HealthPercent = libs.player.GetValuePercentage(Game.GetHealthAV())
    if HealthPercent < (HealthThreshold / 100.0)
        libs.log("Health low, trying to trigger surrender")
        if bloutflag ; Player.IsEssential() ;&& (HealthPercent < 0.1)
            StartTimer(1, SurrenderTimerID)
            libs.log("Preparing to surrender, low health")
        else
           libs.log("Surrender triggered, low health")
           Surrender()
        endIf
    endif
EndEvent

 

Seems so.

 

UPD: you somewhere in this script need define variable:

 

bool bloutflag = false

 

or compiler will return error.

 

Script still you surrender in suits. (need DD fix). But probably if you in hobble suit is hit by radbugs it will not surrender you with races detect bugs fixed.

You need test it yourself.

 

Edited by Elsidia
Posted (edited)

@izzyknows if you use my catsuit update mod all fixes for DCW one hit surrender is included

You need add to 

DD_Library.psc in group item types new keyword and recompile it

Keyword Property DD_kw_ItemType_HeavyBondage Auto Const        ; Used for items for fast surrender.

 

then in 

dcw_main_playerRefScript.psc

 

Original:

Spoiler

Bool Function GetIsHeavilyRestrained(Bool CheckLeg = True)
    Return Player.WornHasKeyword(libs.DD_kw_ItemType_WristCuffs) || (Player.WornHasKeyword(libs.DD_kw_ItemType_LegCuffs) && CheckLeg) || Player.WornHasKeyword(libs.DD_kw_ItemType_Suit)
EndFunction

I hope this is from original mod or you just need found that function in script. 

Fixed:

Spoiler

Bool Function GetIsHeavilyRestrained(Bool CheckLeg = True)
    Return (Player.WornHasKeyword(libs.DD_kw_ItemType_WristCuffs) &&  Player.WornHasKeyword(libs.DD_kw_ItemType_HeavyBondage)) || (Player.WornHasKeyword(libs.DD_kw_ItemType_LegCuffs) && CheckLeg) || Player.WornHasKeyword(libs.DD_kw_ItemType_HeavyBondage)
EndFunction

 

In DD base restraints i add this keyword to any restraint what tied hands and don't allow fight.

So in catsuit as not have this keyword in DD library will allow fight. The same for hobble dresses as hands are free for fight (you can't run, but can fight)

 

So if you have custom mods, what made restraints not allow to fight you need add this keyword too.

Also maybe some of DCW custom restraints need this keyword too.

Edited by Elsidia
Posted (edited)

This may sound like a stupid question, but what's the difference between all the different types of collars?  I've never found any real difference between any of them (aside from whether or not you can connect them to your pip-boy for special unlock functions).

 

Namely, I refer to the RobCo Shock Collar Mk 2-3 and the Throbbing RobCo Shock Collar Mk 2-3.

 

Edit: Answer, in case anyone else had the same question:

Quote

Throbbing collars are described as "more painful" in the game. Technically they cause more damage when triggered. You can test this, it requires less activations to make the victim collapse from exhaustion. If you are using it with Just Business, the training amount is higher per activation.

 

Mark 3 firmware has a bit more functions than mark 2 firmware: The pin has 4 digits instead of 3, it supports a special "punishment mode", and trigger configuration supports always/1x/2x/3x, mark 2 only goes up to 2x.

 

Edited by ChandraArgentis
Posted
32 minutes ago, ChandraArgentis said:

This may sound like a stupid question, but what's the difference between all the different types of collars?  I've never found any real difference between any of them (aside from whether or not you can connect them to your pip-boy for special unlock functions).

 

Namely, I refer to the RobCo Shock Collar Mk 2-3 and the Throbbing RobCo Shock Collar Mk 2-3.

You need the Real Handcuffs page.

Posted

some vierdo bug appear ) im played dcw before but after new game a couple of 1st and 3 person camera change my pc has boosted speed even in hooble dress .)and i replayed again and again same /not big deal but just give info 

Posted
On 3/7/2023 at 10:05 AM, IamFrums said:

I did set dcw_cursedlootchance to 10 and it seems like i'm still getting a lot of devices.  Did I type it in wrong or and I just hitting RNG hard?

I think that it's 10% per non-DCW item looted, not 10% per chest.  So, if you loot a corpse with 5 items, that's 5 chances at 10%.  

Posted
12 hours ago, ChandraArgentis said:

I think that it's 10% per non-DCW item looted, not 10% per chest.

It's 10% per chest. But DCW have bug. If you use on chest loot all, DCW shouts out x events for each item and every event test chance of loot. Not all x events. Only in reality 3 or 4. It's depend on how fast are our PC and first shoot event updates chest status and all other events found that this chest is looted.

If you loot item one by one this bug not happen.

 

  • 2 weeks later...
Posted

A bit of a potato with computers here and I may be doing something wrong but what is the correct way to type the console commands to decrease the chance of losing the restraint and chastity keys to 0% ? I have tried to type it out the way it's shown on the mod page but it gives me a command not recognized error message. It's  a super fun mod but with survival difficulty I need to be able to remove them in case of combat.

Posted (edited)
17 minutes ago, Coolermaster2112 said:

A bit of a potato with computers here and I may be doing something wrong but what is the correct way to type the console commands to decrease the chance of losing the restraint and chastity keys to 0% ? I have tried to type it out the way it's shown on the mod page but it gives me a command not recognized error message. It's  a super fun mod but with survival difficulty I need to be able to remove them in case of combat.

Copy & paste the green text into the console.

set dcw_keylosechance to 0

 

This is my low settings, just so you can see how it looks for a bat file (aka a .txt file)

set dcw_cursedlootchance to 2
set dcw_keydropchance to 5
set dcw_keylosechance to 0
set dcw_restraintsdropchance to 5
set dcw_slavecollardropchance to 0
set dcw_slavecollarkeydropchance to 5
set dcw_jackquestchance to 0
set dcw_jackquestchancesleep to 0

Edited by izzyknows
Posted
6 hours ago, izzyknows said:

Copy & paste the green text into the console.

set dcw_keylosechance to 0

 

This is my low settings, just so you can see how it looks for a bat file (aka a .txt file)

set dcw_cursedlootchance to 2
set dcw_keydropchance to 5
set dcw_keylosechance to 0
set dcw_restraintsdropchance to 5
set dcw_slavecollardropchance to 0
set dcw_slavecollarkeydropchance to 5
set dcw_jackquestchance to 0
set dcw_jackquestchancesleep to 0

Fantastic! Thank you for your help.

 

Posted

So one of the biggest questions if had sinds using this mod is,
Does wearing chastity or being vibrated/pleasured by various devices actualy impact gameplay in anyway like hobble, blindfold or cuffs do?
It would be nice to have it where your character would walk slower or be unable to move from pleasure..
Or have some kindd of stat decrease.

Is this already a thing or a seperate mod, i been trying to find info but can't find any

Posted
16 hours ago, Icyheart said:

Is this already a thing or a seperate mod, i been trying to find info but can't find any

Sex attributes mod does something with speed.

Posted

Hello,

 

the first quest "belted" can not be completed somehow ..

I can manage to remove every piece, but the quest is still there and I am not able to wear any weapon at all. Only able to use my fists.

and the command to skip this quest will not be found if I out that in there ... So i can not even skip this quest.

If I use a fast start mod, which will start the game after exiting the vault, I am still not able to use any weapons, but the quest will not be there ...

Can someone help me out there please ?

 

thanks in advance

Posted (edited)
1 hour ago, SilentPain99 said:

Hello,

 

the first quest "belted" can not be completed somehow ..

I can manage to remove every piece, but the quest is still there and I am not able to wear any weapon at all. Only able to use my fists.

and the command to skip this quest will not be found if I out that in there ... So i can not even skip this quest.

If I use a fast start mod, which will start the game after exiting the vault, I am still not able to use any weapons, but the quest will not be there ...

Can someone help me out there please ?

 

thanks in advance

You cannot remove the belt, only the Dr. Jones can. IF you managed to remove it via console or another mod, you broke your game.

sqs dcw_belted

will give you the quest stages.

If you want to use a fast start mod, you can do 2 things.

Disable DCW until after you get started.

Or

Turn the belted quest off permanently in xEdit by changing the Global>> dcw_enableBeltedQuest from 1 to 0

Then if you want to run it later. and while still in pre war Sanctuary, run the command

set dcw_enableBeltedQuest to 1

 

Edited by izzyknows
sperlin
Posted
19 hours ago, izzyknows said:

You cannot remove the belt, only the Dr. Jones can. IF you managed to remove it via console or another mod, you broke your game.

sqs dcw_belted

will give you the quest stages.

If you want to use a fast start mod, you can do 2 things.

Disable DCW until after you get started.

Or

Turn the belted quest off permanently in xEdit by changing the Global>> dcw_enableBeltedQuest from 1 to 0

Then if you want to run it later. and while still in pre war Sanctuary, run the command

set dcw_enableBeltedQuest to 1

 

Thank you.
I will try it out.

Posted (edited)
17 hours ago, Abadyrizk said:

ah once again i see i cant install a mod bcuz of AWKCR

 

12 hours ago, ebbluminous said:

I think there is a non AWKCR patch on one of the pages of this thread...

I'm not see that patch. Seems it not exist. Mod need reworks Slave collar shock event (it uses AWKCR keywords to detect clothes on) This part can be rework to detect clothes by using F4SE, then remove all AWKCR mentions from DCW and clean a masters.

Edited by Elsidia
Posted

I am hoping someone could help. I got the mod working but the quest doesn't recognise that I get the hairpin. The first time I played it recognised the quest marker, but now it doesnt? I don't really know what I've done wrong

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