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Deviously Cursed Wasteland 1.4 (2017-11-27)


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Posted
On 4/5/2023 at 8:00 PM, ebbluminous said:
On 4/5/2023 at 2:50 PM, Abadyrizk said:

 

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

i checked all 67 pages there is no non AWKCR patch :/

Posted
18 hours ago, Elsidia said:

This part can be rework to detect clothes by using F4SE

my skills stops at editing ESP using xedit i know nothing about F4SE, I just edited the esp and removed the requirements if AWKCR not sure how the mod will function by doing that :x

Posted
20 hours ago, blueteaparty said:

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

not sure what all you have done or not done, but will give a couple pointers that might help

1 - there are actually 2 hairpins you will need to find. both are in desks, 1 before you get to kitchen area, and 1 in kitchen area.  both are before reactor room.

 

2 - before entering reactor room turn of DCW combat surrender.  you can use console command or the mod 

 

personal suggestion would be to use the mod as it gives you an MCM for DCW.

 

3 - there is a post by javamonsoon that has helpful information in it for the Belted quest. 

 

hope this info helps.

 

Posted
10 hours ago, Abadyrizk said:

my skills stops at editing ESP using xedit i know nothing about F4SE, I just edited the esp and removed the requirements if AWKCR not sure how the mod will function by doing that :x

Try spawn Slave collar and walk some time in clothes. If game not CTD in that point, will work fine. But Slave collar definitely will not punish for wear a clothes.

 

Posted
10 hours ago, Elsidia said:

Try spawn Slave collar and walk some time in clothes. If game not CTD in that point, will work fine. But Slave collar definitely will not punish for wear a clothes.

 

yeah worked just like u said can wear cloth but no crash

Posted
On 4/7/2023 at 2:50 PM, valcon767 said:

not sure what all you have done or not done, but will give a couple pointers that might help

1 - there are actually 2 hairpins you will need to find. both are in desks, 1 before you get to kitchen area, and 1 in kitchen area.  both are before reactor room.

 

2 - before entering reactor room turn of DCW combat surrender.  you can use console command or the mod 

 

personal suggestion would be to use the mod as it gives you an MCM for DCW.

 

3 - there is a post by javamonsoon that has helpful information in it for the Belted quest. 

 

hope this info helps.

 

thankyou for your time to reply ❤️ I'll give it another go

Posted

so, apparently the "Set dcw_collarbuffsenabled To 0" isn't working for me. Every time I insert it the game says "Unknown variable 'dcw_collarbuffsenabled'."
after trying a few times and triple checking I entered it correctly, I gave up. Some time later I discover that the hide pipboy command also doesn't work. The other commands seems to be fine, though

Posted
43 minutes ago, TheoM117 said:

so, apparently the "Set dcw_collarbuffsenabled To 0" isn't working for me. Every time I insert it the game says "Unknown variable 'dcw_collarbuffsenabled'."
after trying a few times and triple checking I entered it correctly, I gave up. Some time later I discover that the hide pipboy command also doesn't work. The other commands seems to be fine, though

That's because there isn't a global dcw_collarbuffsenabled, so you will get an error. Maybe in skyrim?

If the other commands work but the set dcw_HidePipBoy to 0 gives you an Unknown variable, you're entering it wrong.

 

Posted
42 minutes ago, izzyknows said:

That's because there isn't a global dcw_collarbuffsenabled, so you will get an error. Maybe in skyrim?

If the other commands work but the set dcw_HidePipBoy to 0 gives you an Unknown variable, you're entering it wrong.

 

Alright, thanks! I saw an old post by Kimy, the one about update 1.1, and thought the debuffenable was still a thing, guess not! As for the pipboy, I got it working, no worries

  • 2 weeks later...
Posted (edited)

So i have this mod and its not equipping the devices properly, like it does equip them and all, but they dont show up on my char and can be unequipped without the text box appearing. (I can unequip then reequip and the textboxes and the actual device appears btw)

 

Edit: I just remembered i skipped the belted quest with an alternate start mod, but i know that quest equips properly

Edited by FalconCheif
more info
Posted (edited)
19 hours ago, FalconCheif said:

So i have this mod and its not equipping the devices properly,

What have version of DD you have?

If DD 2.0 then, if you have mod, what made real time in pipboy, this mod not compatible with DD 2.0, need DD 2.0 RC8.

If scripts not work most version is that DD 2.0 not properly installed or you have some patches what override DD 2.0 scripts.

Edited by Elsidia
Posted
22 hours ago, vorongren said:

there is someting line the no AWKCR version of this?

No there no official or complete version of this fix. I have version without AWKCR, but this version fixes is based of my fixed DD 2.0 version so first i need release DD 2.0 fixes.

 

  • 2 weeks later...
Posted
On 4/26/2023 at 12:30 AM, Elsidia said:

What have version of DD you have?

If DD 2.0 then, if you have mod, what made real time in pipboy, this mod not compatible with DD 2.0, need DD 2.0 RC8.

If scripts not work most version is that DD 2.0 not properly installed or you have some patches what override DD 2.0 scripts.

Oh ok, i didnt even know that existed. I think ive found the right one and will have to try it out once its downloaded

  • 3 weeks later...
Posted

First off, loving the effort and designs that went into this mod! I haven't played FO4 in 6 years but this got me to replay it!

 

The problem I'm having is that I started Belted, and I keep surrendering. I "surrendered" to no one at all when I cut off the dress in the vault. The surrender animation start if I take a single sliver of damage. Is there anything I can possibly do to avoid having to savescum and be absolutely perfect to progress at all?

Posted
6 hours ago, TeryakiMLP said:

The surrender animation start if I take a single sliver of damage. Is there anything I can possibly do to avoid having to savescum and be absolutely perfect to progress at all?

 

i do feel your pain.  look in this thread back one page. i have a post about the middle of the page with 2 links.

1st link is to a menu for this mod. (gives you and MCM so you can adjust setting without having to use console).

2nd link is to a post by javamonsoon who lays out what you have to do to progress, and when you can quit having to be as careful.

very quick general guide to help.....read post on previous page and the linked post by javamonsoon it has way more information.



do not get teleported at ANY time until the belt is removed (ie no AAF scenes etc, but fast travel is ok)

pre war Sanctuary - turn off DCW combat surrender and adjust 1st person walking speed in Devious Devices

exit Vault111 - be perfect in not taking ANY hits  even if you don not plan to use it long term do USE vats (1st few radroaches are a bit harder, once you get the pistol use it).

you can now take very MINOR damage

get to Diamond City - talk to John the Smith in Dugout Inn (please read post by javamonsoon it has important information about this part).

play/progress mostly normal, until belt is removed then its fully normal play.

 

Posted (edited)
On 5/27/2023 at 3:42 PM, valcon767 said:

 

i do feel your pain.  look in this thread back one page. i have a post about the middle of the page with 2 links.

1st link is to a menu for this mod. (gives you and MCM so you can adjust setting without having to use console).

2nd link is to a post by javamonsoon who lays out what you have to do to progress, and when you can quit having to be as careful.

very quick general guide to help.....read post on previous page and the linked post by javamonsoon it has way more information.

 

  Reveal hidden contents

 

 


do not get teleported at ANY time until the belt is removed (ie no AAF scenes etc, but fast travel is ok)

pre war Sanctuary - turn off DCW combat surrender and adjust 1st person walking speed in Devious Devices

exit Vault111 - be perfect in not taking ANY hits  even if you don not plan to use it long term do USE vats (1st few radroaches are a bit harder, once you get the pistol use it).

you can now take very MINOR damage

get to Diamond City - talk to John the Smith in Dugout Inn (please read post by javamonsoon it has important information about this part).

play/progress mostly normal, until belt is removed then its fully normal play.
 

 

 

 

Thanks very much! That mod was exactly what I needed! I'd already savescummed so far that I had 3 of the 5 items to get unlocked.

Still having a few bugs with the restricting dresses being invisible, inflating plugs not inflating, but I'm sure that's my fault with shoddy configuration or a conflicting mod or bad load order.

 

Loving this mod. Hmm, I wonder if Devious Rubber Masks could be ported from Skyrim too... rubber/latex is so much more thematic for Fallout IMO.

Edited by TeryakiMLP
  • 2 weeks later...
Posted
2 hours ago, Mistah F said:

Has anyone ever made a patch for this that makes it use Roggvir's DD Items Manager?

This patch means completely rework DCW. As manager use own functions for filter, but DCW use original DD functions.

Posted
On 6/6/2023 at 1:23 AM, Elsidia said:

This patch means completely rework DCW. As manager use own functions for filter, but DCW use original DD functions.

Weird, jbezorg didn't have to completely rewrite DD Cursed Enchantings to patch it with basic ROGG functionality. Is jbezorg's simple method (below) not compatible with Deviously Cursed Wasteland? 

Quote

Basically, it works like this.

 

There's an empty Form List "Bo57_CL_rogglist" added to the ESP.

 

OnPlayerLoadGame() in "Bo57_CL_main_playerRefScript" detects if Rogg DD manager is loaded and sets an internal var "RoggDDManager" if it is.

In the OnTimer(int aiTimerID) event. Before "equipfrom_list" is processed. "RoggDDManager" is checked. If it is not "none" then Formlist "Bo57_CL_rogglist" is reverted back to being empty then filled using the Rog DD "PickRandomItemsRemote" function. "equipfrom_list" is then set equal to "Bo57_CL_rogglist".

I'm thinking of adding an additional step where the original content of "equipfrom_list" filters "Bo57_CL_rogglist" before being overwritten.

 

Posted (edited)
On 6/8/2023 at 8:32 AM, Mistah F said:

Weird, jbezorg didn't have to completely rewrite DD Cursed Enchantings to patch it with basic ROGG functionality. Is jbezorg's simple method (below) not compatible with Deviously Cursed Wasteland? 

Bo57_CL_rogglist - seems this is into DD cursed enchantings mod as list. There will held items, what need to put on in curse trigger. I'm not familiar with this mod. So fix is easy.

As for DCW, if i remember right, is 3 places with random call function and with own rules. So explanation i will put into spoiler as knowing game mechanics can spoil your fun with mod. If you not fear it, read it with my warning.

Spoiler

1) Combat surrender. There is own algorithm for put on restraints. Simple, but you need completely rework idea. If player not have any restraint on, it calls random function from DD restraint dress list. In this list is only 3 items, so if those dress is blocked, there will return none of restraints. So you need develop new idea. Also if you have on some restraint it call random function 3 or 4 times to equip different restraints. There you need rewrite script to call Rogg's function.

2) Jack the Belted quest ending reward. There is the same algoritm as in surrender, but in other script, so you too need develop new idea of restraints and rewrite script.

3) Cursed loot. When you open container and loot some item from container - it checks if container iis valid cursed loot container and if yes trigger timer. (there is bug, what force increase cursed loot trigger % and reset containers cursed loot cooldown) In this timer is many functions, but only one need rewrite - putting on one random restraint. So there need add validation of Rogg's manager and if it persists - run Roog's function instead of original DD function.

Also Rogg's manager will ignore any custom made restraint from other mods and quests items or in other way quest will not work correct. And fail.

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

So I've got a weird problem going on here.

For a couple of days the mod worked fine, everything as intended.

However combat surrender is acting weird now.

I surrender, and every time, my character either gets teleported away with no restraints or with only a restraint dress, no other restraints seem to be possible.

 

Restraints traps on containers work fine, so do the quests, but not combat surrender.

 

I've tried removing and re-installing all mods, I've tried with the bare minimum amount of mods and I've tried new saves, nothing seems to be fixing this issue.

 

Anyone else experienced similar?

Edited by TheLairyLemur
Posted
7 hours ago, TheLairyLemur said:

So I've got a weird problem going on here.

For a couple of days the mod worked fine, everything as intended.

However combat surrender is acting weird now.

I surrender, and every time, my character either gets teleported away with no restraints or with only a restraint dress, no other restraints seem to be possible.

 

Restraints traps on containers work fine, so do the quests, but not combat surrender.

 

I've tried removing and re-installing all mods, I've tried with the bare minimum amount of mods and I've tried new saves, nothing seems to be fixing this issue.

 

Anyone else experienced similar?

i have run into a bug with combat surrender, but i do not think it is what you have happening.  the bug i hit had to do with combat surrender and the Belted quest.

i wound up switching to Violate (mod) for combat surrender mechanics and just turn off DCW combat surrender.

 

Posted (edited)
3 hours ago, valcon767 said:

i have run into a bug with combat surrender, but i do not think it is what you have happening.  the bug i hit had to do with combat surrender and the Belted quest.

i wound up switching to Violate (mod) for combat surrender mechanics and just turn off DCW combat surrender.

 

 

You just need to disable combat surrender until you leave the vault for that one.

 

Well, I've tried a fresh install of FO4, bare minimum mods required, everything new, even downloaded the mods again in case something was wrong with them and it's still happening.

 

No idea why it started, no idea why a total fresh install didn't fix it.

Edited by TheLairyLemur

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