Allen Harris Posted October 11, 2025 Posted October 11, 2025 On 9/16/2025 at 1:02 AM, Elsidia said: No. Official possibility 1%. KImy seems is left modding even on Skyrim. As for non official fixes. Maybe in far far galaxy. That's too bad; Kimy did excellent work.
Vallarie Posted November 16, 2025 Posted November 16, 2025 (edited) I noticed that some devices do not get equipped as a result of a trap, such as different dresses. How can we add a device to the pool of possible devices that will be locked onto a player? In the script dcw_main_playerRefScript.psc there's a line If libs.EquipRandomDevice(Player, libs.DD_FL_All, 7) libs.notify("You triggered a trap and a restraint locked itself on you!!!") I'm guessing if we could somehow take a look at the DD_FL_All method, but I'm not sure where that's located. EDIT: Found a file called DD_LIbrary.psc in Devious Devices 2.0. There's a list of devices in a form of property. Interesting... Although some variables are pointing to a group, such as DD_FL_Collars, instead of listing an individual device. Edited November 16, 2025 by Vallarie
Elsidia Posted November 17, 2025 Posted November 17, 2025 (edited) On 11/16/2025 at 8:01 AM, Vallarie said: I noticed that some devices do not get equipped as a result of a trap, such as different dresses. Problem is into DD 2.0 original mod. In DD 2.0 RC9 this problem is fixed and dresses should work. DD 2.0 RC9 is a bit incompatibility with DCW - only problem is because of hobble dress new added animation in RC8 and first person movement fix. So when you start new game with belted! quest - you can't move. To fix it you need change hop animation in MCM back to old or increase first person movement speed in the same MCM. And now where is problem? In original DD 2.0 those dresses inventory devices doesn't have armor addon DD_Dummy_AA [ARMA:XX0C0D99] so traps spawn this dress in inventory, but can't equip. So you can use DD 2.0 RC9 or fix those dresses armor addon to dummy armor. As for how works randomizer in DCW and DD (DCW uses original DD randomizer) There is item list and randomizer choose one of list and goes inside list to find device. In those list can be device or new list so it goes deeper, while find device. UPD: So if you want specific device - like belt, instead of use DD_FL_All, you can choose list with belts and only belts will equip. Edited November 17, 2025 by Elsidia
xyzxyz Posted November 26, 2025 Posted November 26, 2025 Are the keys somewhere in my inventory? I would like to store some for emergencies.
valcon767 Posted November 27, 2025 Posted November 27, 2025 10 hours ago, xyzxyz said: Are the keys somewhere in my inventory? I would like to store some for emergencies. should be in misc section of inventory, but are not storable by default besides keys there is a struggle/picklock mechanic or three other mods that depending on settings that can unlock devices are Sexual Harassment Boston Devious Helper and DD Armour Bench Unlocker 1
Vallarie Posted November 30, 2025 Posted November 30, 2025 On 11/17/2025 at 12:03 AM, Elsidia said: Problem is into DD 2.0 original mod. In DD 2.0 RC9 this problem is fixed and dresses should work. DD 2.0 RC9 is a bit incompatibility with DCW - only problem is because of hobble dress new added animation in RC8 and first person movement fix. So when you start new game with belted! quest - you can't move. To fix it you need change hop animation in MCM back to old or increase first person movement speed in the same MCM. And now where is problem? In original DD 2.0 those dresses inventory devices doesn't have armor addon DD_Dummy_AA [ARMA:XX0C0D99] so traps spawn this dress in inventory, but can't equip. So you can use DD 2.0 RC9 or fix those dresses armor addon to dummy armor. As for how works randomizer in DCW and DD (DCW uses original DD randomizer) There is item list and randomizer choose one of list and goes inside list to find device. In those list can be device or new list so it goes deeper, while find device. UPD: So if you want specific device - like belt, instead of use DD_FL_All, you can choose list with belts and only belts will equip. Hey thank you so much for the reply. I just downloaded the RC9 and am going to give it a try. I appreciate you
roflmaones Posted February 21 Posted February 21 dont work without the absolute outdates ARMOR KEYWORDS. sadly, was an good mod until i changed to ECO... deactivated
Technomagica Posted March 2 Posted March 2 Not sure if this mod is being worked on but I have a gamebreaking bug. When in vault 111 at the beginning I open the vault overseer's box to get the cutter to escape the dress but then it does a guaranteed event that tries to transport me somewhere. Problem is that since I have not left the vault yet it bugs and gives an infinite loading screen. I have waited over an hour and it will still be loading. I tried disabling random events till I get this part done but it still does that event as it is guaranteed and it bugs every time. Noit sure how to fix this as I actually want to do the quest.
Elsidia Posted March 2 Posted March 2 4 hours ago, Technomagica said: Not sure if this mod is being worked on Officially not worked on 4 hours ago, Technomagica said: and gives an infinite loading screen. It's not infinitive loading screen bug, it's black screen loading bug. Solution: 1) Press ok button a few times and screen will be not blank. 2) Before start play - in pre game world - turn off combat surrender. 3) If you have DD 2.0 RC9 - it should not be blank screen as this bug is fixed. 4 hours ago, Technomagica said: that tries to transport me somewhere. It's combat surrender bug as it wrong get enemy race.
Franco Cozzo Posted March 4 Posted March 4 On 2/21/2026 at 4:08 PM, roflmaones said: dont work without the absolute outdates ARMOR KEYWORDS. sadly, was an good mod until i changed to ECO... deactivated Update your AWCKR + ECO ( + LEO + NEO if you use them) , I only use this mod for the key drops + collar rolls alone and DD Enchantings for the rest of the drops but I'm sure if I can get the default collars alone to work then it should just work fine for most people with the other toggle(s) enabled except maybe some quests, my load order and mod list isnt exactly the cleanest either. Im on old-gen though if that makes a difference for you. Plenty of mods dont actually need AWCKR anymore and there are a lot of AWCKR-free versions of mods that used to like Devious Devices latest version RC9 that came out a while back, if you want to remove it from your load order you probably can (I still have it+ ECO+LEO+NEO).
valcon767 Posted March 5 Posted March 5 On 2/21/2026 at 12:08 AM, roflmaones said: dont work without the absolute outdates ARMOR KEYWORDS. sadly, was an good mod until i changed to ECO... deactivated link to post with useful links, and one of the links is to a non AWKCR version (esp only) of the mod https://www.loverslab.com/topic/66941-deviously-cursed-wasteland-14-2017-11-27/page/72/#findComment-4393587 1
roflmaones Posted March 14 Posted March 14 On 3/5/2026 at 6:19 AM, valcon767 said: link to post with useful links, and one of the links is to a non AWKCR version (esp only) of the mod https://www.loverslab.com/topic/66941-deviously-cursed-wasteland-14-2017-11-27/page/72/#findComment-4393587 awesome, thanx a lot, this should made sticky because i was searched the entire forum but get not the result on "non awkcr"
jaysonles3j Posted March 17 Posted March 17 When I open chests, he offers me nipple clamps and things to insert but I am stuck with the gold bra and the chastity belt
izzyknows Posted March 17 Posted March 17 7 hours ago, jaysonles3j said: When I open chests, he offers me nipple clamps and things to insert but I am stuck with the gold bra and the chastity belt Go to the Dugout Inn and ask the stranger for help.
xyzxyz Posted March 23 Posted March 23 (edited) Can I disable that body containers (combat loot) are trapped? Edited March 23 by xyzxyz
valcon767 Posted March 23 Posted March 23 4 hours ago, xyzxyz said: Can I disable that body containers (combat loot) are trapped? yes 2 methods 1- use console commands to adjust the setting 2 - use the Cursed Menu mod which give DCW a MCM menu to adjust easier see my post a few posts back and follow the link to a previous post which has the link to the Cursedd menu mod in it. the Cursed Menu mod does not take up any esp/esm slots ..it i just a MCM menu to adjust stuff in DCW.
xyzxyz Posted March 23 Posted March 23 2 hours ago, valcon767 said: yes 2 methods 1- use console commands to adjust the setting 2 - use the Cursed Menu mod which give DCW a MCM menu to adjust easier see my post a few posts back and follow the link to a previous post which has the link to the Cursedd menu mod in it. the Cursed Menu mod does not take up any esp/esm slots ..it i just a MCM menu to adjust stuff in DCW. I have this menu but it doesn't have what I'm looking for. Traps on containers, boxes, chests etc. are fine but on bodies are very annoying.
Franco Cozzo Posted March 24 Posted March 24 (edited) 9 hours ago, xyzxyz said: I have this menu but it doesn't have what I'm looking for. Traps on containers, boxes, chests etc. are fine but on bodies are very annoying. Check out DD Enchantings if you want corpse % chance. You can run both mods at the same time if you want, just watch out for double-ups and crossover. Enchantings has a different restraint-equip system which can be little annoying but at least it has the option. I have found that DD Enchantings however doesnt seem to have the proper/all of the keywords for safes and etc, or maybe some are missing or another mod in my lists is breaking something. I personally run DCW for collars + key drops and DDEnc for finer control of the restraint chances + nudity multiplier (also it doesn't roll when you're in combat). I would 100% stick with this (DCW) alone if it had those changes since the restraint equip system is much "better" in my eyes since it is instant and I don't lose control of my character. Edited March 24 by Franco Cozzo
Elsidia Posted March 24 Posted March 24 9 hours ago, xyzxyz said: Traps on containers, boxes, chests etc. are fin Cursed loot chance - 3,5 is what you look for. Set zero.
xyzxyz Posted March 24 Posted March 24 4 hours ago, Elsidia said: Cursed loot chance - 3,5 is what you look for. Set zero. Wouldn't that disable all traps?
Elsidia Posted March 24 Posted March 24 1 hour ago, xyzxyz said: Wouldn't that disable all traps? Sorry, yes it disable all. Bodies is the same as containers, just body containers. DCW have containers bug, because real trap % is more big as it in MCM 3,5. In spoiler is bug explanation and how to evade it: Spoiler If you open any container and press loot all - it's trigger x times DCW trap check, where x is count of items. Example. If you use loot all in workshop container in settlement, it triggers 1000 times cursed loot check. (if in container are 1000 items) So it 1000 times check 3,5 chance of cursed loot and in result chance is almost 100% To avoid it - open container (body) - loot one item and wait some seconds - i think 5 - 10 will be enough. Then DCW checks 1 time cursed loot chance and marks body as looted. Now you can take all items safely as this container no more trigger it, as it marked as looted. More bug explanation - DCW have formlist what contains looted containers list. It have limited space. So when you trigger loot all 1000 times check - it fills this formlist with one container and delete all previous looted containers, So, says, if you loot 1 body 1 item then it marked as looted. Now if you looted second container what contains 100 items with loot all - it fills all list with container and previous body is deleted from list. So now when you loot previous body it already can trigger cursed loot. What will not happen, if this bug no exist. I already fixed this bug, but script not ready to publish. Later at home PC with DCW i can check legal containers list - maybe you can remove bodies from legal DCW trap list using xedit. As i remember in DCW are vanilla container id list, what can contain cursed loot. So if container is removed from list - it will not trigger trap. Like if you remove large safe container id from this list, large safe will not trigger traps.
Elsidia Posted March 24 Posted March 24 Never mind. I just read DCW script - there is special check for actors as container - so to disable it you need rewrite and recompile script.
xyzxyz Posted March 24 Posted March 24 1 hour ago, Elsidia said: DCW have containers bug, because real trap % is more big as it in MCM 3,5. Yeah, I get trapped by every third container
xyzxyz Posted March 24 Posted March 24 24 minutes ago, Elsidia said: Never mind. I just read DCW script - there is special check for actors as container - so to disable it you need rewrite and recompile script. I've never tried something like that
StefanPochmurny Posted June 13 Posted June 13 (edited) Hi! My first post here Great mod! But but unfortunately I’ve run into a problem. Recently I came across a slave collar, the notification properly popped up, but two things happened: a) it didn’t strip me, probably because I’m using FCO (https://www.nexusmods.com/fallout4/mods/43319), which messes with BIPED slots like crazy; b) minutes later SH+ triggered a Devious Encounter and an NPC took it off me 😉 So, do you have any solutions? I will try to patch the first issue, I want to add additional biped slots to the "rendered collar object" so that only boots, hat, and gloves remain equipped, but I’m little worried this might break something else. But I have no idea how to deal with the second issue Edited June 13 by StefanPochmurny
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