ZaZ Posted January 11, 2017 Share Posted January 11, 2017 Great Job, Keep up the Awesome work . Cheers Link to comment
FLN1 Posted January 11, 2017 Share Posted January 11, 2017 Hey, thanks, great update! One question: I am not able to assign more than one settler to the 3-person prisoner pole. Any idea how I can do that? Thanks! It seems that it´s a Game limitation, you can only assign one settler to any rescource. Maybe there is a way to get around that, but i haven´t found any yet. Just an idea but I figure it can't hurt to throw it out there: Perhaps splitting the pole into three separate pieces that 'snap' together when placing them could be a temporary fix. It should at least count as 3 different resources. I realize this could involve a fair bit of effort to achieve but I'm no expert modder and can't think of anything else. Just my two cents worth. Thank you for all your work so far and I look forward to seeing what else may come of this mod! Link to comment
torinarg Posted January 12, 2017 Share Posted January 12, 2017 Thanks for this mod, it is among the best I have seen on Fallout 4 or Skyrim. I have though found a possible bug, whilst wearing the makeshift handcuffs worn with TDtoCRPbridge 1.2 the settler or follower will always return to their place of origin, home for the companion or the settlement of origin for settlers. It did not have this problem with TDtoCRPbridge 1.1. Do you still have a download for the older bridge? Many thanks. Update: Just tested with the Institue cuffs and they have the same problem. Link to comment
Vader666 Posted January 12, 2017 Share Posted January 12, 2017 Just an idea but I figure it can't hurt to throw it out there: Perhaps splitting the pole into three separate pieces that 'snap' together when placing them could be a temporary fix. It should at least count as 3 different resources. I realize this could involve a fair bit of effort to achieve but I'm no expert modder and can't think of anything else. Just my two cents worth. That would be one way to do it. But i think there should be a way to either do it in CK, or some script functions to get around that. I just need to take a look at that. Thanks for this mod, it is among the best I have seen on Fallout 4 or Skyrim. I have though found a possible bug, whilst wearing the makeshift handcuffs worn with TDtoCRPbridge 1.2 the settler or follower will always return to their place of origin, home for the companion or the settlement of origin for settlers. It did not have this problem with TDtoCRPbridge 1.1. Do you still have a download for the older bridge? Many thanks. Update: Just tested with the Institue cuffs and they have the same problem. Which version of TortureDevices do you use ? Do you have other mods installed which mess around with AI packages ? espacially F4SS ? Link to comment
torinarg Posted January 12, 2017 Share Posted January 12, 2017 Thanks for the swift replyI use version 1.5This is my mod list in orderCrp restraintsToture devices 1.5Settlement keywordsHomemakerArmorkeywordsSpring cleaningSnap and buildCbbeCrx.esp(cruxifiction mod)Td toc e bridge 1.2Adv bubble setRemove turret powerBodrake shock collarEasy hackingFaster esperienceFlowery dressFood&water generatorHide pip boyHairpinsLocksmithMostly femalePiles of corpsesPrisoner shacklesRich merchantsLe666 peiercingsskj alert all dlcsSKJ arert is a pop up for when settlements attack, could that be messing with it? Link to comment
Vader666 Posted January 12, 2017 Share Posted January 12, 2017 SKJ arert is a pop up for when settlements attack, could that be messing with it? Atleast sounds like it would. Since you´re using TD1.5 you could add the _TD_DoNoAIChange keyword to those actors via console command, then unequipp and re-equipp the cuffs again. That should remove the AI-Package of TD and prevent that it´s applied again. But honestly i dont have a clue why Actors behave that strange when something goes wrong with the AI packages. TD has 2 AI packages one that has "Sandbox at home" and no combat for non followers and the other one that has follow player and no combat. It seems that for whatever reason the package for non followers gets applied to Actors that actually are followers... Link to comment
torinarg Posted January 12, 2017 Share Posted January 12, 2017 SKJ arert is a pop up for when settlements attack, could that be messing with it? Atleast sounds like it would. Since you´re using TD1.5 you could add the _TD_DoNoAIChange keyword to those actors via console command, then unequipp and re-equipp the cuffs again. That should remove the AI-Package of TD and prevent that it´s applied again. But honestly i dont have a clue why Actors behave that strange when something goes wrong with the AI packages. TD has 2 AI packages one that has "Sandbox at home" and no combat for non followers and the other one that has follow player and no combat. It seems that for whatever reason the package for non followers gets applied to Actors that actually are followers... Thank you, so I just PRID the actor, type _TD_DoNoAIChange? Link to comment
Vader666 Posted January 12, 2017 Share Posted January 12, 2017 Thank you, so I just PRID the actor, type _TD_DoNoAIChange? Open console> click on the Actor > addkeyword _TD_DoNoAIChange Unfortunately there is no console command to remove keywords, so there is no easy way to revert that. Link to comment
torinarg Posted January 12, 2017 Share Posted January 12, 2017 Still not working, are you able to re uploaded 1.1 bridge please? Link to comment
Vader666 Posted January 13, 2017 Share Posted January 13, 2017 Still not working, are you able to re uploaded 1.1 bridge please? Sure, but rolling back to 1.1 will cause issues sooner or later. So don´t complain when your save is melting... Link to comment
torinarg Posted January 13, 2017 Share Posted January 13, 2017 Still not working, are you able to re uploaded 1.1 bridge please? Sure, but rolling back to 1.1 will cause issues sooner or later. So don´t complain when your save is melting... TDtoCRPbridge 1.1.rar Great, thanks Link to comment
SAC Posted January 13, 2017 Share Posted January 13, 2017 About hanging: there are a number of "raiderdismemberedcorpses" in the game, which are hanging, with physics. I don't know how to build one in-game. The same corpses, placed with the butcher meat mod from nexus, are static, don't have any physics (although their nif lists a point with physics...) I've got no idea, but isn't it possible to paste an "attachment point" to the human body nif, so that the dead body could potentially be attached to a chain, or something? Link to comment
Vader666 Posted January 13, 2017 Share Posted January 13, 2017 About hanging: there are a number of "raiderdismemberedcorpses" in the game, which are hanging, with physics. I don't know how to build one in-game. The same corpses, placed with the butcher meat mod from nexus, are static, don't have any physics (although their nif lists a point with physics...) I've got no idea, but isn't it possible to paste an "attachment point" to the human body nif, so that the dead body could potentially be attached to a chain, or something? Not sure about that. As far as i know attach points are only used to attach weapon mods to the weapon. Maybe they´re capable of some funnny stuff too. Link to comment
scarletrobe303 Posted January 17, 2017 Share Posted January 17, 2017 Have this wierd bug with the craftable cuffs Link to comment
Vader666 Posted January 17, 2017 Share Posted January 17, 2017 Have this wierd bug with the craftable cuffs I made these as a testobject and changed the animation its using multiple times to test new animations. I just forgot to set it back to the correct animation. Link to comment
Clegane Posted January 17, 2017 Share Posted January 17, 2017 I found this mod for you! It could be a nice torure device. http://www.nexusmods.com/fallout4/mods/21382/? Link to comment
Halstrom Posted January 18, 2017 Share Posted January 18, 2017 I found this mod for you! It could be a nice torure device. http://www.nexusmods.com/fallout4/mods/21382/? Nope "File under Moderator Review" Link to comment
Clegane Posted January 18, 2017 Share Posted January 18, 2017 That mod was a nice animation cossover between milking stool with basket and forced male masturbation. And it is fixed! Link to comment
scarletrobe303 Posted January 19, 2017 Share Posted January 19, 2017 I must be a total moron becuase I cant figure out how to type the play idle command can some one please show me the whole phrase to type? so far after reading the instructions i equipted the institute cuffs and typed akActor.PlayIdle_TD_InstituteCuffsFBoundHandsFront and the systems telling me it can paraphrase my line and cant figure out what akctor is ive tried with player as well Also I remember hearing about a holotape to do the td animations, how do I get that? I cant seem to find it in the crafting benches or my inventory. Link to comment
MasterViper666 Posted January 19, 2017 Share Posted January 19, 2017 That mod was a nice animation cossover between milking stool with basket and forced male masturbation. And it is fixed! Yep it's back up. He should have put it on this site to begin with. Link to comment
Vader666 Posted January 19, 2017 Share Posted January 19, 2017 so far after reading the instructions i equipted the institute cuffs and typed akActor.PlayIdle_TD_InstituteCuffsFBoundHandsFront 2 things wrong here, akActor is the actor variable of a papyrus event, you cant use that in the console. 2nd The boundHands animations are no Idle animations therefore PlayIdle() will do nothing here. When you have TDtoCRPbride installed all you should have to do is equiping one of the Cuffs. Also I remember hearing about a holotape to do the td animations, how do I get that? type in console : Help "TDHoloband" 0 player.additem item ID item count Link to comment
scarletrobe303 Posted January 20, 2017 Share Posted January 20, 2017 Thanks ill try it out tonoght i appreciate the reply Link to comment
torinarg Posted January 20, 2017 Share Posted January 20, 2017 Thanks, I do love this mod. I have done some testing with just CRP, toture devices and TDtoCRbridge 1.2 active and the same problem persists. To ensure no conflict this was done on a clean install of Fallout 4 so perhaps the bug is in one of these mods. Thanks Link to comment
Glyfi Posted January 25, 2017 Share Posted January 25, 2017 for some reason people i order to the devices don't go. and when my character goes on them, no one shows up Link to comment
Vader666 Posted January 25, 2017 Share Posted January 25, 2017 Thanks, I do love this mod. I have done some testing with just CRP, toture devices and TDtoCRbridge 1.2 active and the same problem persists. To ensure no conflict this was done on a clean install of Fallout 4 so perhaps the bug is in one of these mods. Thanks I have no idea why this happens... and i´m not able to reproduce this issue. for some reason people i order to the devices don't go. and when my character goes on them, no one shows up Which people ? Which device ? Are the actors actually not moving to the devices or are they just don´t use them ? ? What do you mean with "no one shows up" ? Link to comment
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