Vader666 Posted April 29, 2020 Share Posted April 29, 2020 8 hours ago, josdra01 said: would it be possible to place such a torture device in a raider camp Just place some of the furnitures in those camps in the CK. Since AAF has a furniture check and some animation packs have animations using TD furnitures it would work this way. Link to comment
Evish Posted April 29, 2020 Share Posted April 29, 2020 Hi, sorry if this has been asked before, but after a raider put on foot chains on me (hopping while walking), i now never stop hopping, even i dont have the foot chain on me anymore. And if i crouch, it goes into a T pose. Any idea how i can fix this? Link to comment
Nebuchadnezzer2 Posted April 30, 2020 Share Posted April 30, 2020 8 hours ago, Evish said: Hi, sorry if this has been asked before, but after a raider put on foot chains on me (hopping while walking), i now never stop hopping, even i dont have the foot chain on me anymore. And if i crouch, it goes into a T pose. Any idea how i can fix this? That's a DD/DCW issue, not TD. Re-equip it, close inventory, wait a sec, unequip it. Should solve it most times. Link to comment
josdra01 Posted April 30, 2020 Share Posted April 30, 2020 Thx for the info.  I'll find out where to get and how to use the creation kit.   Edit: I found another solution by using this mods  https://www.nexusmods.com/fallout4/mods/9424 https://www.nexusmods.com/fallout4/mods/37658  Works quiet fine, you just need some distance to the npc to avoid getting attacked when placing the workbench. Link to comment
Evish Posted April 30, 2020 Share Posted April 30, 2020 12 hours ago, Nebuchadnezzer2 said: That's a DD/DCW issue, not TD. Re-equip it, close inventory, wait a sec, unequip it. Should solve it most times. Thanks you so much  worked like a charm. Link to comment
LiteEmUp Posted May 6, 2020 Share Posted May 6, 2020 On 7/10/2017 at 8:21 PM, angel83 said: Not compatible with unlimited companions EFF, the system will set the followers (some) to stand still or not attack at all when enemy present. Couldnt figure this one out although I found that by disabling the torture the followers started to attack again. just FYI... is this still a problem since i used unlimited companions eff along with this mod.... i currently have DD v2.0.7, TD v1.9, EFF v1.1 Â Â i checked with fo4edit and so far torture devices esm is not being overwritten by any mod.. Â with devious devices esm, so far the cell on good neighbor den is being overwritten by enb lights, elfx, and ketaros treasure... Â Link to comment
dDromond Posted May 16, 2020 Share Posted May 16, 2020 is there a reason why the extractor chair doesn't do anything if you command o assign and NPC to the chair? Link to comment
Vader666 Posted May 17, 2020 Share Posted May 17, 2020 On 5/16/2020 at 8:15 AM, dDromond said: is there a reason why the extractor chair doesn't do anything Does ist work if you activate the chair with your character ? There shouldn't be a difference between npc or player usage, the behaviors of the chair listens to the anim event which is sent after an actor sat down in the chair which then triggers the chair animations. So unless you´re using custom behaviors for your actors or custom npcs which use custom behaviors there should be nothing preventing the animations of the chair.  Link to comment
dDromond Posted May 18, 2020 Share Posted May 18, 2020 17 hours ago, Vader666 said: Does ist work if you activate the chair with your character ? There shouldn't be a difference between npc or player usage, the behaviors of the chair listens to the anim event which is sent after an actor sat down in the chair which then triggers the chair animations. So unless you´re using custom behaviors for your actors or custom npcs which use custom behaviors there should be nothing preventing the animations of the chair.  the suckerchair works, but the extractorchair has no animations for NPCs or my character Link to comment
i689408 Posted May 18, 2020 Share Posted May 18, 2020 yeah the extractor chair doesnt have animation for me either, i thought it had no animation. Link to comment
Vader666 Posted May 18, 2020 Share Posted May 18, 2020 11 hours ago, dDromond said: the suckerchair works, but the extractorchair has no animations ah misread that, the extractorchair indeed has no animations build in. Link to comment
Origamiboy Posted May 19, 2020 Share Posted May 19, 2020 The sucker chair breaks on loading game Link to comment
dDromond Posted May 20, 2020 Share Posted May 20, 2020 On 5/18/2020 at 2:01 PM, Vader666 said: ah misread that, the extractorchair indeed has no animations build in. ah, unfortunate the one time its in the game working, it looks cool Link to comment
kharita Posted May 26, 2020 Share Posted May 26, 2020 I ran into a very strange issue recently - documenting here in case anyone has a similar issue. I've been using Mod Organizer 2, and decided to move my mod collection into a dropbox folder for automatic backups. However, my save game wouldn't load after the migration (or even a new game). Some testing lead to TortureDevices being the culprit, and reinstalling the mod allowed it to work fine.  However if I launch Fallout 4 with dropbox sync running, it breaks again and I have to reinstall TD. I'm guessing there are some temporary files TD creates which dropbox messes with (I can't see anything in the dropbox logs that shows a file being modified though). It could also be dropbox putting a file lock on something important. Weird that only TD is affected.  My solution is to manually start dropbox (so not entirely automatic).  This is a pretty rare situation as you have to be using TD, MO2 + dropbox (or maybe other sync tools), but just making a note in case any future people run into this problem. Link to comment
DocClox Posted June 23, 2020 Share Posted June 23, 2020 I've been playing around with the XCross furniture lately. Or at least with the underlying animations. Â Â No cross, just a flat board, and instead of restraining bands, it's got pins that connect to the metal caps on her arms and legs. Â Â Â The idea was that you could mount the board against a wall, rather than just have it free standing. It looks a bit flimsy from this angle. Â And purely for the hell of it, I thought I'd knock up a little plaque recording who it was that was atoning for past bad behavior. Â Â It'll mean making a swap for each girl, but I reckon I can do 'em as I get to them Link to comment
Invictusblade Posted June 23, 2020 Share Posted June 23, 2020 so I am making an addon patch for Torture Devices and Wasteland Dairy Framework. basically you get Breast Milk when you use the sucker chair. (I was hoping for bloodpacks from the extraction chair but never mind)  and I am trying to get the chair to repeat certain parts of the animation so that it lasts as long as you (or NPC) have empty Milk Bottles  and it is a bit weird at the moment, some parts of the script go too fast and some go far too slow. the Morphs get too big really quickly  Event OnTimer(int aiTimerID) if aiTimerID == 665 while (ScActor.GetItemCount(milk_Empty1) >= 2) Sound.StopInstance(SoundID) Stage2(ScActor,Dur2) If (ScActor.GetLeveledActorBase().GetSex() == 1) && (ScActor.GetItemCount(milk_Empty1) >= 2) If ScActor.HasPerk(Perk_Virus) ScActor.removeitem(milk_Empty1, 4, true) Else ScActor.removeitem(milk_Empty1, 2, true) Endif Do_Milk_Morphs(ScActor) endif Debug.notification(ScActor.GetItemCount(milk_Empty1)) utility.wait(1) endwhile ElseIf aiTimerID == 666 Sound.StopInstance(SoundID) Stage3(ScActor) EndIf EndEvent Function Stage2 (actor akActor, int Duration) StartPump(Fast = true) ; The Transition is needed due to how Idles are Handled ;removing the transition causes that the anim loop of stage1 is played again. akActor.playidle(_TD_SuckerChairTransitionFast) utility.wait(0.5) akActor.PlayIdle(_TD_SuckerChairFast) if (akActor.GetItemCount(milk_Empty1) <= 2) StartTimer(Duration,666) endIf EndFunction  Link to comment
Baltasarr80 Posted June 25, 2020 Share Posted June 25, 2020 Is there a plan to add chains, ropes, asshooks (i know that DocClocx is working on something like that), normal pillorys to add to the modd? Also what about "schandgeigen" or is this more something for devious devices? Link to comment
DocClox Posted June 26, 2020 Share Posted June 26, 2020 I've basically got this: Â Â which is functional, save for the fire FX coming out of the thrusters. Â I'd intended it as a way for amputees to plausibly move around, but if anyone wants to strip the jetpack off and put the mesh to more conventional uses, I'd be OK with that. Link to comment
Flagnine1 Posted July 7, 2020 Share Posted July 7, 2020 I've been running into a problem with the suckerchair. If I have my PC sit in it the animation and sound starts fine. If I have them get up from the chair it locks them in place standing at the foot of the chair (Movement keys don't work including jumping), the sounds continue and I can't bring up pipboy. I can bring up the main menu and several hotkeyed menus for other mods, I can also draw my weapon (combat mode) and move my camera around. I can also re sit in the chair but it sounds like two of the animations sound effects are overlapping. I tried saving and reloading, it does not fix the issue.  It does the same to assigned NPCs. I tried despawning the chair and teleporting (via console) but npc is stuck in place trying to walk.  Any ideas on how to fix or a work around to not get stuck? Link to comment
Vader666 Posted July 7, 2020 Share Posted July 7, 2020 25 minutes ago, Flagnine1 said: If I have them get up from the chair it locks them in place The script should lock the player character for the duration of the sequence. If you`re, for whatever reason, able to get out of the chair while the sequence is still running the script might fail to set your controls back. However, you should`t be able to leave the chair in the first place... So the workaround would be to not leave until the sequence is done (stage03). Spoiler ; Start Stage 01 Event OnActivate(ObjectReference akActionRef) utility.wait(1) ScActor = akActionRef as actor if ScActor != game.getplayer() ScActor.setrestrained() else CamSwitch = InputEnableLayer.create() CamSwitch.EnableCamSwitch(false) CamSwitch.EnableMovement(false) CamSwitch.EnableMenu(false) game.ForceThirdPerson() endIf stage1(ScActor, Dur1) endEvent . . . Function Stage3 (actor akActor) CupsClose(False) akActor.playidle(_TD_SuckerChairFinishIdle) utility.wait(2) CuffsLock(false) utility.wait(1) if akActor != game.getplayer() akActor.setrestrained(false) Else CamSwitch.EnableCamSwitch(true) CamSwitch.EnableMovement(true) CamSwitch.EnableMenu(true) CamSwitch.delete() CamSwitch = none EndIf EndFunction   Link to comment
strykernoscope Posted July 22, 2020 Share Posted July 22, 2020 How do you bind 3 people on the 3ppole? I can only assign one settler to it Link to comment
Vader666 Posted July 22, 2020 Share Posted July 22, 2020 13 hours ago, strykernoscope said: I can only assign one settler to it That's kinda integral to the resource system of FO4. You can however assign 1 settler and 2 followers / companions to it. Link to comment
DocClox Posted July 23, 2020 Share Posted July 23, 2020 I think I might have a solution for that   The central pole is a static here. The three sets of cuffs snap to the pole, and are furniture items in their own right. So there's no problem in assigning a slave to each slot.  2 Link to comment
strykernoscope Posted July 26, 2020 Share Posted July 26, 2020 On 7/22/2020 at 11:25 AM, Vader666 said: That's kinda integral to the resource system of FO4. You can however assign 1 settler and 2 followers / companions to it. I'm still having some difficulty getting it to work - if I assign one settler to it, I can't command companions to use it afterwards, and if I command a companion to use it, I can't get another companion? Link to comment
Cerfell Posted July 26, 2020 Share Posted July 26, 2020 Hey, I'm kinda new to using mods and I cant make this mod work. How do I have to install in precisely? Link to comment
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