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Posted
1 hour ago, philismenko said:

hi, adding to the crash on startup, mine is crashing on startup...

on mod organizer, in windows 10, so i dont think my issue is one that is the same as anyone elses

 

Where exactly does it crash, and what mods did you add / remove before it started crashing? 

 

The most common way to make FO4 crash on startup is to enable a mod with missing masters.  TD itself has only Fallout4.esm as a master, but if you installed Devious Devices as well, it requires all of the FO4 DLC as well as TortureDevices.  The 2.0 version of DD also requires AWKCR.

Posted
17 hours ago, EgoBallistic said:

 

Where exactly does it crash, and what mods did you add / remove before it started crashing? 

 

The most common way to make FO4 crash on startup is to enable a mod with missing masters.  TD itself has only Fallout4.esm as a master, but if you installed Devious Devices as well, it requires all of the FO4 DLC as well as TortureDevices.  The 2.0 version of DD also requires AWKCR.

i am an idiot, i mistook SAKR with AWKCR, it works now, thank you so much, and great mod

Posted
42 minutes ago, tendrop13 said:

when i download this mod i cant start the game i see the fallout 4 intro for a second then it just disappears. anyone know why? 

 

Vortex with Windows 11? If so, this has been reported before.

Posted (edited)
1 hour ago, nina74 said:

my npc companion is stuck in a animation after i removed her device, reset actor doesnt work any fix?

 

Are you talking about Devious Devices?

If so, craft another device she was wearing, equip it on her, exit the trade menu, trade again, remove it and make sure to click on the very top item Remove before closing (or something along those lines). Then never put DD restraining items on companions or any NPC.

You can also replace DD 2.0 with the community version RC9 which has a boat load of fixes.

Edited by izzyknows
  • 1 month later...
Posted

Three questions/comments about version 2.21:


- I just noticed that the Hydraulic Pillory is open during the animation, not closed like it should
- I seem to remember that this also applies to the wall mount, which I'm not using at the moment

 

Is there something wrong with my settings?

 

- Are all devices from the mod actually used for animations (SH, for example)? Or just crosses, pillory, frame and wall mounts?

Posted
1 hour ago, deathmorph said:

- I just noticed that the Hydraulic Pillory is open during the animation, not closed like it should
- I seem to remember that this also applies to the wall mount, which I'm not using at the moment


That is normal. The devices can be closed by using the ObjectReference.PlayAnimation(“close”) function.  However there isn’t a way to do that automatically, it has to be done by the mod that calls the animations like Bound in Public does.

 

As far as animations, TD includes AAF animations for the crosses, F-Frame, and pillory.  SavageCabbage’s pack includes animations for the wall lock.

Posted
4 hours ago, deathmorph said:

I just noticed that the Hydraulic Pillory is open during the animation, not closed like it should

 

You're talking about AAF animations right ?

 

2 hours ago, EgoBallistic said:

However there isn’t a way to do that automatically, it has to be done by the mod that calls the animations like Bound in Public does.

 

 AAf should get the furniture reference anyway right ? because of the positioning of the actors.

Wouldn't it be a better idea to centralize that function in AAf so it works out of the box ?

Posted (edited)
5 hours ago, Vader666 said:

 AAf should get the furniture reference anyway right ? because of the positioning of the actors.

Wouldn't it be a better idea to centralize that function in AAf so it works out of the box ?


Yes.  Dago and I worked out the XML for it a while back, it will make it into the framework sometime soon.

 

Edited by EgoBallistic
Posted (edited)
3 hours ago, EgoBallistic said:


That is normal. The devices can be closed by using the ObjectReference.PlayAnimation(“close”) function.  However there isn’t a way to do that automatically, it has to be done by the mod that calls the animations like Bound in Public does.

 

As far as animations, TD includes AAF animations for the crosses, F-Frame, and pillory.  SavageCabbage’s pack includes animations for the wall lock.

I think i did something similar long time ago: add a string[] property with all the furniture names that need to be closed, then compare the actual furniture name against it on Scene start, if > -1, play close. 0 dependency.

Edited by lee3310
Posted

Hello,
Is it possible to have a screenshot of an instruction, for exemple ?
Because I put PNJ on the furniture, but they are not naked and I can't do anything

  • 3 weeks later...
Posted
On 8/16/2023 at 2:52 PM, izzyknows said:

craft another device she was wearing, equip it on her, exit the trade menu, trade again, remove it and make sure to click on the very top item Remove before closing (or something along those lines). Then never put DD restraining items on companions or any NPC.

You can also replace DD 2.0 with the community version RC9 which has a boat load of fixes.

 

I have the same problem, but don't know which item caused it, hence I can't redo it, I think?
Will installing RC9 fix it regardless?

Posted
4 hours ago, ispammail said:

 

I have the same problem, but don't know which item caused it, hence I can't redo it, I think?
Will installing RC9 fix it regardless?

No.

The issue is the script was not terminated like it should be. So, you can craft arm/leg cuffs, gag, and a restraint/hobble dress. Basically craft an item that she's showing signs of wearing. Cant's talk, craft a gag, can't walk, craft leg cuffs/restraint dress... you get the point.

Then never put DD items on NPC's. At least not items that "restrains" them. RC9 improves that a bit, but plan on the engine breaking something. LOL

  • 3 months later...
Posted

I would post this on the "Craftable Bad End Animation Pack Furniture 1.0.0" page, but it doesn't have a forum section. Can you make those items assignable to settlers through the workshop menu like these ones?

Posted
19 hours ago, firespectrum said:

it doesn't have a forum section

 

Looks like it used to be here but was maybe deleted at some point.

Posted
1 hour ago, Vader666 said:

Is there actually any further development going on here ? or has that been moved to some new framework thingy ?

 

I think some of the focus has shifted elsewhere, like to Kziitd's Fetish Toolkit that's still "coming soon" at the moment, but may not be too much longer now.

Posted
16 minutes ago, vaultbait said:

like to Kziitd's Fetish Toolkit that's still "coming soon" at the moment

 

Heard a lot about that, but not much to be seen so far ?

Or am i just looking at the wrong places ?

Posted
13 minutes ago, Vader666 said:

Heard a lot about that, but not much to be seen so far ?

Or am i just looking at the wrong places ?

 

It's possible @kziitd or @EgoBallistic may have details. Extensive beta-testing has been underway for a while, but to my knowledge there's nothing public yet besides what's on this blog.

Posted
7 hours ago, vaultbait said:

 

It's possible @kziitd or @EgoBallistic may have details. Extensive beta-testing has been underway for a while, but to my knowledge there's nothing public yet besides what's on this blog.

 

That's correct, we haven't made anything else public.  It's almost ready to release, but I've had some real world issues slowing down my modding activity the last couple of months.  We'll get there though.

Posted

I don’t understand how to assign settlers to the furniture (specifically in the context of the Auctioneer.) I saw that it required something that looked very similar to Local Leader, but it doesn’t seem to fit the bill. Could someone please explain?

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