Reaper121 Posted July 21, 2021 Posted July 21, 2021 Got an issue with a Chastity Belt and Bra that don't respond to any key i can find, High Security or otherwise. Console commands won't remove them either. Any Ideas? I got them waking up from the cryo freeze cutscene, if that helps
izzyknows Posted July 21, 2021 Posted July 21, 2021 1 hour ago, Reaper121 said: Got an issue with a Chastity Belt and Bra that don't respond to any key i can find, High Security or otherwise. Console commands won't remove them either. Any Ideas? I got them waking up from the cryo freeze cutscene, if that helps Don't use console commands to remove locked devices. Ends very badly. You need to talk to John in the Dugout Inn. It's part of the Belted quest... which is to get the stuff removed.
vaultbait Posted July 22, 2021 Posted July 22, 2021 8 minutes ago, izzyknows said: Don't use console commands to remove locked devices. Ends very badly. You need to talk to John in the Dugout Inn. It's part of the Belted quest... which is to get the stuff removed. Out of curiosity, which mod is that from? (I know it's not DD itself.)
EgoBallistic Posted July 22, 2021 Posted July 22, 2021 1 hour ago, vaultbait said: Out of curiosity, which mod is that from? (I know it's not DD itself.) It's from Deviously Cursed Wasteland.
Reaper121 Posted July 22, 2021 Posted July 22, 2021 Found him, thanks. Only problem now is 3rd person is stuck in the bunny hop. Probably due to console command use. Thanks for helping
izzyknows Posted July 22, 2021 Posted July 22, 2021 (edited) 1 hour ago, Reaper121 said: Found him, thanks. Only problem now is 3rd person is stuck in the bunny hop. Probably due to console command use. Thanks for helping Yea that'll happen. Try crafting the hobble dress, equipping it, hop around a bit then remove it. (manipulate the lock when putting it on) Edit: There's also a patch to remove the bunny hop. (super simple to do yourself) Edited July 22, 2021 by izzyknows
izzyknows Posted July 22, 2021 Posted July 22, 2021 7 hours ago, vaultbait said: Out of curiosity, which mod is that from? (I know it's not DD itself.) Like Ego said. Using set dcw_enableBeltedQuest to 0 in pre-war Sanctuary disables it.
EgoBallistic Posted July 22, 2021 Posted July 22, 2021 If you are going to run Deviously Cursed Wasteland, I highly recommend you also install 1
DevilGod05 Posted July 24, 2021 Posted July 24, 2021 Anyone knows how to fix the arms? Still a noob at using the outfit studio.
Elsidia Posted July 24, 2021 Posted July 24, 2021 1 hour ago, DevilGod05 said: Still a noob at using the outfit studio. Select fusiongirl green part, mask arm vertices with mask vertices tool, invert selection, press right mouse button on fusiongirl green part and choose delete vertices. it will delete all unmask vertices. Then save a project with new name and build into bodyslide saved new project.
Person1 Posted July 28, 2021 Posted July 28, 2021 I have a device equipped after some raiders assaulted me and both types of keys are in my inventory but i still cant unequip the device. does anyone know what causes this?
vaultbait Posted July 28, 2021 Posted July 28, 2021 9 minutes ago, Person1 said: I have a device equipped after some raiders assaulted me and both types of keys are in my inventory but i still cant unequip the device. does anyone know what causes this? What device is it?
Person1 Posted July 28, 2021 Posted July 28, 2021 26 minutes ago, vaultbait said: What device is it? A black latex hood
izzyknows Posted July 28, 2021 Posted July 28, 2021 34 minutes ago, Person1 said: I have a device equipped after some raiders assaulted me and both types of keys are in my inventory but i still cant unequip the device. does anyone know what causes this? If Violate put a collar on your PC, then one of the Raiders has a note with the unlock code. Or, you can use the Real Handcuffs MCM debug to force it off. Or .. use Boston Devious Helper to remove any device.
izzyknows Posted July 28, 2021 Posted July 28, 2021 5 minutes ago, Person1 said: A black latex hood Restraint key should unlock it. Do you get the popup about unlocking it? Whatever you do, do not use console commands to remove it.
Person1 Posted July 28, 2021 Posted July 28, 2021 4 minutes ago, izzyknows said: If Violate put a collar on your PC, then one of the Raiders has a note with the unlock code. Or, you can use the Real Handcuffs MCM debug to force it off. Or .. use Boston Devious Helper to remove any device. I dont have a collar on me and ive left the location and long killed any of the raiders, would i have to buy one off of Kimmy then go back to the place it happened?
Person1 Posted July 28, 2021 Posted July 28, 2021 8 minutes ago, izzyknows said: Restraint key should unlock it. Do you get the popup about unlocking it? Whatever you do, do not use console commands to remove it. I have the key and nothing happens when i click the hood. it just shifts for a second on my pip-boy screen and is still equipped.
IBAGadget Posted July 28, 2021 Posted July 28, 2021 2 hours ago, Person1 said: I have the key and nothing happens when i click the hood. it just shifts for a second on my pip-boy screen and is still equipped. you need the key from the raiders that put the device on you. Or, buy a restraints key from Kimy in the Memory Den - this will then allow you to unlock it. and no, you don't have to be in the place it happened to do it.
izzyknows Posted July 28, 2021 Posted July 28, 2021 6 hours ago, Person1 said: I have the key and nothing happens when i click the hood. it just shifts for a second on my pip-boy screen and is still equipped. You should get a popup. Try crafting a hood at the restraints workbench, put it on, manipulating the lock, walk around a few seconds, then take it off.
Elsidia Posted July 28, 2021 Posted July 28, 2021 9 hours ago, Person1 said: I have the key and nothing happens when i click the hood. it just shifts for a second on my pip-boy screen and is still equipped. You have a mod what block DD scripts or wrong DD install. As example mod what makes unpause in pipboy (you open a pipboy and enemies can attack you) not compatible with DD and unlock menu if DD items not appear while you remove this mod.
Person1 Posted July 29, 2021 Posted July 29, 2021 On 7/28/2021 at 11:42 AM, Elsidia said: You have a mod what block DD scripts or wrong DD install. As example mod what makes unpause in pipboy (you open a pipboy and enemies can attack you) not compatible with DD and unlock menu if DD items not appear while you remove this mod. Oh, thats what it is... Im using Fallsouls XD fuck sake
Person1 Posted July 29, 2021 Posted July 29, 2021 On 7/28/2021 at 11:42 AM, Elsidia said: You have a mod what block DD scripts or wrong DD install. As example mod what makes unpause in pipboy (you open a pipboy and enemies can attack you) not compatible with DD and unlock menu if DD items not appear while you remove this mod. Thank you so much!
Elsidia Posted July 30, 2021 Posted July 30, 2021 17 hours ago, Person1 said: Im using Fallsouls XD fuck sake If Fallsouls is what makes a unpaused game in then i study DD scripts and still can't find solution how to fix it. There is complicated equip system what's test if you are in pipboy (script operand: isinmenu) And seems Fallsouls completely ignore this operand and DD always think, that you arn't in menu. I think you can made a fix by using F4SE commands to check if you are in pipboy. I think it stil lcan works. But also seems it can completely destroy NPC DD equip menu because there you not in pipboy but in NPC menu, what can lead to more bugs. Anyway if you are strong in scripting you can write a patch for DD to change isinmenu checking to F4SE check if you are in pipboy and hope that will not break other part.
EgoBallistic Posted July 30, 2021 Posted July 30, 2021 1 hour ago, Elsidia said: If Fallsouls is what makes a unpaused game in then i study DD scripts and still can't find solution how to fix it. There is complicated equip system what's test if you are in pipboy (script operand: isinmenu) And seems Fallsouls completely ignore this operand and DD always think, that you arn't in menu. I think you can made a fix by using F4SE commands to check if you are in pipboy. I think it stil lcan works. But also seems it can completely destroy NPC DD equip menu because there you not in pipboy but in NPC menu, what can lead to more bugs. Anyway if you are strong in scripting you can write a patch for DD to change isinmenu checking to F4SE check if you are in pipboy and hope that will not break other part. You should be able to replace Utility.IsInMenuMode() with UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") || UI.IsMenuOpen("Console") That will handle trading with NPCs, the pip-boy, and the console.
Elsidia Posted July 30, 2021 Posted July 30, 2021 21 hours ago, Person1 said: Im using Fallsouls XD fuck sake Ok i upload DD_Restraintsscript.psc You need it put into D:\Games\Fallout 4\Data\Scripts\Source\User\DD or in your mods folder if you use MO2 and compile in CK or other compilator. Also compiled script file must be put in MO2 script folder. If anyone compile script for you then you need put DD_restraintscript.pex into D:\Games\Fallout 4\Data\Scripts\DD fif you don't use MO2. Wit°th it you must put this pex into MO2 script folder. What there is changed: 1) Original: Spoiler Event OnEquipped(Actor akActor) ; This function is not getting called when the item is equipped via scripting. Silly Bethesda! If akActor != Libs.Player && !libs.bProcessing If (IsEquipDeviceConflict(akActor) || IsEquipRequiredDeviceConflict(akActor) || (libs.IsWearingDevice(akActor, RenderedDevice, DeviceKeyword) > 0)) akActor.UnEquipItem(InventoryDevice) Else libs.EquipDevice(akActor, InventoryDevice, RenderedDevice) ; we force the NPC inventory to update... akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) EndIf return EndIf Bool Silent = !Utility.IsInMenuMode() ; check if this device is already worn if !akActor.IsEquipped(RenderedDevice) If !Silent ; let's see if its being equipped voluntarily ; check for device conflicts If (IsEquipDeviceConflict(akActor) || IsEquipRequiredDeviceConflict(akActor)) akActor.UnequipItem(InventoryDevice, false, true) return EndIf if !libs.bProcessing DisplayMessage() endif EndIf Endif EndEvent Changed: Spoiler Event OnEquipped(Actor akActor) ; This function is not getting called when the item is equipped via scripting. Silly Bethesda! If akActor != Libs.Player && !libs.bProcessing If (IsEquipDeviceConflict(akActor) || IsEquipRequiredDeviceConflict(akActor) || (libs.IsWearingDevice(akActor, RenderedDevice, DeviceKeyword) > 0)) akActor.UnEquipItem(InventoryDevice) Else libs.EquipDevice(akActor, InventoryDevice, RenderedDevice) ; we force the NPC inventory to update... akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) EndIf return EndIf Bool Silent = !UI.IsMenuOpen("ContainerMenu") || !UI.IsMenuOpen("PipboyMenu") ; check if this device is already worn if !akActor.IsEquipped(RenderedDevice) If !Silent ; let's see if its being equipped voluntarily ; check for device conflicts If (IsEquipDeviceConflict(akActor) || IsEquipRequiredDeviceConflict(akActor)) akActor.UnequipItem(InventoryDevice, false, true) return EndIf if !libs.bProcessing DisplayMessage() endif EndIf Endif EndEvent 2) Original Spoiler Event OnUnequipped(Actor akActor) if libs.bProcessing Return endif If akActor != Libs.Player ; the actor in question is not the player. if !utility.IsInMenuMode() ; the player is not currently in menu mode, thus not in the actor inventory. if akActor.IsEquipped(RenderedDevice) if !libs.removaltoken ; the actor is not permitted to remove the device! akActor.EquipItem(InventoryDevice) Else ; everything is in order - remove the device! RemoveDevice(akActor) OnItemUnequipped(akActor) libs.removaltoken = False EndIf EndIf Else if (!DeviceKey || libs.Player.GetItemCount(DeviceKey) >= NumberOfKeysNeeded) || akActor.IsDead() ; the device doesn't need keys or the player has keys - removing the device! If !IsUnEquipDeviceConflict(akActor) libs.notify("You unlock the " + DeviceName) libs.RemoveDevice(akActor, InventoryDevice, RenderedDevice) if akActor != libs.Player akActor.AddItem(libs.dummyArmor, 1) akActor.AddItem(libs.BobbyPin, 1) akActor.EquipItem(libs.dummyArmor) akActor.RemoveItem(libs.BobbyPin, 1) utility.wait(0.1) akActor.RemoveItem(libs.dummyArmor, 1) libs.Player.RemoveItem(libs.dummyArmor, 1, true) endif return EndIf else ; the player doesn't have the key and the device can't be unlocked libs.Notify("You lack the key to unlock " + DeviceName) libs.bProcessing = true utility.waitMenuMode(0.1) if akActor.GetItemCount(InventoryDevice) == 0 && libs.Player.GetItemCount(InventoryDevice) > 0 ; the player removed a locked device - it needs to be added. ; the cringy implementation below is to work around a nasty glitch in f4's engine. ; it's not great, but it's the best i got. libs.player.RemoveItem(InventoryDevice, 1, true, akActor) akActor.EquipItem(InventoryDevice) akActor.AddItem(libs.dummyArmor, 1) akActor.AddItem(libs.BobbyPin, 1) akActor.EquipItem(libs.dummyArmor) akActor.RemoveItem(libs.BobbyPin, 1) utility.wait(0.1) akActor.RemoveItem(libs.dummyArmor, 1) libs.Player.RemoveItem(libs.dummyArmor, 1, true) libs.bProcessing = False return endif ; the player just unequipped a locked device - we're reequipping it! akActor.EquipItem(InventoryDevice) ; we add and remove a bobby pin to force the actor inventory to update. akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) libs.bProcessing = false return EndIf endif return EndIf ; can unequip only if the item is actually worn: if akActor.IsEquipped(RenderedDevice) if libs.removaltoken && akActor != libs.Player RemoveDevice(akActor) OnItemUnequipped(akActor) libs.removaltoken = False Else ;reequip akActor.equipitem(InventoryDevice, False, True) If Utility.IsInMenuMode() DisplayMessage() EndIf EndIf EndIf EndEvent Changed: Spoiler Event OnUnequipped(Actor akActor) if libs.bProcessing Return endif If akActor != Libs.Player ; the actor in question is not the player. if !UI.IsMenuOpen("PipboyMenu") || !UI.IsMenuOpen("ContainerMenu") ; the player is not currently in menu mode, thus not in the actor inventory. if akActor.IsEquipped(RenderedDevice) if !libs.removaltoken ; the actor is not permitted to remove the device! akActor.EquipItem(InventoryDevice) Else ; everything is in order - remove the device! RemoveDevice(akActor) OnItemUnequipped(akActor) libs.removaltoken = False EndIf EndIf Else if (!DeviceKey || libs.Player.GetItemCount(DeviceKey) >= NumberOfKeysNeeded) || akActor.IsDead() ; the device doesn't need keys or the player has keys - removing the device! If !IsUnEquipDeviceConflict(akActor) libs.notify("You unlock the " + DeviceName) libs.RemoveDevice(akActor, InventoryDevice, RenderedDevice) if akActor != libs.Player akActor.AddItem(libs.dummyArmor, 1) akActor.AddItem(libs.BobbyPin, 1) akActor.EquipItem(libs.dummyArmor) akActor.RemoveItem(libs.BobbyPin, 1) utility.wait(0.1) akActor.RemoveItem(libs.dummyArmor, 1) libs.Player.RemoveItem(libs.dummyArmor, 1, true) endif return EndIf else ; the player doesn't have the key and the device can't be unlocked libs.Notify("You lack the key to unlock " + DeviceName) libs.bProcessing = true utility.waitMenuMode(0.1) if akActor.GetItemCount(InventoryDevice) == 0 && libs.Player.GetItemCount(InventoryDevice) > 0 ; the player removed a locked device - it needs to be added. ; the cringy implementation below is to work around a nasty glitch in f4's engine. ; it's not great, but it's the best i got. libs.player.RemoveItem(InventoryDevice, 1, true, akActor) akActor.EquipItem(InventoryDevice) akActor.AddItem(libs.dummyArmor, 1) akActor.AddItem(libs.BobbyPin, 1) akActor.EquipItem(libs.dummyArmor) akActor.RemoveItem(libs.BobbyPin, 1) utility.wait(0.1) akActor.RemoveItem(libs.dummyArmor, 1) libs.Player.RemoveItem(libs.dummyArmor, 1, true) libs.bProcessing = False return endif ; the player just unequipped a locked device - we're reequipping it! akActor.EquipItem(InventoryDevice) ; we add and remove a bobby pin to force the actor inventory to update. akActor.AddItem(libs.BobbyPin, 1) akActor.RemoveItem(libs.BobbyPin, 1) libs.bProcessing = false return EndIf endif return EndIf ; can unequip only if the item is actually worn: if akActor.IsEquipped(RenderedDevice) if libs.removaltoken && akActor != libs.Player RemoveDevice(akActor) OnItemUnequipped(akActor) libs.removaltoken = False Else ;reequip akActor.equipitem(InventoryDevice, False, True) If UI.IsMenuOpen("PipboyMenu") DisplayMessage() EndIf EndIf EndIf EndEvent Also @EgoBallistic here is question. I'm not strong with complicate compare functions this line will work correct? Bool Silent = !UI.IsMenuOpen("ContainerMenu") || !UI.IsMenuOpen("PipboyMenu") Silent got false if player is in NPC or pipboy? If not maybe you have idea how to write it? And maybe you can compile this script and publish? I can't because i have heavy modified DD scripts (fixed bugs and add new content) If i compile myself it will end with broken DD for you. DD_RestraintScript.psc
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