Elsidia Posted May 29, 2021 Posted May 29, 2021 3 minutes ago, Pyskiper said: that it didnt remove effects from the restraints That removes only DD script. if you unequipped dd item other way as by DD scripts, effects can't be removed.
Pyskiper Posted May 29, 2021 Posted May 29, 2021 1 hour ago, Elsidia said: That removes only DD script. if you unequipped dd item other way as by DD scripts, effects can't be removed. effect is not present anymore, i dont know what what i did but I realized the mod didnt work properly so i removed it is what i was saying. I tried some things now, nothing works, also new save has the same problem, so its not the save Could it be UI mod, that maybe it just doesnt show the box? it shows similar boxes from other mods though... I think i have to do what you said and try removing mod by mod, see what is the problem. but i have so many mods installed, where to start best? Is there any idea what kind of mods would mess with the scripts?
Pyskiper Posted May 29, 2021 Posted May 29, 2021 I have found the Problem. The Problem was a mod that unpauses the game (Fallsouls) when in pipboy mode. So it seems that the equip and unequip textboxes only appear when game is paused or something, so with the mod that unpauses the game it had problems. Well that is a shame but what can you do...
Elsidia Posted May 29, 2021 Posted May 29, 2021 27 minutes ago, Pyskiper said: Well that is a shame but what can you do... Seems i understand what goes here. If you game is unpaused in menu, probably this mod forces game think, that you not in menu. But DD uses Utility command isInMenuMode to test if you are in inventory. If yes, it's shows equip unequipped menu. But seems isInMenuMode returns false because DD skip show up equipped menu. i don't know how you can fix it and what to do with this information.
Pyskiper Posted May 30, 2021 Posted May 30, 2021 19 hours ago, Elsidia said: Seems i understand what goes here. If you game is unpaused in menu, probably this mod forces game think, that you not in menu. But DD uses Utility command isInMenuMode to test if you are in inventory. If yes, it's shows equip unequipped menu. But seems isInMenuMode returns false because DD skip show up equipped menu. i don't know how you can fix it and what to do with this information. Fallsouls is quite configurable, so I can disable it while in pip-boy (even though i mainly use it because of its feature in pip-boy) and still have it work when lockpicking for example and other things that normally pause the game. Still a shame though
Elsidia Posted May 30, 2021 Posted May 30, 2021 2 minutes ago, Pyskiper said: Still a shame though DD equip system is very complicated - i study a lot and still not understand fully how it works. But this is necessary for DD equip work and i know, for what is need. When scripts equips a DD item it's goes thought the same procedure. And this command isinmenuMode detect if equip is going from menu. If it's true, then you are in menu and equip DD item manually (show menu). But if it's false that means you are not in menu and DD knows that equip goes from scripts and no need show up menu. Or it's break trap function of DD item equip. Without this every time when script equips a item on you, it will show equip menu and you can decide not to equip DD item. Something like that.
ninjabot117 Posted June 5, 2021 Posted June 5, 2021 Cbbe is restricted to only four body types can anyone help me fix my fuck up?
Elsidia Posted June 6, 2021 Posted June 6, 2021 13 hours ago, ninjabot117 said: Cbbe is restricted to only four body types can anyone help me fix my fuck up? What????
Sephrajin Posted June 7, 2021 Posted June 7, 2021 (edited) Great 'clothing' mod, thanks for making and sharing it But I do have one issue, not limited to this one item, but I use it as example. There are 2 different "Black Latex Corset", one comes in a stack of 2, the other in a stack of 10 within the ESP Explorer menu. 1) I can only equip an/y NPC with the ones of the 2-stack 2) When done so, trying to save the game results in a total freeze = manual game shutdown = not saved. Anyone else experienced such issues? Any workarounds / fixes for that? The only results I found on the topic, where back from 2017, and those stated that "a corset" should work fine. Thank you Edited June 7, 2021 by Sephrajin
izzyknows Posted June 7, 2021 Posted June 7, 2021 36 minutes ago, Sephrajin said: Great 'clothing' mod, thanks for making and sharing it But I do have one issue, not limited to this one item, but I use it as example. There are 2 different "Black Latex Corset", one comes in a stack of 2, the other in a stack of 10 within the ESP Explorer menu. 1) I can only equip an/y NPC with the ones of the 2-stack 2) When done so, trying to save the game results in a total freeze = manual game shutdown = not saved. Anyone else experienced such issues? Any workarounds / fixes for that? The only results I found on the topic, where back from 2017, and those stated that "a corset" should work fine. Thank you Don't use ESP Explorer. Just craft what you need at the restraints workbench. And.. the more DD items you have in the world/containers the more issues you'll have.
Sephrajin Posted June 7, 2021 Posted June 7, 2021 (edited) 2 hours ago, izzyknows said: Don't use ESP Explorer. Just craft what you need at the restraints workbench. And.. the more DD items you have in the world/containers the more issues you'll have. Where do I find/learn the "restraints workbench" please? Because I cannot see this in my "workbench - menu". EDIT: Also, I see neither a MCM entry nor did I find a holotape-setting item. Edited June 7, 2021 by Sephrajin
vaultbait Posted June 7, 2021 Posted June 7, 2021 6 hours ago, izzyknows said: 7 hours ago, Sephrajin said: [...] within the ESP Explorer menu [...] trying to save the game results in a total freeze = manual game shutdown = not saved. [...] Don't use ESP Explorer. Just craft what you need at the restraints workbench. And.. the more DD items you have in the world/containers the more issues you'll have. To be clear, every copy of a DD item spawned adds running scripts. Opening it in ESP Explorer basically adds thousands of scripts to your running game. If you had somehow managed to get it to save, that save file would also have been massively broken. As stated, craft items at the workbench, buy them from Kimy in the Memory Den, or use the console to spawn singular copies of the items you want. Alternatively, rely on other mods which add DD items to you (Deviously Cursed Wasteland, Violate, Sexual Harassment, Raider Pet, Barbarous Continent... the list of possibilities there is too long to recount).
vaultbait Posted June 7, 2021 Posted June 7, 2021 4 hours ago, Sephrajin said: Where do I find/learn the "restraints workbench" please? Look in the Raider top-level category. 2
Elsidia Posted June 8, 2021 Posted June 8, 2021 (edited) 22 hours ago, Sephrajin said: 2) When done so, trying to save the game results in a total freeze = manual game shutdown = not saved. This is DD error by database using: there in thread was fix for it. Also even with this fix game saves long. Without fix save can take up to 30 minutes in real life. With fix and fast pc it can take up to 5 minutes. 22 hours ago, Sephrajin said: 1) I can only equip an/y NPC with the ones of the 2-stack In mod are error - one of corset doesn't have dummy armor item. Because it can't be equipped to NPC. Need add to it this armor addon in xedit. Also most of latex dresses don't have this too. Edited June 8, 2021 by Elsidia 1
Sephrajin Posted June 8, 2021 Posted June 8, 2021 19 hours ago, vaultbait said: To be clear, every copy of a DD item spawned adds running scripts. <...> Oh yes, didnt thought of that.. Quite obvious as it has to check wether all the requirements are met to be able to 'unwear' something - per item. Though... 19 hours ago, vaultbait said: <...> Opening it in ESP Explorer basically adds thousands of scripts to your running game.<...> In the end, I dont think it makes a difference - at all - wether I buy 1 of every item, or spawn 1 per item via console or explorer. But granted, from the esp list - they are alot faster (as in: less effort) 'spawned', but then again, you could just give yourself 100k caps and buy everything at once. The result always is "120 items" (scripts) either way - which is/was too much. (though... I once wanted 5 items of one type but clicked once too often - so I got 505 items (+119 others)...) That behaviour was just the 'get to know that mod', not the actual gameplay.. anyway, it is good to be aware of that. More importantly now would be, is there some sort of a recomended 'total cap'? I think this is the first mod that has 'a script' attached to its items, aside of Sim Settlements (to which I'm fairly new too). So I really have "no numbers to play with", other than that about 620 items are too much for sure. Thank you.
vaultbait Posted June 8, 2021 Posted June 8, 2021 6 hours ago, Sephrajin said: In the end, I dont think it makes a difference - at all - wether I buy 1 of every item, or spawn 1 per item via console or explorer. You don't seem to understand how ESP Explorer works. When you open a plugin with it, a container is created in which 5 of every item provided by that plugin get initially added. These items are all now in your game. And so are their scripts. You don't even need to take any of the objects from the plugin container for that to happen. So, yes, if by "buy or spawn 1 of every item" you mean "5 or more of every item all at the exact same moment" then it's similar, sure.
izzyknows Posted June 8, 2021 Posted June 8, 2021 6 hours ago, Sephrajin said: More importantly now would be, is there some sort of a recomended 'total cap'? As few as possible. Don't put movement restricting (arm binders, leg/wrist cuffs etc) on settlers. Don't put the stuff on enemy NPC's, Raiders, Gunners... they are not persistent/unique and can cause issues when re-spawning. Don't store a bunch in containers..and just so you know, NPC's are containers too. As with settlers don't put restrictive items on companions. If you use a mod like Violate that will equip DD items on companions, turn that feature Off. I like to use Boston Devious Helper to remove DD items from the PC, and have it set to destroy the items on removal. The DD database fix posted several pages back will show you how many items are in the database when an item is removed. BTW, if you want to get to know a mod, use xEdit, Notepad++ and Better Console and even the Creation Kit if ya feeling froggy.
icehaku Posted June 9, 2021 Posted June 9, 2021 Hey looking for help here. Myself and my companions got defeated and violated and I have devious devices installed so afterwards we got equipped with a bunch of devices. Before I could properly take them off using keys, another mod stripped me of all my items and thus left me with the scripts of the devious devices still running. I don't remember which items they were so I was wondering if there was a console command or some way to either remove the scripts on myself and companions or a way to track down which items those were so I can buy them from the devious devices merchant and properly remove them. I tried buying and removing similar items (one of my companions has a vibrate script so I bought a random vibrator, equipped, then properly removed with key) but that hasn't removed the script so I was wondering if I need the exact item.
Elsidia Posted June 10, 2021 Posted June 10, 2021 21 hours ago, icehaku said: I tried buying and removing similar items Scripts not attached to character but effects. And this method must remove effects. If not, then after remove item you unlock armor (unlock me before exit) or if not that means effects still are on NPC.
xyzxyz Posted June 19, 2021 Posted June 19, 2021 Is it possible to lock DDs on followers? They always unequip them when I change follower and redress their vanilla outfit.
izzyknows Posted June 19, 2021 Posted June 19, 2021 27 minutes ago, xyzxyz said: Is it possible to lock DDs on followers? They always unequip them when I change follower and redress their vanilla outfit. They shouldn't be changing outfits at all... ever. Many times I've had them running around settlements wearing only a collar or a gag or piercings (items that are not slot 33) and they never change outfits. I have had AAF glitch out and put their vanilla outfits back on.
xyzxyz Posted June 19, 2021 Posted June 19, 2021 1 hour ago, izzyknows said: They shouldn't be changing outfits at all... ever. Many times I've had them running around settlements wearing only a collar or a gag or piercings (items that are not slot 33) and they never change outfits. I have had AAF glitch out and put their vanilla outfits back on. Well, they do change. Often they wear vanilla outfit and when I faststravel back they wear the equipped DDs.
izzyknows Posted June 19, 2021 Posted June 19, 2021 1 hour ago, xyzxyz said: Well, they do change. Often they wear vanilla outfit and when I faststravel back they wear the equipped DDs. Then you have something messing with companions. The items have scripts attached that lock them, among other things, and whatever is messing with them will cause issues. That's why ya never want to use DD items on companions... or at least be very careful. LOL
xyzxyz Posted June 20, 2021 Posted June 20, 2021 The gag sound effect rarely shows up. Almost never during animations 8they just play the normal consensual or aggressive voices) and only sometimes when in connection with a buzzing plug.
Elsidia Posted June 21, 2021 Posted June 21, 2021 16 hours ago, xyzxyz said: Almost never during animations If you mean AAF, then those not integrated into DD (both not know about both). That means AAF use standard voices and don't check if you wear a gag. Also DD not send animations signal because they don't know about AAF mod. The other picture is in Skyrim where both are write as integrated for both and DD send signal to Sexlab about gags.
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