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Posted

Quick question, I'm having an issue with the armbinder, whilst the arms are pulled back the hands clip out of the binder itself. I'm using the Devious Devices Fusion Girl BodySlide Conversion (HHS) with fusion girl body. Just want to check to make sure there isn't some obvious solution I'm missing before I start rooting around.

 

Posted
2 hours ago, Wastelanddom said:

Quick question, I'm having an issue with the armbinder, whilst the arms are pulled back the hands clip out of the binder itself. I'm using the Devious Devices Fusion Girl BodySlide Conversion (HHS) with fusion girl body. Just want to check to make sure there isn't some obvious solution I'm missing before I start rooting around.

 

See this post..

 

Posted
4 hours ago, Wastelanddom said:

Quick question, I'm having an issue with the armbinder, whilst the arms are pulled back the hands clip out of the binder itself. I'm using the Devious Devices Fusion Girl BodySlide Conversion (HHS) with fusion girl body. Just want to check to make sure there isn't some obvious solution I'm missing before I start rooting around.

 

The above link for the DD Fusion Girl Bodyslide Conv. helps the clipping a lot. I still have a little bit of clipping with the armbinder, but way less than I used to. Also, that link saved me hours in outfit studio removing bodies from devices so I wouldn't have four feet when wearing slave heels.

 

If you are already using this, you might be able to fix it in outfit studio.

 

Good Luck!

Posted
2 hours ago, izzyknows said:

See this post..

 

 

16 minutes ago, bwagdog669680 said:

The above link for the DD Fusion Girl Bodyslide Conv. helps the clipping a lot. I still have a little bit of clipping with the armbinder, but way less than I used to. Also, that link saved me hours in outfit studio removing bodies from devices so I wouldn't have four feet when wearing slave heels.

 

If you are already using this, you might be able to fix it in outfit studio.

 

Good Luck!

 

Thanks guys, updated using the latest link and like you said it helped but still having some clipping issues. To the outfit studio it is! Luckily, at least at first glance, everything else looks and fits great.

Posted (edited)
1 hour ago, Wastelanddom said:

 

 

Thanks guys, updated using the latest link and like you said it helped but still having some clipping issues. To the outfit studio it is! Luckily, at least at first glance, everything else looks and fits great.

 

If there are outfits with obvious clipping, I'm happy to update that further with adjustments to them, simply need a list of requested edits.

 

Some garments like the latex and spandex dresses are going to need the meshes deformed (I already tried and then ruled out body zaps for those). The armbinders are tricky because the arm position is applied dynamically in-game, so you can't easily see what to zap or expand in Outfit Studio.

Edited by vaultbait
Posted
On 12/9/2021 at 1:14 PM, naaitsab said:

Hmm, it seems Kimy renamed this item so it does not match with the script and armor ID. I took all item ID's from the CK and added them to the script like it is in Skyrim and 99% of FO4 items. As many items where missing and way to much to check. So the script should be modified to correspond with the proper plug as there are 5 now.

DCW one way or another also needs a 'community patch' so this will be one of the fixes :P 

I've already fixed the bad cell edits, and a couple other things. The script would be a pretty easy fix, I'd also like to add DD Items Manager support and silent voice files, now that I know how they work.

But right now is firewood season and not a lot of time. Well.. not that I feel like modding that is. LOL

Posted
1 hour ago, izzyknows said:

I've already fixed the bad cell edits, and a couple other things. The script would be a pretty easy fix, I'd also like to add DD Items Manager support and silent voice files, now that I know how they work.

But right now is firewood season and not a lot of time. Well.. not that I feel like modding that is. LOL

 

Get that firewood... SHTF is coming!  Long, dark winter.

Posted
6 hours ago, izzyknows said:

I've already fixed the bad cell edits, and a couple other things. The script would be a pretty easy fix, I'd also like to add DD Items Manager support and silent voice files, now that I know how they work.

But right now is firewood season and not a lot of time. Well.. not that I feel like modding that is. LOL

Did you also get the missing meshes from the cellar? That's also quite a weird one but can be fixed from the CK by exporting some geometry or something.

 

@Elsidia do you still know what things you patched in DCW? The most annoying one is the "rape scene" trigger inside the vault when you loot the container near the exit.

Posted
56 minutes ago, naaitsab said:

Did you also get the missing meshes from the cellar?

Those build meshes are buried long time ago into DCW thread, just need found archive and put into game folder to fix it.

 

47 minutes ago, naaitsab said:

The most annoying one is the "rape scene" trigger inside the vault when you loot the container near the exit.

This is fixed and test many times from me. Bleedout bug i call it.

I'll be collect all fixes what i do and publish here. when have a time:

1) Bleedout bug

2) Wrong combat surrender bug when need change DD RC8 to add new keyword I made a error and add keyword DD_noCombatsurrender. But better is to lead to add keyword DD_HeavyBondage  as it was in Skyrim

3) Wrong teleport place after surrender  (there is even two bugs - error in location and random logical bug what both lead you are teleported in start vault without chance to leave it. As lift are on surface and not going down.

4) Bug by marking devious containers after use a command loot all.

5) Logical issue in Jack the Belter quest: If you wear a chastity belt, quest start but failed equip plugs and Jack belt because you can complete the quest in easy and wrong way.

6) Curse container bug what need fixes a DD RC8 dress: example: DD_Dress_Latex_Bikini_Black_Inventory "Black Latex Bikini Dress" [ARMO:0B051BF2] need add model DD_Dummy_AA [ARMA:0B0C0D99] or this dress will not equip as trap item and also can't be equipped at NPC. Need check all those types of dress - some of it have this dummy armor, some not. Maybe always fixed into DD RC8.

 

If anyone can remember more bugs - feel free to publish here.

Posted
8 hours ago, izzyknows said:

I'd also like to add DD Items Manager support

 

Be aware about mistakes in DD equipment definitions that causes problems to equip devices selected by Rogg DD Items Manager

See an example:

Spoiler

image.png.8f3c597cf30f7038370e1f4cd11e0106.png

 

Posted

@naaitsabOk here we go:

1) Bleedout bug:

 

dcw_main_playerRefScript:

 

At start i added new variable:

bool bloutflag=false

 

Event Ontimer:

Spoiler

    If aiTimerID == SurrenderTimerID
        ; check if the bleedout is over
        if Game.IsMovementControlsEnabled() && bloutflag
            bloutflag=false
            Surrender()
        Else
            StartTimer(1, SurrenderTimerID)
        EndIf
    EndIf

Event OnEnterBleedout

Spoiler

Event OnEnterBleedout()
    If dcw_enableCombatSurrender.GetValue() != 1
        return
    EndIf
;    libs.notify("Enter to bleedout",messagebox=true)
    bloutflag=true
    StartTimer(1, SurrenderTimerID)
EndEvent

Those fixes must fix bug in start of game, when Surrender trigger.

 

2) Second fix when surrender with one hit when you are in catsuit. There is check heavy bondage and any item that have keyword DD_kw_ItemType_Suit. But this keyword ar eon any suit even what not  lock your hands.

The same script dcw_main_playerRefScript:

original

Spoiler

Bool Function GetIsHeavilyRestrained(Bool CheckLeg = True)
    Return Player.WornHasKeyword(libs.DD_kw_ItemType_WristCuffs) || (Player.WornHasKeyword(libs.DD_kw_ItemType_LegCuffs) && CheckLeg) || Player.WornHasKeyword(libs.DD_kw_ItemType_Suit)
EndFunction

I think it's enough add here new check: 

Spoiler

Bool Function GetIsHeavilyRestrained(Bool CheckLeg = True)
    Return Player.WornHasKeyword(libs.DD_kw_ItemType_WristCuffs) || (Player.WornHasKeyword(libs.DD_kw_ItemType_LegCuffs) && CheckLeg) || Player.WornHasKeyword(libs.DD_kw_HeavyBondage)
EndFunction

Add this keyword to DD RC8 library and add to any DD rendered item, what  doesn't have keyword DD_kw_ItemType_WristCuffs, define new keyword to all necessary place in script and Combat surrender works fine.

 

3) Teleport bug: the same script:

Original Function surrender:

Spoiler

If Libs.Player.GetCurrentLocation() == Vault111Location
        ; do nothing here. Just let her recover. If this ever triggers. Really, who's getting beaten by BUGS anyway!!!
    ElseIf (Libs.Player.GetCurrentLocation() == ConcordLocation) || (Libs.Player.GetCurrentLocation() == ConcordMuseumLocation)
        ; getting killed by the Deathclaw there is probably more common. Let her recover in the museum then.
        Libs.Player.MoveTo(WakeUpDestinations[3])
    Else
        ; assume that at this point she has progressed enough in the quest to know these locations...
        Libs.Player.MoveTo(WakeUpDestinations[Utility.RandomInt(0, (WakeUpDestinations.Length - 1))])
    EndIf

Where there is error:  Libs.Player.MoveTo(WakeUpDestinations[3]) - this location is Vault111 loacation. Kimy wants to teleport to museum, but teleport to Vault111

Second error: Libs.Player.MoveTo(WakeUpDestinations[Utility.RandomInt(0, (WakeUpDestinations.Length - 1))]) - it's choose random location and also Vault111, where we can't go.

My solution:

Spoiler

    If Libs.Player.GetCurrentLocation() == Vault111Location
        ; do nothing here. Just let her recover. If this ever triggers. Really, who's getting beaten by BUGS anyway!!!
    ElseIf (Libs.Player.GetCurrentLocation() == ConcordLocation) || (Libs.Player.GetCurrentLocation() == ConcordMuseumLocation)
        ; getting killed by the Deathclaw there is probably more common. Let her recover in the museum then.
;        libs.notify("kimmy error!",messagebox=true)
        Libs.Player.MoveTo(WakeUpDestinations[4])
    Else
        ; assume that at this point she has progressed enough in the quest to know these locations...
        int d=Utility.RandomInt(0, (WakeUpDestinations.Length - 1))
        if d==3
            d=4 ; change vault111 to commonwealth
        endif
        Libs.Player.MoveTo(WakeUpDestinations[d])
    EndIf

Explain my fixes:

Libs.Player.MoveTo(WakeUpDestinations[4]) - if you are killed in concord as Kimy thinks by Deathclaw i teleport player to Sanctuary. Why?

Because from sanctuary you easy can return to Deathclaw when free from restraints. Also in home it's easier to do. Why i not teleport to Museum?

Because there you can get logical error: If You are defeat in any location with strong enemy and randomly teleported to Museum, then  later time in Museum and on streets will re spawn a enemies. And if you are in heavy bondage there you have no chance to win in Museum and also if you exit from Museum you have zero chance to escape Bandits on streets in heavy bondage. That means you got second surrender and also teleport to museum, where got 3rd surrender and stuck in endless loop. Because instead of that i teleport to Sanctuary.

Second fix: I made random int number d to get random location. And if this location is Vault111 i change destination to Sanctuary. Easy)

!!!!!!!!!!!!!!!!!!!!!!!!!

I have no idea how to fix error when you randomly get teleported to Diamond city when you still not explored it and are on Belted! quest early stage. Then this quest is completely bugged and not go to further. Maybe before random teleport you need check if Belted! quest is higher stage and only then allow to teleport.

 

4) This error (Bug by marking devious containers after use a command loot all. ) is burried into dcw_mastercontrollerQuestScript:

Original:

Spoiler

bool function hasbeenlooted(int containerID)
    int counter = 0
    while counter < lootedlistsize
        if containerID == lastlooted[counter]
            return true
        endif
        counter += 1
    endwhile
    return false
endfunction

function rememberID(int containerID)
    lastlootedcounter += 1
    if lastlootedcounter >= lootedlistsize
        lastlootedcounter = 0
    endIf
    lastlooted[lastlootedcounter] = containerID
endfunction

 

My fixes:

Spoiler

bool function hasbeenlooted(int containerID)
    int counter = 0
    while counter < lootedlistsize
        if containerID == lastlooted[counter]
            return true
        endif
        counter += 1
    endwhile
    return false
endfunction

function rememberID(int containerID)
    If !hasbeenlooted(containerID) || lastlootedcounter == 0
        lastlootedcounter += 1
;        libs.notify("Next container:"+ lastlootedcounter as string)
        if lastlootedcounter >= lootedlistsize
            lastlootedcounter = 0
        endIf
        lastlooted[lastlootedcounter] = containerID
    EndIf
endfunction

 

As you see before i remember loot container ID i first check if this container not already marked. Why

Because if you loot container - take all items then in memory is start X cursed loot events where X is item count in container.

And as script runs fast this fill all looted containers stack with one container ID.

If i check hasbeenloted in mark procedure then it works in that way:

1) First event checks and found that this container is free for cursed event and mark as looted.

2) Second  - X events check and see that this container is already marked and abort mark this container second time.

 

Jack the belter logical issue i will publish later.

 

 

 

 

 

Posted (edited)

@naaitsab

And at least Jack The Belter.

Jack is wise men? I think no, because it's capture main player, why can easy kill him. And later when he says, that he owns you, player only says strong words, Jack fears and free you easy. It hates women, but nothing do when women punish him with words.

But this is lyrics.

 

Ok my Jack in that situation is coward: if he founds that you wear a chastity belt, he silenlty removes it and put in own items (if you haven't plugs) and then lock own Jack chastity belt what block fast travel. That allows fix bug when player wears a chastity belt with manipulated locks, then this quest is easy to go and no fear of Jack.

 

Script DCW_JackQuestScript:

Original:

Spoiler

Function EquipItems()
    libs.EquipDevice(libs.player, libs.DD_PlugAnal_Inventory, libs.DD_PlugAnal_Rendered)          
    libs.EquipDevice(libs.player, libs.DD_PlugVaginal_Inventory, libs.DD_PlugVaginal_Rendered)          
    libs.EquipDevice(libs.player, dcw_Jack_ChastityBeltInventory, dcw_Jack_ChastityBeltRendered)          
EndFunction

 

My fixes:

Spoiler

Function EquipItems()
    If libs.player.Wornhaskeyword(libs.DD_kw_ItemType_ChastityBelt) && libs.player.getitemcount(dcw_Jack_ChastityBeltInventory)==0
        libs.RemoveGenericDeviceByKeyword(libs.player, libs.DD_kw_ItemType_ChastityBelt)
        utility.wait(1)
    EndIf
    libs.EquipDevice(libs.player, libs.DD_PlugAnal_Inventory, libs.DD_PlugAnal_Rendered)    
    utility.wait(0.3)
    libs.EquipDevice(libs.player, libs.DD_PlugVaginal_Inventory, libs.DD_PlugVaginal_Rendered)    
    utility.wait(0.3)
    libs.EquipDevice(libs.player, dcw_Jack_ChastityBeltInventory, dcw_Jack_ChastityBeltRendered)
 ;   libs.player.SetValue(libs.DD_AV_AnalVibStrength, 3) - there i manually set vibration strength for player to be more joyful to Jack. If your own vibration event in DD RC8 allows it, you can do it too.
 ;   libs.player.SetValue(libs.DD_AV_VagVibStrength, 4) - there i manually set vibration strength for player to be more joyful to Jack. If your own vibration event in DD RC8 allows it, you can do it too.
EndFunction

In those fix i only check if player wears a belt and if yes, remove it and put own Jack items.

Edited by Elsidia
Posted
2 hours ago, Elsidia said:

Those build meshes are buried long time ago into DCW thread, just need found archive and put into game folder to fix it.

You don't need that fix. That was one way to fix it, but totally unnecessary, and you never want loose precombine files. It was actually a record flag issue.. IF I remember right. But it also had issues from referencing vanilla triggers. Same with the other duplicated cells breaking vanilla quests.

Posted

@naaitsab Also i found some another bug into Belted! quest, where is removed Slave harness from belted! quest when trigger combat surrender and equips other items.  I fix this bug not clearly remember how but by correct DD keywords on that harness and conflicting devices in corsets (???) in main DD?? Somehow those takes the same slots and removes a harness. Really this bug so strange that i don't remember more.

 

Posted (edited)

Hi, got a small problem

 

After Violate, they got my pc in a set of institute leg cuff and steel yoke, 

 

I was really slow after i while (at least found out that in 1st person i was able to move to continue playing) i finally got out of the predicament but now my pc is too fast

 

How can i revert back to normal speed ?  Tried the MCM and have RC8

 

I tried setting speedmult to 100 but it didnt work and i am at a lost

 

Is there a way to completely disable the speed slowness ?

 

Thank you

 

Edit : I think my problem is by playing between 1st and 3rd, i don't remember if i got the cuff off when in 1st or in 3rd.  The debug doesn't seem to do anything (no notification or anything)

 

Edit2 : Loading a previous save and getting out from the yoke and the cuff in 3rd person or 1st person seem to be ok but when i switch perspective (in the institute leg cuffs) it bug the speed my save was a while ago so if there would be a concole way to reset it, it would be cool

 

Solved : By doing player.getav speedmult ( i was at -524328ish) and doing player.modav speedmult 524428 made me go back to 100 (base speed) and it worked allright for saving my save.

Edited by tuxagent7
Posted (edited)

a combination of keys is required for the steel collar. one key of any kind does not seem to suffice. Are there several of the same type and if so, how many of them?

 

I'm just getting started when you get the devices from the dead woman and snuck into Goodneighbor

 

PS: done, 2 keys

Edited by deathmorph
Posted
16 hours ago, tuxagent7 said:

Hi, got a small problem

 

After Violate, they got my pc in a set of institute leg cuff and steel yoke, 

 

I was really slow after i while (at least found out that in 1st person i was able to move to continue playing) i finally got out of the predicament but now my pc is too fast

 

How can i revert back to normal speed ?  Tried the MCM and have RC8

 

I tried setting speedmult to 100 but it didnt work and i am at a lost

 

Is there a way to completely disable the speed slowness ?

 

Thank you

 

Edit : I think my problem is by playing between 1st and 3rd, i don't remember if i got the cuff off when in 1st or in 3rd.  The debug doesn't seem to do anything (no notification or anything)

 

Edit2 : Loading a previous save and getting out from the yoke and the cuff in 3rd person or 1st person seem to be ok but when i switch perspective (in the institute leg cuffs) it bug the speed my save was a while ago so if there would be a concole way to reset it, it would be cool

 

Solved : By doing player.getav speedmult ( i was at -524328ish) and doing player.modav speedmult 524428 made me go back to 100 (base speed) and it worked allright for saving my save.

 

Have  a  look here

 

https://fallout.fandom.com/wiki/Fallout_4_console_commands

 

In console I assume: player.forceav speed  100

 

will restore original  speed, but I do  not know what happened to changes done with modav....

 

Make a save before experimenting with console  commands :) 

Posted

I have a similar situation as Tuxagent7 where after violate my character was in a steel yoke and institute leg cuffs.  

But my issue differs in that I found someone who helped me out of the devices and in first person everything is fine but when in 3rd person my character still has their hands up and do the hop when moving unless I've got a weapon drawn then she moves normally.

 

Is there a way to reset the pose and movement back to normal in 3rd person?

Posted
1 hour ago, ercramer69 said:

Is there a way to reset the pose and movement back to normal in 3rd person?

1) Put back institute cuffs and manipulate locks.

2) hop a little.

3) Unlock cuffs.

4) Put back Steel Yoke and manipulate lock

5) Walk a little

6) Unlock Yoke

Posted
18 minutes ago, Elsidia said:

1) Put back institute cuffs and manipulate locks.

2) hop a little.

3) Unlock cuffs.

4) Put back Steel Yoke and manipulate lock

5) Walk a little

6) Unlock Yoke

I'll give that a try, thanks.

Posted
14 hours ago, wscjwdxjj said:

is any possible way to make DD work for male character?

Made bodyslides files for Male of most DD items, and made esp patch for male

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