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Posted

 

The pip boy should reappear once you move away from the vault elevator area, like toward the building with the switch in it. It's a known thing.

 

There should be a quest to follow; you'll need to go through it first before you can get out.

 

 

Thanks, and thanks. Might be worthwhile putting it in the known issues bit Kimy(the pip-boy not showing at the vault exit)? ;)

Posted

 

 

The pip boy should reappear once you move away from the vault elevator area, like toward the building with the switch in it. It's a known thing.

 

There should be a quest to follow; you'll need to go through it first before you can get out.

 

 

Thanks, and thanks. Might be worthwhile putting it in the known issues bit Kimy(the pip-boy not showing at the vault exit)? ;)

 

 

Haha! I guess so. I seriously thought nobody would notice as it takes only like ten steps from the elevator to the place where the PipBoy is getting fixed. :D

 

Posted

 

 

 

The pip boy should reappear once you move away from the vault elevator area, like toward the building with the switch in it. It's a known thing.

 

There should be a quest to follow; you'll need to go through it first before you can get out.

 

 

Thanks, and thanks. Might be worthwhile putting it in the known issues bit Kimy(the pip-boy not showing at the vault exit)? ;)

 

 

Haha! I guess so. I seriously thought nobody would notice as it takes only like ten steps from the elevator to the place where the PipBoy is getting fixed. :D

 

 

 

Yeah.. but 10 steps is like 10 MILES when you're trapped in a horribly chaffing Chasity belt! Everyone is looking to see if it came with any baby powder or hell, even some Vaseline!

Froozen for 200 years... nipples all freezer burnt and now my poor hootyho's all chaffed....

 

Posted

 

had same issue and was fresh install of this mod. however patch worked after..

exitsave game..disable mod..load exitsave..wait hour or 2..exitsave again..activate mod.

 

fooled around abit with things and noticed some outfits had massive clippin on ankle area this could be my fuckup on batchbuilding em on Bslide

equippin the body stuff like harnesse's/corset's to settlers is kinda pain since no manual equip key and they tend to go under the vanilla crapoutfits.

 

otherwise nice work on the mod

 

found wierd shit happens on sneakmode dunno is that players boob,nip or arm that blocks the view at 1st person mode this happens on all tested outfits.

theres 2 screens

 

Known issue. Sent kimy the fix. Thanks for the bug testing!

 

I am using Devious Devices 2.2 and the clipping issue that tepantor reported is still happening. I'm using Josie's Body and UniquePlayer with "I'm not A Hipster part.2 Tattoos" for my skin.

 

I have noticed the sneak issue with all Latex Dresses and Corsets.

 

For the Institute Belt and Slave Harness I'm seeing significant loss on the tattoos.  I'm attaching screenshots to illustrate the issues.

 

Can you describe the fix that you made to the Harnesses and Corsets? I would like to try and replicate it (googling lots of solutions to this and failed to find anything really useful so now curious and want to learn).

 

 

 

post-483342-0-57335800-1490736715_thumb.pngpost-483342-0-08443700-1490736724_thumb.pngpost-483342-0-16228400-1490736732_thumb.pngpost-483342-0-67261600-1490736740_thumb.pngpost-483342-0-58754800-1490736748_thumb.pngpost-483342-0-12650500-1490736758_thumb.pngpost-483342-0-09735100-1490736766_thumb.png

Posted

Hi

 

 

I have the new version which was uploaded 9th March. and I am running this with DCW. I have seen a couple of issues

 

1.  Minor but just before the trap fires from DCW I get a message 'Keyword is K['

2.  This has happened a couple of times.  When the corset is equipped by DCW, it is listed in apparel but not equipped, normal behaviour for this.  What is not normal is that when clicking to equip it I get prompted to equip it or decline.  I can't equip it so never get the options to unlock etc.  if I decline I get the message saying I see no easy way to remove this (paraphrasing here).  The only way I have found out of this is to reload.

 

Not sure if this is deliberate but when a restraint dress is equipped ( I think that's the one) the pipboy disappears.  I can see no way to remove these then.

Posted

Hi

 

 

I have the new version which was uploaded 9th March. and I am running this with DCW. I have seen a couple of issues

 

1.  Minor but just before the trap fires from DCW I get a message 'Keyword is K['

2.  This has happened a couple of times.  When the corset is equipped by DCW, it is listed in apparel but not equipped, normal behaviour for this.  What is not normal is that when clicking to equip it I get prompted to equip it or decline.  I can't equip it so never get the options to unlock etc.  if I decline I get the message saying I see no easy way to remove this (paraphrasing here).  The only way I have found out of this is to reload.

 

Not sure if this is deliberate but when a restraint dress is equipped ( I think that's the one) the pipboy disappears.  I can see no way to remove these then.

 

1 + 2 are known issues that should be gone in 1.3.

 

The pipboy will disappear in third person mode, but still should be usable in first person mode and when you TAB to call up the UI.

Posted

Incompatibilities - Just for information

 

I guess the mod player surrender released in last year is incompatible, since this mod also strips the belt and harness from the belted quest.

Maybe player surrender just strips everything.

If there is a keyword system in Devious Devices similar to that in skyrim it should not be difficult to fix.

:)

Posted

Incompatibilities - Just for information

 

I guess the mod player surrender released in last year is incompatible, since this mod also strips the belt and harness from the belted quest.

Maybe player surrender just strips everything.

If there is a keyword system in Devious Devices similar to that in skyrim it should not be difficult to fix.

:)

 

Yes, Player Surrender is not compatible with DD as it brute-force removes all items in your inventory. DCW will feature its own DD-compatible combat surrender in one of the upcoming patches that will make use of bondage-themed outcomes (much like the equivalent feature in Deviously Cursed Loot).

Posted

I found an interesting bug. I use the Wearable Backpacks mod with the Backpack patch and AWKCR.

http://www.nexusmods.com/fallout4/mods/3258/?

http://www.nexusmods.com/fallout4/mods/7565/?

 

Some of the backpacks use the same slot as chastity belts. So when you click the backpack, it isn't equipped, as expected. However the increase to carry weight still gets applied, apparently irreversibly. Clicking the backpack repeatedly increases carry weight without limit. Presumably the ObjectEffect is being added and then never removed.

Posted

Any chance someone could convert the baton or another weapon to a whip/riding crop?

 

That's fairly trivial to code, but Devious Devices is about restraints and kink-wear only, so it's not quite inside the scope of this mod. I might implement this for DCW, though.

I found an interesting bug. I use the Wearable Backpacks mod with the Backpack patch and AWKCR.

http://www.nexusmods.com/fallout4/mods/3258/?

http://www.nexusmods.com/fallout4/mods/7565/?

 

Some of the backpacks use the same slot as chastity belts. So when you click the backpack, it isn't equipped, as expected. However the increase to carry weight still gets applied, apparently irreversibly. Clicking the backpack repeatedly increases carry weight without limit. Presumably the ObjectEffect is being added and then never removed.

 

Issues like that are unfortunately to be expected. Like it's Skryim counterpart, DD had to use pretty much all available slots in some fashion (there are not more slots than in Skyrim, but FO4 has a LOT more different types of armor, so go figure!), so chances are that other mods using the same slots will cause funny effects. Or stuff will just break.

 

I guess I will list this in the "Known Issues" section of the ReadMe, but otherwise, there isn't much I can do on my end to avoid these conflicts, and neither can the other mods. Not sure how the author of that mod implemented the carry weight bonus, though. I'd have expected it never to activate if the item can't be equipped.

Posted

 

Issues like that are unfortunately to be expected. Like it's Skryim counterpart, DD had to use pretty much all available slots in some fashion (there are not more slots than in Skyrim, but FO4 has a LOT more different types of armor, so go figure!), so chances are that other mods using the same slots will cause funny effects. Or stuff will just break.

 

I guess I will list this in the "Known Issues" section of the ReadMe, but otherwise, there isn't much I can do on my end to avoid these conflicts, and neither can the other mods. Not sure how the author of that mod implemented the carry weight bonus, though. I'd have expected it never to activate if the item can't be equipped.

 

I took a peek, and it looks like its a bonus that's applied directly, without a script. So it's a bug in the game itself.

 

Posted

Thank you for making this! :-)... I do have one question though... why the godawful long dialogue-waits... takes forever to look at Kimys inventory :-/  Can you point me in the direction of a fix through FO4Edit? to shorten the time it takes? or is it somehow hardwired into the game?

Posted

Thank you for making this! :-)... I do have one question though... why the godawful long dialogue-waits... takes forever to look at Kimys inventory :-/  Can you point me in the direction of a fix through FO4Edit? to shorten the time it takes? or is it somehow hardwired into the game?

 

That's hardcoded and depends on the amount of words/letters used by the dialogue, allowing you to comfortably read it.

Posted

 

Thank you for making this! :-)... I do have one question though... why the godawful long dialogue-waits... takes forever to look at Kimys inventory :-/  Can you point me in the direction of a fix through FO4Edit? to shorten the time it takes? or is it somehow hardwired into the game?

 

That's hardcoded and depends on the amount of words/letters used by the dialogue, allowing you to comfortably read it.

 

Underlining comfortably hehe... okay, thank you for the reply! :-D

Posted

@Kimy:

 

I made ground objects for DixiePig's makeshift collars and manacles set a while ago - feel free to use em!

http://www.loverslab.com/topic/68208-community-restraints-pack/?p=1815648

 

I can make you some more ground objects if you'd like. It takes me all of 3 minutes to make one. :]

 

EDIT: Here, I made one for the Duct Tape Gag:

(There was a problem with this mesh that was causing a CTD. See here for the fixed version.)

 

EDIT2: Armbinder:

Armbinder01_GO.7z

 

*I haven't had a chance to test these yet in-game. I assume they work, but I will test them later when I have the time.

Posted
black latex corset; no option to take off, only 'put it on' or 'leave alone', even though it is already worn.
can use unequipall to take off the item off the character, but item is stuck in inventory. I've had similar issues before with other items, however after cycling them on and off properly, I can remove them from my inventory. not this item though. some script will shove the item back in my inventory.
cannot drop it, cannot dump it into a chest, cannot put it on an NPC.

[04/17/2017 - 11:20:03PM] error:  (1002F883): armor cannot be equipped by the passed in actor's race.
stack:
[ (00000014)].Actor.EquipItem() - "<native>" Line ?
[item 287 in container  (00000014)].dd:dd_restraintscript.DisplayMessage() - "C:\Users\sasha\AppData\Local\Temp\PapyrusTemp\DD\DD_RestraintScript.psc" Line 349
[item 287 in container  (00000014)].dd:dd_restraintscript.OnUnequipped() - "C:\Users\sasha\AppData\Local\Temp\PapyrusTemp\DD\DD_RestraintScript.psc" Line 177
[04/17/2017 - 11:20:04PM] error:  (1002F883): armor cannot be equipped by the passed in actor's race.
stack:
[ (00000014)].Actor.EquipItem() - "<native>" Line ?
[item 287 in container  (00000014)].dd:dd_restraintscript.OnUnequipped() - "C:\Users\sasha\AppData\Local\Temp\PapyrusTemp\DD\DD_RestraintScript.psc" Line 179
 
 
 
odd behavior, 90% pick pocket rate for 'gifting' these items. Half of my commonwealth can no longer defecate properly. 
animations and scripts are stuck on NPCs who no longer have the restrictive items in their inventories, even after removing the mod.
 
 
 
 
cosmetic suggestions, split the footwear off.
 

 

Posted

@Kimy:

 

I made ground objects for DixiePig's makeshift collars and manacles set a while ago - feel free to use em!

http://www.loverslab.com/topic/68208-community-restraints-pack/?p=1815648

 

I can make you some more ground objects if you'd like. It takes me all of 3 minutes to make one. :]

 

EDIT: Here, I made one for the Duct Tape Gag:

attachicon.gifDuctTapeGag_GO.7z

 

EDIT2: Armbinder:

attachicon.gifArmbinder01_GO.7z

 

*I haven't had a chance to test these yet in-game. I assume they work, but I will test them later when I have the time.

 

That's awesome. I will add these! Thanks!

 

And yes, I would totally love getting proper GOs for all the DD items. There are....quite a number of them in the mod, though. :D

 

Posted

Do cutting tools need to be equipped or just in inventory?

Do they have to be Weapons or can we add Misc items like Junk BoneSaws?

 

Edit: just worked this out by looking in script, on one hand it does allow a junk bonesaw to be used if added to the formlists, on the other hand if something like a knife is equipped because hands are unrestrained then maybe chances should increase :)

Posted

 

@Kimy:

 

I made ground objects for DixiePig's makeshift collars and manacles set a while ago - feel free to use em!

http://www.loverslab.com/topic/68208-community-restraints-pack/?p=1815648

 

I can make you some more ground objects if you'd like. It takes me all of 3 minutes to make one. :]

 

EDIT: Here, I made one for the Duct Tape Gag:

attachicon.gifDuctTapeGag_GO.7z

 

EDIT2: Armbinder:

attachicon.gifArmbinder01_GO.7z

 

*I haven't had a chance to test these yet in-game. I assume they work, but I will test them later when I have the time.

 

That's awesome. I will add these! Thanks!

 

And yes, I would totally love getting proper GOs for all the DD items. There are....quite a number of them in the mod, though. :D

 

I was having a hard time testing the GO's though, since I was a bit... unsure which of the ARMO entries to apply them to (I know one is just a dummy object). There may be some issues with them, since I had a CTD when I hovered over the Tape Gap in Kimmy's shop, but I'm unsure if it was because I made a mistake with the mesh, or if I implemented the GO incorrectly in the plugin data.

 

Would you mind testing it for me so I can be sure? If it is the mesh's fault then there are a few things I can double check to see if I made a boo-boo. :P

 

---

Oh, also since my Nintendo Switch arrived last week and I'm currently addicted to playing Breath of the Wild atm it may be a while before I make some more of these. n.nU

Posted

 

 

@Kimy:

 

I made ground objects for DixiePig's makeshift collars and manacles set a while ago - feel free to use em!

http://www.loverslab.com/topic/68208-community-restraints-pack/?p=1815648

 

I can make you some more ground objects if you'd like. It takes me all of 3 minutes to make one. :]

 

EDIT: Here, I made one for the Duct Tape Gag:

attachicon.gifDuctTapeGag_GO.7z

 

EDIT2: Armbinder:

attachicon.gifArmbinder01_GO.7z

 

*I haven't had a chance to test these yet in-game. I assume they work, but I will test them later when I have the time.

 

That's awesome. I will add these! Thanks!

 

And yes, I would totally love getting proper GOs for all the DD items. There are....quite a number of them in the mod, though. :D

 

I was having a hard time testing the GO's though, since I was a bit... unsure which of the ARMO entries to apply them to (I know one is just a dummy object). There may be some issues with them, since I had a CTD when I hovered over the Tape Gap in Kimmy's shop, but I'm unsure if it was because I made a mistake with the mesh, or if I implemented the GO incorrectly in the plugin data.

 

Would you mind testing it for me so I can be sure? If it is the mesh's fault then there are a few things I can double check to see if I made a boo-boo. :P

 

---

Oh, also since my Nintendo Switch arrived last week and I'm currently addicted to playing Breath of the Wild atm it may be a while before I make some more of these. n.nU

 

 

The part of the device you interact with, and that could be found in the open world is the Inventory device (e.g. the one having a proper name). The other one has the AA attached and cannot be interacted with directly.

Posted

@Kimy:

 

I made ground objects for DixiePig's makeshift collars and manacles set a while ago - feel free to use em!

http://www.loverslab.com/topic/68208-community-restraints-pack/?p=1815648

 

I can make you some more ground objects if you'd like. It takes me all of 3 minutes to make one. :]

 

EDIT: Here, I made one for the Duct Tape Gag:

attachicon.gifDuctTapeGag_GO.7z

 

EDIT2: Armbinder:

attachicon.gifArmbinder01_GO.7z

 

*I haven't had a chance to test these yet in-game. I assume they work, but I will test them later when I have the time.

I did actually make a mistake on the Tape Gag ground object that was causing it to CTD the game. I've fixed it:

 

post-85210-0-68225600-1492922363_thumb.jpg

 

Download:

DuctTapeGag_GO_v2.7z

Posted

 

 

Thank you for making this! :-)... I do have one question though... why the godawful long dialogue-waits... takes forever to look at Kimys inventory :-/  Can you point me in the direction of a fix through FO4Edit? to shorten the time it takes? or is it somehow hardwired into the game?

 

That's hardcoded and depends on the amount of words/letters used by the dialogue, allowing you to comfortably read it.

 

Underlining comfortably hehe... okay, thank you for the reply! :-D

 

 

But could you add ability to skip dialog with mouse click (like vanilla?)? That way we could simply skip these too long dialogs when we see them again and again. I think in Boston Breeder they did this somehow so it is possible :>

 

Posted

 

 

 

Thank you for making this! :-)... I do have one question though... why the godawful long dialogue-waits... takes forever to look at Kimys inventory :-/  Can you point me in the direction of a fix through FO4Edit? to shorten the time it takes? or is it somehow hardwired into the game?

 

That's hardcoded and depends on the amount of words/letters used by the dialogue, allowing you to comfortably read it.

 

Underlining comfortably hehe... okay, thank you for the reply! :-D

 

 

But could you add ability to skip dialog with mouse click (like vanilla?)? That way we could simply skip these too long dialogs when we see them again and again. I think in Boston Breeder they did this somehow so it is possible :>

 

 

 

I second this. Do not want to console it in, but at the same time I loathe coming to her to buy it -.- Marcy desperately awaits an affective effective shut-the-fuck-up device!

 

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