EgoBallistic Posted June 26, 2022 Posted June 26, 2022 On 6/23/2022 at 3:13 AM, Elsidia said: UPD: I can guess that AAF violate somehow mess with DD 2.0 RC8, but i not found proof in archive of AAF violate. If Rogg's DD Items Manager is installed, Violate calls PickRandomItemsRemote() from DD Items Manager, then calls EquipDevice() from DD libs on each device returned by PickRandomItemsRemote(). Violate doesn't manipulate the device forms in any way, it just passes them to EquipDevice(). If Rogg's DD Items Manager is not installed, Violate simply calls EquipRandomDevice() from DD libs once. The DD code in Violate hasn't changed in a long time, I didn't do anything to it for RC8. Here is the entire function: Spoiler Function RandomDD(Actor akActor) If (RoggDDManager) && (akActor.GetLeveledActorBase().GetSex() == 1) AFVTrace(DebugOn,"AFV report: picking random DD items with Rogg DD Items Manager") Var formVar = RoggDDManager.CallFunction("PickRandomItemsRemote", new Var[0]) form[] _forms If (formVar) _forms = Utility.VarToVarArray(formVar) as form[] EndIf var[] EdVar = new var[6] EdVar[0] = akActor EdVar[2] = none EdVar[3] = true EdVar[4] = none Int dieRoll = Utility.RandomInt(0,2) EdVar[5] = DDColors[dieRoll] Int maxDD = AFV_Global_DD_Max_Devices.GetValue() as Int If (maxDD > 0) While (_forms.Length > maxDD) Int x = Utility.RandomInt(0, _forms.Length - 1) _forms.Remove(x) EndWhile EndIf Int _i = _forms.Length While _i > 0 _i = _i - 1 EdVar[1] = _forms[_i] as armor Bool _result = DDLibs.CallFunction("EquipDevice", EdVar) as Bool EndWhile Else AFVTrace(DebugOn,"AFV report: picking random DD items") var[] EdVar = new var[5] EdVar[0] = akActor If akActor.GetLeveledActorBase().GetSex() == 1; Female EdVar[1] = DD_FL_All Else EdVar[1] = DD_MaleModelItems EndIf EdVar[2] = 5 EdVar[3] = "none" EdVar[4] = false DDLibs.CallFunction("EquipRandomDevice", EdVar) as Bool EndIf EndFunction 2
Spaceguest991 Posted June 26, 2022 Posted June 26, 2022 (edited) 2 hours ago, Elsidia said: Yes that is. There is mystery: DD papyrus log is poor as there no many things registered. But depend on what i see there is equipped 8 devices, but script call function of 9 devices equipping So as i not see in inventory rendered device for Chastity bra, so probably this function ends without equip. In papyrus log are many errors, also seems something with AAF framework but nothing important. AAF framework failed initialize own scripts. So it call script to equip inventory device, equips it and deny send signal for equip rendered device. Return to back our problem at this moment i can't logically explain why libs.EquipDevice(PlayerREF, DD_ChastityBra_Iron_Inventory, RenderedDevice = none, CheckDependencies = True) Ignores send signal for equip rendered device. Some not funny mod conflict? Or you use mod2 manager, maybe you left active some old mods script ghost pages where is old DD scripts? UPD: in list i missed 10015DE7 in list - is this down to list or never exist? This is important - if this item exists and not equipped, then you have slot conflict with some mods what used biped slot 55. Probably. I was using Vortex and the screenshots had the full list from player.showinventory. biped slot 55? maybe a backpack mod was messing with it somehow? but would it still still mess with it even when disabled on vortex? Edit: I was also having issues with the basic DD 2.0 cause I tried making new game on a another profile but DD and the shock collar from real handcuffs will come up as invisible after scene from the violate mod well as before they didn't back on a old profile. So it seems I did something to upset something in the mod loader. Edited June 26, 2022 by Spaceguest991
Elsidia Posted June 27, 2022 Posted June 27, 2022 8 hours ago, Spaceguest991 said: biped slot 55? maybe a backpack I hope you will read this post as i answer only on morning with fresh ideas 1) You can test itself biped slot availability: console: player.removeallitems - to be sure than nothing can trouble in hidden inventory player.equipitem 10015DE7 - it will equip iron chastity bra rendered device and if nothing troubles it, you will see bra equipped and that means that trouble is damaged Fallout 4, mod conflict, damaged DD or damaged save. in console player.showinventory you will see this device as equipped. If not, biped slot is busy for some of your mods. 2) Damaged save - start new game with this modlist and check body - if bra equipped normal then save is damaged. DD itself not like long term play and 400+ mods do this thing more bad. Why i think about damage save? Because in papyrus log are errors from MO2, You say you use Vortex, so this error can be in save, when you use MO2: [AAF_MainQuest (0D000F99)].AAF:AAF_Renamer.EveryTime_Initialization() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_Renamer.psc" Line 6 Or Fallout 4 itself damaged and need clean install. If in new game is all worked, then you can try start new game or clean a save with Fallrim tools. Do backup copy of saves and open in fallrim tools. If in Skyrim you can clean save automatically, then in Fallout 4 you need check any error individually and carefully choose delete it or not, because Fallout 4 use some errors in vanilla Fallout 4 or some mod and this error is necessary for save not CTD. 3) Damaged Fallout 4. You need save your mod load order for future, then delete fallout 4 folder, install fallout 4 for new, be sure, that you have all mods archives and restore or delete mods to default in Vortex. Then install back all mods and restore mod load order. As 400+ mods it's hard work and also in that way there can be situation when save never load or Fallout 4 start CTD. That's all! 1
Elsidia Posted June 27, 2022 Posted June 27, 2022 21 hours ago, Spaceguest991 said: maybe a backpack mod was messing with it Backpack from commonwealth uses biped slot 54 so it's conflict with chastity belt, so it's no was problem. I check this mod today.
Spaceguest991 Posted June 28, 2022 Posted June 28, 2022 (edited) On 6/27/2022 at 3:41 PM, Elsidia said: I hope you will read this post as i answer only on morning with fresh ideas 1) You can test itself biped slot availability: console: player.removeallitems - to be sure than nothing can trouble in hidden inventory player.equipitem 10015DE7 - it will equip iron chastity bra rendered device and if nothing troubles it, you will see bra equipped and that means that trouble is damaged Fallout 4, mod conflict, damaged DD or damaged save. in console player.showinventory you will see this device as equipped. If not, biped slot is busy for some of your mods. 2) Damaged save - start new game with this modlist and check body - if bra equipped normal then save is damaged. DD itself not like long term play and 400+ mods do this thing more bad. Why i think about damage save? Because in papyrus log are errors from MO2, You say you use Vortex, so this error can be in save, when you use MO2: [AAF_MainQuest (0D000F99)].AAF:AAF_Renamer.EveryTime_Initialization() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_Renamer.psc" Line 6 Or Fallout 4 itself damaged and need clean install. If in new game is all worked, then you can try start new game or clean a save with Fallrim tools. Do backup copy of saves and open in fallrim tools. If in Skyrim you can clean save automatically, then in Fallout 4 you need check any error individually and carefully choose delete it or not, because Fallout 4 use some errors in vanilla Fallout 4 or some mod and this error is necessary for save not CTD. 3) Damaged Fallout 4. You need save your mod load order for future, then delete fallout 4 folder, install fallout 4 for new, be sure, that you have all mods archives and restore or delete mods to default in Vortex. Then install back all mods and restore mod load order. As 400+ mods it's hard work and also in that way there can be situation when save never load or Fallout 4 start CTD. That's all! 1) Using console commands the iron bra was put on just. So probably not an issue there. 2) Tried starting a new game still had the issue with the body outside red rocket. The save file I was using before for testing was one I imported from a old vanilla game so I thought it would be clean of mods outside of DLC add-ons. I find the MO2 error strange since I've only used Vortex since I started using mods in fo4 at like the start of 2022ish and I've never had MO2. Hmm... DD 2.0 used to work fine when I first started playing with mods and only started to have issues when I started a new game with some mod changes like using RC8 and changing to advanced needs 76 over advanced needs 2 and other things. But I'd had this issue with any new games I've started, which is why I thought the problem was RC8 somewhere. And I think I did try a clean install of Fallout 4 when first having the issue maybe I didn't do it right Edited June 28, 2022 by Spaceguest991
Elsidia Posted June 28, 2022 Posted June 28, 2022 (edited) 43 minutes ago, Spaceguest991 said: I thought the problem was RC8 somewhere. It can't be because in clean game with this body works fine I can suspect that some of those mods not like it. Or it sounds like those mods replace some DD scripts. So it works with DD 2,0 where is original scripts and not work where is modified scripts. Try check Vortex lighting icon where is lighting button and see if some of mods rewrite DD 2.0 and if yes then check those mods what rewrite. This is example of Skyrim but idea the same: Spoiler Also can you send psc and pex files of your DD_library and DD_Restraint script - maybe psc files not changed, but pex can be, and then i will see changes in special program. Edited June 28, 2022 by Elsidia 1
Spaceguest991 Posted June 28, 2022 Posted June 28, 2022 1 hour ago, Elsidia said: It can't be because in clean game with this body works fine I can suspect that some of those mods not like it. Or it sounds like those mods replace some DD scripts. So it works with DD 2,0 where is original scripts and not work where is modified scripts. Try check Vortex lighting icon where is lighting button and see if some of mods rewrite DD 2.0 and if yes then check those mods what rewrite. This is example of Skyrim but idea the same: Hide contents Also can you send psc and pex files of your DD_library and DD_Restraint script - maybe psc files not changed, but pex can be, and then i will see changes in special program. I think... after all that it was the Ai Upscaled Textures - Devious Devices 1.0 that was giving me troubles. Now I just feel kinda stupid for not thinking about sooner cause I kept over-looking it thinking it shouldn't be doing anything to make problems and causing people so much trouble. Cause things seem to be working again after uninstall it.
Elsidia Posted June 29, 2022 Posted June 29, 2022 6 hours ago, Spaceguest991 said: I kept over-looking it thinking it shouldn't be doing anything to make problems and causing people so much trouble. Congratulations on win! It's not easy. I feel in the same way. What a "good" helper i am if in last moment remember about Vortex lighting icon. I know how can be complicated this. My old Fallout 4 with my made universe after bad Vortex update starts CTD. As i'm not playing FO4, so i'm not too sad. It's generates even C++ runtime error when crash) I have new FO4 for DD 2.0 RC8 dev purpose, and it's work fine. At least while i'm not make some stupid engine changes))
vaultbait Posted June 29, 2022 Posted June 29, 2022 12 hours ago, Spaceguest991 said: I think... after all that it was the Ai Upscaled Textures - Devious Devices 1.0 that was giving me troubles. Now I just feel kinda stupid for not thinking about sooner cause I kept over-looking it thinking it shouldn't be doing anything to make problems and causing people so much trouble. Cause things seem to be working again after uninstall it. Interesting! I'm using those with DD RC8 and don't think I've observed the same issues.
FlyingMakaka Posted June 29, 2022 Posted June 29, 2022 Hey, can someone actually help me. The mod works almost fine. I can use the devices on npc's, and thes wasteland mod ads the belts to my player model. BUT if i craft or buy the items they dont work. i dont get it. Even it the quest to get myself out of the "belts" i am unable to put on handcuffs.
Spaceguest991 Posted June 29, 2022 Posted June 29, 2022 6 hours ago, vaultbait said: Interesting! I'm using those with DD RC8 and don't think I've observed the same issues. It seems like it's more of a me problem so who knows. Maybe something somewhere in the mod list doesn't like something else since I wouldn't think the AI upscale would mess with things the way I've been having issues. Maybe I've just got too many mods downloaded
AtomicGrimDark Posted July 4, 2022 Posted July 4, 2022 If anyone cares, did a very small edit on EquipDevice & RemoveDevice. For now, only for non-player characters, not sure if it plays nice with the player character and I'm poking around the rest of the effects - to see if this screws something that I'd want to have working later on. If (akActor != Player && RenderedDevice.HasKeyword(DD_kw_ItemType_Gag) == true) VoiceType DD_EmptyVoiceType = Game.GetFormFromFile(0x001091E3, "Fallout4.esm") as VoiceType akActor.SetOverrideVoiceType(DD_EmptyVoiceType) EndIf the more dangerous part is the removedevice part, which just looks at the rendereddevice being called: If (akActor != Player && RenderedDevice.HasKeyword(DD_kw_ItemType_Gag) == true) akActor.SetOverrideVoiceType(None) EndIf You could of course just check if the actor is wearing any device with that keyword - might be more safe/sane. I'm fairly sure setting the overridevoicetype to none is safe as such to do on some actor that hasn't an override in effect. But you know.. nothing is certain. Also if there is any other time the game or another mod resets a character using SetOverrideVoiceType(None) then this will not work consistently and the npcs will start jabbering again. At least this way I got companions to shut up for real, like Preston. (you may need a fresh save to test this, at the very least create an entirely new gag into the gamespace and equip it) DD_Library.psc
corvusbray Posted July 7, 2022 Posted July 7, 2022 This is a problem I have on both Skyrim and FO4; the keys never seem to drop, and I rarely get any devices that are not "impossible to cut" and "very hard to pick". I am pretty certain by this point I am missing something, but what I don't know. Is there anything for FO4 that allows you to fine tune the devices used by npc's in game?
SkwidBoi Posted July 7, 2022 Posted July 7, 2022 I think having some "special" mods for power armor would be cool, even better, in DCW there could be trapped power armor sets that lock the player inside or place DD accessories on the player. just an idea though, i have no idea how hard this would be as I'm not very experienced when it comes to modding.
vaultbait Posted July 7, 2022 Posted July 7, 2022 (edited) 23 hours ago, SkwidBoi said: I think having some "special" mods for power armor would be cool, even better, in DCW there could be trapped power armor sets that lock the player inside or place DD accessories on the player. just an idea though, i have no idea how hard this would be as I'm not very experienced when it comes to modding. Angeli's Explorer Suit and Power Armor is already halfway there. At least it looks like you're locked into bondage gear when you wear it! Would just need some scripting to disable the exit function, probably? Edit: I just happened across a somewhat recent mention of someone doing exactly that, in fact. Edited July 8, 2022 by vaultbait 1
Elsidia Posted July 8, 2022 Posted July 8, 2022 (edited) 17 hours ago, corvusbray said: the keys never seem to drop, In DD 2.0 any version keys never drop, it can by from Kimy in Memory Den. Use DCW mod to get trapped chests and key loot from it. 17 hours ago, corvusbray said: I rarely get any devices that are not "impossible to cut" and "very hard to pick". I am If you use DD 2.0 RC8 set difficulty 9 - it's most easier settings for devices, in DD 2,0, this setting is by default because of bug. 17 hours ago, corvusbray said: Is there anything for FO4 that allows you to fine tune the devices used by npc's in game? What you mean by that? Edited July 8, 2022 by Elsidia
corvusbray Posted July 8, 2022 Posted July 8, 2022 12 hours ago, Elsidia said: In DD 2.0 any version keys never drop, it can by from Kimy in Memory Den. Use DCW mod to get trapped chests and key loot from it. If you use DD 2.0 RC8 set difficulty 9 - it's most easier settings for devices, in DD 2,0, this setting is by default because of bug. What you mean by that? This told me everything I needed. Thank you. The last one was because I missed a menu in the MCM that did just that. Skyrim it was a separate mod, which is why I was asking. Thanks for your help.
vaultbait Posted July 8, 2022 Posted July 8, 2022 13 hours ago, Elsidia said: If you use DD 2.0 RC8 set difficulty 9 - it's most easier settings for devices, in DD 2,0, this setting is by default because of bug. It also seems like something may override the difficulty in some way, because I'm usually told the lock is too complex for me to pick even with difficulty at 9 and a couple of ranks in locksmithing. Is it possible Harassment amd Violate are setting a high difficulty on the devices rather than letting them be set at random? Or could the fact that I enable the lockpicking mini-game in the MCM be causing it to use a different algorithm for calculating difficulty?
izzyknows Posted July 8, 2022 Posted July 8, 2022 1 hour ago, vaultbait said: It also seems like something may override the difficulty in some way, because I'm usually told the lock is too complex for me to pick even with difficulty at 9 and a couple of ranks in locksmithing. Is it possible Harassment amd Violate are setting a high difficulty on the devices rather than letting them be set at random? Or could the fact that I enable the lockpicking mini-game in the MCM be causing it to use a different algorithm for calculating difficulty? With the mini game active the difficulty setting is ignored... for me. It's always Mater level x 3 and rarely 4.
Elsidia Posted July 8, 2022 Posted July 8, 2022 1 hour ago, izzyknows said: With the mini game active the difficulty setting is ignored... for me. It's always Mater level x 3 and rarely 4. 2 hours ago, vaultbait said: It also seems like something may override the difficulty in some way, because I'm usually told the lock is too complex for me to pick even with difficulty at 9 and a couple of ranks in locksmithing. Depend of script lockpick mini game not based on difficulty level. only lockpick mini-game cool-down is affected by difficulty modifier. Maybe it's bug or just not thinking about this game design when it put into DD. Lockpick mini game is based on devices lock settings. So in theory it's logical. If device have strong lock, so there no any reason made it easier as device depends. By default if device itself not change lock difficulty it's 15 (need locksmith 2 and 3 success games) Also lock strength is set 100 - 15. If default lockpick is generated by random and using difficulty level, then lockpick mini game is based on your perk locksmith and your skill open lock with booby pin (i mean your skill in RL operate with mouse) and just luck not to break pin. The same mini game ignore lock access difficulty, so it's easier pick lock as you not fail to access. Not sure if isn't bug too. And at end you can open lock with minigame even if chance is 0 Not sure with locksmith perk level 3 and lock strength 100 is possible to open lock 4 times per line? About level 4 it's in case, if device lock strength is set in device lover as 15, or after Catastrophic Failure when chance is set to zero. So you can discuss how must look mini game. In next post i will try put text how work this thing. 1
Elsidia Posted July 8, 2022 Posted July 8, 2022 (edited) So player check use lockpick Step 1 - checking if have valid item for lockpick (booby pin or any item what is set into Device property Step 2 - check if player can make lockpick using difficulty modifier (coolldown time) Step 3 - check if player want use minigame If yes Step 3a - set lock strength depend on Device property LockPickEscapeChance or after failure this value is set to zero. Step 3b - check if you have valid perk level for this lock strength Step 3c - temporary removes perk 4 so pin will be break. Step 3d - temporary removes all pins and give 1 pin for lock Step 3e - start first cycle of unlock (max 4 on level 4) Step 3f - Set lock strength 100 - device property and open mini game. Step 3g - if failed check catastrophically failure chance using property from device. Set chance to escape to zero if check was success else just inform you about failure. In both case stop lockpick mini game. If you win mini game - increase round number and return to step 3f - you are one step to freedom. If no Step 3a - check lock access difficulty using lock access difficulty property in device. If you fail abort lockpick operation. Step 3b - calculate random escape chance using difficulty modifier based on LockPickEscapeChance (if LockPickEscapeChance is zero - always fail) That's all - if success you are free or if fail, do the same as Step 3g - so there is chance that LockPickEscapeChance will be set to zero and never escape. PS: Update successful. Post are completed. Edited July 8, 2022 by Elsidia
vaultbait Posted July 8, 2022 Posted July 8, 2022 (edited) 36 minutes ago, Elsidia said: Depend of script lockpick mini game not based on difficulty level. only lockpick mini-game cool-down is affected by difficulty modifier. Maybe it's bug or just not thinking about this game design when it put into DD. Lockpick mini game is based on devices lock settings. So in theory it's logical. If device have strong lock, so there no any reason made it easier as device depends. By default if device itself not change lock difficulty it's 15 (need locksmith 2 and 3 success games) Also lock strength is set 100 - 15. If default lockpick is generated by random and using difficulty level, then lockpick mini game is based on your perk locksmith and your skill open lock with booby pin (i mean your skill in RL operate with mouse) and just luck not to break pin. The same mini game ignore lock access difficulty, so it's easier pick lock as you not fail to access. Not sure if isn't bug too. And at end you can open lock with minigame even if chance is 0 Not sure with locksmith perk level 3 and lock strength 100 is possible to open lock 4 times per line? About level 4 it's in case, if device lock strength is set in device lover as 15, or after Catastrophic Failure when chance is set to zero. So you can discuss how must look mini game. In next post i will try put text how work this thing. What I've observed with the mini-game enabled is that DD will almost never allow me to even try to pick the lock. It just says the lock is too difficult and that's it. On the rare occasion that it will let me try to pick the lock, I need to successfully pick it three times in a row with a single bobby pin. If I mess up on one of the locks, then the bobby pin is broken and I have to wait the duration of the cooldown timer to try again (it doesn't give you as many tries as you have bobby pins). The end result is that I can pretty much never successfully pick any DD locks. Granted, I probably suck at the mini-game, but it's rare that I even get to the mini-game in the first place. Edit: I got too used to the easy mode in DD 2.0, which it sounds like I can still have in RC8 if I set difficulty to 9 and don't turn on the mini-game, I just wish it were able to be made similarly easy with the mini-game so I could enjoy that feature and added immersion without it turning things into an unpleasant chore. Basically get rid of the perk check so I can always start the mini-game, scale the lock's picking window based on the device's difficulty and my locksmith perk level, and only very occasionally require me to pick more than one lock in a row (after all, someone probably just put a half a dozen devices on me so I'll have plenty I have to try to pick as it is). Edited July 8, 2022 by vaultbait
Elsidia Posted July 8, 2022 Posted July 8, 2022 11 minutes ago, vaultbait said: t just says the lock is too difficult You need lockpick perk level 3 for most complicate locks. 12 minutes ago, vaultbait said: I need to successfully pick it three times in a row with a single bobby pin. Check previous updated post, it removes your pins and use only 1 So if you have locksmith perk level 3 then any lock need 3 or 4 successfully attempts to unlock device and lock strength is 100 - 75: depend on Device settings. (100 - escape chance is 0 and 75 if escape property is 15: i don't see any device what set escape chance bigger than default value 15) As for me i never use this mini game. This mini game is designed for devices what set lock difficulty. So without it, no one lock will opens with locksmith perk level 1 or 2. In short all DD devices in mod have high level locks (3 or 4) and no one have level 1 - 2. Unless some mod will make those devices with simple locks.
vaultbait Posted July 8, 2022 Posted July 8, 2022 25 minutes ago, Elsidia said: You need lockpick perk level 3 for most complicate locks. Check previous updated post, it removes your pins and use only 1 So if you have locksmith perk level 3 then any lock need 3 or 4 successfully attempts to unlock device and lock strength is 100 - 75: depend on Device settings. (100 - escape chance is 0 and 75 if escape property is 15: i don't see any device what set escape chance bigger than default value 15) As for me i never use this mini game. This mini game is designed for devices what set lock difficulty. So without it, no one lock will opens with locksmith perk level 1 or 2. In short all DD devices in mod have high level locks (3 or 4) and no one have level 1 - 2. Unless some mod will make those devices with simple locks. Thanks, that makes sense. I restart the game extremely frequently since I'm usually playtesting a variety of mods, so I rarely play long enough to get the second locksmith rank and almost never long enough to be able to get the third. I guess the mini-game is designed strictly for overpowered 50+ level characters in order to try and provide them with some degree of challenge, and doesn't scale well to level ~10.
Elsidia Posted July 9, 2022 Posted July 9, 2022 9 hours ago, vaultbait said: and doesn't scale well to level ~10. Maybe you or community have ideas how to made this game more enjoyable?
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