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Posted

I downloaded DD RC8 and all its requirements including Devious Wasteland and started a new save file. I go through the intro sequence being frozen with no problem and it has initialized everything properly I believe, but when I get out of the pod I cant move at all. My character can move in place, interact, and is bound but is stuck to where they start. I have no other different start mods including Start Me Up. Help me please

Posted
2 hours ago, Draconix321 said:

including Devious Wasteland

it's not required. It's have conflicts with DD 2.0 RC8. To start moving you need change walking animation back to hop as this part is bugged with DCW start.

Posted
49 minutes ago, Elsidia said:

To start moving you need change walking animation back to hop as this part is bugged with DCW start.

How do I change the animation?

Posted (edited)

I'm using Devious Devices RC8 and am trying to figure out what output to use for the outfits when running Bodyslide. The choices are DDFG or FG-DDRC, or do I just go with the defaults that Bodyslide chooses? Thanks.

Edited by KalBreen
Posted
1 hour ago, KalBreen said:

I'm using Devious Devices RC8 and am trying to figure out what output to use for the outfits when running Bodyslide. The choices are DDFG or FG-DDRC, or do I just go with the defaults that Bodyslide chooses? Thanks.

 

It sounds like you've installed two different FG conversions for DD. The "DDFG" conversion is for HHS users (make sure you have my latest update, 1.3.4 for it if you're using FG 1.75 or later), and I think the FG-DDRC is Bocefus's non-HHS conversion. I would uninstall whichever of those you don't want in order to reduce confusion.

Posted
22 minutes ago, vaultbait said:

 

It sounds like you've installed two different FG conversions for DD. The "DDFG" conversion is for HHS users (make sure you have my latest update, 1.3.4 for it if you're using FG 1.75 or later), and I think the FG-DDRC is Bocefus's non-HHS conversion. I would uninstall whichever of those you don't want in order to reduce confusion.

Thanks for the quick reply. Will certainly do. Cheers:)

Posted (edited)
8 hours ago, Draconix321 said:

How do I change the animation?

In the MCM>Devious Devices>Settings>Effects. See spoiler below.

You must do this while still in Sanctuary before entering the vault.

Running the console command set dcw_enableCombatSurrender to 0 is also very helpful before entering the vault. You can also permanently set this to 0 via xEdit under Global.
Doing those 2 things pretty much makes DCW & RC8 play nicely.

 

Spoiler

536421965_Fallout4Screenshot2023_03.07-09_35_48_57.thumb.png.ef3a356218f54aa20a171827a868127d.png

 

Edited by izzyknows
Posted

I am going to be working on some more male versions of the items and I wanted to know if the new catsuit version is stable? Also how are the slave heels distributed into the world? :)

Posted
4 minutes ago, Nivea said:

how are the slave heels distributed into the world? :)

 

Devious Devices doesn't "distribute" any of its content into the game (no vendor or death leveled list injection, for example). The two exceptions are the strange corpse in the middle of the road between Sanctuary Hills and Red Rocket Truck Stop, and Kimy the vendor at the Memory Den in Goodneighbor. Most of the "distribution" seen by players happens via integrating mods like Violate, Sexual Harassment, Deviously Cursed Wasteland, and so on.

Posted
1 minute ago, vaultbait said:

 

Devious Devices doesn't "distribute" any of its content into the game (no vendor or death leveled list injection, for example). The two exceptions are the strange corpse in the middle of the road between Sanctuary Hills and Red Rocket Truck Stop, and Kimy the vendor at the Memory Den in Goodneighbor. Most of the "distribution" seen by players happens via integrating mods like Violate, Sexual Harassment, Deviously Cursed Wasteland, and so on.

 

Yeah maybe not the best words on my part lol, what I meant was is there a special form list I need to add them into for males to be able to access them in those kinds of mods or are the just referenced separately.

Posted
5 minutes ago, Nivea said:

Yeah maybe not the best words on my part lol, what I meant was is there a special form list I need to add them into for males to be able to access them in those kinds of mods or are the just referenced separately.

 

Oh, I see. Yes there are a slew of LLIs (prefixed with DD_LI_, DD_LL_, DD_VL_) which you'll want to extend.

 

However, some mods rely on Rogg's DD Items Manager (which the author isn't planning to update unless there's a new official DD release) to randomly select various classes of items, or hard-code their own item selection routines. It's probably going to come down to mod-specific updates, or getting your work included in a future version of DD in some cases.

Posted
22 minutes ago, vaultbait said:

 

Oh, I see. Yes there are a slew of LLIs (prefixed with DD_LI_, DD_LL_, DD_VL_) which you'll want to extend.

 

However, some mods rely on Rogg's DD Items Manager (which the author isn't planning to update unless there's a new official DD release) to randomly select various classes of items, or hard-code their own item selection routines. It's probably going to come down to mod-specific updates, or getting your work included in a future version of DD in some cases.

 

Alright, I didnt see the heels in any of the LL so I was not sure if they needed to be edited in. But if its more about other mods adding them in then I think just adding the male mesh in to the AA will be enough.

Posted
6 minutes ago, Nivea said:

Alright, I didnt see the heels in any of the LL so I was not sure if they needed to be edited in. But if its more about other mods adding them in then I think just adding the male mesh in to the AA will be enough.

 

Oh, right, you did ask about the slave heels specifically. I opened the ESM in FO4CK, found the inventory item for one of the slave heels sets in Items->Armor, right-clicked and picked Use Info. That tells me they're included in DD_VL_All (I think that's Kimy's saleable inventory) and DD_LL_SlaveHeels. It looks like the DD_Library quest also has them as script properties, and there are corresponding constructable objects for the DD workbench as well.

Posted
3 hours ago, Elsidia said:

I'm curious how RC8 mess up with combat surrender?

Actually it doesn't, but it does cause issues with trying to get out of the vault.

Having it auto disabled, or by default set to 0, until after leaving the vault would be a very nice feature... or bug depending on how it works out! LOL

I know Kimy tried to disable the Radroaches but that's not the only hazard that can trigger the surrender. In my mod I put the Pip-Boy right outside the Cryopod, which equipping it disables all the roaches. A vanilla feature.

But there's still the arching electricity that "can" cause trouble. If one is silly enough to try & hobble through there.

 

Setting the global to 0 by default then using a script to turn it on after exiting the vault would probably be best. That way you wouldn't have to worry about a script failing to turn it off before entering the vault. And if the script failed after exiting the vault, not a big deal, or at least a lot less of an issue.

Posted (edited)
34 minutes ago, izzyknows said:

I know Kimy tried to disable the Radroaches

There was some bugs (already all fixed)

1) combat surrender hit bug - fixed

2) Kimy made wrong check of races - so radbugs was detected as humans - fixed

3) Suit one hit surrender - fixed (needs new version of DD)

 

So even with one of that fix it are enough

If you want i can publish script part changes, to made it for you (1 and 2, third fixes need rework DD)

 

Edited by Elsidia
Posted
17 minutes ago, Elsidia said:

There was some bugs (already all fixed)

1) combat surrender hit bug - fixed

2) Kimy made wrong check of races - so radbugs was detected as humans - fixed

3) Suit one hit surrender - fixed (needs new version of DD)

 

So even with one of that fix it are enough

If you want i can publish script part changes, to made it for you (1 and 2, third fixes need rework DD)

 

Sweet!
If I remember right, wasn't one of the combat surrender teleport locations Vault 111? I've edited the crap out of my copy and I "think" removing/blocking that location was one of the edits. Or maybe it was another mod... been a long time. :P

 

Posted
11 minutes ago, izzyknows said:

If I remember right, wasn't one of the combat surrender teleport locations Vault 111?

Yes

There was 2 bugs: random teleport to vault111

and second bug - if you are in concord you are wrong teleported after surrender. Don't remember where but probably to vault111

I change this location to sanctuary

Posted
51 minutes ago, Elsidia said:

There was 2 bugs: random teleport to vault111

There was also a missing quest for the <Alias=Player>. This is why some of the notes are missing all the text after <Alias=Player>.

I know it's bloody stupid to require a quest so the players name will show in notes/books. But, that's Bugthesda!

Just in case you don't know what I mean, here's a vid. (but ya probably already know)

Posted
5 hours ago, izzyknows said:

Actually it doesn't, but it does cause issues with trying to get out of the vault.

Having it auto disabled, or by default set to 0, until after leaving the vault would be a very nice feature... or bug depending on how it works out! LOL

I know Kimy tried to disable the Radroaches but that's not the only hazard that can trigger the surrender. In my mod I put the Pip-Boy right outside the Cryopod, which equipping it disables all the roaches. A vanilla feature.

But there's still the arching electricity that "can" cause trouble. If one is silly enough to try & hobble through there.

 

Setting the global to 0 by default then using a script to turn it on after exiting the vault would probably be best. That way you wouldn't have to worry about a script failing to turn it off before entering the vault. And if the script failed after exiting the vault, not a big deal, or at least a lot less of an issue.

 

These all sound like features/bugs I've never seen. Are you talking about Devious Devices or Deviously Cursed Wasteland here (I've never tried DCW, I just use DD with other mods)?

Posted
5 hours ago, izzyknows said:

There was also a missing quest for the <Alias=Player>. This is why some of the notes are missing all the text after <Alias=Player>.

No i don't know. But there is something different as those notes have refs, but one is cut off and second is show normal.

Scratch head.

Posted
2 hours ago, vaultbait said:

 

These all sound like features/bugs I've never seen. Are you talking about Devious Devices or Deviously Cursed Wasteland here (I've never tried DCW, I just use DD with other mods)?

That's cause they are. They're top secret issues for a new modded mod. So just keep scrolling human. :P

 

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