Elsidia Posted May 16, 2023 Posted May 16, 2023 (edited) 4 hours ago, Mistah F said: Nope, whether I have it set to 9 in the MCM or the console I get restraint timers starting at 6 hours. So your MCM is damaged as i think. Set to 9 in MCM and then do the help command again - if still is 0, then MCM not work. Changing in console will not work as MCM always update a variable. Set to 0 in MCM and check help command - maybe you set slider in wrong direction? If nothing works do in console setpqv DD_config DifficultyModifier 9 then enter in MCM and not change anything just see what value shows modifier - it must be 9 and it will update a main variable. Then check again in console help command - now value must be 9. if not, do setpqv again then Set DD_Config_DifficultyModifier to 9 then after 30 sec check variable again. If still it not 9 something rewrites your variable and (or) you have damaged mod. Edited May 16, 2023 by Elsidia 1
Anonym0us2DF1CD Posted May 18, 2023 Posted May 18, 2023 Not sure if this is a bug or not, but when the gag "dialogue" occurs, the mouth still clips into the gag. Is there any fix for this?
izzyknows Posted May 18, 2023 Posted May 18, 2023 50 minutes ago, Anonym0us2DF1CD said: Not sure if this is a bug or not, but when the gag "dialogue" occurs, the mouth still clips into the gag. Is there any fix for this? You need RC8 which fixes that among other things.
Mistah F Posted May 20, 2023 Posted May 20, 2023 On 5/16/2023 at 1:07 AM, Elsidia said: So your MCM is damaged as i think. Set to 9 in MCM and then do the help command again - if still is 0, then MCM not work. Changing in console will not work as MCM always update a variable. Set to 0 in MCM and check help command - maybe you set slider in wrong direction? If nothing works do in console setpqv DD_config DifficultyModifier 9 then enter in MCM and not change anything just see what value shows modifier - it must be 9 and it will update a main variable. Then check again in console help command - now value must be 9. if not, do setpqv again then Set DD_Config_DifficultyModifier to 9 then after 30 sec check variable again. If still it not 9 something rewrites your variable and (or) you have damaged mod. Using Set DD_Config_DifficultyModifier to 9 always successfully sets it to 9 and doesn't change as long as I don't touch the MCM slider, even if I reload the game after saving. The value when checked in console is set to 0 if I adjust the MCM slider at all, to any position. But setting the value at 9 in the console doesn't change any new devices equipped from having timer ranges of 6-12 hours. However. I remembered all of this working once before when I had Deviously Cursed Wasteland installed instead of Cursed DD Enchantings, and indeed as soon as I swapped in DCW, the difficulty slider and several other DD MCM options were functional again (Plug and Wrist Cuff Events, Enable/Disable Running in Heels, Database Messages, Lockpicking Minigame). Changing the difficulty slider in Cursed Wasteland changes DD_config DifficultyModifier but doesn't change the base DD difficulty slider (or have any effect on difficulty), while changing the slider in base DD changes DD_config DifficultyModifier and both MCM sliders (and actually changes the difficulty). Have you all been using Cursed Wasteland with RC8 so long that you've forgotten that the the latter was dependent on the former?
Elsidia Posted May 20, 2023 Posted May 20, 2023 1 hour ago, Mistah F said: Have you all been using Cursed Wasteland with RC8 so long that you've forgotten that the the latter was dependent on the former? It works, but have some compatibility problems. Only problem, then original DCW not have MCM sliders, so this is third mod what affects DD 2.0 RC8 and not related to DCW. Difficulty time changes only on NEW equipped devices, it not change time of already equipped items.
Mistah F Posted May 20, 2023 Posted May 20, 2023 9 hours ago, Elsidia said: It works, but have some compatibility problems. Only problem, then original DCW not have MCM sliders, so this is third mod what affects DD 2.0 RC8 and not related to DCW. Difficulty time changes only on NEW equipped devices, it not change time of already equipped items. I've been testing new and newly equipped items the whole time. Even devices I've removed that once had timers of 6+ hours had 1 hour timers after re-quipping with the DCW-boosted difficulty setting changed, I know what I'm talking about. RC8's broken menu features ONLY became functional in the presence of DCW and/or its MCM, that is what happened. I'm not sure if it's one or the other instead of both that have to be installed, that's the one thing I didn't test for.
Elsidia Posted May 20, 2023 Posted May 20, 2023 50 minutes ago, Mistah F said: I'm not sure if it's one or the other instead of both that have to be installed, that's the one thing I didn't test for. Both MCM are conflicting for sure. I use old DCW without MCM mod and DD 2.0 RC8 and DD MCM works fine. So i recommend remove DCW custom mod, what add MCM
Mistah F Posted May 20, 2023 Posted May 20, 2023 3 hours ago, Elsidia said: Both MCM are conflicting for sure. I use old DCW without MCM mod and DD 2.0 RC8 and DD MCM works fine. So i recommend remove DCW custom mod, what add MCM You're not following. Installing Deviously Cursed Wasteland AND its MCM alongside Devious Devices 2.0 RC8 FIXES THE PROBLEM with RC8's menu options. I explicitly said that multiple times and ways in my previous two posts. Are you even reading my posts?
RebelDragon Posted May 20, 2023 Posted May 20, 2023 (edited) On 3/27/2023 at 2:44 PM, Enlightnd said: Your first line even more confirms the issues I'm having is exactly this bug, as the starting corpse when crossing the bridge out of Sanctuary Hills is the first corpse that shows up like that. When you loot it without a modifier mod for raiders, it renders the naked body correctly, but when you do have a mod that applies shapes and tattoos to raiders, the body will be invisible most of the time. Then the body when you're almost at the Red Rocket (dunno if it's a DD placement or from one of the mods that uses DD gear like the one that starts the Jack the Belter quest, but that body is equiped with a full set of DD gear), that body has the same issues. So, seems I need to look into tweaking my OCBP presets. Guess the issue coming up harder with Fusion Girl than CBBE is because on CBBE I didn't bother even trying to get body physics to work with nuances like different behaviors with/without body armor, because it was so finicky to get any physics to work with it to begin with. As info for everyone, I was having a similar issue with the body being invisible sometimes and then for some reason it would show up again. I kept tinkering with my install till I figured out that if I load up all my mods on a fresh save EXCEPT for DD, save and logout, then enable DD and log back in, magically the body appears. I have no idea why, but if it helps someone figure it out, great. I had THOUGHT that it was just a plugin/load order, but by moving it down to dead last, made no difference. I had to completely disable DD. Create a save. Then turn on DD and let it load the first time. Repeated it multiple times for testing and confirmed this was my particular issue. Hopefully someone smarter than me can make sense of this. EDIT: So now after playing a little while in Sanctuary and sleeping, body is invisible again when I crossed the bridge. I tried logging out and resorting plugins, but that made no difference. Edited May 20, 2023 by RebelDragon
Elsidia Posted May 21, 2023 Posted May 21, 2023 11 hours ago, Mistah F said: You're not following. You too. I said - DD 2.0 RC8 MCM works without any DCW MCM addons. Anyway you download a fixes for that in that post and update MCM? From the same download post. So i made video for prof MY DCW is without MCM and in video i use only DD 2.0 RC8 MCM. My modlist: Spoiler 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 TortureDevices.esm 8 8 Devious Devices.esm 9 9 AAF.esm 254 FE 0 Devious Devices Item Remover.esp 254 FE 1 FO4HHS_AAF.esp 10 a Deviously Cursed Wasteland.esp 11 b HHFootsteps.esp 12 c Devious Devices Addon - High Heels Sound.esp 254 FE 2 DD_hider_addon.esp 13 d del.esp 14 e AAF_debug_on.esp 15 f LooksMenu.esp 16 10 CBBE.esp Warning! In video are spoilers from DD 2.0 CE9 (temporally name) and MCM is changed, but works the same as original MCM!!!! If you don't want see those, not open a video! Video size 152 mb - resolution 1920x1080. Uploaded on mega. If need can upload on other service (except youtube as it breaks youtube rules) https://mega.nz/file/lzYDCZKD#OBhFe2tFS1KxOJFXMOY7N-MHtxW1nCqU9_oONqzewZc 2
izzyknows Posted May 21, 2023 Posted May 21, 2023 14 hours ago, Mistah F said: Installing Deviously Cursed Wasteland AND its MCM alongside Devious Devices 2.0 RC8 FIXES THE PROBLEM with RC8's menu options. That's because you don't have RC8 installed correctly. Completely remove, not just disable, everything DD related, ie: DD, DCW and any patches and or mods, then install only RC8, build the outfits, start a new game and have fun. RC8 has several of the patches/fixes already in it, so it's critical not to use any of the old DD patches. Now if you want to use DCW don't use any MCM patches as they are not updated to work with RC8 and can cause issues. Besides bat commands are waaay faster. LOL Roggs Devious Device Manager still works fine with RC8, but doesn't cover the newly added devices. Which is only a few items and very rarely or never seen organically in game.
lee3310 Posted May 21, 2023 Posted May 21, 2023 (edited) @Elsidia Is there a better way to tell if a slot is occupied or not other than F4SE function GetWornItem() ? cause the "Armor Slot Precedence" is problematic in my situation: i want to check if "Headband" slot is occupied or not since it's the one used by "DD_Hood_Balloon_Latex" for exemple but if "hair long"/"hair Top" are also occupied, it will return "None". Edited May 21, 2023 by lee3310
vaultbait Posted May 21, 2023 Posted May 21, 2023 42 minutes ago, lee3310 said: @Elsidia Is there a better way to tell if a slot i occupied or not other than F4SE function GetWornItem() ? cause the "Armor Slot Precedence" is problematic in my situation: i want to check if "Headband" slot is occupied or not since it's the one used by "DD_Hood_Balloon_Latex" for exemple but if "hair long"/"hair Top" are also occupied, it will return "None". The only effective way I'm aware of in pure script is to use F4SE's GetWornItem() since there's no native function equivalent for the WornCoversBipedSlot condition function in the CK. However, if you have a plugin, you could set up a conditional effect and then check it from your script as a proxy. Since there's only one slot you care about, that probably wouldn't be much work at all. 1
Elsidia Posted May 21, 2023 Posted May 21, 2023 1 hour ago, lee3310 said: DD_Hood_Balloon_Latex" for exemple but if "hair long"/"hair Top" are also occupied, it will return "None". I don't heard about it. Can you give a example? What you testing and what returned. Hairs not armor so possibly it returns none If need check DD items there is keywords.
lee3310 Posted May 21, 2023 Posted May 21, 2023 38 minutes ago, vaultbait said: The only effective way I'm aware of in pure script is to use F4SE's GetWornItem() since there's no native function equivalent for the WornCoversBipedSlot condition function in the CK. However, if you have a plugin, you could set up a conditional effect and then check it from your script as a proxy. Since there's only one slot you care about, that probably wouldn't be much work at all. GetWornItem() is not flexible, you can't for exemple check if multiple slots are covered or not (hair top, eyes, mouth). Your approche (MGEF) is a good solution. I wish the occupied flag was accessible in script.
lee3310 Posted May 21, 2023 Posted May 21, 2023 (edited) 8 minutes ago, Elsidia said: I don't heard about it. Can you give a example? What you testing and what returned. Hairs not armor so possibly it returns none If need check DD items there is keywords. I want to check vanilla armors too, for exemple "Clothes_RaiderMod_Hood1" that covers "hair, headband, eyes, mouth" and get the same result (true). For that i think i'll have to edit DD_Hood_MaskofShame_AA for exemple and add "hair top" as occupied slot because of this clause: Quote An Armor form only properly exists on the highest slot it covers, lower slots will return none. Edited May 21, 2023 by lee3310
vaultbait Posted May 21, 2023 Posted May 21, 2023 (edited) 50 minutes ago, lee3310 said: GetWornItem() is not flexible, you can't for exemple check if multiple slots are covered or not (hair top, eyes, mouth). You have to use GetSlotMask() on the returned WornItem's Item attribute and then use Utility.LogicalAnd() to compare against a mask of the slots you care about. It's definitely not an example of user-friendly program flow. 50 minutes ago, lee3310 said: Your approche (MGEF) is a good solution. I wish the occupied flag was accessible in script. Yeah, I've considered asking the F4SE author to implement a native WornCoversBipedSlot() function (or look into proposing the patch myself, but ENOTIME). Edited May 21, 2023 by vaultbait
Elsidia Posted May 21, 2023 Posted May 21, 2023 33 minutes ago, vaultbait said: GetSlotMask() Here is wikipedia about this operand?
vaultbait Posted May 21, 2023 Posted May 21, 2023 (edited) 4 minutes ago, Elsidia said: Here is wikipedia about this operand? https://www.creationkit.com/index.php?title=GetSlotMask_-_Armor The same function from SKSE is available in F4SE but isn't covered in the Fallout4 sub-wiki on creationkit.com. Edited May 21, 2023 by vaultbait 1
lee3310 Posted May 21, 2023 Posted May 21, 2023 (edited) 1 hour ago, vaultbait said: https://www.creationkit.com/index.php?title=GetSlotMask_-_Armor The same function from SKSE is available in F4SE but isn't covered in the Fallout4 sub-wiki on creationkit.com. This would be an even better solution than MGEF if it returns an int[] of slot index. I don't even know what a slot mask is?. Edited May 21, 2023 by lee3310
vaultbait Posted May 21, 2023 Posted May 21, 2023 9 minutes ago, lee3310 said: This would be an even better solution than MGEF if it returns an int[] of slot index. I don't even know what a slot mask is?. It's a bitmask where each biped slot represents a bit in the mask. If you're unfamiliar with bitwise operations, you'll have a bit of reading to do. Anyone who started to learn computer programming before 1980 should be fine though, it's just like riding one of those antique bicycles while sporting a handlebar mustache.
Anonym0us2DF1CD Posted May 21, 2023 Posted May 21, 2023 On 5/18/2023 at 6:19 PM, izzyknows said: You need RC8 which fixes that among other things. Even with RC8, the "mouths moving through gags" glitch still happens, and gagged companions will still comment
izzyknows Posted May 22, 2023 Posted May 22, 2023 2 hours ago, Anonym0us2DF1CD said: Even with RC8, the "mouths moving through gags" glitch still happens, and gagged companions will still comment That's because you do not put DD items companions. Just don't do it. There is a grace period after the initial mmm... dialogue for the PC, then you can talk normal for a bit. Some mods "can" interfere with it though.
lee3310 Posted May 22, 2023 Posted May 22, 2023 (edited) 7 hours ago, vaultbait said: Yeah, I've considered asking the F4SE author to implement a native WornCoversBipedSlot() function (or look into proposing the patch myself, but ENOTIME). Yesterday, i asked SUP for this function (very helpful): Faction[] Function GetAllActorFactions(ObjectReference MyRef) global native so you can ask him for "WornCoversBipedSlot()" and explain it better than me. Or we can ask Snapdragon but he probably has his hands full with an ambitious project atm. Edited May 22, 2023 by lee3310
Anonym0us2DF1CD Posted May 22, 2023 Posted May 22, 2023 8 hours ago, izzyknows said: That's because you do not put DD items companions. Just don't do it. There is a grace period after the initial mmm... dialogue for the PC, then you can talk normal for a bit. Some mods "can" interfere with it though. I guess DD for companions is still bugged? Hopefully in RC9 they finally fix this
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