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Posted
40 minutes ago, Anonym0us2DF1CD said:

I guess DD for companions is still bugged?
Hopefully in RC9 they finally fix this

It's not an easy task by any means, or it would have been fixed long ago. The way Bugthesda handles the AI and equipped items for NPC's is interesting but very fragile.

Changing the behavior often results in breaking other things, like the game. LOL

Posted (edited)
8 hours ago, lee3310 said:

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.

 

There's also Baka Framework and LLFP as optional places to get it added, but at the end of the day I'm not sure I want a mod to have to depend on half a dozen different F4SE plugins that extend the native function space; user support quickly becomes a nightmare.

 

I'm currently maintaining a mod that uses some functions from SUP F4SE, because one of its major dependencies had already made the decision to rely on SUP F4SE for some things, and the most common user mistake is failing to install SUP F4SE even though it's linked and mentioned in big bold lettering in the mod description. The way I finally put an end to it was to add a startup routine which checks whether SUP F4SE is present and throws up an informative messagebox if it's not found. But in order to do that, I had to make sure that the script where it's checked doesn't actually use any functions from SUP F4SE so that the interpreter doesn't immediately toss out the entire script (I should move that checker to a dedicated quest form/script actually, so I don't accidentally break it later... adding that on the to do list backlog).

Edited by vaultbait
Posted
3 hours ago, vaultbait said:

 

There's also Baka Framework and LLFP as optional places to get it added, but at the end of the day I'm not sure I want a mod to have to depend on half a dozen different F4SE plugins that extend the native function space; user support quickly becomes a nightmare.

 

I'm currently maintaining a mod that uses some functions from SUP F4SE, because one of its major dependencies had already made the decision to rely on SUP F4SE for some things, and the most common user mistake is failing to install SUP F4SE even though it's linked and mentioned in big bold lettering in the mod description. The way I finally put an end to it was to add a startup routine which checks whether SUP F4SE is present and throws up an informative messagebox if it's not found. But in order to do that, I had to make sure that the script where it's checked doesn't actually use any functions from SUP F4SE so that the interpreter doesn't immediately toss out the entire script (I should move that checker to a dedicated quest form/script actually, so I don't accidentally break it later... adding that on the to do list backlog).

We all wish that everything was part of F4SE but what can you do, i also don't like having multiple dependencies but in order to paly modded FO4 you should be able to follow some simple installing steps. 

Posted (edited)
21 hours ago, Anonym0us2DF1CD said:

Hopefully in RC9 they finally fix this

Behaviours mostly are in torture devices and i not touch it. I heard that in latest version is some fixes of it. NPC support still not supported. Also DD companions have own script so gagged dialogue is always skipped and i not plan to fix it. As for NPC in CE9 is implemented: easy manipulators with restraints (you can equip many and unequip many restraints in one time without problems - if you do it on free NPC then there will be problems with visual update and if you equip and unequip in same moment also if trigger some device equip restrictions there can be heavy script running). Fixed broken animations and td spells. No more NPC or player stuck on wrong animation. If stil it done for NPC you need equip or uneqip any armor piece and it will rework all animations. As for player... well i never stuck into wrong animation so can't say. In theory for player you need equip or unequip some restraint with spells. As for player spells work different as on NPC. Fixed hang up save if you equip restraints on NPC or got it by script. Added silent equip system by scripts (no more menus when you are in chest or pipboy if are running equip script) Fixed device conflict notifications if equip by script - so no more bug in DCW blank screen, now notifications is pushed into papyrus. Added NPC support for unequip device by keyword, function works slower with big inventory and faster if inventory is always empty.  Made some performance upgrade, but scripts are more heavy as before, fixed all old DD equip bugs and variables reset.

Edited by Elsidia
Posted
On 5/21/2023 at 5:28 AM, Elsidia said:

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:

  Reveal hidden contents

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

 

I meant that you didn't need to continue to help me fix anything with Deviously Cursed Wasteland and its MCM, because as I already said everything is working now with both installed. I didn't at all doubt it could work without the MCM addon (although I guess that's not what I actually said ).

But I've been mistaken about either of those plugins fixing the problem. After Izzy's post I realized I've never tried Devious Devices without either cursed loot mod and when I did, it worked just as well as it does with DCW + MCM installed. But when I have DD Cursed Enchantings installed instead, that's when all the functions I've listed stop working. DCW isn't fixing RC8, DDCE is breaking it.


And that's infuriating, because I almost immediately asked if that was possibly the case and you said "probably not":

On 5/9/2023 at 6:33 PM, Mistah F said:

This doesn't appear to be true. I keep getting up to 9 hours on 9 difficulty, not once has it been an hour.

I have Cursed DD Enchantings installed, does that override this?

 

On 5/10/2023 at 1:19 AM, Elsidia said:

In difficulty 9 is one hour. It build into scripts and cursed enchantments not change a scripts so probably not. You sure that difficulty is 9, not 0? Also difficulty not affect to already equipped items need fresh equip after change difficulty.

9 hours sound like you have difficulty 0, what is most harder version.

 

Posted
1 hour ago, Mistah F said:

But when I have DD Cursed Enchantings installed instead,

Yes that's a cause as this mod replaces spells, but DD 2.0 RC8 have modified spells. so there is conflict. Still not patch from that mod.

 

Posted (edited)

I seem to have an Issue after upgrading to RC8. 
The DCW quest Belted doesn't remove the walk restriction after removing the hobble dress.

Is there any console command to remove the effect?

It only affect movement in third person. First person is broken the other way - you can run even with a hobble dress on

Edited by mace42
Posted
14 minutes ago, mace42 said:

I seem to have an Issue after upgrading to RC8. 
The DCW quest Belted doesn't remove the walk restriction after removing the hobble dress.

Is there any console command to remove the effect?

It only affect movement in third person. First person is broken the other way - you can run even with a hobble dress on

 

I don't use DCW, but there is a problem in DD (not just in RC8) where sometimes effects aren't removed when the item is unequipped. The usual workaround is to equip the same item again (or another identical one if you don't have the original any more), and then remove it by unlocking it with a key or struggling/lockpicking or some other mod which has integration specifically for removing gear from DD.

Posted
1 hour ago, vaultbait said:

 

I don't use DCW, but there is a problem in DD (not just in RC8) where sometimes effects aren't removed when the item is unequipped. The usual workaround is to equip the same item again (or another identical one if you don't have the original any more), and then remove it by unlocking it with a key or struggling/lockpicking or some other mod which has integration specifically for removing gear from DD.

Might be something for @Elsidia to add to the "CE1/RC9" (not sure what you are calling it). In the form of a debug button. That loops the type of devices that have enchantments and if they are not worn but the effect is still present on the player it removes them.

Posted (edited)
2 hours ago, vaultbait said:

 

I don't use DCW, but there is a problem in DD (not just in RC8) where sometimes effects aren't removed when the item is unequipped. The usual workaround is to equip the same item again (or another identical one if you don't have the original any more), and then remove it by unlocking it with a key or struggling/lockpicking or some other mod which has integration specifically for removing gear from DD.

That has been my classic fix. Apply the Vault Tec leg cuffs in the Vault and then remove them. 
Didn't work this time but after reading your post I tried with a different hobble dress and that worked

 

Thanks

Edited by mace42
Posted
36 minutes ago, naaitsab said:

In the form of a debug button.

Maybe.... i can't hit this problem in CE9 tests with player. Maybe this bug is gone. As for NPC, it every time recalculate equipped items keywords and compare those with animations keywords, so NPC even if stuck into wrong animation it's fixed by simple equip or unequip any item even if it not DD item.

Spoiler

I plan release beta version, while i continue work on easy fixes, so it will be time to test it. Only problem i need found force to fix some easy fixes and compile DD archive.

 

Posted
26 minutes ago, JohnConquest12 said:

anybody know where i can get a version of this mod without AWKCR?

it's in the comments somewhere.

  • 2 weeks later...
Posted (edited)

Anybody has an idea what kind of mod could be messing with inflatable plugs without overriding the script (I'm using rc8)? On my end the inflatableplugs script seems to ignore both DD_AV_InflateStatus avifs, it doesn't modify the values nor does it recognize if I set the value manually. Everything else regarding dd works flawlessly as far as I can tell.

Edited by amen88
Posted
9 hours ago, Elsidia said:

Cursed enchantments?

That was it, the rc8 patch that I have installed didn't help either. I didn't expect it to be the culprit since at first glance it didn't seem to mess with inflatable plugs.
To be more precise the problem was under quests, dd_library (xx004C50). Merged the one from rc8 and cursed enchantments into a patch esp and it's working now.

Posted
11 hours ago, Lapsio said:

How can I remove collar or other devices in case I lost key / code?

 

You can buy keys from Kimy in Goodneighbor, or try to struggle out or pick the locks on items to remove them. There are also several mods which add different ways to escape from or be let out of devices.

 

This mod doesn't have anything with unlock codes, you're probablly confusing it with the Real Handcuffs mod.

Posted

hey i wanna ask,is there perhaps a file or mod i could use to let me use the pip pad with blocked hands? or at least a mod that let's me access the struggle menu without the pip pad? been using it and noticed it doesn't show when i'm trying to access the restraint.

Posted
2 hours ago, Dont Tell My Parents said:

I'm using RC8 and I have a vibrating vaginal plug stuck....but it's not in my pipboy. Is there a command I can use to find and remove it? :)

Not really...

The safe way is to craft another one, equip it, make sure to manipulate the lock, exit the Pip-Boy, go back in and remove it.

This will remove the scripts that attached to the vaginal plug. Console commands don't do that, which leads to nasty issues.

Posted
5 hours ago, izzyknows said:

Not really...

The safe way is to craft another one, equip it, make sure to manipulate the lock, exit the Pip-Boy, go back in and remove it.

This will remove the scripts that attached to the vaginal plug. Console commands don't do that, which leads to nasty issues.

 

Oh no. I tried that. I'm getting TWO locks. It says I passed the first one but the second one always fails :(. Maybe I'll go find keys.

Posted
31 minutes ago, Dont Tell My Parents said:

 

Oh no. I tried that. I'm getting TWO locks. It says I passed the first one but the second one always fails :(. Maybe I'll go find keys.

You'll always have more than one lock to pick on the devices. Generally 3 sometimes 2.

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