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Posted (edited)
1 hour ago, serranna said:

I can confirm the Devious Devices Face Morphs ESP RC8 installs is active.

RC8 doesn't install that.

Remove ALL patches/mods that effect Devious Devices as many are already incorporated into RC8.

You can still run Rogg DD Items Manager, it just wont manage the new items. which isn't an issue.

Remember, RC8 is a total replacement for Devious Devices 2.0, so uninstall DD2.0 completely, then install RC8, build the outfits and play.

 

I forget, but I think DD Enchanting causes issues. But don't quote me on that! LOL

Oh, and install/overwrite the MCM config file, it fixes the MCM display issue.

Edited by izzyknows
Posted
11 hours ago, izzyknows said:

RC8 doesn't install that.

 

4 hours ago, Elsidia said:

AAF mod is installed and work?

 

Initially I installed all the old mods I was using, but then decided to look for the updated stuff. Not quite sure why the face morphs file lingered, but I removed it and it didn't help. I tried to uninstall everything, but one of the mods I have installed caused save corruption when I removed it to test.

Below is the lost of mods I'm trying to use. I have the LLFP mod, and AAF installed.

 

Spoiler

image.png.0ea153a2b1d027c2b00369e1170a07ad.png

 

Posted
1 hour ago, serranna said:

I have the LLFP mod, and AAF installed.

AAF 103 & above have the LLFP so no need to have a separate version.

Load up a new game & see how things go. With DD Enchantings disabled.

Also, never use ESP Explorer on Devious Devices, it will break your game as it will load every script for every item multiple times with no way to terminate them.

 

And this probably go without saying, but I'm gonna anyway. Never disable/uninstall mods mid run, this goes double for scripted mods. Disable/uninstall them then start a new run to test/debug.

Posted
44 minutes ago, izzyknows said:

Disable/uninstall them then start a new run to test/debug.

 

I've been testing on an existing save for convenience. If I start over I have to go through the entire opening cutscene all over again because I don't have any alternate start mods, and have to keep playing until I get a hold of a gag because I don't know how to just add an item to my inventory because this game doesn't have additemmenu like Skyrim has. I'll try it out after removing LLFP and DDE later tonight.

 

Posted
8 minutes ago, serranna said:

 

I've been testing on an existing save for convenience. If I start over I have to go through the entire opening cutscene all over again because I don't have any alternate start mods, and have to keep playing until I get a hold of a gag because I don't know how to just add an item to my inventory because this game doesn't have additemmenu like Skyrim has. I'll try it out after removing LLFP and DDE later tonight.

 

There is: https://www.nexusmods.com/fallout4/mods/56922

Posted (edited)
2 hours ago, serranna said:

 

I've been testing on an existing save for convenience. If I start over I have to go through the entire opening cutscene all over again because I don't have any alternate start mods, and have to keep playing until I get a hold of a gag because I don't know how to just add an item to my inventory because this game doesn't have additemmenu like Skyrim has. I'll try it out after removing LLFP and DDE later tonight.

 

You can craft them at the Restraints workbench.

And all you need for quick testing is a vanilla un modded save like Ms Vault 111

Or make you own. This will allow for testing while not proking your current save, just make sure to wait a couple minutes after loading for all your mods to fully load.

Keep in mind, scripted mods are baked into the save, so removing one will cause even more errors, in turn creating a never ending hunt for what is actually the cause of the original issue.

Edited by izzyknows
Posted
1 hour ago, vaultbait said:

Note that's a relatively ancient version of AAF.

I always use AAF from Nexus. Is it better to install AAF version from your link? Note: i'm not playing Fallout 4, just need AAF for testing new DD, what i try to fix.

 

Posted
17 minutes ago, Elsidia said:

I always use AAF from Nexus. Is it better to install AAF version from your link? Note: i'm not playing Fallout 4, just need AAF for testing new DD, what i try to fix.

 

If you're not using AAF then sticking to an older version is probably fine. I wouldn't recommend outdated AAF versions to other players who are expecting to use it though, since they may want bug fixes and performance improvements.

Posted

I run in to a problem when the animation of AAF play, the device is not being removed and I am using the sexual harassment mod. 

Posted (edited)
14 hours ago, Kaniee said:

I run in to a problem when the animation of AAF play, the device is not being removed and I am using the sexual harassment mod. 

If you use DD 2.0 RC8, there is AAF fix included, what in sex not remove DD items. In other way, if those will be removed, it will destroy restraints.

If you want, find this list and delete in mod. But then all restraints will be destroyed after sex.

AAF folder file name DeviousDevices_protectedEquipmentData.xml into DD 2.0 RC8

 

Edited by Elsidia
Posted (edited)
14 hours ago, Elsidia said:

Devious Devices RC9 beta

Once I fixed all the missing textures and a couple broken scripts it "seems" to be working correctly, at least for now.

 

 

Just kidding, it's working pretty well so far. ;)

 

I keep getting F4SE Version 6 notifications (top left). Did you forget to remove a debug notice?

Edited by izzyknows
Posted
10 hours ago, vaultbait said:

 

This is begging for a Blind Master martial arts perk. ?

 

?...

perhaps

... every time the player crits the effects are reduced until they are eliminated. 

Posted
9 hours ago, izzyknows said:

I keep getting F4SE Version 6 notifications (top left). Did you forget to remove a debug notice?

I forgot and not forgot. First i forgot, but then decide left it as it is to remember player that F4SE is running)

Recompiled script without it

Still, if you haven't necessary F4SE, will be big warning with press ok every time, when you load a game.

DD_Library.pex

Posted
Just now, serranna said:

Not sure if this is a DD or DCW question, but who do you talk to if you have a jammed lock to get it unjammed?

In Fallout 4 no one. Maybe are some mod about what i don't know.

In Fallout 4 is technically hard change NPC dialogues.

Posted (edited)
3 hours ago, Elsidia said:

I forgot and not forgot. First i forgot, but then decide left it as it is to remember player that F4SE is running)

Recompiled script without it

Still, if you haven't necessary F4SE, will be big warning with press ok every time, when you load a game

Kool. But at this point, I think it's highly unlikely there's anyone that is not running F4SE. But a big popup warning that the mod is broke due to lack of a required master is a good idea.

Edited by izzyknows
Posted
3 hours ago, serranna said:

Not sure if this is a DD or DCW question, but who do you talk to if you have a jammed lock to get it unjammed?

Wait until you can attempt to escape again, clear the lock, then try to pick/unlock it.

Posted
34 minutes ago, izzyknows said:

Kool. But at this point, I think it's highly unlikely there's anyone that is not running F4SE. But a big popup warning that the mod is broke due to lack of a required master is a good idea.

 

Agreed, anyone should feel free to look at/steal examples from the main scripts in Unhealthy Craving or Milking Human Kindness. They check for presence of F4SE, any required F4SE plugins, and any direct or transitive masters of the mods' plugins when loading the game, popping up detailed messageboxes explaining what was missed. Too many users who can't/won't read mod descriptions kept reporting "bugs" because they didn't have DLCs, SUP F4SE, etc.

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