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Posted (edited)
3 hours ago, jbezorg said:

Sexlab Harassment removes all DD items not all the effects are being removed.

TDnofigting is spell from torture devices, maybe Harassment use own method to remove it?

About ball gag not sure. Also maybe you can send papyrus log on remove?

 

Edited by Elsidia
Posted
3 hours ago, Elsidia said:

I take a small peak into sex harassment script source and can't find any logical explanation, why it not works. This problem still exists?

 

Problem happened again. Used normal DD struggle the next time on the wrist ropes and can't equip weapons although the bound wrist animation was removed like the last time.

 

Steps and notes listed below as I investigated:


#1 - Checked for conflicts with loaded mods in FO4Edit and didn't find any.

#2 - "TDNoFighting" [SPEL:090090F3] and "TD NoFightingEffect" [MGEF:090090D5] looks like it targets followers with cuffs.

 

The effects scripts properties and values are :

  • TeammateReadyWeapon_DO -> TeammateReadyWeapon_DO [KYWD:001D03E1]
  • TheFollowerScript -> Followers "Follower & Companion System Control Quest" [QUST:000289E4]
  • _TD_BoundHandsFollowPackageAlias -> _TD_GeneralFunctions [QUST:0900173A] -> 001 _TD_BoundHandsFollowPackageAlias
  • _TD_BoundHandsPackageAlias -> _TD_GeneralFunctions [QUST:0900173A] -> 000 _TD_BoundHandsPackageAlias
  • _TD_DoNoAIChange -> _TD_DoNoAIChange [KYWD:09005444]

 

#3 - This is the most likely cause.  DD_EffectSpell_Disarm & DD_Effect_Disarm

image.png

 

Scriptname DD:DD_Effect_Disarm extends activemagiceffect

DD:DD_Library Property libs Auto Const	; Base API

Event OnEffectStart(Actor akTarget, Actor akCaster)
	If akTarget != libs.player
		return
	EndIf
	if akTarget.GetEquippedWeapon() == none && akTarget.GetEquippedWeapon(1) == none
	else
		libs.Disarm(akTarget)
	endif
EndEvent



#4 - DD Straight Jacket Spell list

image.png

 


#5 - Wrist ropes and a few others with the heavy bondage keyword do not have the DD_EffectSpell_Disarm spell added.

My guess:

  1. There is a maintenance script that adds the spell on game load or location change if it detects that the player is wearing an item with the heavy bondage keyword and the player doesn't have the DD disarm spell.
     
  2. Since DD_EffectSpell_Disarm is not in the item's SPELL array, the spell isn't removed when the item is removed.  
Posted

Also. When I looked at properties for the DD_Library quest. There were some property errors that the Creation Kit automatically removed and "fixed".  

image.png

Posted (edited)
1 hour ago, jbezorg said:

#2 - "TDNoFighting" [SPEL:090090F3] and "TD NoFightingEffect" [MGEF:090090D5] looks like it targets followers with cuffs.

I don't know how it works in TD, but this spell don't allow fight player too in practice and are main spell for that.

1 hour ago, jbezorg said:

This is the most likely cause.  DD_EffectSpell_Disarm & DD_Effect_Disarm

No. This spell does nothing. History.

This spell was made for hide weapon when you wear bondage mittens not to look silly. DD 2.0

In DD 2.0 RC8 this spell was added to straitjacket type and Yoke to hide weapons too. And nothing more.

But in reality even if weapon is hide it not solve problems with battle pose - it just removes weapon and player are left in battle pose.

Because i made a fix.

1 hour ago, jbezorg said:

Also. When I looked at properties for the DD_Library quest. There were some property errors that the Creation Kit automatically removed and "fixed".  

I made this property for previous mention fix.

Silly Fallout doesn't allow define a idle, what starts with number - returns compilation error.

Idle Property FstPSheathe Auto Const                ; Exit Battle pose

If you define

Idle Property 1stPSheathe Auto Const                ; Exit Battle pose - it returns compilation error

If you know how to made compile this idle without made this silly property in DD library, i will likely hear and fix.

 

So returns to my fixes.

I need do something to force player out of battle pose, so this idle does it perfectly

But problem is there this idle not played in menu.  So i need made lame fix to check if player are in menu.

Spoiler

Function Disarm(Actor akActor)
    Weapon S
    S = DD_SmokinGun
    akActor.AddItem(S, 1, true)
    akActor.Equipitem(S, False, True)
    akActor.Unequipitem(S, False, True)
    akActor.RemoveItem(S, 1, true)
    If (UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") || UI.IsMenuOpen("Console")) ;EgoBallistic fix
        StartTimer(0.5, 69)
    Else
        Utility.Wait(1)
        player.playidle(FstPSheathe)
    EndIf
EndFunction

As you see disarm function equips DD smoke gun and unequip it, so left actor without weapon. And not necessary for wrist restraints works.

So just without this spell if player are in battle pose, when after equip ropes, it just left in battle pose without chance to exit and can't shoot, because TDNoFighting from TD blocks fight. When you remove ropes, player is left with weapon in arms and restore chance to shoot.

So i decide fix it. And added for player part with timer (lame, but i just need time for wait exit from menu)

So it check if player is in menu:

If no, it do 1 sec. delay - it's necessary for Fallout 4 somehow. And then play 1stPSheathe idle, what force player exit from battle pose. So now disarm removes a weapon and force player exit from battle pose.

If player is in menu it starts timer what waits while player left menu and then play a idle with the same condition as previous.

So in latest version (what not published) i add spell disarm to all restraints, what have TDNoFighting spell as it makes sense to fix player pose and disarm weapon.

 

So i'm sure this spell 100% not guilty as it does nothing.

 

But if you still think that it will help i can push this update tomorrow.  As for me thinking, it will not help.

But still will be nice to see papyrus when it happen - what spells are removed and maybe just not trigger spell remove. Maybe something stuck in TD side - as not removed some keywords or hkx pose not updated for player.

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

"TD NoFightingEffect" [MGEF:090090D5]

I just check this effect and there is:

if akTarget == Game.Getplayer()
        TDLayer = InputEnableLayer.Create()
        TDLayer.EnableFighting(false)

 

So it just use layer to block fight. So my opinion is that some mod or even DD (when vibration event plays) mess up with this layer and damage it, so when spell is removed it can't correctly enable fight mode.

 

Edited by Elsidia
Posted

ok, I am really hoping someone can help me, please.

 

When I talk to people they bring up that I have a devious device, and I ask if they world help me and they say yes. . One problem, I do not have a devious device on. I unequipped and removed all through through command prompt, I am naked with nothing in my inventory. When I do try to unequipall, I get an error message saying something could not be unequipped.

 

I can't proceed with the game, no one will talk to me.

Posted
On 9/2/2023 at 9:37 AM, valcon767 said:

usage report

i have both Outfit Redress Fix and RC9 running in same game and so far have not hit any bugs.

other than a single issue, which turned out to be a corrupted download i have not had any issues with RC9.

i use MO2 and am including loadorder and plugins files for those who wish to see what else i have running.

 

edit 

i do have Outfit Redress Fix loading before RC9.

end edit

 

loadorder.txt 6.46 kB · 1 download plugins.txt 6.61 kB · 0 downloads

O wow thiz iz good to know! Outfit Redress Fix is just an F4SE plugin so it doesn't load before or after RC lol Thank u. I don't seem to have any issues with it either, and am not noticing broken stand guard behavior as was mentioned as a symptom of the issue I guess. I mean peeps look back and forth sometimes when trying to find pathing when patrolling, but that seems to be a normal oddity in any playthrough I've ever attempted. So I don't see any problems I can link to running them both.

Posted
21 minutes ago, LynErso666 said:

O wow thiz iz good to know! Outfit Redress Fix is just an F4SE plugin so it doesn't load before or after RC lol Thank u. I don't seem to have any issues with it either, and am not noticing broken stand guard behavior as was mentioned as a symptom of the issue I guess. I mean peeps look back and forth sometimes when trying to find pathing when patrolling, but that seems to be a normal oddity in any playthrough I've ever attempted. So I don't see any problems I can link to running them both.

 

Right, load order between the two would be irrelevant anyway. I've been using them both together and haven't observed any problems, but that doesn't mean there aren't any, just that I haven't noticed them if they're happening.

Posted
1 hour ago, mulliganplummer said:

I unequipped and removed all through through command prompt

There's a reason you never do that. It breaks things beyond repair.

You can try crafting the items you forced removed, color doesn't matter, equip each item, manipulating the lock for easy removal, exit the Pip-Boy, open it and remove the item.

You "might" have to do it more than once for certain items, which indicates they were still equipped, script wise.

Or the simple way, roll back/start a new run.

Posted
3 hours ago, Elsidia said:

I made this property for previous mention fix.

Silly Fallout doesn't allow define a idle, what starts with number - returns compilation error.

Idle Property FstPSheathe Auto Const                ; Exit Battle pose

If you define

Idle Property 1stPSheathe Auto Const                ; Exit Battle pose - it returns compilation error

If you know how to made compile this idle without made this silly property in DD library, i will likely hear and fix.


That's probably a limitation of the underlying compiler for the game itself. e.g. In VB and C# variable names must begin with a letter or underscore.
 

Posted
8 hours ago, Elsidia said:

If (UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") || UI.IsMenuOpen("Console")) ;EgoBallistic fix

If you only need to check those menus and not all of them, isn't it better to register for them "RegisterForMenuOpenCloseEvent("ContainerMenu"), RegisterForMenuOpenCloseEvent("PipboyMenu")..." and

OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
 if !abOpening
	player.playidle(FstPSheathe)

instead of a timer.

Posted (edited)
1 hour ago, lee3310 said:

If you only need to check those menus and not all of th

I need be sure, that player not in any menu, trade, pipboy etc (about console not sure) - so player is in state to be ready a play animations. Or if not, idle is played without effect.

 

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

I need be sure, that player not in any menu, trade, pipboy etc (about console not sure) - so player is in state to be ready a play animations. Or if not, idle is played without effect.

 

If you need to check all menus, you can use "if Utility.IsInMenuMode()" and the timer but if those 3 menus you posted suffice, then events are more suitable (smoother). Just a suggestion.

If Utility.IsInMenuMode()
        StartTimer(0.5, 69)
	

I didn't know about property names starting with number don't compile, need to try it.

Edited by lee3310
Posted
21 hours ago, lee3310 said:

I didn't know about property names starting with number don't compile, need to try it.


This is all I can find regarding papyrus variables. Nothing in the CK wiki for Skyrim or FO4.


https://wiki.beyondskyrim.org/wiki/Arcane_University:Scripting_Best_Practices
 

#13 - Don’t start properties, variables, functions, or any type of Papyrus identifier with a number --- the compiler will fail (i.e. 123function() fails).

Posted
16 hours ago, jbezorg said:

#13 - Don’t start properties, variables, functions, or any type of Papyrus identifier with a number --- the compiler will fail (i.e. 123function() fails).

Idle with number is original bethesdas idle. How they use it? )))

 

Posted
7 hours ago, Elsidia said:

Idle with number is original bethesdas idle. How they use it? )))

 

The names of script variables/properties don't have to match the form names in the plugin, they can be (and often are) entirely different. But also, most idles you see happening in the game aren't being triggered by Papyrus scripts, they're from things like idle markers or packages which are implemented entirely within the game engine and never touch scripts.

 

The "don't start things with digits" requirement is specific to Papyrus scripting.

Posted (edited)
9 hours ago, Elsidia said:

Idle with number is original bethesdas idle. How they use it? )))

 

 

2 hours ago, vaultbait said:

 

The names of script variables/properties don't have to match the form names in the plugin, they can be (and often are) entirely different. But also, most idles you see happening in the game aren't being triggered by Papyrus scripts, they're from things like idle markers or packages which are implemented entirely within the game engine and never touch scripts.

 

The "don't start things with digits" requirement is specific to Papyrus scripting.


The name of the idle as it appears in the CK isn't a variable within the CK and within the game itself.

The game is also a database with everything identified by a unique form id and having properties depending what type of thing it is. "1stPSheathe" is just a value of the editor id (EDID) property of that particular idle. The form id is also a property value of the thing with a constraint that it must be a hexadecimal number padded with leading zeros to always be 8 digits and a max value of 00FFFFFF (16,777,215).

Edited by jbezorg
Posted

I don't want to disturb your discussion but I need to know how to get restraints, specifically handcuffs off. I have keys, but I can't access them and buying some from goodneighbour just places them in my inventroy which doesn't help me. Right now I need to reload a save whenever handcuffs are applied since I can't seem to figure out how to escape them,

Maybe I'm just being dumb and overlooked something

Posted
24 minutes ago, TheNewGal said:

I don't want to disturb your discussion but I need to know how to get restraints, specifically handcuffs off. I have keys, but I can't access them and buying some from goodneighbour just places them in my inventroy which doesn't help me. Right now I need to reload a save whenever handcuffs are applied since I can't seem to figure out how to escape them,

Maybe I'm just being dumb and overlooked something

 

If they're handcuffs from Devious Devices, you should be able to try to unequip them in your Pip-Boy, which will bring up a menu where you can try to unlock them, struggle out, pick the lock, etc. If the handcuffs are from the Real Handcuffs mod, trying to access your Pip-Boy will bring up a menu where you can struggle or investigate the lock.

 

Depending on which mod they're from, your options for removing handcuffs differ. There are other mods which give you additional ways to unlock or remove restraints from both DD and RH (DD Armorbench Unlocker, Sex Attributes, Sexual Harassment, Hardship, Boston Devious Helper, and probably more I'm forgetting).

Posted

Alright thanks that kind of fixed it, however one of the restraints is still causing issues. I was wearing something that slowed my character down and even after removing it the effect still happens, putting it on and off again doesn't help. I can sprint but my walking speed is drastically reduced. Any idea what to do?

Posted
18 hours ago, TheNewGal said:

I was wearing something

In Fallout 4 DD not armor named something. This is added by another mod. So search in this mod page. What version of DD you have? 2.0, 2.0 RC8 or 2.0 CE9?

Posted
On 9/8/2023 at 5:40 AM, TheNewGal said:

Alright thanks that kind of fixed it, however one of the restraints is still causing issues. I was wearing something that slowed my character down and even after removing it the effect still happens, putting it on and off again doesn't help. I can sprint but my walking speed is drastically reduced. Any idea what to do?

 

It might not be related to DD gear.  If you have Sex Attributes installed, the physical wear effects may be causing the speed reduction.  I get annoyed by this function as well, if you get group banged by a bunch of Super Mutants, it can turn into a never-ending chain.  You can't get away fast enough for them to not to reengage (thus making the effect worse after round 2+), without changing mod settings to get away.

 

The wear effects will wear off with sleep/time/stim packs, or you can disable the effects in the MCM.

Posted

Anyone else just have their body completely destroyed upon exiting Power Armor???? Just frozen mid-morphing all over the dam place? I swear I saw a fix either on Loverslab or Nexus just for this, but no related search term on 11 different search engines seem to bring me anywhere near such a fix

Posted (edited)
36 minutes ago, LynErso666 said:

Anyone else just have their body completely destroyed upon exiting Power Armor???? Just frozen mid-morphing all over the dam place? I swear I saw a fix either on Loverslab or Nexus just for this, but no related search term on 11 different search engines seem to bring me anywhere near such a fix

Does it look like the pic below? If so, you have a mod that's messing with the race change on PA exit. ie; from power armor race back to human race.
The pic below was caused by a slaver mod I had installed.. back in 2017. LOL

 

Fallout 4 02.10.2017 - 14.16.23.02.png

Edited by izzyknows

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