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Posted (edited)
3 minutes ago, izzyknows said:

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

O no it's the physics, my 3BBB body parts are stretching 2 feet away from my body all to the left whenever I put on any outfit now. It appears to be permeant too, so Ima have to load. Only happens with Devious Devices on I just confirmed. I guess no using Power Armor with Devious Devices installed is the safest bet for now for me. I swear to hell I saw something about this bug in the reqs for Devious Devices or somewhere on the Loverslab. There's a fix included with one of these mods somewhere but I just can't find it.

Edited by LynErso666
Posted
5 minutes ago, LynErso666 said:

I guess no using Power Armor with Devious Devices

You shouldn't be able to use PA while wearing restraints. But then again, I haven't used PA in 5+ years. LOL

Posted (edited)
6 minutes ago, izzyknows said:

You shouldn't be able to use PA while wearing restraints. But then again, I haven't used PA in 5+ years. LOL


I know it's a known issue with some mod, I just can't for the life of me place it. I remember downloading a mod and it saying "Use this if your body stretches when exiting power armor" and nope can't recall more than just thinking "Why would I ever need that!?" like a dumbass lol

But not being able to use Power Armor with just like a harness on? I can understand cuffs and whatnot but I just had a slave harness on.

Edited by LynErso666
Posted
20 minutes ago, LynErso666 said:

But not being able to use Power Armor with just like a harness on? I can understand cuffs and whatnot but I just had a slave harness on.

None of the items. As you well know they will cause issues when changing races. But IF I remember right, it's just items that restrain movement "should" block PA usage.

At least with RC8 & RC9.

 

Posted

Hmm. I remember i use power armor long time ago with restraints and nothing wrong happens. In belted quest you need use it with restraints at game start. It was DD 2.0 and FG i think

 

Posted
On 9/9/2023 at 9:14 PM, Copr5 said:

Where do you go to find the RobCo Hacked Shock Collars?

 

That's a Real Handcuffs question. But I believe you can make them at a chemistry workbench and modify them at an armor workbench.  

Posted
2 hours ago, cockroach666 said:

could you add ropes that bind the arms to the torso? maybe some chains.

 

The original author doesn't seem to be developing new content for this, and the community maintenance work has focused on fixing bugs and polishing existing features rather than adding net new items.

 

You probably want to keep an eye on this instead.

Posted (edited)
10 hours ago, cockroach666 said:

you add ropes that bind the arms to the torso? maybe some chains.

For that you need 3D animator to made new animations. DD uses TD animations for this. Chains already need 3D artist, what made it and add bones for physics animations. I'm just write program.

 

Edited by Elsidia
Posted

Does anyone know if there's a way to modify the mod so leg devices don't slow you down quite so much, really just makes it unplayable for me with them on ?

Posted
7 hours ago, Senick said:

Does anyone know if there's a way to modify the mod so leg devices don't slow you down quite so much, really just makes it unplayable for me with them on ?

yes and no

in the MCM there is a setting to determine how much they slow you down in 1st person view mode (and to choose bunnyhop or classic).

in 3rd person view mode you will still suffer the slowdown.

 

Posted
7 hours ago, Senick said:

the mod so leg devices

There is two types of leg devices: boots, what slow you down and skirts, what change animation to bunny walk. What devices you mean?

Posted
23 hours ago, Elsidia said:

There is two types of leg devices: boots, what slow you down and skirts, what change animation to bunny walk. What devices you mean?

leg and ankle restraints

Posted
50 minutes ago, M.BISON said:

quick question. Does the "strange body" de-spawn or meant to just stay there? (after investigating body) 

 

Currently it never goes away. It would probably make sense to set it to delete when able after the note is read, or something along those lines. In my mods I set unique loot corpses with quest items as aliases, so I can simply call Alias_WhicheverCorpse.GetReference().DeleteWhenAble() in the last stage fragment.

Posted (edited)

I notice there's a "Refresh Device Effects" feature that never seems to...refresh any of the effects at all???? Like the hobble skirt never goes away until I remove the spell from the player manually. Almost none of the cuffs seem to even have an arms bound anim most of the time, and then sometimes they do! It's so weird. I pretty much have all the spells memorized I'm so used to doing this myself now. lol. Idk whaz all going on with this, but a working Refresh Device Effects feature would be the absolute shizzle! I can't express how much I'd love that feature.

And removing the hobble skirt effect manually results in no 1st person usage until u save and load again fyi! in case someone tries it. O lord...IM definitely never allowing those to be used again. lol But I hope the refresh feature gets some luv! It doesn't even display a message confirming anything. Still worlds better than the Skyrim DD, which felt like some kind of mod-user hell, with the illusion of control but so many features that couldn't be controlled it felt pointless. I certainly would love to remove all the time-shields and whatnot, but Idk how yet.

Edited by LynErso666
Posted
5 hours ago, Elsidia said:

I have no clue what is Refresh Device Effects

It's like...the setting called "Refresh Device Effects" word-for-word in the Debug menu of the "Devious Devices" Mod-Configuration-Menu.

Posted
4 hours ago, LynErso666 said:

"Devious Devices" Mod-Configuration-Menu.

Ahh.... this.... technically it does nothing.

At least not fix broken things just try to restore animation and apply blindfold and update some perks.

Posted
19 hours ago, vaultbait said:

 

Currently it never goes away. It would probably make sense to set it to delete when able after the note is read, or something along those lines. In my mods I set unique loot corpses with quest items as aliases, so I can simply call Alias_WhicheverCorpse.GetReference().DeleteWhenAble() in the last stage fragment.

 

Yeah thought it might delete after a day from reading the note. Well, guess now there's another permanent dead body after Sanctuary bridge. 

 

 

Is it safe to use the "markfordelete"

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