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Posted (edited)
13 hours ago, RichieSIMmons said:

I keep getting a "missing masters - deviousdevices.esm" message - what am I doing wrong?

Mod is installed wrong missing masters for DD - Torture devices or Fallout 4 dlc's as example. if you use original version of DD - AWKCR mod too as requirement.

Edited by Elsidia
  • 2 weeks later...
Posted

Can I adjust the difficulty of unlocking the device? It doesn't seem reasonable that a random passerby could have multiple locks that are way more powerful than the heavily guarded Brotherhood Airship Captain's Room.

Posted
8 hours ago, Y_M_CA said:

Can I adjust the difficulty of unlocking the device? It doesn't seem reasonable that a random passerby could have multiple locks that are way more powerful than the heavily guarded Brotherhood Airship Captain's Room.

If you're using RC9 you can adjust the lock level in the MCM. But, keep in mind it's backwards. Meaning, 1 is hardest, 9 is easiest.

Posted (edited)

There's apparently a "primitive plug" thing in this mod, it shows up in CBBE and the textures are within the mod, but no traces of it in game. Can anyone help me out here?
image.png.e2997d1364118a6a76ec950dc01e4d5f.png
Also, for some reason im not getting any moans with the plugs anymore. Any help here would be a

Edited by pet420
Posted
On 3/11/2025 at 5:49 AM, Spaceguest991 said:

I'm having a issue with DDRC 9 where trying to walk in any of the high heel devices will cause a CTD.

 

Anyone have any idea's what is causing this?

I still can't figure out what's causing it, the buffout bug report seems to be pointing towards... dlcworkshop2? That doesn't seem to make a lot of sense

 

Spoiler

crash-2025-03-30-16-10-19.log | Scanned with Crash Log Auto-Scanner (CLAS) version 6.55
# FOR BEST VIEWING EXPERIENCE OPEN THIS FILE IN NOTEPAD++ | BEWARE OF FALSE POSITIVES #
====================================================
Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF70B17A752 Fallout4.exe+04AA752
====================================================
Detected Buffout Version: Buffout 4 v1.28.6
Latest Buffout Version: v1.26.2 (NG: v1.31.1)

# [!] CAUTION : REPORTED BUFFOUT 4 VERSION DOES NOT MATCH THE VERSION USED BY AUTOSCAN #
      UPDATE BUFFOUT 4 IF NECESSARY: https://www.nexusmods.com/fallout4/mods/47359
      BUFFOUT 4 FOR VIRTUAL REALITY: https://www.nexusmods.com/fallout4/mods/64880

====================================================
CHECKING IF NECESSARY FILES/SETTINGS ARE CORRECT...
====================================================
✔️ Achievements parameter in *Buffout4.toml* is correctly configured.
  -----
✔️ Memory Manager parameter in *Buffout4.toml* is correctly configured.
  -----
✔️ Looks Menu (F4EE) parameter in *Buffout4.toml* is correctly configured.
  -----
====================================================
CHECKING IF LOG MATCHES ANY KNOWN CRASH CULPRITS...
====================================================
# Checking for Script Crash.................CULPRIT FOUND! #
> Priority : [3] | Papyrus : 4 | VirtualMachine : 0
# Checking for Player Character Crash.......CULPRIT FOUND! #
> Priority : [4] | PlayerCharacter : 9 | 0x00000007 : 9
                   0x00000008 : 0 | 0x000000014 : 9
# Checking for Animation / Physics Crash....CULPRIT FOUND! #
> Priority : [5] | +1FCC07E | hkbVariableBindingSet : 0 | hkbHandIkControlsModifier : 0
                   hkbBehaviorGraph : 0 | hkbModifierList : 0 | BSAnimationGraphManager : 4

 ---------- Unsolved Crash Culprits Below ----------
[CHECK THE BUFFOUT 4 DICTIONARY DOCUMENT FOR DETAILS]

-----
* FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CRASH CULPRITS *
* SEE: https://docs.google.com/document/d/17FzeIMJ256xE85XdjoPvv_Zi3C5uHeSTQh6wOZugs4c *
-----
====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
# [!] NOTICE : BUFFOUT 4 COULDN'T LOAD THE PLUGIN LIST FOR THIS CRASH LOG! #
  Autoscan cannot continue. Try scanning a different crash log
  OR copy-paste your *loadorder.txt* into the scanner folder.
====================================================
CHECKING FOR MODS THAT CONFLICT WITH OTHER MODS...
====================================================
# [!] NOTICE : BUFFOUT 4 COULDN'T LOAD THE PLUGIN LIST FOR THIS CRASH LOG! #
  Autoscan cannot continue. Try scanning a different crash log
  OR copy-paste your *loadorder.txt* into the scanner folder.
====================================================
CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES
====================================================
# [!] NOTICE : BUFFOUT 4 COULDN'T LOAD THE PLUGIN LIST FOR THIS CRASH LOG! #
  Autoscan cannot continue. Try scanning a different crash log
  OR copy-paste your *loadorder.txt* into the scanner folder.
FOR FULL LIST OF IMPORTANT PATCHES AND FIXES FOR THE BASE GAME AND MODS,
VISIT THIS ARTICLE: https://www.nexusmods.com/fallout4/articles/3769
-----
====================================================
CHECKING FOR MODS PATCHED THROUGH OPC INSTALLER...
====================================================
# [!] NOTICE : BUFFOUT 4 COULDN'T LOAD THE PLUGIN LIST FOR THIS CRASH LOG! #
  Autoscan cannot continue. Try scanning a different crash log
  OR copy-paste your *loadorder.txt* into the scanner folder.
====================================================
CHECKING IF IMPORTANT PATCHES & FIXES ARE INSTALLED
====================================================
# [!] NOTICE : BUFFOUT 4 COULDN'T LOAD THE PLUGIN LIST FOR THIS CRASH LOG! #
  Autoscan cannot continue. Try scanning a different crash log
  OR copy-paste your *loadorder.txt* into the scanner folder.
====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CULPRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULPRITS:
* AUTOSCAN COULDN'T FIND ANY PLUGIN CULPRITS *
-----
LIST OF (POSSIBLE) FORM ID CULPRITS:
Form ID: 00000007
Form ID: 00000014
Form ID: 00012F38
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF DETECTED (NAMED) RECORDS:
* AUTOSCAN COULDN'T FIND ANY NAMED RECORDS *
-----
FOR FULL LIST OF MODS THAT CAUSE PROBLEMS, THEIR ALTERNATIVES AND DETAILED SOLUTIONS,
VISIT THE BUFFOUT 4 CRASH ARTICLE: https://www.nexusmods.com/fallout4/articles/3115
===============================================================================
END OF AUTOSCAN | Author / Made By: Poet#9800 (DISCORD) | 280223
CONTRIBUTORS | evildarkarchon | kittivelae | AtomicFallout757
CLAS | https://www.nexusmods.com/fallout4/mods/56255

 

Posted
15 hours ago, pet420 said:

here's apparently a "primitive plug" thing in this mod, it shows up in CBBE and the textures are within the mod, but no traces of it in game.

This is conversion form Skyrim so many thing can't be not in game. Like Gas Mask, what i added in RC9.

Posted

Hey, I just started creating my modlist of Fallout 4 and after installing this I got a message in ModOrganiser that I am missing a HHFootsteps masters. Anyone knows what it is? The game doesn't instantly crash suprisingly, but I know from time of modding Skyrim that it is going to be a problem sooner or later.

Posted
11 hours ago, masterofgamespl said:

Hey, I just started creating my modlist of Fallout 4 and after installing this I got a message in ModOrganiser that I am missing a HHFootsteps masters. Anyone knows what it is? The game doesn't instantly crash suprisingly, but I know from time of modding Skyrim that it is going to be a problem sooner or later.

You installed a mod without its requirements. Start looking at obvious mods like clothing or high heels and make sure you have all requirements.

Posted
19 hours ago, UsernameTaken666 said:

You installed a mod without its requirements. Start looking at obvious mods like clothing or high heels and make sure you have all requirements.

What I meant is that I am missing HhFootsteps masters for this mod. I revieved the requirements and I'm pretty sure I have everything in there.

 

Posted
10 hours ago, masterofgamespl said:

What I meant is that I am missing HhFootsteps masters for this mod. I revieved the requirements and I'm pretty sure I have everything in there.

 

Try this.

HHFootsteps.esp is not a required master for DD, and it has no master requirement for itself.

Posted

Hey, damn it I hate bothering you guys, but I have a problem I kind of can't solve anymore. basically I had "chain bell vaginal plug" equipped via AAF Violate, after I was done I removed it along other stuff. After a while of playing I noticed it was still between my character's legs. Now the issue is it wasn't in my equipment. I went back to the area I dropped it and tried to reequip it and then take off again, but I can't equip it now (I think the game thinks there is a DD in that slot so I can't equip another one on it's place). I am still getting debuffs from SA, as if it was still there. How do I get rid of it, if I can't see it in the inventory? I also did an experiment and used the command to unequip all items (along with the pip boy unfortunately) and it did unequip it, so I assume it's still there, just invisible for some reason. Also I progressed to far and I don't have an auto save anymore unfortunately. 

Posted (edited)
16 hours ago, masterofgamespl said:

I am still getting debuffs from SA,

What version of dd you are used?

I will recommend no matter as version of dd use console.

so in console check player.showinventory

and find item was is equiped on you (rendered device in id) but without name. It possibly will be plug and this item is  used for checks

Then using xedit found inventory device for that. Now in console player.equip item id

In different version DD can react differently.  But if it goes well, now you can try unequip it from inventory

If you don't know how yo use xedit - publish rendered devices id there i will find it for you.

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

What version of dd you are used?

I will recommend no matter as version of dd use console.

so in console check player.showinventory

and find item was is equiped on you (rendered device in id) but without name. It possibly will be plug and this item is  used for checks

Then using xedit found inventory device for that. Now in console player.equip item id

In different version DD can react differently.  But if it goes well, now you can try unequip it from inventory

If you don't know how yo use xedit - publish rendered devices id there i will find it for you.

Ok, so it's either FE01A868 or 11051c18. Both of these are the only worn items without a name that I can't unequip. One of them, I think, is an earring from another mod though.

Edited by masterofgamespl
Posted
On 4/11/2025 at 11:18 AM, masterofgamespl said:

11051c18.

DD_PlugVaginal_ChainBell_Inventory "Chain Bell Vibrator" [ARMO:11051C17]  - try equip player.equipitem 11051C17

FE01A868  - i don't have this mod, checked DCW RealHandcuffs, AAF Violate, AAF Raider pet.

Posted (edited)

@Elsidia When i equip a tape gag during a scene, using equipmentSet, the rendered device is not equipped. If i try to unequip the invisible tape (in console), DD fixes it and equip the rendered device too.
The only msg i get during first equip is: `[DD]: Event: OnEquipped - Actor: Nora. Armor: Tape Gag. Reason: processing ...`
After unequip in console:


 

[DD]: Event: OnUnequipped - Actor: Nora. Armor: Tape Gag. Reason: processing ...
[DD]: Event: OnUnequipped - Actor: Nora. Armor: Tape Gag. Reason: Fixing removed inventory device, if rendered device is equipped
[DD]: Event: OnEquipped - Actor: Nora. Armor: Tape Gag. Reason: triger exit from event, variable ve
[DD]: Function: OnItemEquipped - Actor: Nora. Armor: Tape Gag. Reason: running
[DD] MFGOutfit: equipped by Nora
[DD]: Function: OnItemEquipped - Actor: Nora. Armor: Tape Gag. Reason: Setting sleep anticheat
[DD]: Function: ApplyEffects - Actor: Nora. Armor: Tape Gag. Reason: apply spell: Gagged



Looks like calling equipItem() is not enough anymore. Will try to figure it out, but if you have any idea, let me know. I will also check if i have the last version (mine is RC9_Beta2_Hotfix)

Edited by lee3310
Posted
5 hours ago, lee3310 said:

Looks like calling equipItem() is not enough anymore

Hmm I'm a bit curious. You want to say, that in previous version works simple equipitem instead of EquipDevice? It shouldn't work. In DD 2.0 version for equipdevice was too many call on one device so it sometimes spawns 2 or 3 rendered devices. So when i start develop updated engine i manage split this process. So Event onequipped triggers only if player do it manually and i made all necessary check to be sure, that it still equip exact the same device. I will try to check this event but it should not work in way just equipitem.  If it was so easy, there not be function EquipDevice.

If you need it only for visuals not functionality in equip set you put inside only rendered device. This thing doesn't have scripts.  There possible can be problem, when you try unequip this rendered device on player as it will trigger other player script. But in theory, if script not found in DD_PlayerEquippedItemsplayer this item inventory device, it will  unequip rendered device without problems.

If you try do it on NPC without NPC outfit fix mod, it will trigger get NPC naked and if it have on board equipped inventory devices it will reequip all back with match rendered devices.

Posted
5 hours ago, lee3310 said:

Looks like calling equipItem() is not enough anymore

In theory it can work. I found place where it goes. There is check if player is in menu and skips equip process further if not. So in theory if there i place equip part as player is in menu without menu maybe all be fine. But still not sure what effect it can get. Not sure if i need it release as final version, but i can try do some simple test. In other words equipitem can start work, but it can made new bugs. And i'm not really sure what situations in game i need test for that, to get full picture of good working script. maybe today at evening i will have time for those fixes. And if call yourself as volunteer for test this new script to be sure, that equipped device works fine in many situations maybe i will add it to beta version post as another fix. But it works in way what not to be intended work.

 

Posted (edited)
12 hours ago, lee3310 said:

s not enough anymore

Ok here is fix. I added some funny screen notification, that is work to see it. I do some fast test and not found problems. I'm don't know if it works on NPC as NPC script is a way complicated, but this part is only on player. So if your test say, that all fine i can add as official fix and remove notification.

DD_RestraintScript.7z

Edited by Elsidia
Posted
19 minutes ago, Elsidia said:

Ok here is fix. I added some funny screen notification, that is work to see it. I do some fast test and not found problems. I'm don't know if it works on NPC as NPC script is a way complicated, but this part is only on player. So if your test say, that all fine i can add as official fix and remove notification.

DD_RestraintScript.7z 31.83 kB · 0 downloads

Thank you, this should work. I will test it this evening. Yesterday, as a workaround i just unequipped the item if not rendered and let the unequip event handle the rest. 
PS 


A little something i noticed. The silent bool is inversed twice, so no need for "!"

Bool Silent = !(UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") )
If !Silent


Same as:


Bool Silent = (UI.IsMenuOpen("ContainerMenu") || UI.IsMenuOpen("PipboyMenu") )
If Silent

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