Elsidia Posted July 20, 2025 Posted July 20, 2025 1 hour ago, Allen Harris said: have a dependency on a mod that's written for F4SE? Yes it use F4SE as least to remove random restraint. If you don't know what exactly is on actor. If moders use new functions, it can find equipped restraint by biped slot or keyword. Before that this random command works only on player and use database for that, now it use F4SE to find restraint and work on NPC too. Maybe it's used for another things too, i clearly don't remember.
Elsidia Posted July 20, 2025 Posted July 20, 2025 (edited) 1 hour ago, Allen Harris said: for F4SE F4Se is used for get name for log files and fix time bug with mod (forgot name), what removes pause in game. So original time check commands not work and this mod don't allow manipulate with equipped devices. Edited July 20, 2025 by Elsidia
Allen Harris Posted July 20, 2025 Posted July 20, 2025 5 minutes ago, Elsidia said: F4Se is used for get name for log files and fix time bug with mod (forgot name), what removes pause in game. So original time check commands not work and this mod don't allow manipulate with equipped devices. But there's no DLL in the F4SE directory. Are you calling a native function in Papyrus that references F4SE?
Elsidia Posted July 20, 2025 Posted July 20, 2025 8 hours ago, Allen Harris said: Are you calling a native function in Papyrus that references F4SE? Yes calling native functions F4SE Like ddWornItem = akActor.GetWornItem(bps)
Allen Harris Posted July 21, 2025 Posted July 21, 2025 16 hours ago, Elsidia said: Yes calling native functions F4SE Like ddWornItem = akActor.GetWornItem(bps) Gotcha. Yay - only problem is...that means I'm still no closer to solving the problem lol. Is there any way you could tell me where to find anything that would load on game load (not save load - when the application first starts)?
Elsidia Posted July 22, 2025 Posted July 22, 2025 (edited) 18 hours ago, Allen Harris said: hat would load on game l I don't understand clearly what you mean. As i understand it never happen. But when mod is installed and possibly on when starts new game, or game load should happen this event from dd_library. event OnInit() log("OnInit started...") ;PopulateDB() ;DB init rework credits by Tron91 database1 = new WornDevices[0] database2 = new WornDevices[0] database3 = new WornDevices[0] database4 = new WornDevices[0] database5 = new WornDevices[0] database6 = new WornDevices[0] database7 = new WornDevices[0] database8 = new WornDevices[0] database9 = new WornDevices[0] database10 = new WornDevices[0] database11 = new WornDevices[0] database12 = new WornDevices[0] database13 = new WornDevices[0] database14 = new WornDevices[0] database15 = new WornDevices[0] database16 = new WornDevices[0] database17 = new WornDevices[0] database18 = new WornDevices[0] database19 = new WornDevices[0] database20 = new WornDevices[0] log("Created database....") databaseCreateStruct(Player) StartTimerGameTime(6, 1) CheckF4SEVersion() log("OnInit finished...") endEvent When quest initialize: ; On inital start-up of the DD quest, this adds the workshop category dynamically, thus avoiding conflict with other mods that add categories Event OnQuestInit() log("OnQuestInit started...") RegisterForRemoteEvent(player, "OnPlayerLoadGame") log("Registered event 'OnPlayerLoadGame'...") WorkshopMenuRaider.AddForm(DD_WorkshopMenu) log("Added Workshop menu...") log("OnQuestInit finished...") EndEvent The same when event is registered when player loads a game should trigger event Event Actor.OnPlayerLoadGame(Actor akActor) if !WorkshopMenuRaider.HasForm(DD_WorkshopMenu) WorkshopMenuRaider.AddForm(DD_WorkshopMenu) endif updateMod() DD_EffectQueueTail = 0 DD_EffectQueueHead = 0 ; <------- Database delete ------> If !cl If database1.length > 0 database1 = new WornDevices[0] notify("Database1 records deleted") EndIf cl = true EndIf CheckF4SEVersion() ; equipdevice(player,DD_Wristcuffs_Armbinder_Latex_Inventory,DD_Wristcuffs_Armbinder_Latex_Rendered,true, color="white") ; for traps test purpose color="white" EndEvent Edited July 22, 2025 by Elsidia
Allen Harris Posted July 26, 2025 Posted July 26, 2025 (edited) On 7/22/2025 at 5:12 AM, Elsidia said: I don't understand clearly what you mean. As i understand it never happen. But when mod is installed and possibly on when starts new game, or game load should happen this event from dd_library. event OnInit() log("OnInit started...") ;PopulateDB() ;DB init rework credits by Tron91 database1 = new WornDevices[0] database2 = new WornDevices[0] database3 = new WornDevices[0] database4 = new WornDevices[0] database5 = new WornDevices[0] database6 = new WornDevices[0] database7 = new WornDevices[0] database8 = new WornDevices[0] database9 = new WornDevices[0] database10 = new WornDevices[0] database11 = new WornDevices[0] database12 = new WornDevices[0] database13 = new WornDevices[0] database14 = new WornDevices[0] database15 = new WornDevices[0] database16 = new WornDevices[0] database17 = new WornDevices[0] database18 = new WornDevices[0] database19 = new WornDevices[0] database20 = new WornDevices[0] log("Created database....") databaseCreateStruct(Player) StartTimerGameTime(6, 1) CheckF4SEVersion() log("OnInit finished...") endEvent When quest initialize: ; On inital start-up of the DD quest, this adds the workshop category dynamically, thus avoiding conflict with other mods that add categories Event OnQuestInit() log("OnQuestInit started...") RegisterForRemoteEvent(player, "OnPlayerLoadGame") log("Registered event 'OnPlayerLoadGame'...") WorkshopMenuRaider.AddForm(DD_WorkshopMenu) log("Added Workshop menu...") log("OnQuestInit finished...") EndEvent The same when event is registered when player loads a game should trigger event Event Actor.OnPlayerLoadGame(Actor akActor) if !WorkshopMenuRaider.HasForm(DD_WorkshopMenu) WorkshopMenuRaider.AddForm(DD_WorkshopMenu) endif updateMod() DD_EffectQueueTail = 0 DD_EffectQueueHead = 0 ; <------- Database delete ------> If !cl If database1.length > 0 database1 = new WornDevices[0] notify("Database1 records deleted") EndIf cl = true EndIf CheckF4SEVersion() ; equipdevice(player,DD_Wristcuffs_Armbinder_Latex_Inventory,DD_Wristcuffs_Armbinder_Latex_Rendered,true, color="white") ; for traps test purpose color="white" EndEvent No, I was thinking of when the actual application starts. Script Extender has an event for that. But I just realized you can't access it from purely Papyrus scripts. It's *very* strange, because my crash happens when the application starts - but *only* when I have Devious Devices installed and run it through Script Extender. If I don't have DD installed, even if I load it through Script Extender, (or I have DD installed but don't load the Script Extender) it doesn't crash. My best guess is that there must be some resource that Devious Devices is referencing that doesn't exist. Edited July 26, 2025 by Allen Harris
Elsidia Posted July 26, 2025 Posted July 26, 2025 7 hours ago, Allen Harris said: when I have Devious Devices installed and run it through Script Extender. Try this script. i made some changes. Mostly possibly it not help. But You can try. If game starts there is big probability when it crashes on another F4SE script. DD_Library.pex
AndarielHalo Posted July 27, 2025 Posted July 27, 2025 So, got an incident that completely broke the game. Was equipped with Rusty chain harness (shackled) and handcuffs from Real Handcuffs. Got the handcuffs off but now I can't get the harness off as it keeps saying I need to remove nonexistent wrist cuffs first. I've searched this thread and tried everything that even resembles this issue to try to fix and nothing works.
Franco Cozzo Posted July 27, 2025 Posted July 27, 2025 2 hours ago, AndarielHalo said: So, got an incident that completely broke the game. Was equipped with Rusty chain harness (shackled) and handcuffs from Real Handcuffs. Got the handcuffs off but now I can't get the harness off as it keeps saying I need to remove nonexistent wrist cuffs first. I've searched this thread and tried everything that even resembles this issue to try to fix and nothing works. The rusty chain harness has the wristcuffs keyword as well, my semi-patch thing will fix that by removing the keyword so it only counts as a suit, until it's officially fixed (if it ever is) or you can make your own patch in xEdit if you dont want to use the thing I made 1
Elsidia Posted July 27, 2025 Posted July 27, 2025 3 hours ago, Franco Cozzo said: until it's officially fixed Chain harness is officially wrist cuffs and by removing this keyword you officially broke this restraint and allow wear other wrist cuffs with this thing what is not real. It will break main DD scripts. So also this keyword is inside a scripts to detect this restraint correctly. So fix in is RH side, not allow to wear RH cuffs when chain harness is on. But it will never happen as DD 2. RC9 not official patch.
Allen Harris Posted July 27, 2025 Posted July 27, 2025 (edited) 17 hours ago, Elsidia said: Try this script. i made some changes. Mostly possibly it not help. But You can try. If game starts there is big probability when it crashes on another F4SE script. DD_Library.pex 175.76 kB · 0 downloads *sigh* sadly, no - It still crashes before the first video, at the same spot. The probable call stack is pretty much the same: PROBABLE CALL STACK: [ 0] 0x7FF6A958A0E0 Fallout4VR.exe+0E0A0E0 mov edx, [rax+0x1A0] | Actor::ShouldCutNavmesh(void)_E0A0E0 -> 62480+0x10 mov edx, [rax+0x1A0] [ 1] 0x7FF6A957E8BC Fallout4VR.exe+0DFE8BC test al, al | Actor::InitItemImpl(void)_DFE8BC -> 1257422+0x80C test al, al [ 2] 0x7FF6A88D986C Fallout4VR.exe+015986C or dword ptr [rdi+0x10], 0x08 | TESForm::InitItem(void)_15986C -> 1420843+0x7C or dword ptr [rdi+0x10], 0x08 [ 3] 0x7FF6A950A52A Fallout4VR.exe+0D8A52A mov rdi, [0x00007FF6AE2843F0] | `anonymous_namespace'::Main_InitPlayerCharacter(void)_D8A52A -> 330940+0xCA mov rdi, [0x00007FF6AE2843F0] [ 4] 0x7FF6A950287D Fallout4VR.exe+0D8287D call 0x00007FF6A8D9DD40 | Main::InitTES(NiNode_*)_D8287D -> 708657+0x32D call 0x00007FF6A8D9DD40 [ 5] 0x7FF6A950AEF3 Fallout4VR.exe+0D8AEF3 call 0x00007FF6A950A5A0 | `anonymous_namespace'::Main_InitGameData(void)_D8AEF3 -> 407290+0x263 call 0x00007FF6A950A5A0 [ 6] 0x7FF6A95237E9 Fallout4VR.exe+0DA37E9 call 0x00007FF6AA35C510 | `anonymous_namespace'::InitGameDataThread::ThreadProc(void)_DA37E9 -> 1514101+0x659 call 0x00007FF6AA35C510 [ 7] 0x7FFE6308754C f4sevr_1_2_72.dll+001754C [ 8] 0x7FF6AA31F94D Fallout4VR.exe+1B9F94D mov rcx, [0x00007FF6AE33C6B8] | BSThread::CallThreadProc(void)_1B9F94D -> 495709+0x2CD mov rcx, [0x00007FF6AE33C6B8] [ 9] 0x7FFF1519E8D7 KERNEL32.DLL+002E8D7 [10] 0x7FFF1601C34C ntdll.dll+003C34C I don't know why it's doing it literally *only* with Devious Devices. The game runs fine when I'm running FRIK, which uses F4SE. Edit: I don't know if this helps any, but TortureDevices 1.9 *does* work if Devious Devices isn't installed - so long as I run F4SE. I also get this presumably unrelated error when I view the Plugins (whether or not DD is installed): Basically, I followed some instructions to integrate the DLC with VR, and it included copying the DLC files from Fallout 4 into Fallout 4 VR. While I don't think it's related, I thought I'd include it. The error is shown on Vortex Mod Manager. Edited July 27, 2025 by Allen Harris
Elsidia Posted July 27, 2025 Posted July 27, 2025 (edited) 45 minutes ago, Allen Harris said: but TortureDevices 1.9 *does* work i For RC8 you need torture devices 2.0 45 minutes ago, Allen Harris said: copying the DLC files from Fallout 4 DD 2.0 itself uses all DLC (collars etc) Edited July 27, 2025 by Elsidia
Elsidia Posted July 27, 2025 Posted July 27, 2025 5 hours ago, Franco Cozzo said: has the wristcuffs keyword as well, 8 hours ago, AndarielHalo said: equipped with Rusty chain harness (shackled) and handcuffs from Real Handcuffs. What was equip order? First Cuffs or Harness? Have you installed RH compatibility patch from official RH? it itself have this keyword on cuffs, so it will not equip on you, when harness is on.
Allen Harris Posted July 27, 2025 Posted July 27, 2025 (edited) 18 minutes ago, Elsidia said: Can i get full log crash file? It won't matter I don't think (see my 3rd point below), but I've included it. 18 minutes ago, Elsidia said: For RC8 you need torture devices 2.0 TortureDevices 2.21b does *not* work, even if Devious Devices isn't installed. BUT - there's no crash; it just doesn't appear to load. 18 minutes ago, Elsidia said: DD 2.0 itself uses all DLC (collars etc) Then that is 95% likely to be the problem. Unfortunately, it means that there's probably nothing you can fix on your mod, not without rewriting the whole thing. And, unfortunately, unless I can find an old version of Fallout 4 on a torrent site, it means I can't fix it either - I have to get the resources from Fallout 4, and Steam only installs the latest version. If the BA2s I have don't work, that DLC won't work and DD will continue to crash. This is pretty much why I'd hoped there would be old versions of the mod available. I'm not complaining at you about it, or anything like that - just opining that's why VR users need pre-next-generation versions. No hate - I appreciate all you've done since Kimy's been gone; but it just breaks my heart not to be able to play these awesome mods in VR. crash-2025-07-27-10-35-29.log Edited July 27, 2025 by Allen Harris
Elsidia Posted July 27, 2025 Posted July 27, 2025 46 minutes ago, Allen Harris said: Edit: I don't know if this helps any, but TortureDevices 1.9 *does* work if Devious Devices isn't installed - so long as I run F4SE. Will DD 2.0 and TD 1.9 crashes a game? If yes problem is in original DD and i don't know how to solve it.
Allen Harris Posted July 27, 2025 Posted July 27, 2025 (edited) 10 minutes ago, Elsidia said: Will DD 2.0 and TD 1.9 crashes a game? If yes problem is in original DD and i don't know how to solve it. TortureDevices 2.0 is not an available download, and I don't have a copy. So, unfortunately, I can't test that question. Edit: What I can tell you is that I know there was a combination of the two that did work without crashing. But it's been at least a couple of years since I tested that - and I don't know if I was properly running Script Extender at the time. Edited July 27, 2025 by Allen Harris
izzyknows Posted July 27, 2025 Posted July 27, 2025 1 hour ago, Allen Harris said: Steam only installs the latest version. You can get the older versions from the Steam Depot. Just google it for detailed instructions.
Franco Cozzo Posted July 27, 2025 Posted July 27, 2025 (edited) 4 hours ago, Elsidia said: Chain harness is officially wrist cuffs and by removing this keyword you officially broke this restraint and allow wear other wrist cuffs with this thing what is not real. It will break main DD scripts. So also this keyword is inside a scripts to detect this restraint correctly. So fix in is RH side, not allow to wear RH cuffs when chain harness is on. But it will never happen as DD 2. RC9 not official patch. The issue is that they had removed the RHcuffs already and the suit has both keywords for a suit (or harness) and wristcuffs so mods that offer other removal options can't work with it in either way, I understand the realism/immersion side of it but theres also the "I want to be able to remove this item" part, the thing I made also will make it so people cannot use things that would normally be blocked with wristcuffs if the ones they have equiped are "disconnected" but at least they can remove those cuffs via SA/DDworkbench unlocker. I suppose someone could go into xEdit and change it to be classified as wristcuffs instead of a suit so there's only one keyword on it, but then another suit/harness (i dont remember the keywords) part would be able to be populated instead by a diffrernt item. Either way it's a tricky issue to deal with and the current implementation doesn't seem like the best method for actual gameplay, if I did't personally come across that suit +disconnected cuffs causing removal drama for myself more than one time I wouldn't have bothered to make that thing and upload it here or have realised exactly what they were talking about as soon as they mentioned it. Edited July 27, 2025 by Franco Cozzo
Elsidia Posted July 27, 2025 Posted July 27, 2025 3 hours ago, Franco Cozzo said: I want to be able to remove this item" The problem not so easy. If you don't have this keyword you can wear a armbiner with that. And it adds more animations, what mod can't control. The same is with Yoke. After remove yoke, animations is broke. Also this keyword is used for NPC to restore right animations and it added not only as keyword and as property. 3 hours ago, Franco Cozzo said: The issue is that they had removed the RHcuffs already The issue is, if you have Chain harness on and this patch is added, RH never will worn. As player already worn wrist cuffs. Also if it happens, then this is bug in RH. Also If patch is added and player wears RH, chain harness never will be equipped as it detect that wrist cuffs is already wear and skip equip process. 3 hours ago, Franco Cozzo said: I suppose someone could go into xEdit and change it to be classified as wristcuffs instead of a suit so there's only one keyword on it, It's not so easy too. Without suits keyword will be problem with catsuit at least. And both take 32 biped slot. Also not only harness have two keywords. other restraints too have. At least i test all results, that all scripts and situations work fine with two keywords on.
Elsidia Posted July 27, 2025 Posted July 27, 2025 Latest DD on Skyrim have too many keyword on item and other mods shows one restraint removable as many restraints.
AndarielHalo Posted August 1, 2025 Posted August 1, 2025 On 7/27/2025 at 1:58 AM, Franco Cozzo said: The rusty chain harness has the wristcuffs keyword as well, my semi-patch thing will fix that by removing the keyword so it only counts as a suit, until it's officially fixed (if it ever is) or you can make your own patch in xEdit if you dont want to use the thing I made This probably would've helped but I ended up reloading an earlier save instead, as I accidentally broke my save while figuring out how to remove the keyword on my own
imcox Posted August 5, 2025 Posted August 5, 2025 Does anyone know a mod, or patch that makes some devices provide armor to the player?
Franco Cozzo Posted August 5, 2025 Posted August 5, 2025 57 minutes ago, imcox said: Does anyone know a mod, or patch that makes some devices provide armor to the player? I don't think there is one but you could use xEdit to make one I believe. I can't see most of the devices covering much of the body to immersively act as any sort of real armour though except maybe the corsets/bodysuits. 1
Elsidia Posted August 6, 2025 Posted August 6, 2025 (edited) 16 hours ago, imcox said: Does anyone know a mod, or patch that makes some devices provide armor to the player? Deviously cursed Wasteland. There is Slave collar, what force walk naked and provide protection. In mod are some non restrictive dress and catsuits, what provide bonuses. Like protection from radiation. Edited August 6, 2025 by Elsidia
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now