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Posted
8 hours ago, zenris said:

I suspect the soulgem plugs are leftovers that weren't fully cleaned out ... no soul gems or magic in Fallout, just SCIENCE!

same for the pear plugs?

Posted
5 hours ago, command88+ said:

same for the pear plugs?

Hrm. Just checked my install and I've got a pear gag but no plugs. No idea why those aren't present - maybe the mesh hasn't been converted for use in Fallout 4 yet?

Posted

I just installed this and it's pre-requisite "torture devices".  I'm new to this mod.

 

I see the workbench but I don't have the requirements for it on my character.  I also don't know where this vendor is.  Still, I wanted  to use it.  I pulled in the iron cuffs with the console.  Here's what happens...

 

I equip the cuffs on my captive raider.  I wake her up.  She stands up and poses like her hands are bound.  When she realizes I'm there she goes hostile and starts punching me. 

 

So, exactly in what way do these restrain anybody?

Posted

Hello, Kimy.

 

I am having a lot of fun DD in Wasteland. I only have one question. Every time I remove an crafted restraint from settler, they revert back to their original outfits - even when outfit was removed and scrapped long time ago.

 

Is this default behavior, or do I need to do some conflict hunting? :smile:

 

If it is default behavior, then is there any change to prevent mod from changing/reapplying outfit over item removal? I am using mostly crafted custom outfit and would prefer them to remain as they are.

Posted
40 minutes ago, Morferous said:

Hello, Kimy.

 

I am having a lot of fun DD in Wasteland. I only have one question. Every time I remove an crafted restraint from settler, they revert back to their original outfits - even when outfit was removed and scrapped long time ago.

 

Is this default behavior, or do I need to do some conflict hunting? :smile:

 

If it is default behavior, then is there any change to prevent mod from changing/reapplying outfit over item removal? I am using mostly crafted custom outfit and would prefer them to remain as they are.

From what I am aware each npc has a default outfit assigned to them in their settings so to speak, what you would need to do I think is to change that default outfit to the custom one you want them to use.

 

You can see their default outfit by loading up your mod list in xedit and going onto the non-player character (actor), selecting the npc, and scrolling down to the DOFT - Default Outfit, if you load your entire mod list it should show which mods are changing them, if non are then you would need to create your own outfits, using the custom outfits you have created, then assign them as the default outfit, they then should use that outfit when removing stuff.

Posted
1 hour ago, Varithina said:

From what I am aware each npc has a default outfit assigned to them in their settings so to speak, what you would need to do I think is to change that default outfit to the custom one you want them to use.

 

You can see their default outfit by loading up your mod list in xedit and going onto the non-player character (actor), selecting the npc, and scrolling down to the DOFT - Default Outfit, if you load your entire mod list it should show which mods are changing them, if non are then you would need to create your own outfits, using the custom outfits you have created, then assign them as the default outfit, they then should use that outfit when removing stuff.

Going through settler NPCs that would would get tedious, because outfits are not exactly gender specific. :confused:

 

I am not looking in to seeing male settlers walking around in miniskirts either - if my mods even have meshes for males in them. ;)

 

What I am mostly wondering is why this happens? I have other mods and collars in the game. Removing those items do not cause settlers to revert back to them original outfits. I am unsure why this would happen with DD. I haven't had time to get familiar with how DD core functions are running.

Posted
12 hours ago, Morferous said:

Going through settler NPCs that would would get tedious, because outfits are not exactly gender specific. :confused:

 

I am not looking in to seeing male settlers walking around in miniskirts either - if my mods even have meshes for males in them. ;)

 

What I am mostly wondering is why this happens? I have other mods and collars in the game. Removing those items do not cause settlers to revert back to them original outfits. I am unsure why this would happen with DD. I haven't had time to get familiar with how DD core functions are running.

They are sorta, if you look at the armour addon section for each armour there are separate paths for male and female meshes, including first person views, so it could use different stuff for male and female, and yeh tedious is the under statement.  What I normally do if a armour mod does not have male versions is simply change the male mesh path to something from the vanilla game that is similar, so for a skirt if nothing is provided change the male mesh paths to long johns or something like that.  And as all you are doing is to change the mesh path all the other stuff works the same for that armour piece.  Just take a look at the location keywords for thing like torso, boots etc and choose something from the vanilla male stuff, just so that if you have npc distribution from that mod the males actually wear something rather than being either naked or just arms, legs and head running towards you.

 

As to why it happens my first though would be something to do with the keywords on the clothing, some being armour keywords and others not perhaps?  Try looking at the keywords on stuff that is not being changed and look at those that are, the scripts are probably checking for certain things, it could also be that for what ever reason when it strips an item of the npc it does no simply unquip it but removes it from their inventory, so when it re-equips it, there is nothing there to equip, and is causing problems?

 

I had something similar with 4play violate ages ago where it would take a weapon or armour and when I recovered it, it would not be the one I had but the same thing with different mods on it, weapons would change barrels/receivers/scopes etc, armour would change mods, it would not do that every time but often enough that it was a pain, especially if the mods on the whatever were the next tier up where I could not craft them myself, in the end I removed the mod for that reason.

Posted

So I've gagged Piper, hoping to stop her from talking about proofreading all the time. That didn't work out. She was still saying it. Well, I didn't have a key at the time so I went on my merry way and played a good chunk of the game (to the point where reloading an older save is out of the question), and now I kinda wanted Piper back, so I walk up to her, Restraints Key in hand, in order to free her. Nooope. I can't get to the trading dialog because she's gagged. And if I try to pickpocket her, the gag doesn't show up. That's just illogical and bizarre.

 

How do I free Piper from her gag?

Posted
5 hours ago, Koffii said:

So I've gagged Piper, hoping to stop her from talking about proofreading all the time. That didn't work out. She was still saying it. Well, I didn't have a key at the time so I went on my merry way and played a good chunk of the game (to the point where reloading an older save is out of the question), and now I kinda wanted Piper back, so I walk up to her, Restraints Key in hand, in order to free her. Nooope. I can't get to the trading dialog because she's gagged. And if I try to pickpocket her, the gag doesn't show up. That's just illogical and bizarre.

 

How do I free Piper from her gag?

There's a console command you could try, it opens an NPC's inventory like a container.

 

Open console, click on Piper, type the Id that shows up, then paste in .openActorContainer 1 afterwards, no space inbetween the id and dot. The wiki says equipped items don't show, but it's worth a shot.

Posted
9 hours ago, Koffii said:

Thanks, that worked. Surely that's not the intended gameplay here though?

The small number of NPC companions cannot be silenced by the DD gags. Everyone else can.

But suppose you're playing on survival mode (no ~console)?

Yes, anyone/everyone you have ever gagged will never utter speech again - it is quite permanent! Be aware...

Posted
7 hours ago, tjuebussen said:

I keep getting this message: Devious device error. Data base full. Advice anyone?

 

Heheh... you've been prolific, friend? (Me too!)

I also have seen this 'error'.

You can continue to use the stuff and torment new females encountered - but I believe that somewhere in the Commonwealth, NPCs will be reverting back to their default equipment loadouts as a result.

For whatever reason, the amount of equipment you can deploy at any one time appears to be finite.

In view of this, when loading an older savegame that has never before 'seen' DD and the TD devices, I won't start putting the entire game into bondage, LoL (no matter how tempting!)

Instead I try to apply the stuff sparingly and only at uttermost need.

Like Marcy, for example... she is quite deserving.

Posted

Hehe... I suppose I have, been a favourite mod for quite a while. Your theory seems sound, it appears to be finite. Loading back to an older savegame that has never before 'seen' DD and the TD devices, is not tempting at this stage, I'd rather go for a new game. I will give making a clean save and reloading a try first. 
But I think your advice of applying it sparingly, is probably very good. Regarding Marcy, she gets to try out most of it, since I run prostitution with DD, and Marcy is the only prostitute in Santuary.

Posted
6 hours ago, ParovStelar said:

The download is dead !!

Just tried it and it's working fine... you DID click the "download" button in the bottom right corner?

Posted

A quick little couple of bugs.

 

If the player is in combat mode, where they can attack, and bondage that prevents fighting is placed on the player, the player cannot leave attack mode even if the weapon is unequipped. While the player is indeed unable to attack, it interferes with the animations, resulting in the hands either being up as if boxing, or by the side when the PC goes into an idle animation. This is especially jarring with arm binders.

 

Bondage that prevents the use of the pipboy is effectively unremovable as far as I can tell, at least without using the console.

Posted

Hi everyone,

 

Can someone point me to a tutorial or walkthrough for the correct procedure to add devious keywords or scripts to a non-devious item? Is there some documentation out there that I'm failing at locating? I would like to create a patch to make the Vault-Tech Slavesuit a locking, devious catsuit, but I'm sufficiently inexperienced at the guts of DD to know which attributes to pull off the generic catsuit entry.

Posted
On 2/3/2018 at 12:32 PM, Tr_veller said:

Just tried it and it's working fine... you DID click the "download" button in the bottom right corner?

Hey there, when i click download there is no file name just an empty place

Posted
4 hours ago, ParovStelar said:

Hey there, when i click download there is no file name just an empty place

As said: over on the far right... just click on download and you'll get the file (there is no filename listed, just click the download button)

Posted

Nice to see DD making its way to Fallout 4, really appreciated.

That being said... dont take this the wrong way, i do not mean to be ungrateful, but it is quite a mess - textures mixed inside the material folder, unused textures and materials, unused duplicite meshes...

Also, it seems many meshes are duplicated instead of using simple material swaps, etc. No wonder the whole thing takes almost 1.7GB.

Do you need help fixing this mess? i mean it (i think i am going to do it anyway, because i cant stand it sitting on my hdd like this :smile:).

Posted

Short question. When you are locked in cuffs or latex restraint dress, you can't open the pip-boy. How can I free myself out of there? Do I have to talk to random NPC's to free me?

 

+ When I  try to remove the items per console thy don't disappear. Any help?

Posted

@tortout4 i seem to remember the pipboy is "invisible" whilst you have those specific out fits on so try scrolling through the menus you might be able to get out or you can just type in "player.unequipall" if you wanna cheat then put in "player.equipitem 21b3b"

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