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Posted
23 minutes ago, uslashdeleted said:

update i did install the rog manager for dd and it is in my MCM but DD is still not working.

I hope you have torture devices mod because it's necessary for dd.

yes real handcuffs mod have in compatibility patch and if you check to install that patch it's install automatically by vortex.

As i say dd rog manager need only for other mods and decrease errors count in papyrus. Seems in fallout somehow dlc isn't active because there shows up dlc errors.

Can you load fo4edit and see how mods are there? And check for errors (press on mods name by right mouse click) as in hidden part?

Spoiler

picture.jpg.dd2998a7943d0387e0ce6430d976cda5.jpg

 

And there you can check if all dlc is loaded: in my screen below devious devices mod. At this moment all have no other ideas.

Posted
20 hours ago, Tanglin said:

Is there a way to only get one idle animation all the time, say, if I only want the hands tied behind?

You need open fo4edit and change spell for wrists ropes as in hidden picture (there is original spell)

Spoiler

picture1.jpg.0395db3e040324635967ad0c6ee212a0.jpg

You need to change to that spell in hidden part and save a mod:

Spoiler

picture2.jpg.ebf7e8fd5eba13ff854448562535de12.jpg

Also if you want ropes in forward upper: DD_EffectSpell_CuffedWrists_Institute_FrontHigh "Restrained Hands" [SPEL:0B09EAA1]

or forward but lower: DD_EffectSpell_CuffedWrists_Institute_FrontLow "Restrained Hands" [SPEL:0B09EA9D]

I left a hex id in description but will be other for you - it depends on mods load order.

And you need destroy all wrist ropes in game, because they have old spell on. You need buy or craft new ropes - only on that will be new spell what you put on.

Posted
9 hours ago, uslashdeleted said:

i have a problem and its really strange.

From your papyrus log.. you've uninstalled a lot of scripted mods. This is a very big no no, and pretty much guarantees a crap ton of issues.

So, I would suggest you start a new game, or grab a vanilla save from nexus, very handy for debugging stuff. Load ONLY Devious Devices and it's required mods and see how things go.

 

Once you get DD sorted, you can add all your mods. 

If you find DD is FUBAR with all mods loaded you can roll back to the DD only save and do the 50/50 load to find the conflict.

But trying to debug with that save, well that would be a nightmare. LOL

 

Oh, and the Creation Club errors... ignore them. They're just Bugthesda's check to see if you bought all the CC garbage.

Posted
3 hours ago, Elsidia said:

You need open fo4edit and change spell for wrists ropes as in hidden picture (there is original spell)

  Reveal hidden contents

picture1.jpg.0395db3e040324635967ad0c6ee212a0.jpg

You need to change to that spell in hidden part and save a mod:

  Reveal hidden contents

picture2.jpg.ebf7e8fd5eba13ff854448562535de12.jpg

Also if you want ropes in forward upper: DD_EffectSpell_CuffedWrists_Institute_FrontHigh "Restrained Hands" [SPEL:0B09EAA1]

or forward but lower: DD_EffectSpell_CuffedWrists_Institute_FrontLow "Restrained Hands" [SPEL:0B09EA9D]

I left a hex id in description but will be other for you - it depends on mods load order.

And you need destroy all wrist ropes in game, because they have old spell on. You need buy or craft new ropes - only on that will be new spell what you put on.

Thanks for the explanation!

Posted

Some not officially updated mods have fan updates, is there some updated version of this mod which is shared through the forum replies? Because these edits showed on the couple of last pages probably are not the only ones needed, right?

Posted
On 2/18/2020 at 12:51 PM, izzyknows said:

From your papyrus log.. you've uninstalled a lot of scripted mods. This is a very big no no, and pretty much guarantees a crap ton of issues.

So, I would suggest you start a new game, or grab a vanilla save from nexus, very handy for debugging stuff. Load ONLY Devious Devices and it's required mods and see how things go.

 

Once you get DD sorted, you can add all your mods. 

If you find DD is FUBAR with all mods loaded you can roll back to the DD only save and do the 50/50 load to find the conflict.

But trying to debug with that save, well that would be a nightmare. LOL

 

Oh, and the Creation Club errors... ignore them. They're just Bugthesda's check to see if you bought all the CC garbage.

thanks im gonna reinstall fallout 4 and will update if it worked. 

 

Update: i worked it out i think. Fallsouls denied DD to open the menu while im in the pipboy thats atleast what i saw. i think that wasnt the only problem but for now it is working. (still not all mods installed) 

Posted

hey is it possible to have the same struggle mechanic as the one from Skyrim? That DD version looks a lot better in my opinion, but none the less I still enjoy the fallout 4 DD.  Hope to see more improvement in the future for this.

Posted
9 hours ago, bstylez said:

hey is it possible to have the same struggle mechanic as the one from Skyrim?

Can you describe it? I'm not familiar with skyrim.

 

This mod is abandoned. Kimi return to Skyrim.

 

Only many Fallout 4 fans (me too)  work on this mod for private use.

 

 

Posted

My equipment does not make noise with a rubber sound. Did I install something incorrectly, or is it so? In the folder “sound” there is a folder “rubber”, but in the game the equipped inventory does not make these sounds. What to make so that the sound of rubber?

Posted
2 hours ago, Elsidia said:

Can you describe it? I'm not familiar with skyrim.

 

This mod is abandoned. Kimi return to Skyrim.

 

Only many Fallout 4 fans (me too)  work on this mod for private use.

 

 

just the animation part, for fallout 4 trying to escape the device just show a pop up message and when the feet are tied together the random struggling animation doesn't recognize it being tied together like the DD in  Skyrim does., but it's all good. That's just my suggestion.

Posted
30 minutes ago, Rasha2 said:

My equipment does not make noise with a rubber sound. Did I install something incorrectly, or is it so? In the folder “sound” there is a folder “rubber”, but in the game the equipped inventory does not make these sounds. What to make so that the sound of rubber?

Devious Devices doesn't have a rubber folder. That must be from another mod.

Posted
17 minutes ago, izzyknows said:

Devious Devices doesn't have a rubber folder. That must be from another mod.

You are probably right. It is very unfortunate that there is no rubber sound.

Posted
15 hours ago, bstylez said:

just the animation part, for fallout 4 trying to escape the device just show a pop up message and when the feet are tied together the random struggling animation doesn't recognize it being tied together like the DD in  Skyrim does

At this moment i already study dd animations part and it's really nightmare. Even animations not work if you are in battle pose. And i still don't know how can exit from this pose. And technically those animations not dd but from torture devices mod. DD only put animations keywords from torture devices mod on actor and send new animation profile to accept those animations. To make work equip system as skyrim you need rework all dd equip system for new. Like it is in real handcuffs mod in fallout 4. But there is only handcuffs when dd are more bigger. And technically first someone need make those animations for struggle out.

Posted
14 hours ago, Rasha2 said:

You are probably right. It is very unfortunate that there is no rubber sound.

Sounds interesting. You mean rubber sound when you equip or unequip item or rubber sound when you walk in those rubber?

Maybe it's not so hard to make this. Only need rubber sound with those sounds author agree to use in dd.

Posted
43 minutes ago, Elsidia said:

Sounds interesting. You mean rubber sound when you equip or unequip item or rubber sound when you walk in those rubber?

Maybe it's not so hard to make this. Only need rubber sound with those sounds author agree to use in dd.

Probably, it is necessary to make separately the sound of rubber being worn and separately the sound of walking in rubber equipment. You can still make the sound of a fight in a rubber captivity. I guess I want a lot, but maybe the players will be interested.

Posted

People who are using ESPExplorer to acquire DD items in-game will see that their save game file size will grow rapidly. This is because with each instance of a DD object comes an instance of the DD_restraintscript. Although the DD object/item gets cleaned up, the script instance is not cleaned up from the savegame. It remains in the savegame with the properties as NULL. So people use caution while using "In Game ESPExplorer" along with DD installed.

 

 

Edit:

 

There is a solution. Select any safe container in console. Then use additem command in console to add the DD Item you need. (Most items color can be modded, so you don't know which colored item will be spawned.) Then open the container to take the needed item. Then use the removeallitems command while the container is selected in console. Removing DD items this way doesn't bloat your save game.

Posted
1 hour ago, Elsidia said:

And how big save is normal? Mine is 5 mb.

Save game files grow over time.  This is normal.  Just for reference, here are the file sizes for my current playthrough:

 

Level 1, 5.5 MB

Level 10, 6.5 MB

Level 20, 8.0 MB

Level 30, 12.0 MB

 

How fast it grows varies depending on how much of the world you explore, items you acquire, objects you move, settlements you build, quests you complete, etc.

Posted
2 hours ago, EgoBallistic said:

Level 1, 5.5 MB

Level 10, 6.5 MB

Level 20, 8.0 MB

Level 30, 12.0 MB

Then i'm good on saving space in saves - i have about 44 lvl many quest completed. Jack the belted i completed about 20 times =_=. Have about 100 - 120 dd items in containers and about 30 - 40 dd devices on slaves and some NPC) All quest ended in Far Harbor - Nuka world not touched. Most of times i have to free from devices and completing Jack's quest) Now when i'm fix dd difficulty and anti cheat system, when i decide to continue my fallout 4 journey it's takes more time for free) As example if in bugged dd mod cooldown time almost was 1 hour - then in repaired dd mod cooldown time is 3 - 6 hours) It's depend on dd item.

Posted

Mine had reached around 34 MB and was having problems while saving. Checked in ReSaver, one settler had 544 instances of dd_restraintscript attached with her. Deleted the settler by using disable and markedfordelete. Then made a save. From the save deleted the ACHR entry for the settler and the 544 instances attached to her. Then checked for Null refs which were being made by ESPExplorer. Deleted around 7 or 8k instances of dd_restraintscript. Saved the game which turned to be around 17 MB then. Now saves working properly and are being instantaneous.

 

My saving problem was because of the 544 instances of dd_restraintscript with one settler. 4 instances were populated with 4 dd items, rest were blank.

Posted
18 hours ago, Tron91 said:

ReSaver

I have bad experience with this - when i repair my save after load it's CTD) Resaver shows that save in prewar sanctuary have unattached scripts)

 

Posted
1 hour ago, Elsidia said:

I have bad experience with this - when i repair my save after load it's CTD) Resaver shows that save in prewar sanctuary have unattached scripts)

 

Not all unattached instances are bad. Cleaning those, if you don't know which ones to keep, can cause a corrupted save. A year or so ago it was "fairly" safe to blindly clean a save. But with the changes Bugthesda has made and more advanced mods... that's no longer the case.

ReSaver is a good tool for "looking" at a save to find out what mod/s are causing issues. And cleaning a save IF you know exactly what you're doing.

Posted

Lads, need help!

 

I aint stupid, I heavily googled, but I have no solution for a very basic function. I gaged NPC (settler) and whenever I try to speak with her, she moans. Thing is, I want to acces NPC's inventory to take off the gag, but I cannot. Please, tell me how can I take of gag from NPC!

 

Thanks a lot!

Posted
1 hour ago, Dazdraperma said:

Thing is, I want to acces NPC's inventory to take off the gag, but I cannot. Please, tell me how can I take of gag from NPC!

Answer are in that forum a few pages before) At this moment legally you can't take gag off. You can open console - select gagged NPC and write command removeallitems - NPC lost their inventory but you can speak with him after all. But if you select wrong NPC or yourself - you can lost all items.

Second version is open fo4edit (xedit) and remove dd mod dialogue NPC gag talking. Then you can unequip gag without loses. How it can done later when i be home i can show in pictures there in forum.

 

Edited: i add link on my post in that forum where you can make NPC gag talking period by fo4edit -

You need only wait dialogue end and then next time you can speak with NPC and take gag off. You have 10 sec. before new Mpph! appears.

 

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