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Deviously Cursed Loot SE 9.0 (2021-03-09)


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Posted
3 hours ago, tonitrulupus said:

A couple of issues, the chains seem to lag the game a little, makes play jerky, once i remove them or remove them off the bound women it seems to stop, this may also be causing a long save time as well about 2-5 min save time, 

Supply and Demand is the quest where you need to run to riften for supplys? if so, it did not pop up though the doll maker requests for the PC to go to riften to return some supplies with a belt on the quest never comes up nor does a belt get added.

 

That's HDT SMP, not the chains. Number of objects (clothes, chains, hair, whatever) with SMP, plus number of NPCs with SMP can tank FPS. You'll see it discussed a lot on the nexus posts tab for HDT SMP.

Set things up so SMP only affects the player, or use 3BBB or BHUNP to get lighter weight physics by using both CBPC and SMP, or build the No HDT versions of the chains are your only options.

 

If supply and demand didn't pop up for you right (belted, quest added to journal) then you'll need to go back to a save before starting it and try again. I have no idea what stage it is and don't recommend using setstage. Elsidia might know if you really must try it that way. That will be at your own risk though - it can cause more problems later on.

 

Posted
1 hour ago, zarantha said:

Hell, i've seen bad editor id even when everything is working

Problem isn't in bad editor id. Problem is in (example from screenshot) 0b00f05b - this not bad editor id but really existing id what points to abandon rendered device id. Difference between DD 4.3 and DD 5.1.

Both left rendered device without inventory device into player inventory. Somehow.

But if DD 4.3 this rendered device equips on you when next time triggers a trap and you can't remove a that device, then in DD 5.1 it's left this device into inventory and spams it many times. Scripts  can equip some quest items on you but most of random devices can't be equipped now.  Scripts see that you already have rendered device and fail equip this and probably spawn new rendered device into inventory from this attempt. That means that i one moment when your inventory is full of different types of rendered devices game fully stops equips any devices by traps. You hit trap, got message about it but nothing equips on  you.  After you are left into wild with armbinder on - minigame, you free from armbinder (quest item what can be equiped), and when you complete minigame, you wake up already without armbinder because quest armbinder is unequiped but standard armbinder can't be equip because there exist already abandoned armbinder rendered device.

Also if you have this ghost armbinder into inventory you can't manually (through equip menu put on dd items) equip a new restraint.

 

For the @Kimy

 

Total: In DD 4.3 a first bugged rendered device forces you stuck into bondage.

In DD 5.1 you don't stuck into device but it's multiple device while DCL mod is totally broken.

If you want traps trigger again you must CLEAR your inventory from those devices.  Because i got this f!&#%&%!&c message in previous post. DCL 9.0 now isn't playable while we figure out how those ghost devices appears into inventory.

Posted
18 hours ago, zarantha said:

 

That's HDT SMP, not the chains. Number of objects (clothes, chains, hair, whatever) with SMP, plus number of NPCs with SMP can tank FPS. You'll see it discussed a lot on the nexus posts tab for HDT SMP.

Set things up so SMP only affects the player, or use 3BBB or BHUNP to get lighter weight physics by using both CBPC and SMP, or build the No HDT versions of the chains are your only options.

 

If supply and demand didn't pop up for you right (belted, quest added to journal) then you'll need to go back to a save before starting it and try again. I have no idea what stage it is and don't recommend using setstage. Elsidia might know if you really must try it that way. That will be at your own risk though - it can cause more problems later on.

 

Yeah that's what it looked like is the fps dropped, I just remove them when they are on a NPC and they fix's it, i may go an rebuild the chains as you have suggested

My PC has something on her that had no name once I used remove item on just that item and then talked to the doll maker it started up and I was able to finish that quest, that what I would suggest to anyone that is having an issue with getting belted look for items that has the ID but no name, though there is one in your inv that if you remove it loads back on so, I am thinking its and important "item" but there are sometimes other that need to be removed and the mods didn't remove it correctly

 

Posted

Does anyone have a list of quest ID and stages for the mod? I can't find anything.

 

I some completed the quests out of order and it looks like the Whip and Chain Inn quest requires the Bound Queen quest to begin in order to progress, but unfortunately I've already started that quest so it won't trigger.

Posted
2 minutes ago, johnicarus said:

Does anyone have a list of quest ID and stages for the mod? I can't find anything.

New quest system is complicated and depend on different variables that now you can't start or set next stage on quests. You can try to stop the bound queen quest and try to start again through Inn but it can broke more. i definitely not to recommend to do it. You can find this list into sseedit or with console by command help.

Posted

Anyone know a good replacer for all the Ballet Boot models in DCL? They must be like the oldest remaining item in lewd SSE, not being designed for HDT or NIO-HH ?
Currently whenever my character gets them, they float off the floor 3 inches while also having shortened legs.

Posted

I hope it will help to you @Kimy to make DCL better.

I spend a more time to research rendered devices appearing and at least i found 1 place where rendered devices spawn.

i use for test DCL function tie me up and manually equipping items.

 

First i tell about my tie me up function.  It's stop works. Also later i will publish why.

Tie me up no more equips full set because there is a little problem into progressive bondage function.

Also by testing this thing i found how to appears bugged rendered devices into inventory. But as i still don't understand dd equipping system - seems rendered devices is equiped into event onitemequiped.

Because there i will say only one: if inventory device somehow can't equip by blocked thing (bugged rendered device or slot are busy - not sure i only guessing) then rendered device is left into inventory 9not removed after all).

Then when you manually try equip other item from that group (as example vaginal plug), then other vaginal plug can equipped. But vaginal plug from that rendered device not. I suggest that by script too it fail equip.

Now return to tie me up. You can get full set only on 3 attempt.  After first attempt it left a few inventory devices similar into inventory.

At second attempt as some devices it equipped it skip that phase and equips other.

And at least at third attempt it equips armbinder.

Why?

Because of progressive bondage function (dcur_library.psc):

Spoiler

Bool Function progressivebondage(actor a, int theme, int itemstoadd = 1)
    ; Remove clothing unless disabled via MCM. Devious devices are so much nicer to look at on an undressed character! ;)
    If dcumenu.enableundress
        if !dcumenu.useflashbanganimation
            strip(a, true)            
        else
            strip(a, false)            
        endif
    EndIf
    int i = 1
    while i <= itemstoadd
        ;debug.trace("Equipping an item on " + a.GetLeveledActorBase().GetName())
        if !a.WornHasKeyword(libs.zad_DeviousLegCuffs)            
            dcur_equiprandomlegcuffs(a, theme)        
        elseif !a.WornHasKeyword(libs.zad_DeviousArmCuffs)
            dcur_equiprandomarmcuffs(a, theme)                        
        elseif !a.WornHasKeyword(libs.zad_DeviousCollar)
            dcur_equiprandomcollar(a, theme)                    
        elseif !a.WornHasKeyword(libs.zad_DeviousPiercingsVaginal) && dcumenu.useVPiercing && !a.WornHasKeyword(libs.zad_DeviousBelt)
            dcur_equiprandomvpiercing(a)    
        elseif !a.WornHasKeyword(libs.zad_DeviousPiercingsNipple) &&  dcumenu.useNPiercing && !a.WornHasKeyword(libs.zad_DeviousBra)
            dcur_equiprandomnpiercing(a)    
        elseif !a.WornHasKeyword(libs.zad_DeviousBra) &&  dcumenu.useBra
            dcur_equiprandombra(a, theme)                        
        elseif !a.WornHasKeyword(libs.zad_DeviousBelt) &&  dcumenu.useBelt
            dcur_equiprandombelt(a, theme)            
        elseif !a.WornHasKeyword(libs.zad_DeviousCorset) && !a.WornHasKeyword(libs.zad_DeviousHarness) && dcumenu.corsetweight > 0.0
            dcur_equiprandomcorset(a, theme)                
        elseif !a.WornHasKeyword(libs.zad_DeviousGloves)
            dcur_equiprandomgloves(a, theme)                    
        elseif !a.WornHasKeyword(libs.zad_DeviousSuit) && dcumenu.usesuits
            dcur_equiprandomsuit(a, theme)                        
        elseif !a.WornHasKeyword(libs.zad_DeviousBoots) &&  dcumenu.useBoots
            dcur_equiprandomboots(a, theme)             
        elseif !a.WornHasKeyword(libs.zad_DeviousGag) && dcumenu.useGag
            dcur_equiprandomgag(a, theme)             
        elseif !a.WornHasKeyword(libs.zad_DeviousBlindfold) && dcumenu.useBlindfold
            dcur_equiprandomblindfold(a, theme)            
        elseif !a.WornHasKeyword(libs.zad_DeviousHeavyBondage) && dcumenu.useArmbinder && (a == libs.PlayerRef || dcumenu.allowarmbindersfollowers) && !(dcumenu.mercyfuldungeons && isInDungeon())
            dcur_equiprandomarmbinder(a, theme)    
        elseif i == 1
            ; didn't do anything!
            return false
        endif
        ; DCL9
        ;Utility.Wait(1.5)
        i += 1
    endwhile        
    return true
EndFunction

 

Problem is into optimistic thoughts. There goes while cycle but without any delay. It's try to equip at first attempt 2 or 3 legcuffs and spend 2 or 3 itemstoadd. Also seems it that way there is left bugged rendered device into inventory.

I suggest there must be Utility.wait(0.3). I need to be tested by practice but i can't compile a scripts myself?(((

Also i suggest if this function can work with open inventory or chest then need add logical operator.

I now speak about Fallout 4. Maybe this function is used i nSkyrim too.

 

If inUtilitymenu then Utility.WaitMenu(0.3) else utility.Wait(0.3)

Operands is wrong write but i hope you understand my thoughts.

 

For that moment it's all. maybe later i make a video with my test. If i have free time for that. Also i never make a movie from game...

 

Good luck to you, Kimy!

 

 

 

Posted

I seem to have run into an issue on the cursed collar quest. It led me to knifepoint ridge where I'm once again to open a chest and probably find another item and hint for the next location. Only there is no chest. So far most things seem to work, though the chastity devices dont seem to block sex in the way I remember them doing in the Oldrim version I played years ago. But this is rather weird.

 

ScreenShot13.png.a0681172b266dddd6630abaa30ce5d07.png

Posted
5 hours ago, yeahhowaboutnooo said:

when using the MCM safeword, a bunch of racemenu body/face overlays get removed as well.
Is this a known bug?

 

Not that I've heard. maybe a body refresh issue?

Posted
1 hour ago, sebas379 said:

I seem to have run into an issue on the cursed collar quest. It led me to knifepoint ridge where I'm once again to open a chest and probably find another item and hint for the next location. Only there is no chest. So far most things seem to work, though the chastity devices dont seem to block sex in the way I remember them doing in the Oldrim version I played years ago. But this is rather weird.

 

 

 

Try reloading a save before going to that area. Maybe the chest just didn't load in. I haven't seen this reported yet, and i've seen users are completing this quest.

 

The animation filter was reworked. if you've got a specific example and a papyrus log, we should be able to explain it or confirm it's a bug i think. But it the filter was extensively tested during the beta, so as long as you're on 5.1 it should be working the way it's meant to.

Posted

after the latest update if i download cursed loot and dd contraptions if i update fnis everyone is tposing regardless of what i do anyone know a fix?

Posted
56 minutes ago, Chancea35 said:

after the latest update if i download cursed loot and dd contraptions if i update fnis everyone is tposing regardless of what i do anyone know a fix?

 

DCL 9.0 requires DD 5.0 or 5.1. Just adding the separate contraptions is not enough.

 

Both DCL 9.0 and DD 5.x also require a new game, updating is not supported.

 

Remove the separate DD Contraptions (it's included in DD5.x), remove DD SE 4.3, download and install DD SE 5.1. Run FNIS.

Posted
4 hours ago, zarantha said:

 

DCL 9.0 requires DD 5.0 or 5.1. Just adding the separate contraptions is not enough.

 

Both DCL 9.0 and DD 5.x also require a new game, updating is not supported.

 

Remove the separate DD Contraptions (it's included in DD5.x), remove DD SE 4.3, download and install DD SE 5.1. Run FNIS.

yeah figured that out last night but now i cant install the new dd it just sits at 56% has been for hours

Posted

So I had a quick question, I think mostly for @zarantha if anyone knows it's probably you but if anyone else knows feel free to tell me.

 

Anyway it's concerning the leather and ebonite harnesses. So, ya know originally how the harnesses used to all come with the collar part, but then the collar was later removed? I never really cared for that, thinking it looked funny without the collar portion and I didn't mind how sometimes the collar might clip. So I made it so the collar was apart of all the harnesses. You know, kind of how the chastity harnesses you can specify in the Cursed Loot MCM. After looking around, it seems like its included in the expansion stuff.

 

Well after updating to version 5 of DD I once again have the collar-less harnesses, and would really like to add them back. Problem is I can't seem to find the Nif that has them. I figure there has to be a Nif in my files that has the collar as a part of the harness right? But the only ones I can find is like the HarnEboniteBody_go.nif which show up as invisible if I try to switch the Nifs around to use it instead.

 

Well, I did say I had a quick question, so long story short, do you know the where the Nifs are that the "chastity harnesses" use, or do you have one that you can upload here that I can use to re-add the collars to the leather and ebonite harnesses?

 

tyvm

Posted
49 minutes ago, unmog said:

So I had a quick question, I think mostly for @zarantha if anyone knows it's probably you but if anyone else knows feel free to tell me.

 

Anyway it's concerning the leather and ebonite harnesses. So, ya know originally how the harnesses used to all come with the collar part, but then the collar was later removed? I never really cared for that, thinking it looked funny without the collar portion and I didn't mind how sometimes the collar might clip. So I made it so the collar was apart of all the harnesses. You know, kind of how the chastity harnesses you can specify in the Cursed Loot MCM. After looking around, it seems like its included in the expansion stuff.

 

Well after updating to version 5 of DD I once again have the collar-less harnesses, and would really like to add them back. Problem is I can't seem to find the Nif that has them. I figure there has to be a Nif in my files that has the collar as a part of the harness right? But the only ones I can find is like the HarnEboniteBody_go.nif which show up as invisible if I try to switch the Nifs around to use it instead.

 

Well, I did say I had a quick question, so long story short, do you know the where the Nifs are that the "chastity harnesses" use, or do you have one that you can upload here that I can use to re-add the collars to the leather and ebonite harnesses?

 

tyvm

 

If you're going to edit the harness itself, you should do the bodyslide mesh, otherwise you're going to overwrite your change whenever you run bodyslide.

I don't see a mesh with both the collar and harness, but you could load up the bodyslide in outfit studio and import the collar. Save the project and build the outfit.

 

Should be four:

DDA - CBBE SE - BodyHarness --> CalienteTools\BodySlide\ShapeData\DDA_CBBE_SE_Redone\harnessBody.nif

DDX - CBBE SE - CustomEbonyBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\customEbHarnessSingle.nif

DDX - CBBE SE - CustomBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\customHarnessSingle.nif

DDX - CBBE SE - EboniteBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\harnEboniteBody.nif

 

These go to the bodyslide output (they don't exist before running bodyslide, hence the invisible devices):

\meshes\devious\devices\harnessBody_0/_1.nif

\meshes\devious\expansion\customEbHarnessSingle_0/_1.nif

\meshes\devious\expansion\customHarnessSingle_0/_1.nif

\meshes\devious\expansion\harnEboniteBody_0/_1.nif

 

Collars:

\meshes\devious\devices\harnessCollar_1.nif

\meshes\devious\expansion\HarnEboniteCollar_0.nif

Posted

I seem to have an issue with the Jack the belter and Tentacle parasite quest not disappearing from my quest logs if I use the debug function to remove all my devices, has anyone else had this issue? Would anyone possibly know the Quest ID's for these two so I can finish them via console.

 

Posted
1 hour ago, zarantha said:

 

If you're going to edit the harness itself, you should do the bodyslide mesh, otherwise you're going to overwrite your change whenever you run bodyslide.

I don't see a mesh with both the collar and harness, but you could load up the bodyslide in outfit studio and import the collar. Save the project and build the outfit.

 

Should be four:

DDA - CBBE SE - BodyHarness --> CalienteTools\BodySlide\ShapeData\DDA_CBBE_SE_Redone\harnessBody.nif

DDX - CBBE SE - CustomEbonyBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\customEbHarnessSingle.nif

DDX - CBBE SE - CustomBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\customHarnessSingle.nif

DDX - CBBE SE - EboniteBodyHarness --> CalienteTools\BodySlide\ShapeData\DDX_CBBE_SE_Redone\harnEboniteBody.nif

 

These go to the bodyslide output (they don't exist before running bodyslide, hence the invisible devices):

\meshes\devious\devices\harnessBody_0/_1.nif

\meshes\devious\expansion\customEbHarnessSingle_0/_1.nif

\meshes\devious\expansion\customHarnessSingle_0/_1.nif

\meshes\devious\expansion\harnEboniteBody_0/_1.nif

 

Collars:

\meshes\devious\devices\harnessCollar_1.nif

\meshes\devious\expansion\HarnEboniteCollar_0.nif

Hmm, I can try, but I've never done anything like that before... I just replaced the nif's before and I know you work on them so I was hoping you still had one where they were combined.

If you dont mind me asking, whats the custom versions of the harness for? I figured there was only the leather and ebonite versions, is it different somehow? I've noticed there was some other restraints with custom in their name but I figured it was for something that wasn't out yet.

Posted
1 hour ago, RoxDox said:

I seem to have an issue with the Jack the belter and Tentacle parasite quest not disappearing from my quest logs if I use the debug function to remove all my devices, has anyone else had this issue? Would anyone possibly know the Quest ID's for these two so I can finish them via console.

 

 

I wouldn't recommend using the free me option while you're in a quest. I seem to remember that there was a warning about that but it's not there now.

Go back to a save before you used it and retry or just finish the quests and use it again if still needed.

Manually finishing quests using setstage is also just asking for trouble and can break your game later.

Posted
10 minutes ago, unmog said:

Hmm, I can try, but I've never done anything like that before... I just replaced the nif's before and I know you work on them so I was hoping you still had one where they were combined.

If you dont mind me asking, whats the custom versions of the harness for? I figured there was only the leather and ebonite versions, is it different somehow? I've noticed there was some other restraints with custom in their name but I figured it was for something that wasn't out yet.

 

They're the same file, so i'm not sure why there's a custom and non custom version.

No, I don't think I've ever seen one where they were together. But then, the oldest I ever played was 4.1, but I didn't really start doing this stuff until around 4.3.

 

...oh, that's why. the custom is for the unlocked versions.

 

Anyway, it was really easy to throw together, here you go.

DD BodyHarness Alt CBBE SE.7z

Posted

stupid question i were using a older version of the mod , and things have changed , how do i start the quest line namely delivery refused to start it off  disregard solved it starting a new game soon 

Posted

UPD: Sorry i don't expect that LL video made as built in and not as downloadable content. I don't know how to fix it.

 

Hello my friends!

 

I record 4 videos about DCL 9.0 bugged rendered devices. In that process i found that many is depend on CPU speed. As you have more slow down CPU or many mods what's slows down your CPU as less bugs with rendered devices you got.

maybe i need install 250 mods to play DCL without bugs?)))

 

Video capture: fraps application

Video postprocessing: VirtualDub 1.6.5

Video compression: Divx10 demo version.

 

Now: My CPU: Intel core i5 9600KF (Coffee Lake) GPU: RTX 3070 TUF gaming 8 gb.

I play with almost minimal requirements for DCL 9.0

loot order:

dcl90_loot_order.txt

 

1) video1.mp4: Size: 123 mb, length: 0:02:06

In that video i show how affects bugged rendered devices - in video i can't show sseedit because but into screenshot as help:

Spoiler

Clipboard.jpg.87d6a5b36a86b850c99ab246d993ad30.jpg

 

Also there is proof from zadequipscript Event OnEquipped(Actor akActor):

Spoiler

Event OnEquipped(Actor akActor)        
    libs.Log("OnEquipped("+akActor.GetLeveledActorBase().GetName()+": "+deviceInventory.GetName()+")")        
    if akActor == libs.PlayerRef
        libs.log("Checking for active unequip operation for " + zad_DeviousDevice)
        int counter = 10 ; half second intervals, so 5 secs max
        while (StorageUtil.GetIntValue(akActor, "zad_RemovalOperation" + zad_DeviousDevice) == 1) && counter > 0
            libs.log("Device Swap detected. Waiting for removal operation to complete.")
            ; this looks to be a device swap, let's wait a bit
            counter -= 1
            Utility.Wait(0.5)
        EndWhile
        libs.log("No active unequip operation running for " + zad_DeviousDevice + ". Proceeding")
    EndIf    

 

UPD: i think there can add green text to remove bugged devices when try to equip the same rendered device as in inventory:

If !akActor.IsEquipped(deviceRendered) && akActor.GetItemCount(deviceRendered) > 0
        akActor.RemoveItem(deviceRendered, akActor.GetItemCount(deviceRendered),true)
    EndIf


    if akActor.GetItemCount(deviceRendered) > 0     there is check if you have the same rendered device into inventory then don't equip this item. But if this rendered device is bugged and not worn, then it's can't equip this device.
        libs.Log("OnEquipped aborted - item is already worn.")        
        ; no need to process if the item is already worn   
        return
    EndIf

 

2) video2.mp4: Size: 193 mb, Length: 0:03:41

In that video i show how works DCL option  Tie me up.

 

3) video3.mp4: Size: 167 mb: Length: 0:02:48

In that video i show how this function works with empty inventory and show that after this function appears bugged rendered device into inventory.

 

4) video4.mp4: Size: 158 mb, Lenght: 0:02:51

There i recompile dcur_library.psc script functionBool Function progressivebondage(actor a, int theme, int itemstoadd = 1)

i added there delay(0.5) - for my CPU is optimal, probably with slowest CPU delay can be short or for fastest CPU more. here script fragment what i added:

Spoiler

        ; DCL9
        if Utility.IsInMenuMode()
            Utility.WaitMenuMode(0.5)
        else
            Utility.Wait(0.5)
        endIf
        
        i += 1

 

Dear friend! If you read to this place and watch videos will be nice if you test it in your game and report about results. I don't believe is i only have so less mods and and so fast CPU tha tis bugged out DCL.

At least probably tie me up will be bugged at last.

Good luck to you all!))

 

 

 

Posted

i have a few questions.

 

1. what is the current status of 9.0, meaning, what are the current known bugs and behaviours, incompatibilities, and so on. and there an update on the way for anything as well ?

 

2. what items are no longer in 9.0 that were in 8.5 (not color variations, just items if there are any) ?

 

3. are there any temp fixes for anything i need to know about ?

 

4. any mods that used to work with 8.5 that would no longer work with 9.0 at all ? is there a list somewhere, or has anyone bothered to list them ?

 

5. 3BBB support ?

 

6. if i am going to finally bite the bullet and do the full update from 8.5, what do you need to know ahead of time ? (other than DD5.1 obviously lol)

 

thanks

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