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


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Posted

It seems that the Uniform Gloves (and anything else with the same model) doesn't properly align with the arms of my character. I've tried rebuilding everything in bodyslide under the name "gloves", but it seems that won't fix it. I've had this problem before on completely different mod lists, and I usually just ignore it, but i decided I might as well see if I can fix it. Can someone send me some proper .nif files for this, or tell me how to fix this?

Below are images of the issue.
 

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Posted

Hi. Have some question about SLIF patches and how to install them.

So, I install DD 5.1, DCL 9, SLIF. And I just downloaded that 2 patches from 

 

Am I correct that I should just create mod with that 2 files that will overwrite that 2 files from Scripts folder from both mods? (Using MO2 and find both of them on data tab)

Posted
53 minutes ago, shadychild said:

Here's the papyrus log. 

Depend on papyrus log you was in strange place to be sent to dagonwar prison. What was a location and how are you get arrested and for what crime?

Don't you have any other prison mod what can overwrite it? You have DD 5.1 and DCL 9.0?

Posted

Hi DCL team,

 

This is a continuation of the DCL fast travel issue, apologies if somewhere in the 169 pages it's been answered.

 

So, I start a new game and proceed through the vanilla start Arthmoor provides.  Having had the experience, I shut down all stuff in DCL using the debug check box provided.  As I step into the Helgen keep, the Chloe quest and the "Bound in Skyrim" quest start anyway, even though I asked all things to shutdown.  And as you can see what's coming, fast travel is disabled even though I have no intention of running the Chloe quest or the other DCL quests, I'm just in it for the devices.

 

Is this intended? Is my only option to not load DCL at all, or avoid the vanilla start or any part of the Helgen keep?

 

Posted
20 minutes ago, Mrod23 said:

Hi DCL team,

 

This is a continuation of the DCL fast travel issue, apologies if somewhere in the 169 pages it's been answered.

 

So, I start a new game and proceed through the vanilla start Arthmoor provides.  Having had the experience, I shut down all stuff in DCL using the debug check box provided.  As I step into the Helgen keep, the Chloe quest and the "Bound in Skyrim" quest start anyway, even though I asked all things to shutdown.  And as you can see what's coming, fast travel is disabled even though I have no intention of running the Chloe quest or the other DCL quests, I'm just in it for the devices.

 

Is this intended? Is my only option to not load DCL at all, or avoid the vanilla start or any part of the Helgen keep?

 

 

I believe it's intended. Enter Helgen and find her. When you find her, you should have an option to abandon her to her fate. This should kill the entire new arc that starts with chloe.

Posted
7 hours ago, Gh0sTG0 said:

Am I correct that I should just create mod with that 2 files that will overwrite that 2 files from Scripts folder from both mods? (Using MO2 and find both of them on data tab)

 

Yes, create a mod. In that mod, create a folder called scripts. Drop the pex files in there. Don't forget to rename it if it has a version in the name.

Replacing the files would work too.

 

Should look something like this when done. Ignore the source and not using folders, those are my working folders from when I compiled.

 

image.png.3caf4e8e4787d43eecfe84c6d42ec056.png

Posted
21 hours ago, Elsidia said:

What body you have and what  type of DD is installed?

I am using CBBE with HDT physics and XP32 skeleton. I am using the latest DDI DDE and DDa before they were integrated into one mod, so I believe (though this may be wrong) DDi 4.3, DDa 3.0, and DDe 4.3.

Posted

i really like this mod exept for one feature the disable fast travel the options to disable it always while bound and while in a quest but what about the option for not at all seriously is there a patch or something i can do to not disable fast travel its driving me insane thanks for your hard work just frustrated srry  

Posted

Hi there.

 

Just wondering if I could have a hand being pointed in the right direction for building bodies in bodyslide please?

 

My issue is the body morphing feature of Cursed Loot doesn't seem to work right and causes some crushed breasts when "expanded" and the belly inflation ins very low in the torso.

I've found that some suggestions on fixes eariler in this topic say to make sure you've built the bodies first in bodyslide. Is this the same as running bodyslide to build the outfits when you first install the mod or are there more steps fpr bodies?

 

Cheers

Posted
7 hours ago, Wow132666 said:

CBBE with HDT physics

i don't hear about CBBE HDT for SE version, i use CBBBE special body with HDT SMP xml configuration for physics. Seems on screenshot Gloves don't have right bone weight because those goes in own way. Probably you need copy selected bones from your CBBE HDT reference to that gloves. When you do it. don't copy all bones but onlt selecetd for arms because those gloves have finger weights too and then those weights will be removed and gloves destroyed. Also seems catsuit arms is too small - or this is made by sliders or weight deformation.  Or just visual illusion by screenshot and wrong weight on gloves. Anyway you need copy all slider to gloves too. Of course i can sent my gloves to you, but not sure if it helps.

 

Posted
3 hours ago, Wolfess177 said:

Just wondering if I could have a hand being pointed in the right direction for building bodies in bodyslide please?

That's depend on your body type. DCL inflation works right only on LE version of mod body type. I use CBBE SE special body. And there inflation works correct only belly. Butt visually not changes. Breasts in inflation nipples points up, but not enlarge. If you set size 2.0 it's deformed on direction of sky. because i left standard 0.7, when you practically not see difference of deforming. belly inflates good even on size 2.0 and it's really big.

But if you use 3BBB not sure, but i think you have no chance of normal inflation while you rework DCL inflation scripts and change morph names and inflated variables.

 

Posted
21 hours ago, Elsidia said:

Depend on papyrus log you was in strange place to be sent to dagonwar prison. What was a location and how are you get arrested and for what crime?

Don't you have any other prison mod what can overwrite it? You have DD 5.1 and DCL 9.0?

i have tried commiting crimes in different citys like Whiterun, Dawnstar, Riften and Solitude. i was accused by guards for pickpocketing and murder. i have DCL 9.0 and DD 5.1.7 installed.

Posted
11 hours ago, wrathdragon said:

i really like this mod exept for one feature the disable fast travel the options to disable it always while bound and while in a quest but what about the option for not at all seriously is there a patch or something i can do to not disable fast travel its driving me insane thanks for your hard work just frustrated srry  

 

No patch for fast travel that I know of. You can use carriages between towns. If you're having trouble activating them, Devious Carriages works.

Otherwise, the only option is to finish that quest as quickly as you can.

Posted
1 hour ago, shadychild said:

i have tried commiting crimes in different citys like Whiterun, Dawnstar, Riften and Solitude. i was accused by guards for pickpocketing and murder. i have DCL 9.0 and DD 5.1.7 installed.

 

I tried replicating this, but I need to work through an issue where my game freezes after the arrest dialogue when getting arrested.

 

@Elsidia have you tried getting arrested recently? There's a script error in shady's logs and mine, not sure if it's the problem here. The script is a fragment, nothing really looks off to me there, other than I don't see 'pqs' in it. Gonna compare to an older version too, but I think you're better at scripts than I am.

 

[04/17/2021 - 09:13:16PM] warning: Property pqs on script dcur_prison_arrest_goprison attached to topic info 540FEA56 on quest dcur_prison_guardArrestDlg (540FE4E6) cannot be initialized because the script no longer contains that property

Posted

@zarantha Speaking of carriages... maybe its just me, but you know the carriage added by DCL to dawnstar? I cant seem to get it to work. I talk to the driver, he tells me to jump in back, and then nothing happens. Am I doing something wrong? Know what's going on? If anyone has any idea how to fix it let me know. 

Posted
20 minutes ago, unmog said:

@zarantha Speaking of carriages... maybe its just me, but you know the carriage added by DCL to dawnstar? I cant seem to get it to work. I talk to the driver, he tells me to jump in back, and then nothing happens. Am I doing something wrong? Know what's going on? If anyone has any idea how to fix it let me know. 

 

There's a carriage added by DCL in dawnstar. You talk to the driver and he asks where you want to go, no hopping in back at all. He's right at the entrance to dawnstar, where you'd end up when fast traveling.

 

I think you're talking to another carriage added by another mod. The one I used was actually stuck in a house wall, but the  driver wasn't. Placement may be hidden depending on what city mod you use.

 

Spoiler

image.png.b2a1f4407a5925abd714d42f01122db4.png

 

Posted
51 minutes ago, unmog said:

I cant seem to get it to work. I talk to the driver, he tells me to jump in back, and then nothing happens. Am I doing something wrong? Know what's going on? If anyone has any idea how to fix it let me know.

DCL carriage in dawnstar does not require you to jump in the carriage itself, differently from other mods (and even vanilla's ones)

 

20 minutes ago, zarantha said:

I think you're talking to another carriage added by another mod. The one I used was actually stuck in a house wall, but the  driver wasn't. Placement may be hidden depending on what city mod you use.

Few weeks ago I had DCL, Expanded Carriage Service and SLUTS resume, and thus ended with three carriage drivers in Dawnstar. Removed ECS since them and now I have two carriages at the same local (they do not occupy the exact same spot and are not incompatible per se, but it's a bit redundant though).

Posted
9 hours ago, Elsidia said:

i don't hear about CBBE HDT for SE version,

 

:/ I just realized that I wrote this issue on the SE version of Cursed Loot, as I am using LE... 

 

9 hours ago, Elsidia said:

Anyway you need copy all slider to gloves too. Of course i can sent my gloves to you, but not sure if it helps.

 

Problem is, I don't actually know what NIF the uniform gloves reference. I have looked in bodyslide and could not find the NIF file for the uniform gloves. I could probably copy it myself if I actually knew which NIF that the gloves use.

Since I wrote this on the wrong version, IDK if the NIFs are the same or not, but if you want to send me the gloves I could still try anyways...

Posted
3 hours ago, zarantha said:

you tried getting arrested recently?

yes i tried. As new arrest system just picklock isn't have enough, because i kill one guard in Whiterun and Solitude then hide a weapon. Next guard as approaches me have DLC arrest dialogue. After a few try i got necessary outcome (i was locked into ultra tight armbinder and even teleports to place where all guards want to kill me) When at least i got necessary dialogue and answer - "what will happen to me" i got answer: "you go to prison" - in short there was more sentence. And then i was teleported to prison. I got result as from Whiterun and Solitude. Always tp to prison. And yes in logs are the same line Property pqs on script dcur_prison_arrest_goprison attached to topic info 540FEA56 on quest dcur_prison_guardArrestDlg (540FE4E6) cannot be initialized because the script no longer contains that property, but arrest works properly. After this line i got log info what on are equipped shackles. What's not seen in log of @shadychild. I don't know why prison not works for him, maybe some mod forbidden DCL teleport to prison.

 

UPD: oh... maybe some mod modify Dagonwar prison cell, because DCL can't teleport to here.

Posted
36 minutes ago, Wow132666 said:

Problem is, I don't actually know what NIF the uniform gloves reference

No gloves from SE don't fit to LE, because LE have different build nif's If LE can be convert to SE by open nif in outfit studio then SE can't convert to LE.

For SE (what can be different too) body slides file is named DCL - CBBE - Long Gloves

And nif is in place meshes\devious\CursedLoot\mxw_catsuit - this path is the same as in LE

nif name is the same for LE: long_gloves_0.nif and long_gloves_1.nif

But better ask to LE thread because seems there is problem with weight but this for HDT work different as in SE version. We don't have HDT, we have some mod what try to replace it: HDT SMP.

 

 

 

Posted
55 minutes ago, Elsidia said:

yes i tried. As new arrest system just picklock isn't have enough, because i kill one guard in Whiterun and Solitude then hide a weapon. Next guard as approaches me have DLC arrest dialogue. After a few try i got necessary outcome (i was locked into ultra tight armbinder and even teleports to place where all guards want to kill me) When at least i got necessary dialogue and answer - "what will happen to me" i got answer: "you go to prison" - in short there was more sentence. And then i was teleported to prison. I got result as from Whiterun and Solitude. Always tp to prison. And yes in logs are the same line Property pqs on script dcur_prison_arrest_goprison attached to topic info 540FEA56 on quest dcur_prison_guardArrestDlg (540FE4E6) cannot be initialized because the script no longer contains that property, but arrest works properly. After this line i got log info what on are equipped shackles. What's not seen in log of @shadychild. I don't know why prison not works for him, maybe some mod forbidden DCL teleport to prison.

 

UPD: oh... maybe some mod modify Dagonwar prison cell, because DCL can't teleport to here.

 

Maybe. Alright, I thought there was an animation to lock bindings on I might be choking on, but if it's the teleport after the guard says go to prison, that's where I'm freezing. And if you complete successfully, it's not the script error. ty for checking. I'd rather have the quest fail silently and complete though instead of just staying frozen. :D

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