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


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Posted
2 hours ago, belegost said:

It works, though the cart is slightly inside the rock now, but that's not really a problem.

 

I have to ask though, why is horse not attached to a cart? Is that deliberate?

 

Kinda hard to see in the CK - I usually don't use the render window, so I didn't see the rock. What I did was approximate a empty location and tell it to "fall" to the ground. So "ground" may actually be under the rock. If Kimy can fix it, I expect it will be positioned better in the next DCL release and make the patch obsolete.

 

The horse isn't connected to the carriage in DCL that I could see before the edit, and the CFTO carriage had what looked like a different kind of horse object in that position. So I assume the horse wasn't meant to be connected. The DCL horse is the one next to the carriage in behind the tree in the screenshot.

Posted
On 6/19/2021 at 12:41 AM, Elsidia said:

For DCL quests. Face discolor can be fixed by loading DCL into CK, found damaged character into actors menu and press ctrl+f4 on that actors. I'ts build Facegen for those.  No need save a DC, just exit from CK. Or there is mod what can be used for fix.

Probably this. Somewhere in this thread are link to this mod.

https://www.nexusmods.com/skyrimspecialedition/mods/42441?tab=files

Thank you!

Posted (edited)
1 hour ago, zarantha said:

 

Kinda hard to see in the CK - I usually don't use the render window, so I didn't see the rock. What I did was approximate a empty location and tell it to "fall" to the ground. So "ground" may actually be under the rock. If Kimy can fix it, I expect it will be positioned better in the next DCL release and make the patch obsolete.

 

The horse isn't connected to the carriage in DCL that I could see before the edit, and the CFTO carriage had what looked like a different kind of horse object in that position. So I assume the horse wasn't meant to be connected. The DCL horse is the one next to the carriage in behind the tree in the screenshot.

 

Oh, the CFTO horse is there, it's just behind the DCL cart, you can't really see it in this picture (unless you squint really hard). I was wondering about the DCL horse, I assume it's unattached for a reason (SLUTS I presume), was just asking for... research purposes.

 

Anyway, thank you again for the patch.

Edited by belegost
Posted (edited)

I got bored of Leon and his way of "fun", so I used the safe word Free me from the mod's MCM. It took ages to remove all the devices, but two pieces of piercing got stuck on my bimbo. I bought piercing removal tool from Laura, but there's no option to remove them whatsoever.

 

Is there an alternative way to get rid of them, let's say using a console command?

Edited by Incubusbul
Posted
14 minutes ago, Incubusbul said:

Is there any alternative way to get rid of them, let's say using a console command?

Spoiler

help "Leon's master key"

write down id

player.additem XX02f25a 1, where XX is your mod load order. You got full id from help

exit console. Take off pierciengs with tool

enter console

player.removeitem XX02f25a 1

exit from konsole

 

Posted (edited)
45 minutes ago, Elsidia said:
  Hide contents

help "Leon's master key"

write down id

player.additem XX02f25a 1, where XX is your mod load order. You got full id from help

exit console. Take off pierciengs with tool

enter console

player.removeitem XX02f25a 1

exit from konsole

 


Thank you big time! Most appreciated.
I'm saving this in my Troubleshooting folder for future reference.

Edited by Incubusbul
Posted

Does anybody know if the included KS Hair assets are necessary if you have the KS Hairs, they look the same to me but maybe there are some little mesh fixes / compatibility that I haven't noticed?

 

I like to keep my files clean and get rid of unnecessary duplicates / overrides :)

 

Also, are there BHUNP bodyslides available for SE anywhere? I've made a couple of fixes myself, but if someone has already done it, that'd save me a lot of time in Blender / OS!

Posted
51 minutes ago, AndysLab said:

Does anybody know if the included KS Hair assets are necessary if you have the KS Hairs, they look the same to me but maybe there are some little mesh fixes / compatibility that I haven't noticed?

 

I like to keep my files clean and get rid of unnecessary duplicates / overrides :)

 

Also, are there BHUNP bodyslides available for SE anywhere? I've made a couple of fixes myself, but if someone has already done it, that'd save me a lot of time in Blender / OS!

 

Pretty sure they were included just for compatibility for those not using KS hairs. I have KS overwriting DCL and haven't seen an issue with hair.

 

BHUNP was linked in the troubleshooting post:

BHUNP for DD and DCL: https://www.loverslab.com/files/file/10729-bhunp-3bbb-bodyslide-collection/

Posted

Is the crime overhaul intended to be a permanent change to the base gameplay? I just started replaying Skyrim after a long time, and I haven't played with Cursed Loot since 6.3, so the crime overhaul is all new to me. When I played 6.3, I was under the impression that DCL didn't replace base mechanics of the game. I thought that DCL only added stuff on top of the base game, and even if DCL changes some gameplay mechanics, those changes can be customizable or optional.

 

I tried turning off DCL through MCM, but it looks like the guards still arrest you with the new dialogue.

Posted
13 hours ago, diirola said:

Is the crime overhaul intended to be a permanent change to the base gameplay? I just started replaying Skyrim after a long time, and I haven't played with Cursed Loot since 6.3, so the crime overhaul is all new to me. When I played 6.3, I was under the impression that DCL didn't replace base mechanics of the game. I thought that DCL only added stuff on top of the base game, and even if DCL changes some gameplay mechanics, those changes can be customizable or optional.

 

I tried turning off DCL through MCM, but it looks like the guards still arrest you with the new dialogue.


DCL already has a built-in option to use vanilla prisons instead.

Posted
14 hours ago, diirola said:

Is the crime overhaul intended to be a permanent change to the base gameplay? I just started replaying Skyrim after a long time, and I haven't played with Cursed Loot since 6.3, so the crime overhaul is all new to me. When I played 6.3, I was under the impression that DCL didn't replace base mechanics of the game. I thought that DCL only added stuff on top of the base game, and even if DCL changes some gameplay mechanics, those changes can be customizable or optional.

 

I tried turning off DCL through MCM, but it looks like the guards still arrest you with the new dialogue.

 

The dialog change was intentional and needed, but the prison is not a complete replacement. If you check use vanilla prisons, that's all you should see even with the dialog change. With it unchecked you should randomly get either a vanilla prison or dagonar. If you have pop, you will also get pop prisons, based on the slider.

 

https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/?do=findComment&comment=3400373

 

Posted

 

14 hours ago, HexBolt8 said:

I think it's being triggered correctly, with SendModEvent("dcur-triggerrubberdoll").  You might ask on the DCL support discussion about what is supposed to happen with that one.

 

9 hours ago, CaptainJ03 said:

Just tested this - I get the same results when triggering the Rubber Doll quest.

So as Hexbolt8 said, this should be reported to Kimy, as a Slave Gag is definitely not the start of the Rubber Doll quest.

 

 

It seems like there's a bug in DCL that's causing SimpleSlavery to trigger another event instead of the actual Rubber Doll questline.  When SimpleSlavery triggers that event, you instead wake up in the woods with just a slave gag on - which is pretty easy to get out of, if you have the keys.

Posted
15 minutes ago, ChandraArgentis said:

 

 

 

 

It seems like there's a bug in DCL that's causing SimpleSlavery to trigger another event instead of the actual Rubber Doll questline.  When SimpleSlavery triggers that event, you instead wake up in the woods with just a slave gag on - which is pretty easy to get out of, if you have the keys.

 

Please report on the LE thread to be sure Kimy sees it.

Posted

Hello

I have a small problem with Cursed loot, once in game after several loading of save etc, I have no MCM for cursed loot in my list, the mod is well active in game because it loads when launching a new game but no MCM menu appears. I reinstalled several times the mod without success, I also used the refresh command of the MCM menu without success. I use MO2 and it does not indicate any conflict with this mod.  Is there any cursed loot conflict not indicated in the description ? like for example DD BHUNP or PAH, I don't know what to try anymore

Posted
6 minutes ago, Harllaown said:

Hello

I have a small problem with Cursed loot, once in game after several loading of save etc, I have no MCM for cursed loot in my list, the mod is well active in game because it loads when launching a new game but no MCM menu appears. I reinstalled several times the mod without success, I also used the refresh command of the MCM menu without success. I use MO2 and it does not indicate any conflict with this mod.  Is there any cursed loot conflict not indicated in the description ? like for example DD BHUNP or PAH, I don't know what to try anymore

 

Not a conflict, it's just taking a while to initialize.

 

Kimy DCL MCM initialization: https://www.loverslab.com/topic/33986-deviously-cursed-loot-v85-2020-03-24/?do=findComment&comment=3205086
 1. Start a new game.
2. Wait 30 secs, or not at all. It's really just telling Skyrim that you MEAN it. Or so.
3. Quit to menu.
4. Start another new game.
5. Enjoy.

Posted

In my playthroughs, even though I don't have it set to "progressive", all the cursed loot I pick up seems to follow that pattern anyways though.  I do have merciful dungeons turned on.  I tested it to see if it was false-flagging things as the opposite they should have been by turning 'on' progressive DCL, but the behavior seemed identical in the limited testing I performed.

 

I did not experience this issue when I played it in the LE variant (I stopped because of all the CTDs),

Posted
2 hours ago, ChandraArgentis said:

In my playthroughs, even though I don't have it set to "progressive", all the cursed loot I pick up seems to follow that pattern anyways though.  I do have merciful dungeons turned on.  I tested it to see if it was false-flagging things as the opposite they should have been by turning 'on' progressive DCL, but the behavior seemed identical in the limited testing I performed.

 

I did not experience this issue when I played it in the LE variant (I stopped because of all the CTDs),

 

Nothing in the SE version edits anything that would affect how devices are selected. The ESP and scripts aren't touched at all during conversion anymore, and all I have edited in the DD patch is adding in forearms and calves and fixed some textures. It might just be luck on the device selection, or a change between versions if your LE version was different from the SE version.

Posted
4 hours ago, zarantha said:

Nothing in the SE version edits anything that would affect how devices are selected. The ESP and scripts aren't touched at all during conversion anymore, and all I have edited in the DD patch is adding in forearms and calves and fixed some textures. It might just be luck on the device selection, or a change between versions if your LE version was different from the SE version.

 

This is an observation I've made from hours of play, not just a few.  Is it working for you?  Same version numbers from LE to SE.

Posted
38 minutes ago, ChandraArgentis said:

 

This is an observation I've made from hours of play, not just a few.  Is it working for you?  Same version numbers from LE to SE.

 

Never tested it. I prefer to have progressive so I do have that set and to not get the really heavy stuff unless forced to. But I know what I did when converting it, and nothing I did would change how items are selected. So it's either working in both LE and SE (either as expected and supposed to be progressive with your options or the Skyrim RNG is being particularly weird), or it's broke in both LE and SE. There's nothing in between.

 

It is not something that can be broken in conversion without explicitly trying to change it. Either by specifically editing the leveled lists (which I didn't do - all esp edits are in the patch esp and you can see what was changed there in xedit) or by editing the scripts (which I also didn't do - no need to script edit anymore since 5.0,  yay!). Skyrim RNG is not very random, so it's very possible that it's just the way the RNG is working.

 

You could attach a papyrus log after an event or two and maybe we can see how it's being selected, or try to get kimy involved.

Also, just a reminder, mercyful dungeons tries to leave the hands unbound and not apply the really punishing stuff, so make sure you're taking that into account. You might want to test with it off or not in a dungeon.

 

Quote

 

- Added: Mercyful Dungeons: This new MCM toggle can be used to make cursed traps more forgiving by not equipping wrist restraints on you while you're exploring a dangerous dungeon. The toggle will also prevent the more punishing special traps from triggering in dungeons.

 

 

 

Posted (edited)
On 7/1/2021 at 9:46 PM, zarantha said:

 

Not a conflict, it's just taking a while to initialize.

 

Kimy DCL MCM initialization: https://www.loverslab.com/topic/33986-deviously-cursed-loot-v85-2020-03-24/?do=findComment&comment=3205086
 1. Start a new game.
2. Wait 30 secs, or not at all. It's really just telling Skyrim that you MEAN it. Or so.
3. Quit to menu.
4. Start another new game.
5. Enjoy.

 

I tried the way you described but without success I reinstalled the mod 10 times and suddenly the MCM appeared for an unknown reason but it works.

thank you for your help

Edited by Harllaown
Posted

There is still no loot spawn or start cursed events when i set the event chance %100 and It shows "Cursed Loot Chance = 0" in the MCM. I also deleted the playable child race records belonging to rschildren mods. What could be the problem? Thank you for your help.

Posted
45 minutes ago, Elsidia said:

Some of DCL quest is active and block cursed loot

This is happening even at a new game start and mcm shows "Active Quest Running = FALSE". How can I find cause?

Posted
12 minutes ago, anil1905 said:

This is happening even at a new game start and mcm shows "Active Quest Running = FALSE". How can I find cause?

How you start a game? At first level some traps are disabled because you are too low level. Check at least on second level.

 

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