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


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Posted

Sorry it was not my intention to edit the mod that way I did not know that could happen, I was just looking for a way to get the mod to run. I have disabled RS Children still have the same issue and I also did the not playable option that is listed in the DOC file but I still run into the same issue. I have posted my mod list and plugin list, I'm hopping that someone can look at it to see if there is a know mod that removes the tags from the child NPC, or if there is a mod that adds them back in. Thanks again for the help.

modlist.txt loadorder.txt

Posted
13 hours ago, Randall84 said:

Sorry it was not my intention to edit the mod that way I did not know that could happen, I was just looking for a way to get the mod to run. I have disabled RS Children still have the same issue and I also did the not playable option that is listed in the DOC file but I still run into the same issue. I have posted my mod list and plugin list, I'm hopping that someone can look at it to see if there is a know mod that removes the tags from the child NPC, or if there is a mod that adds them back in. Thanks again for the help.

modlist.txt 31.1 kB · 1 download loadorder.txt 24.39 kB · 0 downloads

 

Get rid of Easy Wheel. BIG problems with that one. RS children of course will cause issues, but even if you disabled / removed all the RS mod/ patches, you would still have issues as long as you have Easy Wheel there.

Posted
2 hours ago, YojimboRatchet said:

 

Get rid of Easy Wheel. BIG problems with that one. RS children of course will cause issues, but even if you disabled / removed all the RS mod/ patches, you would still have issues as long as you have Easy Wheel there.

Thanks I'll try that. Would have never thought of easy wheel

Posted
5 hours ago, YojimboRatchet said:

 

Get rid of Easy Wheel. BIG problems with that one. RS children of course will cause issues, but even if you disabled / removed all the RS mod/ patches, you would still have issues as long as you have Easy Wheel there.

Hey that worked. Thank you so much

Posted (edited)
On 9/9/2021 at 8:34 PM, Randall84 said:

Sorry it was not my intention to edit the mod that way I did not know that could happen, I was just looking for a way to get the mod to run. I have disabled RS Children still have the same issue and I also did the not playable option that is listed in the DOC file but I still run into the same issue. I have posted my mod list and plugin list, I'm hopping that someone can look at it to see if there is a know mod that removes the tags from the child NPC, or if there is a mod that adds them back in. Thanks again for the help.

modlist.txt 31.1 kB · 3 downloads loadorder.txt 24.39 kB · 1 download

Sorry for keep posting but I ran into another issue anytime I load from a save or when I die and load back to a previous save, I run into me losing my hear and ice shooting out of my face, with multiple slave quests started/ in the middle. Any ideas? I did remove the easy wheel mod and the mod works on start up

Edited by Randall84
Posted

Unsolicited suggestion time: in 9.1 would it be possible to add furniture to some hostile locations? (specifically forts with dungeons bandit occupied caves etc) no idea what the back end of that sort of logic looks like or how the AI reacts to players in furniture but canonically "poof - fade to black - wake up in dungeon - escape" feels like it would fit the mod... i mean next step, after TP the player hide their stuff in the appropriate boss chest so they have to finish the dungeon they're in.

 

not sure if it's an expansion of bondage adventure or just a mini event that could happen when looting in one of the relevant locations but thought i'd throw it out there.

Posted
8 hours ago, Randall84 said:

Sorry for keep posting but I ran into another issue anytime I load from a save or when I die and load back to a previous save, I run into me losing my hear and ice shooting out of my face, with multiple slave quests started/ in the middle. Any ideas? I did remove the easy wheel mod and the mod works on start up

 

Did you start a new game when you removed easywheel? Or reverted to a save before it was installed?

Removing mods for testing is fine, but for actual playing that is not safe and tends to cause problems.

 

You could try fallrim tools to clean the save, but if that doesn't work, I'd see how things go on a new save.

If it's still there on a new save, I don't know. I have never heard of such issues.

Posted

Curiously, I have encountered a new issue, which is a bit annoying, and I am not seeing anything about it on the thread so far.

 

When I go into Helgen, and make my way towards the cell where Chloe is, I walk past her and keep going, as I would like to do her questline after I am done the main storyline up until i kill the first dragon and become Dragonborn.

 

But every single time I try, I walk past her, and then make my way into the first open room right before the "narrow passage", and while I am looting the dead bodies there, I instantly CTD. Netscript doesn't even generate a log on this either, and the Papyurus logs don't say anything either, other than the usual "none faction" spamming messages.

 

Is this normal to happen ? Can I not bypass Chloe and come back later on ?

 

If I cannot ignore her, then is there a way to save Chloe, then dismiss her, and get her again to resume her quest at a later point in time ?

Posted
29 minutes ago, YojimboRatchet said:

Curiously, I have encountered a new issue, which is a bit annoying, and I am not seeing anything about it on the thread so far.

 

When I go into Helgen, and make my way towards the cell where Chloe is, I walk past her and keep going, as I would like to do her questline after I am done the main storyline up until i kill the first dragon and become Dragonborn.

 

But every single time I try, I walk past her, and then make my way into the first open room right before the "narrow passage", and while I am looting the dead bodies there, I instantly CTD. Netscript doesn't even generate a log on this either, and the Papyurus logs don't say anything either, other than the usual "none faction" spamming messages.

 

Is this normal to happen ? Can I not bypass Chloe and come back later on ?

 

If I cannot ignore her, then is there a way to save Chloe, then dismiss her, and get her again to resume her quest at a later point in time ?

 

That area just before tends to be facegen crashes, I'm a bit surprised there's no crash log. There shouldn't be anything from DCL editing that room directly, other than the passage squeeze.

 

Before going into that room, try running the command 'tai' and see if you can enter. If you can, check the NPCs and see what is editing them. In that room, it shouldn't be DCL.

If that doesn't work, try toggling sexlab's freecam and use the camera to look in the room and at the npcs.

 

If you can dismiss her, she'll be up in the dawnstar inn. I don't think it's chloe though, it's more likely something editing the imerial and stormcloak templated NPCs.

Posted
2 hours ago, zarantha said:

 

Did you start a new game when you removed easywheel? Or reverted to a save before it was installed?

Removing mods for testing is fine, but for actual playing that is not safe and tends to cause problems.

 

You could try fallrim tools to clean the save, but if that doesn't work, I'd see how things go on a new save.

If it's still there on a new save, I don't know. I have never heard of such issues.

Started a new game

Posted (edited)
2 hours ago, YojimboRatchet said:

Is this normal to happen ? Can I not bypass Chloe and come back later on ?

Probably it's because of that:

TESObjectWEAP(Name: `Imperial Sword`, FormId: 000135B8, File: `Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)

And it's random CTD

 

 

UPD: You have installed mfgfix?

Edited by Elsidia
Posted
4 hours ago, green365 said:

Unsolicited suggestion time: in 9.1 would it be possible to add furniture to some hostile locations? (specifically forts with dungeons bandit occupied caves etc) no idea what the back end of that sort of logic looks like or how the AI reacts to players in furniture but canonically "poof - fade to black - wake up in dungeon - escape" feels like it would fit the mod... i mean next step, after TP the player hide their stuff in the appropriate boss chest so they have to finish the dungeon they're in.

 

not sure if it's an expansion of bondage adventure or just a mini event that could happen when looting in one of the relevant locations but thought i'd throw it out there.

 

In theory, DCL supports that already via the furniture traps. There is always the chance of hiccups with putting the player into the same area together with NPCs otherwise set to attack the player, though. I can experiment with it, though! Sure! Why not! :)

Posted

This mod just can't stop. I've tried check on "shut down all functions" box, turn off cursed loot events, clear all quest. Yet the mod still interferes with guard's capture scenario, still spawning keys on dead body/loot boxes, npcs still view me as a slave and demand sex occasionally. Please, is there anything I can do to disable it ?? ( I know I can't uninstall it as it'd ruin the save game)

Posted

Also of note, found something a bit weird with one of the dialogue mods from Nexus, with relation to not just DCL, but just about every mod out there as well, but very apparent with DCL when trying to find certain NPC's and they're not where they are supposed to be...

 

Realistic Conversations

 

The sites makes no mention of this, but once you download the mod, it's actually named Realistic Conversations with Natural Social Behaviours and what happens is that just about every natural vanilla NPC moves all over the place. some go for walks, like really far walks (found someone fro Falkreath just in front of Helgen), and most even populate custom homes (my castle had over 20 NPC's.....)

 

Doesn't break anything per say, but it does make things a bit hard when you have to travel farther to find an NPC during a storyline, when they're not where they are supposed to be.

Posted
1 hour ago, terrordrone said:

This mod just can't stop. I've tried check on "shut down all functions" box, turn off cursed loot events, clear all quest. Yet the mod still interferes with guard's capture scenario, still spawning keys on dead body/loot boxes, npcs still view me as a slave and demand sex occasionally. Please, is there anything I can do to disable it ?? ( I know I can't uninstall it as it'd ruin the save game)

 

I think to get what you're looking for, you'd need to not have it installed at all when starting your new save, if you intend to not use it and don't want the guard dialog changed.

 

It's been said that the guard dialog a core part of many DCL functions. Some functions must be initialized for the MCM to show up just so you can shut it down. I think there's a limit to how far it can shut itself down without breaking the MCM entirely or otherwise breaking things. Still, that's just logically thinking it through, I'm not sure. Whether those parts include the guard dialog I don't know, but it is possible.

 

@Kimy Is this right, or is this a bug?

Posted

Does Sasha no longer play with the settings of the plugs locked into your character when you ask her to be your keyholder?
I remember occasionally having a message box showing up and telling me that Sasha has set the plugs to a certain level and the plugs responding accordingly in LE.

Posted
23 minutes ago, Sis_User said:

Does Sasha no longer play with the settings of the plugs locked into your character when you ask her to be your keyholder?
I remember occasionally having a message box showing up and telling me that Sasha has set the plugs to a certain level and the plugs responding accordingly in LE.

 

As long as it's an LE 9.0 feature still, it should work. That's not something that should break in conversion. I stayed away from Sasha and the keyholder stuff, so I don't know.

Posted
13 hours ago, terrordrone said:

Yet the mod still interferes with guard's capture scenario,

 

Intended. As I have said many times, overriding this dialogue is needed for many of DCL's core functions.

 

13 hours ago, terrordrone said:

still spawning keys on dead body/loot boxes,

 

Not intended. Will check into this.

 

13 hours ago, terrordrone said:

npcs still view me as a slave and demand sex occasionally.

 

Define "still". If you have stared Leon/Leah and agreed to submit to them...yeah, that's intended. Otherwise, it might not be. More information is needed/

 

Generally: It's safe to install mods midway though a playthrough and test them to see if you like them. It is however NOT safe to uninstall a mod mid-playthrough. If you tested DCL and deemed it not to be to your liking - I regret that you didn't like my mod, but in that case, the only safe way to get of it is uninstalling the mod and then reverting to the last savegame BEFORE installing DCL. That's not a DCL-specific thing. That's the standard advice for all mods people are trying out.

 

Posted

Another problem just popped up. I got captured by a guard in Windhelm and he send me to public exhibition ( being locked to a static bondage furniture placed around city hold). And then another guard saw and come to kill me right away while I was hopelessly watching. ( I've already tried to disable the mod with the  "shut down all functions" box, turn off cursed loot events before hand). Seriously Is there an option to stop this ?? 

Posted
7 minutes ago, terrordrone said:

Seriously Is there an option to stop this ?? 

Check in DCL MCM -> use vanilla prisons. Then you will be send to vanilla prison. I don't know how it works, you just pay septims? Never time in life while i see a Skyrim, i don't use it without DCL.

Posted

 Another problem: After i died, the game load back to a save game BEFORE the guard Capturing happens, yet Im still stuck to the bondage device ( this time i can run, walk, hit and still got dressed unlike before) unable to move eslewhere. Another npc comes and rape me and the bondage device just disappear. After the sex scene, i can now move around again. But when I press 'e' to init interaction, a msg box still showing up, asking me what to do with the device ( unlock, escape, ..etc...). 

 Restart the game entirely seem to bring stuff back to normal thou. I'm reporting these hoping u will find/fix more issues and add the option to disable the guard's function in the future.

Posted
7 minutes ago, terrordrone said:

a msg box still showing up, asking me what to do with the device ( unlock, escape, ..etc...). 

You are still in device. If that was trap device after °some Skyrim time (a few hours) it will unlock automatically. or you can struggle out, pick lock, break device to free yourself. If faill all need wait some real time (max 30 sec.) and try again.

Posted
On 9/12/2021 at 8:40 AM, zarantha said:

 

As long as it's an LE 9.0 feature still, it should work. That's not something that should break in conversion. I stayed away from Sasha and the keyholder stuff, so I don't know.

I might have had an older version in my old LE installation which is now gone completely, which leaves no way for me to be sure. (⊙x⊙;)
I was hoping someone can confirm or deny if it is still a feature.

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