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


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Posted
6 hours ago, zarantha said:

 

You'll most likely have to patch it for yourself. The problem is there's not very many places in riverwood to put the inn, especially when you start to consider the town overhaul mods.

Damn. I haven't got the first clue how to go about doing that. A programmer I am not, and my experience with CK is limited to tweaking armor/weapon stats.

For this, I'll have to remove the entire house as well as the NPC's that live there.

 

The other downside is that apparently the Riverwood Reborn mod that I have in my loadout has been deleted from Nexus - Neither of the versions still up are the one I have, although they all seem to be the same layout? Different tweaks/cleanups of the original?

Posted
3 hours ago, Elsidia said:

Import ball gag nif into outfit studio move a gag and export back.

I just realized that the gag is not in the bodyslide and I don't know how to add it there. What should I do?

Posted
1 hour ago, reserv003 said:

I just realized that the gag is not in the bodyslide and I don't know how to add it there. What should I do?

You need find path to skyrim nif for that gag - if use a MO2 then it's special modded folder. If Vortex - data/meshes .... full path can be found into SSEedit.

Then open outfit studio, import a nif ( File->import->from nif) Later export nif in the same place from here it takes.

Posted (edited)
27 minutes ago, Elsidia said:

You need find path to skyrim nif for that gag - if use a MO2 then it's special modded folder. If Vortex - data/meshes .... full path can be found into SSEedit.

Then open outfit studio, import a nif ( File->import->from nif) Later export nif in the same place from here it takes.

I moved all the parts of the gag, and saved it to its nif file, but nothing in the game has changed.

Edited by reserv003
Posted (edited)
34 minutes ago, reserv003 said:

I moved all the parts of the gag, and saved it to its nif file, but nothing in the game has changed.

You sure that is exactly gag what yo use? Also What mod manager you use?

UpD: Make a backup copy of gag and delete this nif. If in game gag is invisible then it's If nothing change, you edit wrong gag or in wrong place

 

Edited by Elsidia
Posted
7 minutes ago, Elsidia said:

You sure that is exactly gag what yo use? Also What mod manager you use?

UpD: Make a backup copy of gag and delete this nif. If in game gag is invisible then it's If nothing change, you edit wrong gag or in wrong place

 

I'm using NMM, but I looked at the gag model through TES5Edit

Posted
13 minutes ago, Elsidia said:

You sure that is exactly gag what yo use? Also What mod manager you use?

UpD: Make a backup copy of gag and delete this nif. If in game gag is invisible then it's If nothing change, you edit wrong gag or in wrong place

 

I found my mistake, I did not change the model of the gag itself, but the model for the inventory.

Posted
6 hours ago, reserv003 said:

I'm using NMM

You need change this model where mod manager keeps this gag. MO2 uses special folders, Vortex write straight into Skyrim (tesedit) about NMM have no clue. First try to delete nif and check in game - is gag is invisible, then you delete from right place - there you need edit it.

 

Posted
14 hours ago, Elsidia said:

You need change this model where mod manager keeps this gag. MO2 uses special folders, Vortex write straight into Skyrim (tesedit) about NMM have no clue. First try to delete nif and check in game - is gag is invisible, then you delete from right place - there you need edit it.

 

Thank you. with your advice i could solve my problem.

Posted

I'm working on a patch to fix invisible furnitures in Skyrim VR. The pillories inside the major cities work fine but after more testing I found out that the furniture traps don't. And neither does the wooden pony inside the prison (Havent tested the other furniture so far). Is it possible that those don't emit DDC_DeviceEvent when you get trapped for some reason?

Posted
13 minutes ago, l1nkler said:

I'm working on a patch to fix invisible furnitures in Skyrim VR. The pillories inside the major cities work fine but after more testing I found out that the furniture traps don't. And neither does the wooden pony inside the prison (Havent tested the other furniture so far). Is it possible that those don't emit DDC_DeviceEvent when you get trapped for some reason?

 

I don't know off hand. Have you tried checking in xedit and scripts?

Posted
12 hours ago, zarantha said:

 

I don't know off hand. Have you tried checking in xedit and scripts?

I don't see how xedit could help me in here (I find it a confusing tool). I thought the source code for the scripts wasn't included in the download but I found out that I just hadn't installed it in my mod directory. I looked around and I assume this is the function for the furniture traps: Bool Function FurnitureProxyTrap() which triggers: dclibs.zadc.LockActor(libs.PlayerRef, furn). So that should work cause LockActor will eventually emit the event. I'll add some logging in my patch to confirm if it's triggered or not. It's just weird cause I have a second patch that fixes the players pose in furniture that also relies on that event and that one displays the same behaviour with furniture.

Posted

is there any way this mod could stop applying restraints upon opening a chest or looting a dead body? what i mean is, it was working perfectly fine, but a few dungeons ago i noticed i was not getting uh, restrained? so i set the chances to 100% and still nothing happens. shouldnt every single chest or body i check douse me in restraints at 100% ? i do find keys and dd gear on enemies. at first, i thought i was getting lucky, but at 100% ? 

Posted
7 minutes ago, jaywho said:

is there any way this mod could stop applying restraints upon opening a chest or looting a dead body?

Most probable version is DCL  MCM - Debug -> Active quest running true - then traps stop working.

When you complete a quest there is false and traps work again.

Posted

this mod was the whole point of me starting another skyrim playthrough. and for it to break like this...

just did another dungeon with settings at 100%, looted everything, no restraints.. idk what i did wrong 

Posted
8 minutes ago, jaywho said:

just did another dungeon with settings at 100%, looted everything, no restraints.. idk what i did wrong 

What you did mean settings 100% ??? There is a lot settings what need set to 100% 100% in one place nothing do.

Posted
42 minutes ago, jaywho said:

general > basic cursed loot chance

This isn't 100% chance, this is chance to trigger cursed loot if all other condition are met.

Screenshot:

Spoiler

ScreenShot109.jpg.fabed4fbfdfc495a15de2961a45efd39.jpg

 

1. Minimal arousal to trigger a event - if you have arousal lover - you never trigger a trap even if in basic cursed loot chance are set 2000%

2. Minimal arousal to trigger full set

3. Chance to trigger a loot in different containers if need trigger a loot.

4. Even i don't know how it works with traps.

Red rectangle is where loot can trigger if uncheck it's never trigger.

And i even not tell about other configuration part events where choose a chance to trigger events if loot are success.

 

If one of that parameter not success loot not trigger.

Also if you wear a collar some of events never trigger due to incompatible.

Posted

okay, ty ty ty.

i dont understand the mods, uhm technicalites. i can say, that the arousal rate was at max. though idk what affects arousal rate. 

ty for you help Elsidia

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