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


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Posted
9 hours ago, Maddog3316 said:

If that was your polite way of saying I'm incompetent, you're right. This is my first attempt modding Skyrim as well as using anything from LL. Thanks for the link, hopefully it'll help. Presently I'm just trying to use DD and DCL as well as their dependencies. To try and avoid as many issues as possible. In my original post I mentioned Chloe being non verbal on her initial interactions but she's verbal after she becomes a follower. Is that functioning as intended or am I missing something? Also, I took this photo from another thread regarding problems someone was having, should I consider adding some of the mods from that list (deviously helpless, deviously enslaved,  etc) ? For more fun and immersion, not to fix issues. 

Screenshot_20230717_114707_Chrome.jpg

 

It's too soon to talk about adding mods or even fixing chloe. fix your missing masters first. then learn to use fnis and bodyslide. There's no point in doing anything else right now. if the mods aren't installed and set up right they will not work.

Posted (edited)
46 minutes ago, Denizen Is Disturbed said:

Hey all, love the mod, played with it for a while now! Just recently, had to redo my whole modlist (decided to try to mod AE now that it's mostly calmed down with no more updates... hopefully!), but I think I saw something from a post back in March that DD and Zaz 8+ don't work together, however DCL requires both mods to work. I bring this up, because none of my arm bound animations are working (PC and/or NPCs), and I have to manually activate them from Zaz's MCM.

 

Since it has been a while since I have modded Skyrim (or any game, tbh), would someone take time to assist? I'll provide my modlist/plugins list here (like I said, I haven't modded this game for a long while, so if there is something wrong, kindly let me know and I'll try to fix it). Thanks ahead of time for any assistance!

 

Loadorder.txt 8.84 kB · 0 downloads

 

DCL does not require both mods. the zaz requirement was removed a while back.

Animation issues are normally related to nemesis or other mods that modify the idles and walks. if you have to use nemesis, then get the dar or oar conversion for dd from the troubleshooting post

 

Version 7.1

- Fixed: Removed ZaZ dependency from the LAL add-on.
- Fixed: Removed ZaZ from the FOMOD XML master list.

 

Version 7.0

- Changed: ZaZ Animation pack is no longer a requirement for Cursed Loot. ZaZ assets have been removed.

 

Changelog is in the readme in the docs folder of the mod.

Edited by zarantha
Posted (edited)
1 hour ago, zarantha said:

 

DCL does not require both mods. the zaz requirement was removed a while back.

Animation issues are normally related to nemesis or other mods that modify the idles and walks. if you have to use nemesis, then get the dar or oar conversion for dd from the troubleshooting post

 

Version 7.1

- Fixed: Removed ZaZ dependency from the LAL add-on.
- Fixed: Removed ZaZ from the FOMOD XML master list.

 

Version 7.0

- Changed: ZaZ Animation pack is no longer a requirement for Cursed Loot. ZaZ assets have been removed.

 

Changelog is in the readme in the docs folder of the mod.

 

Ah, okay gotcha. I totally forgot that the mod had a readme file lmao. I have OAR active, but I am not really using it at all, just got a recommendation from a friend. Ill see if this fixes my issue and report back here. Thanks for the quick reply too! Been trying to solve this for a couple days solo by now ?

 

EDIT: Haven't even started the game yet, but I found out why I needed Zaz, as it's a master to multiple mods that I have installed:

 

Spoiler

image.png.9915e715d802f70bfa2e00c83da388b2.png

 

Is there a way to possibly get it to work, or do I have to get rid of these mods, pretty much?

Edited by Denizen Is Disturbed
Posted
2 hours ago, Denizen Is Disturbed said:

 

Ah, okay gotcha. I totally forgot that the mod had a readme file lmao. I have OAR active, but I am not really using it at all, just got a recommendation from a friend. Ill see if this fixes my issue and report back here. Thanks for the quick reply too! Been trying to solve this for a couple days solo by now ?

 

EDIT: Haven't even started the game yet, but I found out why I needed Zaz, as it's a master to multiple mods that I have installed:

 

  Reveal hidden contents

image.png.9915e715d802f70bfa2e00c83da388b2.png

 

Is there a way to possibly get it to work, or do I have to get rid of these mods, pretty much?

None of those mods are incompatible with DCL as far as i know, it's also ok to use ZAP as most other people still do too.

Posted
2 hours ago, Denizen Is Disturbed said:

Is there a way to possibly get it to work, or do I have to get rid of these mods, pretty much?

I have installed zaz 8+ and it work fine with DD and DCL - i do nothing as just installed necessary mods for zaz and DD.

Posted (edited)
19 hours ago, Elsidia said:

Doesn't have a gag, it's dress without gag accessory.

 

Spoiler

combine_dress.png.60442ba522d7c58fb69302a1481cdfb9.png

It did actually have the keyword, still it might still be a problem for the DD scripts combining them like that.

Edited by Zaflis
Posted (edited)

@Elsidia & @Zaflis Okay I thought that it was still fine to use, my problem is that the animation (or pose to be more specific) for yokes, armbinders, and handcuffs don't seem to be functioning, you know the glitchy arms with the armbinder on, but the arms are sticking out. The yoke cuffs are there but not attached to the bar, that sort of thing. Good news, for the event animations the arms do go back to proper position, but unfortunately they don't stay there.

 

As an update @zarantha, I did remove OAR since I am not using Nemesis (thank you for reminding me, btw), just forgot to uninstall it (this didn't fix the issue still), and I had just the v8.0, so I upgraded back to 8+ and still having the issue (Yes I made a new and clean character). I also checked the straight jackets, and they are working as intended animations wise, so if it's just some sort of animation conflict for those three device types, could it be the location of the plugins causing the pose to not work?

 

I don't have any conflicts between the two according to MO2, so I am not sure what else could be the issue that I am having. When it isn't 3 AM as I am trying to find out what is going on, I can post an image of what I am having an issue with (not game breaking but definitely not eye-pleasing).

 

EDIT: I also forgot to mention that when loading up a new game, I test out the restraints after most stuff is loaded in. When it says that DCL has been finished, I watch the armbinder animation (same with yoke and handcuff) break and become a normal standing pose, which is why I am thinking it's some sort of conflict, of what I wouldn't know but it is happening. If needed I will post a vid of it happening (if I can. Can I do that? Idk how to make a gif). Until then I will probably just play mostly first person until a solution is found

Edited by Denizen Is Disturbed
Posted
5 hours ago, Zaflis said:

 

  Reveal hidden contents

combine_dress.png.60442ba522d7c58fb69302a1481cdfb9.png

It did actually have the keyword, still it might still be a problem for the DD scripts combining them like that.

I think I understand. Makes sense, it being one item, and it not registering the mouth animation or something. I think? The gag doesn't qualify as a gag, basically?

Posted
8 hours ago, zarantha said:

 

It's too soon to talk about adding mods or even fixing chloe. fix your missing masters first. then learn to use fnis and bodyslide. There's no point in doing anything else right now. if the mods aren't installed and set up right they will not work.

Fixed missing masters issue a while ago, needed sexlab.esm but got that figured out. Resolved dialogue issues with all npc interactions relating to DD or DCL by adding Fuz-ro-doh, now I have normal speed subtitle dialogue I can follow along with. So now I'm down to 2 questions/problems if you could help.  First,  on bodyslide when batch build should I have build morphs selected? Second, furniture taps. The pre-generated ones in whips and chains are present and functional but one's encountered and triggered by cursed loot while exploring trigger the animation and bind my character but the furniture itself doesn't appear. Any help would be appreciated. 

Posted
On 7/17/2023 at 1:10 PM, Seraphina Kishimoto said:

Extreme Bondage Dress:

 

9 hours ago, Zaflis said:

It did actually have the keyword, still it might still be a problem for the DD scripts combining them like that.

No there is another problem.  Just dcur_twac_strugglegame_dress_rendered [ARMO:XX114C17] uses original enchantment from DDX: zadx_EnchStraitjacketLegWithRubberSound "Straitjacket Leg Script with Sound FX" [ENCH:XX04A21C] and there no gag effect.

So i not sure how enchanments works, so i just copy this enchanment into my DCL fix items plugin (you can create own) and name it diferently.

Then as last in list add new 2 effects:

zad_effGag "Gag Script" [MGEF:XX02B077] from DDI

and

zad_effGagNoFood "Gag Food Removal Script" [MGEF:XX02F13F] from DDI

 

Now made this rendered device replacement into plugin and change this old enchantment to new.

 

So in that way you can fix a gag or wait while @Kimy reads this post and do necessary changes into new DCL version.

Result:

Spoiler

ScreenShot193.thumb.jpg.9cc96f5fa914a7be75a0a3e82dfd1e66.jpg

 

Posted
20 hours ago, Denizen Is Disturbed said:

I did remove OAR since I am not using Nemesis

 

Ok, i might not have phrased things the best way. It's actually better to use OAR/DAR along with the conversion of DD animations to OAR/DAR instead of using either fnis or nemesis.

It's not supported yet, but that's just a matter of time. It increases the animation responsiveness and reliability.

 

So bottom line, if you're having animation problems, give the OAR/DAR conversions a shot. You may need to manually increase the priority of the animations if they are getting overwritten by other OAR/DAR stuff, but that's simple enough to do. just make sure the folder numbers are higher than any other animations you have, or use OARs in game menu to increase the priority.

 

You can get the conversion of DD's animations on the troubleshooting post.

 

Also, when you're testing armbinders, make sure you aren't getting the armbinders from the DDa mod. Get them from DDx.

Posted
15 hours ago, Maddog3316 said:

Fixed missing masters issue a while ago, needed sexlab.esm but got that figured out. Resolved dialogue issues with all npc interactions relating to DD or DCL by adding Fuz-ro-doh, now I have normal speed subtitle dialogue I can follow along with. So now I'm down to 2 questions/problems if you could help.  First,  on bodyslide when batch build should I have build morphs selected? Second, furniture taps. The pre-generated ones in whips and chains are present and functional but one's encountered and triggered by cursed loot while exploring trigger the animation and bind my character but the furniture itself doesn't appear. Any help would be appreciated. 

 

Yes, you need build morphs checked, or the outfit won't change shape.

 

Traps are random, you might not have gotten lucky enough to get a furniture one. I don't recall if they are bugged or not, so that would be my first guess. Skyrim's RNG sucks.

Posted (edited)
46 minutes ago, zarantha said:

 

Ok, i might not have phrased things the best way. It's actually better to use OAR/DAR along with the conversion of DD animations to OAR/DAR instead of using either fnis or nemesis.

It's not supported yet, but that's just a matter of time. It increases the animation responsiveness and reliability.

 

So bottom line, if you're having animation problems, give the OAR/DAR conversions a shot. You may need to manually increase the priority of the animations if they are getting overwritten by other OAR/DAR stuff, but that's simple enough to do. just make sure the folder numbers are higher than any other animations you have, or use OARs in game menu to increase the priority.

 

You can get the conversion of DD's animations on the troubleshooting post.

 

Also, when you're testing armbinders, make sure you aren't getting the armbinders from the DDa mod. Get them from DDx.

 

Oh gotcha. I'll see if OAR actually helps then, I don't have any mods that needs/uses OAR, but I'll still give it a college try. I do think that because the requirement for Zaz was removed, something is happening where DCL and Zaz are conflicting (although it doesn't show it in MO2). I believe I was using the right armbinders but I will triple check and make sure I am 100% using them this time, and I'll update with (hopefully good) results. :DDD

 

EDIT 1: I forgot to ask, what does it mean by this from the troubleshooting post

 Wanted to make sure I understand what this means just in case this is needed (what's the benefit of making it a higher number, etc.). Also so sorry if I am noob posting if I am, I just do not remember lots of things about modding after nearly 2 years :/// 

 

EDIT 2: Alright alright alright! Animations are working for the hand/arm restraints now. The OAR/DAR thing for animations helped here, if anyone wants to solve their arm binding animations not working alongside Zaz (because that was the issue when I was testing, making me think that the scripts to load the animations were fighting each other, which I don't have a log for but just testing it seemed to give me the idea), convert the animations to DAR/OAR on the trouble shooting post.

 

@zarantha thank you for the help (and might patience with my sludgy 2 AM brain) on this, I know someone else had something similar in March so hopefully they find this and fix their animations too. Cheers!

Edited by Denizen Is Disturbed
Solution found: Download OAR/DAR conversion file from troubleshooting link
Posted
43 minutes ago, Denizen Is Disturbed said:

 

Oh gotcha. I'll see if OAR actually helps then, I don't have any mods that needs/uses OAR, but I'll still give it a college try. I do think that because the requirement for Zaz was removed, something is happening where DCL and Zaz are conflicting (although it doesn't show it in MO2). I believe I was using the right armbinders but I will triple check and make sure I am 100% using them this time, and I'll update with (hopefully good) results. :DDD

 

EDIT 1: I forgot to ask, what does it mean by this from the troubleshooting post

 Wanted to make sure I understand what this means just in case this is needed (what's the benefit of making it a higher number, etc.). Also so sorry if I am noob posting if I am, I just do not remember lots of things about modding after nearly 2 years :/// 

 

EDIT 2: Alright alright alright! Animations are working for the hand/arm restraints now. The OAR/DAR thing for animations helped here, if anyone wants to solve their arm binding animations not working alongside Zaz (because that was the issue when I was testing, making me think that the scripts to load the animations were fighting each other, which I don't have a log for but just testing it seemed to give me the idea), convert the animations to DAR/OAR on the trouble shooting post.

 

@zarantha thank you for the help (and might patience with my sludgy 2 AM brain) on this, I know someone else had something similar in March so hopefully they find this and fix their animations too. Cheers!

 

Glad it worked for you. Still think the zaz thing is a red herring. Dependency was removed ages ago, but as others have said, they coexist just fine. I've never had an issue with both installed. 

Posted
2 hours ago, zarantha said:

I've never had an issue with both installed. 

 

Yeah, I never did either until just with this. Probably just didn't have everything that was needed for it to work, which I now do. Thank you again, cheers! ❤️

Posted

Why does the link to the file go to version Deviously Cursed Loot SE BETA 2 9.0 instead of the 9.0 one?


Is there no longer a working version of 9.0 for SE? If so where can I find it?

Posted (edited)
15 hours ago, zarantha said:

 

Yes, you need build morphs checked, or the outfit won't change shape.

 

Traps are random, you might not have gotten lucky enough to get a furniture one. I don't recall if they are bugged or not, so that would be my first guess. Skyrim's RNG sucks.

Gotcha, build morphs. Think that was the last thing for getting it to work. Yea I think the furniture is a little bugged. I had furniture traps that triggered and functioned fine (really like the one that binds your character by her feet upside down) but in the same instance the saw horse in the Whips and Chains inn didn't load and the wall shackles were a foot off the wall. Had a torture pole that spawned after breaking into Faendels house in Riverwood, worked fine initially then glitched and had me crucified way up in the air by where you slay your first dragon. 

 

Last question hopefully, nearly every piece of gear whether you have the key, struggle, pick lock.etc has and runs the struggle animation and voices. I'm cool with that. There's certain gear I've found that even if I have an appropriate key (Ultra tight straightjacket in this case) with no animations it just gives you a message "this piece was designed to make it difficult to escape blah blah, you failed to struggle, pick lock,  couldn't reach the lock,  etc" is that by design? 

 

Edit: These same pieces of gear also can't be removed by using safeword in debug or by Laura.

Edited by Maddog3316
Posted
2 hours ago, jaybunny said:

Why does the link to the file go to version Deviously Cursed Loot SE BETA 2 9.0 instead of the 9.0 one?

Thread name is beta, but link is 9.0 non beta

Posted (edited)
5 hours ago, Elsidia said:

Thread name is beta, but link is 9.0 non beta



ah! Thanks!!! For some reason I was reading it as 2.9.0

Edited by jaybunny
Posted
8 hours ago, Maddog3316 said:

Gotcha, build morphs. Think that was the last thing for getting it to work. Yea I think the furniture is a little bugged. I had furniture traps that triggered and functioned fine (really like the one that binds your character by her feet upside down) but in the same instance the saw horse in the Whips and Chains inn didn't load and the wall shackles were a foot off the wall. Had a torture pole that spawned after breaking into Faendels house in Riverwood, worked fine initially then glitched and had me crucified way up in the air by where you slay your first dragon. 

 

Last question hopefully, nearly every piece of gear whether you have the key, struggle, pick lock.etc has and runs the struggle animation and voices. I'm cool with that. There's certain gear I've found that even if I have an appropriate key (Ultra tight straightjacket in this case) with no animations it just gives you a message "this piece was designed to make it difficult to escape blah blah, you failed to struggle, pick lock,  couldn't reach the lock,  etc" is that by design? 

 

Edit: These same pieces of gear also can't be removed by using safeword in debug or by Laura.

 

Not sure if the no animations are by design or not, but that is the way somethings have been working. We're currently waiting on DCL to be updated for 5.2, which will probably resolve those issues if they  aren't intended. Or would get fixed if it's not a compatibility issue.

 

Can't be removed by safeword is a bug i think. But ideally you aren't supposed to use the safeword just to get out of a device. It can very easily break your game. I'd recommend not using it. If you need something in game to remove devices, another mod  called devious devices equipped (DDe) works well. Or revert to an older save before you got the device.

Posted
38 minutes ago, zarantha said:

 

Not sure if the no animations are by design or not, but that is the way somethings have been working. We're currently waiting on DCL to be updated for 5.2, which will probably resolve those issues if they  aren't intended. Or would get fixed if it's not a compatibility issue.

 

Can't be removed by safeword is a bug i think. But ideally you aren't supposed to use the safeword just to get out of a device. It can very easily break your game. I'd recommend not using it. If you need something in game to remove devices, another mod  called devious devices equipped (DDe) works well. Or revert to an older save before you got the device.

I assumed they probably fell under "High Security Devices" which I'm thinking can only be removed by a blacksmith. I had some boots and a couple other devices i absolutely could not get off even with an easier escape modifier set "Experimenting, first time" but I went to Alvor and he said sure, I can get those off for you if you can make it back to me after I bind you more and I place you somewhere random in the wildnerness. I think it glitched because I just ended up at the other end of Riverwood, took a couple tries to get the dialog of "I made it back" because I was gagged and he couldn't understand me but once I got that everything came off. Also, tysm for all your replies, they've helped me get things sorted out and functioning properly.

Posted
On 7/19/2023 at 11:51 PM, Maddog3316 said:

I assumed they probably fell under "High Security Devices" which I'm thinking can only be removed by a blacksmith.

 

They could be, but that doesn't stop you from being able to struggle or other escape methods. They're just ineffective and you're still locked up after trying. If you inspect it (also in the escape menu), it will basically say it's a high security device and picking/struggling/cutting is impossible. But you can still *try*.

Posted (edited)
9 hours ago, LesboIsBesto said:

are there 3BA bodyslide files for this? I have DDs already but didnt see any included in this ones zip & couldnt find any current links in this thread

 

I need to remember what thread i'm in.

 

DCL 3BA bodyslides are on the troubleshooting post under the DD 5.0/5.1 and DCL section. It's just easier to maintain one post.

 

Edited by zarantha
Posted (edited)
On 2/22/2023 at 3:03 PM, Crewdoh said:

Need some help.  Just did the tentacle parasite quest, got the smelly salve, applied it the tentacle and it went away as it should.  The quest still shown as active in the game journal.  Later when I tried to milk the character it stated that the parasite was still attached, even though it physically is no longer showing and I can wear armor in the slot.

 

I tried to use the safeword in the MCM but it did not work.  Any way to end the quest so I can continue on with the game?  Thanks.

Same issue as you. Did the quest, still in quest journal. Don't have the issue of milking because I don't plan on turning my character into a milk maid, only as many other willing npcs it'll let me. But yea, is there actually a quest complete trigger there that isn't working?

 

Edit: After finding the quest ID it seems that in the funclist (save funclist 1 using console and using "find" to find the Tentacle Parasite quest) there's 9 objectives and 7 stages. Attempting to use console to change the stage doesn't work, I just get "Stage XYZ not found" and I never got any objectives other than remove the parasite.

Edit 2: Typing "SetObjectiveCompleted 1B09B73F 0 1" triggers it to complete the objective of remove the tentacle parasite but not the actual quest completion trigger. Also, just noticed I have a Nursing Living Armor/Host For Living Armor debuff, I'm assuming is tied to this in some manner.

Edited by Maddog3316

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