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


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Posted

Is there any modder who can make

mod that whenever enable Fast travel option

 

I don't want to do quest early

but, disable fast travel option bodering me

Posted

I've used SexLab p+ for a while, but due to it being incompatible with literally everything I decided to get rid of it. It seems that uninstalling p+ triggers the "altered child tags" check of this mod. Re-enabling p+ causes DCL to work fine, and I have no mods that alter children. I've checked every single child actor in SSEedit and the child race, and nothing is overwriting anything.

 

I fully agree with the intent of the check, but everything I have seen about it on the forums have been a false positive. Surely there must be a better way of doing this.

Posted
5 hours ago, OthelFermayan said:

I've used SexLab p+ for a while, but due to it being incompatible with literally everything I decided to get rid of it. It seems that uninstalling p+ triggers the "altered child tags" check of this mod. Re-enabling p+ causes DCL to work fine, and I have no mods that alter children. I've checked every single child actor in SSEedit and the child race, and nothing is overwriting anything.

 

I fully agree with the intent of the check, but everything I have seen about it on the forums have been a false positive. Surely there must be a better way of doing this.

 

Don't remove script mods mid game. If you're going to remove p+, start a new game. 

Posted (edited)
On 10/28/2023 at 12:18 AM, Acejhm1 said:

Hey folks, I was wondering if anyone else has encountered an odd issue with the MCM menu for Cursed Loot.  Whenever I go to the MCM I can change settings and update things until I click on the "Debug" tab.  Doing so gives me an empty screen and then completely disables the MCM entirely.  It shows as being listed, but it doesn't give me any options to select and is completely blank.  Saving and reloading doesn't work unless I load from a save before I clicked on the "Debug" tab.  It seems to persist this weird crash of the MCM through the save.

 

I have experienced this as well. I believe it is because the very first time DCL is loaded for a given playthrough (so right away on game start for a new game), it attempts to initialize its MCM, and if your game is too busy at that moment it can permanently fail in a way that causes the MCM to break entirely once you select the debug tab (it doesn't matter how long you wait to select the tab, the break is guaranteed from the moment DCL first failed to load). There are various suggestions for reducing script load on new game start that work fine for most mods, but DCL seems particularly vulnerable to this issue.

 

The fix that works for me is to just disable the DCL esp right before starting a new game and only reenable it once all other mods are configured. Make your character, wait for any other mod that does automatic configuration on game start to finish, install and configure SexLab, save and reload, wait for any other mod that does automatic configuration on first reload to finish, save and quit, reenable DCL in your mod manager, load your save, wait for the "DCL Initialized" message, and then the MCM should work fine. Unlike many mods, it's perfectly safe to add DCL to an existing save, and this seems to work much better than trying to start with it.

Edited by edinburg
Posted
On 10/17/2023 at 10:21 AM, Yliiz said:

i get a ctd when i talk to npcs with the restraint dialogue any way i can stop the dialogue from showing up?

 

There is a setting in DCL's MCM code that disables the [restraint] dialog, but the code doesn't create an actual menu toggle to control the setting (it should be something like "Enable Tie Me Up Dialog"). The setting is included in the export/import, so you can change it that way. Just export settings from the DCL debug menu, quit the game, navigate to the exported file at SKSE\Plugins\DCUR\DCURConfig.json (it will be in your override folder if you use MO), open it and change "tm_enabled" from 1 to 0, start the game again, and import settings from the debug menu. The dialog topic for tying up female NPCs should disappear.

Posted

Since I switched to gog AE version (and started over with the appropriate version of mods) I get CTD every time I attempt to enter Markarth. I've narrowed it down to Cursed Loot causing it, and I've removed most other mods to make sure it's not a simple conflict.

 

Does anyone else experience the same and does anyone have an idea how I can work on fixing it? Could it be something about the Forge-Wife or does Cursed Loot also add other stuff to Markarth? Any leads will be highly appreciated.

Posted
4 hours ago, Bobmester said:

Since I switched to gog AE version (and started over with the appropriate version of mods) I get CTD every time I attempt to enter Markarth. I've narrowed it down to Cursed Loot causing it, and I've removed most other mods to make sure it's not a simple conflict.

 

Does anyone else experience the same and does anyone have an idea how I can work on fixing it? Could it be something about the Forge-Wife or does Cursed Loot also add other stuff to Markarth? Any leads will be highly appreciated.

 

Post a crash log. Install this if you don't have it already

https://www.nexusmods.com/skyrimspecialedition/mods/59818

Posted

after playing a save file for a while, cursed loot traps stop triggering, only for that save file, without me changing any options in the menu. everything else in the mod works. the traps will work again on a new file at first, but stop again after a while. is there anything i can do about this? it isn't just luck, as i've tried just continuing to play for a while, then tried turning the chance up to 100% and still got nothing.

Posted
2 hours ago, FoxlessHowls said:

after playing a save file for a while, cursed loot traps stop triggering, only for that save file, without me changing any options in the menu. everything else in the mod works. the traps will work again on a new file at first, but stop again after a while. is there anything i can do about this? it isn't just luck, as i've tried just continuing to play for a while, then tried turning the chance up to 100% and still got nothing.

 

Some quests stop traps from triggering until they are completed. Check in the DCL mcm debug tab to see if there's a quest running. 

Usually, early on, it's chloe's quest. 

Posted
3 hours ago, zarantha said:

 

Some quests stop traps from triggering until they are completed. Check in the DCL mcm debug tab to see if there's a quest running. 

Usually, early on, it's chloe's quest. 

"active quest running" says false

Posted
19 minutes ago, FoxlessHowls said:

active quest running" says false

Your arousal level is low and not allow trigger traps. Check arousal level and conditions in MCM for trigger

Posted
10 hours ago, zarantha said:

 

Post a crash log. Install this if you don't have it already

https://www.nexusmods.com/skyrimspecialedition/mods/59818

 

Thank you very much! That's a very helpful tool. It showed me the problem was with Forge-Wife Ashaka's facegeom, something I had pretty much forgotten about. I removed it and the crashes are gone. 

 

When I made this new installation I copied over facegeoms from my previous install (SE), which didn't crash. I wonder if that was a mistake. But it's the only place I found causing crashes every time. I'm curious what the exact problem was, but happy my game is working again!

 

I'm uploading my crash log just in case you are curious. Thanks for the help ?

crash-2023-12-04-11-24-47.log

Posted
37 minutes ago, Bobmester said:

I'm uploading my crash log just in case you are curious. Thanks for the help ?

crash-2023-12-04-11-24-47.log 45.34 kB · 0 downloads

I see you have XPMSE.esp enabled. Only the mod needs to be enabled for skeleton file, not the plugin. Couple weeks ago i had a case where it completely crippled my savefile with tens of thousands of active papyrus scripts, everything was happening in slow motion... Every one of them was XPMSE when i checked script cleaner.

Posted

so i had this issue (sorry, i posted it on the LE thread) link to the error.

basically the mcm menu goes black if i open debug menu. below the post (the link above) i posted the things i tried to make it work, ie, start new game, quit and start new game again and  start game with DCL disabled and enable it later. the latter works but i wanted to know if there is a permanent solution.

Posted (edited)

Hello, I just wanted to share a fix for the Rubber Doll quest trigger.  File edit by me, and compiled by krzp.

The issue was that whenever the Rubber Doll quest was selected, it would start the Slave gag event.

 

The .pex is the compiled file and goes into "[Your_Skyrim_Folder]/Data/Scripts"

 

The .psc is for curious people that want to see what line was faulty. It was the 6470th.

Replaced if etl.dcur_startslavegagquest() to if etl.dcur_startrubberdollquest(false)

 

dcur_library.pex dcur_library.psc

Rubber Doll quest trigger fix.zip

Edited by Zakyutie
Added a zip that works in a mod manager
Posted
15 hours ago, johntrine said:

so i had this issue (sorry, i posted it on the LE thread) link to the error.

basically the mcm menu goes black if i open debug menu. below the post (the link above) i posted the things i tried to make it work, ie, start new game, quit and start new game again and  start game with DCL disabled and enable it later. the latter works but i wanted to know if there is a permanent solution.

 

It's the same solution for SE and LE if the MCM doesn't initialize. 

 

Either follow Kimy's recommendation, or enable DCL after everything else is loaded as Zaflis already mentioned. The problem is DCL needs DD to be initialized first and sometimes it's not done before DCL starts trying to do its thing. Personally, I find the enable it after everything else results in a more consistent initialization on new games.

 

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
13 hours ago, Zakyutie said:

Hello, I just wanted to share a fix for the Rubber Doll quest trigger.  File edit by me, and compiled by krzp.

The issue was that whenever the Rubber Doll quest was selected, it would start the Slave gag event.

 

The .pex is the compiled file and goes into "[Your_Skyrim_Folder]/Data/Scripts"

 

The .psc is for curious people that want to see what line was faulty. It was the 6470th.

Replaced if etl.dcur_startslavegagquest() to if etl.dcur_startrubberdollquest(false)

 

dcur_library.pex 284.23 kB · 5 downloads dcur_library.psc 335.75 kB · 0 downloads

 

Thank you, i've linked this on the troubleshooting post so it doesn't get lost. If you ever do updates for this, please just update the files on this post. Too many loose patches confuses people who come along later.

Posted
2 hours ago, zarantha said:

 

It's the same solution for SE and LE if the MCM doesn't initialize. 

 

Either follow Kimy's recommendation, or enable DCL after everything else is loaded as Zaflis already mentioned. The problem is DCL needs DD to be initialized first and sometimes it's not done before DCL starts trying to do its thing. Personally, I find the enable it after everything else results in a more consistent initialization on new games.

 

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.  
 

 

dang. so this is the only solution huh. hope a more permanent solution is added in the future.

Posted
10 hours ago, zarantha said:

 

Thank you, i've linked this on the troubleshooting post so it doesn't get lost. If you ever do updates for this, please just update the files on this post. Too many loose patches confuses people who come along later.

Alrighty, thank you. And yes, I'll edit my post if I ever edit the file

Posted (edited)
On 12/2/2023 at 3:35 AM, zarantha said:

 

Don't remove script mods mid game. If you're going to remove p+, start a new game. 

It happens on new saves as well that never had p+ installed. Installing p+ fixes the issue.

Edited by OthelFermayan
Posted
On 12/2/2023 at 12:42 PM, edinburg said:

 

I have experienced this as well. I believe it is because the very first time DCL is loaded for a given playthrough (so right away on game start for a new game), it attempts to initialize its MCM, and if your game is too busy at that moment it can permanently fail in a way that causes the MCM to break entirely once you select the debug tab (it doesn't matter how long you wait to select the tab, the break is guaranteed from the moment DCL first failed to load). There are various suggestions for reducing script load on new game start that work fine for most mods, but DCL seems particularly vulnerable to this issue.

 

The fix that works for me is to just disable DCL in your mod manager right before starting a new game. Make your character, wait for any other mod that does automatic configuration on game start to finish, save and quit, reenable DCL in your mod manager, load your save, wait for the "DCL Initialized" message, and then the MCM should work fine. Unlike many mods, it's perfectly safe to add DCL to an existing save, and this seems to work much better than trying to start with it.

 

You don't even have to bother rerunning FNIS - assuming your last FNIS run had DCL enabled your character won't be animated on starting a new game without DCL but once you reenable it your animations will start working again. Or you could probably just disable/reenable the esp instead of the entire mod to avoid animation issues.

Thanks for the suggestions!  This did seem to help a lot and my debug is back!

Posted
11 hours ago, OthelFermayan said:

It happens on new saves as well that never had p+ installed. Installing p+ fixes the issue.

 

Then you've screwed up your sexlab install somewhere, somehow. Or you have an incompatible mod installed, and that is not necessarily something with children.

 

Reinstall Sexlab and make sure you've got the right version since we've got this upgrade mess right now.

Then check the troubleshooting post for known incompatible mods. 

 

If you don't see anything there, you're going to have to take your mod list apart to find out what is incompatible. 

You can either do 'divide and conquer' where you take half your mods and disable them and see if the problem persists. If it doesn't, it's in the half you disabled. If it's still a problem, split the remainder in half and repeat the check. keep doing halves until you find the problem.

Or disable everything except for the requirements and make sure that is working before adding your mods back one at a time.

Posted
13 hours ago, zarantha said:

 

Then you've screwed up your sexlab install somewhere, somehow. Or you have an incompatible mod installed, and that is not necessarily something with children.

 

Reinstall Sexlab and make sure you've got the right version since we've got this upgrade mess right now.

Then check the troubleshooting post for known incompatible mods. 

 

If you don't see anything there, you're going to have to take your mod list apart to find out what is incompatible. 

You can either do 'divide and conquer' where you take half your mods and disable them and see if the problem persists. If it doesn't, it's in the half you disabled. If it's still a problem, split the remainder in half and repeat the check. keep doing halves until you find the problem.

Or disable everything except for the requirements and make sure that is working before adding your mods back one at a time.

 

I am still on 1.5.97 fortunetly. I figured it out. It was a combination of mods for the wrong version of sexlab and another mod requireing an older version of papyrusutil. Installing p+ fixed it by providing functional script files. I thought it might be something left over from uninstalling p+, but turns out it was actually unrelated. However, it is still a false positive for the altered child tags check, which again makes me believe there's a better way of doing this.

Posted

I started the alternate start quest, and I've rescued Chloe. But when we try to leave the caves after the spiders, I get an anti-cheat/console command warning and it teleports us to the front of the Helgen Keep. I tried going in the back through the cave exit, but there doesn't seem to be anything back there except the two hurt NPCs asking for potions.

Also Im still in all the bindings except the armbinder. I never found the "customer" in Helgen. Is that intentional?

Ive heard this quest is bugged so Im making sure Im not missing something.

Posted
1 hour ago, Trail_Dom said:

ve heard this quest is bugged so Im making sure Im not missing something.

There is two quests even 3:

1) Captured princess. You not need found customer. But at end of quest you found it. Corpse at least and in this moment you free from all restraints.  So you failed first quest

2) Chloe. Yes this quest is bugged if you start not from right position and also one quest corpse can be missing.

3) First Vanilla quest when you start Skyrim and there is involved those 2 NPC°'s. Naturally you must save 1 of it. So Alternate start mod to avoid bugs by saving both added this cheat checks as Chloe quest runs in modified cave for this quest. To avoid this message firt before start Chloe quest you need enter in cave from another side and complete first vanilla quest or just ignore this warning as it not damage Chloe quest.

 

You main problem is, that you not completed first Capture princess quest, so game further is impossible.

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