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


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Posted
11 hours ago, Zaflis said:

The combat surrender needs to be turned on to capture NPC's, but yes it is also a defeat feature for player and you should disable Defeat and similar mods if you use it.

 

But it's probably a few years since i last tried it, and then turned off because of how buggy it was. Try without restraints first and see what options it shows you, i cannot remember that part. There's a book in the Winterhold library that lets you learn some crafting recipes for DD, if you can't craft them without.

 

The bugs you might encounter are about evil NPC's showing up in the Riverwood where you need to deliver them and then engaging in combat with guards and civilians, maybe it won't happen for you?

 

11 hours ago, Elsidia said:

1) Turn in DCL combat surrender and check NPC surrender too

2) Turn off any other mods player surrender as it conflicts.

3) Turn off or left on DCL advanced surrender - (for me it's annoying as you surrender, if got critical hit, or slip to fall (restraints boots on))

4) Go to Riverwood, meet in tavern with Slave trader (in day) and agree to work with him. He will give book for teleports.

5) Capture NPC: there is 3 ways to do it:

              *) NPC surrender randomly if HP is low (see DCL MCM NPC combat surrender settings)   (see explanation later)

              *) Get Dollmaker Sword (it's reward from some quest from Dollmaker if remember correct) Hits with him have chance to apply restraints and NPC                         surrender (see explanation later) Note: if you are best enchanter, you can take off enchantment from sword (it will destroyed and put it on other weapon with 100% chance to hit.

             *) buy from Dollmaker spell (name be written later). When you use this spell NPC surrender with first  hit. (see explanation later)

Explanation: Note: When hit is applied to surrender there is script lag, while scripts aplies restraints and prepare NPC to surrender. So there is need to be careful. Any next hit in that process angry NPC again and she not surrender anymore. But at scripts resolve she be tied up and continue fighting in this way. So what we can do: ) Outcome 1 (random) - hope that we not hit again and NPC surrender -most terrible chance.  Outcome 2 - (dollmaker sword)  Hit NPC one time and wait  if she turn into restraints. If not hit again. Outcome 3: (dollmaker spell) - 100% chance. Hit NPC with spell and not attack it. If miss hit again. Wait while she is prepared for slavery.

Note2: If you have followers - it will continue fight with captured enemies, while scripts is applied and stops, when it done. So in that process you need keep away followers from this NPC.

Note3:  only NPC women's can be captured. Also spell works on women guards in cities and not agro it. But it can't be sell to Slave trader.

When script resolves (NPC is tied up), interact with tied up NPC and there is new menus.  There is different outcomes (i let you test those myself) You need choose NPC follow you (for sell)

6) Open and read Slave trader book. You will be teleported to Riverwood inn and hope that there is day and trader is there)

7) Inn NPC will start attack your captured NPC. Follow Slave trader and wait while captured NPC is knock out. As it happen, fast speak with Slave trader and sell NPC. If have no time - wait for next captured NPC knock out.

8 ) Open Slave trader book and read it again. You will be teleported back to place, where you captured NPC. Note: if you leave inn, teleport no more work.

 

Mission complete)

I see, thanks for the through replies.  Defeat's system seems a bit more simple, but I'll try both. 

Posted

I'm trying to start the Chloe quest from a clean start but there is no actual text dialogue popping up for her. I can choose the speech selection options in the menu but I don't see any text from when she should be talking.

 

I played this through for a bit and it seems that all of the Chloe quest dialogue is bugged. Any ideas on what I screwed up?

Posted
9 hours ago, aci228 said:

I'm trying to start the Chloe quest from a clean start but there is no actual text dialogue popping up for her. I can choose the speech selection options in the menu but I don't see any text from when she should be talking.

 

I played this through for a bit and it seems that all of the Chloe quest dialogue is bugged. Any ideas on what I screwed up?

 

Did you install fuz ro d'oh?
Did you turn on subtitles?

Posted

After long time, I started off another Skyrim-Run and utilize a lot of mods for a graphical overhaul - also I switched to Nemesis instead of using FNIS. Devious Devices are loaded as well as SexLab Framework (at least according to MCM), but I have issues with DCUR.

 

Even though I got the DCUR-MCM-menu initialized, the mod's activities are not executed (solicitation dialogues runs, but no actions; Tie Me Up via Debug menu does not result in devious devices being applied, ...). I have tried several things (switching to ZAP8 and back to ZAP7, using both Nemesis and FNIS according to https://www.nexusmods.com/skyrimspecialedition/mods/54702), but it does not work and I find a lot of errors ("Unable to link type..." and invalid objects) in relation to DCUR. 

 

I have no idea what to do or where to go on analyzing this issue. Does anyone have an idea? :(

Papyrus.0.log PapyrusUtilDev.log

Posted
9 hours ago, zarantha said:

 

Did you install fuz ro d'oh?
Did you turn on subtitles?

Dammit, I thought I got all the mods, but I missed that one. Thanks!

Posted (edited)
14 hours ago, mallekalle said:

I have no idea what to do or where to go on analyzing this issue. Does anyone have an idea?

Seems you DCL MCM not initialize properly.

I recomend do this is empty space - like starting cell live another life. In process not move and do this:

https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-90-2021-03-09/page/251/#comment-3779912

Also be sure that to fully initialize need save a game and load.

Only when all activity after load a game is stopped in console, you can be 90% sure that all mods are initialized.

 

PS: In papyrus is errors that variables from DCL MCM can't be read, so because tie me up not working as it uses variables from MCM

Edited by Elsidia
Posted
On 1/5/2024 at 1:07 AM, Herowynne said:

 

I made the fix to dcur_clocktickScript.psc and I packaged that change with the other two script fixes from @Zakyutie and @nopse0

 

  Hide contents

Original function:

 

Event OnTriggerRubberDoll(string eventNamestring strArgfloat numArgForm sender)
    dclibs.etl.dcur_startslavegagquest(suppressfeedback = true)
 EndEvent

 

Fixed function:

 

Event OnTriggerRubberDoll(string eventNamestring strArgfloat numArgForm sender)
    dclibs.etl.dcur_startrubberdollquest(false)
 EndEvent

 

 

The three script fixes are bundled together in a zip file suitable for a mod manager like MO2:

 

DCL-SE-9-0-ScriptFixes.zip 236.29 kB · 19 downloads

 

 

 

Well you beat me to it x3 I've been very busy lately and couldn't do it... Well now its done! Thanks to you

Posted (edited)

I have a question.

 

If I start talking to a NPC and choose the dialogue option "[Restraints] What do you think of bondage ?", and then abort the dialogue by pressing the ESC key, and afterwards open the dialogue again, the "[Restraints] ..." option is gone.

 

Is this a bug ? Or is this option supposed to come back after a certain cooldown ? If so, I think this isn't working, because there are some bound girls in Whiterun, which I robbed ages ago, and their dialogue option are never reset, too.

 

Edit: Solved the mysteries, thanks to CreationKit. NPC's the player talks to with Topic: "[Restraints] Can I ask you something ?" -> Response "What is it?" are added to the formlist "dcur_talkedtolist". You cannot talk again to NPC's in this list. But the list get's resetted (FormList.Revert) when it has 10 entries, so then this dialogue branch becomes available again (though this mechanism seems to be a bit unreliable, I also had to change cells, before I got that dialogue option again).

 

And for the bound girls: Bound girls you had an interaction with (rob,free,rape,etc) are marked for delete by adding them to the FormList "dcur_BoundGirlsToDelete" and are then deleted in the periodic DCUR 1 hour task. But this sometimes doesn't seem to work, I had girls which never got deleted (can adding a Form to a FormList fail ?). Solution: Remove the 1 Gold from their inventory which is added to mark them as done.

Edited by nopse0
Posted
6 hours ago, nopse0 said:

[Restraints] What do you think of bondage ?

 

6 hours ago, nopse0 said:

[Restraints] Can I ask you something ?

 

6 hours ago, nopse0 said:

And for the bound girls: Bound girls

You talk about 3 different mechanics, what not related to one to another

Posted

Hello, I have a bug and it's that when I try to locked myself into one pillory it disappears, the character becomes naked and stays quiet without any animation.

Can someone help me solve this problem, I have tried many forms and I can't find the solution.

 

image.thumb.png.71fe1f073acd92b521664a565c9e0524.pngimage.thumb.png.4340163170932645329274d46d4ac5d1.png

Posted
5 hours ago, xdregfarx said:

Hello, I have a bug and it's that when I try to locked myself into one pillory it disappears, the character becomes naked and stays quiet without any animation.

Can someone help me solve this problem, I have tried many forms and I can't find the solution.

Probably some animation issue. Have you built them all with FNIS? If you are using Nemesis DAR or OAR you may need to do some extra i don't know.

Posted
On 1/5/2024 at 1:07 AM, Herowynne said:

 

I made the fix to dcur_clocktickScript.psc and I packaged that change with the other two script fixes from @Zakyutie and @nopse0

 

  Reveal hidden contents

Original function:

 

Event OnTriggerRubberDoll(string eventNamestring strArgfloat numArgForm sender)
    dclibs.etl.dcur_startslavegagquest(suppressfeedback = true)
 EndEvent

 

Fixed function:

 

Event OnTriggerRubberDoll(string eventNamestring strArgfloat numArgForm sender)
    dclibs.etl.dcur_startrubberdollquest(false)
 EndEvent

 

 

The three script fixes are bundled together in a zip file suitable for a mod manager like MO2:

 

DCL-SE-9-0-ScriptFixes.zip 236.29 kB · 27 downloads

 

 

 

Can these scripts be replaced during an existing playthrough (no need for a new game)?

Posted
On 1/19/2021 at 3:24 AM, iamwookie said:

If you look at the script you will see there is only a small chance for this to happen.

Of course you could always modify the script to increase the chance.

 

And by small I mean 1.5 percent chance when the drugher function in dcur_library is called

    if hasMME()
        ; super-rare chance to get force drugged with lactacid.
        If !isInDungeon() && Utility.RandomFloat() < 1.5
            a.equipItem(MME_Lactacid, true, false)
            return
        EndIf
    EndIf
 

It also can't happen with all curse loot events.

 

I also found that when it triggered you didn't get any lactacid added so for my personal changes I changed what was there to be

    MME_Storage.changeLactacidCurrent(a, Utility.RandomFloat(0.5,1.5))
And played around with the percentages etc so it could happen more often.

 

 

 

 

 

This is years late, but could you provide a link to this edit? I've been trying to get this to work for the past 2 days and it either just won't do anything or trying to compile the MME_Storage line breaks the compiler. When I added the MME script source, it started complaining about all sorts of random missing functions from mods like Nether's Follower Framework, which made zero sense to me and I couldn't get past that point.

Posted
7 hours ago, Gudulba said:

Can these scripts be replaced during an existing playthrough (no need for a new game)?


Yes you can replace these scripts during an existing playthrough.

 

I’m not sure but the changes may not take effect until a new game.

Posted
On 1/10/2024 at 9:15 PM, Zaflis said:

Probably some animation issue. Have you built them all with FNIS? If you are using Nemesis DAR or OAR you may need to do some extra i don't know.

I build the animations with FNIS and Nemesis.

Posted
3 hours ago, xdregfarx said:

I build the animations with FNIS and Nemesis.

It's not that simple if you have them both, animations have orders. One of the reasons i never installed Nemesis, to save myself from that headache ;)  Maybe there's someone who can instruct you on that. Meanwhile you can try google.

Posted

Hello,

I am seeking for help. Whatever I try, the "progressive bondage" option doesn't work. When activated, I get different items, even advanced one (like gag, armbinder, etc...). Furthermore, when activated, CC doesn't seem to respect the "minimum item per contenair" and "maximum item per contenair". In my case, I can easily receive 3, 5 or even 8 items in one cursed loot (when minimum are set to 1 and maximum set to 2 by exemple).

 

If I let "progressive bondage" off, the mod seems to work fluently (random item are equipped and the minimum and maximum item per contenair is respected.

 

All my tests are done on a new game.

 

I wonder if cursed loot might have a problem during initial instal at the launching of a new game. Is it safe to add it after the first initial save (it will be installed at the same time of Sexlab in this case).

Thanks for any help!

 

Posted
2 hours ago, darkangel2041 said:

All my tests are done on a new game.

Options not work, while you are lower as 3 level. MCM is ignored and use newbie settings. As you got 3+ level, MCM starts work as need.

Posted
49 minutes ago, Elsidia said:

Options not work, while you are lower as 3 level. MCM is ignored and use newbie settings. As you got 3+ level, MCM starts work as need.

Ho ! Thanks for the fast answer ! I will test that tomorrow. 🙂

Posted (edited)

I didn't see this one reported yet:

 

Universal Keys do not remove the "Plug (Iron) (Anal)". Or rather they do, but the item then is both equipped and unequipped. Neither the terminate quest option in DD's debug menu or the "free me!" option in cursed loot's debug menu will remove it completely. It's visually equipped on the player character, but when clicked in the inventory, only allows the options to put it in or carry on. Carry on obviously does nothing, choosing to put it in returns the notification that a plug is already equipped.

 

The solution I found was to use "player.equip" to force-equip the plug, which made it non-interactable in the inventory, then to use DD's debug option to remove it. This properly unequipped the item.

Edited by SkyAddiction
Posted
22 hours ago, SkyAddiction said:

I didn't see this one reported yet:

 

Universal Keys do not remove the "Plug (Iron) (Anal)". Or rather they do, but the item then is both equipped and unequipped. Neither the terminate quest option in DD's debug menu or the "free me!" option in cursed loot's debug menu will remove it completely. It's visually equipped on the player character, but when clicked in the inventory, only allows the options to put it in or carry on. Carry on obviously does nothing, choosing to put it in returns the notification that a plug is already equipped.

 

The solution I found was to use "player.equip" to force-equip the plug, which made it non-interactable in the inventory, then to use DD's debug option to remove it. This properly unequipped the item.

 

There was a bug with DD 5.2 with some plugs. I think it might be fixed in DD NG, or at least they discussed fixing it.

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