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


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Posted
1 hour ago, danival said:

hey I have a problem which says that deviously cursed loot disable itself because if removes impotal tags from children but the only mods I have are the ones required by devious devices and deviously cursed loot

 

 

Check the troubleshooting post for known incompatibilities. 

If that is your full list, then undeploy from vortex, delete your skyrim data folder and verify the files again in steam, then redeploy.

 

Posted
11 hours ago, zarantha said:

 

Check the troubleshooting post for known incompatibilities. 

If that is your full list, then undeploy from vortex, delete your skyrim data folder and verify the files again in steam, then redeploy.

 

it didnt work and none of my mods alter any of the children tags 

Posted
14 hours ago, zarantha said:

 

you have to track down all the dependencies.

 

mzin* is bathing in skyrim - the original LE one. I don't know if scripts will compile with the renewed version. I think i was able to use the SE (not renewed) for this.

aradia is probably aradia devices integrated, i forget where i found it and i don't think i have it anymore. but you'll find that on the LE side if you search for aradia. you just need the scripts, it doesn't matter if the mod works in your game or not.

yes I solved it, basically I downloaded most of the mods I could find and just edited out the functions/parts that gave problems, seems to work now

cheers

Posted (edited)
On 2/17/2025 at 10:58 PM, zarantha said:

Discussing on the DD NG discord. The DCL BRRF patch needs updated for DD NG

Or just maybe consider adding all mer (and orc) races to ARMA records please?

 

The original 5.2 SE patch had those MODL records added in (for reference, we're talking about RACE records in ARMA\MODL path: 00013742, 00013743, 00013747, 00013749 - dungmer, altmer, orsimer and bosmer respectively - and their vampire counterparts) without the need for BRRF patch. NG replacer plugins are omitting those records but only on gags and blindfolds. I understand the necessity for separate patch for khajiiti and argonians for obvious reasons, but the meshes for men and mer races are exactly the same.

 

In the end I ended up adding those records manually myself, but until I tracked it down to this specific issue, I too thought I had a botched installation and wasted one and a half day trying to fix it. Only after I had exhausted all other options I started examining the records closely and found the source of the issue. Fixing that took me less than 20 minutes with the help of AT-QuickChange script to add records in bulk. Wish I had known it before, it would've saved me a lot of frustration.

 

I know this is not DDNG thread, but since I know you're in some way involved in the development and the topic is already discussed here, please consider what I said. Or at least pass it down for consideration to whoever is calling the shots.

Edited by belegost
Posted
12 hours ago, danival said:

it didnt work and none of my mods alter any of the children tags 

 

It's not necessarily something to do with child tags. It can be ANY incompatibility. The last one i saw was a wheel menu (not wheeler, before that).

 

If you're still getting it, disable all mods except for sexlab, sexlab aroused/osl, and DD, and the mods required to load those. Then add your mods back one at a time until you find the problem. You should also be testing on a new game from scratch.

Posted
8 hours ago, belegost said:

Or just maybe consider adding all mer (and orc) races to ARMA records please?

 

The original 5.2 SE patch had those MODL records added in (for reference, we're talking about RACE records in ARMA\MODL path: 00013742, 00013743, 00013747, 00013749 - dungmer, altmer, orsimer and bosmer respectively - and their vampire counterparts) without the need for BRRF patch. NG replacer plugins are omitting those records but only on gags and blindfolds. I understand the necessity for separate patch for khajiiti and argonians for obvious reasons, but the meshes for men and mer races are exactly the same.

 

In the end I ended up adding those records manually myself, but until I tracked it down to this specific issue, I too thought I had a botched installation and wasted one and a half day trying to fix it. Only after I had exhausted all other options I started examining the records closely and found the source of the issue. Fixing that took me less than 20 minutes with the help of AT-QuickChange script to add records in bulk. Wish I had known it before, it would've saved me a lot of frustration.

 

I know this is not DDNG thread, but since I know you're in some way involved in the development and the topic is already discussed here, please consider what I said. Or at least pass it down for consideration to whoever is calling the shots.

 

I've updated the DCL and DD patches to point to the new AAs in DDx from DD NG, they *should* be included in the next DD NG discord version (not sure when the LL version will be updated).  DD NG moved all For Him and BRRF functionality into DDx already, but the BRRF patches were never updated to account for that. The For Him and BRRF plugins in DD NG are empty and only there for other mods that have them as masters. But as I've just noticed, even though the plugin requirement is satisfied, there will still be errors and things not showing up in game because the formids changed with the move.

 

The DDe patch was also updated to account for the new versions of DDe, and that was a lot more annoying as textures and editor ids needed updated as well as a few other things (like missing human/elf male support when argonian and khajiit males were already present).

 

For now, I'd like to keep the updated patches on the NG discord, since I'm very certain people who don't use DD NG will try to use them too if I add them to the thread. If it does get to be a problem, I'll reconsider at that time.

Posted (edited)
31 minutes ago, zarantha said:

 

I've updated the DCL and DD patches to point to the new AAs in DDx from DD NG, they *should* be included in the next DD NG discord version (not sure when the LL version will be updated).  DD NG moved all For Him and BRRF functionality into DDx already, but the BRRF patches were never updated to account for that. The For Him and BRRF plugins in DD NG are empty and only there for other mods that have them as masters. But as I've just noticed, even though the plugin requirement is satisfied, there will still be errors and things not showing up in game because the formids changed with the move.

 

The DDe patch was also updated to account for the new versions of DDe, and that was a lot more annoying as textures and editor ids needed updated as well as a few other things (like missing human/elf male support when argonian and khajiit males were already present).

 

For now, I'd like to keep the updated patches on the NG discord, since I'm very certain people who don't use DD NG will try to use them too if I add them to the thread. If it does get to be a problem, I'll reconsider at that time.

Fair enough. However I need to underline that I only use basic DD, never used For Him or beast races patch, even before switching to NG. I have no interest in those patches whatsoever. Cats, lizards and males in devices is not my kink. I tend to avoid installing any unnecessary plugins if I don't absolutely have to. I got used to the fact that stuff "just works (tm)" in regular 5.2 without these two and NG changing things around threw me off and kinda soured the experience a bit.

I'll be looking forward to the official LL release. I don't use Discord and have no desire to change it.

 

Thank you for taking time to reply and for your work.

Edited by belegost
Posted
17 hours ago, zarantha said:

 

It's not necessarily something to do with child tags. It can be ANY incompatibility. The last one i saw was a wheel menu (not wheeler, before that).

 

If you're still getting it, disable all mods except for sexlab, sexlab aroused/osl, and DD, and the mods required to load those. Then add your mods back one at a time until you find the problem. You should also be testing on a new game from scratch.

its fixed it was an error with the scrip extender it wasnt install properly

Posted
7 hours ago, danival said:

its fixed it was an error with the scrip extender it wasnt install properly

 

It's generally assumed you will make sure script extender works before adding anything...

Posted

Having a weird problem on a new save after updating the game and redoing the entire mod list.

 

Cursed Loot will always install a bunch of standard items, between 3 and 7, even if the settings should restrict the amount of items per event.  This happens even if full sets are disabled, those specific items are disabled, standard items are weighted to 0, or even all but the special events are weighted to 0.  The only event that works is the self-bondage gas trap, which works as expected, but any other possible event seems to just equip a stack.

 

 

I compared to an older working modlist, and load orders / dependencies all seem the same.  In the broken set's Papyrus log I get this when cursed containers events fire (100% is set for testing):

 

[02/22/2025 - 11:13:02AM] [DCUR] Calculated chance for cursed loot = 100.000000%
[02/22/2025 - 11:13:02AM] Error: Cannot drop a None item
stack:
    [ (00000014)].Actor.DropObject() - "<native>" Line ?
    [dcur_mainlib (C7024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6134
    [dcur_mainlib (C7024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6436
    [dcur_mainlib (C7024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7022
    [dcur_mainlib (C7024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7146

 

Not my forte, but it looks like it's trying to unequip a slot that's empty or unknown and failing, and then whatever defaults happens after that.  Not sure if there's any way to narrow down on that, or is it down to just an incremental testing through my modlist to see if disabling things works.  Anyone have any ideas?

Posted

Actually, scratch that thought.  Did a bit more testing with an absolutely fresh load order, just cursed loot and its requirements (and their requirements.)

 

It is still ignoring Maximum number of items per container, and Consistent random themes.

 

Nothing too interesting in the Papyrus log as far as I can tell, so that previous post probably means nothing.

 

Just musing to myself here, there shouldn't be much different between my old setup and new.  The differences would be:

  • SkyrimSE.exe version (currently on 1.6.1170.0 vs 1.6.353.0)
  • Address Library for SKSE
  • XPMSSE version 
  • Nemesis (instead of FNIS)

I'm probably missing something completely stupid but I can't think what else could cause the issue.  

Posted
2 hours ago, FergFF said:

Having a weird problem on a new save after updating the game and redoing the entire mod list.

 

Cursed Loot will always install a bunch of standard items, between 3 and 7, even if the settings should restrict the amount of items per event.  This happens even if full sets are disabled, those specific items are disabled, standard items are weighted to 0, or even all but the special events are weighted to 0.  The only event that works is the self-bondage gas trap, which works as expected, but any other possible event seems to just equip a stack.

 

 

I compared to an older working modlist, and load orders / dependencies all seem the same.  In the broken set's Papyrus log I get this when cursed containers events fire (100% is set for testing):

 

[02/22/2025 - 11:13:02AM] [DCUR] Calculated chance for cursed loot = 100.000000%
[02/22/2025 - 11:13:02AM] Error: Cannot drop a None item
stack:
    [ (00000014)].Actor.DropObject() - "<native>" Line ?
    [dcur_mainlib (C7024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6134
    [dcur_mainlib (C7024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6436
    [dcur_mainlib (C7024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7022
    [dcur_mainlib (C7024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7146

 

Not my forte, but it looks like it's trying to unequip a slot that's empty or unknown and failing, and then whatever defaults happens after that.  Not sure if there's any way to narrow down on that, or is it down to just an incremental testing through my modlist to see if disabling things works.  Anyone have any ideas?

 

I want to say this is known, but I honestly don't remember at this point. The DD beta was 2/3 years ago, and kimy was supposed to work on DCL next, but nothing has happened since then. Either she's not at the point of a public beta, or she's taking a long break from skyrim modding.

Posted

About the tentacle parasite quest, I've managed to make the "stinky salve", but clicking on it only generates the message "you don't want to use this on yourself! Gross!". How do I apply the salve on the tentacles??

 

Thank you.

Posted
1 hour ago, DrydenK said:

About the tentacle parasite quest, I've managed to make the "stinky salve", but clicking on it only generates the message "you don't want to use this on yourself! Gross!". How do I apply the salve on the tentacles??

 

Thank you.

 

Try clicking the tentacles in your inventory?

Posted
1 hour ago, zarantha said:

 

Try clicking the tentacles in your inventory?

Tried. It only shows the options to force removal (which, of course, fails) or "carry on"....

Posted
6 minutes ago, DrydenK said:

Tried. It only shows the options to force removal (which, of course, fails) or "carry on"....


There should be an option in the popup window to “Apply Smelly Salve”.

Posted (edited)

I'm in Dagonar on the Warehouse step but it seems to be bugged. Cell door is key locked, I can force unlock but when I go to the marked door it's also key locked. If I force unlock or give it a lockpick value, it just opens but doesn't lead anywhere. Any ideas? I've loaded saves from earlier steps but still same issue.

 

 

TheElderScrollsVSkyrimSpecialEditionScreenshot2025_02.23-12_12_46_83.thumb.png.cdc79c0d97791a4151c75f37eaddcfb6.pngTheElderScrollsVSkyrimSpecialEditionScreenshot2025_02.23-12_19_21_53.thumb.png.b3e4e4539fe8631b21e68b0e7f307667.png

Edited by lordhumongous
Posted
27 minutes ago, lordhumongous said:

I'm in Dagonar on the Warehouse step but it seems to be bugged. Cell door is key locked, I can force unlock but when I go to the marked door it's also key locked. If I force unlock or give it a lockpick value, it just opens but doesn't lead anywhere. Any ideas? I've loaded saves from earlier steps but still same issue.

There is a floor trapdoor on opposite side of the corridor of that door, the quest marker just shows wrong way.

Posted
7 hours ago, Herowynne said:


There should be an option in the popup window to “Apply Smelly Salve”.

Ok, I think I found a bug. When I made the salve, the only option that appeared was "Stinky Paste", not "Smelly Paste". I checked from a previous load, there was no option to make a "Smelly Paste". In any case, I loaded a "Smelly paste" with the console and with it in the inventory the option "Apply Smelly Salve" does appear.

Posted (edited)
1 hour ago, DrydenK said:

Ok, I think I found a bug. When I made the salve, the only option that appeared was "Stinky Paste", not "Smelly Paste". I checked from a previous load, there was no option to make a "Smelly Paste". In any case, I loaded a "Smelly paste" with the console and with it in the inventory the option "Apply Smelly Salve" does appear.

You combine 2 paste in cooking pot to make the final one.

 

Also in current playthrough i had the quest still remained in my log as active even though i used the paste to remove the thing.

Edited by Zaflis
Posted
2 hours ago, Zaflis said:

Also in current playthrough i had the quest still remained in my log as active even though i used the paste to remove the thing.

 

After you have gotten rid of the tentacle parasite from your player character, you can complete the quest with this console command:

 

setstage dcur_tentacleparasiteQuest 10
 

Posted

Hi.

 

So, I was translating this mod in french (for my personnal usage only) and I discovered the presence of a book called "my story", apparently supposed to appear during the alternate start "enslaved princess".

 

But no matter where I look in the slaver's den, I can't find it anywhere. Was it put in the final version, or is it a dummied content ?

 

Also, during the "Chloe" quest, soon after meeting her, I have a popup  indicating me that "using the console for going to the next quest's chapter will break my game" (whitout EVER having used said console), before teleporting me back in Helgen's ruins. I then find the secret entrance, Reuniting back with her and finding both Ralof and Hadvard... but then, a little while later, I start getting massive lag that ends up freezing my game and never vanish, even after saving/reloading or just reloading an old save.

 

I... Honestly don't understand what I did wrong. I made sure that everything was downloaded correctly. I'm also using a Gaming computer with a good configuration, so I can't find any reason for that mess...

Posted
10 hours ago, Naraku02 said:

Hi.

 

So, I was translating this mod in french (for my personnal usage only) and I discovered the presence of a book called "my story", apparently supposed to appear during the alternate start "enslaved princess".

 

But no matter where I look in the slaver's den, I can't find it anywhere. Was it put in the final version, or is it a dummied content ?

 

Also, during the "Chloe" quest, soon after meeting her, I have a popup  indicating me that "using the console for going to the next quest's chapter will break my game" (whitout EVER having used said console), before teleporting me back in Helgen's ruins. I then find the secret entrance, Reuniting back with her and finding both Ralof and Hadvard... but then, a little while later, I start getting massive lag that ends up freezing my game and never vanish, even after saving/reloading or just reloading an old save.

 

I... Honestly don't understand what I did wrong. I made sure that everything was downloaded correctly. I'm also using a Gaming computer with a good configuration, so I can't find any reason for that mess...

 

I've never seen that book in game, so either something that just was never implemented, or is there for future content.

 

The pop up is not from DCL. That's a gift from Arthmoor, to prevent people from 'cheating'. It doesn't have to be console, any mod that bypasses part of the helgen scripted process in the dungeons can trigger it. You can either run the long way around to pick up ralof or hadvar from the other end, or there's a plugin that can disable the anti cheat pop up from the troubleshooting post.

 

Arthmoor would say the game problems are due to the helgen fuckery, but I have never experienced it in my years of using DCL before he fucked around in there. It's likely due to some other issue in your load order, or too many saves, or too many animations or something else.... (honestly, there's a ton of things that can cause problems, best to put a post in tech support for that).

Posted (edited)
11 hours ago, zarantha said:

 

I've never seen that book in game, so either something that just was never implemented, or is there for future content.

 

The pop up is not from DCL. That's a gift from Arthmoor, to prevent people from 'cheating'. It doesn't have to be console, any mod that bypasses part of the helgen scripted process in the dungeons can trigger it. You can either run the long way around to pick up ralof or hadvar from the other end, or there's a plugin that can disable the anti cheat pop up from the troubleshooting post.

 

Arthmoor would say the game problems are due to the helgen fuckery, but I have never experienced it in my years of using DCL before he fucked around in there. It's likely due to some other issue in your load order, or too many saves, or too many animations or something else.... (honestly, there's a ton of things that can cause problems, best to put a post in tech support for that).

 Thank your for your answer...

 

Well, I guess I have a potential suspect...

 

I'm using Nemesis instead of the XXL version of FNIS i used before. And while I did use the .ini to add more animations to the limit, the bar is kaki with more than 20 000 animations in it... so perhaps it's the source of the lag ?

Edited by Naraku02

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