Jump to content

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


Recommended Posts

Posted (edited)
6 hours ago, lordlava321 said:

hello im having a bit of a problem whenever i go to riften after using a crash log and a decoder this is the information i get any clues as to the whys? i can provide the og crash log if that helps otherwise besides that the rest of the mod works fine

 

 

Probably a FaceGen issue. Could be missing or corrupt FaceGen data or some other NPC face related problem. Possibly related to: Name: "Marker_error:0"

 

The following plugin (mod) might have been involved in the crash: "deviously cursed loot.esp".

This doesn't help solving the case without much extra information. Out of the box this mod should have no face issues, if it does it would conflict with something else you have installed but you didn't tell. I have never heard of facegen being related to crashes though, so that would be a new one... The longer your modlist is the more vulnerable it is for random behavior. I consider 200 mods a lot already, as for ESP plugins only have 100 myself.

 

- Any mod that has a DLL file (SKSE mods mainly) effect to crashes.

- Mods that change physics also.

- Or any mods that make your game heavier to render and load in general (textures, meshes, terrain...)

Edited by Zaflis
Posted
8 hours ago, lordlava321 said:

hello im having a bit of a problem whenever i go to riften after using a crash log and a decoder this is the information i get any clues as to the whys? i can provide the og crash log if that helps otherwise besides that the rest of the mod works fine

 

 

Probably a FaceGen issue. Could be missing or corrupt FaceGen data or some other NPC face related problem. Possibly related to: Name: "Marker_error:0"

 

The following plugin (mod) might have been involved in the crash: "deviously cursed loot.esp".

 

2 hours ago, Zaflis said:

This doesn't help solving the case without much extra information. Out of the box this mod should have no face issues, if it does it would conflict with something else you have installed but you didn't tell. I have never heard of facegen being related to crashes though, so that would be a new one... The longer your modlist is the more vulnerable it is for random behavior. I consider 200 mods a lot already, as for ESP plugins only have 100 myself.

 

- Any mod that has a DLL file (SKSE mods mainly) effect to crashes.

- Mods that change physics also.

- Or any mods that make your game heavier to render and load in general (textures, meshes, terrain...)

 

Yeah, facegen can cause crashes, and was a problem early on but I don't recall it being a problem in the last few years.
Marker_error:0 is not what I expect to see in a head mesh, so whoever/whatever is saying it's facegen could be mistaken. I'd like to see the crash log.

 

Usually, if DCL has a facegen problem, it's dark faces rather than crashing.
You can try these fixes from the known issues section of the troubleshooting post. The fix for dark faces or crashing are the same if it is a facegen crash.

Posted
10 hours ago, zarantha said:

 

 

Yeah, facegen can cause crashes, and was a problem early on but I don't recall it being a problem in the last few years.
Marker_error:0 is not what I expect to see in a head mesh, so whoever/whatever is saying it's facegen could be mistaken. I'd like to see the crash log.

 

Usually, if DCL has a facegen problem, it's dark faces rather than crashing.
You can try these fixes from the known issues section of the troubleshooting post. The fix for dark faces or crashing are the same if it is a facegen crash.

here ya both go im not much on coding at all lmao im more of a 3d modeler myself so this is alllll greek to me if you can figure out whats conflicting id love to know espeically since i gotta get to riften in another save to finish the collar  quest

crash-2025-10-20-14-10-09.log

Posted (edited)
10 hours ago, lordlava321 said:

here ya both go im not much on coding at all lmao im more of a 3d modeler myself so this is alllll greek to me if you can figure out whats conflicting id love to know espeically since i gotta get to riften in another save to finish the collar  quest

crash-2025-10-20-14-10-09.log 41.4 kB · 0 downloads

 

Ok, so this probably won't be fun for you.

 

This does look like facegen, but it's not calling out a specific NPC.

And I've not see this error in the facegen crashes I've looked at ever, so it's not going to be DCL either.

 

Spoiler


    [RSP+30 ] 0x28D310B5580      (BSFadeNode*)
        Name: "Marker_error"
        RTTIName: "BSFadeNode"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
        Name: "Marker_error"
    [RSP+38 ] 0x7FF6E1E6CEC1     (void* -> SkyrimSE.exe+0A9CEC1    test eax, eax)
    [RSP+40 ] 0x0                (size_t) [0]
    [RSP+48 ] 0x100010000000003  (size_t) [72058693549555715]
    [RSP+50 ] 0x28D00020001      (size_t) [2804613775361]
    [RSP+58 ] 0x28D30422708      (BSFaceGenNiNode*)
        Name: "BSFaceGenNiNodeSkinned"
        RTTIName: "BSFaceGenNiNode"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
        Name: "BSFaceGenNiNodeSkinned"

 

I do see two NPCs called out - a generic stormcloak soldier and Mjoll

 

Spoiler


Stormcloak:

 

    [RSP+80 ] 0x28D19F340C0      (TESNPC*)
        File: "Skyrim.esm"
        Flags: 0x00040009
        Name: "Stormcloak Soldier"
        FormID: 0x000AA936
        FormType: NPC (43)
        File: "Skyrim.esm"
        Flags: 0x00040009 kDestructible | kInitialized
        Name: "Stormcloak Soldier"
        FormID: 0x000AA936
        FormType: NPC (43)
        GetFullName: "Stormcloak Soldier"

 

Mjoll:

 

    [RSP+390] 0x28D19D19820      (TESNPC*)
        File: "Better Followers - BP.esp"
        Modified by: Skyrim.esm -> Unofficial Skyrim Modders Patch.esp -> Better Followers - BP.esp
        Flags: 0x00440009
        Name: "Mjoll the Lioness"
        FormID: 0x0001336B
        FormType: NPC (43)
        File: "Better Followers - BP.esp"
 

 

I would start by looking at what you have modifying those two NPCs in xedit and in the files.
I'm not sure how to check files in vortex, but you can see what is providing those facegen files in MO2 by dropping the formid into the search on the data tab

 

Spoiler

 

image.thumb.png.61b3b768e0ef58878c70bf15dbe01e84.png
 

 

Then either remove any/all mods editing the NPCs as seen in xedit, or remove the mods overwriting or providing the facegen files and see if you still crash.

Alternately, if this is your first time entering riften, try one of the other gates. There's a little scene that plays out with Mjoll and Aerin immediately after you enter one of the gates.

You can also try reinstalling the mod(s) editing those NPCs, as the mesh or texture might have been corrupted during install.

 

If you can enter from a different gate, but still crash getting near that one after going through the city, that should confirm it's one of the soldiers or mjoll near that specific gate.

 

Edited by zarantha
Posted
17 hours ago, zarantha said:

 

Ok, so this probably won't be fun for you.

 

This does look like facegen, but it's not calling out a specific NPC.

And I've not see this error in the facegen crashes I've looked at ever, so it's not going to be DCL either.

 

  Hide contents


    [RSP+30 ] 0x28D310B5580      (BSFadeNode*)
        Name: "Marker_error"
        RTTIName: "BSFadeNode"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
        Name: "Marker_error"
    [RSP+38 ] 0x7FF6E1E6CEC1     (void* -> SkyrimSE.exe+0A9CEC1    test eax, eax)
    [RSP+40 ] 0x0                (size_t) [0]
    [RSP+48 ] 0x100010000000003  (size_t) [72058693549555715]
    [RSP+50 ] 0x28D00020001      (size_t) [2804613775361]
    [RSP+58 ] 0x28D30422708      (BSFaceGenNiNode*)
        Name: "BSFaceGenNiNodeSkinned"
        RTTIName: "BSFaceGenNiNode"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
        Name: "BSFaceGenNiNodeSkinned"

 

I do see two NPCs called out - a generic stormcloak soldier and Mjoll

 

  Hide contents


Stormcloak:

 

    [RSP+80 ] 0x28D19F340C0      (TESNPC*)
        File: "Skyrim.esm"
        Flags: 0x00040009
        Name: "Stormcloak Soldier"
        FormID: 0x000AA936
        FormType: NPC (43)
        File: "Skyrim.esm"
        Flags: 0x00040009 kDestructible | kInitialized
        Name: "Stormcloak Soldier"
        FormID: 0x000AA936
        FormType: NPC (43)
        GetFullName: "Stormcloak Soldier"

 

Mjoll:

 

    [RSP+390] 0x28D19D19820      (TESNPC*)
        File: "Better Followers - BP.esp"
        Modified by: Skyrim.esm -> Unofficial Skyrim Modders Patch.esp -> Better Followers - BP.esp
        Flags: 0x00440009
        Name: "Mjoll the Lioness"
        FormID: 0x0001336B
        FormType: NPC (43)
        File: "Better Followers - BP.esp"
 

 

I would start by looking at what you have modifying those two NPCs in xedit and in the files.
I'm not sure how to check files in vortex, but you can see what is providing those facegen files in MO2 by dropping the formid into the search on the data tab

 

  Reveal hidden contents

 

image.thumb.png.61b3b768e0ef58878c70bf15dbe01e84.png
 

 

Then either remove any/all mods editing the NPCs as seen in xedit, or remove the mods overwriting or providing the facegen files and see if you still crash.

Alternately, if this is your first time entering riften, try one of the other gates. There's a little scene that plays out with Mjoll and Aerin immediately after you enter one of the gates.

You can also try reinstalling the mod(s) editing those NPCs, as the mesh or texture might have been corrupted during install.

 

If you can enter from a different gate, but still crash getting near that one after going through the city, that should confirm it's one of the soldiers or mjoll near that specific gate.

 

Okay well after mucking about for far longer then id like to admit today, good thing i was not at work, i managed to fix it by uninstalling better followers and replacing it with amazing follower tweaks. Im not sure why exactly the game was despising better followers as i made sure it was the right one for my build of skyrim, especially as without the devious mods installed it worked fine, but eh its fixed now thank ya for the help!

  • 2 weeks later...
Posted
18 hours ago, yippikiyaymofo said:

Anyone know how to make this work the new SLO Aroused NG? I know you probably can't use the NG version and the old Sexlab Aroused together (I'm guessing).


I use DCL with SLO Aroused NG and they seem to work fine together.

Posted (edited)

I have a male character and the Transparent Rubber Boots and Shock Boots appear on the PC as prison footwraps, unsure why. Works fine on females. I searched and couldn't find anything for this. Thanks!

Edited by HMM265GS
Posted (edited)

there is no model yet avaible for the male rubber boots and shock boots, thats so far i would know. its good for manny people that some one made male models for certain or manny devices, no one did that for the Fallout 4 version of devious devices so far i know.

thanks for the mod and the male versions btw.

Edited by Dreckiger Dan
Posted

I've gained a strange glitch...

 

So, I was translating this mod (for my own usage only since i'm french, I wouldn't try to put a translation online without the author's direct blessing). I don't know if i've messed up the translation somewhere or the installation somehows, but ever since I translated the mod, the MCM is glitched to hell and back for every mod.

 

The moment i'm trying to toggle a mod (just by clicking it's name), MCM freeze instantly, forcing me to quit the pause menu to continue. I can't toggle any option of any mod, no matter which one i'm trying. Even using the console to reset the MCM of relaunching the computer doesn't work.

 

Before attempting the translation, everything was working fine. So i'm pretty sure I've poked something I shouldn't have.

 

Does anyone here had something like this ?

Posted
4 hours ago, Dendriah said:

wonder if theres a chance some parts or quests of this mod could be made into solo mods

 

Unlikely to happen. Kimy has some rather strict permissions for her mods, and someone would need to get her permission to split the quests out first.

Posted

When a Cursed Loot sex act starts it always teleports all participants to 10,000 feet above Whiterun. Any ideas where to start looking for this freakyness

Posted
9 hours ago, Leela2076 said:

When a Cursed Loot sex act starts it always teleports all participants to 10,000 feet above Whiterun. Any ideas where to start looking for this freakyness

 

That's a sexlab issue. Timing or something, I forget. For searching, you're looking for teleported above the giant's camp, or teleported to 0,0 (those are the coordinates where you go to). For what it's worth, I've never seen that particular issue with sexlab p+, so it's just the original sexlab se and le versions. Look in the sexlab thread, it's been talked about multiple times there.

Posted
23 hours ago, Dendriah said:

wonder if theres a chance some parts or quests of this mod could be made into solo mods

It has already been done. Of course, it's not an exact copy, but it uses the same ideas. In most cases, it turned out even better.

For punishing devices: Devious Wicked Devices
For device traps: Deviously Enchanted Chests or Devious Curses NG
For interactions: Devious Interests SE
For prison: any prison overhaul
For quests: Laura's Bondage ShopEbonitium SE and some others. That not really a replacement, cause they can be used alongside DCL.

Posted

i have curses already just wasnt sure if the other quests and stuff could be turned into solo mods so we can still play some of them like i dont mind the chloe stuff but 

 

  • 2 weeks later...
Posted
On 6/2/2025 at 10:28 AM, Herowynne said:


Are you using Unforgiving Devices 3.0? I got freezes while running in the open world with the combination of DCL and UD 3.0.

 

@ihatemykite asked me to troubleshoot, and my testing showed the freezes didn’t occur if UDNative.dll is hidden in MO2, but UD 3.0 doesn’t work in that mode.

 

I am not willing to give up DCL, so I switched back to UD 2.1.1.

 

UD 3.0 has some very nice features, but not enough to make me give up DCL.

 

Did anything come of this? After extensive testing I believe I've found the issue and solved it.

 

A time-wasting explanation on how I debugged and solved the issue:

I took a different approach to narrowing this down to DCL, I didn't look at UD (although I use the latest version of it.)

I used the UD DCL patch.

The issue didn't start occurring until after SexLab was initialized. On a new game, that was by activating through the MCM or loading a save.

The issue indeed occurred when crossing cell boundaries. I only tested crossing unloaded cell boundaries outdoors and made a new game each time I changed something.

 

The stuttering was caused by the dcur_twac_roperestraintsshop "Strong Box" [CONT:xx113B5A] containing _Rendered devices.

Once the _Rendered ARMO entries were removed, and a new game started, the stuttering went away.

 

I can only hypothesize why that would cause an issue, but rendered devices had no reason to be there anyway.

The container in question is a merchant container and no other containers in DCL (or mods that I know of) have _Rendered entries placed in them.

Posted
7 hours ago, CheddarTrauma said:

Did anything come of this? After extensive testing I believe I've found the issue and solved it.


I’m still using UD 2.1.1, but I’m interested in what your troubleshooting discovered. Thanks! ❤️

 

I will investigate whether your proposed fix also works for me with UD 3.1.

Posted
On 9/18/2025 at 11:32 AM, Ewura said:

Actually that didnt solve it. Script lag still piles up. I just had some longer pause from it.

I'm having the same problem with cursed loot and this script. I already had this fix installed but I'm still getting the lag. I'm thinking about just deleting the object in TESEdit.

Posted

I'm looking at the flags in quests, for example dcur_clocktick and under the DNAM-general category I'm seeing Flags with  {Start Game Enabled, Unknown 5, Run Once}. I'm wondering if the unknown 5 is causing the stutter in my game? Perhaps the oldrim flags don't exist in AE? I'm running 1.6.640. If that is the case is it safe to unselect "Uknown 5"? I've seen it in a few other quests. If someone has oldrim or can look at this quest and tell me the third category that would be helpful! Thx!

Posted (edited)
4 hours ago, filiusprodigus said:

I'm looking at the flags in quests, for example dcur_clocktick and under the DNAM-general category I'm seeing Flags with  {Start Game Enabled, Unknown 5, Run Once}. I'm wondering if the unknown 5 is causing the stutter in my game? Perhaps the oldrim flags don't exist in AE? I'm running 1.6.640. If that is the case is it safe to unselect "Uknown 5"? I've seen it in a few other quests. If someone has oldrim or can look at this quest and tell me the third category that would be helpful! Thx!

In SSEdit 4.1.5j that shows as "Start Game Enabled, Starts Enabled, Run once" so you might have an older version of xEdit.

"Start Game Enabled" causes it to start at the beginning of the game but "Starts Enabled" isn't as clearly documented so... idk what it does.

I haven't seen that interesting bit about removing those rendered devices before. I've had some trouble with Cursed Loot and UD at the beginning of a game (with a weird big setup and an alt start) so I've had to start new games without either installed and then enable them after everything's done.

If Cursed Loot has trouble when you select the debug page or UD has trouble opening its MCM at all you're... kinda hosed. I've tried a lot of solutions including trying to start the scripts later but in the end the easiest for me was to leave them uninstalled until everything's settled.

When either messed up I got a lot of Papyrus.0.log errors, either clocktickscript or a bunch of UD scripts when you got near npcs with devices, so many that they'd dump stack. IDK if that's related to your freezes. 

Edited by arbiter
Posted
22 hours ago, filiusprodigus said:

I'm having the same problem with cursed loot and this script. I already had this fix installed but I'm still getting the lag. I'm thinking about just deleting the object in TESEdit.

If you find a solution, please let me know.

 

Also, I initially wanted to uninstall the mod, but I was in the middle of a big quest mod, so I decided to bear with it for a while. I kept playing, when script lag got too big, I closed the game, deleted the script instances with ReSaver, then resumed playing until the next big script lag etc. 

 

But eventually, after doing this 20+ times, suddenly the mod managed to load properly. I started finding the cursed traps, its MCM opened normally, everything was working. So for now I decided that I will keep doing this on a new save, to see if it will start working again eventually. (after deleting the instances, I get about 2 hours of time where the script lag is none to bearable)

Posted
On 11/25/2025 at 10:38 AM, filiusprodigus said:

I'm looking at the flags in quests, for example dcur_clocktick and under the DNAM-general category I'm seeing Flags with  {Start Game Enabled, Unknown 5, Run Once}. I'm wondering if the unknown 5 is causing the stutter in my game? Perhaps the oldrim flags don't exist in AE? I'm running 1.6.640. If that is the case is it safe to unselect "Uknown 5"? I've seen it in a few other quests. If someone has oldrim or can look at this quest and tell me the third category that would be helpful! Thx!

 

13 hours ago, Ewura said:

If you find a solution, please let me know.

 

Also, I initially wanted to uninstall the mod, but I was in the middle of a big quest mod, so I decided to bear with it for a while. I kept playing, when script lag got too big, I closed the game, deleted the script instances with ReSaver, then resumed playing until the next big script lag etc. 

 

But eventually, after doing this 20+ times, suddenly the mod managed to load properly. I started finding the cursed traps, its MCM opened normally, everything was working. So for now I decided that I will keep doing this on a new save, to see if it will start working again eventually. (after deleting the instances, I get about 2 hours of time where the script lag is none to bearable)

 

Do you both have the crosshairref fix? Can't recommend editing the scripts unless you know what you're doing, but this has been known to help with stutters from the dcur clocktick script. 

 

 

Posted

i seem to have a problem if the start up i keep getting the notifiaction that this mods stops it self becorse of children i dont have any mods that shound do that.
 

message.PNG

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...