Jump to content

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


Recommended Posts

Posted (edited)
10 hours ago, Elsidia said:

There no such option. This is hardcored. In some restraints is don't allow fight (special keyword set in rendered device and item effect). So you can't (Chloe quest is one of then). And there is some restraints, what don't have it . Anyway even this keyword is not on restraint, you sure you can beat dragon with legs?

 

No, it wouldn't let me kick. I remember that's how bound combat used to work, kicking. I guess I'm grousing over nothing, really. There's a 'exp for sex' mod and I used ostim to sleep with Chloe a couple times and got as much exp as I would have gotten for the dragon.

 

All that being said....I've found a mod that makes me wanna restart again, but I really don't wanna do the alternate start so quickly again. a lot of the hopping around is tedious. If I do a vanilla start will chloe still be in the basement?

 

 

(Edit: Upon restart of a new game, I found it. It's in the right hand column of the first page of the DD MCM, And it was already enabled. )

Edited by Starphyre
Posted
21 minutes ago, Starphyre said:

If I do a vanilla start will chloe still be in the basement?


Yes, for a vanilla start Helgen cart ride, Chloe is shackled in the cells past the torture chamber.

 

The Chloe encounter is primarily intended for a vanilla start.

Posted
On 6/29/2026 at 10:42 AM, Herowynne said:


Yes, for a vanilla start Helgen cart ride, Chloe is shackled in the cells past the torture chamber.

 

The Chloe encounter is primarily intended for a vanilla start.

 

I bit the bullet and redid the live another life DCL start.

Posted
19 hours ago, Starphyre said:

SO is this an issue I'll need to fix in SSEEdit?

 

 

e60e8014e0cca5561a39a3f7c9d8bde1.jpg

 

The dark hands, probably. I remember a problem with the hand textures for the black ropes, but not any white ropes. so you've got something changing them. you'd want to look at the hand textures on the ropebinder with fingers device. 


The overlays in the wrong position, no. That's an issue with how the hands are handled in this device. DD NG might help, might not. I don't recall if it has an ini option that would help with that. But basically, when the hands are invisible, racemenu doesn't also hide the overlays, and this is more or less the same thing. You'll see similar overlay issues with other devices like the boxbinders and straitjackets. if the DD ini doesn't have anything, all you can do is ignore it or get rid of your hand overlays.

Posted

I was aware the hand overlays were unfixable. I just haven't used SSEedit in a long time. Gonna be some trial and error there I think.

Posted
12 hours ago, Starphyre said:

I was aware the hand overlays were unfixable. I just haven't used SSEedit in a long time. Gonna be some trial and error there I think.

 

In my notes that i keep thinking i might come back to one day, i saved a link to a post where i showed how to fix the hands. you should be able to extrapolate from that if it is the same issue.
 

 

Posted

Hi all,
just trying to see if I could do this. Using another mod and adding cursed loot as a master using tes5edit, I tried to add to an item (a collar using the amulet slot) dcur_kw_luckycharm as a keyword. It didn't seem to have any issue saving once I made this mod a master I was even able to select that from the keyword list but upon opening a chest, I still had cuffs, collar attached to my character. Am I missing something? Is there something more that I need to add?

Thanks!

Posted

Protip if you can't get DAMN surprise boxes to trigger. Exit the game then reload the save, then use the debug feature in DCL MCM and click tie me up, then free me. Then try to activate the surprise box. Worked for me. Beats having to reinstalling the mod and cleaning the save.

Posted (edited)

Reposting this here as I previously posted it on the wrong thread by mistake:

 

Hey.

 

So the last couple of days, I've been playing through with this mod on my LO. Used back in LE and finally decided to switch over. I have an issue where if I enable "Rape" in the mod's MCM, I can no longer interact with any MCM menus until I close out and unpause the game then pause and go back. The issue then is that the MCM menu for Cursed Loot turns up blank from there out and if I use "setstage ski_configmanagerinstance 1", the MCM Menu for Cursed Loot disappears entirely, suggesting the whole mod's just dipped. This has happened on existing saves and brand new ones. This wasn't happening until yesterday, so here's what changed in my load order:

 

I eventually had too many anims which resulted in some not being generated and breaking a lot of things, so I disabled all my combat animation mods, including MCO, POISE and TK Dodge and a few others, and re-ran Nemesis. As well as that, I disabled Valhalla Combat, Simple Defeat and Practical Defeat Reanimated (not sure why I had both enabled in the first place.) Re-ran Nemesis, booted the game and boom, issue proceeds.

 

Things I have tried so far:

Reinstalling the mod entirely, regenerating Nemesis anim files, regenerating BodySlide stuffs and reinstalling a couple other DD mods I have around it separately in case there's some kind of issue there. Nothing has worked so far, and I'm a little stuck. Gonna keep looking around, but any other ideas would be helpful!

 

Load Order is attached to the post for your perusal. Let me know if any other info is needed and I'm happy to provide. Thanks! :)

 

EDIT: Added my most recent Papyrus log where I encountered this issue.

loadorder.txt

Papyrus.0.log

Edited by BabyMephi
added papyrus log involving the issue
Posted
21 hours ago, BabyMephi said:

Reposting this here as I previously posted it on the wrong thread by mistake:

 

Hey.

 

So the last couple of days, I've been playing through with this mod on my LO. Used back in LE and finally decided to switch over. I have an issue where if I enable "Rape" in the mod's MCM, I can no longer interact with any MCM menus until I close out and unpause the game then pause and go back. The issue then is that the MCM menu for Cursed Loot turns up blank from there out and if I use "setstage ski_configmanagerinstance 1", the MCM Menu for Cursed Loot disappears entirely, suggesting the whole mod's just dipped. This has happened on existing saves and brand new ones. This wasn't happening until yesterday, so here's what changed in my load order:

 

I eventually had too many anims which resulted in some not being generated and breaking a lot of things, so I disabled all my combat animation mods, including MCO, POISE and TK Dodge and a few others, and re-ran Nemesis. As well as that, I disabled Valhalla Combat, Simple Defeat and Practical Defeat Reanimated (not sure why I had both enabled in the first place.) Re-ran Nemesis, booted the game and boom, issue proceeds.

 

Things I have tried so far:

Reinstalling the mod entirely, regenerating Nemesis anim files, regenerating BodySlide stuffs and reinstalling a couple other DD mods I have around it separately in case there's some kind of issue there. Nothing has worked so far, and I'm a little stuck. Gonna keep looking around, but any other ideas would be helpful!

 

Load Order is attached to the post for your perusal. Let me know if any other info is needed and I'm happy to provide. Thanks! :)

 

EDIT: Added my most recent Papyrus log where I encountered this issue.

loadorder.txt 23.81 kB · 0 downloads

Papyrus.0.log 305.81 kB · 0 downloads

 

This sounds like the MCM initialization issue. There's no real fix, but a couple of workarounds.

The first is kimy's workaround:
https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/?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.  
 

The other is to do a stepped start up. I did this for a while until I cut out DCL. I had my large load order broken into three sections for a new game start.
Disable part of your load order - say everything devious or sexlab related.

Start the game, wait for all notifications to stop spamming. 

Save and exit.

Enable the rest or your mods that are sexlab related, plus DD and DD NG and wait for notifications again.

Then save and exit again.

Enable DCL and the rest of your mods. You should have a working mcm for DCL.
If it's still broke, exit without saving, and disable DCL.

Let the other mods initialize, then save and exit again.

Enable DCL.

 

Part of what is happening is DD NG requires a hard save and new load to finish initializing. And DCL can't do its own initialization if DD is not fully up. and if DCL partially initializes, it's just fucked at that point and baked into the save.

 

But also, if there are a lot of mods initializing at the same time, DCL tends to get stuck (that's what kimy's workaround gets around). By exiting to the menu, most mods are partially loaded and lets DCL finish its own loading.

Posted
On 7/2/2026 at 11:07 PM, zarantha said:

 

In my notes that i keep thinking i might come back to one day, i saved a link to a post where i showed how to fix the hands. you should be able to extrapolate from that if it is the same issue.
 

 

 

Thanks. Was easy enough to follow. will go try it out now.

Posted

Ive set the number of devices to 1 to 2 and ive unticked force full set, but i always get way too many items per event, did I miss an option?

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
×
×
  • Create New...