llokii70 Posted September 22, 2019 Posted September 22, 2019 I though 1.13 already had a SE version or is it just this is a new version. I thought I downloaded 1.13 for SE about a week ago
MystOfDawn Posted September 23, 2019 Posted September 23, 2019 I don't know where you found it, but I started posting my conversion because there wasn't an Devious Lore SE download page. And I didn't have time to do this until Saturday. To answer your question: It's just a straight conversion of the latest Devious Lore 1.13, nothing new if you already have it
Monoman1 Posted September 27, 2019 Posted September 27, 2019 Hi, I've been enjoying this mod. Good work I've a little bug report. Dialogue topic "Wait I know you" (00020F9A) with the guards is essentially blocked mostly because of a silly bethesda thing. One of the conditions on your response (which is a copy of vanilla and there is no equivalent option for female which means it gets blocked as a female PC) is GetPCIsSex = Male. Which for a devious device mod probably will never be true. This override also conflicts with PaySexCrime btw. I came up with a little patch that allows both your response and PSCs to coexist for those interested: https://www.loverslab.com/topic/110619-devious-lore/?do=findComment&comment=2762432 Also could we get a little bounty reduction for getting tied up please? Thanks. 2
DayTri Posted September 27, 2019 Posted September 27, 2019 13 minutes ago, donttouchmethere said: So it wasn't Skooma Whore after all? As soon as the PC is recognized as junkie all Guard dialog fails and I only get "Wait I know you" if I have bounty. I get the feeling I blame SkoomaWhore for everything buggy other mods add to my setup ? I think this is any mod that applies small bounties to the player, and it's actually a vanilla behavior. First I thought it was Cursed Loot, then DiD, then MCG...pretty sure it's all of them
Monoman1 Posted September 27, 2019 Posted September 27, 2019 27 minutes ago, DayTri said: I think this is any mod that applies small bounties to the player, and it's actually a vanilla behavior. First I thought it was Cursed Loot, then DiD, then MCG...pretty sure it's all of them Well I also use cursed loot. So it's not that. Dunno about the other two.
Monoman1 Posted September 27, 2019 Posted September 27, 2019 Small update that covers petty bounty as well: DL PSC patch.esp There are very few dialogue overrides in skooma whore. The only one I can see is dialogue with the skooma dealer you can encounter on the road. The only deciding factor I can see is if your bounty is above the petty bounty threshold global - CrimePettyCrimeThreshold [GLOB:0003403F]
GuruSR Posted October 5, 2019 Posted October 5, 2019 A slight confusion, not sure, though most of the stuff in the mod works as far as I've seen, but the "ask a friend for help" and having them "tie you up", seems the player is constantly being tied up to a white leather blindfold, but the player hasn't got one, so because the player hasn't got one, you can't unlock it. Not sure if there was a fix or not. Though I did have DCL, I removed it because the jail stuff was bizarre (like guards arresting you when you're a mile away from them, immediately after parole and a parole being mistaken for an escape). I'm assuming that the items each shop was "wanting", you don't deliver, but open and return to them with the items? I was under the impression you had to deliver the boxes back, but they don't seem to want the shipments. At night, the Vigil, will get out of bed, go back into bed, repeat. Was so hard to talk to her. GuruSR.
GuruSR Posted October 5, 2019 Posted October 5, 2019 On 9/27/2019 at 8:29 AM, donttouchmethere said: So it wasn't Skooma Whore after all? As soon as the PC is recognized as junkie all Guard dialog fails and I only get "Wait I know you" if I have bounty. I get the feeling I blame SkoomaWhore for everything buggy other mods add to my setup ? Actually, I've gotten that on the Vanilla game too, Whiterun seems to be the major problem for this, so what I usually do is "lift" something that isn't mine in their view, bang, fixes it. GuruSR.
llokii70 Posted October 6, 2019 Posted October 6, 2019 23 hours ago, GuruSR said: A slight confusion, not sure, though most of the stuff in the mod works as far as I've seen, but the "ask a friend for help" and having them "tie you up", seems the player is constantly being tied up to a white leather blindfold, but the player hasn't got one, so because the player hasn't got one, you can't unlock it. Not sure if there was a fix or not. Though I did have DCL, I removed it because the jail stuff was bizarre (like guards arresting you when you're a mile away from them, immediately after parole and a parole being mistaken for an escape). I'm assuming that the items each shop was "wanting", you don't deliver, but open and return to them with the items? I was under the impression you had to deliver the boxes back, but they don't seem to want the shipments. At night, the Vigil, will get out of bed, go back into bed, repeat. Was so hard to talk to her. GuruSR. Right now having that same problem with a gag and because a gag is a restraint you can't get into dcl menu to remove it.
GuruSR Posted October 7, 2019 Posted October 7, 2019 7 hours ago, llokii70 said: Right now having that same problem with a gag and because a gag is a restraint you can't get into dcl menu to remove it. Actually, that tie you up asking a friend is this mod, I removed DCL, so I'm at a loss why it is doing it. Also wondering when you give the friend restraints to hold onto, why you can't ask them to put anything on they feel a fancy to. On another note: I've found Ceremonial Urns (a good amount), East Empire Company Crates (mostly common), Smuggled Package (a lot), but what I've not seen any of "Daedric Charm" (and I've killed a lot of Vampires and Forsworn during quests and seen nada), Dwarven Vials (did Markarth's Dwarven quests, nothing, been in other ones too, same). Is there a higher probability that these won't show up, or are they super rare because of some factor? And it seems that even though I acquire the items, I can't deliver them to the NPCs that were supposed to receive them, no option to do so. Can an option to "tie the friend up" be there, perhaps "Can I see how these look on you?" (as a means of being sneaky). GuruSR.
bloobiboolga Posted October 8, 2019 Posted October 8, 2019 On 11/10/2018 at 8:44 AM, Code Serpent said: This mod was designed to not conflict with Cursed Loot. You are bound in a very different way compared to cursed loot: opening an item in your inventory at your discretion, or a random chance for each container you open. Can Anyone please confirm for sure that the two mods are compatible ? i can't find any straight answers anywhere and i'm currently trying to install both. Thanks in advance
DeWired Posted October 8, 2019 Posted October 8, 2019 2 hours ago, bloobiboolga said: Can Anyone please confirm for sure that the two mods are compatible ? i can't find any straight answers anywhere and i'm currently trying to install both. Thanks in advance I have both mods installed, latest versions, for over 50 levels. Overall, they do not conflict, but do not use DL freeing options (hotkey, struggle, pick lock, etc) when doing DCL quest such as Damsel in Distress.
MystOfDawn Posted October 9, 2019 Posted October 9, 2019 19 hours ago, DeWired said: I have both mods installed, latest versions, for over 50 levels. Overall, they do not conflict, but do not use DL freeing options (hotkey, struggle, pick lock, etc) when doing DCL quest such as Damsel in Distress. Same for me. Multiple savefiles with both Lore and DCL installed. Not really any conflicts except what has been mentioned already. Together they make clearing out dungeons more dangerous (in a good way) and with DL I actually have a reason to go into random caves
GuruSR Posted October 10, 2019 Posted October 10, 2019 Sadly, found this mod crashing going south of Riverwood towards the mine and south of Whiterun near Bloated Man's Grotto, CTD in both cases. I checked with TesEdit, the mod is dirty: Removing: [NAVM:00107375] (in GRUP Cell Temporary Children of [CELL:00009306] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,21)) Removing: [NAVM:0010737E] (in GRUP Cell Temporary Children of MilitaryCampHaafingarSons02 [CELL:000092E4] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,22)) Removing: [NAVM:00106C50] (in GRUP Cell Temporary Children of KilkreathRuinsExterior02 [CELL:000092C4] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,23)) Removing: [NAVM:00107370] (in GRUP Cell Temporary Children of [CELL:000092E6] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,22)) Removing: [NAVM:00107371] (in GRUP Cell Temporary Children of [CELL:000092E6] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,22)) Removing: [NAVM:00107372] (in GRUP Cell Temporary Children of [CELL:000092E6] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,22)) Removing: [NAVM:00107373] (in GRUP Cell Temporary Children of [CELL:000092E6] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,22)) [Removing "Identical to Master" records done] Processed Records: 2176, Removed Records: 7, Elapsed Time: 00:00 Sadly, cleaning the mod didn't remove the CTD, so I've had to disable this mod until it can be addressed. The stables ARE conflicting with "Fachry's Vampire Inn" as they're across the street from each other. I removed Fachry's Vampire Inn mod and was able to move past where the CTD was happening, so these two mods hate each other. I was able to get the CTD to go away by moving this mod directly under Fachry's Vampire Inn mod, in TesEdit the land edits are bad as they cross into each other, but having this mod under Fachry's Vampire Inn, in load order will make it the winner and the CTDs in the area south of Riverwood have stopped, unsure if others will occur. GuruSR.
windlepoons Posted October 13, 2019 Posted October 13, 2019 Hi, I am trying to find a smuggled package, it took me Broken Fang Cave, the marker shows the cave entrance but entering it shows the exit as the quest target. There is a slave in there called 'meat', I think from SD Cages. Could that be interfering with the mod somehow? Edit: Oops on looking later on, I have a Smuggled Package in my inventory, I have no recollection of getting it! Sorry about that.
Hero529 Posted October 16, 2019 Posted October 16, 2019 is there any chance this mod will eventually add beast race support for headgear items such as gags, collars, blindfolds, and hoods?
Code Serpent Posted October 17, 2019 Author Posted October 17, 2019 7 hours ago, Hero529 said: is there any chance this mod will eventually add beast race support for headgear items such as gags, collars, blindfolds, and hoods? Wrong thread to ask in.
fakeflyingcat Posted December 7, 2019 Posted December 7, 2019 Nice work! Obviously, this will be the most promising and interesting DD mods after captured dream. Waiting for updating.
Prime66 Posted December 16, 2019 Posted December 16, 2019 Not sure if it has already been reported but I just had a hilarious encounter with a Stray Dog that decided to follow me around he had the can you help me Friend Dialogue and he was able to help me out of my Armbinder. I'm guessing that the mod adds that dialogue to all NPCs flagged as Ally or Friend So related to that I have a small request to make the mod adds that Dialogue to a lot of NPCs can you make it an option so that the "Can you help me with something Friend?" Dialogue only appears on certain NPCs like Followers and your Spouse? I think it's unfitting that every NPC gets it after you did a small Quest for them. But overall I wanted to say thanks for your great mods I use almost all and they never leave my Loadorder
DeWired Posted December 16, 2019 Posted December 16, 2019 1 hour ago, Prime66 said: Not sure if it has already been reported but I just had a hilarious encounter with a Stray Dog that decided to follow me around he had the can you help me Friend Dialogue and he was able to help me out of my Armbinder. I'm guessing that the mod adds that dialogue to all NPCs flagged as Ally or Friend So related to that I have a small request to make the mod adds that Dialogue to a lot of NPCs can you make it an option so that the "Can you help me with something Friend?" Dialogue only appears on certain NPCs like Followers and your Spouse? I think it's unfitting that every NPC gets it after you did a small Quest for them. But overall I wanted to say thanks for your great mods I use almost all and they never leave my Loadorder Well, technically, there are two dialogues - Friend and Lover. Friend is from relationship rank 1 to 3, and Lover for relationship rank 4. As far as I remember, at least SLEN marks relationship ranks as 1 - Ally, 2 - Friend, 3 - Confidant, 4 - Lover. And I agree - better to move Friend dialogue to Confidant level. Also, as I see it in TES5edit, Lover dialogue for gagged PC is bugged - it contains two conditions - ==1, and <>1 for the same variable.
chaimhewast Posted December 16, 2019 Posted December 16, 2019 11 hours ago, DeWired said: As far as I remember, at least SLEN marks relationship ranks as 1 - Ally, 2 - Friend, 3 - Confidant, 4 - Lover. And I agree - better to move Friend dialogue to Confidant level. You're close. Looking at the UESP page for relationships, those ranks are: 4 - Lover 3 - Ally 2 - Confidant 1 - Friend
CovertDemon Posted December 18, 2019 Posted December 18, 2019 Okay, I'm an idiot. The lines refering to the dialogue lines having gagged variants refer to the follower having them. Herpaderp. Aaaaaaanyway, thanks for the mod. Also, are there plans on expanding upon this, with letting the player character talk to a gagged follower while she herself is gagged?
Zaflis Posted December 18, 2019 Posted December 18, 2019 13 minutes ago, CovertDemon said: Also, are there plans on expanding upon this, with letting the player character talk to a gagged follower while she herself is gagged? DD (and Cursed Loot if you have it, it can completely override DD's if you set it 100% chance) are responsible for gagtalk. But what you are asking is unlikely to happen, unless you build a custom script for yourself. It was prevented on purpose i think.
zenetx Posted January 23, 2020 Posted January 23, 2020 I recently went back to play Skyrim and decided to give this mod a try and I wasn't disappointed.. The way this mod introduces these crazy ladies, the so called Lore-Mongers, is very fun and a well done invite to the world of kinkiness which DD provides, giving this mod an unique charm. After playing for quite a while, I would like to give my two cents. Please take them lighthearted, it's more like a random set of ideas than actually criticism, so please disregard any technical infeasibility or malfunction on my end. First I want to know more about each Lore-Mongers. So I would love to see in the future more backstory and/or a few unique quests, after you earn their trust (collect enough urns, vials, etc) Second the concept that your follower slowly gets excited to get the player into bondage (or the other way around) is always amusing and I believe it can be expanded and improved, Let the follower became more dominant every time the player do the struggle minigame, or even more if the player fails and ask the follower for help. Give the player more flavoured dialogue lines; instead of "Can you unlock me?" how about "By the divines it's so tight! I'm completly out of breath. Could you lend me a hand here friend? Also I would like to see more different reactions, how about the follower start timidly asking the player "Would you mind to stay tied just a little bit longer? You look so cute." then "I would like to see you struggling (minigame) first." then " Only if you let me touch you." (just foreplay), before going full dominant. About the whole process: Step 1 - Buy kinky restraint. Step 2 - Talk to your partner to take it. Step 3 - Ask your partner to put the restraint on you. It gets old.. very quickly. And I mean it in real life! It works in the beginning, but the partner (or follower in this case) better develop some initiative after a while. So new interactions would be nice. For example: inside the lore-monger shop, the follower could challenge the player to wear "a few" itens and go to the nearest major city. The player could accept the challenge and immediately try to get free, or comply and exposed herself, for which the follower could tease the player even more "I don't believe you actually did it! Aren't you ashamed? Then I guess you can keep them." The option "Could tie me up?" could get progressively more intense, as the follower gets more and more dominant, starting with just a rope armbinder, then plus a body harness and tape gag, then finally a full body tie with gag and blindfold. Other restraints (garbs, prison, restrictive, riding, rubber and ritual) could be randomly choosed as a surprise outcome if the player accepted at some point 'to lend the follower some gold' or doing a specific quest. I also would like to see more dialogue options for the Jailmasters such as: the player could be asked to "test" the effectiveness of the prison restraints and even spend a full day in jail (no bounty) where the player is free to try lockpicking her way out. Anyway, as I said before, these are just random ideas, feel free to ignore them. And keep up the good work! 2
Code Serpent Posted January 24, 2020 Author Posted January 24, 2020 6 hours ago, zenetx said: First I want to know more about each Lore-Mongers. So I would love to see in the future more backstory and/or a few unique quests, after you earn their trust (collect enough urns, vials, etc) I have been writing some backstory for each of the Lore-Mongers over the past few days. I don't know when I will get around to making new quests, but expect some more dialogue options when I finally get around to starting the next version. I also intend to start adding some random encounters that further reinforces the lore. 6 hours ago, zenetx said: the partner (or follower in this case) better develop some initiative after a while. I want to avoid situations where the player is locked up randomly during inopportune moments. One of the reasons I made this mod was that I was getting frustrated with Cursed Loot constantly locking my character up while I was actually trying to save the world. (Cursed Loot is an amazing mod, it just didn't fit my play style.) So, giving followers initiative in this context will be difficult. If I do add scenario's where the player's allies lock her up at random, it will likely have to be started by the player through some dialogue first, ie "Lock me up whenever you feel like it."
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