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Posted (edited)

why does it trigger mannequins in sex events, also

 

20250506082207_1.jpg.a34a765f624583a93e6ee24341ce3bf4.jpg20250506080041_1.jpg.72e5a1f02c48c5ad8990312752d267a2.jpg

 

that first pic is the dumbest load of crap i ever seen ik its not from this mod but frankly nothing should trigger it outside of a controled event, it breaks everything you can do and locks out everything till its done.

 

and yes i looted the corpse and it spawned nothing around so yep, fun killed.

 

 

Edited by RandomKhajiit
Posted

side note, discovered this mod causes a 4 to 6 gig load spike after accessing its mcm the spike triggers after closing this mods mcm to access another aside from start up load spike, reminds me of the old race menu bug when you had KS hair's installed before that was fixed.

Posted
6 hours ago, integal said:

With installed v0.4.2 game crashes on the start menu. v 0.2.1.1 works fine

Most likely an issue where if you have UD and are using synthesis you will need to redo that. Others are having the same issue.

Posted
9 hours ago, RandomKhajiit said:

why does it trigger mannequins in sex events, also

This will be fixed soon.

 

9 hours ago, RandomKhajiit said:

that first pic is the dumbest load of crap i ever seen ik its not from this mod but frankly nothing should trigger it outside of a controled event, it breaks everything you can do and locks out everything till its done.

If you don't like the contraptions events you can disable them in the MCM.

 

8 hours ago, RandomKhajiit said:

side note, discovered this mod causes a 4 to 6 gig load spike after accessing its mcm

This is because I store internal device lists to reduce lag spikes during normal gameplay. After closing the MCM I recalculate these lists based on your settings, which does take a second.

Posted
39 minutes ago, cybercheese said:

 

It looks like the devices are being equipped, at least the call is being sent out to DDNG to equip them.

Fixed it I had forgotten to download the papyrus tweaks NG that was a requirement for DDNG. Downloading that fixed it. Now it works, thanks!

Posted
5 hours ago, cybercheese said:

This will be fixed soon.

 

If you don't like the contraptions events you can disable them in the MCM.

 

This is because I store internal device lists to reduce lag spikes during normal gameplay. After closing the MCM I recalculate these lists based on your settings, which does take a second.

 

very interesting, and thanks for the intel.

Posted

Here are my suggestions for some oppresive devices:


 

Spoiler

Matroska Set Devices
A set of restraint gloves, corset, neck-collar and ballet boots that always destroys the key used to unlock it.
Every time you unequip one of them, the color changes in the following order:
- Black -> Red -> White -> Transparent -> finally gone
This can be be done using the LinkedDeviceEquipOnUntighten on DD scripts for unlocking transforming into another device.

 

Epic Matroska Set
Just like the matroska set, you need to unequip them all, but if you end up without keys and the colors of the remaining devices aren't matching, the other devices come back in the highest color level.
You can't just unequip one enterely, you have to make them match colors first, or after X hours (in game) they come back.
So if you only unequip the gloves entirely and you're wearing black corset, collar and boots. You end up with black gloves back after X hours. (Needing to unequip gloves 4 times again)
But if you're wearing white corset, white collar and white boots. You only end up with white gloves back after X hours. (Now you only need to unequip gloves 2 more times).
You have to distribute key usage in this way.
I believe the relocking can be done using LinkedDeviceEquipOnTighten and having it triggered, for devices not completely removed.

 

When you end up with the matroska set you never know if you got the normal version or the evil one, so do you always match colors or you rush unequip?

 

Inn Pet Piercings
Whenever you enter an inn, if you're not restrained you end up on a petsuit.
Outside of the inn the petsuit dissapears.
To remove the piercings you have to service customers in a petsuit inside an inn. After you're done it dissapears with the petsuit.

 

Pony Girl Riding Set
After you end up cursed, triggers when you go near a stable. You end up locked in a pony set.
To remove it you can just get a 'ride' (horse or human) in your current stable.
Or you have to walk to the next stable on foot. (No fast traveling)
This with a populated road mod, can sure guarantee you end up having some fun.  So run or ride, it's your choice.

Just don't go near Stallions or Knight riders on the road.

 

Posted

I understand that once a container is looted, it goes on a blacklist that prevents looting it again from triggering events or containing keys.
Does the "blacklist" reset at some point?
I mean, it makes perfect sense for a container not to trigger events when looted repeatedly. However, it would be great if, after a while, it was possible to trigger events or find keys.
For example, if I loot all the barrels in "Whiterun," complete a dungeon, and after 24hs return to Whiterun. I can loot the barrels again to get keys, but I risk triggering events.

Posted
3 hours ago, petterparker said:

I understand that once a container is looted, it goes on a blacklist that prevents looting it again from triggering events or containing keys.
Does the "blacklist" reset at some point?
I mean, it makes perfect sense for a container not to trigger events when looted repeatedly. However, it would be great if, after a while, it was possible to trigger events or find keys.
For example, if I loot all the barrels in "Whiterun," complete a dungeon, and after 24hs return to Whiterun. I can loot the barrels again to get keys, but I risk triggering events.

The blacklist is implemented in a kind of cycle that is 512 long. So if you loot a container, and then loot 512 other containers then the first one is no longer in the blacklist. This was chosen so that it's hard to intentionally reset containers, but they will get reset on their own over time.

Posted (edited)

([warning] JContainers error add_tattoo) i do not know what caused this but it popped up when i triggered a nudity tattoo could it have maybe been due to tats already on me as in got to a cap and didnt work? or did something happen 

 

DeviousCurses.log

Edited by Dendriah
Adding log file
Posted

so i have all 4 effects on my character and the mod now refuses to add the marks and gives me this 

[info] Event: modifiers: (door) (town 1) scaling: 0.73x  total: 10.93% (7.43)
[2025-05-08 23:26:42.445] [trace] Color: cf11c5 = cf11c5 -> a5d9d = a50d9d
[2025-05-08 23:26:42.445] [trace] adding tattoo 013
[2025-05-08 23:26:42.449] [trace] adding tattoo glow 013
[2025-05-08 23:26:42.454] [warning] JContainers error add_tattoo

every time the event goes off and i dont know how to fix it 

Posted

i'm having a problem when starting a new game with this mod

 

game version 1.6.1170

DDNG version 0.4.0

and i have installed the newest version of this mod 0.4.2_HOTFIX2

 

when i disable this mod everything works fine

DeviousCurses.log

image.png.6df25edb33b1bf4eb8ceb0856a915fbd.png

Posted (edited)

Lewd mark idea: strip tease. every time you get hit in combat a piece of armor strips off.

 

Estrus mark: estrus, works similar to summoner collar, randomly attacked by tentacles. wears off after x attacks

 

Device idea: A plug that wants to be charged. vibrates when you cast a spell, and to escape it you have to expend X amount of magicka.

 

Portal mark: a mark on you that summons portals over your holes to a distant location, you periodically get fucked by invisible actor, find the mage in his lair to remove it.

 

 

Edited by bandetlol
Posted
On 5/9/2025 at 6:41 AM, Berry2411 said:

i'm having a problem when starting a new game with this mod

 

game version 1.6.1170

DDNG version 0.4.0

and i have installed the newest version of this mod 0.4.2_HOTFIX2

 

when i disable this mod everything works fine

DeviousCurses.log 1.4 kB · 1 download

image.png.6df25edb33b1bf4eb8ceb0856a915fbd.png

I recommend DDNG version 0.4.1 from discord, works fine for me.
You can also try reinstalling DDNG and make sure you play a new game

Posted
On 5/6/2025 at 3:33 PM, RandomKhajiit said:

why does it trigger mannequins in sex events, also

 

20250506082207_1.jpg.a34a765f624583a93e6ee24341ce3bf4.jpg20250506080041_1.jpg.72e5a1f02c48c5ad8990312752d267a2.jpg

 

that first pic is the dumbest load of crap i ever seen ik its not from this mod but frankly nothing should trigger it outside of a controled event, it breaks everything you can do and locks out everything till its done.

 

and yes i looted the corpse and it spawned nothing around so yep, fun killed.

 

 

 

That actually may be caused by DD itself.

Posted

I don't think mannequins having sex is a DD problem. Somebody created a manakin.esp that was supposed to fix the horny mannequin issue but I don't know where that is. I know Nexus has mods that are supposed to fix various things with mannequins but if all you want is to stop them having sex w/ your dragonborn you can try opening XEdit and making a patch for the manakin race. Yes, they are their own race. Here's a nice basic tutorial, How to create a Patch using SSEEdit, which is all that's needed for this patch. You'll be copying the manakinrace from skyrim.esm as an override into your new patch and then under Data add the 'Child' flag.

Posted
19 hours ago, petterparker said:

I recommend DDNG version 0.4.1 from discord, works fine for me.
You can also try reinstalling DDNG and make sure you play a new game

So i tried reinstalling DDNG, the version from discord and i even tried reinstalling devious curses, but i still keep getting the same message after starting the game ( i am able to start the game and get into the main menu, but when i click on new game, continue or load game it will give me the message and the whole game closes itself after i click "OK").

 

 

 

Posted

Could you maybe separate the "Containers" in the MCM into Ornate/Dungeon containers (chests, urns, coffins) and Common containers (sacks, barrels, drawers, wardrobes)?

 

Currently have everything except the Boss chests set to 0 since I don't really want to be cursed by a sack of potatoes or someone's wardrobe. 😅

 

 

Posted
On 5/11/2025 at 8:36 AM, AlyssaAwoo said:

Could you maybe separate the "Containers" in the MCM into Ornate/Dungeon containers (chests, urns, coffins) and Common containers (sacks, barrels, drawers, wardrobes)?

 

Currently have everything except the Boss chests set to 0 since I don't really want to be cursed by a sack of potatoes or someone's wardrobe. 😅

 

 

I'm trying to make the mod compatible with all other mod, including containers added by other mods. I have toyed with the idea of only allowing curses on containers that contain over a value threshold, which would probably work for your case. It would work by adding the total value of all the items in the container. So if you have a sack of potatoes that's worth like 15g no curse, or if it has an enchanted sword worth 500g it would.

Posted
On 5/11/2025 at 2:58 AM, Berry2411 said:

So i tried reinstalling DDNG, the version from discord and i even tried reinstalling devious curses, but i still keep getting the same message after starting the game ( i am able to start the game and get into the main menu, but when i click on new game, continue or load game it will give me the message and the whole game closes itself after i click "OK").

 

 

 

This means that for some reason Devious Curses can't access the API for DDNG. I'm not sure why that would be happening.

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