Jump to content

Recommended Posts

Posted
On 5/10/2025 at 2:07 PM, Emerald982 said:

Is there a version that uses DD 5.2 SE? NG is no option. Too many other mods don't work with the NG version as they have not been updated to do so.

There will not be a version for DD 5.2. I'm directly pulling from the DDNG database to enable most of the functionality for the mod.

 

However a lot of mods will work with DDNG even if they are not updated specifically to do so.

Posted

DD 5.2 is a required mod for DD NG anyway, NG just over rights the older mod eg DD 5.2. only thing i hate about NG is the use of DAV which hasnt been updated in a good while and isnt stable anyway.

Posted (edited)
10 hours ago, cybercheese said:

There will not be a version for DD 5.2. I'm directly pulling from the DDNG database to enable most of the functionality for the mod.

 

However a lot of mods will work with DDNG even if they are not updated specifically to do so.

 

Thanks for the response. I noticed I was using an older version of NG already and had to update that one. Though I noticed the mod seems to be triggered with every container, even dead animals and player houses. It would be great to be able to toggle that.

Edited by Emerald982
Posted
On 5/13/2025 at 5:41 PM, RandomKhajiit said:

DD 5.2 is a required mod for DD NG anyway, NG just over rights the older mod eg DD 5.2. only thing i hate about NG is the use of DAV which hasnt been updated in a good while and isnt stable anyway.

Dynamic armor variants is completely optional for DD NG. You can use this mod with DD NG without DAV just fine.

Posted
On 5/14/2025 at 2:39 AM, Emerald982 said:

Though I noticed the mod seems to be triggered with every container, even dead animals and player houses. It would be great to be able to toggle that.

Player houses should already be disabled. There is an option in the MCM under locations. For that are you using a modded player home, and if so which one?

For dead animals I'm thinking about adding a value requirement so that only things that have enough value will trigger events. This should exclude things like sacks, dead animals, and barrels when there is nothing good in them.

Posted

I'd like to be able to keep traps happening even in sacks. 

 

Personally I  treat it as an actual curse on your character or the place you visit.

You can even say traps/devices are bandits/creatures booby trapping some things in the dungeon as pranks, distractions or just a plain alarms.

 

If consistency is important, you can even create a daedric 'tome' of cursing with rumors and all. People use it because it offers power with no cost, but it's an actual lie.

If the tome even exists, using the actual item does not teach the magic, just locks the user in devices and also curses all containers with a chance to be trapped. 

Explaining why anything can trigger a trap.

 

 

 

 

Posted
1 hour ago, Loki15kun said:

Personally I  treat it as an actual curse on your character or the place you visit.

I'd have an MCM slider for the minimum gold value of a container. If it was set to 0 then all containers will trigger.

Posted
22 minutes ago, titan2200 said:

I got trapped in a contraption, escaped, but then just was unable to move after being freed? Can't open my inventory, can't attack, nothing.

This is most likely a bug with DDNG. I haven't been able to reproduce it myself.

If you are able to give a bug report on the DDNG discord that might help. Just make sure to follow their rules for reports.

Posted
10 hours ago, cybercheese said:

Player houses should already be disabled. There is an option in the MCM under locations. For that are you using a modded player home, and if so which one?

For dead animals I'm thinking about adding a value requirement so that only things that have enough value will trigger events. This should exclude things like sacks, dead animals, and barrels when there is nothing good in them.

 

Rayek's End SSE Expanded 1.7. I am using DB Chests for now. As this also happened with a dead wolf where it put the character into an object. But thanks for all the work you've put into it so far, I'll keep an eye out on your mod!

Posted

How does this mod interact with Quickloot? If I don't open container/chest and just take item from the quickloot menu, will device automatically equip to my character if the container is cursed?

Posted
11 hours ago, tamai said:

does this mod add keys to the world? If not what do you recommend?

It does add keys. There are options in the MCM to customize how they drop.

Posted
2 hours ago, Casandor26 said:

How does this mod interact with Quickloot? If I don't open container/chest and just take item from the quickloot menu, will device automatically equip to my character if the container is cursed?

This does work with quick loot. If you take any item from a container that's when the curse would apply.

Posted
11 hours ago, Emerald982 said:

Rayek's End SSE Expanded 1.7. I am using DB Chests for now. As this also happened with a dead wolf where it put the character into an object. But thanks for all the work you've put into it so far, I'll keep an eye out on your mod!

I've added the gold requirement for containers to cause curses so that things like wolves, barrels, and sacks won't cause curses anymore. (The minimum gold can be changed in the MCM and the feature can be disabled.)

 

For the player home I wouldn't expect any events to happen there. The location for the cell is properly marked as a player home so my mod should not be starting events there. Did you change the chance for an event in player homes in the Locations tab in the MCM? If the container is marked as stealing or locked then it might still trigger events.

If none of this helps could you send over Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log It contains stuff that would help me figure out what's going on.

Posted (edited)

Tried out DeviousCurses, and had a crash shortly after starting a new game (Alternate Start, Vampire Den), when I tried to break up a boss chest with an axe.

I see in the stack trace something with "a tattoo appears on your body", "CalculateEventChance" and a register contains a "RE::BSScript::FunctionArguments", does this help ?

Attached the stack dump.

 

Also the native functions don't work, in the Papyrus0.log I see:

[05/17/2025 - 06:15:13PM] Error: Unable to link types associated with static function "StartSex" on object "DCursesLib".
[05/17/2025 - 06:15:13PM] error: Native static function SexEnded could find no matching static function on linked type DCursesLib. Function will not be bound.
[05/17/2025 - 06:15:13PM] error: Native static function NumDevicesVisible could find no matching static function on linked type DCursesLib. Function will not be bound.
[05/17/2025 - 06:15:13PM] Error: Unable to obtain function call information - returning None
stack:
	[DCurses_MCM (FE042800)].DCurses_MCM.OnUpdate() - "DCurses_MCM.psc" Line ?

 

and e.g:

[05/17/2025 - 06:15:14PM] Error: Static function OnUpdate not found on object DCursesLib. Aborting call and returning None
stack:
	[DCurses_MCM (FE042800)].DCurses_MCM.OnUpdate() - "DCurses_MCM.psc" Line ?

 

Edited by nopse0
Posted (edited)
On 5/13/2025 at 11:37 PM, cybercheese said:

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.

Thanks for adding this, good stuff! :classic_biggrin:

 

Also about the form; Why does the summoner's collar rule out the appearance of other oppressive collars? I think DCL had at least 3 or 4 different collars for example.

Edited by AlyssaAwoo
Posted (edited)
7 hours ago, Kelvindaaldo said:

It is safe if i updated from ver 4.2 to lastest in mid game or i need to make new save?

If you're updating from 4.2 to 4.x it will be fine.

If updating from 3.0 there is a chance that it won't work, but it's unlikely.

 

Unless you're using unforgiving devices with the synthesis patcher. Just re-run the patcher after update.

Edited by cybercheese
Posted
3 hours ago, AlyssaAwoo said:

Also about the form; Why does the summoner's collar rule out the appearance of other oppressive collars? I think DCL had at least 3 or 4 different collars for example.

I'm ruling out collars for now, just so there is more variety. After I have more stuff in the mod they will probably be back on the table.

Posted
8 hours ago, nopse0 said:

Tried out DeviousCurses, and had a crash shortly after starting a new game

Both of these logs are wild. It looks like you don't have anything in the DCursesLib.psc file, so all of the papyrus calls are malfunctioning. That would also explain why a crash was cause from RE::BSScript::FunctionArguments. That's the mod calling a papyrus function that isn't there for some reason.

 

The only advice I can give is reinstall the mod and make sure that the papyrus files don't get mangled in any way.

Posted (edited)
2 hours ago, cybercheese said:

Both of these logs are wild. It looks like you don't have anything in the DCursesLib.psc file, so all of the papyrus calls are malfunctioning. That would also explain why a crash was cause from RE::BSScript::FunctionArguments. That's the mod calling a papyrus function that isn't there for some reason.

 

The only advice I can give is reinstall the mod and make sure that the papyrus files don't get mangled in any way.

 

Yes, it seemed the .pex files were not ok, I recompiled them and the errors are gone. Did you perhaps forgot to compile the .pex files, when you made the distro ? Or the dll was not ok, I recompiled that first, and after it still didn't work, I recompiled the Papyrus scripts. Anyway, happy it works now.

Edited by nopse0
Posted
2 hours ago, nopse0 said:

 

Yes, it seemed the .pex files were not ok, I recompiled them and the errors are gone. Did you perhaps forgot to compile the .pex files, when you made the distro ? Or the dll was not ok, I recompiled that first, and after it still didn't work, I recompiled the Papyrus scripts. Anyway, happy it works now.

I haven't needed to recompile DCursesLib.psc since version 3.whatever, so I have no idea.

Posted

Might have found a bug:

On opening a door I was locked in a contraption (at least the message box said so) - afterwards everything went black and I had to reboot just to end the game. My guess is, that the game expects me to be outside, while at the same time the contraption holds me indoors.

You might want to exclude doors (at least cell changing doors) from triggering contraptions.

 

On 5/17/2025 at 2:35 PM, Kelvindaaldo said:

It is safe if i updated from ver 4.2 to lastest in mid game or i need to make new save?

Updated from 1.7.1 to 4.4 w/o problems, I don't think my aforementioned problems is caused by this.

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   0 members

    • No registered users viewing this page.
×
×
  • Create New...