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Posted
4 hours ago, CaptainJ03 said:

Those are plain DD message boxes, not from this mod. I get them when I dismiss this mod's message box too fast, before all devices are equipped.

Maybe a delay beforen actually opening the "container" would help for those who disable the message boxes.

No, I've already tried that.  I think I'll just go back to showing message boxes for now.

Posted
22 hours ago, Crota said:

I can't seem to get the summoning collar equipped. I maxed out the chances and I still only seem to get the living latex. (Playing on the newest version)

It checks so to make sure that you can actually have sex with the summons before it is equipped. So it needs random sex and creatures to be enabled and also for the creature chance to be > 0

Posted
4 hours ago, rjn said:

No, I've already tried that.  I think I'll just go back to showing message boxes for now.

The message boxes help to stall out some of the slow parts of DDNG. No matter how hard I have tried to reduce the effect, I still get the annoying "You can't equip that with your hands bound."

The next update will have a slight improvement to mitigate it, but it will still happen.

Posted

Hello, I really appreciate the idea and gameplay it brought to Skyrim. I'm not a native English speaker, so I'm trying to translate the mod into my language for personal use. But I encountered some issues with the message box info, I read the source code and found that they are hard encoded in the skse plugin, making it hard for translation. Could you move these strings to a single json or some external data? Just a suggestion, thanks for your mod all the same.😊

Posted (edited)

hello, cybercheese. Thanks for your wonderful mod, firstly.
I have some trouble in using this mod. when i was using other DD mod, the game would be CTD sometimes. I use NetScriptFramework to check the log, which indicates that DeviousCurses.dll encountered a null pointer. here are the logs of NetScriptFramework and DeviousCurses
Crash_2025_6_8_23-11-6.txtDeviousCurses.log

Edited by WE new high v
Posted

Hey cybercheese, first of all, great mod. I was sceptical at first, switching from Deviously Cursed Loot, which I've been using for years, to this mod but seeing how much was added and how well this mod performs I don't think I have reason to go back to Cursed Loot at all.

Now, I haven't read through all of the posts here so I'm sorry if this has been asked before. Deviously Cursed Loot has a debug option which, when enabled, shows the type of container, the container location and the percentage chance of triggering a trap in the top left corner of the screen. Would you be able to implement something like that in this mod? I find it provides great feedback when configuring the event chances.

Posted
16 hours ago, ksrinte said:

Hello, I really appreciate the idea and gameplay it brought to Skyrim. I'm not a native English speaker, so I'm trying to translate the mod into my language for personal use. But I encountered some issues with the message box info, I read the source code and found that they are hard encoded in the skse plugin, making it hard for translation. Could you move these strings to a single json or some external data? Just a suggestion, thanks for your mod all the same.😊

I've been thinking about this for a while. I'm going to rework a bunch of stuff to include translation files so each person doesn't have to translate it for themselves. I could use the help with translations if you have the time.

 

3 hours ago, Þursona said:

Now, I haven't read through all of the posts here so I'm sorry if this has been asked before. Deviously Cursed Loot has a debug option which, when enabled, shows the type of container, the container location and the percentage chance of triggering a trap in the top left corner of the screen. Would you be able to implement something like that in this mod? I find it provides great feedback when configuring the event chances.

All of this information is in the log file.

Posted
3 hours ago, cybercheese said:

I've been thinking about this for a while. I'm going to rework a bunch of stuff to include translation files so each person doesn't have to translate it for themselves. I could use the help with translations if you have the time.

Thanks for your work! quite looking forward to it

Posted
On 6/9/2025 at 7:05 AM, cybercheese said:

I've been thinking about this for a while. I'm going to rework a bunch of stuff to include translation files so each person doesn't have to translate it for themselves. I could use the help with translations if you have the time.

 

All of this information is in the log file.

Hello, I am glad to hear that you put the translation files, this is the chinese translation file:Devious Curses_chinese.txt

Posted

Does anyone know if the Lewd marks feature works with DoM? Reason i ask is the Lewd marks options are all disabled, however I do have the SlaveTats version installed without the glow patch, and I have SlaveTatsNG and log shows "SlaveTatsNG Interface found". However while troubleshooting I figured I install the glow patch to see what it modifies and noticed the file SlaveTats.pex is also modified by DoM so wonder if that the problem?

Posted (edited)

There seems to be a bug with the Dwarven Cuirass.

I've collected gear and cogs until I was down to just a few septims, and gave some to my follower, so that I can unlock this thingy later whenever I want. But when I re-checked after leaving the ruin, it was back to the initial value (which I've set quite high)

 

Edit after a bit more playtime.

weapons are invisible in 3rd person

the popup-boxes telling that the cuirass took more stuff are really annoying, especially when you're in sneak, aiming with a bow.

The transformation at the end was a mean surprise, I had to switch to godmode.

 

Edited by CaptainJ03
Posted

EXCELLENT work on this, finally a replacement for Cursed Loot that gives me exactly what I want 😭I love DCL but it's just so dusty,,,

Love the stuff you've added to quests-- I haven't done Sanguine's quest in years but after I saw what you added I've done it twice in two different saves; adding that horny bondagey touch to quests like that is EXACTLY what I love to see and have been thinking about for so long : D 

you're doing amazing, keep it up! Can't wait to see what else you add ; v; 

Posted

I like this mod, but I don't like how it saves and uses settings to a config file. I kinda like keeping things character specific (especially if I play a male character), that way I don't have to constantly change settings when I want to play a different character.

 

Is there a way to have it be character specific?

Posted
16 hours ago, Gorii said:

Does anyone know if the Lewd marks feature works with DoM? Reason i ask is the Lewd marks options are all disabled, however I do have the SlaveTats version installed without the glow patch, and I have SlaveTatsNG and log shows "SlaveTatsNG Interface found". However while troubleshooting I figured I install the glow patch to see what it modifies and noticed the file SlaveTats.pex is also modified by DoM so wonder if that the problem?

Anything that messes with SlaveTats.pex will most likely break SlaveTatsNG. I'm also unfamiliar with DoM so I am not sure what that even does.

 

12 hours ago, CaptainJ03 said:

I've collected gear and cogs until I was down to just a few septims, and gave some to my follower, so that I can unlock this thingy later whenever I want. But when I re-checked after leaving the ruin, it was back to the initial value (which I've set quite high)

I've reworked how the equipped detection works to hopefully resolve this.

 

13 hours ago, CaptainJ03 said:

weapons are invisible in 3rd person

the popup-boxes telling that the cuirass took more stuff are really annoying, especially when you're in sneak, aiming with a bow.

The transformation at the end was a mean surprise, I had to switch to godmode.

I'm not sure how to fix the 3rd person weapons issue, but I'll look into it.

The pop-ups have been replaced with notifications.

I've reworked the level requirements for which automata show up, so that should be less of an issue.

 

47 minutes ago, Seph64 said:

I like this mod, but I don't like how it saves and uses settings to a config file. I kinda like keeping things character specific (especially if I play a male character), that way I don't have to constantly change settings when I want to play a different character.

 

Is there a way to have it be character specific?

There is a new option in the MCM menu under the misc tab to do exactly this. I think most people like that the settings are not stored by save, so it is off by default.

Posted
3 hours ago, cybercheese said:

I've reworked how the equipped detection works to hopefully resolve this.

I'm not sure how to fix the 3rd person weapons issue, but I'll look into it.

The pop-ups have been replaced with notifications.

I've reworked the level requirements for which automata show up, so that should be less of an issue.

Thank you for fixing these issues so incredibly fast!

It all worked flawlessly. I left Alftand with the Dwemer Cuirass still equipped, got the parts from my follower and and a, let's call it lesser automaton, appeared, which was no prblem to get rid of.

About the weapons:

A single handed sword is visible in the right hand. A bow or left-handed sword is invisible. Didn't test two handed weapons, as I rarely use them.

 

I don't understand the "heavy bondage" setting (for the Cuirass) - what does it do?

 

3 hours ago, cybercheese said:

There is a new option in the MCM menu under the misc tab to do exactly this. I think most people like that the settings are not stored by save, so it is off by default.

It is confusing, as every other mod stores it in the save, but I like how you solved it. Especially now with the choice to have it how the player prefers it.

 

Posted

Hi,

Loving the mod so far but I have a question regarding the Living Latex suit:

Combat can remove restraints but I can't seem to figure out how to get Latex keys/ what events are necessary to get rid of the suit?

Any help/spoilers are welcome.

 

I'm using version 0.5.1 of this mod in combination with Unforgiving Devices 3.1

Posted
1 hour ago, G-man² said:

Loving the mod so far but I have a question regarding the Living Latex suit:

Combat can remove restraints but I can't seem to figure out how to get Latex keys/ what events are necessary to get rid of the suit?

After some time you'll get notified that the suit got shocked (or something like that)

If you have the non-clinging variant enabled in the MCM, it'll just disappear.

If you have the clinging variant, you need to unequip all Devices, even piercings, and then it will dissolve.

Posted
13 hours ago, CaptainJ03 said:

I don't understand the "heavy bondage" setting (for the Cuirass) - what does it do?

There are two different version of the cuirass, one being marked as heavy bondage like a straitjacket. The setting only applies before the cuirass is equipped. I have it disabled by default but I thought some people would like the extra challenge of having to source dwemer parts with their hands bound.

 

I've clarified the setting for the next update.

Posted
9 hours ago, cybercheese said:

There are two different version of the cuirass, one being marked as heavy bondage like a straitjacket. The setting only applies before the cuirass is equipped. I have it disabled by default but I thought some people would like the extra challenge of having to source dwemer parts with their hands bound.

Okay, that's what I expected. It doesn't seem to work on my end, I can use weapons as I like. On the other hand i can use workstations while bound with the DD NG blockbinder, so the issue might be with my setup.

Posted
On 6/10/2025 at 8:40 PM, cybercheese said:

There is a new option in the MCM menu under the misc tab to do exactly this. I think most people like that the settings are not stored by save, so it is off by default.

 

That setting seems to disable itself every time the game launches. As it defaults back to relying on on the global configuration file.

Posted

I'm new to Skyrim and have been encountering some peculiar behavior. The character starts out fine, able to walk armed and unarmed without any concern. However, after getting devious devices the character will either start to kneel down as though bound (even if none equipped), and then eventually degrade to the point where she exclusively travels on all fours. She will walk normally when armed, or when kneeling.

 

Thoughts? I initially thought it was related to Deviously Cursed Loot, but the behavior returned when I got devious devices in a trunk. 

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