Herowynne Posted January 26 Posted January 26 3 hours ago, cybercheese said: This sounds more like the consequence system, is that what you're having an issue with? No, I’m not referring to the consequence system.  My issue is that the Random Sex feature randomly initiates sex at inopportune moments, such as during a force greet by an NPC.
crococat Posted January 26 Posted January 26 16 hours ago, enditwithfire said: It would be nice if you could toggle whether or not heavy bondage unequips spells. You may try old mod BWitch. Had installed it after last update of DC and it is still working in SE. It allows to cast spells in different ways. 1
CaptainJ03 Posted January 26 Posted January 26 3 hours ago, Herowynne said: No, I’m not referring to the consequence system.  My issue is that the Random Sex feature randomly initiates sex at inopportune moments, such as during a force greet by an NPC. Yes, thta's very inconvenient. It even happens when you're doing other things, like enchanting stuff. Right while choosing which item to enchant, I get a popup "use nearby bed? yes-no" (from Sexlab) and without that, I think I'd get a sex scene just inside the table.
DestinyClyn Posted January 26 Posted January 26 (edited) is this mod still Incompatible with SLO Aroused NG? Edited January 26 by DestinyClyn
cybercheese Posted January 26 Author Posted January 26 (edited) 16 hours ago, Herowynne said: My issue is that the Random Sex feature randomly initiates sex at inopportune moments, such as during a force greet by an NPC. Got it. I'll expand the list of menus that block the interaction. Edit: It should already block sex when in dialogue.   7 hours ago, DestinyClyn said: is this mod still Incompatible with SLO Aroused NG? Because SLO funamentally changes how arousal works, some things in this mod break when using SLO. It's not a hard incompatibility, but things that adjust arousal don't work correctly. The big ones are the Allure, Heat, and Healslut lewd marks. If you don't care that some things might work strangely, then by all means use Devious Curses with SLO Aroused NG. Edited January 26 by cybercheese
BreadDain Posted January 27 Posted January 27 There is a rare occasion where Devious Curses would erase existing MCM settings, happened to me twice so far. I cannot find steps to reproduce it but I can guess it is somehow tied to starting a new game? No other mod suffers from the issue, just DC
DonQuiWho Posted January 27 Posted January 27 43 minutes ago, BreadDain said: There is a rare occasion where Devious Curses would erase existing MCM settings, happened to me twice so far. I cannot find steps to reproduce it but I can guess it is somehow tied to starting a new game? No other mod suffers from the issue, just DC  Are you using MO2?  Devious Curses .json files seem to install in the MO2 Overwrite, and I have at least 4 of those showing up in the \SKSE\Plugins section there.  If you start a new game and have 2 rgames running, the .json files and settings from the 2nd newer game may be installing over the first game, so you land up with only one common set of settings, with the latest file/set of changes 'winning'  That was happening in Diary of Mine, where an update of the MCM settings in one game overwrote those of the other game. Troll fixed it by creating his relevant Overwrite folder structures with the form ....  \playername1\settings \playername2\settings  ..... where the 'playername' was that which pertained to the PC in each separate game. Updating any game then only overwrites that game's settings files  Obviously, I'm not saying that's the right answer to your issue, but it might be worth a look  Anyway, hope it helps  DQW
BreadDain Posted January 27 Posted January 27 (edited) 1 hour ago, DonQuiWho said:  Are you using MO2?  Devious Curses .json files seem to install in the MO2 Overwrite, and I have at least 4 of those showing up in the \SKSE\Plugins section there.  If you start a new game and have 2 rgames running, the .json files and settings from the 2nd newer game may be installing over the first game, so you land up with only one common set of settings, with the latest file/set of changes 'winning'  That was happening in Diary of Mine, where an update of the MCM settings in one game overwrote those of the other game. Troll fixed it by creating his relevant Overwrite folder structures with the form ....  \playername1\settings \playername2\settings  ..... where the 'playername' was that which pertained to the PC in each separate game. Updating any game then only overwrites that game's settings files  Obviously, I'm not saying that's the right answer to your issue, but it might be worth a look  Anyway, hope it helps  DQW Yes, MO2 user here. And no, I am not starting 2 games at once, although I am pretty confident that MO2's vfs tends to bug out and forget how many instances it manages, even if you use it carefully (don't spam "Unlock" button) There is likely lack of overwrite check or the configs on new game are created with overwrite flag for some reason. I didn't check the scripts to verify it though. Other mods store their configs in overwrite just fine and they remain safe, and no I am not cleaning it, just leaving "overwrite" mod as it is. Edited January 27 by BreadDain 1
cybercheese Posted January 28 Author Posted January 28 5 hours ago, BreadDain said: Yes, MO2 user here. And no, I am not starting 2 games at once, although I am pretty confident that MO2's vfs tends to bug out and forget how many instances it manages, even if you use it carefully (don't spam "Unlock" button) There is likely lack of overwrite check or the configs on new game are created with overwrite flag for some reason. I didn't check the scripts to verify it though. Other mods store their configs in overwrite just fine and they remain safe, and no I am not cleaning it, just leaving "overwrite" mod as it is. The only reason that the configs would ever get reset is if you created a new game and the mod is unable to read or parse the DeviousCurses.json file for some reason. In this case the default values would be used instead, and they would be written out to the settings file. I'm not sure why the mod would be unable to read the settings file, so if you have this happen again please send over your log file as that might say what's going on. Otherwise there is an option in the MCM for Save Dependent Settings under the Misc page that will prevent the mod from loading the MCM settings from the settings file at all. This would mean that the settings wouldn't get transferred between saves, but would fix this problem. 2
BreadDain Posted January 28 Posted January 28 (edited) 5 hours ago, cybercheese said: The only reason that the configs would ever get reset is if you created a new game and the mod is unable to read or parse the DeviousCurses.json file for some reason. In this case the default values would be used instead, and they would be written out to the settings file. I'm not sure why the mod would be unable to read the settings file, so if you have this happen again please send over your log file as that might say what's going on. Otherwise there is an option in the MCM for Save Dependent Settings under the Misc page that will prevent the mod from loading the MCM settings from the settings file at all. This would mean that the settings wouldn't get transferred between saves, but would fix this problem. Was able to isolate the issue. Steps to reproduce: 1. Start game, "coc qasmoke" from main menu 2. wait about 10 seconds so some mods can initialize, probably too short? 3. F5-F9 (DDNG initializes properly only on second load) End up with this log and DC configs refreshed DeviousCurses.log (nothing of relevance in it). Didn't even have to open MCM, it was done on save reload itself. I was staring at both the log and the configuration .json (and the logs stared back lol) which I have opened in Notepad, it has reported file refresh and indeed MCM was reset to default. Another issue I caught: "coc qasmoke" > try to open DC MCM without save-load > crash-2026-01-28-07-54-38.log Which honestly I am not complaining about, but there might be missing mod's failsaves when DDNG is not initialized properly. Edited January 28 by BreadDain
cybercheese Posted January 29 Author Posted January 29 18 hours ago, BreadDain said: Was able to isolate the issue. Steps to reproduce: 1. Start game, "coc qasmoke" from main menu 2. wait about 10 seconds so some mods can initialize, probably too short? 3. F5-F9 (DDNG initializes properly only on second load) For some reason when you quickload it isn't registering a second load, which might be causing issues, but I have no idea why that would happen. I have tried this myself a couple of times and can't reproduce the issue, however I've made a change to the settings file logic that should make it impossible for this to happen anymore. Of course Skyrim is Skyrim so you never know. 1
cybercheese Posted January 29 Author Posted January 29 On 1/25/2026 at 10:33 PM, Herowynne said: No, I’m not referring to the consequence system.  My issue is that the Random Sex feature randomly initiates sex at inopportune moments, such as during a force greet by an NPC. This should be fixed in the newest update. I am checking a lot more menus and also blocking ALL interactions when in dialogue (except consequences) 2
cybercheese Posted January 29 Author Posted January 29 On 1/25/2026 at 8:40 AM, enditwithfire said: It would be nice if you could toggle whether or not heavy bondage unequips spells. I have had my game configured for a while now so that my character could still cast while bound in most heavy bondage items, but with the new update my spells continuously unequip and there are not any options I could find to disable this. This has also been fixed. 2
CaptainJ03 Posted January 29 Posted January 29 22 hours ago, BreadDain said: 3. F5-F9 (DDNG initializes properly only on second load) Shouldn't work at all. For DD to properly initialise, exit to desktop and resume with a new start. Even exiting to main menu doesn't clear the memory - I once happened to keep a bounty this way, for a crime this char never committed, and quests can get get stuck in an unstable state.
BreadDain Posted January 29 Posted January 29 2 hours ago, CaptainJ03 said: Shouldn't work at all. For DD to properly initialise, exit to desktop and resume with a new start. Even exiting to main menu doesn't clear the memory - I once happened to keep a bounty this way, for a crime this char never committed, and quests can get get stuck in an unstable state. It does work for me that way, only with save file reload. Might be due to mod-setup differences, I am not sure, Skyrim has way too many variables, even specs matter.
Herowynne Posted January 30 Posted January 30 On 1/28/2026 at 6:45 PM, cybercheese said: This should be fixed in the newest update. I am checking a lot more menus and also blocking ALL interactions when in dialogue (except consequences) Â After an upgrade to version 0.8.2, I was crafting at the blacksmith forge in Riften and Random Sex pulled me out of crafting.
Lucci213 Posted January 30 Posted January 30 hey.  cool mod, love the customization. tho, I'm having some minor issues.  I only use regular bondage traps, contraptions, and oppressive devices. however, i still trigger traps involving Lewd Marks, Wicked Devices, etc. and I don't even have the required mods for those to work  nothing happens (as far as i'm aware) when these trigger. its just a bit annoying/immersion breaking  also, is there something wrong with the Madness Plug?  it says here that I need to trigger 0 orgasms, but i don't have the key to unlock it. and as far as i know, i have not triggered any orgasm via toys (orgasm during sex are disabled) Â
Herowynne Posted January 30 Posted January 30 11 hours ago, Lucci213 said: the Madness Plug … the key to unlock it. My mod adds crafting recipes for the Madness Plug key.   1
DonQuiWho Posted January 30 Posted January 30 16 hours ago, Herowynne said:  After an upgrade to version 0.8.2, I was crafting at the blacksmith forge in Riften and Random Sex pulled me out of crafting.  Don't you shout at the anvil when you're crafting? 😉  DQW
cybercheese Posted February 2 Author Posted February 2 On 1/29/2026 at 7:32 PM, Herowynne said: Â After an upgrade to version 0.8.2, I was crafting at the blacksmith forge in Riften and Random Sex pulled me out of crafting. I'm kinda stumped on why this would be happening, unless you have a mod that fundamentally changes how menu interactions work. If this happens again could you send over your DeviousCurses.log file? I'm not too sure if it will be helpful but it might reveal a little bit about what's going on. Â On 1/29/2026 at 7:41 PM, Lucci213 said: I only use regular bondage traps, contraptions, and oppressive devices. however, i still trigger traps involving Lewd Marks, Wicked Devices, etc. and I don't even have the required mods for those to work This should have been fixed in the most recent update. If you are still having issues on version 0.8.2 let me know. Â On 1/29/2026 at 7:41 PM, Lucci213 said: it says here that I need to trigger 0 orgasms, but i don't have the key to unlock it. There is a chance that it's a visual bug, and also a chance that it was fixed when I reworked the Madness Plug in a previous version (I think 1.8.0 but I'm not sure). If you're not on the newest version there is a good chance that updating will fix this.
pnutz78 Posted February 2 Posted February 2 (edited) Thanks you for making this fun mod! How do you get rid of Nocturnal's Piercing? Sorry if I missed the obvious. Â Edited February 2 by pnutz78
bruh123213 Posted February 3 Posted February 3 Hey! Quick question about the dwarven cuirass. Does it work for BHUNP ? it looks to like its only 3BA. If not is there a conversion available?
Crota Posted February 3 Posted February 3 I like the new additions of the warrior, scout, and witch restraints. The only issue is the more restraints that get equipped on your character the more of a backlog is created when combat is happening. If I have a full set equipped and I attack something I get messages popping up for 15-30 seconds. Is there a way those notifications could be instead shown in the top corner? Because if I try to do any length of combat in the restraints the notifications get very backlogged and take over 5 minutes until the display clears. 1
Vollkornstulle Posted February 4 Posted February 4 (edited) 4 hours ago, Crota said: I like the new additions of the warrior, scout, and witch restraints. The only issue is the more restraints that get equipped on your character the more of a backlog is created when combat is happening. If I have a full set equipped and I attack something I get messages popping up for 15-30 seconds. Is there a way those notifications could be instead shown in the top corner? Because if I try to do any length of combat in the restraints the notifications get very backlogged and take over 5 minutes until the display clears. That's an issue of unforgiving devices. It has a setting in the mcm to increase the rate these messages can appear at, but it caps out at too low of a number, so you can still get insane backlogs, especially if you increase the possible number of effects each device can have in the mcm. Edited February 4 by Vollkornstulle
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