DestinyClyn Posted February 21 Posted February 21 Guys, do u have any recommended balance MCM settings for this mod, so many settings in the MCM, i feel overwhelmed 😅 If so can u share the screenshot of ur MCM please
Ewura Posted March 1 Posted March 1 I get this error when I try to launch Skyrim through MO2. Using MGO VR modlist. I have the latest version of Adress library VR installed.
cyberloader Posted March 1 Posted March 1 I got hit by Living Latex, and I have no clue how to remove it. Some people mention the need for electrical shocks? Or orgasms? But I can also see I need a "Latex Key" so how?
Herowynne Posted March 1 Posted March 1 1 hour ago, cyberloader said: I got hit by Living Latex, and I have no clue how to remove it. Some people mention the need for electrical shocks? Or orgasms? But I can also see I need a "Latex Key" so how? This mod of mine adds a crafting recipe for the Latex Key. 1
cyberloader Posted March 1 Posted March 1 24 minutes ago, Herowynne said: This mod of mine adds a crafting recipe for the Latex Key. Thank you, but I was wondering how to remove the latex the "legit" way. I can just add the latex key through the additem mod if need be.
DonQuiWho Posted March 1 Posted March 1 30 minutes ago, cyberloader said: Thank you, but I was wondering how to remove the latex the "legit" way. I can just add the latex key through the additem mod if need be. OTTOMH, at its simplest, when I last looked, IIRC I think it required your player to have a punch up, during which the latex sort of got bashed off. Now that was fine if you were at some place in the game where having a fight was likely to be an imminent part of your adventures, but it was a pain in the derriere if not. TBH, I actually went back to an earler save a couple of times, because you could find out that if you carried on, it just ground the game to a halt, It was also why I asked upthread if the MCM chance could be changed to allow it to be set to zero. Having one of @Herowynne Latex keys gives you at least the options of 1) being able to play on and remove the stuff by the mod mechanic if you want, or 2) if you're in a place where it's really inappropriate, just getting rid of it so that you are still able to play on DQW 1
rjn Posted March 2 Posted March 2 18 hours ago, cyberloader said: I got hit by Living Latex, and I have no clue how to remove it. Some people mention the need for electrical shocks? Or orgasms? But I can also see I need a "Latex Key" so how? After wearing it for some time (MCM setting) you need to get hit with a lightning spell in combat which will blast the suit off. So maybe go after some necromancers - they seem to favor lightning attacks.
Seeker999 Posted March 2 Posted March 2 6 hours ago, rjn said: So maybe go after some necromancers - they seem to favor lightning attacks. So do a lot of the Thalmor
cybercheese Posted March 3 Author Posted March 3 On 3/1/2026 at 9:05 AM, cyberloader said: Thank you, but I was wondering how to remove the latex the "legit" way. I can just add the latex key through the additem mod if need be. On 3/2/2026 at 2:02 AM, rjn said: After wearing it for some time (MCM setting) you need to get hit with a lightning spell in combat which will blast the suit off. So maybe go after some necromancers - they seem to favor lightning attacks. On 3/1/2026 at 9:48 AM, DonQuiWho said: OTTOMH, at its simplest, when I last looked, IIRC I think it required your player to have a punch up, during which the latex sort of got bashed off. Now that was fine if you were at some place in the game where having a fight was likely to be an imminent part of your adventures, but it was a pain in the derriere if not. TBH, I actually went back to an earler save a couple of times, because you could find out that if you carried on, it just ground the game to a halt, It was also why I asked upthread if the MCM chance could be changed to allow it to be set to zero. Having one of @Herowynne Latex keys gives you at least the options of 1) being able to play on and remove the stuff by the mod mechanic if you want, or 2) if you're in a place where it's really inappropriate, just getting rid of it so that you are still able to play on DQW The exact process is that you wait for some time for the latex to not be dormant. After waiting for a while it can be activated by entering combat. This will cause a bunch of black ebonite devices to be equipped on the wearer. After this there are two ways to weaken the suit. You can either get hit by a shock spell, or find a volatile gem on a mage and 'equip' it in your inventory. It will be in the misc tab like other gems. This means that you don't have to get hit with a shock spell to move to the next stage. The chance of finding a gem is also configurable in the MCM. You then need to get all other black ebonite devices taken off and the suit will be removed. You don't need to remove any devices that are not black and ebonite or rubber. I'm surprised that no one here saw the Volatile Gem Chance MCM setting. I assume the wording might be the issue there but I'm not sure. 1
cybercheese Posted March 3 Author Posted March 3 On 3/1/2026 at 3:49 AM, Ewura said: I get this error when I try to launch Skyrim through MO2. Using MGO VR modlist. I have the latest version of Adress library VR installed. I just pushed a hotfix for this which should fix the issue. Unfortunately I no longer have my VR headset so I'm unable to test this on my own, so if you're still having issues please let me know.
CaptainJ03 Posted March 4 Posted March 4 11 hours ago, cybercheese said: I'm surprised that no one here saw the Volatile Gem Chance MCM setting. I assume the wording might be the issue there but I'm not sure. The wording is okay. Do they only spawn when you're equipped with Living Latex? Anything except keys seem to spawn very scarcely (but as I'm writing this, I'm not sure if DL also spawns keys)
rjn Posted March 4 Posted March 4 16 hours ago, cybercheese said: The exact process is that you wait for some time for the latex to not be dormant. After waiting for a while it can be activated by entering combat. This will cause a bunch of black ebonite devices to be equipped on the wearer. After this there are two ways to weaken the suit. You can either get hit by a shock spell, or find a volatile gem on a mage and 'equip' it in your inventory. It will be in the misc tab like other gems. This means that you don't have to get hit with a shock spell to move to the next stage. The chance of finding a gem is also configurable in the MCM. You then need to get all other black ebonite devices taken off and the suit will be removed. You don't need to remove any devices that are not black and ebonite or rubber. I'm surprised that no one here saw the Volatile Gem Chance MCM setting. I assume the wording might be the issue there but I'm not sure. Yes, I knew about this, but practically speaking after five or six times getting the suit off via lightning in combat, I've yet to find even one volatile gem on a mage. I guess I should up the chance a bit (it's at 18% now).
Vollkornstulle Posted March 4 Posted March 4 14 hours ago, CaptainJ03 said: The wording is okay. Do they only spawn when you're equipped with Living Latex? Anything except keys seem to spawn very scarcely (but as I'm writing this, I'm not sure if DL also spawns keys) On 3/3/2026 at 7:26 PM, cybercheese said: I'm surprised that no one here saw the Volatile Gem Chance MCM setting. I assume the wording might be the issue there but I'm not sure. I have never had the volatile gem spawn at all, even at 100% chance in the settings. Everything else works as intended.
cybercheese Posted March 4 Author Posted March 4 10 hours ago, rjn said: Yes, I knew about this, but practically speaking after five or six times getting the suit off via lightning in combat, I've yet to find even one volatile gem on a mage. I guess I should up the chance a bit (it's at 18% now). 38 minutes ago, Vollkornstulle said: I have never had the volatile gem spawn at all, even at 100% chance in the settings. Everything else works as intended. The exact rules for spawning are that you need to be on the stage of the Living Latex where it needs to be shocked, specifically when the magic effect reads "The latex has awoken! Maybe you can weaken it by shocking it." It currently doesn't spawn unless you are at this exact stage. Then it checks to see if the actor you kill is in the warlock or necromancer faction. At the point in time that seemed like the best way to tell, but I'm probably going to rework that. Then if the chance is rolled when looting them you should get the volatile gem. I tested this myself just now with a random necromancer from Ustengrav.
rjn Posted March 5 Posted March 5 13 hours ago, cybercheese said: The exact rules for spawning are that you need to be on the stage of the Living Latex where it needs to be shocked, specifically when the magic effect reads "The latex has awoken! Maybe you can weaken it by shocking it." It currently doesn't spawn unless you are at this exact stage. Then it checks to see if the actor you kill is in the warlock or necromancer faction. At the point in time that seemed like the best way to tell, but I'm probably going to rework that. Then if the chance is rolled when looting them you should get the volatile gem. I tested this myself just now with a random necromancer from Ustengrav. It's a good setup and I'm enjoying it. Would it also work if the followers kill the mages? With all the bondage gear on, my character is usually somewhat hampered in combat (I choose your Heavy Bondage option) so the followers end up killing most of the enemies. In my games I would always favor the lightning method as it's more interesting. Another question. What is the format for adding to the SKSE/plugins file DeviousCursesExclusions.ini?
Anubian Posted March 6 Posted March 6 (edited) I'm sure it's a load-order and/or conflict but for some reason I'm getting an immediate CTD anytime I speak to an NPC with this mod enabled. I did confirm that this stopped when disabling the mod and starting a new save. I'm currently on version 0.8.3, my crash log is here: https://pastebin.com/msm0vTgU And my Devious Curses log is here: https://pastebin.com/2MUkL9Xm EDIT 1: Well that would probably do it. I swapped to SLO Aroused recently which I forgot is incompatible with this mod. I'll have to see if reverting to another version of SLAroused is the solution to the issue or if it's another conflict that's causing it. EDIT 2: Downgraded to SLAroused Redux Baka and still seem to be having similar issues, didn't even make it to an npc to talk to, game just crashed after opening Devious Curse's MCM. Edited March 6 by Anubian
cybercheese Posted March 6 Author Posted March 6 On 3/5/2026 at 3:26 AM, rjn said: Another question. What is the format for adding to the SKSE/plugins file DeviousCursesExclusions.ini? It's actually a json file that just stores strings that get matched by the name and editor id of devices. An example from my own exclusions file is "catsuit & !(red | white | black | transparent)" This will exclude all catsuits that aren't red, white, black, or transparent from the device selection. There is more information on the main LL page near the bottom named Themes and Exclusions. If you still have questions feel free to either reach out to me on the discord server or through DM.
marcus5839001 Posted March 9 Posted March 9 The MCM settings for 0.8.3 version are a bit wonky. Setting the corpse event probability to 0 still triggers trap device events on dead draugr corpse. And the detection of latest Slavetats NG integration doesn't work. While other mods detect Slavetats NG properly though.
Frayed Posted March 9 Posted March 9 Hiya @cybercheese, question for you. I'd like to detect when one of the traps from Devious Curses fires, so that I can e.g. make an NPC respond to it via dialogue. Do you send out any ModEvents I can catch? I peeked at the code but couldn't easily find any.
cybercheese Posted March 11 Author Posted March 11 On 3/9/2026 at 11:35 AM, Frayed said: Hiya @cybercheese, question for you. I'd like to detect when one of the traps from Devious Curses fires, so that I can e.g. make an NPC respond to it via dialogue. Do you send out any ModEvents I can catch? I peeked at the code but couldn't easily find any. I don't currently. What mod events would you need?
Frayed Posted March 11 Posted March 11 4 hours ago, cybercheese said: I don't currently. What mod events would you need? Ideally something communicating that a) a trap fired, b) which actor(s) were affected, c) what kind of consequences happened. On your side, that could be something like: Int handle = ModEvent.Create("DCurses_EventFired") if handle ModEvent.PushString(handle, eventType) ; E.g. "Bondage", "OppressiveBondage", "Tattoo", "Contraption" ModEvent.PushString(handle, eventSource) ; E.g. "Chest", "Door", "Body" ModEvent.PushForm(handle, akActor) ; Main affected actor. (Always the player for DCurses? If so, can skip this.) ModEvent.PushBool(handle, followersAlsoAffected) ; Even if it doesn't automatically provide all affected followers, the listener could probably get them if they need them ModEvent.Send(handle) endif (Or the C++ equivalent, since you're doing this via SKSE rather than Papyrus.) Basically, I have a follower that can respond to devious device equips, either on the player or the follower. I can currently detect that an equip happens, but I generally can't determine the context - whether it was a voluntary equip, whether a trap caused it, or whether another NPC put it on them. Having a modevent tell me something from a mod happened would already allow me to fire dialogue, and if it provides more context I can make the dialogue more appropriate to the situation. The above would e.g. provide enough info to have the follower say things like "Hey, remember when you opened a chest in that dungeon and got wrapped head to toe in bright pink restraints? That was great."
Lightturus Posted March 11 Posted March 11 Heya, i ran into something a bit odd. I noticed that the Lewd Marks are not getting removed (the magic effect is removed but the texture stays on my character), noticed it during A Night to Remember. I worked around this by going into racemenu and setting the respective textures back to default. Went into the debug menu and it behaves the same, ads the texture and magic effect correctly but then only removes the debuff but not the texture. playing with the 0.8.3_hotfix (the one before the VR fix) version.
zittonⅡ Posted March 12 Posted March 12 On 3/11/2026 at 4:11 PM, Frayed said: Ideally something communicating that a) a trap fired, b) which actor(s) were affected, c) what kind of consequences happened. On your side, that could be something like: Int handle = ModEvent.Create("DCurses_EventFired") if handle ModEvent.PushString(handle, eventType) ; E.g. "Bondage", "OppressiveBondage", "Tattoo", "Contraption" ModEvent.PushString(handle, eventSource) ; E.g. "Chest", "Door", "Body" ModEvent.PushForm(handle, akActor) ; Main affected actor. (Always the player for DCurses? If so, can skip this.) ModEvent.PushBool(handle, followersAlsoAffected) ; Even if it doesn't automatically provide all affected followers, the listener could probably get them if they need them ModEvent.Send(handle) endif (Or the C++ equivalent, since you're doing this via SKSE rather than Papyrus.) Basically, I have a follower that can respond to devious device equips, either on the player or the follower. I can currently detect that an equip happens, but I generally can't determine the context - whether it was a voluntary equip, whether a trap caused it, or whether another NPC put it on them. Having a modevent tell me something from a mod happened would already allow me to fire dialogue, and if it provides more context I can make the dialogue more appropriate to the situation. The above would e.g. provide enough info to have the follower say things like "Hey, remember when you opened a chest in that dungeon and got wrapped head to toe in bright pink restraints? That was great." Does this mean that the new features of Ilkarla are coming soon?
Vollkornstulle Posted March 12 Posted March 12 12 hours ago, Lightturus said: Heya, i ran into something a bit odd. I noticed that the Lewd Marks are not getting removed (the magic effect is removed but the texture stays on my character), noticed it during A Night to Remember. I worked around this by going into racemenu and setting the respective textures back to default. Went into the debug menu and it behaves the same, ads the texture and magic effect correctly but then only removes the debuff but not the texture. playing with the 0.8.3_hotfix (the one before the VR fix) version. The mod has a debug menu. I think it has a shortcut key to open the menu that you have to manually set in the mcm. In that menu you can remove lewd marks and other faulty stuff.
Lightturus Posted March 12 Posted March 12 4 hours ago, Vollkornstulle said: The mod has a debug menu. I think it has a shortcut key to open the menu that you have to manually set in the mcm. In that menu you can remove lewd marks and other faulty stuff. Which i tried but the textures still stay on my character, it even layers them if i try another mark.
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