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Posted

Is it possible to get send to Simple Slavery via Devious Curses ? I have a lot of mods as SS++ outcomes, but only very few which can send you to the auction in an immersive way.

 

I read the post above, that SlaveTatsNG detection doesn't work anymore in 0.8.3. I changed something at the SKSE interface class, but in the older DC version I use, detection works (I think).

Posted
31 minutes ago, nopse0 said:

Is it possible to get send to Simple Slavery via Devious Curses ? I have a lot of mods as SS++ outcomes, but only very few which can send you to the auction in an immersive way.

Yes, and you can set the probability for that in the MCM. I totally forgot about that until I woke up in the slave pen and thought by myself, how on Nirn did I end up here?

Posted
On 3/12/2026 at 8:41 AM, Lightturus said:

Which i tried but the textures still stay on my character, it even layers them if i  try another mark.

I have tried to replicate this, but I'm not able to for some reason. The debug menu should let you remove them without problems. Are you able to remove the mark with the slave tats MCM or newer GUI? or do you have to remove them through Racemenu?

Also @nopse0 if you have any more information on this that would be great.

Posted
On 3/11/2026 at 1:11 AM, Frayed said:

Ideally something communicating that a) a trap fired, b) which actor(s) were affected, c) what kind of consequences happened.

This will be in the next update. The implementation will be slightly different, mostly for my own convenience, but it should do everything you need.

If anyone else would have need for mod events for any purpose, now would be the time to ask about them.

Posted (edited)
12 hours ago, cybercheese said:

I have tried to replicate this, but I'm not able to for some reason. The debug menu should let you remove them without problems. Are you able to remove the mark with the slave tats MCM or newer GUI? or do you have to remove them through Racemenu?

Also @nopse0 if you have any more information on this that would be great.

I tested it with the latest 0.8.3. I added an allure mark with the DC debug menu, and  could remove it again, no problems. If this is a bug, it's not easily reproducable.

According to DeviousCurses.log, SlaveTatsNG was also detected:

[2026-03-14 11:08:33.463] [info] SlaveTatsNG Interface found: address = 0x7ffc5ebde540

 

Ps: Ah, sorry, I only had a short glance at your post, didn't really read it. Just realized you did the same with the same result, applying and removing with the debug menu works. No, I have no idea what this can be, if it cannot be reproduced

Edited by nopse0
Posted

I tried out being send to Simple Slavery by Devious Curses. This didn't work so well. In the auction hall, a couple of other mods became active and broke the auction (Naked Defeat - Public Punishment, Aroused Creatures => rape by follower creature, Devious Interest => freeuse gang bang). I don't have this, if I manually trigger "Enslave me now!" in the SS MCM, then all mods are well behaved and are doing nothing during the auction. Can it be, that you have to send a "DHLP suspend" mod event before sending someone to the auction, and Devious Curses doesn't do this ?

Posted
9 hours ago, cybercheese said:

I have tried to replicate this, but I'm not able to for some reason. The debug menu should let you remove them without problems. Are you able to remove the mark with the slave tats MCM or newer GUI? or do you have to remove them through Racemenu?

Also @nopse0 if you have any more information on this that would be great.

Tried the slavetats MCM as well with the same behavior, have to ultimately remove them through racemenu. Which tbh is not a big problem, but still odd.

Posted (edited)
4 hours ago, Lightturus said:

Tried the slavetats MCM as well with the same behavior, have to ultimately remove them through racemenu. Which tbh is not a big problem, but still odd.

Are using "LewdMarks Aroused" ?

Edited by nopse0
Posted (edited)
29 minutes ago, nopse0 said:

Are using "LewdMarks Aroused" ?

I'm using LewdMarks v2.02 all-in-one + SlaveTatsNG-0.8.1 + SlaveTatsSE-1.3.9 (requirement for the NG version).

 

Edit: Tried it in a new game, since i added the tats/marks mid game but it also behaves the same way.

Edited by Lightturus
Posted
5 hours ago, Lightturus said:

Tried the slavetats MCM as well with the same behavior

After having removed the Lewd Mark in the Devious Curses debug menu, does the tattoo still appear in the SlaveTats MCM ?

 

And if it still appears in the MCM, what happens after you remove it there ? Is it still shown afterwards in the MCM, or is it gone in the MCM and only the texture is still visible on the body ? 

 

I saw cybercheese calls "simple_remove_tattoo(<actor>, <section name>, <tattoo name>)". If this fails (maybe because actor is nullptr, or so), the tattoo would remain forever, but then you should at least be able to remove it with the MCM.

Posted
32 minutes ago, nopse0 said:

After having removed the Lewd Mark in the Devious Curses debug menu, does the tattoo still appear in the SlaveTats MCM ?

 

And if it still appears in the MCM, what happens after you remove it there ? Is it still shown afterwards in the MCM, or is it gone in the MCM and only the texture is still visible on the body ? 

 

I saw cybercheese calls "simple_remove_tattoo(<actor>, <section name>, <tattoo name>)". If this fails (maybe because actor is nullptr, or so), the tattoo would remain forever, but then you should at least be able to remove it with the MCM.

Both slots in the "body" section in the slave tats MCM stay occupied and greyed out / set to external when i remove them via Devious Curses debug menu or the Slave Tats MCM. They only reset when i manually remove both slots (set to default and remove the colours) in racemenu.

Posted (edited)
2 hours ago, Lightturus said:

Both slots in the "body" section in the slave tats MCM stay occupied and greyed out / set to external when i remove them via Devious Curses debug menu or the Slave Tats MCM. They only reset when i manually remove both slots (set to default and remove the colours) in racemenu.

 

"External", this is interesting! SlaveTats treats all texture names, which don't start with the prefix "Actors\Character\slavetats\" as external textures, and doesn't touch them (greyed out). What actually is the texture name ? (I think you can see this in RaceMenu, or with the SlaveTatsGUI from my site). If the prefix is e,g, "textures\Actors\Character\slavetats\", this would explain, why it's treated as external. Maybe this has to do with that the LewdMarks tattoos are in a .bsa file, maybe Skyrim expands the texture names then. And if the prefix is "actors\character\overlays\" instead, then something is totally wrong on your side, you get these prefixes when using LewdMarks without SlaveTats (the "overlays" folder is used for RaceMenu).

Edited by nopse0
Posted
1 hour ago, nopse0 said:

 

"External", this is interesting! SlaveTats treats all texture names, which don't start with the prefix "Actors\Character\slavetats\" as external textures, and doesn't touch them (greyed out). What actually is the texture name ? (I think you can see this in RaceMenu, or with the SlaveTatsGUI from my site). If the prefix is e,g, "textures\Actors\Character\slavetats\", this would explain, why it's treated as external. Maybe this has to do with that the LewdMarks tattoos are in a .bsa file, maybe Skyrim expands the texture names then. And if the prefix is "actors\character\overlays\" instead, then something is totally wrong on your side, you get these prefixes when using LewdMarks without SlaveTats (the "overlays" folder is used for RaceMenu).

In recemenu the textures are simply called LewdMark 1 etc, no prefix displayed as far as i can tell.

Posted
4 hours ago, Lightturus said:

In recemenu the textures are simply called LewdMark 1 etc, no prefix displayed as far as i can tell.

 

RaceMenu has a console command to dump all overrides to its log file 'skee64.log', there you should see the full name. The command is "skee dump overrides". The log looks like in the screenhots.

image.png.51916a4fd0e70b87b87898778202aedf.png

 

image.png.b1605198ebebecb442efb787270ab006.png

 

 

Posted
4 hours ago, nopse0 said:

 

RaceMenu has a console command to dump all overrides to its log file 'skee64.log', there you should see the full name. The command is "skee dump overrides". The log looks like in the screenhots.

image.png.51916a4fd0e70b87b87898778202aedf.png

 

image.png.b1605198ebebecb442efb787270ab006.png

 

 

 

Thanks for your patience and explaining this stuff.

Skee64log.png

Posted
17 hours ago, Lightturus said:

I'm using LewdMarks v2.02 all-in-one

Did you install with or without the glow? According to the description, should be NO glow.

Posted
40 minutes ago, Seeker999 said:

Did you install with or without the glow? According to the description, should be NO glow.

yes, i made sure to NOT select the glow patch during install.

Posted
11 minutes ago, Lightturus said:

yes, i made sure to NOT select the glow patch during install.

I suppose that would have been too easy. 😞 I'm afraid that's all I got. I hope these more talented people are able to help you.

Posted
4 hours ago, Lightturus said:

 

Thanks for your patience and explaining this stuff.

Skee64log.png

This looks fine, the prefix is right. Since it is right, but the texture is still shown as external in the MCM, I think the tattoo was removed from the SlaveTats data (JContainers), but not from the NiOverride overlays (exactly what you said in your first message :) ). But, at least the next time "synchronize_tattoos" is called, the orphaned NiOverride overlay should be gone (because in 'synchronize_tattoos', SlaveTats compares the NiOverride overlays with the JContainer array of applied tattoos, and if there are orphaned overlays which have no corresponding applied tattoo, it removes them). Did you try to save and restart the game?, I think the orphaned lewd mark should be gone then.

 

That the tattoo was removed from JContainers, but not the NiOverride overlay, is strange. Maybe this is a concurrency problem, because 'synchronize_tattoos', which is called in 'simple_remove_tattoo' is asynchronous now (not synchronous as in the Papyrus and early SlaveTatsNG versions). It is executed at a later time, when Skyrim does no rendering, to avoid CTDs. Or maybe it's simply a bug in DC, that the lewd mark indices (e.g. '079') get mixed up.

Posted
2 hours ago, nopse0 said:

This looks fine, the prefix is right. Since it is right, but the texture is still shown as external in the MCM, I think the tattoo was removed from the SlaveTats data (JContainers), but not from the NiOverride overlays (exactly what you said in your first message :) ). But, at least the next time "synchronize_tattoos" is called, the orphaned NiOverride overlay should be gone (because in 'synchronize_tattoos', SlaveTats compares the NiOverride overlays with the JContainer array of applied tattoos, and if there are orphaned overlays which have no corresponding applied tattoo, it removes them). Did you try to save and restart the game?, I think the orphaned lewd mark should be gone then.

 

That the tattoo was removed from JContainers, but not the NiOverride overlay, is strange. Maybe this is a concurrency problem, because 'synchronize_tattoos', which is called in 'simple_remove_tattoo' is asynchronous now (not synchronous as in the Papyrus and early SlaveTatsNG versions). It is executed at a later time, when Skyrim does no rendering, to avoid CTDs. Or maybe it's simply a bug in DC, that the lewd mark indices (e.g. '079') get mixed up.

I am sorry to report that the mark is still on my character  after  save -> game closed -> reload

Well at least it's nothing gamebreaking😅

Posted
On 3/14/2026 at 6:38 AM, cybercheese said:

This will be in the next update. The implementation will be slightly different, mostly for my own convenience, but it should do everything you need.

If anyone else would have need for mod events for any purpose, now would be the time to ask about them.

Great, thank you! Should also be useful for other mod authors if they want to tie into your mod 🙂 

Posted
5 hours ago, notsogoodguy said:

how do you sell the device ?

You could install Laura's Bondage Shop, or get your speechcraft over 50 and use the "sell anything to any merchant" perk.

Posted (edited)

I'm having an issue that supposedly was fixed back in 2025 - that being the DLL keeps saying I need to download BEES despite the fact that I am running version 1.6.1170.  Running all the listed requirements and from what I can tell there aren't any known conflicts outside of SLO Aroused NG which I am not running. Have tried 0.8.3 VR Hotfix, 0.8.3 Hotfix, and 0.8.2 and gotten the same error every time. Game runs fine if I remove curses so it isn't just the first error in a large chain. 

 

EDIT - So it turns out it was just Vortex being shitty. Downgrading my Vortex version fixed it. Would show as enabled on the plugin list but it wasn't ACTUALLY enabled. 

 

Edited by alphastriker021
Found solution
Posted

I always loved Cursed Loot, so having a more refined, script-friendly version is awesome! Can't think of any ideas off the top of my head but any additions to quests would be awesome. Loved the Sanguine quest addition. Caught me off guard, since I'd forgotten it was one of them and made that quest waay more interesting lol.

 

Thank you for this!

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