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Posted (edited)
4 hours ago, Definitelynothereforkinks said:

So I'm on AE, I have tried reinstalling the mod as well.
What I find strange is that the message gives a path that does not exist...
Yesterday it worked just fine, and I have changed nothing.

Has anyone had this as well, and fixed it?

Ignore the path it says, it has no meaning to you. (It was original developer's compiling path)

What it actually suggests to check that you don't have more than 255 plugins installed. If you do, then adding more can only be ESL format mods, not ESP. It couldn't find your ESP or ESL file for Devious Curses.

Edited by Zaflis
Posted
9 hours ago, Zaflis said:

Ignore the path it says, it has no meaning to you. (It was original developer's compiling path)

What it actually suggests to check that you don't have more than 255 plugins installed. If you do, then adding more can only be ESL format mods, not ESP. It couldn't find your ESP or ESL file for Devious Curses.

I thought SE and AE weren't so limited as to how many esp's they could manage?
But ok. that explains a lot. guess I'll have to filter stuff out then.

Posted
6 hours ago, Definitelynothereforkinks said:

I thought SE and AE weren't so limited as to how many esp's they could manage?
But ok. that explains a lot. guess I'll have to filter stuff out then.

ESPs have the limit, SE/AE brought in the esl option to increase the number of mods that could be used...

Posted
22 hours ago, Definitelynothereforkinks said:

So I'm on AE, I have tried reinstalling the mod as well.
What I find strange is that the message gives a path that does not exist...
Yesterday it worked just fine, and I have changed nothing.

Has anyone had this as well, and fixed it?
 

image.png

The other possibility is that the esp for devious curses got disabled somehow, which caused this exact issue for someone else.

This will only happen if the esp is not loaded in game, so there is something wrong with your modding setup to cause this.

Posted
On 5/30/2026 at 6:12 PM, ebbluminous said:

ESPs have the limit, SE/AE brought in the esl option to increase the number of mods that could be used...

 

23 hours ago, cybercheese said:

The other possibility is that the esp for devious curses got disabled somehow, which caused this exact issue for someone else.

This will only happen if the esp is not loaded in game, so there is something wrong with your modding setup to cause this.

So I checked.
The amount of ESP's does not go past 250, and the ESP in question is definitely loaded.
Any reason Something might shut it out as soon as I start up the game? If so I could likely fish it out.
Else I'll have to remove curses...

Posted
1 hour ago, Definitelynothereforkinks said:

 

So I checked.
The amount of ESP's does not go past 250, and the ESP in question is definitely loaded.
Any reason Something might shut it out as soon as I start up the game? If so I could likely fish it out.
Else I'll have to remove curses...

I'm a SE 1.5.97 kid, so not encountered the issue for AE things

 

Posted (edited)
2 hours ago, Definitelynothereforkinks said:

 

So I checked.
The amount of ESP's does not go past 250, and the ESP in question is definitely loaded.
Any reason Something might shut it out as soon as I start up the game? If so I could likely fish it out.
Else I'll have to remove curses...

The things I would recommend to try to fix this are to reinstall the mod, and make sure that nothing is overwriting it.

The game will sometimes automatically disable esps if they are missing masters, so double check that those are still being loaded too.

Otherwise there is something else that is preventing it from loading. In the past it was always something real stupid, like the esp not being checked in MO2 or a missing master of some form. (I may have caused this myself before 🤦‍♀️)

Edited by cybercheese
Posted

So I was reading the post and saw that I can add exceptions for devices I don't want by adding a json exceptions file, does anyone have a little more info on how to set that up? I'm using MO2 and don't know if I should be making that file in the mod, my overwrite or the skyrim data folder itself. I'm also not sure what it should be formatted like inside the json I'm specifically trying to exclude a bunch of the sillier DD equip designs like the fifa designs. Any help would be massively appreciated

Posted
11 hours ago, bloboblob said:

So I was reading the post and saw that I can add exceptions for devices I don't want by adding a json exceptions file, does anyone have a little more info on how to set that up? I'm using MO2 and don't know if I should be making that file in the mod, my overwrite or the skyrim data folder itself. I'm also not sure what it should be formatted like inside the json I'm specifically trying to exclude a bunch of the sillier DD equip designs like the fifa designs. 

 

Can't help you with MO2, but as this mod comes without the json files, I think you should put them in the data folder (Data/SKSE/plugins/) - this is where the mod saves the settings.

 

My DeviousCursesExclusions.json  file looks like this

[
    "rope",
    "iron",
    "extreme & hood",
    "tight & open",
    "red & white",
    "lips",
    "butterfly",
    "prison",
    "rusty",
    "tube",
    "Rebreather",
    "filter"
]

 

 

Put the things you don't want in quotation marks, seperate them with commas. Use the logical AND to refine stuff, i.e. "tight & open" to get rid of the open catsuit that comes with DD NG and looks like cheap 80s porn.

Posted
12 hours ago, bloboblob said:

So I was reading the post and saw that I can add exceptions for devices I don't want by adding a json exceptions file, does anyone have a little more info on how to set that up? I'm using MO2 and don't know if I should be making that file in the mod, my overwrite or the skyrim data folder itself. I'm also not sure what it should be formatted like inside the json I'm specifically trying to exclude a bunch of the sillier DD equip designs like the fifa designs. Any help would be massively appreciated

For MO2 I would recommend not storing the json files with the main mod so they won't get overwritten on mod update. I personally just leave them in overwrite, but it really doesn't matter.

The exclusions will remove everything that matches either the device name or editor id for each entry in the file. to remove all the fifa items, you just have to put "fifa" as an entry.
A super simple example could be:
 

[
	"fifa"
]
Posted
On 6/7/2026 at 12:46 AM, heilhobo said:

Ya know, I can't tell even looking at sse edit. What do the lucky piercings even do?

They increase the chance that you find keys and the chance for random devices to spawn in containers. There are settings to change this on both the Keys page and Misc page of the MCM.

 

On 6/9/2026 at 9:24 AM, 0x000f said:

Thanks for your mod!
I found a bug.

This will be fixed in the upcoming 0.9.0 update!

 

On 6/12/2026 at 2:41 PM, Emerald982 said:

I asked this in the wrong threat first: Will there be a way to set the allowed materials/themes for devices in the future?

Themes already exist in the mod, and can be enabled on the Misc page. More information about how themes work is under the Themes and Exclusions part of the main LL page.

Posted (edited)

I'm on Skyrim SE 1.5.97 and I'm using Devious Curses 0.8.5.

 

I get a CTD whenever the Living Latex suit is equipped. That did not happen with earlier versions of Devious Curses.

 

The crash occurs in the Nvidia DLL nvwgf2umx.dll.

 

EDIT: More testing showed that the Living Latex equip CTD happens with Mu Dynamic NormalMap 2.1.10 or 2.1.11 but does not occur with Mu Dynamic NormalMap 2.1.9 or earlier versions, so this CTD is probably due to Mu Dynamic NormalMap.

 

 

 

Edited by Herowynne
Posted
1 hour ago, oh boy said:

hello! i can't seem to get this to work. i have PO3 tweaks installed but when i launch, a popup says DC NG can't run without it.

I would recommend double checking your PO3 tweaks installation. This mod just checks to make sure the DLL is being loaded by the game, and only throws this error if it isn't. So the game is not loading po3_tweaks.dll

 

On 6/16/2026 at 9:21 AM, muhavaux33 said:

Why does the devices section of the mod's MCM have no ropes weight?

I only included things on the Devices page that are neatly categorized by devious devices, which notably does not include pony devices and rope devices. If you just want to disable them, you can add an exclusion to the exclusions file. Info on how to do this is on the main LL page.

 

On 6/19/2026 at 4:54 PM, Herowynne said:

I'm on Skyrim SE 1.5.97 and I'm using Devious Curses 0.8.5.

 

I get a CTD whenever the Living Latex suit is equipped. That did not happen with earlier versions of Devious Curses.

 

The crash occurs in the Nvidia DLL nvwgf2umx.dll.

 

EDIT: More testing showed that the Living Latex equip CTD happens with Mu Dynamic NormalMap 2.1.10 or 2.1.11 but does not occur with Mu Dynamic NormalMap 2.1.9 or earlier versions, so this CTD is probably due to Mu Dynamic NormalMap.

I am curious, did this issue only happen with the living latex, or was it an issue with any other devious device? In the case that it was only the living latex, there might still be an underlying bug to look into.

Posted
4 minutes ago, cybercheese said:

I only included things on the Devices page that are neatly categorized by devious devices, which notably does not include pony devices and rope devices. If you just want to disable them, you can add an exclusion to the exclusions file. Info on how to do this is on the main LL page.

Actually I was looking to set them to 100% should they exist, not disable them. When you say neatly categorized by devious devices, do you mean DD NG mod itself does not categorize rope and pony devices into any category per se? Or did I misunderstand

Posted

@cybercheese

 

I was doing Katria's quest in Arkngthamz yesterday and got hit with a curse. She did too. Since she's not a true follower, it's impossible to remove devices from her without using the debug option in DD itself, or forcing her to become a standard follower through NFF.

Posted
3 hours ago, muhavaux33 said:

Actually I was looking to set them to 100% should they exist, not disable them. When you say neatly categorized by devious devices, do you mean DD NG mod itself does not categorize rope and pony devices into any category per se? Or did I misunderstand

You can do this with exclusions. There just isn't a rope keyword for devices.

 

1 hour ago, SkyAddiction said:

@cybercheese

 

I was doing Katria's quest in Arkngthamz yesterday and got hit with a curse. She did too. Since she's not a true follower, it's impossible to remove devices from her without using the debug option in DD itself, or forcing her to become a standard follower through NFF.

I will look into this

Posted
4 hours ago, SkyAddiction said:

I was doing Katria's quest in Arkngthamz yesterday and got hit with a curse. She did too. Since she's not a true follower, it's impossible to remove devices from her without using the debug option in DD itself, or forcing her to become a standard follower through NFF.

Re-start from entering the ruin. Open the MCM, go to the followers tab, and type Katria in the field of excluded followers.

You could also use the console to remove the devices, but that's a real pain and takes ages.

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