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Posted
4 hours ago, Xuvish said:

Can deviously cursed loot be used with this mod, or does it replace DCL?

They can be used together, however the mod was not designed this way. You might need to do some tweaking with both mods MCM.

Posted

Hi there,

 

a little feedback.

 

While the version number is a little scary, I did not have any issues with the mod, feels more like a 0.9 or an 1.0beta. The MCM is quite clear, easy to understand the settings. There are lots of settings, easy to customize the mod for unique expectations. For example I usually set these mods up so finding DD has a very low chance, but then a lot of them gets equipped.

 

I'm mainly using it for the looting part, I disabled almost everything else. For example I disabled the Consequences and Sex parts of the MCM, I use Sexy Adventures for those.

 

I didn't trigger any of the tattoo events yet, I'm curious about them.

 

I ran into one of the quest related events though, I have mixed feelings about it. I put it in spoilers.

 

Spoiler

It was the Saarthal one.

 

The good: 

- I am completely OK to have DD elements in vanilla quests.

- I am completely fine if my character is forced to wear quest DDs.

 

The not so good: 

- Lack of pointers what to do. I couldn't find any NPC which had dialogue regarding the collar. I tried to look around for the key in the last room, I couldn't find it. I then finished the whole Gauldur questline, still nothing (this was in v0.1.8x on SE. Since then I moved to AE and started a new game). Overall, I never found a way to remove it, so I just consoled the key when I wanted to get rid of it (I needed to wear no DD to try another DD mod).

- The new atronach is good and bad. It is somewhat useful in combat, but very noisy. Also tends to block my way sometimes. Also blocks my own summons, and so a lot of my Summoner xp. Overall, I'd prefer not having it, it is more annoying than useful to me. ... I guess that's how curses work.

- I have the Dragonborn Gallery in my LO, which uses the Saarthal Amulet as a displayed artifact. This mod basically destroys the original amulet, so I have to use the console if I want to display it.

 

Overall, so far this part feels like the version number, not fleshed out. I hope it will improve. My main issue is the lack of information about what to do. For example I expected to have some dialog with Tolfdir about it, right when the amulet transformed. I mean, it would be logical for him to have a reaction, when one of his students gets trapped in a magical artifact. There should be a big fuss about it. Or when a large cursed summon just appears out of thin air.

 

 

Please make sure you don't fall into the trap of wanting to do everything in the mod. I stopped using DCL years ago because of that, it became too big and too unstable. Keep your mod lean, and if you want other functions, consider making it into a new mod instead.

 

I'm looking forward seeing the new versions!

 

Peace,

M

Posted

A sharp "little" mod that does exactly what it says it does. I imagine once the themes make it in it'll end up with a mostly permanent place in my build.

 

The only thing I would really love to see that's not part of future planning is the ability to exclude pony gear, but DCL never had that and you can only do that in DEC by editing the devices in SSEdit - a minor issue at most.

 

Really, excellent work, @cybercheese.

Posted
7 hours ago, monsta88 said:

Please make sure you don't fall into the trap of wanting to do everything in the mod.

That's also one of the big problems that I've had with DCL. By design everything added to the mod can be disabled. If you want you can disable quest interactions in the MCM under the misc page.

 

The other big reason that I also moved away from DCL is that it was full of script bloat. By programming almost the entire mod with C++ adding features won't ever cause lag if you disable them.

 

Thanks for all the feedback, I appreciate all of it!

Posted
58 minutes ago, SkyAddiction said:

The only thing I would really love to see that's not part of future planning is the ability to exclude pony gear

 

I can add this in the next update. It might be a little jank because I will be filtering out devices by name or editor id, but It should work well enough.

Posted
4 hours ago, bandetlol said:

What about follower support?

I was planning on adding follower support at some point, but I never use it personally so it wasn't at the top of the list. It will be added eventually, I just need to refactor some things internally first.

Posted
1 hour ago, cybercheese said:

I can add this in the next update. It might be a little jank because I will be filtering out devices by name or editor id, but It should work well enough.

 

I'd love that, but if I'm the only one who's mentioned it, then it should be pretty far down on your list of features. It's very much a "nice to have" and not a "must have" feature.

Posted
2 hours ago, AlyssaAwoo said:

This patch greys out all options related to LewdMarks. Is that intentional? 1.9 works fine

I've changed the check to see if slave tats NG has the lewd marks loaded instead of checking for the esp. Are you able to add the lewd marks through the slave tats MCM?

Posted
1 hour ago, SkyAddiction said:

 

I'd love that, but if I'm the only one who's mentioned it, then it should be pretty far down on your list of features. It's very much a "nice to have" and not a "must have" feature.

It's a super easy change. It took me like 15 minutes.

Posted

So I have everything installed, but ingame when device equip event happens, nothing is equiped she is just stripped and thats it.

Posted
16 hours ago, cybercheese said:

 

I can add this in the next update. It might be a little jank because I will be filtering out devices by name or editor id, but It should work well enough.

 

I also would like this. I don't mind doing a bunch of setup on the user end if it means I can exclude or include items by formID. I would also be willing to make some custom filters and post them here.

Posted (edited)
9 hours ago, Snaloe said:

So I have everything installed, but ingame when device equip event happens, nothing is equiped she is just stripped and thats it.

Having the same issue

Nevermind, the issue was caused by me not having Papyrus Tweaks NG installed, thus making DDNG not work.

Edited by DrDownloader
Posted
9 hours ago, Snaloe said:

So I have everything installed, but ingame when device equip event happens, nothing is equiped she is just stripped and thats it.

 

2 hours ago, DrDownloader said:

Having the same issue

 

Could you send me the log file at Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log

 

This is definitely unexpected behavior and the log will help me figure out what's going on.

Posted
8 hours ago, TrickyK said:

I also would like this. I don't mind doing a bunch of setup on the user end if it means I can exclude or include items by formID. I would also be willing to make some custom filters and post them here.

I'm tinkering with setting up this like how I have themes set up right now. There would be a separate file that uses can edit to change what devices are filtered out. At some point I'll write documentation for how the themes work, but they could be used right now to do what you want I think.

Posted
48 minutes ago, cybercheese said:

 

 

Could you send me the log file at Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log

 

This is definitely unexpected behavior and the log will help me figure out what's going on.

Fixed the issue. Forgot to install Papyrus Tweaks NG, as I thought it was already installed.

Posted

I have thought of some potential lewd marks.

1) You have to chaste for a certain period of time

2) Increases the odds of a random event

3) Wear DD for a certain amount of time

4) A certain amount of a random sex act, i.e. blowjob

Posted

Hey, it's a really good mod, light, easy to use and efficient, and the integration with the vanilla missions is also very interesting, reminding me of Devious Vanilla, which is a pity that it doesn't seem to be updated anymore, a strange sense of immersion.

Btw, does the tattoo from the Breaking Dawn mission just disappear after giving a full set of restraints, or is there any follow-up content ?

Posted
On 4/29/2025 at 11:45 PM, cybercheese said:

I've changed the check to see if slave tats NG has the lewd marks loaded instead of checking for the esp. Are you able to add the lewd marks through the slave tats MCM?

 

think this might be down to SlaveTats NG handling tattoo definitions subtly differently from the original SlaveTats - I had this issue as well, with the LewdMarks tattoos not showing up in the MCM when using SlaveTats NG (but they did show up if I used the original SlaveTats). My current suspicion is that it's because the tattoo JSON files provided by LewdMarks currently have the in_bsa flag set on all of their tattoos, despite the textures not being in a BSA. OG SlaveTats still finds them, but I suspect NG may be dealing with the flag differently. After removing in_bsa from all of the tattoos, they're showing up in the NG MCM again (and the Devious Curses MCM pages are working).

 

Interestingly, prior to version 0.2.0, the LewdMarks were actually working fine for me through Devious Curses, despite not technically fully working with SlaveTats NG (presumably when LewdMarks tells SlaveTats to apply tattoos, it doesn't do so by querying for them first, and SlaveTats just obliges).

Posted

Nice mod, is there a way to exclude player homes from this mod ? Do you plan to add one, if not ? What current settings would limit the chance of this happening ?

Posted
On 4/29/2025 at 9:33 PM, AlyssaAwoo said:

This patch greys out all options related to LewdMarks. Is that intentional? 1.9 works fine


For people that were having this problem, it's likely because you had an outdated SlaveTats cache, as SlaveTats NG previously did a one-time cache build with whatever tattoo packs you had installed, so adding tattoo packs to a game after the fact wouldn't have them show up when querying SlaveTats until you manually told it to rebuild its cache via the SlaveTats MCM.

The latest v0.7.1 of SlaveTats NG should (in theory - I haven't tested it yet) now automatically rebuild its cache on game load, so it'll automatically pick up any new tattoo packs that weren't getting shown before (and clean the cache of any tattoo packs that you may have uninstalled, which may have lead to similar issues in the other direction) - in other words, upgrading SlaveTats NG should automatically unlock the LewdMarks bits of the Devious Curses MCM for you.

Posted

I'm getting a small but too annoying FPS glitch every few seconds with this mod, Anyone else getting it ?  (it's probably something to do with my load order / mods or maybe cause my time rate is set to 10 or DDNG .41)

Posted
7 hours ago, jperrins66 said:

it's probably something to do with my load order

post your load order behind a spoiler. AVOID THE WALL OF TEXT

When asking for help, it's frequently a good idea to stater your game version, your skse version, your load order, and post a papyrus log if you have one. It can give anybody able to help a starting point.

 

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