sagasujin Posted May 4, 2025 Posted May 4, 2025 I'll also add myself to the pile of people who enjoy the vanilla quest interactions. Felt like a nice way to integrate the devious stuff into the rest of the world
cybercheese Posted May 4, 2025 Author Posted May 4, 2025 1 hour ago, pingbi146 said: Curses simply stopped working for me on a new game, set the chances to 100% for testing and nothing, killed plugin with resaver and reinstalled, same. Any ideas of how to fix without another new game? You should only need to edit the save with resaver if the MCM isn't working, which is very noticeable. When you say that curses stopped working what do you mean? Could you send over the DeviousCurses.log file?
cybercheese Posted May 4, 2025 Author Posted May 4, 2025 Also for all the people that were interested in the Quest Interactions they will return. There were just a lot of inconsistencies with how they were implemented. I didn't like the interactions that just equipped the character in standard devices, and I also didn't like how obtuse some of the bigger devices like the collar were. I'm going to rewrite the entire thing (while keeping the mages quest collar) so that the events are internally consistent and repeatable for those who want them to be. If anyone has any ideas for new devices or marks that could be added (preferably entirely using models from DDNG) please let me know.
Socalista Posted May 4, 2025 Posted May 4, 2025 41 minutes ago, cybercheese said: Is there a specific issue you're facing? Is the game lagging or is it a different problem? Every 2-3 seconds there's a huge lag spike as some sort of "search for npc" process runs with the Sex approach option toggled on in the MCM.
cybercheese Posted May 4, 2025 Author Posted May 4, 2025 21 minutes ago, Socalista said: Every 2-3 seconds there's a huge lag spike as some sort of "search for npc" process runs with the Sex approach option toggled on in the MCM. Honestly I'm not too sure what to do. I've already spent a good amount of time optimizing how the sex search works. I would not expect this to take more than ~5ms which shouldn't cause lag on most machines. If you want you can send over the Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log so I can take a look in case there is something odd going on. Otherwise I would recommend turning down the search radius at the bottom of the MCM, which will limit the number of actors that are being tested.
RavnaRiikr Posted May 5, 2025 Posted May 5, 2025 (edited) 10 hours ago, cybercheese said: I'd also want a way for other modders to add challenging devices like this That would be great. I've been considering the idea of creating a mod similar to Devious Punishment Equipment, a collection of extra devious devices, reimplementing collars from DCL and also add some others. But to do that I need a mod like yours to handle actual device equip. But it would be even better if these devices were added in this mod since it already have lewd marks with similar functionality. Edited May 5, 2025 by RevnaRiikr
834159672 Posted May 5, 2025 Posted May 5, 2025 A couple Issues with contraptions: -If the event triggers in first person, then the contraption is invisible. I'm using Improved Camera. The contraption is visible every time if the event triggers in third person -No menu option to try and escape is available while in a contraption, not sure if that is intended The configurable timer works well, without it the player is stuck forever. These issues might be with Devious Devices and / or Improved Camera rather than this mod, idk
cybercheese Posted May 5, 2025 Author Posted May 5, 2025 27 minutes ago, 834159672 said: A couple Issues with contraptions: -If the event triggers in first person, then the contraption is invisible. I'm using Improved Camera. The contraption is visible every time if the event triggers in third person -No menu option to try and escape is available while in a contraption, not sure if that is intended The configurable timer works well, without it the player is stuck forever. These issues might be with Devious Devices and / or Improved Camera rather than this mod, idk I just pushed a hotfix to fix the invisible issue. You should be able to press the interact key (e) to open the contraption menu. There is a new Struggle minigame in DDNG beta version 0.4.1, I'd recommend the update cause it's a lot better. I've never used improved camera, so I'm not sure if that is causing issues.
Socalista Posted May 5, 2025 Posted May 5, 2025 (edited) 5 hours ago, cybercheese said: Honestly I'm not too sure what to do. I've already spent a good amount of time optimizing how the sex search works. I would not expect this to take more than ~5ms which shouldn't cause lag on most machines. If you want you can send over the Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log so I can take a look in case there is something odd going on. Otherwise I would recommend turning down the search radius at the bottom of the MCM, which will limit the number of actors that are being tested. For whatever reason I'm running a 7800x3d processor, a 16gb AMD 6950xt gpu, 64gb ram, and a M2 NVME SSD - so it is definitely not my setup/machine. I've attached the log for you to check. If I'm reading this right... you have it set to do an update scan every second? It seems to be taking 130-140ms when active, and about 16ms when deactivated. DeviousCurses.log Edited May 5, 2025 by Socalista
petterparker Posted May 5, 2025 Posted May 5, 2025 I just tried the "DeviousCurses_0.3.0_HOTFIX2.zip" patch, and the invisible furniture and missing animation bug persists. I also tried updating DD NG to version 0.4.1, and the problem persists. It's worth mentioning that I'm using the "Improved Camera" mod. I tried replicating the error after disabling the camera mod, but everything remains the same (same bug). However, in my case, when I start a scene, whether it's a sex lab or a piece of furniture, the camera automatically sets to third-person (for some reason).
Sampon Posted May 5, 2025 Posted May 5, 2025 On 4/13/2025 at 11:13 AM, cybercheese said: Consequence System: It seems that the follower still doesn't stand by the player and defend him... So what is the follower for at all if it is otherwise useless?
cybercheese Posted May 5, 2025 Author Posted May 5, 2025 42 minutes ago, Sampon said: It seems that the follower still doesn't stand by the player and defend him... So what is the follower for at all if it is otherwise useless? The setting for followers means that you can get a consequence when talking to followers. For example if you talk to a follower while naked they could equip a device on you.
cybercheese Posted May 5, 2025 Author Posted May 5, 2025 6 hours ago, petterparker said: I just tried the "DeviousCurses_0.3.0_HOTFIX2.zip" patch, and the invisible furniture and missing animation bug persists. I also tried updating DD NG to version 0.4.1, and the problem persists. It's worth mentioning that I'm using the "Improved Camera" mod. I tried replicating the error after disabling the camera mod, but everything remains the same (same bug). However, in my case, when I start a scene, whether it's a sex lab or a piece of furniture, the camera automatically sets to third-person (for some reason). I think that I should have the invisible furniture bug fixed in the next update. I'm not sure because I have not seen this issue myself. SexLab automatically sets your view to third person when a scene starts (unless improved camera changes this). I'm also setting the view to third person only for furniture events.
Lcklsmth Posted May 5, 2025 Posted May 5, 2025 Hello, I've installed HOTFIX2 and LOOT returns an error message that the ESP can no longer be ESPFE. The error message from LOOT: This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves.
Caralis Posted May 5, 2025 Posted May 5, 2025 19 hours ago, sagasujin said: I'll also add myself to the pile of people who enjoy the vanilla quest interactions. Felt like a nice way to integrate the devious stuff into the rest of the world If they, hopefully, make a return, it might be a good idea to make each specific quest or questline toggable? Deviously Vanilla also turned the Saarthal amulet into a cursed item and I think that mod doesn't have an option to turn quest stuff off. Though I need to check that again.
cybercheese Posted May 5, 2025 Author Posted May 5, 2025 5 hours ago, Lcklsmth said: Hello, I've installed HOTFIX2 and LOOT returns an error message that the ESP can no longer be ESPFE. The error message from LOOT: This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves. This has been fixed in version 0.4.0 1
cybercheese Posted May 5, 2025 Author Posted May 5, 2025 5 minutes ago, Caralis said: If they, hopefully, make a return, it might be a good idea to make each specific quest or questline toggable? Deviously Vanilla also turned the Saarthal amulet into a cursed item and I think that mod doesn't have an option to turn quest stuff off. Though I need to check that again. I just pushed an update returning them. I can add a quick patch to toggle them individually.
petterparker Posted May 5, 2025 Posted May 5, 2025 (edited) I'm playing with v0.4.1 of this mod, as well as v0.4.1 of the DDE mod. The invisible furniture issue is now fixed (it required starting a new game). However, with this update, I'm now having issues with the "Lewd Marks" event, issues I didn't have before the update. In the skills menu, from the very beginning, it seems I have all the marks at once, but with no active effect. After playing for a while, when I opened a container, the "Bondage Mark" was activated along with the corresponding tattoo. It was then that I realized the mark had no effect. Despite setting the MCM to 100% every 15 seconds and having dd in my inventory, none of them are equipped. Apparently the "Tattoo Mark," which was the first mark I obtained, worked correctly. By the way, thanks for the updates! Edited May 5, 2025 by petterparker
Dendriah Posted May 6, 2025 Posted May 6, 2025 Hmm i hope i dont encounter that issue myself @petterparker but we will see if it happens to more then 1 person i assume it will get fixed ut we will see what happens when i get on in a bit 1
cybercheese Posted May 6, 2025 Author Posted May 6, 2025 1 hour ago, petterparker said: In the skills menu, from the very beginning, it seems I have all the marks at once, but with no active effect. After playing for a while, when I opened a container, the "Bondage Mark" was activated along with the corresponding tattoo. It was then that I realized the mark had no effect. Despite setting the MCM to 100% every 15 seconds and having dd in my inventory, none of them are equipped. Both of those issues have been fixed in version 0.4.2. For some reason the event loop stopped working, opening and closing the MCM menu will restart the loop.
Nivellen69 Posted May 6, 2025 Posted May 6, 2025 I'm having a problem when I use this mod and loot and when an event triggers I get the event text box but when I click ok on it it just undresses my character and does not add a restraint or a tattoo or start the scene. First I thought it was a problem with DD restraints not working but tried to equip some and they work fine. I've tried this with different versions of this mod but the same thing happens on all of them.
cybercheese Posted May 6, 2025 Author Posted May 6, 2025 59 minutes ago, Nivellen69 said: I'm having a problem when I use this mod and loot and when an event triggers I get the event text box but when I click ok on it it just undresses my character and does not add a restraint or a tattoo or start the scene. First I thought it was a problem with DD restraints not working but tried to equip some and they work fine. I've tried this with different versions of this mod but the same thing happens on all of them. Can you send over Documents\My Games\Skyrim.INI\SKSE\DeviousCurses.log file?
sagasujin Posted May 6, 2025 Posted May 6, 2025 On 5/4/2025 at 3:43 PM, cybercheese said: Also for all the people that were interested in the Quest Interactions they will return. There were just a lot of inconsistencies with how they were implemented. I didn't like the interactions that just equipped the character in standard devices, and I also didn't like how obtuse some of the bigger devices like the collar were. I'm going to rewrite the entire thing (while keeping the mages quest collar) so that the events are internally consistent and repeatable for those who want them to be. If anyone has any ideas for new devices or marks that could be added (preferably entirely using models from DDNG) please let me know. Would it be possible to implement a version of devious regulations with the quest system? Bonus points if the faction leaders "upgrade" the belt with plugs when you've earned a promotion. (The orginal mod was never updated for SE as far as I know.)
cybercheese Posted May 6, 2025 Author Posted May 6, 2025 2 minutes ago, sagasujin said: Would it be possible to implement a version of devious regulations with the quest system? Bonus points if the faction leaders "upgrade" the belt with plugs when you've earned a promotion. (The orginal mod was never updated for SE as far as I know.) This is on the table, but I'm not focusing on it right now.
petterparker Posted May 6, 2025 Posted May 6, 2025 4 hours ago, cybercheese said: Both of those issues have been fixed in version 0.4.2. For some reason the event loop stopped working, opening and closing the MCM menu will restart the loop. Thanks! Everything seems to be working fine now
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