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Better Devious Curses Dwarven Cuirass


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Posted

Better Devious Curses Dwarven Cuirass

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This mod is an ESL-flagged ESP file that provides combat skill buffs for the Dwarven Cuirass Oppressive Device from Devious Curses NG by cybercheese.

 

The intent is to make the Dwarven Cuirass part of a viable damage-dealing combat build.

 

From a lore point of view, the premise is that the Dwarven Cuirass is essentially a Dwemer combat exoskeleton. A kinky combat exoskeleton to be sure, but a combat exoskeleton nonetheless.

 

As a combat exoskeleton, the Dwarven Cuirass should make you stronger (boost your carry weight) and should dramatically improve your unarmed and armed combat abilities.

 

This mod adds the following buffs to the Dwarven Cuirass:

  • Fortify Carry Weight by 300
  • Fortify Unarmed Damage by 200
  • Fortify One-Handed by 200
  • Fortify Two-Handed by 200
  • Fortify Archery by 200

 


  • Submitter
  • Submitted
    01/04/2026
  • Category
  • Requirements
    Devious Curses NG
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

This is the thing that always bothered me about Dwarven Cuirass integration in mods where a script didn't take control of the player character. Assuming the player is still in control, the thing should be a massive buff in most physical aspects (you could argue magical too). BAC did good with the whole "gotcha, taking you back now" mechanic, but this is great for getting into something that is incredibly powerful, or at least should be.

 

For balance, I am using Deviously Helpless Redux, as well as other mods that tend to punish PCs in heavy bondage. So it's still a trade-off: you become a lot more powerful, but you still get a bunch of abuse for it.

 

Thanks again, you've been on fire today ❤️

Posted

I love the idea of this mod, but as the other comment mentioned, I feel like it needs some drawback. Maybe aside from the obvious sneak/pickpocket debuffs, as the dwemer were horrible asshats, maybe a restriction like 90% less damage against dwemer automatons would be a nice addition in case you are looking for further ideas for this mod

Posted (edited)

I really like the idea of combat buffs, but there should be debuffs too.

 

Perhaps the debuffs could grow over time to surprise the player, and eventually become too debilitating so as to not to become a permanent equipment for the player build, but rather something that changes up gameplay for some time to keep it interesting.

 

An example idea would be a magic debuffs that 'power' the exoskeleton like casting spells becomes harder as it siphons your magika flow and spells cost more to cast. Initially undetectable, but the more combat you do, the more powerful the debuffs get.

 

Maybe in 'lore' it would be that the soul gem will eventually deplete and now the contraption needs other means to power it - some being devious ofc. 

 

 

Edited by pelagius_hipbone
Posted

I can imagine this thing having scripted events - repair mode, ranged mode, melee mode, cleaning mode, standby mode (maybe even a stealth mode - where it latches onto some surface and does not move - great if you want to hide in the specific dwarven structure it was designed to hide in) - with cooldowns and triggers and whatever else. The point being to make it somewhat frustrating to use.

 

But pulling that off well would take some work.

Posted

Does this mod also work for Deviously Cursed Loot or the original Dwarven Devious Cuirass? My load order is based around DCL so i'd rather not switch to Devious Curses if I can help it.

 

Thanks in advance

  • 2 weeks later...
Posted

Sorry, folks, it looks like I forgot to turn on comment following for this topic, so I didn't see your comments until today. 😰

  

On 1/4/2026 at 8:41 PM, MysticDaedra said:

Thanks again, you've been on fire today ❤️

 

Thanks for the kind words!

Posted (edited)
On 1/5/2026 at 4:05 AM, equasym19 said:

the dwemer were horrible asshats, maybe a restriction like 90% less damage against dwemer automatons

 

I did think about adding a debuff for less damage to dwemer automatons, but then I realized that if the dwemer did make a combat exoskeleton, its primary purpose would probably be to fight dwemer automatons. I mean, what would be the point otherwise?

 

 

Edited by Herowynne
Posted
On 1/5/2026 at 4:43 AM, ebbluminous said:

this thing should be loud and clanky reducing stealth and pick pocket

 

This is a good idea! 👍 Maybe I will add these debuffs as an optional variant of the ESP file.

Posted
On 1/5/2026 at 7:43 AM, pelagius_hipbone said:

I really like the idea of combat buffs, but there should be debuffs too.

 

Perhaps the debuffs could grow over time to surprise the player, and eventually become too debilitating so as to not to become a permanent equipment for the player build, but rather something that changes up gameplay for some time to keep it interesting.

 

An example idea would be a magic debuffs that 'power' the exoskeleton like casting spells becomes harder as it siphons your magika flow and spells cost more to cast. Initially undetectable, but the more combat you do, the more powerful the debuffs get.

 

Maybe in 'lore' it would be that the soul gem will eventually deplete and now the contraption needs other means to power it - some being devious ofc. 

 

This is a cool idea, but it is beyond my modding skill. I suppose a dwemer combat exoskeleton would work like Fallout power armor except using soul gems instead of power cores.

Posted
On 1/5/2026 at 11:41 AM, sen4mi said:

I can imagine this thing having scripted events - repair mode, ranged mode, melee mode, cleaning mode, standby mode (maybe even a stealth mode - where it latches onto some surface and does not move - great if you want to hide in the specific dwarven structure it was designed to hide in) - with cooldowns and triggers and whatever else. The point being to make it somewhat frustrating to use.

 

But pulling that off well would take some work.

 

These are also cool ideas, but also unfortunately beyond my modding skill.

Posted
On 1/6/2026 at 3:11 AM, bdlooker said:

Does this mod also work for Deviously Cursed Loot or the original Dwarven Devious Cuirass?

 

No.

 

On 1/6/2026 at 3:11 AM, bdlooker said:

My load order is based around DCL so i'd rather not switch to Devious Curses

 

I use both DCL and Devious Curses together.

 

I prefer DCL's cursed loot events for equipping generic bondage items, so I have that enabled in DCL's MCM but turned off in Devious Curses MCM.

 

I mainly use Devious Curses just for its Oppressive Devices feature.

 

I have DCL's Basic Cursed Loot chance set to 4.0% and I have Devious Curses event chance set to 1.5%

 

So far, I haven't seen them conflict with each other.

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