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Deviously Cursed Loot LE 9.0 (2021-03-09)


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Posted

Awesome, will I have to start a new save?

 

If not, to be safe, I think I'll wait until I finish Courier in Chains before installing this new version, as that's where I stand currently in Bound in Skyrim quest chain.

Posted
36 minutes ago, Seph64 said:

Awesome, will I have to start a new save?

 

If not, to be safe, I think I'll wait until I finish Courier in Chains before installing this new version, as that's where I stand currently in Bound in Skyrim quest chain.

 

I don't think a new game is required, expect maybe when you're currently playing the Learning the Ropes quest, which I changed a bit.

Posted
2 hours ago, Kimy said:

- Changed: Learning the Ropes: At the end of the quest, the Orc Chief will direct you to a NPC offering you free passage to Dawnstar, so the player no longer has to walk all the way.

\o/

2 hours ago, Kimy said:

- Fixed: If the player is carrying multiple dareboxes in her inventory and uses one, it will no get properly removed.

I hope to no longer find "broken" dareboxes in my adventures (when I open them in inventory and... nothing happens ?)

 

Posted
6 hours ago, Kimy said:

The settings have been removed, as Bound Queen is now part of the Bound in Skyrim quest arc.

 

May I ask what setting you wanted to change?

The settings i always changed about it was drop chances of the first notes or what was it again, weren't they something like 25% from last chest in a dungeon, and you need to collect like 5? When i tested the new questline in beta last time i gave the notes via console as that would take really long. It's the step right after you have all the set pieces.

 

The chance to get a new piece would also be better if it was 100%. It didn't seem to be last i did it and i did quickload a few times to reopen the same chest until i got them.

Posted
7 hours ago, Kimy said:

 

The settings have been removed, as Bound Queen is now part of the Bound in Skyrim quest arc.

 

May I ask what setting you wanted to change?

Just the drop rate of the Diary Pages

I get that they are supposed to be super rare (You are supposedly looking for the pages of a long dead emperor) But I have been doing dungeons non stop in an effort to get the pages in my current run and I am looking @ Dungeon number 4 with 0 to show for it. So I was thinking of doubling the drop chance.

EDIT:

Just did a dungeon and found 4 pages in one go. Perhaps I was a little unlucky before hand.

Posted

Thank you for your hard work on this mod.

 

Do you think you can put the links to version 9 beta updates on the main page with the requirements?

 

I didn't notice you fixed the part where Chloe was stuck in the pole at the beginning of the Chloe quest in Helgen.  

 

I did find a couple of temporary fixes.

 

#1.  If you back away from her out of the cell right after the conversations when you ask good to go, she will become unstuck.  Seems to work for me every time (5-6 times since v 9 beta came out).

 

#2.  If you open the console command then select her and type recycle actor, she will come to you.

 

#1 may be a safer alternative.

Posted
On 2/3/2021 at 10:41 PM, Winter74 said:

After trying around several days, I still have two major things not working...  please some help.

 

1. Animations aren't played. Well, my char gets stucked, I hear the sound, the chars undress and go to their positions, but then they just stand there.

2. Some items are not visible. Even more, the bodyparts where the item should be is invisible too. Happens with armbinders, mittens, some kind of boots...

 

I play an older steam version with High Resolution FREE DLC, Dawnguard DLC, Hearthfire DLC, Dragonborn DLC , I guess it was the GOTY Edition and it's no longer available on steam. 

I think I have installed all mods from the "REQUIRED MODS " list. Tried with starting a new game, already tried with the old version of Mod Organizer i already had, then even downloaded the newest version of Mod Organizer 2 and did all mods once again - nothing helped. Uhm, any helpful ideas?

 

I just don't get it to work properly. Really no ideas?

Posted
18 hours ago, Kimy said:

Deviously Cursed Loot 9.0 Beta 3


- Fixed: Many custom DCL devices no longer clash with the DD For Him and DD Beast Races Refit add-ons.

DCL 9 Beta Changelog.txt 13.76 kB · 19 downloads


Does this include the armoured suits as well as the kinky ones by chance? I’m hoping to have all my houscarls, including the guys, kitted out in ballet boots and catsuits as soon as possible. ?

Also do I need to do anything besides run body slide to get them to wear them?

Posted

I'm doing Leon's quest right now, and after going into the changing room, I'm not getting any of the restraints, only the Note.
I am on SE though, and these might be a bit old since they're from Beta 2...

judging from the source though...


        pl.additem(dcmenu.dcur_leon_anklechains, 1)
        pl.additem(dcmenu.dcur_leon_armcuffs, 1)
        pl.additem(dcmenu.dcur_leon_corset, 1)
        pl.additem(dcslave.dcur_leon_ustolfnote, 1)       

I suspect it's meant to be dcslave, not dcmenu.

 

 

I've also been messing about with Sasha earlier, and noticed a few things,

I use the "Consumable keys" option for 'balance reasons',

Sasha's key falls under this umbrella; I tried on some of Sasha's restraints and could only remove one because the key got consumed.

 

Also, nearly all the sex with Sasha seems to be of her raping the player, even the one where you tie her up first. I don't mind so much, except that I have to redress my character after.

It looks like most of the calls to sexwithplayer in dclibs is with consentual = true, but leaves 'playerisvictim' at the default value, which is true, which cascades in calling Sexlab.StartSex with a victim in all cases.

I don't think SexLab.StartSex function is meant to be called with a victim in the consensual cases.

It doesn't seem to inhibit any aggressive animations, so maybe it would make more sense for the playerisvictim case to prefer whether the player is in Slot[0] or Slot[1]?

 

 

 

Posted
15 hours ago, iamwookie said:

@Kimy

Looks like the new beta files are missing the dcur_RubberBootsScript fix that was posted by a few pages back.

 

 

 

Yes, I will add this fix in the next release! :)

Posted
17 hours ago, Zaflis said:

The settings i always changed about it was drop chances of the first notes or what was it again, weren't they something like 25% from last chest in a dungeon, and you need to collect like 5? When i tested the new questline in beta last time i gave the notes via console as that would take really long. It's the step right after you have all the set pieces.

 

The chance to get a new piece would also be better if it was 100%. It didn't seem to be last i did it and i did quickload a few times to reopen the same chest until i got them.

 

Right. I will increase that chance. :)

Posted
23 minutes ago, Kimy said:

 

Right. I will increase that chance. :)

Maybe you can implement so-called "pity-timer" - that is, count opened containers, and spawn an item when (number_of_opened_containers_after_last_spawn * spawn_probability) > 1 even if it didn't rolled to be spawn at that time. It makes for a more "just" spawning mechanic. Also, you can tie this chance through some lookup table to global DD difficulty, if it is too cumbersome to maintain separate MCM setting.

Posted
7 hours ago, DeWired said:

Maybe you can implement so-called "pity-timer" - that is, count opened containers, and spawn an item when (number_of_opened_containers_after_last_spawn * spawn_probability) > 1 even if it didn't rolled to be spawn at that time. It makes for a more "just" spawning mechanic. Also, you can tie this chance through some lookup table to global DD difficulty, if it is too cumbersome to maintain separate MCM setting.

 

Might be overkill.   The chances really aren't all that bad currently (unless they got worse in beta 3 - I did this on beta 2...):  For the items, they're in Boss Chests in dungeons (NOT forts or wilderness) at 50%, and the pages are in ANY container in dungeons at 5%.  In both cases, they can never have been looted before - I tried it in a respawned mine, and got nothing.   The not-in-forts thing tripped me up at first, but once I checked the code, I simply went into a few caves, mines, and crypts I hadn't entered in this playthrough, made my way to the boss chests without looting much else, and when I wanted to find the pages, went back through the empty dungeons looting all the other containers.  Didn't take very long in either case.

 

Posted

Possible bug.

 

I mouse over the shopping quest and description says the NPC will help the character with their restraints after completing the shopping quest.  Below that it says the quest can only be given when the character is wearing wrist restraints.

 

I am not wearing any devious items at all, and I see the shopping quest in the dialogue menu anyway.

Posted

I continued with the Leon quest by escaping the cell with tcl.
The guard let my nake self in, and it worked as normal until I had to go looking for the 4 extra devices.

They each individually mark off their quest objectives, but they don't advance the quest stage.

They also behave oddly; the piercings, and the gloves have doubled up equip dialogues; once equipped, the vaginal piercings doesn't show the struggle menu, but actually unequips and can be dropped.

Hilariously, dropping it caused two of the girls to fight over it (ooh, who left this here? I saw it first! over my dead body! That can be arranged! etc.).

I used setstage 130 to skip that stage, and the rest of the quest went fine.

 

Two other little niggles with it,

I'm not sure if it's my fault, but Kayleigh didn't have her chastity belt equipped when you first meet her.

She's wearing it as normal after you've had some fun with her though.

 

Also once you return to Leon; If you choose a dominant, he leaves a slave collar in your inventory, but it's not equipped.

The writing also suggests your collar is not meant to be this one, but the obsidian collar you received during the quest.

EDIT: I reloaded an earlier save, the collar equipped this time, but the piercings stayed behind, not sure if intended or not.

Posted

So I've seen a couple of threads and comments in the last 2 weeks involving Devious Devices and carriages problems, so I thought I'd write a little post and paste it into relevent threads to make others aware of a quality of life upgrade on the subject. 

 

The mods "Devious Carriages" and "Better Fast Travel" (the first has a patch for the second) will solve all the problems caused by wearing devices and trying to use carriages.  For instances, if you're wearing a straitjacket, armbinder, or yolk, you normally can't use a carriage because those devices block the activation button, preventing you from climbing onto one.  Devious Carriages adds a script that will teleport you as soon as you finish talking to the driver if you're wearing one of those devices.  Being encumbered also prevents you from using a carriage (this is a feature of vanilla skyrim), which means you can't use a carriage while wearing a legbinder or hobble dress, even if your hands a free, because they force you to walk by nerfing your carry weight.  Better fast travel gives you the option to remove weight limits from carriages.  Plus, it adds a bunch of new carriages and destinations to skyrim giving you more opportunities to use the features of Devious Carriages.  With those 2 mods, the only devices that will prevent you from using a carriage is the slave gag and "the silencer" (because they prevent you from communicating with the driver).

 

And as a side note, I've played though the "bound in skyrim" questline from DCL a few times, and haven't run into any conflicts with Devious Carriages

 

here's links to the two mods if anyone is interested:

 

Better Fast Travel:  https://www.nexusmods.com/skyrim/mods/15508/

 

 

Posted
5 hours ago, Xuvish said:

Possible bug.

 

I mouse over the shopping quest and description says the NPC will help the character with their restraints after completing the shopping quest.  Below that it says the quest can only be given when the character is wearing wrist restraints.

 

I am not wearing any devious items at all, and I see the shopping quest in the dialogue menu anyway.

That’s actually a recurring problem that’s been around for a while now.

Posted
On 2/3/2021 at 1:57 PM, Zaflis said:

You can do it in CreationKit but it always takes time to load. This is what i tried in TES5Edit, not trying ingame but i assume it works:

1) Load up TES5Edit and check only CursedLoot's esp.

2) Find the armor you want to make heavy version of (I did that with dcur_zipsuit, 0806CD4C), and right click it -> Copy as override into... <New file>, give it a name like DCUR_my_addon.

3) Now browse to the DCUR_my_addon.esp at the bottom and right click the armor -> Copy as new record into... I called it "dcur_zipsuit_hv"

4) Delete the override "dcur_zipsuit" in your mod or name you chose to it, leaving only the _hv version there.

5) Change the "Armor Type" to heavy armor and change ArmorLight keyword to ArmorHeavy, and also Armor Rating higher then exit and save your mod only.

 

It's odd i couldn't directly make a clone into a new mod which i'm sure was directly possible in CK i recall, so i do hope step 4) doesn't cause issues, new armor being an override of an armor that doesn't exist after deletion. But it copied all values so i do assume it works.

Other thing is that TES5Edit is finicky sometimes, it didn't show the _hv version before i collapsed the "Armor" category and opened it again. Open and close those groups if you feel it's not keeping up with changes you make.

While I’m editing stuff, do you know if I can make it so I can upgrade the armour on the workbench like I would default armours? Thank you for the help, I’m just tracking down the values for the various armours and comparing to their default heavy variants.

 

Well I didn’t fuck it up so far, although just adding the key word for iron material didn’t allow me to modify it on the workbench. However I do have an Iron equivalent rubber hood and can probably do the same with the remaining gear to make tiered suits.

Posted
23 minutes ago, Zaflis said:

@twsnider1138 I forgot to mention the weight earlier, ofc it's also usually something like 3x the light armor variant.

 

https://forums.nexusmods.com/index.php?/topic/1469307-how-would-i-make-armor-upgradeable/

In TES5Edit you might need to add some form yourself, i never checked these. If it doesn't work with your armor, then it's safe to say none of DCL's armors are upgradeable either.

Hmm, that might explain why Kimy made the armours have the maximum protection for their type and just did enchantments on them. Again, thank you VERY much for your help. My plans for these are hopefully to make them both upgradable and able to be build on a forge similar to the various DD goods. And as always thanks to @Kimy too for doing all the hard work.

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