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1 hour ago, hexenhaus said:

, but now it feels outdated and unpolished, like a technical alpha,

Thankyou for clarifying that you have no idea what you are talking about.

"Technical Alpha" does not mean a near feature set complete mod with 100s of features and dozens of quests. The MCM alone of this mod has more scope that 1/2 the mods on the nexus. I agree to an extent some of the quests in DCL are not the most fleshed out, personally I really do not like "a little bondage adventure" but you can turn it off in the MCM. There is not a major feature of this mod that is not modular in the sense that you can't turn it off. There are very good reasons not to break up DCL into much smaller mods. For a start it would be a lot of effort for Kimy and it could end up creating dependency issues.

The new "bound skyrim" chain is a very clever addition that creates a really devious skyrim. You are effectively trapped in this seemingly never ending line of blowjobs, heels and leather. Add in a couple of other little additions like Hydraslavegirls or Sexlab Survival and Skyrim feels like this opressive bondage obsessed state. Try to make money - bondage and blowjobs - try to do some adventuring and come back rich but covered in chains, get really far ahead FINALLY get some decent armor and weapons - well you just got recked by a group of bandits you didn't see and now they have stolen ur armor (back to bondage and blowjobs for you) Its awesome.

I think you need to check yourself and really think if DCL, which is by far the most comprehensive DD mod on the Nexus is REALLY a technical alpha.

Obviously I am a hugefangirl of DCL here but come the fuck on.

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2 hours ago, hexenhaus said:

I do not want to sound petty, but I feel like that for most of DCL nowadays; it was great when it was new, like 10 years ago, and there were no alternatives of integrating DDs, but now it feels outdated and unpolished (...)

 

I am eternally grateful for the inspiration DCL provided countless other authors, but I think it needs a major overhaul or modularisation.

Agreed. I do love the Cursed Loot, with traps that spring on you and leave you in more or less heavy bondage. But quest-wise, this simply isn't my taste. I've tried most of them, but am careful never to touch them a second time, and make sure to have a hard save to go back to, whenever I try something new. Quit-and-reload is most common for me, so yes, in my non-modder opinion, this could to with a sharp cut between the cursed loot and the quests.

 

Talking about wishes: I would love to have some struggle perk tree. I did 'Learning the Ropes' but there is no progression in what kind of bondage I can escape from. We do have a Bondage Trainer, but learn nothing, concering game mechanics.

 

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32 minutes ago, CaptainJ03 said:

I would love to have some struggle perk tree

There no struggle perk tree but there is level up escape thing. With each successful escape, not using keys, but struggle out, cut off and picklock you level up escape success chance. In theory next time will be easier escape. And if i remember correct pick-lock skill increases chance to pick-lock dd items too.

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Yes if you look at the scripts you will find that it tracks how many devices you have escaped from.

Also various escape methods are enhanced by certain skills.

 

In my case I've done some script customization for my own person use like the following.

added some lockpicking xp to escaping with picking the lock, so my characters tend to level lockpicking by getting caught in traps and having to pick their way out of the devices.

Enabled the lockshield to prevent picking the lock when it's active (Chastity Bra/Belt becomes a case of waiting for the lockshield or finding a blacksmith)

Enabled more tiers to the bonuses you can get for having the right skills for one of the escape options

 

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2 hours ago, qawsedrftg765 said:

Thankyou for clarifying that you have no idea what you are talking about.

"Technical Alpha" does not mean a near feature set complete mod with 100s of features and dozens of quests. The MCM alone of this mod has more scope that 1/2 the mods on the nexus. I agree to an extent some of the quests in DCL are not the most fleshed out, personally I really do not like "a little bondage adventure" but you can turn it off in the MCM. There is not a major feature of this mod that is not modular in the sense that you can't turn it off. There are very good reasons not to break up DCL into much smaller mods. For a start it would be a lot of effort for Kimy and it could end up creating dependency issues.

The new "bound skyrim" chain is a very clever addition that creates a really devious skyrim. You are effectively trapped in this seemingly never ending line of blowjobs, heels and leather. Add in a couple of other little additions like Hydraslavegirls or Sexlab Survival and Skyrim feels like this opressive bondage obsessed state. Try to make money - bondage and blowjobs - try to do some adventuring and come back rich but covered in chains, get really far ahead FINALLY get some decent armor and weapons - well you just got recked by a group of bandits you didn't see and now they have stolen ur armor (back to bondage and blowjobs for you) Its awesome.

I think you need to check yourself and really think if DCL, which is by far the most comprehensive DD mod on the Nexus is REALLY a technical alpha.

Obviously I am a hugefangirl of DCL here but come the fuck on.

 

? This is just my experience with DCL. I ALWAYS come back after some time, and I ALWAYS end up frustrated after a short time. It is great mod, but that also is the problem, it is huge, it can be tricky to install and invades all aspects of skyrim and it needs tweaking all the time. The only times I can stand it in my load order is, if the chances are so low, that they almost never trigger and if they do I play 5 mins and reload. At that point I wonder why do I have it installed in the 1st place ?

It is like CaptainJ03 said, you experience the different quests once, you understand the mechanics, and you wonder why you should hobble 20 real-time minutes to the next village to give bj and are forced into the next "adventure". It is fine if you dont want to do unrelated quests or need a break, but in my understanding DCL is an overhaul or companion mod, to spice Skyrim up. However it simply does not work well with questing and other "Devious" mods, because of the nature of its devices. And if I it blocks me from enjoying other cool LL mods it is simply a no-go (I cannot remember how often I had to use console and or had to reload, because I accidently missklicked in dialogues or the script-load or restrictive devices broke other quests. 

 

 

2 hours ago, CaptainJ03 said:

Agreed. I do love the Cursed Loot, with traps that spring on you and leave you in more or less heavy bondage. But quest-wise, this simply isn't my taste. I've tried most of them, but am careful never to touch them a second time, and make sure to have a hard save to go back to, whenever I try something new. Quit-and-reload is most common for me, so yes, in my non-modder opinion, this could to with a sharp cut between the cursed loot and the quests.

 

Talking about wishes: I would love to have some struggle perk tree. I did 'Learning the Ropes' but there is no progression in what kind of bondage I can escape from. We do have a Bondage Trainer, but learn nothing, concering game mechanics.

 

Exactly, the scenarios sound cool but simply are no fun nor is there any sense of progression in escaping.

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On 2/6/2021 at 1:44 PM, iamwookie said:

Personally I'd love to see them as craft able armors so we could apply our own enchantments.

Some fun way to get the materials might be interesting too.

Besides steel/iron/gold/leather and ebonite via the solution

The other materials aren't really in game though.

My plan at this point, assuming I can make them craft worthy to begin with, is to make them the same way you would regular armour and add ebonite solution. So yeah, basically what you said. ?

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@Kimy I just took a deep dive into the MCM troubles that were mentioned before.

 

I could see the same behaviour as was mentioned before in this thread: When I start Skyrim and start a new game, I usually end up without the cursed loot MCM. When I load an old save before starting a new game, it usually works. I have over 40 mods with MCM and cursed loot is the only one affected by that bug.

 

Looking at two affected savegames with Resaver, I could see a large number of suspended scripts, mostly dcur_clocktickrefscript.OnItemAdded / OnObjectEqupped and dcur_sasha_PlayerRefScript.OnItemAdded / OnObjectEquipped. Also suspended was dcur_mcmconfig; in both savegames it was stuck inside SetVariables(true).

 

This looks like some kind of deadlock. I drilled down into one of the saves, and there are 5 active cursed loot scripts with callstacks (I'll attach screenshots). I do not fully know the intricates of the papyrus engine and how it locks instances (afaik a thread running a function on an instance locks the instance, and unlocks it when it calls out to a function on another instance), but my gut feeling is that the engine somehow chokes on dcur_mcmconfig trying to access dcur_library, while other threads are inside dcur_library and trying to access dcur_mcmconfig.

 

[Edit] Finally managed to put the Reaver screenshots into a spoiler ?.


[Edit 2] Maybe this can be resolved by adding dcur_prison_nosex and dcur_prison_UseVanilla as properties to dcur_mcmconfig and then accessing them directly from SetVariables(..)? As far as I can see this is the only place in SetVariables(..) where dclibs is referenced...
 

Spoiler

dcur_clocktickscript.png

dcur_mcmconfig.png

dcur_clocktickrefscript.png

dcur_clocktickrefscript_2.png

dcur_sasha_playerrefscript.png

 

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5 hours ago, Kharos said:

@Kimy I just took a deep dive into the MCM troubles that were mentioned before.

 

I could see the same behaviour as was mentioned before in this thread: When I start Skyrim and start a new game, I usually end up without the cursed loot MCM. When I load an old save before starting a new game, it usually works. I have over 40 mods with MCM and cursed loot is the only one affected by that bug.

 

Looking at two affected savegames with Resaver, I could see a large number of suspended scripts, mostly dcur_clocktickrefscript.OnItemAdded / OnObjectEqupped and dcur_sasha_PlayerRefScript.OnItemAdded / OnObjectEquipped. Also suspended was dcur_mcmconfig; in both savegames it was stuck inside SetVariables(true).

 

This looks like some kind of deadlock. I drilled down into one of the saves, and there are 5 active cursed loot scripts with callstacks (I'll attach screenshots). I do not fully know the intricates of the papyrus engine and how it locks instances (afaik a thread running a function on an instance locks the instance, and unlocks it when it calls out to a function on another instance), but my gut feeling is that the engine somehow chokes on dcur_mcmconfig trying to access dcur_library, while other threads are inside dcur_library and trying to access dcur_mcmconfig.

 

[Edit] Finally managed to put the Reaver screenshots into a spoiler ?.


[Edit 2] Maybe this can be resolved by adding dcur_prison_nosex and dcur_prison_UseVanilla as properties to dcur_mcmconfig and then accessing them directly from SetVariables(..)? As far as I can see this is the only place in SetVariables(..) where dclibs is referenced...
 

  Reveal hidden contents

dcur_clocktickscript.png

dcur_mcmconfig.png

dcur_clocktickrefscript.png

dcur_clocktickrefscript_2.png

dcur_sasha_playerrefscript.png

 

Glad to see someone trying to figure it out, i found it strange that when i use DD5.0 with DCL the MCM appears, but when i use DD5.1 with DCL the MCM doesnt appear. I am also wondering if there is a script change from DD5.0 to DD5.1 that is also causing an issue. I have tried everything including going back to a basic build of skyrim that didnt have DD installed, installing DD5.0 and DCL 9 Beta 3 and it brings up MCM menu. then i installed DD5.1 (clean install) and DCL9 Beta 3 and MCM isnt there.

 

its very frustrating for the MCM not to appear particularly when I like to start a new game when testing upgrades.

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1 hour ago, Winter74 said:

Bodyslide i have installed, ran it once, no idea what to do with it.

Select CBBE or UUNP HDT body, then select preset you like. Try different ones while preview is open. Or pick most fitting one, then change sliders and save the preset with new name.

 

Then select "Build morphs" and click "Batch build". From the selections again choose most fitting (usually HDT ones) like the same body as you selected just before, and continue OK, etc... If you don't see devious devices in that list then you started the Bodyslide wrong way, usually launch it from your modpack launcher as you do with FNIS too.

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5 hours ago, Maddac said:

Glad to see someone trying to figure it out, i found it strange that when i use DD5.0 with DCL the MCM appears, but when i use DD5.1 with DCL the MCM doesnt appear. I am also wondering if there is a script change from DD5.0 to DD5.1 that is also causing an issue. I have tried everything including going back to a basic build of skyrim that didnt have DD installed, installing DD5.0 and DCL 9 Beta 3 and it brings up MCM menu. then i installed DD5.1 (clean install) and DCL9 Beta 3 and MCM isnt there.

 

its very frustrating for the MCM not to appear particularly when I like to start a new game when testing upgrades.

 

Yeah, usually I start a new game, configure all mods (start up sexlab, quicksave and quickload to initialize DD, set options in all 40 MCM menus) and then realize that the cursed loot MCM is missing. The only way to fix that I am aware of is:

  1. Make a savegame and quit
  2. Deactivate the cursed loot esp
  3. Start Skyrim and load the savegame (click ok at the missing esp warning), wait for a few seconds, make a savegame and quit
  4. Enable the cursed loot esp
  5. Start Skyrim and load the savegame from 3

At this point the cursed loot MCM will appear.

 

Deactivating esp's from a running game is really not recommended, but I hope that doing it such early in the game (before doing any quests) could be ok.

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Hi Kimy,

 

I have had problems with DCL 9 beta MCM not loading with DD5.1 installed. If I install DD5.0 and install DCL 9 beta 3, it loads the MCM, but if i install DD5.1 then install DCL9 Beta 3 the MCM doesnt load. dont know what the difference between DD5.0 and DD5.1 is, but wondering if its a script change in DD that may be part of the issue?

 

To confirm the problem isnt with my heavily modified version of skyrim, i installed on a basic installation to test the issue, and it happens consistently for me when starting a new game.

 

Kharos has come up with a workaround in the above message but its not a good solution. hoping you can shed some light on the issue?

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2 minutes ago, Maddac said:

Hi Kimy,

 

I have had problems with DCL 9 beta MCM not loading with DD5.1 installed. If I install DD5.0 and install DCL 9 beta 3, it loads the MCM, but if i install DD5.1 then install DCL9 Beta 3 the MCM doesnt load. dont know what the difference between DD5.0 and DD5.1 is, but wondering if its a script change in DD that may be part of the issue?

 

To confirm the problem isnt with my heavily modified version of skyrim, i installed on a basic installation to test the issue, and it happens consistently for me when starting a new game.

 

Kharos has come up with a workaround in the above message but its not a good solution. hoping you can shed some light on the issue?

A few post back Kimi suggested to start a new save, wait for 30 seconds or so, go back to the main menu and then start another new save. I tried it multiple times and it always did the trick for me.

No idea of why it is not working the first time however!

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16 minutes ago, abcdefghilmn said:

A few post back Kimi suggested to start a new save, wait for 30 seconds or so, go back to the main menu and then start another new save. I tried it multiple times and it always did the trick for me.

No idea of why it is not working the first time however!

it is only since the change from DD5.0 to DD5.1, so I think its something in the changes to DD scripts. as I have never had DCL MCM not load before.

 

I have played every version of DCL since 4.6 (I still have a copy of every version from 4.6 in one of my backup drives too) just trying to help isolate what is causing the problem. i first made skyrim pornographic in early to mid 2015, and its been a kinky game ever since lol.

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57 minutes ago, Maddac said:

it is only since the change from DD5.0 to DD5.1, so I think its something in the changes to DD scripts. as I have never had DCL MCM not load before.

 

I have played every version of DCL since 4.6 (I still have a copy of every version from 4.6 in one of my backup drives too) just trying to help isolate what is causing the problem. i first made skyrim pornographic in early to mid 2015, and its been a kinky game ever since lol.

I don't think the problem is in DD5.1, but rather in DCL9.0 beta. The first time the problem popped up (when Kimi posted her workaround to make things work) was before DD5.1 was out. I don't remember any mention in changelogs about this problem, so I assume it was never fixed (but feel free to correct me if I'm wrong!)

See here for her comment (22/11/2020) and posts before from other users reporting the issue

 

Edit: I re-read your post, if you are sure it was working with 5.0 then discard everything I said. I am 100% that DD5.0+DCL9.0Beta2 had the mcm issue, as it happened to me, but I have installed never installed DCL9.0Beta3 with DD5.0. I can confirm the issue happens on DD5.1+DCL9.0Beta3, but you already know that :)

 

Edit 2: went back to double-check changelogs, and I see nothing about the mcm issue

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@Kimy Walk of shame has a bug, when you ask different NPC's some tell that they have only a generic key that can unlock some other restraints. When they do that they actually unlock the dress of shame. Gag of shame still remains on and when you now talk to npcs without the dress, it's like the event isn't on at all, you get the generic "can't speak with gag" dialog response only.

 

So these shame devices shouldn't be removable without the right way...

 

Still player can fix it for now by putting the dress back on. It still appears in inventory as "worn" with the arrow while actually not visible. Click it twice to equip.

 

Oh and i have seen Cursed Loot unequip quest devices from other DD mods, don't remember specific atm. I wonder if there's also a bug in DCL's code that lets devices override non-generic or quest devices. This could simultaneously explain the Walk of Shame bug.

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Long time lurker here, wanted to say it's been amazing to see the DD framework and associated mods evolve so incredibly much over the years, and keep us all coming back to this almost 10 year old game!

 

Thanks for all the amazing work @Kimy!

 

 

 

Now, I also wanted to pick the brains of some of my betters here in this thread. An issue that I've had with DD since probably around version 3.0 is with the periodic events. 

 

For some reason, after saving and exiting to desktop, reloading the save has a chance of breaking one or more of the possible events, making it so they don't happen regardless of the weight options set in the MCM. Over the course of enough saves, exits and reloads, almost all periodic events will not work anymore. The most resilient among them seem to be those which do not play any animations, I've had those remain functional even on characters I've taken up to level 40.

 

Curiously, since upgrading to DD 5.0 and DCL 9, it feels like all periodic events have become more resilient - I can go through a solid 5-10 save-exit-load cycles before trouble begins. Nevertheless, over enough cycles, they do still break.

 

I'm sure it has to do with my mod list, some incompatibility that I am not aware of. If anyone is familiar with how the system works, I'd really appreciate some pointers. I've posted my load order below.

 

Spoiler

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Legendary Edition Patch.esp
  6  6     SexLab.esm
  7  7     Devious Devices - Assets.esm
  8  8     SexLabAroused.esm
  9  9     Devious Devices - Integration.esm
 10  a     Devious Devices - Expansion.esm
 11  b     Devious Devices - Contraptions.esm
 12  c     ZaZAnimationPack.esm
 13  d     hdtHighHeel.esm
 14  e     ApachiiHair.esm
 15  f     hmkHotkeys.esp
 16 10     EnhancedLightsandFX.esp
 17 11     ELFX - Exteriors.esp
 18 12     CollegeOfWinterholdImmersive.esp
 19 13     CWIELnFXPatch.esp
 20 14     ELFX - Weathers.esp
 21 15     Deviously Cursed Loot.esp
 22 16     spellsneak.esp
 23 17     Laura's Bondage Shop.esp
 24 18     SexLab-AmorousAdventures.esp
 25 19     LADX.esp
 26 1a     ForgottenCity.esp
 27 1b     UniqueBows.esp
 28 1c     Sleep to Level Up.esp
 29 1d     Dovahsil.esp
 30 1e     Better Unarmed - One-Handed XP.esp
 31 1f     Better Unarmed.esp
 32 20     h2h_alternate attack.esp
 33 21     UIExtensions.esp
 34 22     AddItemMenuLE.esp
 35 23     HelmetToggle.esp
 36 24     ScarletDawnArmor.esp
 37 25     Auto Unequip Ammo.esp
 38 26     PotionAnimatedFix.esp
 39 27     KS Hairdo's.esp
 40 28     Blush When Aroused.esp
 41 29     SimpleOutfitManager.esp
 42 2a     CitrusHead - Standalone.esp
 43 2b     12FemaleBrows.esp
 44 2c     FreckleMania2.esp
 45 2d     Brows.esp
 46 2e     GirlHeavyArmor.esp
 47 2f     Botox - Skyrim.esp
 48 30     Botox - Unofficial Skyrim Legendary Edition Patch.esp
 49 31     DLC1FLL.esp
 50 32     DLC2FLL.esp
 51 33     FeminizedLevelLists.esp
 52 34     Balanced_Magic.esp
 53 35     WardsFunctionalitiesExtendedSLE.esp
 54 36     Critical Hit.esp
 55 37     UltimateCombat.esp
 56 38     DSerArcheryGameplayOverhaul.esp
 57 39     PetProject.esp
 58 3a     DX Dark Knight Armor.esp
 59 3b     DX Dark Knight Shield.esp
 60 3c     Ish's Souls to Perks.esp
 61 3d     Apocalypse - The Spell Package.esp
 62 3e     TKDodge.esp
 63 3f     Toccata as Elisif.esp
 64 40     Immersive Weapons.esp
 65 41     Unique Uniques.esp
 66 42     The Ordinary Women.esp
 67 43     NPR Lingerie Sets.esp
 68 44     Bijin NPCs.esp
 69 45     Bijin Wives.esp
 70 46     Bijin Warmaidens.esp
 71 47     Serana.esp
 72 48     VOBS.esp
 73 49     RaceMenuMorphsCBBE.esp
 74 4a     TheEyesOfBeauty.esp
 75 4b     SkyUI.esp
 76 4c     XPMSE.esp
 77 4d     FNIS.esp
 78 4e     RaceMenu.esp
 79 4f     RaceMenuPlugin.esp
 80 50     Blush When Aroused CE.esp
 81 51     Alternate Start - Live Another Life.esp
 82 52     Deviously Cursed Loot LAL AddOn.esp
 83 53     Botox - Alternate Start - Live Another Live.esp
 84 54     ELFXEnhancer.esp
 

 

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I am stuck with Leon's quest. I get to the mansion, get to the locker room part, but can't proceed. After putting all gear in chest, I get information that dress package was opened, but nothing happens. The only item in inventory is a note from Ustolf and I can't leave that room because I need to put party dress first. Which I can't, cause it doesn't appear at all. 

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Would rather go through whole of it, though I suspected this is some sort of staged thing. And since you must do it without any follower, I would rather finish Chloe and Dollmaker's quest chain (at least till Whip and Chain Inn part) first. 

 

Also, noticed Leon's quest can bug out when giving the package to Casius or Calius, whatever name that guy from Whiterun's market arena has, before being teleported to mansion. 

Talked to him, gave package. He said "money are right, but you must send your friend home first". Talked to Chloe, send her away. Got "Follower leaves you" message. Talked to guy again, he repeated exactly the same line like Chloe was still with me. Needed to load save file and send Chloe away before speaking to him for quest to proceed.

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Hi, just jumping onto this thread.  First, I want to say this is a very amusing mod, and I appreciate the amount of creativity that went into all of it. 

 

Unfortunately, my game has been having a lot of issues with crashing while using this mod. I haven't been able to find an appropriate thread for support with this, so if anyone can help direct me to it I would be much obliged.

 

I did have it working for a while, and I have all of the requirements.  FNIS recognizes it and bodyslide successfully batch builds. But now the problem has progressed with each new game to the point where I can't get through Helgen. Immediately after starting the Chloe Quest, any time I attempt to save, the game crashes and closes out.  I interact with any chests and the same thing happens.   I've got papyrus logs but I can't figure out the issue. The only solution that has worked so far is disabling the mod and playing without all its content which is a shame.  I would love to find a solution that would allow me to keep playing with it. 

 

 

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it's... untersting...

some trouble with MCM config. 

first time see it in 9beta2, but 9beta3 still....

set DCL event chance at 100%... some tests))) try "bound" quest line))

and take pause for another quest mod (bac, sd+): set DCL event chance to 0.0% (4 slider. all chance, chance it town, in dungeon...) but...

it not work. cursed loot still happens)))

chance not set on 0.0%...

crutch: 0.1%, set max device 1, uncheck full set, minimum arousand 100....

but 0,1% not 0.0%....

sorry bad eng)

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