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


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Posted

I had an issue with DCL (SSE), and was advised to make a report about it on the LE thread! Unfortunately I don't have a papyrus log, because I don't know how to make those, but I can give specific directions for replicating the issue. I was playing a female Imperial, if that's important.

 

Spoiler
  1. Approach the two pillories in Whiterun, near the big tree. Not wearing any devious devices, carrying no keys.
  2. Activate either pillory, and lock yourself in it. Doesn't seem to matter whether you pick the "self-bondage game" option or not.
  3. PC should strip down and assume the position inside the pillory. After a time, you will see a message stating that an NPC is going to "use" you.
  4. NPC teleports to the pillory. The Pillory model disappears, the PC and NPC glitch around a little bit, and then the sexlab animation starts. The pillory reappears for the animation.
  5. The sexlab animation plays to completion. When the animation ends, the pillory model disappears, and the player has full control over the PC.
  6. Continue to receive notifications related to the pillory. "Device will unlock in X hours", etc.
  7. Attempting to activate the nearby gate (the one leading into the cow pen) causes a dialogue box to appear, offering options for attempting to escape the bondage furniture.

 

It seems like the static Pillory is despawning when the animation starts, getting replaced by a "animation object" version for the duration of the animation, and then the static pillory fails to reappear when the animation ends. If anyone can point me towards directions for making a Papyrus log, I'll update this comment with a proper log. :3

Posted
5 hours ago, lifesuckz69 said:

And the disappearing message is with Chloe. Basically the first quest you get after freeing her. I am now 4 steps further in the quest, but the one is still not unchecked. She follows me around and everything else progresses as intended, but I still have the marker and the unsolved quest to "add her as follower and then talk to her again".

Right now I just try to finish the quest and pray to god that this won't keep me from finishing it later on.

This is completely harmless, but a little annoying, though perhaps some players prefer to have Chloe always findable as a quest target?

It's a deliberate feature of some follower mods so, not too bad really.

 

It will never block progression on anything, so there's no need to stress about that.

 

The fragment that was skipped when you didn't talk to Chloe does three things, and two of them are related to updating objectives in the quest log (one sets a new objective that would get cleared later anyway). And one is to enable the dust pile - so in theory you couldn't ever progress the quest without completing this stage -  but the dust pile is already enabled somehow, so you can progress without using this dialog.

 

It simply leaves objective 35 hanging around in the journal, though it's now meaningless. And the target of objective 35 is Chloe, so she has a quest arrow ... forever ... but you can always stop tracking the quest anyway, so once the Chloe quest is done, it's a very minor issue.

 

 

I made a couple of tiny edits to my dcur_chloequest_setstage70.psc to fix this, but if you're already past that stage, you may need to do something a little different. Or you could add it to an earlier stage, if you hadn't done it yet.

 

dcur_chloequest_setstage70.psc

Spoiler

Scriptname dcur_chloequest_setstage70 extends ObjectReference  

 

Event OnRead()
    If cqs.GetStage() > 60
        return
    Endif    
    cqs.SetObjectiveCompleted(35)
    cqs.SetObjectiveCompleted(60)
    cqs.SetStage(70)
    Alias_dcur_chloequest_hm_imperialsoldier.GetReference().Disable()
    cqs.SetObjectiveDisplayed(70)    
EndEvent

 

Quest Property cqs Auto ; This change allows you to compile the file without forcing rebuild of any other DCUR files - the assigned value stays assigned because the types are compatible.
ReferenceAlias Property Alias_dcur_chloequest_hm_imperialsoldier Auto

 

If you want to fix this from another quest, you can probably use:

 

Quest.GetQuest("dcur_chloequest").SetObjectiveCompleted(35)

 

to clean this up from anywhere, even a completely different mod.

Posted

Every once in a while I open a chest somewhere and get a pop up message about shoving a gag in a bound girls mouth and have to click on it to make the pop up go away.

Posted
1 hour ago, Lupine00 said:

This is completely harmless, but a little annoying, though perhaps some players prefer to have Chloe always findable as a quest target?

It's a deliberate feature of some follower mods so, not too bad really.

 

It will never block progression on anything, so there's no need to stress about that.

 

The fragment that was skipped when you didn't talk to Chloe does three things, and two of them are related to updating objectives in the quest log (one sets a new objective that would get cleared later anyway). And one is to enable the dust pile - so in theory you couldn't ever progress the quest without completing this stage -  but the dust pile is already enabled somehow, so you can progress without using this dialog.

 

It simply leaves objective 35 hanging around in the journal, though it's now meaningless. And the target of objective 35 is Chloe, so she has a quest arrow ... forever ... but you can always stop tracking the quest anyway, so once the Chloe quest is done, it's a very minor issue.

 

 

I made a couple of tiny edits to my dcur_chloequest_setstage70.psc to fix this, but if you're already past that stage, you may need to do something a little different. Or you could add it to an earlier stage, if you hadn't done it yet.

 

dcur_chloequest_setstage70.psc

  Reveal hidden contents

Scriptname dcur_chloequest_setstage70 extends ObjectReference  

 

Event OnRead()
    If cqs.GetStage() > 60
        return
    Endif    
    cqs.SetObjectiveCompleted(35)
    cqs.SetObjectiveCompleted(60)
    cqs.SetStage(70)
    Alias_dcur_chloequest_hm_imperialsoldier.GetReference().Disable()
    cqs.SetObjectiveDisplayed(70)    
EndEvent

 

Quest Property cqs Auto ; This change allows you to compile the file without forcing rebuild of any other DCUR files - the assigned value stays assigned because the types are compatible.
ReferenceAlias Property Alias_dcur_chloequest_hm_imperialsoldier Auto

 

If you want to fix this from another quest, you can probably use:

 

Quest.GetQuest("dcur_chloequest").SetObjectiveCompleted(35)

 

to clean this up from anywhere, even a completely different mod.

 

Even the questmarker vanished after I got to the dollmaker part, so all good, but nice to know that there is a workaround (since it may happen in another quest)

Posted
53 minutes ago, lifesuckz69 said:

Even the questmarker vanished after I got to the dollmaker part

If the quest gets stopped properly, that is normal; it's really a very minor issue, and I think it's been around since shortly after the Chloe quest was first added. It's so minor I can see why there's no rush to fix it.

Posted
6 hours ago, shar181 said:

I had an issue with DCL (SSE), and was advised to make a report about it on the LE thread! Unfortunately I don't have a papyrus log, because I don't know how to make those, but I can give specific directions for replicating the issue. I was playing a female Imperial, if that's important.

 

  Reveal hidden contents
  1. Approach the two pillories in Whiterun, near the big tree. Not wearing any devious devices, carrying no keys.
  2. Activate either pillory, and lock yourself in it. Doesn't seem to matter whether you pick the "self-bondage game" option or not.
  3. PC should strip down and assume the position inside the pillory. After a time, you will see a message stating that an NPC is going to "use" you.
  4. NPC teleports to the pillory. The Pillory model disappears, the PC and NPC glitch around a little bit, and then the sexlab animation starts. The pillory reappears for the animation.
  5. The sexlab animation plays to completion. When the animation ends, the pillory model disappears, and the player has full control over the PC.
  6. Continue to receive notifications related to the pillory. "Device will unlock in X hours", etc.
  7. Attempting to activate the nearby gate (the one leading into the cow pen) causes a dialogue box to appear, offering options for attempting to escape the bondage furniture.

 

It seems like the static Pillory is despawning when the animation starts, getting replaced by a "animation object" version for the duration of the animation, and then the static pillory fails to reappear when the animation ends. If anyone can point me towards directions for making a Papyrus log, I'll update this comment with a proper log. :3

 

Someone told me how to get papyrus logs, so here it is: Papyrus.0.log

Hopefully that will be useful!

 

Edit: Here's the Sexlab log, too: SexLabDebug.0.log

 

Posted
20 minutes ago, shar181 said:

Someone told me how to get papyrus logs, so here it is: Papyrus.0.log

Hopefully that will be useful!

That is a repeatable bug, also reported before but good to have these.

 

But i haven't seen reports of the one @Lupine00 posted before so i guess it's the first time? Chloe quest has disappeared from my log whenever i finish it. Oh maybe some did remained in log for a little while but then it was removed by a later quest in the Bound in Skyrim chain. That was with some beta version of DCL so i don't have exact latest info. The quest that remained in log for a few minutes after might have been Supply and Demand, not Chloe...

Posted
On 4/3/2021 at 6:37 PM, Elsidia said:

Install mfgfix latest version. It fixes gag problem for Skyrim SE.

Thanks that was a big help

Posted
15 hours ago, Lupine00 said:

If the quest gets stopped properly, that is normal; it's really a very minor issue, and I think it's been around since shortly after the Chloe quest was first added. It's so minor I can see why there's no rush to fix it.

 

Yeah, since it worked out in th end, it wasn't really an issue. Just the uncertainty if it will break the quest or not.

 

Alright, I'm going to start a new game.

That Chloe quest...has some good parts, but overall it's tedious as fuck. It's like the PLAYER has to be a masochist instead of just wanting to see a submissive character. Doesn't help that I can't enter the Devious Devicses Menu because I am constantly having a questrelated item on me, so I played for hours with no way of running, since my stamina drains in a second and everytime I finish a quest, I hoped that it would be the last, but it keeps going and going and every part is more tedious than the last. Guess poor Chloe will rot in the dungeon now.

 

My more constructive feedback: Give the player some option to opt out in between quests, like let them pay Nazeem or later the Dollmaker to release you early. As soon as you reach Nazeem, you are never out of bondage and always locked out from the deviant devices menu and basically not able to do anything else, cause you will be permarestricted.

Posted
7 hours ago, lifesuckz69 said:

My more constructive feedback

Playing through this again recently, I found Nazeem's letters, and his "one step ahead" approach worked better for me than in previous plays.

 

The first couple of times I played this, I was frustrated that you must help Chloe - and you can't abandon the quest after leaving Helgen (perhaps with some consequences) and then pick it back up later - but after you've played it a few times, you just stop questioning that :) 

 

I found a certain ... frission ... in the idea that Nazeem might be right. Maybe you are dumb and he really has outsmarted you? What if you wanted to play it that way? I actually wanted more of that.

 

What if you could agree to Nazeem's initial demand? And you have to persuade Chloe to go along with it. Then you have some super-fun-time with Nazeem, and he releases the chains but leaves the suit and chastity, and demands more, the next day. Maybe he finds ways to escalate his demands, putting you back on the original quest path? Or what if you fold on the second demand? A Leon-type slavery with Nazeem that falls apart hilariously when Ahlam gets involved?

 

It's a quest where more choices would add replayability, exploring different variants, and I think people do tend to replay DCL quests a fair bit.

 

There certainly could be more opportunities to refuse and then get back in later, or for interesting scenarios to arise that coerce you back in.

Personally, I really like that the Dollmaker forces you to do her bidding at the start. Why wouldn't she? She explains the situation perfectly herself.

 

The puzzling bit is when she lets you go later.  From a story perspective, she didn't need to do that.

In the original design, she does it because that's basically the end of the quest arc and there's no more content to give you.

Since then, the other, older, quests have been "sequenced" into an official order, but I'm guessing they are essentially the same quests as they always were, they haven't been altered to make them more a single story. (I haven't played past the first encounter with the Dollmaker in the latest version yet).

 

 

But I understand why we don't have more paths in the Chloe quest, or a major rework of Rubber Doll or Bound Queen.

 

It's a hard choice: go back over existing content or do something new.

 

Most times "something new" is more fun to make and more exciting for players. Would everyone be happier if Chloe had been enhanced but there was no Whip & Chain? I doubt it. Most people are happy with the quests, and having played them, are looking for something totally new. Prison content did get some new complexity, so it can happen.

 

Sure, wouldn't it be cool if the Rubber Doll collar were redone in a way that retained the original flavor, but created a unifying theme and control mechanism? It could work as a maguffin to drive more quests.

 

So, instead of getting it randomly, it's put onto you, on purpose, by the Doll Maker ... to make you into a doll, because that's what her name is, right!?

You then have to return to her on a regular basis to keep the dollification under control, keeping you perpetually under her control. Which would then fit with some kind of infinitely repeatable versions of the usual chores.

In such a rework, Bound Queen and Cursed Collar could become quests where the player actively chooses to seek out dangerous artifacts that can override the doll collar - hoping to escape the Dollmaker - and cursed collar ending not in freedom, but in the rubber doll collar being twisted so that it can change into all the other DCL collars, like a wearable Wabbajack.

 

But that's a lot of work that would probably turn off almost as many people as it turned on.

Is Kimy headed in a direction like that (maybe not quite the same)? Gradually? Maybe... But it's always a choice what to work on. When you ask for one thing, you're implicitly asking for other things not to be done. And the choice is best left to the author; they are the one that has to enjoy making it.

 

What's been done is a tremendous effort. There's a lot of new content there: new sections, changes to old sections, complete new features, updates to old features ... all that and work on DD 5 too.

 

Kimy has a good instinct for what will work with a broad range of people, and you have to respect her choices on that.

 

If you had to choose between new content or adding more replayability to old quests, what would you pick?

One person can only do so much, and they have to pick priorities.

Posted
1 hour ago, Lupine00 said:

What's been done is a tremendous effort. There's a lot of new content there: new sections, changes to old sections, complete new features, updates to old features ... all that and work on DD 5 too.

 

Yeah, it's a great effort and achievement, not gonna deny.

It's just not for me, way too tedious at parts, with all the carriage riding (after trying 10 times to talk with a gag, cause I believe the cursed loot option to make it 100% work either didn't work or got overridden with an option inside the DD menu that I couldn't access) and finding items or moving to the other side of the country, only to have to go back and get the next tedious thing to do.

I just restarted with a new character and let poor Chloe die in the dungeon now, cause I still want to have the rest of the mod.

Posted

I know that there are many threads about this but so far none ofthem could help me. When I activate DCL in vortex Skyrim CTDs after the bethesda logo, indicating a missing master, but I am pretty sure I have installed all dependencies I need. SO what did I do wrong it worked on my last hdd.

1.PNG

Posted
51 minutes ago, Conni said:

what did I do wrong

You don't have the correct dependencies installed. You are still running DD4, however DCL9 requires DD5.

Posted
1 hour ago, Conni said:

I know that there are many threads about this but so far none ofthem could help me. When I activate DCL in vortex Skyrim CTDs after the bethesda logo, indicating a missing master, but I am pretty sure I have installed all dependencies I need. SO what did I do wrong it worked on my last hdd.

1.PNG

You need DD5.1. Go and search for it, the page is not updated so it cause confusion.

https://www.loverslab.com/topic/157168-devious-devices-le-51-2021-01-19/page/28/?tab=comments#comment-3342990

Posted
17 hours ago, Lupine00 said:

Playing through this again recently, I found Nazeem's letters, and his "one step ahead" approach worked better for me than in previous plays.

 

...[snip]...

 

If you had to choose between new content or adding more replayability to old quests, what would you pick?

One person can only do so much, and they have to pick priorities.

 

It's been a good long while since I interacted with the Dollmaker content, but she never struck me as an outright malicious character. She's dominant to a T and you could definitely say something about her effectively grooming her daughter to be a slave. Of course a different branch of the questline could take her character into that direction. Which would then basically be new content, so atleast to me replayability for old quests in the extent that you outlined would be the same as new content.

Posted

Has anyone else had issues with the bondage devices not "matching" the body physics of 3BBB, even after rebuilding them all in bodyslide?

Posted
1 hour ago, shar181 said:

Has anyone else had issues with the bondage devices not "matching" the body physics of 3BBB, even after rebuilding them all in bodyslide?

 

The physics not matching is normal, the breast bones for the 3BBB bodies are different from the base CBBE and UNP bodies. I'm assuming that since this is the LE page, you mean BHUNP 3BBB and not CBBE 3BBB, since I don't believe CBBE 3BBB is on LE yet.

 

 

Posted
Just now, zarantha said:

 

The physics not matching is normal, the breast bones for the 3BBB bodies are different from the base CBBE and UNP bodies. I'm assuming that since this is the LE page, you mean BHUNP 3BBB and not CBBE 3BBB, since I don't believe CBBE 3BBB is on LE yet.

 

 

 

I actually meant to post this on the SE page. x3 As long as this isn't a sign that I broke something when I upgraded to the new version of DD, I can deal with the physics being wonky!

Posted
5 minutes ago, shar181 said:

 

I actually meant to post this on the SE page. x3 As long as this isn't a sign that I broke something when I upgraded to the new version of DD, I can deal with the physics being wonky!

 

The links to the 3BBB body stuff are on the SE troubleshooting post. I don't have a page up for the DCL CBBE 3BBB conversion, but I've linked the one I did there, and you get the DD CBBE  3BBB conversion from there too. That last is not updated to DD 5, so the new outfits will still be wonky, but everything else should work.

 

https://www.loverslab.com/topic/100032-deviously-cursed-loot-90-2021-03-09/page/100/?tab=comments#comment-3077954

 

Posted

TLDR Suggestion: whenever a rape from this mod occurs remove plugs if they can be removed (not blocked by belt, arent locking, you get the idea) 

 

Didn't find anything similar in this thread so pardon me if this was already reported/suggested. I am using this mod with rape enabled even the combat one. I was locked in a belt with both plugs and had a chastity key in inventory which i found in a plant. When a rape triggered the person would take of the belt using my key and was still unable to use the lady parts because of plugs, which is rendering the chastity removal kinda useless. In current state you could just equip plugs to prevent access to these areas and the rapist would be intimidated with the plugs and leave them be :D.
So my suggestion is to try remove the plugs after the belt removal. If they are removed it could be accompanied with some message (i.e. "... forcefully removes plug from your ..." ). After the deed is done plugs and belt would be reapplied.

Btw awesome mod having fun with it :)

Posted
2 hours ago, Rogell said:

TLDR Suggestion: whenever a rape from this mod occurs remove plugs if they can be removed (not blocked by belt, arent locking, you get the idea) 

 

Didn't find anything similar in this thread so pardon me if this was already reported/suggested. I am using this mod with rape enabled even the combat one. I was locked in a belt with both plugs and had a chastity key in inventory which i found in a plant. When a rape triggered the person would take of the belt using my key and was still unable to use the lady parts because of plugs, which is rendering the chastity removal kinda useless. In current state you could just equip plugs to prevent access to these areas and the rapist would be intimidated with the plugs and leave them be :D.
So my suggestion is to try remove the plugs after the belt removal. If they are removed it could be accompanied with some message (i.e. "... forcefully removes plug from your ..." ). After the deed is done plugs and belt would be reapplied.

Btw awesome mod having fun with it :)

 

It's already an option more or less. The belts can be stripped, and one would assume the plugs are removed with the belt. They will put the belt back on when done.

 

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