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


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Posted
2 hours ago, Hotoke said:

MCM toggle to allow all creatures from the vanilla game and DLC ?

In DCL animals are forbidden. All animals surrender feature is disabled. If some of animals force to surrender that's probably is because in NPC scan area are human NPC and script triggers on that.

Posted
On 5/10/2021 at 5:33 PM, Arastat said:

Hi there, more a question than an issue:

 

Today my PC was highly aroused and decided to put an armbinder on herself, but I didn't have any bondage devices in inventory.

 

Is it wanted that devices spawn, even if none are in the inventory?

 

Since the mod description says "If a character is highly aroused, she might just decide to browse her inventory for anything she can lock on herself. She will also be really unwilling to part with bondage devices in her inventory."

 

I thought I would be "safe" from this as long as I didn't carry any devices :P

 

 

Greetings

 

 

EDIT: I just noted that a chastity belt goes invisible when wearing a yoke ^^ Is this normal?

 

EDIT 2: Sorry to mix things up, but now I got sent to the Dragonar prison, and the dialogue with the guard (the orc) won't progress. He wants to "check" my PC for contraband, again and again. The rape scene starts, then my only dialogue option is "Don't I get anything to wear?" and then the procedure starts again ("checking" for contraband, asking for anything to wear, and so on ^^).

The belt goes invisible on my PC as well so you're not alone

Posted
5 hours ago, Elsidia said:

In DCL animals are forbidden. All animals surrender feature is disabled. If some of animals force to surrender that's probably is because in NPC scan area are human NPC and script triggers on that.

They are not "forbidden" there's actually a toggle for some animal creatures (like wolves and bears) and a toggle for "humanoid" creatures (like draugr and falmer).

 

What I'm asking for is just a simpler toggle to allow every creatures from the vanilla game and dlcs.

Posted
17 minutes ago, Hotoke said:

What I'm asking for is just a simpler toggle to allow every creatures from the vanilla game and dlcs.

You should probably review Kimy's well published position on creature support, which boils down to "will not support creatures".

The support that there is was a significant concession. 

 

This is clearly a slippery slope. I can imagine that if I was Kimy, I wouldn't be happy with people wedging this into creature-specific defeat support for creatures.

Or perhaps she has completely changed her position on creature support? Would you?

Posted
20 minutes ago, Hotoke said:

They are not "forbidden" there's actually a toggle for some animal creatures (like wolves and bears) and a toggle for "humanoid" creatures (like draugr and falmer).

Can you show me screenshot from DCL MCM, where this toggle is?

Posted

Ok,  I'm trying to do the Leon quest and am hitting a wall.

 

I'm told to gather various obsidian items around the mansion.  So I can find everything but the obsidian slave boots.  They are nowhere to be found.  There are a few inaccessible barrels behind the big kegs in the basement that I can't reach.  One of the barrels I could reach did have a piece of equipment, so I suspect one of the others has the final piece but I can't access it.  To test this I tried typing tcl in the console.

 

TCL DIDN'T WORK.

 

I have no idea why tcl isn't working, but I just faceplanted the wall when I tried to walk through it to test my theory that it was in an inaccessible barrel.  Really, does anyone know some mod that disables TCL?

 

edit- apparently if something is selected tcl doesn't work. 


Anyway, since that didn't work and  I was out of ideas.  I used the console to add the obsidian slave boots to my inventory.  The quest updated by checking the last item and giving the quest stage complete sound, but it didn't advance.  The next stage was supposed to be "Have sex with the chastity belt girl" or something like that but the quest didn't update to show this and when I went back there was no dialog to initiate sex.  Talking with everyone in the basement did not have any new dialog options.

 

So do I have to advance the quest by console command too, or is there some other way to get things going again?  For now, all the "Find" boxes are filled but it's not advancing and showing the new condition item.

 

Thank you.

Posted
3 minutes ago, delgathar said:

I'm told to gather various obsidian items around the mansion. 

This question and answer repeats every 5 pages of this thread)

No those barrels don't have obsidian boots) On floor near a room where you put your items into chest are table and on table are burial urn. In this urn are obsidian boots.

Posted
36 minutes ago, Elsidia said:

This question and answer repeats every 5 pages of this thread)

No those barrels don't have obsidian boots) On floor near a room where you put your items into chest are table and on table are burial urn. In this urn are obsidian boots.

 

Thank you, you answered right as I was clipping to check the barrels.  I tried loading from an earlier save and looting the correct boots, but the quest still wouldn't progress.  It updated to show that I was wearing the boots, but it won't display the next stage, and there are no new dialog options with the people to progress the quest.  Do I need to console it to progress?  Thank you.

Posted
4 hours ago, Lupine00 said:

You should probably review Kimy's well published position on creature support, which boils down to "will not support creatures".

The support that there is was a significant concession. 

 

This is clearly a slippery slope. I can imagine that if I was Kimy, I wouldn't be happy with people wedging this into creature-specific defeat support for creatures.

Or perhaps she has completely changed her position on creature support? Would you?

 

I'm well aware the author doesn't want to support creatures and I completely understand it.

 

But the well-designed surrender feature of cursed loot exists because other options are not that great. So I'm sure the author would understand that we'd rather use the surrender feature of cursed loot than the other options, especially when we already enjoy the rest of the content from this mod.

 

What I'm asking for is just to expand the currently existing support for creatures to all creatures form the vanilla game and its dlc. My limited knowedge of coding makes me believe it's not something that would be extremely complicated, but that would still result in Kimy putting more work and effort into creatures, something she has made clear she didn't want to do.

 

That's why I'm offering to do it instead, provided anyone would be kind enough to point me in the right direction.

 

If I'm being disrespectful be certain it isn't my intention at all. ?

Posted
3 hours ago, delgathar said:

Do I need to console it to progress?

No you do not. If quest not goes in, then something is wrong in your side. Some of items not wearing. Some of items after wear and check quest stage is taken off. While all items isn't put correct on you and shows on character quest will not go into next stage.

I don't know your game configuration but i can guess: you have 3BBB body and with this body default settings vaginal piercings can't be equipped. You need change in 3BBB MCM biped slot compatible with DD and try equip vaginal piercings again.

Posted
23 minutes ago, Elsidia said:

 You need change in 3BBB MCM biped slot compatible with DD and try equip vaginal piercings again.

 

That is weird.  I do have 3BBB but Vag piercing do show equipped.  I'll look into messing with 3BBB slots.  Ahh, I see , Thank you.

Posted

Tried to equip some cursed slave boots during the cursed collar quest only to have some red pony boots pop up on my character when they weren't in my invemtory.... Help.... 

Posted
5 hours ago, InfernoVictor said:

boots pop up on my character when they weren't in my invemtory.... Help.... 

It's depend on your DD version. If it DD 4.3 and lower then in inventory are bugged rendered devices. When you try equip another DD boots it's instead of boots equip those bugged device. You need found id of those rendered device by console into your inventory, open xedit and and found match inventory device for those boots. Then equip those inventory device by console and remove those boots from inventory by using key, struggle out, cut off etc.

If you have DD 5.0 then those bugged rendered device allows equip your slaveboots normally. But deny equip match bugged rendered device inventory device.

 

UPD: maybe Devious devices equip mod allows remove bugged boots but not sure of 100%.

 

Because i guess you run DD 4.3 or lower.

 

Posted

Bugreport:

 

In the dcur_clocktickScript script the modevent "RegisterForModEvent("dcur-triggerrubberdoll", "OnTriggerRubberDoll")"

 

calls the function. but that function calls the wrong event Its "dclibs.etl.dcur_startslavegagquest(suppressfeedback = true)" but should be "dcur_startrubberdollquest"

Posted
6 hours ago, naaitsab said:

Bugreport:

 

In the dcur_clocktickScript script the modevent "RegisterForModEvent("dcur-triggerrubberdoll", "OnTriggerRubberDoll")"

 

calls the function. but that function calls the wrong event Its "dclibs.etl.dcur_startslavegagquest(suppressfeedback = true)" but should be "dcur_startrubberdollquest"

Thanks. And I wondered why this gag was suddenly this often and no Rubber Doll Quest (which I really love) ;)

And it should be "dcur.etl.dcur_startrubberdollquest". The event trigger is now moved to the dcur_eventtriggerlibary.

Posted

Is it possible to raise the possibility of going to jail, and if so where? I've been trying to get sent there for quite a while now and I still haven't gotten there, nor found anything in the menus.

Posted
17 hours ago, Rogwar002 said:

Thanks. And I wondered why this gag was suddenly this often and no Rubber Doll Quest (which I really love) ;)

And it should be "dcur.etl.dcur_startrubberdollquest". The event trigger is now moved to the dcur_eventtriggerlibary.

In the meantime I fixed it by calling the function directly.

 

The code if anybody is interested:

dcur_eventtriggerlibrary det = None
det = Game.GetFormFromFile(0x0011EFFE, "Deviously Cursed Loot.esp") as dcur_eventtriggerlibrary
det.dcur_startrubberdollquest()

 

Posted
5 hours ago, Elsidia said:

Isn't there supposed to be"()"? Without it CK not compile.

Yeah, forgot those in the copy-paste. (true) can also be used if you want to skip the built-in messagebox when starting the quest.

Posted
17 hours ago, Rogwar002 said:

Thanks. And I wondered why this gag was suddenly this often and no Rubber Doll Quest (which I really love) ;)

And it should be "dcur.etl.dcur_startrubberdollquest". The event trigger is now moved to the dcur_eventtriggerlibary.

 

That may actually be a result of these lines in dcur_selectevents function (dcur_library.psc):

 

    if chance < dcumenu.rubberdollweight
        if etl.dcur_startslavegagquest()
 

Posted
2 hours ago, Aaylas said:

How do I troubleshoot this?

First remove noenchanment restrictions mod if you have.

 

Second try to check papyrus log - DLC and DD write all operations what it do. Maybe there will be clue what happen.

Posted
9 minutes ago, Aaylas said:

 

Thanks. This is a new install, so not sure what is causing the conflict. This is what the log looks like when the event is supposed to happen:

 

 

 

Make sure you don't have any old patches from other mods overwriting dd scripts.

 

If you have a mod named "No Enchantment Restriction" this breaks unequipping stuff from DD. Not sure if it's SE only or LE too. If you want to keep it, you need to disable 'DisenchantEverything' in the NoEnchantmentRestrictionRemake.json.

Posted

An issue I've noticed with defeat:

 

It's possible for the defeat to run more than once in a given combat, resulting in some odd behavior.

 

 

e.g. If you are defeated, and your follower intervenes while you're responding to the Submit/Resist dialog, things can get quite mixed up.

 

I was able to have wolves inflict the hog-tie game on my character, and then, on the second defeat, teleport me, already hog-tied, to a random location, and start another hog-tie game.

 

At the end of the first game, I got double escaped dialogs, but didn't have to play the game through twice (fully) only partially.

 

 

I suspect this results from an event handling model that doesn't prevent re-entry until the defeat process is fully completed.

Defeat-within-defeat seems like it should be prevented, or at least, handled specifically, as it usually means dealing with a follower who arrives late to the fight.

Potentially, this may happen more than once, as multiple followers arrive one-by-one.

Posted

Hi, can someone help me please?
I'm having a problem with some of DCL events, including Cursed collar quest. They just don't equip. 
Here's part of log that seems relevant to this issue(I'm seeing same stuff about LockDevice not found on other events that don't work for me)
 

Spoiler
[05/19/2021 - 01:35:56AM] XPMSE MainQuest Initialization successful.
[05/19/2021 - 01:35:57AM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False
[05/19/2021 - 01:35:57AM] ERROR: Cannot call Disable() on a None object, aborting function call
stack:
    [ (0B122084)].dcur_onactivatecursedcollaractivator.OnActivate() - "dcur_onactivatecursedcollaractivator.psc" Line 27
[05/19/2021 - 01:35:57AM] ERROR: Method LockDevice not found on zadlibs. Aborting call and returning None
stack:
    [ (0B122084)].dcur_onactivatecursedcollaractivator.OnActivate() - "dcur_onactivatecursedcollaractivator.psc" Line 28
[05/19/2021 - 01:35:57AM] WARNING: Assigning None to a non-object variable named "::temp6"
stack:
    [ (0B122084)].dcur_onactivatecursedcollaractivator.OnActivate() - "dcur_onactivatecursedcollaractivator.psc" Line 28

 

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