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


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Posted

Does anyone know of a way to end or respawn the shopping quest?  What happened was I met Sam Guevenne in an inn who started the drinking quest and I accidentally selected the shopping quest dialogue option by mistake and started the shopping quest now my pc is stuck in it as Sam Guevenne disappears and returns as Sanguine so there is no way to finish it. Tried using  his prid to move him to me but it didnt work.

Posted

Anyone having problems with the slave collar by chance? I got stuck in it and the bastard thing just would not come off. I waited out the timer, I slept with everyone in Whiterun, and nothing happened. I finally turned all the options to zero, zero days needed and zero sex, no keys, and it STILL wouldn’t unlock. Finally I had to force unequip it via console commands just to get it off.

Posted (edited)
52 minutes ago, twsnider1138 said:

slave collar by chance

Slave collar needs earn x money by sex, using solicitation. After some time and necessary amount of gold it unlock automatically if in MCM not set using keys. If yes you need head restraints key to unlock it.  When you successfully earn a money you got system message in left upper corner how many gold need earn more.

Edited by Elsidia
Posted
58 minutes ago, Elsidia said:

Slave collar needs earn x money by sex, using solicitation. After some time and necessary amount of gold it unlock automatically if in MCM not set using keys. If yes you need head restraints key to unlock it.  When you successfully earn a money you got system message in left upper corner how many gold need earn more.

That’s the whore collar, not the slave collar. The slave collar is supposed to unlock after X sex acts and X days as set by the MCM and can be set to require a key as well if you want. I had the settings when the collar locked on as requiring 5-20 sex acts and 5-10 days before it would unlock, which I’m pretty certain I had done. Unless it used my original settings, which it could very well could have, it definitely should have unlocked when I set it to one sex act and one day.

Posted
2 hours ago, twsnider1138 said:

Anyone having problems with the slave collar by chance? I got stuck in it and the bastard thing just would not come off. I waited out the timer, I slept with everyone in Whiterun, and nothing happened. I finally turned all the options to zero, zero days needed and zero sex, no keys, and it STILL wouldn’t unlock. Finally I had to force unequip it via console commands just to get it off.

You need to change the MCM settings before you get locked in the collar. The device is set with values from MCM at the time of locking as so in script:

Quote

        libs.Notify("You have been locked into a slave collar.")
        scqs.sexcounteratstart = SexLab.SexCount(libs.playerref)
        scqs.sexactsneeded = Utility.RandomInt(dcumenu.slavecollarminsexacts, dcumenu.slavecollarmaxsexacts)
        scqs.dayswornneeded    = Utility.RandomInt(dcumenu.slavecollarmindaysworn, dcumenu.slavecollarmaxdaysworn)

 

Some mods make timing in a way that using wait/sleep cannot be used to cheat yourself quickly out of those devices, however if that was so for slave collar i also have no memory of ?

 

Also from same script i can see that slave collar is unlocked with 1 dcur_headrestraintsKey. If it has auto-unlock it's in another script, 90% sure it did.

Posted (edited)
1 hour ago, twsnider1138 said:

I’m pretty certain I had done.

Open console and press

sqv dcur_slavecollarquest

There is variables:

::dayswornneeded_var - how days you need worn

::sexactsneeded_var - how sex acts you need

 

Now calculate your current progress:

Sex acts: ::sexcounter - ::sexcounteratstart_var - sex acts completed - need be equal or more ::sexactsneeded_var

Necessary time:

help gamedayspassed - you got value of time: (example 235.26)

::queststartedtime_var is time when collar is equipped (example: 234.25)

How days are gone: gamedayspassed - ::queststartedtime_var = 235.26 - 234.25 = 1.01 day or one day. This must be more or equal ::dayswornneeded_var

 

Then you need wait in game RT about 30 -40 sec to trigger cursed loot timer and then it will update your collar status and remove it if all parameters is concluded. or says that you need use key to unlock it.

 

UPD: Move text into console Pgup Pgdown keys

Edited by Elsidia
Posted (edited)
17 minutes ago, Zaflis said:

Some mods make timing in a way that using wait/sleep cannot be used to cheat yourself quickly out of those devices, however if that was so for slave collar i also have no memory of ?

DCL always block cheating by sleep. But you can wait - there are no cheat script. But after wait you need wait RT 30 - 40 sec. to trigger cursed loot timer to update a all quests variables.

Then you can do next wait portion.

 

Edited by Elsidia
Posted (edited)

I'm getting this weird... texture (?) on the transparent catsuit. Never had it before in previous installs, and I haven't installed anything that I haven't previously.

 

EDIT: It seems like it's just on the "Transparent Catsuit" (ID 0D03D2DB), not the transparent hobble dress or the transparent "armor" catsuits.

 

EDIT: A re-install appears to have fixed the problem. ?

 

EDIT: Nope, still having the issue.

 

ScreenShot2.bmp

Edited by tookachinchilla
Posted
22 minutes ago, tookachinchilla said:

I'm getting this weird... texture (?)

What i see here is texture blink from lights and body - this is transparent and glow like a hell.

Posted

Hello, i just installed this mod today and some texture are missing ( chastity belt, rope, suit, ... ).

I installed the last version of SKSE and all the required mods i see in the readme : SkyUI - SexLab - SexLab Aroused Redux - HDT Physics Extensions - Devious Devices - Fus Ro D'oh - FNIS - XPMS Skeleton - Racemenu - CBBE/UUNP Bodyslide compatible body.

Did i forget something ?

Thank for the help.

 

Posted
18 hours ago, Zaflis said:

You need to change the MCM settings before you get locked in the collar. The device is set with values from MCM at the time of locking as so in script:

 

Some mods make timing in a way that using wait/sleep cannot be used to cheat yourself quickly out of those devices, however if that was so for slave collar i also have no memory of ?

 

Also from same script i can see that slave collar is unlocked with 1 dcur_headrestraintsKey. If it has auto-unlock it's in another script, 90% sure it did.

In the words of Adam Savage “well there’s your problem.” I probably hadn’t run out the actual time clock then and figured “oh, I’ll just change my settings to less time, that’ll sort it out.” Now I know that it locks in, har har, the settings at the time the collar goes on, I can adjust it to something less maddening. Thank you as alway, Zaflis, it’s much appreciated.

Posted
18 hours ago, Elsidia said:

Open console and press

sqv dcur_slavecollarquest

There is variables:

::dayswornneeded_var - how days you need worn

::sexactsneeded_var - how sex acts you need

 

Now calculate your current progress:

Sex acts: ::sexcounter - ::sexcounteratstart_var - sex acts completed - need be equal or more ::sexactsneeded_var

Necessary time:

help gamedayspassed - you got value of time: (example 235.26)

::queststartedtime_var is time when collar is equipped (example: 234.25)

How days are gone: gamedayspassed - ::queststartedtime_var = 235.26 - 234.25 = 1.01 day or one day. This must be more or equal ::dayswornneeded_var

 

Then you need wait in game RT about 30 -40 sec to trigger cursed loot timer and then it will update your collar status and remove it if all parameters is concluded. or says that you need use key to unlock it.

 

UPD: Move text into console Pgup Pgdown keys

I had already brute forced it with console commands by this point but thank you for the tip. I’m going to write that down so I don’t lose it. Very much appreciated.

Posted (edited)
28 minutes ago, twsnider1138 said:

I had already brute forced it with console commands by this point but thank you for the tip. I’m going to write that down so I don’t lose it. Very much appreciated.

To be honest, modded game always force use console. But that will be sad if in one time people always use console only to do their game easier, not for fix bugs or got necessary info about game status. Last info i never was used only for testing purpose. I like to be in waiting status about sex acts and time. But it will be nice if those devices have magical enchanment what reads info how much you need to before take it out (as scripter i think this not so hard to write)

Edited by Elsidia
Posted

Just wondering about the new Skyrim anniversary upgrade which requires the base game. Would I be right in assuming that this would not be compatible with DCL and all DD mods?

Posted
39 minutes ago, flobalob said:

Just wondering about the new Skyrim anniversary upgrade which requires the base game. Would I be right in assuming that this would not be compatible with DCL and all DD mods?

The today released 'Anniversary edition' is a semi-free update for the Special Edition of Skyrim. So the one that came out some years ago. Not the "legacy" version this mod is made for and tested on by the author.

There are conversions for the Special Edition but those require all DLC as do the legacy version of DD and DCL.

Posted (edited)
2 hours ago, flobalob said:

ust wondering about the new Skyrim anniversary upgrade

I add some my from me. Anniversary edition are Skyrim SE new DLC, what need update Skyrim SE (5 gb) to new engine. Old engine are C++ 2015, new engine are C++ 2019. It breaks all mods what have own dll (dll need recompile for 2019 version) and all mods what use SKse64 - need upgrade to new skse64 version and probably rework mods what uses it. For me it completely destroy my Skyrim SE modded game, because i decide not to upgrade my Skyrim SE. Of course first SKSE64 developers must upgrade it for new engine.

 

UPD: DD 5.1 uses ddl, that means this mod is break too.

 

Edited by Elsidia
Posted
3 hours ago, flobalob said:

Just wondering about the new Skyrim anniversary upgrade which requires the base game. Would I be right in assuming that this would not be compatible with DCL and all DD mods?

For the time being, it's true. Don't forget to make a backup of your game files, just in case.

Posted

I have been wondering whether to ask this here or in DD but I figured it made sense to add here: Are there any plans to make a tweak to the menu settings so that leg-binding restraints can be turned on/off by choice in the next update, or to add separate probabilities to those outcomes?

You already have the choice of setting the probability of ankle chains, I think they're called, to zero in the cursed loot MCM, and you can adjust the speed multiplier linked to devious boots (...in devious devices, can't recall..?). But there's no similar option for the body suits that also affect movement outside of disallowing suits completely. The extreme hobble dresses and straitjacket dresses are much, much more punishing than their more 'standard' counter-parts. I play without fast travel enabled and actually consider them much more problematic than arm restraints, which cursed loot does give you the explicit option of disallowing. I love the straitjackets and 'mild' hobble dresses, but the extreme versions that affect movement significantly are often just automatic reloads.

 

 

Posted

Sorry I am sure this is probably covered somewhere, but if you choose to Shut Down All Functions - is there a command to Restart the mod and all functions? I turned mod off, because I wasn't getting cursed loot events anywhere from either containers or bodies. Unfortunately my only manual save is the auto created one after making your choice in front of Statue of Mara to start the game.

Posted
1 hour ago, TajZ said:

Sorry I am sure this is probably covered somewhere, but if you choose to Shut Down All Functions - is there a command to Restart the mod and all functions? I turned mod off, because I wasn't getting cursed loot events anywhere from either containers or bodies. Unfortunately my only manual save is the auto created one after making your choice in front of Statue of Mara to start the game.

In general, when playing modded skyrim, save manually and frequently (like at least every 2 hours or so) or else when some bug inevitably happens (simply because this is Skyrim) you could get your entire playthrough botched forever

Posted (edited)
On 11/11/2021 at 5:05 PM, Elsidia said:

I add some my from me. Anniversary edition ...

UPD: DD 5.1 uses ddl, that means this mod is break too

Mod doesn't need to have a dll for it to not work in Anniversary edition. It is enough that it depends on SKSE in script sources. I think some other examples of mods that will very likely break are:

SkyUI, FNIS, Bodyslide, SexLab... just to name a few...

 

Edit: Well, i see that SKSE will actually be released for it, currently even a public version out "Preliminary AE build 2.1.1".

Edited by Zaflis
Posted (edited)
58 minutes ago, Zaflis said:

Mod doesn't need to have a dll for it to not work in Anniversary edition.

I use SE DD 4.3 with deleted dll long time (i was young in modding and somehow feel, that this dll is damaged, because i deleted it) All mod functions work, but painfully slow (full equip process can take 5 or more minutes real time) Later i restore back dll and process stays more fast, but then DCL starts spawning equipped rendered devices without inventory device (known DD 4.3 bug). Now DD 5.1 have new equip engine and you want to say that dll no more need and, if i delete dll, working speed will left the same and without any new bugs?

 

Edited by Elsidia
Posted

Hi all,

 

Looking for a bit of help, please.  An Old Slave Collar was placed on the bar at the Whip and Chain Inn, and when I examine the collar, I'm told I have another collar on.  I do, it's the Dollmaker's Slave Collar.

 

I remember her (Dollmaker) telling me that she would take it off eventually, so I figured I had to complete the "Bound in Skyrim" arc before it is removed.  Is that right, or was the Dollmakers collar supposed to be removed earlier at some point? 

 

Thanks!

 

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