r5e4w3q2 Posted February 28, 2015 Posted February 28, 2015 Does anyone else has problems with the "threesome demand" option when soliciting? I always get two people (the one asked + his/her friend) teleported on my position, but no sex animation starts. Rather easy money... On a different note, a small suggestion to sleep attacks: Nakedness/Aroused modifier should be different depending on your location. That is, in a dungeon it won't make much difference, bandits might just rape you either way. In a densely populated inn on the other hand... Does anyone else has problems with the "threesome demand" option when soliciting? I always get two people (the one asked + his/her friend) teleported on my position, but no sex animation starts. Rather easy money... Happen to me, when i set the "sex" option to a specific gender. When one side not can participate, the other one seems not in the mood as well Either of you have me a log of this, please? It's probably because of a lack of fitting SL animations, so I'd need write a workaround for this. Interesting, failing at a different point then mine, I don't even get to the porting them to my position stage before it gives up. Wow, this thread is moving, http://www.loverslab.com/topic/33986-deviously-cursed-loot-v44-2015-02-23/?p=1093906
r5e4w3q2 Posted February 28, 2015 Posted February 28, 2015 "You didn't get shagged in a while, did you?" - I am far from an expert on English, but that seems kinda awkwardly constructed. "You haven't gotten shagged in a while, have you?" - maybe?
JuliusXX Posted February 28, 2015 Posted February 28, 2015 Does anyone else has problems with the "threesome demand" option when soliciting? I always get two people (the one asked + his/her friend) teleported on my position, but no sex animation starts. Rather easy money... On a different note, a small suggestion to sleep attacks: Nakedness/Aroused modifier should be different depending on your location. That is, in a dungeon it won't make much difference, bandits might just rape you either way. In a densely populated inn on the other hand... Does anyone else has problems with the "threesome demand" option when soliciting? I always get two people (the one asked + his/her friend) teleported on my position, but no sex animation starts. Rather easy money... Happen to me, when i set the "sex" option to a specific gender. When one side not can participate, the other one seems not in the mood as well Have you checked that the threesome animations are activated in the SexLab? This happened to me with the aggressive animations.
darkfender666 Posted February 28, 2015 Posted February 28, 2015 request: Could you add a chance of getting help also with armbinders with the new DD comments?
Herethak Posted February 28, 2015 Posted February 28, 2015 Nice update Kimy, really loved the DiD quest (even with the bugs which I won't mention since all I found have already been mentioned), however, no one has mentioned the other new event, slave rubber set (which I liked a lot too), in which i found a bug: when wearing the linked gloves CL events can equip restrictive gloves, giving some problems when you unlink the rubber gloves and the game tries to equip their unlinked version. Also, I once removed the rubber gloves and a random NPC adding more fun to my adventure decided to add back said gloves, is that a bug or should NPCs really be able to equip those in random events? Nu I mentioned the oddness with the gloves too~ Im guessing maybe people missed my huge posts... hopefully Kimmy didnt Maybe I should include more TLDR parts after my huge rants. Sorry, I didn't notice . About bugs, I found a small typo in a device comment: "A woman who can't speak up? A call that a win-win situation." (I think the line was like that...). Finally, a small suggestion about the rubber gloves: since it says your wrists and elbows are linked together with padlocks, could you make it so that the player needs someone else's help to unlink them? I can't see how someone could reach her own elbows with her hands and unlock the padlock.
monsta88 Posted February 28, 2015 Posted February 28, 2015 I uninstalled DCL and made a clean save (I was kind of reluctant to do so, too much options to set again and I had a nice collection of leftover special keys). After I reinstalled DCL a few things happened: - Test button now teleported me, so it is working now (earlier my character just got trussed up where I used the button). - I tried Solicitation, but I had no dialog for it. I did a normal sex with an NPC and the Solicitation dialog option appeared only after that. It seems OK now. - I got a HS CB equipped. I went to the old blacksmith dude in Whiterun and I didn't have the dialog for this either. He removed it with a different dialog for 200 gold tho. I'll check this today with other HS stuff, it was late yesterday when I saw this. Edit: I tried adding HS items and equipped them (among them another CB). I tried one and multiple ones. The riften blacksmith always recognized and removed them, so it seems to work well now. Is it advised to reinstall DDi or DDx as well? Oh and one more thing, LL site said there was an update, was it only the German translation?
Mister X Posted February 28, 2015 Posted February 28, 2015 Hey Kimy, something useful: I've recently found a mod, that should be ... erm ... helpful for your mod to evolve its full potential. (can this be said like that? only know the German expression) Maybe you could link this mod on your Optionals list, it seems to give the extra little bit of giggling
limonotu Posted February 28, 2015 Posted February 28, 2015 Hey Kimy, something useful: I've recently found a mod, that should be ... erm ... helpful for your mod to evolve its full potential. (can this be said like that? only know the German expression) Maybe you could link this mod on your Optionals list, it seems to give the extra little bit of giggling I totally agree with that !
dsfargeg222 Posted February 28, 2015 Posted February 28, 2015 During the damsel quest, the rubber gloves seem to be set to highest priority for escape via sharp item event, sequence breaking the shackles (can be fixed by putting gloves back on and hoping you get a key) and by leather restraints where it keeps breaking sequence. Leather bindings + sharp item = gloves off > leather bindings still on, doesn't trigger any sharp item events anymore unless you put gloves back on which in turn only leads to gloves coming off during next sharp item event. Tested on both old + fresh save. All latest versions.
Mister X Posted February 28, 2015 Posted February 28, 2015 During the damsel quest, the rubber gloves seem to be set to highest priority for escape via sharp item event, sequence breaking the shackles (can be fixed by putting gloves back on and hoping you get a key) and by leather restraints where it keeps breaking sequence. Leather bindings + sharp item = gloves off > leather bindings still on, doesn't trigger any sharp item events anymore unless you put gloves back on which in turn only leads to gloves coming off during next sharp item event. Tested on both old + fresh save. All latest versions. Yep, the normal sharp item event seems to have massive issues with DiD quest. So maybe just deactivate all events but DiD related ones and magical traps would be the most easiest workaround. I mean actually, how desperate must those Bandits or Estrus tentacles be, if they rub on the rubber of the PCs catsuit instead of taking on of those dozens holes that are running around nearby?
dsfargeg222 Posted February 28, 2015 Posted February 28, 2015 That is a dirty workaround that will only lead to issues with other items.
Mister X Posted February 28, 2015 Posted February 28, 2015 For me it seemed to first unequip all other stuff to get space for the DiD devices, or am I wrong? So there should be not too big issues if it's like that. But it slowly the mod seems to need some more tests in its own mechanics: So only start one big quest (Slave Rubber, DiD Cursed Collar) at a time, deactivate normal sharp items if the quest needs a special sharp items event, sth like that. I know this would be feasible, and I also know it will be a whole bunch of additional work, but maybe for v5.0 this could be a target.
Guest smellbo Posted February 28, 2015 Posted February 28, 2015 Hey Kimy, something useful: I've recently found a mod, that should be ... erm ... helpful for your mod to evolve its full potential. (can this be said like that? only know the German expression) Maybe you could link this mod on your Optionals list, it seems to give the extra little bit of giggling I like to use the mod IActivate, and disable "empty" on the mcm menu. That way I flip out when I loot a container, find it's empty and then get a full set placed on me
MadCat256 Posted February 28, 2015 Posted February 28, 2015 Hey Kimy, something useful: I've recently found a mod, that should be ... erm ... helpful for your mod to evolve its full potential. (can this be said like that? only know the German expression) Maybe you could link this mod on your Optionals list, it seems to give the extra little bit of giggling I use it myself, It does give that extra air of mystery and fear when looting. I now have to open *every* container to see if it has something useful, no more skipping half the containers in a dungeon because my character somehow knows they're empty.
Kimy Posted February 28, 2015 Author Posted February 28, 2015 For me it seemed to first unequip all other stuff to get space for the DiD devices, or am I wrong? So there should be not too big issues if it's like that. But it slowly the mod seems to need some more tests in its own mechanics: So only start one big quest (Slave Rubber, DiD Cursed Collar) at a time, deactivate normal sharp items if the quest needs a special sharp items event, sth like that. I know this would be feasible, and I also know it will be a whole bunch of additional work, but maybe for v5.0 this could be a target. The sharp item thing is a simple bug that will be fixed in the next patch. And yes, DiD occupies every single DD slot right at quest start to avoid potential issues with other quests or items. To maximize its chance of successfully starting, it will try to remove generic DD items at quest start if you're wearing any. If DiD cannot grab all slots (it still does respect quest items from other mods etc.), the quest won't start and will fall back to a regular cursed loot event. If DiD frees up a slot, it will remain free and can be used by other mods without breaking the quest (I carefully designed DiD that way). So, it shouldn't really matter if you get locked in another DD item while the DiD quest is running, as long as the other quest respects the quest item tag and won't try to remove the remaining DiD items. One mod I am aware of NOT respecting quest item tags is SD+. As long as I haven't added the DiD items to Cursed Loot's device removal manager (which I eventually will, but it's work!), SD+ quests can break DiD. Tbh, SD+ as it is right now is borderline incompatible with each and every DD quest mod for that reason.
Monoman1 Posted February 28, 2015 Posted February 28, 2015 The catsuit could use a little TLC from someone more skilled than I. Some of the vertices between and particualarily above and below the breasts do not seem to scale well (or at all possibly) using bodyslide. Images:
Nicoya Posted February 28, 2015 Posted February 28, 2015 Really enjoyed the DiD quest, though I had a bit of a moment since I had read the earlier comments... ...about the "sharp items" breaking things, so I disabled the sharp item chance (I'm not a fan of it in the first place) and then panicked a bit when I got to the leather restraints part and it kept telling me I needed to find a sharp item! Luckily it's a separate event I guess. I did have one inconvenience that I don't think anyone else has touched on: During the leather restraints phase, searching a container and then backing out always triggered an unskippable struggle animation, whereas every other arm bind would show a dialog allowing me to just carry on and skip the struggle animation. I found it slowed things down a lot, though it's a minor detail. I'm not sure if it's because I use a 360 controller (I have a projector hooked up for Skyrim so it's nice to sit back on the couch) or if it's generic for any controls. While I did enjoy the DiD quest, I feel like it's one of those events that would be fun once or twice, but due to the time involved to progress through it, it might not have a lot of lasting appeal. It would be great if there were a "lite" version of it better suited for a more common event: I find I most enjoyed the "trapped in a cage" part, so it would be cool if there was an event that started with the arm binder and hog tie in the cage, and just added a single-layered assortment of items you might find in a device-equipping event according to the user's preferences. It would be double-awesome if there were a bunch of cage locations sprinkled around Skyrim and/or in relatively safe caves. Possibly bandit hideouts too, with the bandits calmed until you managed to open the cage door, at which point you'd have to fight your way out?
Sarfin Posted February 28, 2015 Posted February 28, 2015 Hey Kimy, something useful: I've recently found a mod, that should be ... erm ... helpful for your mod to evolve its full potential. (can this be said like that? only know the German expression) Maybe you could link this mod on your Optionals list, it seems to give the extra little bit of giggling I open every chest anyway. Even empty there is a chance that one of my keys spawn
MadCat256 Posted February 28, 2015 Posted February 28, 2015 I find I most enjoyed the "trapped in a cage" part, so it would be cool if there was an event that started with the arm binder and hog tie in the cage, and just added a single-layered assortment of items you might find in a device-equipping event according to the user's preferences. It would be double-awesome if there were a bunch of cage locations sprinkled around Skyrim and/or in relatively safe caves. Possibly bandit hideouts too, with the bandits calmed until you managed to open the cage door, at which point you'd have to fight your way out? There's an add-on mod for SD that scatters cages throughout skyrim, including most bandit camps. Perhaps it could be adapted to become a CL add-on so both mods could use the same cages.
xboronx Posted February 28, 2015 Posted February 28, 2015 Huscarls forcegreet is funny if you wear the rubber gloves. When i visited Dragonreach Irilieth approached me and applied the rubber gloves elbow bondage meanwhile. Had a good laugh, the Huscarls are really eager looking after your dress code. Only with the right bondage dress you may walk up to and speak to the jarl
janoorn Posted February 28, 2015 Posted February 28, 2015 hey, one question: i have the armbinder on that i cant escape by struggling and i read that i need sharp objects to get rid of it, are these special objects found in the game or will any weapon do? and how do i activate them to get free? e: also when i do the DiD quest and then use the safeword, it does not unequip the collar and even if i have the keys, i cant use them because it says my arms are still tied up, even though im not wearing anything due to the safeword but i found a way to get out of the armbinder ee: now i cant remove the arm cuffs, they still show as equipped even though im not wearing them and they stop me from unequipping the rest
Nalessa Posted February 28, 2015 Posted February 28, 2015 What acts count for unlocking the slave collar btw? Is it any sex act at all, or does it only count the ones where you are "victim", or do you have to use solicitation? I have at least the max amount of acts needed from any sex act (counting male and female partners gives me at least 100 ... putting the cd to 1 hour is something sofia is having a blast with ) and picked dozens of plants by now ... got tons of restraints/rubber restraints/chastity keys, but no slave collar one. Is there a message that pops up if you meet the key spawning requirements? Like "The enchantment on the collars' lock has waned, now is the time to find a key and unlock it ..." or something.
MadCat256 Posted March 1, 2015 Posted March 1, 2015 What acts count for unlocking the slave collar btw? Is it any sex act at all, or does it only count the ones where you are "victim", or do you have to use solicitation? I have at least the max amount of acts needed from any sex act (counting male and female partners gives me at least 100 ... putting the cd to 1 hour is something sofia is having a blast with ) and picked dozens of plants by now ... got tons of restraints/rubber restraints/chastity keys, but no slave collar one. Is there a message that pops up if you meet the key spawning requirements? Like "The enchantment on the collars' lock has waned, now is the time to find a key and unlock it ..." or something. Remember there's a time requirement as well. If I recall correctly the default is between 10 and 50 days. edit: I do wish there was a stat tracking how many days we've had the collars on. Every time I get stuck in one I always forget to make a note of the day I got put in it.
Nalessa Posted March 1, 2015 Posted March 1, 2015 Ah yeah forgot it was 50, about 30 days or so passed now, so could be unlucky and need more days
Kimy Posted March 1, 2015 Author Posted March 1, 2015 What acts count for unlocking the slave collar btw? Is it any sex act at all, or does it only count the ones where you are "victim", or do you have to use solicitation? I have at least the max amount of acts needed from any sex act (counting male and female partners gives me at least 100 ... putting the cd to 1 hour is something sofia is having a blast with ) and picked dozens of plants by now ... got tons of restraints/rubber restraints/chastity keys, but no slave collar one. Is there a message that pops up if you meet the key spawning requirements? Like "The enchantment on the collars' lock has waned, now is the time to find a key and unlock it ..." or something. All acts count. And no, there is no message. If you meet the requirements, the key might spawn. Keeping you in the dark about when you get released is part of the fun!
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