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


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Posted

i wonder what the next version will have maybe a trap that blacks the player and followers out and they wake up in a stock in a town and get gangbanged ?

Posted

Wonderful mod.  Freaking amazing, actually.

 

However, I need some help.  One issue is a technical one; the other is likely an ID10T error on my part.

 

First the technical: No matter what, new game, new install, there is always a decent change that if I choose struggle in the armbinder dialogue box, I will get a CTD.  Is this a known issue?  If so, any easy fix?  If not, then oh well, I can live.

 

Second, I love the DiD quest... well, I want to love it.  My problem is that I have no idea what to do once I get free of the hogtie.  AFAIK you cannot get out of armbinders on your own, so I am stuck in the cage that I cannot lockpick while bound (as if I could without a lockpick anyways).  I have looked for keys/anything to help high and low both inside and outside the cage.  I have waited and waited, slept and slept, and struggled and struggled.  I am simply asking if there is something integral to DD that I am missing so that I don't miss out on this quest my needing to disable it because I have no means of escape.  In other words, could I get a teensie spoiler here to nudge me along and ensure that I am not stuck due to a bug or simple ignorance of a key concept of the DD system?

 

Thanks.

Posted

@cyclops: You get out of this armbinder just the way you get out of any others, struggling until the message tells sth of loosen straps, then try to remove it. The problem though in DiD is, that'll won't help you that much ...

Posted

DiD feedback:

 

I play the DCL with no escape options (I get my keys from DD for the Masses). I don't use Hardcore mode anymore, since the last time there was that nasty bug with Shock Boots. Anyway, after a clean install, I started it (by setting this event high, the others 0, and raised the event chance to 100%, I didn't want to use the test button). I left the key chances for DiD on the default.

 

 

 

I appeared in the cage and got the messages. It would be nice if the character would appear already trussed up, when the screen fades in. In my case the stuff was just being equipped when I saw her. It is just a minor thing, but it would add to the immersion.

 

On the Armbinder part I got the message on the 1st try that since I prepared the lock ahead, I can easily slip out. I'm not sure if this is how it should work, I experimented with the Yoke's "Manipulate the Locks" option 1-2 days ago, maybe that was still active?

 

The "find something on the ground" was tedious, I was unlucky and had to search like 20+ times.

 

Once I was out the cage, I headed for Markath and was attacked by a Dragon (luckily the weakest one). I managed to get near Markath and the NPCs killed it. I talked to the coach driver to bring me to Riften. Again, I don't know if this is supposed to work, when I managed to get through the gagtalk, the coach driver had no issues bringing me there.

 

In Riften there are tons of containers, in the city, in the harbor and in the thieves guild. I knew I could just keep opening the same container, but that would be definitely cheating. I had no problem with the sharp object part, since I had the escape options disabled already. It is a good idea that different bindings should be removed in different ways, btw.

 

This was where the quest became from interesting/exciting to tedious. After the hand and blindfold restraints are off, the quest is just about opening every container over and over again. Also, since the Leg Keys have the lowest chance to drop by default, it was trhe hardest to find those keys. I was happy when I finally found the 4th key for the pony boots, but then I got annoyed when there was another boot under it.

 

I still had tons of Body restraints on when I decided to go and do something else instead, so i went to do some dungeon crawling. By the end of a container-rich dungeon I had all the necessary keys. When I removed the last item, I had 98(!) leftover keys (50 of those hand restrains). I think the quest prevents other DCL events to happen so it is completely safe to open containers, since none of the other events may happen.

 

 

 

The DiD quest is similar to me to the Cursed/Slave/Slut collar quests, it is fun for once, but I don't want to do them a second time. I changed the chances for the collar quests to 0 and the requirements to complete them to the minimum (if they would still activate for some reason).

 

The DiD quest is missing the motivation factor for me, the reason why I'm doing this. In itself, the quest makes no sense; if someone wants you dead, then he could just kill you instead of putting all restraints on you. If he doesn't want to kill you, why is he doing this? Here are a few ideas:

 

- These quests (all collar quests and DiD) should be a quest chain, where Sanguine is having fun by tricking you into these situations. There should be some solution to it too, where you can either trick Sanguine into bondage or make him lose interest in you. Either way, he should play a more active part in the missions, so the player always knows who did this to his character.

 

- In the DiD quest the restraints should have some added negative effects, which would increase the need to remove them. At the moment if the PC can see and use the hands, there isn't much punisment. Yes, there are some stats lowered and the occassional aroused breaks, but otherwise everything is pretty much normal. I'm not sure this is a good idea, since too much punisment would discourage the player from leaving town.

 

- More unique ways to remove restraints, like the sharp object part. For example: ask a blacksmith to break iron shackles. Ask an NPC to unlock elbow lock (I don't really like the idea that the PC can unlock her own elbow lock, I think it is kind of impossible). Ask a locksmith to make a special key for one of the restraints. Get a special magic knife to cut the special rubber. Convince a mage to do something with one of the restraints. Etc. These are all good reasons to make the PC move around Skyrim and even send her to dungeons, etc.

 

You could combine the above 3 ideas to make a really immersive quest-line. That would also mean that each quest would be need to play only once, but I would give a reset option for players who want to do them again.

 

I know this would require alot more work to do, but simply adding more locks to restraints won't make the quest more fun, it makes them more boring/tedious. In the last hour of DiD, I didn't even think about the quest; I was just doing a dungeon and when finished, checked if I got enough keys for DiD too in the meantime.

 

That being said, it would be nice if the PC could keep these special restraints. That goes for the other special stuff too, like the Slave set and the HS set. I'm guessing they would cause problems if the player would put them on the NPCs, that's why they have to disappear.

 

Well, this was my feedback. I hope you don't feel bad and please remember, this is only my opinion, I might be completely wrong. I really like this mod and appreciate the work you put in it and that's why I spend all this time to type this - I'd like it to become even better. I also believe in constructive criticism - different point of views are important.

 

 

Posted

Iv asked this before but RL events stopped me from checking any answer on the forum and there is no way to find my old post (is there?) I was wondering if there is or gonna be any bodylide support for this mod? I finally made a body im happy with but that makes the equippement clips like a motherf....lol.

Posted

Iv asked this before but RL events stopped me from checking any answer on the forum and there is no way to find my old post (is there?) I was wondering if there is or gonna be any bodylide support for this mod? I finally made a body im happy with but that makes the equippement clips like a motherf....lol.

 

This uses the meshes and textures from DDa and DDx. So probably you want to try out the different Devious Conversions that are available on the site ;)

Posted

 

Iv asked this before but RL events stopped me from checking any answer on the forum and there is no way to find my old post (is there?) I was wondering if there is or gonna be any bodylide support for this mod? I finally made a body im happy with but that makes the equippement clips like a motherf....lol.

 

This uses the meshes and textures from DDa and DDx. So probably you want to try out the different Devious Conversions that are available on the site ;)

 

 

On a related note, this mod *does* include some bodyslide files, but they are exclusive to the few rubber suit assets included in this mod that don't come from DDa/DDx.  

 

The link Mister X posted is your best source for finding a useful conversion of the assets, just be careful that any you downloaded are updated to support the latest versions of the mods or you may break some items.  

Posted

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.

 

Of cause. Target was "falkreath guard", who invited another falkreath guard.

Papyrus.0.log

Posted

hi Kimy...

 

i really love your mod, so thanks for creating and sharing it... :)

 

but i have a question... i'm not complaining, just wondering if it's something you wanted like that or that you are going to change in future (if possible of course)...

 

i find a little weird that, wherever i am, when a flashbang trap explodes i get tied and raped by 1 or 2 bandits... it appened to me in a dungeon full of draugr (that gathered around us to watch) and happened in Proventus Avenicci's room in Dragonsreach while he kept sleeping...  i would find it more logic and less "story-breaking" that to take advantage of my situation were people already present in the place (draugr in the 1st case, Proventus and/or guards in the 2nd) in other places might be falmers, vampyres, and so on...

 

do you think that it's possible to do ?  and will you try it first or later ?

 

thanks again for everything ;)

Posted

DiD feedback:

 

I play the DCL with no escape options (I get my keys from DD for the Masses). I don't use Hardcore mode anymore, since the last time there was that nasty bug with Shock Boots. Anyway, after a clean install, I started it (by setting this event high, the others 0, and raised the event chance to 100%, I didn't want to use the test button). I left the key chances for DiD on the default.

 

 

 

I appeared in the cage and got the messages. It would be nice if the character would appear already trussed up, when the screen fades in. In my case the stuff was just being equipped when I saw her. It is just a minor thing, but it would add to the immersion.

 

On the Armbinder part I got the message on the 1st try that since I prepared the lock ahead, I can easily slip out. I'm not sure if this is how it should work, I experimented with the Yoke's "Manipulate the Locks" option 1-2 days ago, maybe that was still active?

 

The "find something on the ground" was tedious, I was unlucky and had to search like 20+ times.

 

Once I was out the cage, I headed for Markath and was attacked by a Dragon (luckily the weakest one). I managed to get near Markath and the NPCs killed it. I talked to the coach driver to bring me to Riften. Again, I don't know if this is supposed to work, when I managed to get through the gagtalk, the coach driver had no issues bringing me there.

 

In Riften there are tons of containers, in the city, in the harbor and in the thieves guild. I knew I could just keep opening the same container, but that would be definitely cheating. I had no problem with the sharp object part, since I had the escape options disabled already. It is a good idea that different bindings should be removed in different ways, btw.

 

This was where the quest became from interesting/exciting to tedious. After the hand and blindfold restraints are off, the quest is just about opening every container over and over again. Also, since the Leg Keys have the lowest chance to drop by default, it was trhe hardest to find those keys. I was happy when I finally found the 4th key for the pony boots, but then I got annoyed when there was another boot under it.

 

I still had tons of Body restraints on when I decided to go and do something else instead, so i went to do some dungeon crawling. By the end of a container-rich dungeon I had all the necessary keys. When I removed the last item, I had 98(!) leftover keys (50 of those hand restrains). I think the quest prevents other DCL events to happen so it is completely safe to open containers, since none of the other events may happen.

 

 

 

The DiD quest is similar to me to the Cursed/Slave/Slut collar quests, it is fun for once, but I don't want to do them a second time. I changed the chances for the collar quests to 0 and the requirements to complete them to the minimum (if they would still activate for some reason).

 

The DiD quest is missing the motivation factor for me, the reason why I'm doing this. In itself, the quest makes no sense; if someone wants you dead, then he could just kill you instead of putting all restraints on you. If he doesn't want to kill you, why is he doing this? Here are a few ideas:

 

- These quests (all collar quests and DiD) should be a quest chain, where Sanguine is having fun by tricking you into these situations. There should be some solution to it too, where you can either trick Sanguine into bondage or make him lose interest in you. Either way, he should play a more active part in the missions, so the player always knows who did this to his character.

 

- In the DiD quest the restraints should have some added negative effects, which would increase the need to remove them. At the moment if the PC can see and use the hands, there isn't much punisment. Yes, there are some stats lowered and the occassional aroused breaks, but otherwise everything is pretty much normal. I'm not sure this is a good idea, since too much punisment would discourage the player from leaving town.

 

- More unique ways to remove restraints, like the sharp object part. For example: ask a blacksmith to break iron shackles. Ask an NPC to unlock elbow lock (I don't really like the idea that the PC can unlock her own elbow lock, I think it is kind of impossible). Ask a locksmith to make a special key for one of the restraints. Get a special magic knife to cut the special rubber. Convince a mage to do something with one of the restraints. Etc. These are all good reasons to make the PC move around Skyrim and even send her to dungeons, etc.

 

You could combine the above 3 ideas to make a really immersive quest-line. That would also mean that each quest would be need to play only once, but I would give a reset option for players who want to do them again.

 

I know this would require alot more work to do, but simply adding more locks to restraints won't make the quest more fun, it makes them more boring/tedious. In the last hour of DiD, I didn't even think about the quest; I was just doing a dungeon and when finished, checked if I got enough keys for DiD too in the meantime.

 

That being said, it would be nice if the PC could keep these special restraints. That goes for the other special stuff too, like the Slave set and the HS set. I'm guessing they would cause problems if the player would put them on the NPCs, that's why they have to disappear.

 

Well, this was my feedback. I hope you don't feel bad and please remember, this is only my opinion, I might be completely wrong. I really like this mod and appreciate the work you put in it and that's why I spend all this time to type this - I'd like it to become even better. I also believe in constructive criticism - different point of views are important.

 

I might add features to the DiD quest over time, yes. And yes, the special restraints get removed basically because they would break NPCs. I could add code to deal with this, but would people really want to lock a punishing restraint on themselves? oO

 

 

 

Iv asked this before but RL events stopped me from checking any answer on the forum and there is no way to find my old post (is there?) I was wondering if there is or gonna be any bodylide support for this mod? I finally made a body im happy with but that makes the equippement clips like a motherf....lol.

 

This uses the meshes and textures from DDa and DDx. So probably you want to try out the different Devious Conversions that are available on the site ;)

 

 

On a related note, this mod *does* include some bodyslide files, but they are exclusive to the few rubber suit assets included in this mod that don't come from DDa/DDx.  

 

The link Mister X posted is your best source for finding a useful conversion of the assets, just be careful that any you downloaded are updated to support the latest versions of the mods or you may break some items.  

 

 

Yes. I don't add -anything- without Bodyslide support to Cursed Loot, no matter how awesome the item otherwise is. And DDa/DDx has aforementioned third-party conversions, so everything that Cursed Loot drops is BS supported. :)

 

hi Kimy...

 

i really love your mod, so thanks for creating and sharing it... :)

 

but i have a question... i'm not complaining, just wondering if it's something you wanted like that or that you are going to change in future (if possible of course)...

 

i find a little weird that, wherever i am, when a flashbang trap explodes i get tied and raped by 1 or 2 bandits... it appened to me in a dungeon full of draugr (that gathered around us to watch) and happened in Proventus Avenicci's room in Dragonsreach while he kept sleeping...  i would find it more logic and less "story-breaking" that to take advantage of my situation were people already present in the place (draugr in the 1st case, Proventus and/or guards in the 2nd) in other places might be falmers, vampyres, and so on...

 

do you think that it's possible to do ?  and will you try it first or later ?

 

thanks again for everything ;)

 

Revamping the rape scenes and making them -loads- better is one of the biggest items on my to-do list for the next major version. :)

Posted

I find it odd that the rubber suits don't act like a chastity belt (blocking tentacle attacks and other penetrations).  It seems odd to be locked into a rubber suit that can only be opened with multiple keys yet bandits can bang away as if there isn't any barrier.

Posted

I find it odd that the rubber suits don't act like a chastity belt (blocking tentacle attacks and other penetrations).  It seems odd to be locked into a rubber suit that can only be opened with multiple keys yet bandits can bang away as if there isn't any barrier.

 

It has a very lore-friendly device called a "zipper".  :P

Posted

Kimy, i am gonna start to like your mod more and more :D

 

And while i was exploring, i was wondering if pick up items would not be a wonderful way to place a trap under :angel:

Posted

The DiD-quest is great, it really takes a while to get free :D

 

Unfortunately the game didn't equip the hood properly, i could always see my char without hood and only a blindfold. Now i managed to remove enough of the bindings to access inventory, but the game thinks i have the hood equipped. So i can't unlock the collar now, telling me i first need to unlock the hood, and i don't see a blindfold in my inventory.

Probably just some lag on my end, when i start the quest on my running game with the test button it euips the hood correctly, just doesn't teleport me. Might as well have happened because when the quest triggered i was already wearing some DD items.

It got triggered through picking a flower though, not sure if this is intended :D

 

Posted

I'm having trouble getting this mod to work at all, nothing happens when I loot, or sleep in a bed, or use the solicitation option in dialogue. Using the test bondage option on the menu also doesn't do anything. I have no idea what the issue here is when I've got everything installed, although I admit I'm not terribly familiar with the finer details of modding. 

Posted

 

I find it odd that the rubber suits don't act like a chastity belt (blocking tentacle attacks and other penetrations).  It seems odd to be locked into a rubber suit that can only be opened with multiple keys yet bandits can bang away as if there isn't any barrier.

 

It has a very lore-friendly device called a "zipper".  :P

 

 

You mean a zipper that requires a special key that takes quite a bit of effort to find?   ;)

Posted

Yeap, I think this and this are the two most up-to-date

 

Thanks for the replyes everyone. Do i need both of these or do i have to choose one of them? Also, i noticed a few new items i the last DCL, like the tighboots and restrictive corset and i was wondering if anyone know if these are included in the bodyslide support.

 

Edit: Just tested out the DD+DDX 2.2d mod and it worked just great. Thank for the links Mister X.

Posted

Shanela, sharp object works, but it looks like a bug because of this: If you find a rubber key in a dead body or chest, it says "you need one more to unlock", so i guess the intended mechanic is to find two keys.

 

4 i think, two keys for each arm. There are locked on the upper arms and wrists.

 

But i noticed some issues with followers.

 

I had Lydia with me and opened a box. After my PC was captured in bonds, Lydia was next. But her boots not appear on her body, and instead of a gag, she just had an open mouth. Also she did not took of her cloths.

 

Known issue?

 

Posted

Don't know if this has been mentioned, but the MCM tooltips are a bit scrambled. Granted, this could be an interaction with the plethora of other mods that go with this and/or Mod Organizer, but this seems to be the only mod I use with this issue.

 

It's an excellent mod, by the way. Kudos. 

Posted

I'm having a few issues with this mod. I recently started a new playthrough (2 hours ago). This mod was working fine at first, but now suddenly nothing happens anymore, no matter how high the chances are set in the MCM menu. I can do the selfbondage, but nothing happens when I'm looting stuff. I uninstalled Sanguines Debauchery mid-dungeon, could that have caused any troubles?

 

Excellent mod by the way. I love it.

 

ifitwouldwork....

Posted

I'm having a few issues with this mod. I recently started a new playthrough (2 hours ago). This mod was working fine at first, but now suddenly nothing happens anymore, no matter how high the chances are set in the MCM menu. I can do the selfbondage, but nothing happens when I'm looting stuff. I uninstalled Sanguines Debauchery mid-dungeon, could that have caused any troubles?

 

Excellent mod by the way. I love it.

 

ifitwouldwork....

 

I'd need a log.

 

Generally, uninstalling stuff midway is -not- a good idea. ;)

Posted

 

I'm having a few issues with this mod. I recently started a new playthrough (2 hours ago). This mod was working fine at first, but now suddenly nothing happens anymore, no matter how high the chances are set in the MCM menu. I can do the selfbondage, but nothing happens when I'm looting stuff. I uninstalled Sanguines Debauchery mid-dungeon, could that have caused any troubles?

 

Excellent mod by the way. I love it.

 

ifitwouldwork....

 

I'd need a log.

 

Generally, uninstalling stuff midway is -not- a good idea. ;)

 

I'm using MO so in the back of my head I thought it would be fine. Guess not xd

Uhm where can I find this log? Never looked it up before...

Posted

 

 

I'm having a few issues with this mod. I recently started a new playthrough (2 hours ago). This mod was working fine at first, but now suddenly nothing happens anymore, no matter how high the chances are set in the MCM menu. I can do the selfbondage, but nothing happens when I'm looting stuff. I uninstalled Sanguines Debauchery mid-dungeon, could that have caused any troubles?

 

Excellent mod by the way. I love it.

 

ifitwouldwork....

 

I'd need a log.

 

Generally, uninstalling stuff midway is -not- a good idea. ;)

 

I'm using MO so in the back of my head I thought it would be fine. Guess not xd

Uhm where can I find this log? Never looked it up before...

 

 

It has nothing to do with using MO or not, it has something to do with the circumstance that Skryim stores all sort of stuff in your savegame, including things that make no sense to store in savegames. These artifacts will remain in your savegame even when a certain mod is uninstalled and can cause all sorts of issues.

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