xboronx Posted March 17, 2015 Posted March 17, 2015 Some necklaces/chokes from the new Leah Lilith Jewelry mod look like they might make nice cursed loot special collars: http://www.loverslab.com/files/file/1803-leah-lilith-jewelry/ From the mod screenshots: Imho especially the snake necklace would be fun with some evil hidden effect which takes a while to discover. Maybe some kind of rape dreams in dreamworlds while sleeping, which occure more and more frequently the longer you wear the necklace
Kimy Posted March 17, 2015 Author Posted March 17, 2015 They are beautiful indeed. And it seems they come with an open permission, even.... ....so...expect me to do something with them.
Morferous Posted March 17, 2015 Posted March 17, 2015 You should add a dialog in Solicitation to bring them to a room to fuck. I kind of agree. Submit has an option to lead your company elsewhere and pick the spot for the act. It would not need to be a rented room, but at least somewhat secluded, because guards will react to public sex by fining the PC in Submit. Having something similar with Cursed Loot would be nice. Some sort of option to move the action a bit out of the way, when needed. Elisif might be open minded and determined, but I doubt she would approve watching his housecarl humping with some stranger in front of her, while court is speaking about strange noises and disappearing peoples around Dragons Bridge. Well... she is a bit strange. Maybe she would.
Gameplayer Posted March 17, 2015 Posted March 17, 2015 I seem to have found a "high security version" of the cat suit, but for some reason the blacksmith in Riverwood doesn't offer a remove function. I like the idea so far of the cat suit, I have even found a better mesh for 7B user's at least but didn't look to see if it was open for use. Selene by Neo, the 0 and 1 weights of the chest piece should be a nice swap so other stuff can line up, might take some outfit studio work though. Looking forward to the next version and some bug crushing uh, no idea how to get the cat suit off. Well that didn't work for some reason I get a weird white strip when replacing the cat suit nif with a different mesh. The neo suit appears normal when using its esp so just wondering if your cat suit is something I can just swap or I gotta pop open the esp in CK? I cannot get out of the locked catsuit gloves, there are no options to remove them. The Blacksmith doesn't offer to remove them and there appears to be no way to get out of them. Note also that I had cat suit turned off. I cant understand why the first encounter with an NPC immediately leads to having this item locked behind the back. If I have to find 4 special keys for this thing at a 2% chance I just don't have the patience for that. As it is I will have to use the "free-me" debug but then I'll also lose slave colar. I gotta say its not playable for me in this state and since I cant just simply swap cat suit mesh for some reason, Im less inclined to make adjustments on my own.
Mister E Posted March 18, 2015 Posted March 18, 2015 This mod is great. Right up there with Captured Dreams and Deviously Helpless. Which brings me to my request. See, Deviously Helpless hasn't been updated in months, and Srende hasn't been around in about that long either. And since this mod meshes so well with Helpless, I was wondering if you could do what you did with Dangerous Nights and roll it together with Cursed Loot? I you could that would be fantastic.
Slorm Posted March 18, 2015 Posted March 18, 2015 This mod is great. Right up there with Captured Dreams and Deviously Helpless. Which brings me to my request. See, Deviously Helpless hasn't been updated in months, and Srende hasn't been around in about that long either. And since this mod meshes so well with Helpless, I was wondering if you could do what you did with Dangerous Nights and roll it together with Cursed Loot? I you could that would be fantastic. The only recent issue with DH was the bind animation with ZAP 6.04 which Xaz provided a patch for, aside from that it works fine as it is. (For info SkyrimLL patched DN so that it works reasonably well now btw) It's down to Kimy of course but personally I'm not a fan of trying to roll up two mods into one as it just dilutes both
Mister E Posted March 18, 2015 Posted March 18, 2015 This mod is great. Right up there with Captured Dreams and Deviously Helpless. Which brings me to my request. See, Deviously Helpless hasn't been updated in months, and Srende hasn't been around in about that long either. And since this mod meshes so well with Helpless, I was wondering if you could do what you did with Dangerous Nights and roll it together with Cursed Loot? I you could that would be fantastic. The only recent issue with DH was the bind animation with ZAP 6.04 which Xaz provided a patch for, aside from that it works fine as it is. (For info SkyrimLL patched DN so that it works reasonably well now btw) It's down to Kimy of course but personally I'm not a fan of trying to roll up two mods into one as it just dilutes both Oh, I missed that. Well then, don't I feel foolish? Never mind Kimy!
Kimy Posted March 18, 2015 Author Posted March 18, 2015 I have in the past implemented a few functions other mods already had into Cursed Loot where I thought it made sense. The solicitation system was such a case. While there were/are several prostitution mods available, none of them integrated DD devices. Also I often missed dialogue options that weren't disrespectful or vulgar. So implementing a lightweight prostitution module for Cursed Loot to cover these gaps sort of made sense to me and apparently it found an audience despite the numerous alternatives available. Dangerous Nights was another case where it just made sense. I had a lot of the groundwork required already available in Cursed Loot's code base. The mod was officially discontinued by its creator. DN never played well together with DD. And one of the biggest reasons for me personally was that it was waaaaay too focused on creature sex for my taste (even if you had animals disabled, it would spawn the beast races a LOT). Deviously Helpless is hands down one of my favourite mods. And yes, it's apparently abandoned for Srende hasn't been seen here in months. But so far, there is little pressure on re-implementing its functionality 1:1 as it continues to work just fine for the time being. It (obviously) works fine with DD devices and plays well together with Cursed Loot. However, I am not ruling out putting combat-related functionality into Cursed Loot, and as a matter of fact I am experimenting with it already. Like with DN, I have a -lot- of the required code in Cursed Loot already, so developing in this direction wouldn't be hard at all. What -will- be in Cursed Loot very soon are expanded sex scenes. The bandits I used to spawn for that will go the way of the dodo and be replaced with a much more complex and configurable system that will use actors nearby instead of spawning them onto you - not unlike what DH does. There also will be more possible triggers in addition to sleep and the slave/slut collars. For example, being unarmed and/or wearing certain restraints will make you prone to getting taken advantage of as well (e.g. every x hours). That's already pretty close to what DH does. I haven't yet decided what other related features to implement.
sapho888 Posted March 18, 2015 Posted March 18, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you.
Kimy Posted March 18, 2015 Author Posted March 18, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see.
Gameplayer Posted March 18, 2015 Posted March 18, 2015 Sounds great Kimy. I'm looking forward to 4.5 so far been catching up on new stuff that has appeared in Cursed Loot.
Verstort Posted March 18, 2015 Posted March 18, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. Can I add one additional condition if you wanted to add a feature like DH? I haven't played DH in months for the same reasons sapho mentioned, with two additional stealth annoyances: When I stopped playing the mod, DH was set up so that, not only would they run straight to you if they saw you, but they didn't even have to see you to know you were there. As a stealth character, you could stand up for a second in some alchemist closet in the middle of a castle, then crouch back down, without making any noise (no walking) and without anyone in line of sight but they would all instantly know there was a helpless lamb in the basement and come running, like standing up was causing the armbinder to send them physic waves or something. Again, last time I played DH, DH skipped partial stealth detection, they would skip the "what was that sound" partial detection search and know instantly where you are, and what bondage you were wearing, if they heard a funny sound. This is more annoying than interesting because it eliminated the hide-and-seek nature of partial detection and resulted in stealth with bondage being more random, you could be completely hidden in 99% of the room, but if you made one sound everyone in the dungeon would know there was free pussy, even if only one guard on one side heard a mouse moan. Can we avoid these two as well? Requiring either line of sight or noise to get their attention first and full detection rather than partial? I know you like to be devious to the player in this kind of situation, but you could always make it so that moving creates more sound, or make some trap for the player to fall into. Maybe you can increase the frequency of tripping or find some other way to make stealth trickier rather than just RNG dependant. The effect of the character being in trouble is more satisfying when they are there because of their own action rather than unavoidable effect, maybe that's just me...
sapho888 Posted March 19, 2015 Posted March 19, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. Can I add one additional condition if you wanted to add a feature like DH? I haven't played DH in months for the same reasons sapho mentioned, with two additional stealth annoyances: When I stopped playing the mod, DH was set up so that, not only would they run straight to you if they saw you, but they didn't even have to see you to know you were there. As a stealth character, you could stand up for a second in some alchemist closet in the middle of a castle, then crouch back down, without making any noise (no walking) and without anyone in line of sight but they would all instantly know there was a helpless lamb in the basement and come running, like standing up was causing the armbinder to send them physic waves or something. Again, last time I played DH, DH skipped partial stealth detection, they would skip the "what was that sound" partial detection search and know instantly where you are, and what bondage you were wearing, if they heard a funny sound. This is more annoying than interesting because it eliminated the hide-and-seek nature of partial detection and resulted in stealth with bondage being more random, you could be completely hidden in 99% of the room, but if you made one sound everyone in the dungeon would know there was free pussy, even if only one guard on one side heard a mouse moan. Can we avoid these two as well? Requiring either line of sight or noise to get their attention first and full detection rather than partial? I know you like to be devious to the player in this kind of situation, but you could always make it so that moving creates more sound, or make some trap for the player to fall into. Maybe you can increase the frequency of tripping or find some other way to make stealth trickier rather than just RNG dependant. The effect of the character being in trouble is more satisfying when they are there because of their own action rather than unavoidable effect, maybe that's just me... Helpless stealth characters unite!
Deamionzero Posted March 19, 2015 Posted March 19, 2015 The DiD-quest is great, it really takes a while to get free 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 I also encountered this situation. When my PC woke up in the cage after triggering a plant event she had no hood or gags on. The gags missing doesn't seem to have caused any problems so far (she can talk, eat, you name it), but even the safeword MCM option doesn't remove the collar because the hood isn't in my PC's inventory (even checked it via console. There are a few items with no names in there which I guess are quest tokens or some such, but no hood is shown at all). My PC had no DD items equipped when the event triggered, though I was carrying quite a few as She was going to sell them to the CD master. I'll attach a papyrus log of the session when the event triggered below, hope that will help Even with that bug, I have to say that this quest is a stroke of sheer genius, Kimy! Plays pefect into an alternate start as an escaped slave (someone laid a trap for you and is trying to return you to your former master/misstress). Bravo! Papyrus.1.log
Nalessa Posted March 19, 2015 Posted March 19, 2015 Can we avoid these two as well? Requiring either line of sight or noise to get their attention first and full detection rather than partial? I know you like to be devious to the player in this kind of situation, but you could always make it so that moving creates more sound, or make some trap for the player to fall into. Maybe you can increase the frequency of tripping or find some other way to make stealth trickier rather than just RNG dependant. Captured dreams adds a chastity piercing with bell that puts a penalty on sneaking, so you can use that for noise detection. Btw, do foot jobs count for slut collar to not unlock? Equipped a belt, bra and gag to avoid being used, but it will just trigger footjobs or the likes instead, wondering if those counts aswell, or I should just press wait for couple days (which would be kinda meh) Nm, still had key on me, once I got rid of them it said I was locked in full gear and npc's reacted accordingly, no longer proccing any scenes! Makes me wonder, what about a bondage collar? As in, a collar that forces you to wear full chastity gear aswell in order to eventually unlock, but you also have to wear gloves, plugs, piercings, a blindfold, a harness/corset/rubber suit (the "chest" slot basically) and one of the footwear be it pony boots/slave boots/restrictive boots. You have hefty debuffs as long as you don't wear everything to please the collar Could use posture or restrictive collar for it and it proccs punishment scenes perhaps like spanking/whipping!
Verstort Posted March 19, 2015 Posted March 19, 2015 Captured dreams adds a chastity piercing with bell that puts a penalty on sneaking, so you can use that for noise I keep forgetting those chastity ring items even exist, there was no quest or interaction for them and for awhile I never saw them because of a bug, need to go back and use them As in, a collar that forces you to wear full chastity gear aswell in order to eventually unlock, but you also have to wear gloves, plugs, piercings, a blindfold, a harness/corset/rubber suit (the "chest" slot basically) and one of the footwear be it pony boots/slave boots/restrictive boots. You have hefty debuffs as long as you don't wear everything to please the collar Could use posture or restrictive collar for it and it proccs punishment scenes perhaps like spanking/whipping! I feel like the actual effect, being stuck with an armbinder, slow boots, and blindfold, could make this item really dull if we don't have some additional interaction thrown at us, like a return of devious sheogorath to show up and make things interesting, or a higher chance of devious interaction in the world. Being tied up is fun, being tied up in the middle of nowhere, so you have to move at snails pace with no map and no sight, can be really dull unless you get lucky and get some interaction through random spawn encounter, and with chastity items and gag, the encounter is less likely to work/exist.
Slorm Posted March 19, 2015 Posted March 19, 2015 While I liked the idea of Deviously Helpless and tried to have it in my games a few times, I was always turned off by the fact that if the NPCs caught the merest glimpse of you, they would beeline straight for you. I normally play stealthy characters and this would mess with my games horribly. The NPCs would also completely ignore all threats to their lives in pursuit. No wild animal, undead horde, or vengeful guard would stop them from trying to have a taste of my delectable helpless body. Hopefully you can implement it in a way like the stealth system in which they may look for you but don't have some kind of homing beacon on you. That's a good point, I think I need to add a "no attacks when stealthed" function to those scenes. Can't attack what you don't see. Just to clarify, in DH if sneak is broken then detection goes from LOS to cloak, however not if a weapon is equipped. It was rather the whole point of DH, it makes the pc take a risk by gaining a speed boost from sheathing weapons versus the greater risk of being spotted.
Verstort Posted March 19, 2015 Posted March 19, 2015 Just to clarify, in DH if sneak is broken then detection goes from LOS to cloak, however not if a weapon is equipped. It was rather the whole point of DH, it makes the pc take a risk by gaining a speed boost from sheathing weapons versus the greater risk of being spotted. Please forgive me for assuming that granting NPCs the ability to detect the player (no sight, no noise, through walls) and what they are wearing(weapon, bondage) was a bug and not an intended feature. I just assumed it was an effect of the cloaking system but that there was no incentive to change it from the author because they liked the effect as it was.
Slorm Posted March 19, 2015 Posted March 19, 2015 Just to clarify, in DH if sneak is broken then detection goes from LOS to cloak, however not if a weapon is equipped. It was rather the whole point of DH, it makes the pc take a risk by gaining a speed boost from sheathing weapons versus the greater risk of being spotted. Please forgive me for assuming that granting NPCs the ability to detect the player (no sight, no noise, through walls) and what they are wearing(weapon, bondage) was a bug and not an intended feature. I just assumed it was an effect of the cloaking system but that there was no incentive to change it from the author because they liked the effect as it was. This was intended, if the pc wished to remain concealed when breaking sneak then they needed to equip a weapon otherwise the cloak would kick in. One of the drivers behind the mod was to make the player be aware of what was going on around them and to punish a player for loose play. In early testing there wasn't even LOS just the cloak, but it was refined later so that cloak kicked in if sneak was broken and no weapon was equipped. Personally I like this approach very much, it leads to "interesting" situations when a DCL trap goes of and breaks sneak and it keeps the player (rather than the pc) on their toes and thinking about what they are doing
wubwubwub Posted March 19, 2015 Posted March 19, 2015 Just to clarify, in DH if sneak is broken then detection goes from LOS to cloak, however not if a weapon is equipped. It was rather the whole point of DH, it makes the pc take a risk by gaining a speed boost from sheathing weapons versus the greater risk of being spotted. Please forgive me for assuming that granting NPCs the ability to detect the player (no sight, no noise, through walls) and what they are wearing(weapon, bondage) was a bug and not an intended feature. I just assumed it was an effect of the cloaking system but that there was no incentive to change it from the author because they liked the effect as it was. This was intended, if the pc wished to remain concealed when breaking sneak then they needed to equip a weapon otherwise the cloak would kick in. One of the drivers behind the mod was to make the player be aware of what was going on around them and to punish a player for loose play. In early testing there wasn't even LOS just the cloak, but it was refined later so that cloak kicked in if sneak was broken and no weapon was equipped. Personally I like this approach very much, it leads to "interesting" situations when a DCL trap goes of and breaks sneak and it keeps the player (rather than the pc) on their toes and thinking about what they are doing It had some irritations for me, specifically regarding distance. If I'm in a 100 yard standoff with someone using a bow or spells and I momentarily don't have a weapon equipped, my combatants make a beeline for me regardless of anything but that one millisecond spent "helpless." I either need to wait out the scene or kill my target and have a bugged scene stuck on me, which can lead to oddities. Works perfectly well in melee: drop your weapon and the fight is over, because the enemy trying to subdue you is at arm's reach already. I have an idea for a sanity check to handle if a scene triggers: Have multiple cloak spells activate when in combat / search mode. A long range "Start looking for me!" and a melee range "you've caught me, initiate a scene!" and have the cloaks disabled when the player stops being helpless as defined by the mod? The logic for the above paragraph would be: Bandit detects / partly detects player, begins searching for player / combat with the player. Player is disarmed by being already helpless, dropping a weapon, or deciding now would be a brilliant time to loot a sack. The two cloak effects trigger. The bandit and other nearby bandits are hit by the cloak effect and either continue searching or close in on the player if already in combat. The results would be: -If attempting to stealth and successful the bandits reset. -If attempting to stealth and detected "combat" begins, see below. -If in combat and a weapon is equipped before someone gets to the short range cloak spell, the cloak that triggers the scene vanishes and combat continues as normal. -If in combat and still helpless, the player could run like hell and possibly get away (currently impossible as the bandits will chase you across all creation when that DH script triggers). -If in combat, helpless, and a bandit "catches" you, DCL gets to do it's evil / awesome thing. You can now knock over a cup in a castle basement and not have someone on the ramparts jump on you, provided you hide. In long range combat, you can recover and keep fighting, or if not the enemy captures you. In short range combat if you drop your weapon you're their prisoner. This also gives an in game surrender option without a hotkey. Drop your weapon and stand still.... your opponent will be *right with you.*
chipstick Posted March 20, 2015 Posted March 20, 2015 It had some irritations for me, specifically regarding distance. If I'm in a 100 yard standoff with someone using a bow or spells and I momentarily don't have a weapon equipped, my combatants make a beeline for me regardless of anything but that one millisecond spent "helpless." I either need to wait out the scene or kill my target and have a bugged scene stuck on me, which can lead to oddities. Works perfectly well in melee: drop your weapon and the fight is over, because the enemy trying to subdue you is at arm's reach already. I have an idea for a sanity check to handle if a scene triggers: Have multiple cloak spells activate when in combat / search mode. A long range "Start looking for me!" and a melee range "you've caught me, initiate a scene!" and have the cloaks disabled when the player stops being helpless as defined by the mod? The logic for the above paragraph would be: Bandit detects / partly detects player, begins searching for player / combat with the player. Player is disarmed by being already helpless, dropping a weapon, or deciding now would be a brilliant time to loot a sack. The two cloak effects trigger. The bandit and other nearby bandits are hit by the cloak effect and either continue searching or close in on the player if already in combat. The results would be: -If attempting to stealth and successful the bandits reset. -If attempting to stealth and detected "combat" begins, see below. -If in combat and a weapon is equipped before someone gets to the short range cloak spell, the cloak that triggers the scene vanishes and combat continues as normal. -If in combat and still helpless, the player could run like hell and possibly get away (currently impossible as the bandits will chase you across all creation when that DH script triggers). -If in combat, helpless, and a bandit "catches" you, DCL gets to do it's evil / awesome thing. You can now knock over a cup in a castle basement and not have someone on the ramparts jump on you, provided you hide. In long range combat, you can recover and keep fighting, or if not the enemy captures you. In short range combat if you drop your weapon you're their prisoner. This also gives an in game surrender option without a hotkey. Drop your weapon and stand still.... your opponent will be *right with you.* The idea for multiple cloak spells seems a potential stability nightmare. Scriptwise, Sexlab mods seem to take skyrim to breaking point way too often already, hence the move away from sexlab aroused to sexlab aroused redux etc. Too many script-heavy mods tend to be disastrous for a lot of users. Hell, vanilla skyrim had issues with its civil war questline. I personally am screening new mods on the basis of cloak spells for this very reason. (There's at least one mod - sexlab approaches- that I would dearly like to add but won't because I don't think my game would appreciate yet another constant cloak effect). I'm no modder -I know just enough to made simple edits to mods I use- but wouldn't multiple cloak spells just for DH-like functionality just end up causing heaps of issues for a lot of users? Someone can correct me if I'm mistaken. For whatever its worth, I use and enjoy DH and also understand the grievances about stealth (since I play stealth-based characters), but personally am not sure its worthwhile to add such complicated functionality to DCL when DH still mostly works, if imperfectly. That's just my point of view though. EDIT: Apologies for the last paragraph, it's really up to Kimy to decide what she wants to include in DCL.
Kimy Posted March 20, 2015 Author Posted March 20, 2015 While you should never say never, I have no plans to use even one constantly running cloak spell in Cursed Loot, let one multiple ones. Generally, Cursed Loot has a rather manageable Papyrus footprint given its size and I want to keep it that way. Currently, there is -one- constantly running periodic event that does some housekeeping every so often and that's it. All cloak spells and cell scans in Cursed Loot are on-demand triggered and used only when needed. I also have no plans to copypaste DH 1:1 into Cursed Loot. As I said above, for the time being, DH works fine - and even if one day something breaks it, it's probably a better idea to assign DH a new maintainer to make the necessary patches rather than me absorbing it into Cursed Loot. What -will- be in Cursed Loot are trigger based sex attacks. Well, these attacks have been in Cursed Loot for a long while now (in form of the slave/slut collar sex attacks), so that's not even news. What I am going to add is more triggers than just being collared. One of the triggers will be being restrained. To a certain degree that's functionality also offered by DH, but my implementation will relate to DH in about the same way as my solicitation feature relates to one of the full-blown prostitution mods: Lightweight and it's my own take on the subject. Yes, if the lightweight feature is good enough for you, you might no longer need DH, like some use the Cursed Loot solicitation in place of a full-featured prostitution mod. Hope that clarifies that.
wubwubwub Posted March 20, 2015 Posted March 20, 2015 Clear, and good to know about cloak effects being potential horrors with script load. In a note related to script load and my trouble with loot events happening several seconds after opening a container: Coopervane was also talking about script load in the DD Integration support thread, with respect to two mods: When Vampires Attack, and Run for Your Lives. He had said they caused delays in scripts activating when he tried them. I was running both, and just took them out. My script lag has vanished. I had been checking my log files to see if anything was filling them with garbage that would delay loot events, and there was no log spam while I was looting. Odd, but I'm glad to be rid of the problem.
Verstort Posted March 20, 2015 Posted March 20, 2015 What -will- be in Cursed Loot are trigger based sex attacks. Well, these attacks have been in Cursed Loot for a long while now (in form of the slave/slut collar sex attacks), so that's not even news. What I am going to add is more triggers than just being collared. One of the triggers will be being restrained. To a certain degree that's functionality also offered by DH, but my implementation will relate to DH in about the same way as my solicitation feature relates to one of the full-blown prostitution mods: Lightweight and it's my own take on the subject. Yes, if the lightweight feature is good enough for you, you might no longer need DH, like some use the Cursed Loot solicitation in place of a full-featured prostitution mod. Hope that clarifies that. I find myself wanting more details about this "restraining" event actually. 'Restraint' is generic enough that I can imagine dozens of different kind of events possible from being restrained while wearing different kinds of bondage gear. I mean there's your standard DH rape, there's kidnap and being taken to a local orgy party, the player could be taken to be sacrificed to Rorikstead's secret black magic tentacle monster, tied to a tree and tickled by a band of those dragonborn gremling things, ect More hardcore, you could be kidnapped and made into a slave, sold into slavery, made into some local farmers pet/animal toy, turned into a stone statue for somebody's house, ect I hope it's not just Rape + Adding DD items, I know you can cook up something more interesting than that Kimy. Edit: Actually, looks like I just defined a more interesting Defeat but from getting caught with items instead being pummelled into the ground, maybe that's out of the bounds of Cursed loot. I was clearly still halfasleep, I read "restrained" as the action of being detained by someone, not restrained by items.
Kimy Posted March 20, 2015 Author Posted March 20, 2015 Clear, and good to know about cloak effects being potential horrors with script load. In a note related to script load and my trouble with loot events happening several seconds after opening a container: Coopervane was also talking about script load in the DD Integration support thread, with respect to two mods: When Vampires Attack, and Run for Your Lives. He had said they caused delays in scripts activating when he tried them. I was running both, and just took them out. My script lag has vanished. I had been checking my log files to see if anything was filling them with garbage that would delay loot events, and there was no log spam while I was looting. Odd, but I'm glad to be rid of the problem. That's not surprising. As long as the script in question doesn't cause outright core dumps or the author of the code explicitly makes it write stuff to the log, chances are that you will see no trace of the script in the log, no matter how much of a performance hog it is. Mind you that -one- constantly running cloak spell triggering three lines of code on each target it hits is very unlikely to make the papyrus engine choke. The combination of a half dozen mods each running constant cloak spells, however, will. What -will- be in Cursed Loot are trigger based sex attacks. Well, these attacks have been in Cursed Loot for a long while now (in form of the slave/slut collar sex attacks), so that's not even news. What I am going to add is more triggers than just being collared. One of the triggers will be being restrained. To a certain degree that's functionality also offered by DH, but my implementation will relate to DH in about the same way as my solicitation feature relates to one of the full-blown prostitution mods: Lightweight and it's my own take on the subject. Yes, if the lightweight feature is good enough for you, you might no longer need DH, like some use the Cursed Loot solicitation in place of a full-featured prostitution mod. Hope that clarifies that. I find myself wanting more details about this "restraining" event actually. 'Restraint' is generic enough that I can imagine dozens of different kind of events possible from being restrained while wearing different kinds of bondage gear. I mean there's your standard DH rape, there's kidnap and being taken to a local orgy party, the player could be taken to be sacrificed to Rorikstead's secret black magic tentacle monster, tied to a tree and tickled by a band of those dragonborn gremling things, ect More hardcore, you could be kidnapped and made into a slave, sold into slavery, made into some local farmers pet/animal toy, turned into a stone statue for somebody's house, ect I hope it's not just Rape + Adding DD items, I know you can cook up something more interesting than that Kimy. Edit: Actually, looks like I just defined a more interesting Defeat but from getting caught with items instead being pummelled into the ground, maybe that's out of the bounds of Cursed loot. Well, it wouldn't be me if I didn't come up with some really mean things that could happen during those events, and I have some in mind already, sold into slavery being one of them (hey, I have some SD+ integration already, so why wouldn't I!). But mind you that I normally start small and expand from there, so more complex stuff might come with another patch in the future. It's just the way I operate and it's also the reason why you guys don't have to wait a year for each update.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now