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


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Posted

 

I think those comments are probably from SD+.

 

 

Hi Sappho,

 

Which comments are you referring to? The "On your knees dog" comment, the "That's a slave's ass I wouldn't mind fucking. Too bad you already have a master" comment, or both?

 

Thanks.

Posted

 

 

there is NEVER a need for a cloak anymore, tbh. there was some example of using a quest instead. sexlab aroused redux does this.

 

 

There is no need for coding around them for sheer ideology either. There are lots of situations where you can use them without any harm whatsoever.

 

 

in my case, it's less ideology than practicality. in other words...some coders are stupid.

small example: my brother's save.

immersive patrols mod and a certain mod with a mask that acts like the grey fox one. some stealth tools mod. It used a cloak effect, and the thing become unplayable and bloated to about 80MB. the papyrus log was bloated to close to 500 MB. the culprit? the mask's cloak effect applying and reapplying to close to a hundred npcs at once at a battlefield, and causing massive script hang, putting a carefully stabilized build over its limit.

I do understand that some effects done by cloaks are more effective, such as one-off type deals, especially effects without any duration or delay to them, as opposed to effects like this.

On another note...I hope you put the brawl bugs fix in your mod's 'recommended' section if it isn't already, as I'm sure many of us know about, and hate, that particular bug.

 

keep up the good work :P looking forward to 4.5

Posted

So far i've been coward with the broken locks option from DDi and not used it. If i turn it on what happens then? Can it also lead to special DCL keys to break the lock? Can i get free at all then?

 

Once when wearing a yoke i approached a blacksmith and he took the yoke of, but took 3000 septims as debt. Everytime i earned money it immediately disappeared magically (displaying a text how much debt was left). Not sure if it is from DDi or DCL, but i really liked that idea.

Might be a cool alternate option to get rid of standard devices. You can't buy food then or rest in an inn, so you have to search barrels etc. for food, sleep in dangerous locations ... . And then there could be a threshold like in captured dreams, if your debts exceed this sum the blacksmith gets annoyed and does something nasty like equipping a slave or slut collar and other evil devices on you :D

Posted

So far i've been coward with the broken locks option from DDi and not used it. If i turn it on what happens then? Can it also lead to special DCL keys to break the lock? Can i get free at all then?

 

Once when wearing a yoke i approached a blacksmith and he took the yoke of, but took 3000 septims as debt. Everytime i earned money it immediately disappeared magically (displaying a text how much debt was left). Not sure if it is from DDi or DCL, but i really liked that idea.

Might be a cool alternate option to get rid of standard devices. You can't buy food then or rest in an inn, so you have to search barrels etc. for food, sleep in dangerous locations ... . And then there could be a threshold like in captured dreams, if your debts exceed this sum the blacksmith gets annoyed and does something nasty like equipping a slave or slut collar and other evil devices on you :D

 

I believe that if the key breaks in the lock, then only way to get the item off is by speaking with a blacksmith.

 

 

I think those comments are probably from SD+.

 

 

Hi Sappho,

 

Which comments are you referring to? The "On your knees dog" comment, the "That's a slave's ass I wouldn't mind fucking. Too bad you already have a master" comment, or both?

 

Thanks.

 

 

I think both of them come from SD+

Posted

Hi Sappho88,

 

I do believe you're right. In fact, after fumbling around in TES5edit I believe at least one of those lines comes from Sexlab Dialogues, which is now a requirement for SD+. Hmm. Can be a bit tricky disentanging what comes from what mod sometimes. XD Thanks!

 

Kimy ,

I realise you have all sorts of ideas and requests thrown at you left and right so I hope you won't mind one more from me. It's less an proposal and more a discussion point really, with the purpose of increasing compatibility with other mods.

 

Both Cursed Loot and Sanguines Debauchery introduce random boinkage if conditions are met (slave/slut/cursed collars for DCL; coveted status for SD+). Now I absolutely love these, but it does cause issues with some scripted mods when their scenes are interrupted by random sex initiated by other mods. 2 examples are prison overhaul or animal mansion. Hence, what about a debug menu option that allows us to suspend that functionality until we resume it with another button press?

 

Problem is, such a feature might work against the whole point of DCL and SD+ are trying to achieve: not everything is under our control. But on the other hand, there are mods that we cannot really try when these features are in effect. Again, thus is not meant as a criticism; I really really like your collars and what they do. They're my favourite part of it in fact. Admittedly, we could just use the safeword when we want to try out other mods, but its nice to have a pause function in addition to a rescue function. After all we don't  want to be rescued, we just want the other mod to have a chance to do its thing.

 

I haven't actually tried either prison overhaul or animal mansion, and from what I know, prison overhaul may not be the best example since it would presumably remove DCL collars to implement its own collar? (Actually, mightn't it break DCL quests like the cursed collar quest?) As I said, an imperfect example, but I thought I'd still raise the issue of compatibility for your consideration. I don't even know how complicated it'd be to add in such a feature.

 

 

 

Posted

 

I haven't actually tried either prison overhaul or animal mansion, and from what I know, prison overhaul may not be the best example since it would presumably remove DCL collars to implement its own collar? (Actually, mightn't it break DCL quests like the cursed collar quest?) As I said, an imperfect example, but I thought I'd still raise the issue of compatibility for your consideration. I don't even know how complicated it'd be to add in such a feature.

 

AFAIK DDi removal hasn't been implemented in the latest PO (it is usually an add on patch produced by Bane_Master). In the last version the patch worked by removing DDi items during the time in prison and the Jailer then refits them when you're released at the end.

 

I've never tested the patch against unique DCL items so it may or may not be an issue

Posted

So far i've been coward with the broken locks option from DDi and not used it. If i turn it on what happens then? Can it also lead to special DCL keys to break the lock? Can i get free at all then?

 

Once when wearing a yoke i approached a blacksmith and he took the yoke of, but took 3000 septims as debt. Everytime i earned money it immediately disappeared magically (displaying a text how much debt was left). Not sure if it is from DDi or DCL, but i really liked that idea.

Might be a cool alternate option to get rid of standard devices. You can't buy food then or rest in an inn, so you have to search barrels etc. for food, sleep in dangerous locations ... . And then there could be a threshold like in captured dreams, if your debts exceed this sum the blacksmith gets annoyed and does something nasty like equipping a slave or slut collar and other evil devices on you :D

 

Cursed Loot does currently not implement a function to open a jammed lock. I am thinking about something to leverage this function, though.

 

 

 

 

Hi Sappho,

 

Which comments are you referring to? The "On your knees dog" comment, the "That's a slave's ass I wouldn't mind fucking. Too bad you already have a master" comment, or both?

 

Thanks.

 

 

I think both of them come from SD+

 

 

That's definitely not my writing. :P

 

Hi Sappho88,

 

I do believe you're right. In fact, after fumbling around in TES5edit I believe at least one of those lines comes from Sexlab Dialogues, which is now a requirement for SD+. Hmm. Can be a bit tricky disentanging what comes from what mod sometimes. XD Thanks!

 

Kimy ,

I realise you have all sorts of ideas and requests thrown at you left and right so I hope you won't mind one more from me. It's less an proposal and more a discussion point really, with the purpose of increasing compatibility with other mods.

 

Both Cursed Loot and Sanguines Debauchery introduce random boinkage if conditions are met (slave/slut/cursed collars for DCL; coveted status for SD+). Now I absolutely love these, but it does cause issues with some scripted mods when their scenes are interrupted by random sex initiated by other mods. 2 examples are prison overhaul or animal mansion. Hence, what about a debug menu option that allows us to suspend that functionality until we resume it with another button press?

 

Problem is, such a feature might work against the whole point of DCL and SD+ are trying to achieve: not everything is under our control. But on the other hand, there are mods that we cannot really try when these features are in effect. Again, thus is not meant as a criticism; I really really like your collars and what they do. They're my favourite part of it in fact. Admittedly, we could just use the safeword when we want to try out other mods, but its nice to have a pause function in addition to a rescue function. After all we don't  want to be rescued, we just want the other mod to have a chance to do its thing.

 

I haven't actually tried either prison overhaul or animal mansion, and from what I know, prison overhaul may not be the best example since it would presumably remove DCL collars to implement its own collar? (Actually, mightn't it break DCL quests like the cursed collar quest?) As I said, an imperfect example, but I thought I'd still raise the issue of compatibility for your consideration. I don't even know how complicated it'd be to add in such a feature.

 

Cursed Loot's scenes should not trigger when there is another SL scene already running. Also, like pretty much everything else in Cursed Loot, there -are- toggles and sliders to disable this feature. Generally spoken, all mods able to start SexLab scenes not directly triggered by player action have the potential to break ongoing scenes from other mods. It's a difficult to work with problem, since it's not always obvious that some other mod has an activity going on that should not be interrupted. And some mods have scenes going on not for a few in-game minutes but sometimes -days-, so chances are that anything you trigger while they are active is going to break them.

 

Prison Overhaul is a perfect example of how difficult it can be to maintain compatibility with a mod heavy on scenes. It's basically one big cutscene from arrest to release, and triggering any random scene while its active is pretty much guaranteed to break it. At the same time I am not aware of any means to detect whether or not its running. I'd gladly add code to make sure Cursed Loot is running nicely with it, because PO is one of the mods I want to be compatible with in any case.

 

I cannot comment on Animal Mansion, I never installed it. But it's probably similar issues there.

 

Ideally we would have some sort of generic "Don't trigger any scenes now!" flag we could set to signal other mods that we're running something that should be interrupted. SD+ already has methods other mods can use to see if it's active. But even if every mod prone to be broken by other mod's scenes had such a flag, it would be hard to write support for all of them individually.

 

About PO and DD - in this case it's not only a Cursed Loot issue, it's a PO/DD issue in general. PO, up to the current version isn't designed to work with a prisoner already wearing restraints. I think its creator is planning to introduce DD support with the next version, though. Even Bane-Master's patch only achieved partial compatibility since it removed restraints upon arrest and made PO lock them back on you when you're released. That works fine enough for generic DD items, but the quest items really should stay on you. The best way would just be to make PO ignore these restraints and not try to use its own. PO doesn't make actual use of bondage anyway, they are just visual fluff.

Posted

 

Cursed Loot's scenes should not trigger when there is another SL scene already running. Also, like pretty much everything else in Cursed Loot, there -are- toggles and sliders to disable this feature. Generally spoken, all mods able to start SexLab scenes not directly triggered by player action have the potential to break ongoing scenes from other mods. It's a difficult to work with problem, since it's not always obvious that some other mod has an activity going on that should not be interrupted. And some mods have scenes going on not for a few in-game minutes but sometimes -days-, so chances are that anything you trigger while they are active is going to break them.

 

Prison Overhaul is a perfect example of how difficult it can be to maintain compatibility with a mod heavy on scenes. It's basically one big cutscene from arrest to release, and triggering any random scene while its active is pretty much guaranteed to break it. At the same time I am not aware of any means to detect whether or not its running. I'd gladly add code to make sure Cursed Loot is running nicely with it, because PO is one of the mods I want to be compatible with in any case.

 

I cannot comment on Animal Mansion, I never installed it. But it's probably similar issues there.

 

Ideally we would have some sort of generic "Don't trigger any scenes now!" flag we could set to signal other mods that we're running something that should be interrupted. SD+ already has methods other mods can use to see if it's active. But even if every mod prone to be broken by other mod's scenes had such a flag, it would be hard to write support for all of them individually.

 

About PO and DD - in this case it's not only a Cursed Loot issue, it's a PO/DD issue in general. PO, up to the current version isn't designed to work with a prisoner already wearing restraints. I think its creator is planning to introduce DD support with the next version, though. Even Bane-Master's patch only achieved partial compatibility since it removed restraints upon arrest and made PO lock them back on you when you're released. That works fine enough for generic DD items, but the quest items really should stay on you. The best way would just be to make PO ignore these restraints and not try to use its own. PO doesn't make actual use of bondage anyway, they are just visual fluff.

 

 

Modding's a complicated business. Thanks for providing all that detail.

 

Posted

Thanks for the answers Sapho888 and Kimy, i am still a bit confused though. Should i better leave the feature turned off or is it save to use? For example could a slave collar key break and leave me forever in the collar then or can such a key not break because the DDi script only uses standard keys for this feature?

Posted

Couldn't find anything about the trouble i have with your mod so i'll ask directly (re-installing on a clean save did not arrange things).

When i'm under the effects of the slave collar, the no-cloth and no-jewelry work fine.

However i have trouble with the free-fuck part : i get the message "you're being watched with eyes full of lust and desire...", i lose controls, someone tuns up to me, and instead of getting raped everything stops there, i get the controls back and can play as if nothing happened.

Same issue with the prostitution event : when i choose "please be gentle" but the customer wants it rough, he says "ill do whatever i want" and the scene stops there, no sex. i can even claim payment.

 

Any hunch on how to fix this?

 

Posted

Talking about Prison Overhaul, any hope that we may see this mod add events to replace/"enhance" prison sentences ?

Also, any idea on when we might see a death alternative scenario ?

Posted

Thanks for the answers Sapho888 and Kimy, i am still a bit confused though. Should i better leave the feature turned off or is it save to use? For example could a slave collar key break and leave me forever in the collar then or can such a key not break because the DDi script only uses standard keys for this feature?

 

I found this quote from Min in the DDi thread.  

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

 

So it looks like you need to use a 3rd party mod to get rid of them.

Posted

The safeword will remove jammed items too, if you really want to get them off and have no other avenue left. As I said, I I will very likely have some feature to make good use of jammed locks, but all good things will take time.


Talking about Prison Overhaul, any hope that we may see this mod add events to replace/"enhance" prison sentences ?

Also, any idea on when we might see a death alternative scenario ?

 

Bondage-themed prison scenes is something that interests me as a topic. It might happen. One day. :)

 

DA scenario - no ETA other than "it's on my radar". I am not very likely to ever commit to deadlines, so that's expected. ;)

Posted

I think this is going to make the first companions quest rather interesting:

post-101267-0-35721400-1427070269_thumb.jpg

 

I would ask Farkas to remove the yoke but he doesn't have the dialogue option to do it.

 

 

Edit: It is the High Security yoke, no wonder.

 

 

Edit: Yay, I am a companion, somehow...

post-101267-0-84104600-1427072983_thumb.jpg

Posted

The safeword will remove jammed items too, if you really want to get them off and have no other avenue left. As I said, I I will very likely have some feature to make good use of jammed locks, but all good things will take time.

 

As in integrated ways to escape from jammed locks or lock jamming imps hiding in chests/barrels/etc.?

Posted

I think this is going to make the first companions quest rather interesting:

attachicon.gif2015-03-22_00001.jpg

 

I would ask Farkas to remove the yoke but he doesn't have the dialogue option to do it.

 

 

Edit: It is the High Security yoke, no wonder.

 

 

Edit: Yay, I am a companion, somehow...

attachicon.gif2015-03-22_00002.jpg

 

Oh my god, I wish there was a way to make Vilkas and Aela facepalm in that second shot....

 

Aela: How the hell did she...

Farkas: Like I told you. She's got talent...

 

Posted

DA scenario - no ETA other than "it's on my radar". I am not very likely to ever commit to deadlines, so that's expected. ;)

 

Glad to hear you're considering it.  I'd offer to help, but sadly I don't know anywhere near enough about programming to do much...

Posted

Um , if one happens to land oneself in the slave rubber catsuit , then the cursed collar quest line triggers , i think if memory serves me correct you have to get the end of equipping everything before its removed. so in short , im currently as far as the cursed boots, Am i stuck wandering round indefinitely in the cursed /belt/collar/cuffs/bra/harness & slave suit until i find the keys too remove the rubber slave shoes :3?

Posted

Um , if one happens to land oneself in the slave rubber catsuit , then the cursed collar quest line triggers , i think if memory serves me correct you have to get the end of equipping everything before its removed. so in short , im currently as far as the cursed boots, Am i stuck wandering round indefinitely in the cursed /belt/collar/cuffs/bra/harness & slave suit until i find the keys too remove the rubber slave shoes :3?

 

I have never tested this, but the catsuit shouldn't be incompatible with any Cursed set item, so you -should- be able to complete the quest while wearing the suit. You are right though, unless the collar comes off, you won't be able to unlock that catsuit.

Posted

xD well bang goes my life hunting for rubber keys for my slave shoes only to lock myself in cursed ones , thanks kimy >.<. ( i tested it super quick by spawning rubber keys, once you get the slave rubber boots off the rest of the catsuit doesn't interfere, just forces you to wear the cursed parts you were silly enough to put on blindly for longer, having a peaked arousal will probably make it substantially longer... but hey xD)

 

Ooh! whilst i remember, dint know if anyone has made you aware , or maybe its just my load order , but when the CL events trigger and your already wearing the slave rubber gloves , it can / does still you equip you with restrictive gloves over the top sometimes.

 

Also the restrictive gloves have a pretty neat feature to make you occasionally drop whatever your holding , might be something you want to use in the damsel quest or on the suit gloves in general.

 

And to top it , keep up the good work , this mod is now a *must have* . I thank you for making it happen :)

Posted

Ooh! whilst i remember, dint know if anyone has made you aware , or maybe its just my load order , but when the CL events trigger and your already wearing the slave rubber gloves , it can / does still you equip you with restrictive gloves over the top sometimes.

Yeah, I have the same issue. I think it only happens when the gloves are locked together. For some reason they don't prevent other gloves being equipped then. I'll try to test it when I have time.

Posted

By the way, I do want to say thanks to Kimy for including the "selfbondage" and "safeword" debug options in the mod.  Makes it so much easier to test how other mods deal with bondage gear when I can click a few buttons, tie myself up, then undo it just as quickly.  If you ever decide to take them out for a less cheaty, more finalized version, I'd love to have a separate mod with them for more testing capability.

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