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


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Posted

 

That log snipped indicates that the scene fired nicely and terminated gracefully, but failed to pick up any suitable mob, which could be because your settings don't allow them (e.g. it might that all these mobs are female - did you rule them out in MCM?). It doesn't look like a bug at least.

It could be that they were all dead... I had just cleared out a bandit camp and decided to had a quick nap.

 

I just tested again, ensuring that nothing was disallowed, and it still did not spawn any attackers (same event progression in the logs) - even with all other mobs in the immediate area "disabled" it does not spawn new attackers... very odd.

 

 

Right now sleep attacks use the same mechanics as the assaults, so if there is nobody nearby to take advantage of you then you are safe even if an attack triggers.  Same goes with flashbang traps I believe.

Posted

 

 

That log snipped indicates that the scene fired nicely and terminated gracefully, but failed to pick up any suitable mob, which could be because your settings don't allow them (e.g. it might that all these mobs are female - did you rule them out in MCM?). It doesn't look like a bug at least.

It could be that they were all dead... I had just cleared out a bandit camp and decided to had a quick nap.

 

I just tested again, ensuring that nothing was disallowed, and it still did not spawn any attackers (same event progression in the logs) - even with all other mobs in the immediate area "disabled" it does not spawn new attackers... very odd.

 

 

Right now sleep attacks use the same mechanics as the assaults, so if there is nobody nearby to take advantage of you then you are safe even if an attack triggers.  Same goes with flashbang traps I believe.

 

 

Yeah, that seems to be the case now. In previous versions I thought new npcs were spawned just for the attack, so looks like this mechanic was removed, which explains the behaviour I am seeing.

 

Posted

Guten Tag!

 

I just want to start by saying I'm in love with this mod. It's been several months since I last updated and played, and you've added so much to it in the time since then it's become far and above my favorite mod of them all. Cheers!

 

That said, I have a list of bugs/suggestions following, so hopefully this can be a way for me to give back to you. These apply to v4.6 so I'll try and skip the ones that have been fixed now according to the changelog.

 

I don't know for sure if all of these bugs are related to DCL, or if some might be other DD mod bugs. If the latter, let me know and I'll happily bring them up to the authors of the other mods. I'm running a relatively clean mod set now, with DD, DH, DCL, DDFTM, SLD, DC, CD, and EC+, but not much else.

 

Bugs:

  1. Restraining devices added by solicitation scenes are not being removed reliably after the scene completes. This is to say that even when the "generous" dialogue is not triggered, some, or all, of the restraints remain on the character. This seems more likely to happen when other NPCs are around and the scene is interrupted at the end by a sex attach or another scene. Lately I've noticed that when this happens, often only one of the items they added will be removed.
  2. Furthermore, these scenes will sometimes involve yokes, which the solicited NPC cannot remove, and you become stuck. (I don't mind this happening, but it should only be used in the "generous" scenes then.)
  3. A lot of issues with High Security slave harnesses not rendering on the Player Character model. Some armbinders also seem to fail to render.
  4. Steel shackles don't seem to restrain the Player Character correctly, and can be removed via the inventory 90% of the time.
  5. Slave Rubber Gloves can spontaneously disappear if they are locked together and the Player Character struggles enough while not having a key in their inventory. Related: the message that appears when the PC struggles without a key in their inventory is too small to read.
  6. Rubber Slave Suit triggers slave collar punishments.
  7. non-eligible animals trigger sex attacks
  8. High security chastity belt description reads "allow" when I think you mean "alloy"
  9. Solicitation needs a 'safe' period after to put clothes back on before a sex attack can be triggered. -- you mentioned a fix in the other direction so I'll assume for now this solves the problem.
  10. Sex Attack NPC actions/animations appear pretty badly bugged... e.g., happening when there's clearly no one around to take advantage of you, or the aggressing NPCs don't seem to have any interest in doing it, and continue on your way while you get raped and bound by nobody. This may require some extensive behavioral coding to fix, so I understand if it's a lower priority.

 

Feature Requests/Suggestions:

  1. There's a checkbox to disable sex attacks when in full chastity. Instead, this should be for full chastity -and- ball or closed panel gag, so you can use it to rule out scenes that won't do anything (even in chastity, you can still be face-fucked unless you're ball-gagged.)
  2. "Allow Blindfolds" should be given as a percentage chance of receiving a blindfold if eligible. -- Blindfolds are too punishing for most people to want to allow them with any frequency, but the game can get boring if it never happens.
  3. Sex Attacks and Solicitation events should have their own customizable sets of bondage gear and chances for receiving them in MCM, that can be adjusted independently of the main Cursed Loot device chances. Perhaps have a checkbox to "use main CL device chances" for people who don't want to tinker with those settings individually.
  4. Divide up the control for "only find keys if restrained" to be specific to the type of gear the user is restrained with. e.g., a player could check that option for high security yokes or rubber restraint keys to prevent accumulating a lot of keys, while leaving it unchecked for standard and chastity keys, or vice versa.
  5. Add a separate "chance to lose keys" option for rubber restraint keys, like you have for slave chastity keys.
  6. Add a Dragonborn support addon! It's hard to play the DB DLC when none of the common containers and plants have any chance of finding keys.... if you don't own the dragonborn DLC and need it to add support, DM me your steam ID and I'll buy it for you. ;)
  7. Sex Attack triggers should have an option to be counted as "When ALL of these are satisfied" or "when ANY of these are satisfied." e.g., I want them to happen only when I'm both bound AND unarmed, etc...
  8. To go with #7, you may want to add an option to unequip or sheathe weapons when Devious Device Events trigger, such as stumbling on boots, plug vibrations, etc...
  9. NPCs should take note of changes to your preparedness status rather than polling on a time interval. This could help sex attacks feel more "natural" and the product of opportunity, rather than something that happens at the top of every hour. Rather than resetting the timer after an attack, the attacker should just be non-hostile long enough to escape, and then be eligible for an attack again after you leave and re-enter the area (while a DIFFERENT set of attackers in the next area would still attack you upon seeing you vulnerable for the first time, despite the attack that just happened.)
  10. Sex Attack Chance should be an adjustable function of How Aroused your potential attacker is, and how friendly/hostile they are toward you. So for example hostile bandits might stop attacking and rape you any time their arousal is over 10, while neutral NPCs might only do it if their arousal is over 70, and friendly ones only if it's at 100 (or might be disabled altogether).
  11. With regards to the Sex Attack feature, I really like the way Deviously Helpless (is supposed to) work, but it hasn't worked at all for me/has been completely bugged and broken for a long time, so having this stuff showing up in DCL now is a great thing for me and I hope you continue to flesh out the features more, maybe taking some design ideas from DH. Have you considered cooperative development or integration with DH or any other mod authors?
  12. Solicitation Expansion: you might introduce a stat by which multiple successful solicitations of a given NPC will make that NPC more likely to accept your solicitation/not punish you in the future, but also may reduce the amount of likelihood of the tips you receive from them (they like you, but think they should get a discount or shouldn't have to pay.) This would allow you to solicit your favorite NPCs more often as a "safe" relief of arousal, while encouraging you to seek out encounters with new NPCs to make better tips.
  13. Dead Bodies should have adjustable key/cursed loot finding chances, like common containers do.

That's about all I can think of off the top of my head, but I'll continue to write down bugs and things as I find them. Do I need to do any sort of save cleanup to update from 4.5 to 4.6?

 

Posted

was just reading few posts and noticing that some peeps getting no one showing up even though all scripts fired correctly.... has any of you tried opening pause menu for couple of secs then closing it again? im wondering if sny of you are getting same issue as me with some kind of lag or freeze in mechanics. At first I too thought nothing was happening, can leave it for minutes and nothing happens, until you open and close either escape menu or tab menu, then scene part starts, then freezes again on "animation stage change", again unfreeze with open/close menu...repeat till scene ends..

Posted

Estrus attacks not working properly for me:

 

My character plays random maturbation animations, even male ones.  However, the body devices stick to the character during the animation: the pudding on the back, the metal thing on the crotch.

 

Have Estrus and EC+ installed.

The animations are registered.

The estrus mod's self estrus shout works and plays the animations fine.

Not belted or bra-ed.

 

Could non-sexlab animations be screwing it up?  However, the masturbation animations are NOT non-SL animations.\

 

Any ideas?

 

Nevertheless, great mod, as always.

 

EDIT: Just tried a chaurus spit attack from EC+, same story, got masturbation animation.  The problem is not here; however, any help would be appreciated.

Posted

was just reading few posts and noticing that some peeps getting no one showing up even though all scripts fired correctly.... has any of you tried opening pause menu for couple of secs then closing it again? im wondering if sny of you are getting same issue as me with some kind of lag or freeze in mechanics. At first I too thought nothing was happening, can leave it for minutes and nothing happens, until you open and close either escape menu or tab menu, then scene part starts, then freezes again on "animation stage change", again unfreeze with open/close menu...repeat till scene ends..

 

Pretty sure people are mostly talking about seeing the message/triggering an event and having nothing happen to their character not getting frozen.  Happens all the time if something like a flashbang attack happens in the wild and only there are only mudcrabs and rabbits close enough to notice.  What you are describing I think would still have your character locked in place while the game tries to run the scripts.    

 

I have the same problem if I have followers present for an attack but I'm 99% sure it is simply that my script load is too high; if you need to pause (aka open console) to advance scenes I'll bet your papyrus log is getting filled with stack dumping/thrashing like mine.  Basically the skyrim engine not being able to process everything in the amount of type the engine says is OK and dumping the scripts to not actually crash the game, and taking forever to do it.  You could try testing on a new character with a less script heavy load order, or (like me) accept that scripted skyrim modding has has some limits based on the game engine.  :P

 

cycl0ps, on 07 Apr 2015 - 9:13 PM, said:snapback.png

Estrus attacks not working properly for me:

 

My character plays random maturbation animations, even male ones.  However, the body devices stick to the character during the animation: the pudding on the back, the metal thing on the crotch.

 

Have Estrus and EC+ installed.

The animations are registered.

The estrus mod's self estrus shout works and plays the animations fine.

Not belted or bra-ed.

 

Could non-sexlab animations be screwing it up?  However, the masturbation animations are NOT non-SL animations.\

 

Any ideas?

 

Nevertheless, great mod, as always.

 

Recommendation #1 - don't actually load estrus .esp unless you really really like the shouts, its is super buggy unfortunately.  EC+ doesn't need the mod active, it just needs the assets to be installed.

 

If you go into the animation adjustment page in SL and don't see the EC+ animations listed at the bottom, they aren't actually registered.  If you are using NSAP + ZAP I guarantee you are hitting the animation cap unless you disable at least 1 or 2 full pages of NSAP animations.  If you have room, the EC+ animation page should have checkmarks show up by the animations after you hit register. 

 
Posted

Dead Bodies should have adjustable key/cursed loot finding chances, like common containers do.

 

Great idea. Would be even more awesome if the key drop rate would apply to living bodies aswell, i.e. chance ot spawn a key when pickpocking.

 

Concerning sleep attacks and now sex attacks: How about waiting attacks? I always hated idling so much just to pass the time, then there'd be a punishment for it. :)

Posted

 

Right now sleep attacks use the same mechanics as the assaults, so if there is nobody nearby to take advantage of you then you are safe even if an attack triggers.  Same goes with flashbang traps I believe.

 

 

Personally I prefer it that way. My character is a thief and spends a lot of time sleeping and hunting outdoors, thanks to Crime Bounty Decay. I don't mind her getting trouble for becoming sloppy and getting in to trouble, like getting caught for XPO, or camping to someplace where someone could assault her. If she gets sloppy, then she gets what is coming. ;)

 

Key word here is "sloppy." Current state of this mods allows our little thieves to avoid peoples and guards in the wilderness, dealing mostly with traveling merchants (from Immersive Patrols), sneaking around less well guarded villages for extra resources and getting creative to meet fences (like using Argonian Access from Ruffled Feathers to enter in to Riften unnoticed.)

 

Getting guys just spawn to tie her up would be sort of problematic. Getting them to march in to badly hidden camp (Frostfall) and then leave her to deal with the after match is entirely another matter.

 

So far I have not noticed anyone to just spawn there. If you have indeed made it to work like this then please do not change it. :D

Posted

I seen that some of these issues already have been reported but i ll repeat just for feedback (none of them is critical):

 

1) slave gags works as normal gag

2) rubber set collar is not removed by console

3) When nobody is not around Cursed Loot fails to spawn bandits in case of flash bang trap result.

4) gloves are added underneath other gloves by DD comments and vulnerability features (surprisingly they don t break anything... you just have to unlock a pair of invisible restraining gloves after you removed the rubber gloves or slave rubber gloves).

 

 

 

5) maybe not a bug: sex Attacks equips stuff you unchecked from MCM  (example if you forbidden chastity bra, sex Attacks doesn t care)

Posted

 

 

Feature Requests/Suggestions:

  1. There's a checkbox to disable sex attacks when in full chastity. Instead, this should be for full chastity -and- ball or closed panel gag, so you can use it to rule out scenes that won't do anything (even in chastity, you can still be face-fucked unless you're ball-gagged.)

     

    That's exactly what they do. You need to be gagged as well.

     

  2. "Allow Blindfolds" should be given as a percentage chance of receiving a blindfold if eligible. -- Blindfolds are too punishing for most people to want to allow them with any frequency, but the game can get boring if it never happens.

     

    Something like this will happen for all devices one day, not only blindfolds.

     

  3. Sex Attacks and Solicitation events should have their own customizable sets of bondage gear and chances for receiving them in MCM, that can be adjusted independently of the main Cursed Loot device chances. Perhaps have a checkbox to "use main CL device chances" for people who don't want to tinker with those settings individually.

     

    Will not happen due to overcomplication. My MCM is already one of the most complex of its kind and the additional benefit doesn't warrant so many extra sliders and toggles.

     

  4. Divide up the control for "only find keys if restrained" to be specific to the type of gear the user is restrained with. e.g., a player could check that option for high security yokes or rubber restraint keys to prevent accumulating a lot of keys, while leaving it unchecked for standard and chastity keys, or vice versa.

     

    The key acquisition will see a revamp Indeed. Among things, there will be an option to let players find keys matching their worn restraints..

     

  5. Add a separate "chance to lose keys" option for rubber restraint keys, like you have for slave chastity keys.

     

    I will do the opposite, actually. The current slave chastity belt will get replaced and use the mechanics of the DiD one. I will also remove many of the "specific" keys and use more "generic keys", the way the DiD quest implemented it.

     

  6. Add a Dragonborn support addon! It's hard to play the DB DLC when none of the common containers and plants have any chance of finding keys.... if you don't own the dragonborn DLC and need it to add support, DM me your steam ID and I'll buy it for you. ;)

     

    That will happen. I really think we have reached a point in Skyrim's life cycle when you can reasonably expect everyone still playing it to have all expansion packs. One of the future major Cursed Loot version will very likely make having the expansion packs a requirement and then be able to trigger cursed traps from XP assets as well.

     

  7. Sex Attack triggers should have an option to be counted as "When ALL of these are satisfied" or "when ANY of these are satisfied." e.g., I want them to happen only when I'm both bound AND unarmed, etc...

     

    More triggers for the attacks, including complex ones is something that I will consider. :)

     

  8. To go with #7, you may want to add an option to unequip or sheathe weapons when Devious Device Events trigger, such as stumbling on boots, plug vibrations, etc...

     

    While I am not sure I will alter vanilla DD effects, I might add a few custom ones

     

  9. NPCs should take note of changes to your preparedness status rather than polling on a time interval. This could help sex attacks feel more "natural" and the product of opportunity, rather than something that happens at the top of every hour. Rather than resetting the timer after an attack, the attacker should just be non-hostile long enough to escape, and then be eligible for an attack again after you leave and re-enter the area (while a DIFFERENT set of attackers in the next area would still attack you upon seeing you vulnerable for the first time, despite the attack that just happened.)

     

    That's something I deliberately coded this way. One thing that has always disturbed me about Defeat/Submit and Deviously Helpless was that it kept the hostiles near you after a scene finishes. I have had all sorts of trouble with this, as the outcome can be very unpredictable and lead to scenes bugging out etc. My scenes basically restore the state of cell at the point just before the scene triggered, which should make it reasonably certain that nothing breaks. The cooldown then ensures that the player can continue whatever she was doing. Making these scenes terminate reliably is/was actually one of the -the- central reasons why I decided to make the feature in the first place.

     

  10. Sex Attack Chance should be an adjustable function of How Aroused your potential attacker is, and how friendly/hostile they are toward you. So for example hostile bandits might stop attacking and rape you any time their arousal is over 10, while neutral NPCs might only do it if their arousal is over 70, and friendly ones only if it's at 100 (or might be disabled altogether).

     

    I might add -something- like this, but the routine testing eligibility for scenes can't become too complex for performance reasons.

     

  11. With regards to the Sex Attack feature, I really like the way Deviously Helpless (is supposed to) work, but it hasn't worked at all for me/has been completely bugged and broken for a long time, so having this stuff showing up in DCL now is a great thing for me and I hope you continue to flesh out the features more, maybe taking some design ideas from DH. Have you considered cooperative development or integration with DH or any other mod authors?

     

    In a future version, sex attacks might trigger directly from combat (this is in active development already). But as I have explained earlier in this thread, I am not planning to make a 1:1 carbon copy of DH. It will be my own take on the subject. While DH itself is an abandoned mod (its author has poofed into thin air a few months ago), it continues to work just fine and someone has provided a patch for some issue at had.

     

     

  12. Solicitation Expansion: you might introduce a stat by which multiple successful solicitations of a given NPC will make that NPC more likely to accept your solicitation/not punish you in the future, but also may reduce the amount of likelihood of the tips you receive from them (they like you, but think they should get a discount or shouldn't have to pay.) This would allow you to solicit your favorite NPCs more often as a "safe" relief of arousal, while encouraging you to seek out encounters with new NPCs to make better tips.

     

    That's already in. You have a better chance to succeed when reaching higher ranks.

     

  13. Dead Bodies should have adjustable key/cursed loot finding chances, like common containers do.

     

    That's already on my to-do list, too. :)

That's about all I can think of off the top of my head, but I'll continue to write down bugs and things as I find them. Do I need to do any sort of save cleanup to update from 4.5 to 4.6?

 

 

 

Posted

Any chance to add a button to disable the "your vulnerability has been noticed by" message?

So you could play with a low but permanent sex attack chance and not getting spammed ...

Posted

Well, if really anything comes true, from what you've told, maybe you should think about renaming your mod, from "Cursed Loot" to "Cursed Skyrim". At the latest with v5.0 :D

I mean, loot are chests or urns. You have cursed the chests, urns, wardrobes, people, vulnerability, plants, mines, ...

Posted

One annoyance I've notices is during the 'sex attacks' if my followers are wearing armbinders or yokes, when they get hogtied, they 'bounce' up and down every 3 seconds due to your mod and Devious Devices fighting about which idle should be playing. (Both are trying to refresh it).  It's immersion breaking to say the least. 

 

I don't know enough about DD to know if they offer a way to 'pause' their refreshing while you do yours, but if they do you should take advantage of that. And if they don't... They should. :)

Posted

One annoyance I've notices is during the 'sex attacks' if my followers are wearing armbinders or yokes, when they get hogtied, they 'bounce' up and down every 3 seconds due to your mod and Devious Devices fighting about which idle should be playing. (Both are trying to refresh it).  It's immersion breaking to say the least. 

 

I don't know enough about DD to know if they offer a way to 'pause' their refreshing while you do yours, but if they do you should take advantage of that. And if they don't... They should. :)

 

I thought this was fixed in last update? Maybe not then.

 

I actually came to report another slight problem with sex attacks. My character ended up dealing with 3 attackers in Bannered Mare. Each of them decided to use separate tool to bound her hands. She ended up with 1 pair of gloves (not bound) 1 pair of gloves (locked) and 1 pair of chains.

 

It is alright that she get's bound well, but that was a bit silly. The actual problem was that I had to console the open pair of gloves out of the inventory, before locked ones could be opened. Money was removed each time, but nothing happened.

 

I take it that there is no check between attacks to see if previous attacker had already marked the target to get tied up? It would not be a big problem, but it seems that DD can sometimes get slightly confused with this. :)

 

My character had less than a minute to enjoy her freedom, because Adrianna apparently didn't like having my lass around her precious tools and decided to lock those gloves again. Grr... That woman...  ;)

Posted

Some interesting interplays with other mods and the sex attacks, and better still it hasn't caused any problems so far:

 

Defeat - teleported to an Inn by Defeat after event and then got an arousal attack straight away after the short scene where the Innkeeper lets you keep the clothes

 

Death Alternative - teleported outside Dwemer ruin (I hate Centurions) and the Mage that was supposed to help me, took advantage instead and then ran off :lol:

 

Prison Overhaul - after leaving the jail then got a naked attack from the Jailer, the scene then carried on and I was released as normal (not sure if this would cause a problem if another NPC had attacked but it seemed to work fine with just the Jailer)

Posted

thx reesewow2, for confirmation that it is pap script being just too slow... I will have to make new MO profile and run just this and its requirments , get it to work, then see how far I can push more scipt mods into the build before it breaks :D . I like breaking things.. Makes me feel like I have accomplished something. :D

Posted

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

Posted

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

 

I hate quick time events with a passion. This is one thing that -really- will never happen! ;)

Posted

Hey, thanks for the replies!

Apologies for the weird use of quotes but I haven't found a betetr way to do this.... lol


 

Feature Requests/Suggestions:

  1. There's a checkbox to disable sex attacks when in full chastity. Instead, this should be for full chastity -and- ball or closed panel gag, so you can use it to rule out scenes that won't do anything (even in chastity, you can still be face-fucked unless you're ball-gagged.)

    That's exactly what they do. You need to be gagged as well.

    Thanks, I hadn't even realized that... in that case, can I rephrase that and say MCM should mention this? It wasn't apparent from the option description.
     
  2. "Allow Blindfolds" should be given as a percentage chance of receiving a blindfold if eligible. -- Blindfolds are too punishing for most people to want to allow them with any frequency, but the game can get boring if it never happens.

    Something like this will happen for all devices one day, not only blindfolds.

    Good to know, I mostly mentioned blindfolds because as noted above, they're really hard to play with compared to many of the other restraints that already have such options.
     
  3. Sex Attacks and Solicitation events should have their own customizable sets of bondage gear and chances for receiving them in MCM, that can be adjusted independently of the main Cursed Loot device chances. Perhaps have a checkbox to "use main CL device chances" for people who don't want to tinker with those settings individually.

    Will not happen due to overcomplication. My MCM is already one of the most complex of its kind and the additional benefit doesn't warrant so many extra sliders and toggles.

    That's understandable, but might you consider a compromise by which Sex Attack and Solicitation events have an option to modify the weight of restrictive vs non-restrictive items, or something like that? Sex Attacks in particular I think it makes more sense that they'd be more inclined to lock you in something like an armbinder or chastity (after they're done with you) than something else, since it  renders you more helpless... while solicitation frequently leaving you in yokes would be just mean.
     
  4. Divide up the control for "only find keys if restrained" to be specific to the type of gear the user is restrained with. e.g., a player could check that option for high security yokes or rubber restraint keys to prevent accumulating a lot of keys, while leaving it unchecked for standard and chastity keys, or vice versa.

    The key acquisition will see a revamp Indeed. Among things, there will be an option to let players find keys matching their worn restraints..
     
  5. Add a separate "chance to lose keys" option for rubber restraint keys, like you have for slave chastity keys.

    I will do the opposite, actually. The current slave chastity belt will get replaced and use the mechanics of the DiD one. I will also remove many of the "specific" keys and use more "generic keys", the way the DiD quest implemented it.

    I haven't seen the DiD quest trigger yet so I can't really speak for that, but I did quite like the way the slave chastity belt keys work, and especially the slave gag... so I hope the new way is just as interesting. (;
     
  6. Add a Dragonborn support addon! It's hard to play the DB DLC when none of the common containers and plants have any chance of finding keys.... if you don't own the dragonborn DLC and need it to add support, DM me your steam ID and I'll buy it for you. ;)

    That will happen. I really think we have reached a point in Skyrim's life cycle when you can reasonably expect everyone still playing it to have all expansion packs. One of the future major Cursed Loot version will very likely make having the expansion packs a requirement and then be able to trigger cursed traps from XP assets as well.

    I really think you should add CL compatibility as an optional add-on so you're not excluding those people who may still not have all the DLCs. I know most people who buy the game now get the full version, but others who bought it earlier really haven't seen a DLC pack at good prices. (I've looked... in fact I wouldn't have DB yet myself if a friend hadn't gifted it to me.)
     
  7. Sex Attack triggers should have an option to be counted as "When ALL of these are satisfied" or "when ANY of these are satisfied." e.g., I want them to happen only when I'm both bound AND unarmed, etc...

    More triggers for the attacks, including complex ones is something that I will consider. :)
     
  8. To go with #7, you may want to add an option to unequip or sheathe weapons when Devious Device Events trigger, such as stumbling on boots, plug vibrations, etc...

    While I am not sure I will alter vanilla DD effects, I might add a few custom ones
     
  9. NPCs should take note of changes to your preparedness status rather than polling on a time interval. This could help sex attacks feel more "natural" and the product of opportunity, rather than something that happens at the top of every hour. Rather than resetting the timer after an attack, the attacker should just be non-hostile long enough to escape, and then be eligible for an attack again after you leave and re-enter the area (while a DIFFERENT set of attackers in the next area would still attack you upon seeing you vulnerable for the first time, despite the attack that just happened.)

    That's something I deliberately coded this way. One thing that has always disturbed me about Defeat/Submit and Deviously Helpless was that it kept the hostiles near you after a scene finishes. I have had all sorts of trouble with this, as the outcome can be very unpredictable and lead to scenes bugging out etc. My scenes basically restore the state of cell at the point just before the scene triggered, which should make it reasonably certain that nothing breaks. The cooldown then ensures that the player can continue whatever she was doing. Making these scenes terminate reliably is/was actually one of the -the- central reasons why I decided to make the feature in the first place.
     
  10. Sex Attack Chance should be an adjustable function of How Aroused your potential attacker is, and how friendly/hostile they are toward you. So for example hostile bandits might stop attacking and rape you any time their arousal is over 10, while neutral NPCs might only do it if their arousal is over 70, and friendly ones only if it's at 100 (or might be disabled altogether).

    I might add -something- like this, but the routine testing eligibility for scenes can't become too complex for performance reasons.

    Well I guess anything that can make it feel like I'm less likely to be hassled bu guards and friendlies in cities than bandits on the road is a good thing. lol.
     
  11. With regards to the Sex Attack feature, I really like the way Deviously Helpless (is supposed to) work, but it hasn't worked at all for me/has been completely bugged and broken for a long time, so having this stuff showing up in DCL now is a great thing for me and I hope you continue to flesh out the features more, maybe taking some design ideas from DH. Have you considered cooperative development or integration with DH or any other mod authors?

    In a future version, sex attacks might trigger directly from combat (this is in active development already). But as I have explained earlier in this thread, I am not planning to make a 1:1 carbon copy of DH. It will be my own take on the subject. While DH itself is an abandoned mod (its author has poofed into thin air a few months ago), it continues to work just fine and someone has provided a patch for some issue at had.

     
  12. Solicitation Expansion: you might introduce a stat by which multiple successful solicitations of a given NPC will make that NPC more likely to accept your solicitation/not punish you in the future, but also may reduce the amount of likelihood of the tips you receive from them (they like you, but think they should get a discount or shouldn't have to pay.) This would allow you to solicit your favorite NPCs more often as a "safe" relief of arousal, while encouraging you to seek out encounters with new NPCs to make better tips.

    That's already in. You have a better chance to succeed when reaching higher ranks.

    I really meant in terms of how much a specific NPC likes/trusts you, rather than your own solicitation experience level, or is that what you're doing already?
     
  13. Dead Bodies should have adjustable key/cursed loot finding chances, like common containers do.

    That's already on my to-do list, too. :)

That's about all I can think of off the top of my head, but I'll continue to write down bugs and things as I find them. Do I need to do any sort of save cleanup to update from 4.5 to 4.6?

 

 

 

 

Posted

 

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

 

I hate quick time events with a passion. This is one thing that -really- will never happen! ;)

 

I think what he means is a system like the Arachnophobia mod.

 

When they cocoon you, you have to press ae to wriggle free (it's not a QTE event, it's just literally spam ae as fast as you can untill you break free or run out of stamina or magicka and try again)

Posted

 

 

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

 

I hate quick time events with a passion. This is one thing that -really- will never happen! ;)

 

I think what he means is a system like the Arachnophobia mod.

 

When they cocoon you, you have to press ae to wriggle free (it's not a QTE event, it's just literally spam ae as fast as you can untill you break free or run out of stamina or magicka and try again)

 

 

yes thats what im on about the spider mod i just hate having the dam pop up to struggle free that damsel quest has :( i mean who wouldnt want to stare at the bound player XD

 

Posted

 

 

 

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

 

I hate quick time events with a passion. This is one thing that -really- will never happen! ;)

 

I think what he means is a system like the Arachnophobia mod.

 

When they cocoon you, you have to press ae to wriggle free (it's not a QTE event, it's just literally spam ae as fast as you can untill you break free or run out of stamina or magicka and try again)

 

 

yes thats what im on about the spider mod i just hate having the dam pop up to struggle free that damsel quest has :( i mean who wouldnt want to stare at the bound player XD

 

 

 

But mechanically how is that different.  Either it's a pop up to struggle, or it's a button mash popup to try again.  Each one has to happen once after each attempt fail.  And if the difficulty is the same, each will happen same amount of times.

If you want less attempts, then it's a difficulty issue, not a method issue.  Instead of coding a button masher to allow you to 'win' first or second go with lots of mashing, just have an easier setting to get free and save some coding.

Posted
I thing in script dcur_lb_GagScript.psc on line 113 incorrect message
msg = "You put the hood over "+GetMessageName(akActor)+"'s head and close the zippers before you lock them in place with padlocks."
 
 
dcur_lockingcatsuitscript
line 85
libs.Notify("You cannot unlock the rubber suit as long as you are locked leg arm cuffs.", messagebox = true)

 

Posted

I have been testing DCL 4.6 for a couple of days now and found great improvements on many fronts, and I know that the sex attack section is pretty new and in testing phase but I have a few remarks on its functionality with other mods.

 

Due the fact that other mods like Devious Devices More Quests trigger random attacks during an Sex Attack rape scene a few things happen;

 

If its one of the attackers inline to rape you, the one that raped you before will move on to your first companion, and the player will stand immovable waiting for the attacker...however that doesn't happen and you get stuck for a long time...until another passerby will attack you with any other mod that triggers an attack respectively, then you can move again and all Sex Attack scenes stop.

 

Another point is the setting of how many attackers in which timespan...a new player might want to have, lets say 20 attackers in one hour, because your slider goes well over a 100 attackers it seems viable, and wants to see action fast. The scenes of Sex attack with followers seems to be considerably longer than with the player, and thus the player is on hold for a period and cannot do anything until the attack on follower(s) has completed...it might scare people so being stuck, it also takes so long that a new attack might initiate due the timespan setting.

 

The idea of gathering lets say 6 attackers, all having turns on you first and then the followers is great, but I would be happier with selection of 6 attackers that randomly attack the player and followers on 'availablity', checking if they are not in a scene defined by any other mod, or shielding them of action done by another mod, like claiming them for sex attack solely during any given period.

 

Hope this helps,

 

regards

 

Posted

 

 

 

 

if you do end up using the pervertred burgler idea can you make it so the player has to rapidly press a and d to break free so the pop up spam doesnt show up thats 1 thig that i dont like for the distress quest the constant pop ups to break free

 

I hate quick time events with a passion. This is one thing that -really- will never happen! ;)

 

I think what he means is a system like the Arachnophobia mod.

 

When they cocoon you, you have to press ae to wriggle free (it's not a QTE event, it's just literally spam ae as fast as you can untill you break free or run out of stamina or magicka and try again)

 

 

yes thats what im on about the spider mod i just hate having the dam pop up to struggle free that damsel quest has :( i mean who wouldnt want to stare at the bound player XD

 

 

 

But mechanically how is that different.  Either it's a pop up to struggle, or it's a button mash popup to try again.  Each one has to happen once after each attempt fail.  And if the difficulty is the same, each will happen same amount of times.

If you want less attempts, then it's a difficulty issue, not a method issue.  Instead of coding a button masher to allow you to 'win' first or second go with lots of mashing, just have an easier setting to get free and save some coding.

 

 

if you played the damsel quest you would know that it spams you with a pop up to break free which is a pain if you want to look at the character from other angels with the pop up showing every so often

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