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


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Posted

I've got two new ideas, not fully fleshed out:

 

1.Evil equipment spirits!

 

In miserable places like fort prisons, torture chambers, vampire cattle farms and especially in this location http://www.uesp.net/wiki/Skyrim:Abandoned_Prison there are many restless pour souls, broken and gone mad through endless torture and abuse. Some of them try to manifest in the soulgems of magic equipment, hiding there and trying to mindcontrol the user of the equipment, sometimes succeeding for brief moments.

 

Possible mechanics

 

If it is possible to make location checks this event can only trigger in "evil" skyrim areas like the above mentioned. Whenever the player leaves such a location there is a one time check if such spirit(s) nested in enchanted items. You will notice this only (much) later. Everytime you speak with a npc there is a chance then that you are briefly mindcontrolled. Then your normal dialogue is replaced with the "..." dialogue like with your device comments. Depending on the spirit you will suggest the weirdest things to the npc then, like offering humiliating sexual favors, gifting him all your gold or items, stripping and claiming you are dibella's manifestation in Skyrim, begging if he has any devious items and wants to tie you up in them ... .

Like with the device comments dialogue there should be a few possible reactions where the npc either just makes a fitting comment, reports you to the guards (bounty) because he thinks you are insane or really does what you ask him for.

 

Once something like this happened to you you will know that you have cursed equipment. There are two possible solutions then:

-Get rid of all your enchanted equipment (if you can, those spirits can also nest in devious devices soulgems, forcing you to suffer from them till you find the fitting key/removal tool)

-Ask a court wizard to identify the cursed item(s), which will be costly and afterwards do a successful excorcism to drive the spirit out of the item, which will be very costly. This should be so expensive that you probably only consider it for unique items which got infected.

 

 

The two main benefits of this idea are imho that the curse comes with a delay, probably surprising you off guard and i think it is a fun money sink and gameplay choice. Shall i use my elite enchanted gear/unique items and risk getting those spirits or shall i use only normal gear, thus making fights tougher and risking more to lose and get those other nice mods going like SD+/Submit/Defeat ... .

 

2. Herbs revenge

 

This one is very simple. Imho the possible events for looting alchemy ingredients could be expanded. This event also triggers silently. After a while like half a day you will notice the effects though. Either you get an allergy, this would trigger a strip animation and force you to stay nude for a few minutes, triggering comments and possible sex attacks or the plants sprayed out some corresive liquid. In this case after a few hours one or more of the items you wear fall apart and get destroyed. Since you never know if you triggered the event the armor destruction could happen at the worst possible moment :D

 

 

 

In general i think some silent cursed loot events manifesting hours/days after triggered unnoticed could be fun. They would add a new evil element of uncertainess. Getting infected but with a long incubation time or stalked by an evil being waiting for the worst time to show up might be other ideas :)

 

 

 

Posted

Is it just me, or does the slave collar not actually apply any punishment for wearing clothing?  dcur_SlaveCollarQuestScript.psc has a dcur_ShockEffect property filled in, but it is never used.

 

Edit: Never mind, I found the code in dcur_ClockTickScript.

Posted

I've got two new ideas, not fully fleshed out:

 

1.Evil equipment spirits!

 

In miserable places like fort prisons, torture chambers, vampire cattle farms and especially in this location http://www.uesp.net/wiki/Skyrim:Abandoned_Prison there are many restless pour souls, broken and gone mad through endless torture and abuse. Some of them try to manifest in the soulgems of magic equipment, hiding there and trying to mindcontrol the user of the equipment, sometimes succeeding for brief moments.

 

Possible mechanics

 

If it is possible to make location checks this event can only trigger in "evil" skyrim areas like the above mentioned. Whenever the player leaves such a location there is a one time check if such spirit(s) nested in enchanted items. You will notice this only (much) later. Everytime you speak with a npc there is a chance then that you are briefly mindcontrolled. Then your normal dialogue is replaced with the "..." dialogue like with your device comments. Depending on the spirit you will suggest the weirdest things to the npc then, like offering humiliating sexual favors, gifting him all your gold or items, stripping and claiming you are dibella's manifestation in Skyrim, begging if he has any devious items and wants to tie you up in them ... .

Like with the device comments dialogue there should be a few possible reactions where the npc either just makes a fitting comment, reports you to the guards (bounty) because he thinks you are insane or really does what you ask him for.

 

Once something like this happened to you you will know that you have cursed equipment. There are two possible solutions then:

-Get rid of all your enchanted equipment (if you can, those spirits can also nest in devious devices soulgems, forcing you to suffer from them till you find the fitting key/removal tool)

-Ask a court wizard to identify the cursed item(s), which will be costly and afterwards do a successful excorcism to drive the spirit out of the item, which will be very costly. This should be so expensive that you probably only consider it for unique items which got infected.

 

 

The two main benefits of this idea are imho that the curse comes with a delay, probably surprising you off guard and i think it is a fun money sink and gameplay choice. Shall i use my elite enchanted gear/unique items and risk getting those spirits or shall i use only normal gear, thus making fights tougher and risking more to lose and get those other nice mods going like SD+/Submit/Defeat ... .

 

2. Herbs revenge

 

This one is very simple. Imho the possible events for looting alchemy ingredients could be expanded. This event also triggers silently. After a while like half a day you will notice the effects though. Either you get an allergy, this would trigger a strip animation and force you to stay nude for a few minutes, triggering comments and possible sex attacks or the plants sprayed out some corresive liquid. In this case after a few hours one or more of the items you wear fall apart and get destroyed. Since you never know if you triggered the event the armor destruction could happen at the worst possible moment :D

 

 

 

In general i think some silent cursed loot events manifesting hours/days after triggered unnoticed could be fun. They would add a new evil element of uncertainess. Getting infected but with a long incubation time or stalked by an evil being waiting for the worst time to show up might be other ideas :)

 

to number 1 not my style unless you can pick which gender to allow it to ie i use a lesbian character on skyrim even though im a guy only because i dont have a girlfreind in real life lets just say im to fugly that i can make frankenstiens monster look like americas next top model

Posted

Really nice mod, been running 4.4 since my re-install without problems until now! I am stuck in the cursed slave harness with no way to remove it. When I use the free me option, the system says it is ending a quest called "courier in chains" (quest not in journal prior to use of free me) and it did on the 1st use remove the harness and plugs but they re-appeared after I fast traveled. I updated to 4.6 but with the same result on free me except the harness does not remove at all. 

 

I received the harness at the end of the cursed collar quest after completing the dark deep dungeon (I think it was called) west of whiterun.

 

Kind of stuck as I am about 150 hours in, 40 or so with the harness which seems to have no way of removal (cannot find a key in the dungeons or anything). Can anyone help please? All suggestions welcome. Thanks

Posted

Really nice mod, been running 4.4 since my re-install without problems until now! I am stuck in the cursed slave harness with no way to remove it. When I use the free me option, the system says it is ending a quest called "courier in chains" (quest not in journal prior to use of free me) and it did on the 1st use remove the harness and plugs but they re-appeared after I fast traveled. I updated to 4.6 but with the same result on free me except the harness does not remove at all. 

 

I received the harness at the end of the cursed collar quest after completing the dark deep dungeon (I think it was called) west of whiterun.

 

Kind of stuck as I am about 150 hours in, 40 or so with the harness which seems to have no way of removal (cannot find a key in the dungeons or anything). Can anyone help please? All suggestions welcome. Thanks

I had the exact same issue mine also occupied plugs but those def got fixed after I remove a device cutting mod i used and to be 100% sure re dumped all the dd files (minus meshes/textures I use a unpb preg body and as a result have custom meshes for quite a few items). What you most likely have to do to ditch it is go dump your whole inventory first will make things easier the using your console type showinventory (make sure your character is selected) look for the code(s) that say bad editor id (these are the lock(s) for the dd item you want to remove) then use player.removeitem x (x is the item code) this will unlock the harness making it removable.

Posted

 

Really nice mod, been running 4.4 since my re-install without problems until now! I am stuck in the cursed slave harness with no way to remove it. When I use the free me option, the system says it is ending a quest called "courier in chains" (quest not in journal prior to use of free me) and it did on the 1st use remove the harness and plugs but they re-appeared after I fast traveled. I updated to 4.6 but with the same result on free me except the harness does not remove at all. 

 

I received the harness at the end of the cursed collar quest after completing the dark deep dungeon (I think it was called) west of whiterun.

 

Kind of stuck as I am about 150 hours in, 40 or so with the harness which seems to have no way of removal (cannot find a key in the dungeons or anything). Can anyone help please? All suggestions welcome. Thanks

I had the exact same issue mine also occupied plugs but those def got fixed after I remove a device cutting mod i used and to be 100% sure re dumped all the dd files (minus meshes/textures I use a unpb preg body and as a result have custom meshes for quite a few items). What you most likely have to do to ditch it is go dump your whole inventory first will make things easier the using your console type showinventory (make sure your character is selected) look for the code(s) that say bad editor id (these are the lock(s) for the dd item you want to remove) then use player.removeitem x (x is the item code) this will unlock the harness making it removable.

 

Thanks Bahamut :-) I finally got the harness off thanks to your post :-) I did not uninstall anything though, I just did player.showinventory after removing all but the harness and plug then removed all the worn items with bad editor ids. I was then able to remove the harness and plugs without using the console. I hope this helps others too. 

Posted

Quite a mod you have here! An interesting idea that works just about flawlessly, and so much extra functionality. MCM options top off the awesome with clear and flexible customization.

 

Thanks for sharing this gem.

Posted

Since Kimy seems to have a thing for collars, I decided to put this here, instead of a general thread. :)

 

I think it would be fun to create collars for shapshifters. The most common shapeshifters are of course vampires and werewolves.

 

What the collars would do:

- force the wearer in a form, prevent transforming

- force obedience (kind of like the current collars)

- prevent using (selected) special powers

- other fun things

 

They would have better use in some kind of story arch, like the Silver somethings use these collars to pacify werewolves, or the dawnguard the vampires. Or anyone else, who wants shapeshifter servants/lackeys/slaves. An evil mage, a criminal organization, a circus, high elf aristocrats, etc.

 

If the collars would work on other transforming races from other mods, like Succubus, demons, beastmasters, etc, it would allow even more possibilities for quests.

 

A few example ideas:

- a Succubus sex slave, who can't transform to her true form and so can't use her real powers, can't charm the sex partners, etc. The owner always keeps her in bondage and rents her to rich clients, who can get a taste what is it like to be with a succubus, without the danger.

 

- a Vampire Lord, who can't transfrom to human form and most of his powers are useless. She can't visit any city, since the guards will automatically attack.

 

- a Werewolf, forced to be in her wolf form. She has to do her master's bidding or the collar won't come off and she will stuck in wolf form forever. While out in the world, she is always in wolf form, when comes "home", the collar is taken off, but she is always in severe bondage.

 

- a CL event which equips a collar (if the player is a shapechanger) and starts some general repeatable mission to get rid of it. This should be general enough so all forms of all races can complete it.

 

Of course these are just base ideas, it would need a lot of work to come up with immersive stories, where the player can of course get rid of the collar somehow. Well, this is it for now, it would be too early to design the whole questlines at this point. :)

Posted

Bug report! The safeword command in the MCM doesn't get rid of the Rubber Slave Collar.

 

1. Yeppers! This one happened to me also, but I had not reported it yet, as I was not sure if was my fault or not.

 

  I run the mod with only what is nessisary for DD mod's, and what is needed for them to run. ( DDA,DDI,DDE ) I have no other DD mods active in this profile.

 

   2.(Nothing to do with this post, but I have began to see this) It is not a good practice to void any console overriding control's as in RemoveItem, additem, set commands of any kind. But it can be done many way's. And your "RemoveItem" will still get put back on you "set" command will get over written, even when using console command's.   I would never do this, to me it is over riding the Game in a way that should never be done.

 

   So some modder's may rig there items to forcefully override any Command code.  I think is bad practice not matter the reason, but I am sure some will do it. We have console Commands for more than just cheating, they are a backbone ability to fix problem's. Overriding the power of these control in anyway in my mind is bound to cause problems.

Posted

I noticed that the Falmer are not dropping keys or firing DCL events (probably because they're classed as creatures). Could they be added as like Draugr they are humanoid (Snow Elves)

 

Yep, Falmer are not firing any DCL events. Their chests do however :)

Posted

 

I noticed that the Falmer are not dropping keys or firing DCL events (probably because they're classed as creatures). Could they be added as like Draugr they are humanoid (Snow Elves)

 

Yep, Falmer are not firing any DCL events. Their chests do however :)

 

 

Oh right, I remember the reason for that - Like the undead, the game considers Falmer to be creatures, but unlike undead, there is no separate tag identifying Falmer as such (only Bethesda knows why). I will change it so that every mob that's not marked as an animal will be able to trigger traps. That should fix it.

Posted

I've got two new ideas, not fully fleshed out:

 

 

1.Evil equipment spirits!

 

In miserable places like fort prisons, torture chambers, vampire cattle farms and especially in this location http://www.uesp.net/wiki/Skyrim:Abandoned_Prison there are many restless pour souls, broken and gone mad through endless torture and abuse. Some of them try to manifest in the soulgems of magic equipment, hiding there and trying to mindcontrol the user of the equipment, sometimes succeeding for brief moments.

 

Possible mechanics

 

If it is possible to make location checks this event can only trigger in "evil" skyrim areas like the above mentioned. Whenever the player leaves such a location there is a one time check if such spirit(s) nested in enchanted items. You will notice this only (much) later. Everytime you speak with a npc there is a chance then that you are briefly mindcontrolled. Then your normal dialogue is replaced with the "..." dialogue like with your device comments. Depending on the spirit you will suggest the weirdest things to the npc then, like offering humiliating sexual favors, gifting him all your gold or items, stripping and claiming you are dibella's manifestation in Skyrim, begging if he has any devious items and wants to tie you up in them ... .

Like with the device comments dialogue there should be a few possible reactions where the npc either just makes a fitting comment, reports you to the guards (bounty) because he thinks you are insane or really does what you ask him for.

 

Once something like this happened to you you will know that you have cursed equipment. There are two possible solutions then:

-Get rid of all your enchanted equipment (if you can, those spirits can also nest in devious devices soulgems, forcing you to suffer from them till you find the fitting key/removal tool)

-Ask a court wizard to identify the cursed item(s), which will be costly and afterwards do a successful excorcism to drive the spirit out of the item, which will be very costly. This should be so expensive that you probably only consider it for unique items which got infected.

 

 

The two main benefits of this idea are imho that the curse comes with a delay, probably surprising you off guard and i think it is a fun money sink and gameplay choice. Shall i use my elite enchanted gear/unique items and risk getting those spirits or shall i use only normal gear, thus making fights tougher and risking more to lose and get those other nice mods going like SD+/Submit/Defeat ... .

 

2. Herbs revenge

 

This one is very simple. Imho the possible events for looting alchemy ingredients could be expanded. This event also triggers silently. After a while like half a day you will notice the effects though. Either you get an allergy, this would trigger a strip animation and force you to stay nude for a few minutes, triggering comments and possible sex attacks or the plants sprayed out some corresive liquid. In this case after a few hours one or more of the items you wear fall apart and get destroyed. Since you never know if you triggered the event the armor destruction could happen at the worst possible moment :D

 

 

 

 

In general i think some silent cursed loot events manifesting hours/days after triggered unnoticed could be fun. They would add a new evil element of uncertainess. Getting infected but with a long incubation time or stalked by an evil being waiting for the worst time to show up might be other ideas :)

tl;dr: Yes to curses that make me talk like a drunken loose slut! No to curses that make my Learning Stick fall apart in the middle of a battle because I was too blind to notice the gaping holes that were developing in it for the past half hour. The possessed weapon bit is okay since you can fix it (in my case, very easily).

 

Those sound like really cool ideas! I like the thought of hidden curses. Especially ones that effect behaviour. I think we need more things that affect speech and interactions rather than inventory. 

 

The only problem I can think of here is that I feel that the permanent loss of very valuable or costly to make items, like my enchanted Daedric Greatsword of Chaos Health Absorption named Devourer, would either make me not want to use them at all for fear that sudden critical existence failure might occur, or make me just not use this mod. Or I'd cheese the system and cheat all of my stuff back into my inventory, thereby defeating the purpose of your suggested changes. This applies more to the second suggestion.

 

Loss of gold is fine. In fact I want more opportunities to lose gold since for some odd reason, I keep finding random chests and coin purses containing 10,000+ Septims leaving me with a drawer in Breezehome containing more money than in all of The Pale put together by the time I hit level 20.

 

Items on the other hand is not okay by me unless the loss can be limited to generic items that I did not craft or enchant. I worked hard to get to the point where I can make a Life-eating sword of Chaos, and if some 2 bit bandit manages to somehow take it from me, I'm going to show him CHIM-induced wrath on the business end of said sword. Then he's going to experience a thousand deaths that only a Master of the Voice can give, before I lock his soul in a rock and use it to fuel a piece of armour that will guarantee my protection from all of his friends.

Posted

 

I've got two new ideas, not fully fleshed out:

 

 

1.Evil equipment spirits!

 

In miserable places like fort prisons, torture chambers, vampire cattle farms and especially in this location http://www.uesp.net/wiki/Skyrim:Abandoned_Prison there are many restless pour souls, broken and gone mad through endless torture and abuse. Some of them try to manifest in the soulgems of magic equipment, hiding there and trying to mindcontrol the user of the equipment, sometimes succeeding for brief moments.

 

Possible mechanics

 

If it is possible to make location checks this event can only trigger in "evil" skyrim areas like the above mentioned. Whenever the player leaves such a location there is a one time check if such spirit(s) nested in enchanted items. You will notice this only (much) later. Everytime you speak with a npc there is a chance then that you are briefly mindcontrolled. Then your normal dialogue is replaced with the "..." dialogue like with your device comments. Depending on the spirit you will suggest the weirdest things to the npc then, like offering humiliating sexual favors, gifting him all your gold or items, stripping and claiming you are dibella's manifestation in Skyrim, begging if he has any devious items and wants to tie you up in them ... .

Like with the device comments dialogue there should be a few possible reactions where the npc either just makes a fitting comment, reports you to the guards (bounty) because he thinks you are insane or really does what you ask him for.

 

Once something like this happened to you you will know that you have cursed equipment. There are two possible solutions then:

-Get rid of all your enchanted equipment (if you can, those spirits can also nest in devious devices soulgems, forcing you to suffer from them till you find the fitting key/removal tool)

-Ask a court wizard to identify the cursed item(s), which will be costly and afterwards do a successful excorcism to drive the spirit out of the item, which will be very costly. This should be so expensive that you probably only consider it for unique items which got infected.

 

 

The two main benefits of this idea are imho that the curse comes with a delay, probably surprising you off guard and i think it is a fun money sink and gameplay choice. Shall i use my elite enchanted gear/unique items and risk getting those spirits or shall i use only normal gear, thus making fights tougher and risking more to lose and get those other nice mods going like SD+/Submit/Defeat ... .

 

2. Herbs revenge

 

This one is very simple. Imho the possible events for looting alchemy ingredients could be expanded. This event also triggers silently. After a while like half a day you will notice the effects though. Either you get an allergy, this would trigger a strip animation and force you to stay nude for a few minutes, triggering comments and possible sex attacks or the plants sprayed out some corresive liquid. In this case after a few hours one or more of the items you wear fall apart and get destroyed. Since you never know if you triggered the event the armor destruction could happen at the worst possible moment :D

 

 

 

 

In general i think some silent cursed loot events manifesting hours/days after triggered unnoticed could be fun. They would add a new evil element of uncertainess. Getting infected but with a long incubation time or stalked by an evil being waiting for the worst time to show up might be other ideas :)

tl;dr: Yes to curses that make me talk like a drunken loose slut! No to curses that make my Learning Stick fall apart in the middle of a battle because I was too blind to notice the gaping holes that were developing in it for the past half hour. The possessed weapon bit is okay since you can fix it (in my case, very easily).

 

Those sound like really cool ideas! I like the thought of hidden curses. Especially ones that effect behaviour. I think we need more things that affect speech and interactions rather than inventory. 

 

The only problem I can think of here is that I feel that the permanent loss of very valuable or costly to make items, like my enchanted Daedric Greatsword of Chaos Health Absorption named Devourer, would either make me not want to use them at all for fear that sudden critical existence failure might occur, or make me just not use this mod. Or I'd cheese the system and cheat all of my stuff back into my inventory, thereby defeating the purpose of your suggested changes. This applies more to the second suggestion.

 

Loss of gold is fine. In fact I want more opportunities to lose gold since for some odd reason, I keep finding random chests and coin purses containing 10,000+ Septims leaving me with a drawer in Breezehome containing more money than in all of The Pale put together by the time I hit level 20.

 

Items on the other hand is not okay by me unless the loss can be limited to generic items that I did not craft or enchant. I worked hard to get to the point where I can make a Life-eating sword of Chaos, and if some 2 bit bandit manages to somehow take it from me, I'm going to show him CHIM-induced wrath on the business end of said sword. Then he's going to experience a thousand deaths that only a Master of the Voice can give, before I lock his soul in a rock and use it to fuel a piece of armour that will guarantee my protection from all of his friends.

 

 

Yeppers I dislike mods that take items from your inventory permenantly. I know we all have pretty well learned to make a back up save before trying a new mod, but many time while running that Mod I may do some little quest that gains me and Item I find very nice, and wish to keep. Maybe it was troublesome quest, or just really boring, and you don't want to do it again, but you like the Item you got.

 

  But during that quest the modder removed and Item that was needed to even finish another Quest. Now not only will the Quest be unfinishable, but I may also begin to get Log error's on a quest that cannot fire, but keeps trying too.

 

   Soon total meld down is possible, as well as having a quest in your journal that can never be completed and the save game is toast.  I think is better if they have to be removed to place them somewhere that the player may re-aquire them.

 

   Some mods will have the attacker take the Item's, and if he is a killable, respawnable character, he may well get killed, and respawn with out any of your gear. and again it is gone forever.

 

   Quite often, I have gained enchanting potion's, and worked very hard to produce a weapon or armor that I am sort of proud of, it does hurt to loose Items like that.

 

  Yes you can go back to that back up save, but sometime's it's not something you really want to do.

Posted

 

I've got two new ideas, not fully fleshed out:

 

1.Evil equipment spirits!

 

In miserable places like fort prisons, torture chambers, vampire cattle farms and especially in this location http://www.uesp.net/wiki/Skyrim:Abandoned_Prison there are many restless pour souls, broken and gone mad through endless torture and abuse. Some of them try to manifest in the soulgems of magic equipment, hiding there and trying to mindcontrol the user of the equipment, sometimes succeeding for brief moments.

 

Possible mechanics

 

If it is possible to make location checks this event can only trigger in "evil" skyrim areas like the above mentioned. Whenever the player leaves such a location there is a one time check if such spirit(s) nested in enchanted items. You will notice this only (much) later. Everytime you speak with a npc there is a chance then that you are briefly mindcontrolled. Then your normal dialogue is replaced with the "..." dialogue like with your device comments. Depending on the spirit you will suggest the weirdest things to the npc then, like offering humiliating sexual favors, gifting him all your gold or items, stripping and claiming you are dibella's manifestation in Skyrim, begging if he has any devious items and wants to tie you up in them ... .

Like with the device comments dialogue there should be a few possible reactions where the npc either just makes a fitting comment, reports you to the guards (bounty) because he thinks you are insane or really does what you ask him for.

 

Once something like this happened to you you will know that you have cursed equipment. There are two possible solutions then:

-Get rid of all your enchanted equipment (if you can, those spirits can also nest in devious devices soulgems, forcing you to suffer from them till you find the fitting key/removal tool)

-Ask a court wizard to identify the cursed item(s), which will be costly and afterwards do a successful excorcism to drive the spirit out of the item, which will be very costly. This should be so expensive that you probably only consider it for unique items which got infected.

 

 

The two main benefits of this idea are imho that the curse comes with a delay, probably surprising you off guard and i think it is a fun money sink and gameplay choice. Shall i use my elite enchanted gear/unique items and risk getting those spirits or shall i use only normal gear, thus making fights tougher and risking more to lose and get those other nice mods going like SD+/Submit/Defeat ... .

 

2. Herbs revenge

 

This one is very simple. Imho the possible events for looting alchemy ingredients could be expanded. This event also triggers silently. After a while like half a day you will notice the effects though. Either you get an allergy, this would trigger a strip animation and force you to stay nude for a few minutes, triggering comments and possible sex attacks or the plants sprayed out some corresive liquid. In this case after a few hours one or more of the items you wear fall apart and get destroyed. Since you never know if you triggered the event the armor destruction could happen at the worst possible moment :D

 

 

 

In general i think some silent cursed loot events manifesting hours/days after triggered unnoticed could be fun. They would add a new evil element of uncertainess. Getting infected but with a long incubation time or stalked by an evil being waiting for the worst time to show up might be other ideas :)

 

to number 1 not my style unless you can pick which gender to allow it to ie i use a lesbian character on skyrim even though im a guy only because i dont have a girlfreind in real life lets just say im to fugly that i can make frankenstiens monster look like americas next top model

 

that is the dumbest thing i ever got to read. get out there and meet people dude. no one is ugly there are only people with health issues and deformities at birth. in short no one can be ugly. it is just a rude way of telling a person that they're not in a good shape with their body. and besides all that matters is how you look from the inside. once people get to know you up close i am sure that bonding won't pose as a problem at all. if you refuse this advice then i feel sorry for you. so so sorry.

Posted

Hi like your mod however I am having a problem removing a high security bra as when I go to the blacksmith he just takes my gold then nothing happens do you know a way to remove it via console commands?

Thanks

Posted

 

  But during that quest the modder removed and Item that was needed to even finish another Quest. Now not only will the Quest be unfinishable, but I may also begin to get Log error's on a quest that cannot fire, but keeps trying too.

 

   Soon total meld down is possible, as well as having a quest in your journal that can never be completed and the save game is toast.  I think is better if they have to be removed to place them somewhere that the player may re-aquire them.

 

 

 

To me this is the biggest issue, losing quest items.

 

I don't worry about weapons and armour as I can always re-craft it and that to me is part of the fun. One thing I learnt early on from DDi was always keep a spare weapon in inventory though (and clean underwear) :) .

 

DA has a mechanism that feeds your stuff back into the game in the general stores which seems a good workaround, Defeat I have set to just steal gold and stripped items which also works well as no quest items are taken.

 

Posted

 

 

  But during that quest the modder removed and Item that was needed to even finish another Quest. Now not only will the Quest be unfinishable, but I may also begin to get Log error's on a quest that cannot fire, but keeps trying too.

 

   Soon total meld down is possible, as well as having a quest in your journal that can never be completed and the save game is toast.  I think is better if they have to be removed to place them somewhere that the player may re-aquire them.

 

 

 

To me this is the biggest issue, losing quest items.

 

I don't worry about weapons and armour as I can always re-craft it and that to me is part of the fun. One thing I learnt early on from DDi was always keep a spare weapon in inventory though (and clean underwear) :) .

 

DA has a mechanism that feeds your stuff back into the game in the general stores which seems a good workaround, Defeat I have set to just steal gold and stripped items which also works well as no quest items are taken.

 

 

 

Yep! This is the most troublesome, many people will barrly understand the MCM commands, and I quite often don't fully understand what the modder is saying about some tick that will keep you from losing Item's.

 

   And I am sure some start playing before considering these things.

 

  I like these mod's so is not a rave about them, SDPlus can total some things with the thing where the Owner pilfers around in your inventory. Maria is a total disaster your Save game will probably never recover from what is done in it.  There are others, And I like both of those mods I mentioned.

 

   As for DA yes you might be able to buy the stuff back, if you are not enslaved, and the time has not expired. And you have money to get it with, and you studied the MCM enough to extend the time for retrival to as far as it will let you, but there is a time limit.

 

    I have lost stuff in DA. when I first used it, and sense have learned better how to manage its tick's, but It has problems anyway, and it for me, mostly only installed if a mod requires it.

 

Some of the problem comes from and Item removed that you don't even know is needed for a quest, and maybe miss the pop up where it was taken. 

 

Other problems are for newer player, that tried the mod for awhile, enjoyed it, then removed it, did a save cleaning, and felt everthing was okay.

 

But it was not okay, and now there save game begins to melt down, and maybe it is three mods down the line latter when these problems begin to get so bad that they CTD all the time, and They start blaming some other poor modder for the problem that they got 2 month's ago from another mod, that thought it was cool to take any item they wanted from the Players inventory.

 

  It just gets worse, and worse, and I don't think enough thought by some modder is put into  just how much trouble taking Items from a player inventory, that have nothing to do with there mod can cause or maybe they don't care, I prefer to think it is the first point.

 

EDIT:: In Oblivion you could just flag Quest items in the player inventory, and they would be invisible, but they were still there, I have never found such a neat trick in skyrim, it may be there, but I have not found it, anyway if it does exist in skyrim this would be a better alternative.

 

Posted

Hi all

My first words are a big thanx for this mod. It nearly covers my whole DD experiance in Skyrim.

One thing i noticed thou, is i never have found any boots from the new restrictive series (corset, gloves,collar,boots),

and have not found a percentage setting in the MCM to trigger.

A suggestion i would ike to make, is to add the hoods made by nytesorrow

http://www.loverslab.com/topic/38270-wip-latex-hood/?hl=rubber&do=findComment&comment=973517

and adopted by Veladarius for his/her Captured Dreams shop.

Would love if a full rubbersuit would be really a full rubbersuit, from head to toe :D

Might be used instead of gags, as far as they have build-in gags.

 

regards

 

 

 

Posted

Greetings,

 

I have yet another suggestion. This one is basic, and should be very easy to implement.

I would like to have a hotkey that increases the likely-hood of the next DDCL event firing, and one that decreases it. Preferably configurable, understandable if not (in which case one that guarantees an event and one that guarantees there will not be an event would be best).

 

I would like to have those keys purely for "on-a-whim" or "roleplaying" or whatever-you-wish-to-call-it scenarios, and wouldn't mind if they were locked away behind a toggle on the debug section.

 

For example:

I came across a dungeon filled with all-male bandits, save for the final room which had one token female and a chief male. And I thought to myself: "Gee, it would be pretty funny if a cursed loot event fired when I looted her" so I fiddled with the MCM settings to make that happen before reducing the settings back down again.

 

I do not believe the hotkeys would "cheapen" the mod, or "ruin" it in any way; those who would use the "no-event" key frequently could just as well lower the odds for an event to achieve the same effect and, supposing you decide to place it behind a toggle in the debug section of the mcm menu, it would be effectively equivalent to simply using the debug command itself - only more expedient and somewhat less extreme (not losing current devices).

 

But, at the end of the day, my best argument is that they will be fun to use in such scenarios as I described above.

 

As always, I will understand it if you choose not to comply, but hope you will.

 

Thank you for your time,

-V

Posted

 

EDIT:: In Oblivion you could just flag Quest items in the player inventory, and they would be invisible, but they were still there, I have never found such a neat trick in skyrim, it may be there, but I have not found it, anyway if it does exist in skyrim this would be a better alternative.

 

 

This would be the ideal solution but I don't think it's been implemented. Having said that there must be some sort of flag as you can't drop quest items that are essential to the game (though some side quest ones like parts of the Gaulder amulet you can iirc).

 

Maybe it needs some master list to be compiled so that mods then know not to take any objects on that list perhaps (though I don't know how well it might work in practise)

 

Posted

Fantastic mod used for 26+ hours no noticeable problems so far other than the sex attacks needing to be on for collar punishments to work which has already been mentioned.

 

Just a few things on my wish List:

 

Slider to adjust the chance for an event on corpses (i have corpses disabled atm otherwise i'd end up permanently in full bondage gear being able to set it to say 10-20% of the contain default change would be awesome).

 

making rubber gears only drop when in rubber currently i have 7 rubber restraint keys and I've never triggered a rubber event except in testing and unlike yokes you can escape the rubber restraints without initially having the key.

 

Addition of rubber hoods as mentioned above i believe this also has been implemented by devious extras so could use the resources from there maybe.

 

Possibly add a toggle to allow sex attacks particularly sleep attacks to spawn valid actors if none are present very rare for a sleep attack to occur atm as i very rarely leave any npcs alive in a dangerous area before i go to sleep there.

 

thinks that all :) again love the mod

 

 

 

Posted

Yes Kimy has done a great Job on this mod, I have had some really great fun with it. I will admit I play it on a very soft core level. I just like rol playing, but her MCM allows me this, and that makes it so much more fun for me.

 

 

 

EDIT:: In Oblivion you could just flag Quest items in the player inventory, and they would be invisible, but they were still there, I have never found such a neat trick in skyrim, it may be there, but I have not found it, anyway if it does exist in skyrim this would be a better alternative.

 

 

This would be the ideal solution but I don't think it's been implemented. Having said that there must be some sort of flag as you can't drop quest items that are essential to the game (though some side quest ones like parts of the Gaulder amulet you can iirc).

 

Maybe it needs some master list to be compiled so that mods then know not to take any objects on that list perhaps (though I don't know how well it might work in practise)
 

 

 

 

 

 

 

 

I was thinking maybe if Ashal ever had time, it would be nice if there could be a storage box function built into Sexlab.

that Modders could call, and place player items in, and retreive them from.  It could be string coded possibly to the Mod, and if the mod was not active or removed and Option in sexlab MCM would allow you to get back your items. (quest Items being the most important)

 

  it would mean another function call in sex lab, but as the storage box would not be part of the modders Mod. the items would remain there even after removal. and sexlab MCM option could allow you to retreive them. Might be a crazy Idea, but it could help on that problem. If it would work, and of course if modders used it.

Posted

Not sure if anything like this has been suggested before, but just had an idea how to make creatures no longer safe from cursed loot. 

 

It would be bit silly if a bunny rabbit was carrying restraints, but what if special events could trigger from Hircine the daedric prince of the hunt?  The general idea being the deadra doesn't like the player slaughtering countless animals and wants to teach some respect and humility. 

 

The punishments could be a bit generic with just throwing restraints on you, but I like the idea of it focusing on putting the player in a similar position as the animals.  So gags, boots, linked gloves, maybe blindfolds.  Also had an idea for a new cursed collar that would turn the player into a horny animal that would cause enforced nudity, a gag effect, 100 arousal, and as an opposite of the other collars the player will try to force themselves on random NPCs, which could cause solicitation negative effects if they refuse.  Gag effect may be a bit punishing, though there may be potential there for some custom gag-talk (as it's not a real devious device gag), that could make it fun and less troublesome. 

 

Maybe some interrogation with milk mod economy?  Not sure how, haven't actually used it yet, so I don't know, seems like it could fit in though. 

 

Just had this idea, and thought I'd throw it out there.  Thank for all your work on this mod; it's the best DD mod out there. 

 

 

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