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


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Posted

Hello Kimy,

 

Allow me to begin by saying thank you for an amazing mod, which you clearly invested a ton of time and energy into. I have encountered essentially no bugs from your mod, and attest that fact to the effort you put into creating it. With that said, I have a few features for consideration that I believe would fit nicely into deviously cursed loot.

 

The first feature is for deviously cursed loot to select different colored rubber gear, much like it does with the black/white/red devices equipped on the player. The mod Shiny Rubber Catsuits on the Nexus provides an array of different flavors of latex armor, and I couldnt imagine who wouldn't want to be locked into a pink shiny suit!

 

Along those lines, this mod (http://www.nexusmods.com/skyrim/mods/44125/?  and I think the Shiny Rubber Catsuits mod) comes with an inflatable leotard that would make an excellent chastity belt and bra. I know I'm not the only one dissapointed by the fact this item didn't have a showing ingame, and hope it could find an incorporation here.

 

My final idea is a bit of a stretch, but maybe will inspire a new line of thinking to your mod. I envision it including a chest somewhere conspicuous in which armor can be deposited. The twist would be that any armor added to the chest becomes a possible target for the cursed loot random device event. I don't know how feasible it would be converting a non-devious device put in the chest to one that locks, but it certainly would be amazing.

 

Thank you for your contributions!

Posted

IDEA... Self Bondage Gas

 

You get gassed, probably off one of the new cursed books you are working on. Then get an uncontrollable urge for self bondage, you reach into your bag. Desperately looking for anything to satiate your need for bondage...

 

You find the bondage gear you had previously removed in your backpack, you smile as you set about placing the items back on your body. You grab your keys, throwing them away. ' I wont be needing those, ' you say in your horny, drug - crazed stupor, as you finish locking yourself up...

 

BASICALLY... You get gassed off the books.

                            You put on any Devious Devices you are carrying, throwing away carried Keys ( 100% ), regardless of MCM settings.

 

OUTCOME... It's now unsafe to carry Devious Devices.

 

ADDITIONAL... Any devices carried in your horse sack, or if in your home will be worn... If within a moderate distance, same goes for throwing the keys away.

 

STASHING KEYS GETS LESS RELIABLE, as you can get an uncontrollable urge to throw them away...

 

 

 

IDEA 2... Bondage Curse

 

You get hit with an enchantment, when opening one of the books. You immediately begin to feel weak, as your mind cannot stop thinking about being bound tighly...

 

Your magic slowly drops down to zero, you cannot concentrate for thinking about being locked up in bondage gear...

 

THE CURE... Each item of bondage gear, will give you back 25% of your magic bar again. This can overpower you, as your magic bar can get to over 100%...

 

POSITIVE EFFECTS... You feel empowered wearing the Devious Devices, your magic power is stronger by 20% when wearing a single bondage item, non stacking effect...

 

OUTCOME... You need to try and find some Devious Devices, and start locking yourself up in it. Only then will your magic return...

 

DURATION OF SICKNESS... 30 DAYS

 

 

 

IDEA 3... Animal phermones

 

You get hit by a gas from a book, the mist covers your body. You smell different, more musky.

 

Animal find you a lot more attractive, and would rather make love than war.

 

OUTCOME... Animals will attack you for sex, so you better kill them quick, before they get to you...

 

POSITIVE EFFECTS... The animals get calmed after sex, making bears and larger creatures, less dangerous.

 

NEGATIVE EFFECTS... Half the forest has made love to you...

 

DURATION OF PHEREMONE... 3 DAYS

 

Ideas 1 and 2 might see the light of the day. Actually #1 is on my to-do list already. :D

 

Bug report bonanza! :)

 

- Solicitation plays the SexLab undressing animation even when it's turned off in SexLab and everywhere else.

- Getting locked into a High Security Chastity Belt or Slave Chastity belt as a result of a critical solicitation failure doesn't trigger the typical Chastity Belt quest.

- Getting locked into a Slave Collar or Slut Collar as a result of a critical solicitation failure doesn't trigger their respective quests, and the collars don't punish you for wearing clothes.

- The threesome chance during solicitation doesn't seem to do anything. Even with 100% in a chock-full inn I couldn't get it to trigger.

- Device removal after bondage during solicitation is very unreliable. I tried five times, and every single time at least one item was left on me, sometimes more than one. This includes items which normally never have problems being removed by scripted events.

- The "generous customer" option doesn't actually leave you locked in the restraints as claimed by the MCM tooltip. Much rather, the game first attempts to remove the devices you're wearing (usually leaving at least one unremoved, see above), and then randomizes a new set for you to wear and keep. Wouldn't it be simpler to just not run the unequip event in the first place? The customer could even use it as an excuse not to pay, to be extra mean :P

 

- With collar buffs active, you regenerate health so fast and have so much damage absorption that the punishment from slave/slut collars for wearing armor is perfectly survivable.

- Rubber boots don't get removed by the Safeword debug function. And I don't mean "on the first try", like corsets, which eventually do get unequipped if you try again. No, rubber boots never get unequipped. You need to spawn in a key in order to cheat yourself out of them. Really got in the way when I was trying to reproduce certain bugs...

- If you are wearing rubber gloves and get them locked behind your back, struggling with them will not produce a popup window with flavor text. Instead, said flavor text gets printed in unreadably tiny font as a status message in the upper right corner.

 

- Device comments can "snipe" other mods, for example Deviously Enslaved. DE has a chance to make NPCs approach you and demand sex, or submission into slavery, if you are vulnerable. However, if a device comment inserts itself as the first part of the conversation, it then gets routed along to the regular conversation tree, and so the actual event DE was trying to fire never happens. Has the odd effect of NPCs running towards you from across the village just to tell you they think your collar looks great on you, followed by awkward small talk :P

 

Thanks for these. Will check them out. #2 is actually not really a bug, though. The Chastity belt quest is a DDI oddity left from its early development days. It actually makes no sense these days.

Posted

I had a problem which I believe is being caused by your Slut collar (and maybe the Slave collar, too).  I was having an issue where EVERYTHING was non-hostile to my PC.  I couldn't get in a fight with bandits or beasts.  Additionally, I think it is a proximity issue because I have had an occasional bandit or Forsworn shoot an arrow at me, only to stop when they got closer to my PC.

 

Since I save fairly often, I was able to go back until the problem was not present. Where I ended up was just after getting fitted with the Slut collar.  My first encounter after being collared was with a wolf, which ran up to me hostile (red dot and all) but pulled up just before attacking and just walked away (and no more red dot). Then I went back to the same save point, and used your MCM Debug option to remove the collar. l then approached the same wolf .. this time it attacked me until I had to kill it.

 

I'm thinking you have a script associated with the collar(s) that makes enemies non-hostile so they can rape the PC.  Is it possible the effect is getting stuck even after the collar is removed?  For now, I am going to turn off the collars in the menu and continue my game. If the problem comes back, I'll know it was not your collar causing it.

Posted

Hi everyone.

I have found weird mod collision. Follower Commentary Overhaul - FCO doesn't work with Cursed loot.

To verify the assumption I have started a new game with mods necessary to run Cursed loot. With these mods and deactivated DCUR followers has comments as intended. After activation follower is silent. Ordinary Conversations are ok.

 

I haven't found any common collision. Except dcur_slavecollarquest error, log looks fine. In Tes5edit nothing suspicious. Tweaking mod order and load order in MO has no effect.

 

I would like if someone could try FCO with DCUR and tell me if it works for him.

 

Hey Nobloch

I can confirm that on my system, at least, FCO does not work with DCL.  I'm not anywhere technically savy enough with Skyrim modding to determine where they conflict, but if I run with DCL FCO doesn't work and if I disable DCL, FCO works.

Posted

Not sure if this is intended or not but ash piles do not show as checking for DCL events (keys or devices)

 

That bug is already fixed for the next update. :D

Posted

Talking about the next update:

 

Version 4.7
- Added: The Bondage Adventure Quest: Ever thought that browsing dozens of containers for keys after getting tied up is not all THAT fun? It's your lucky day! Sort of. Now you can ask just about anyone to help you out of your restraints. The catch is that it's Skyrim. And Cursed Loot. In other words, not everyone is helpful. Ok...actually most aren't. While there is a chance that people might unlock one or more of your restraints, there is also a strong possibility that they will exploit your predicament for personal satisfaction. Sometimes for giggles (they might add some more restraints to the ones you already have). Sometimes literally. Sometimes they will empty your pockets while your hands are too tied up to do anything about it. And sometimes...they might just lock every possible device on you the local convenience store is selling and dump you in a place far, far away. Good lock making your way back! Before you ask, yes, you can adjust the chances of any of this happening freely in MCM.
- Added: Translation support for MCM, contributed by CGI! The MCM menu now uses string tables, will should translating my gazillion of menu options a tad easier for translators! :D
- Added: German localization, by CGI
- Added: Sex attacks can now trigger in combat when the player's health is too low for her to continue fighting (works similar to Submit's former non-DAYMOYL auto-surrender feature). After the scene, the player can either heal up and continue exploring, or get ported to a random inn, or even get tied up and thrown somewhere in the open wild (Bondage Adventure quest). Scenes also can trigger should the player lose her weapon in combat.
Mind you that this feature is considered experimental at this point, which is the reason why it's disabled by default. Issues are expected, but I'd love to hear suggestions and feedback about it. :)   However, if you're running either Defeat or Submit, you might want to keep it disabled because these two mods make this feature redudantant anyway.
- Added: Doors can now trigger cursed traps.
- Added: Progressive Bondage: In this mode the game will always equip less punishing items first. The order of priority is: Leg Cuffs, Arm Cuffs, Collars, Vaginal/Nipple Piercings, Chastity Bra/Belt, Corset, Gloves, Boots, Gag, Blindfold, and Wrist restraints (armbinder or yokes). This mode affects standard events only. Events triggered through other means (e.g. failed solicitation) will still pick random types of devices to lock on you.
- Added: The Lucky Charm: This mythical necklace is supposedly protecting anyone wearing it from bad luck. Rumor has it that it can even ward off cursed traps - although it would be consumed in such an event.
- Added: Cover animation: When your character is not wearing a chest armour piece and is not an exhibitionist, she will now (in a more or less futile effort) try to cover her girl parts.
- Added: Configurable modifier applied to calculating cursed loot trap chances when looting dead bodies.
- Added: The safeword now also tries to restore player controls in case the player gets stuck. The code removing items also has been completely rewritten from scratch. It should now remove everything it's supposed to remove.
- Added: Global toggle to disable all of Cursed Loot's functionality at once.
- Added: Cursed Loot now automatically disables itself when you log into the game with a male character (that's mostly for convenience for those of you alternating between female and male characters). It now also checks for the presence of child followers and automatically disables itself and locks the MCM when detecting any nearby. Sorry for any inconvenience this might cause, but child followers and Cursed Loot don't go together.
- Added: If you have Serial Strip installed, Cursed Loot will try to use it for its undressing animations when dancing. Also, when undressing, the game will now try to unequip ammo and other wearables that might look odd during scenes.
- Added: Two MCM configurable conditions for device comments to restrict comments and/or action based on whether or not the player is wearing visible restraints.
- Added: Sex attacks will now try to fall back to spawning bandits when no eliglible mobs can be found nearly.
- Added: New rubber slave hood that will equip together with the rest of the slave rubber set when the corresponding event is triggered. The hood acts as both blindfold and gag. The item will respect your MCM settings and won't drop if either blindfolds or gags are disabled.
- Added: Solicitation: You can now make potential customers horny by dancing naked in front of them for a grealy increased chance to create demand for your services.
- Added: "Feed me" dialogue: If you are wearing wrist restraints you can now ask people for food if you're getting hungry or thirsty.
- Added: 20 new device comments, contributed by zenetx!
- Added: Cursed Loot will now honour Deviously Helpless suspend signals and not trigger any scenes while DH is suspended as well (for the same reasons). For modders: You can send this signal if you don't want Cursed Loot to trigger sex attacks for a while.
- Added: For modders: While a scene is playing, a flag in StorageUtil will be set, so you can now suspend your own to prevent stuff from breaking (if you so desire).
- Changed: Some sex scenes are now getting routed through the ZaZ animation pack to prevent yoke scenes to fail and/or leave ugly error messages in the script log.
- Changed: Most Cursed Loot events will no longer trigger while the player is enslaved by Maria Eden or SD+. The player can still find keys etc. This should make sure that Cursed Loot doesn't interfere with your slavery experience!
- Changed: Eliminated separate slut/slave collar periodic events for better performance.
- Changed: Generic armour blocking harnesses have been removed from the drop list.
- Changed: The cursed slave harness and high security harnesses have been converted to non-armour blocking versions. The DiD armour blocking harness has been converted to a collar harness.
- Changed: Dead body traps will now trigger from every mob that's not an animal.
- Changed: Running FNIS after installation is now required,
- Fixed: Dead bodies turned into ash will now properly trigger cursed loot events.
- Fixed: Plants will no longer lock you in restraints in certain circumstances (yes, they did that, don't ask!), which also means that the restraint threshold is working as intended again.
- Fixed: Corrected some faulty keywords on yokes.
- Fixed: When a sleep attack fails, the player controls will now always be properly restored.
- Fixed: Dialogue for the linked rubber gloves now properly displays in a dialogue box instead of a font size 2 status message.
- Fixed: Slave and slut collar punishments happen again when sex attacks are disabled.
- Fixed: When unlinking slave rubber gloves, the two required rubber restraints key are now getting removed from your inventory.
- Fixed: NPCs wearing gags will no longer comment on your restraints.
- Fixed: Dwarven constructs are no longer picked up by sex attack scenes.

 

NOTES:

- As of version 4.7, FNIS MUST be executed after installing/updating the mod.

- A clean save is strongly recommended!

- Due to the massive amount of changes in 4.7, I'd recommend to keep an older save around if you want to upgrade an existing game with the new version. Just in case. Better safe than sorry!

- CGI's German localization has been integrated in the mod and for this reason is no longer offered as a separate download!

Posted

Ooh, cover animations! Neat! I'd been using More Devious for that, but it's much nicer to get it in a mod I'm already using.

Posted

hehe, I was going to post today "When is the update coming!" but now i don't have to.  Good job, the changelog is impressive. :)

Posted
- Added: Cursed Loot will now honour Deviously Helpless suspend signals and not trigger any scenes while DH is suspended as well (for the same reasons). For modders: You can send this signal if you don't want Cursed Loot to trigger sex attacks for a while.

- Added: For modders: While a scene is playing, a flag in StorageUtil will be set, so you can now suspend your own to prevent stuff from breaking (if you so desire).

 

Oh good, that should make things easy.

 

Now I can stop procrastinating on figuring out how the dhsuspend system works...

Posted

Arghhhhh!!!!!!!!!, (grrrrrrr........), mmmmpphhhhhhh... (back to MO/Merge Patch/Lootify.... bla bla bla).

 

Oh!, by the way, cheers for the new update - it's not you it's me :).

Posted

 

- Added: Doors can now trigger cursed traps.

 

Nothing is safe in Skyrim! My poor character is now only safe cowering in the corner of an empty room, alone. Even the doors are out to get her. You wonderful monster.

Posted

Woo! New update.

I'll try to look out if anyone sees anything the frostfall patch needs updating with here in the forum. A PM would probably be more reliable way to let me know though.

 

I have to admit a curiousity now. I wonder how long it'll be before SD+, DCL, MDQ, Defeat/Submit all converge into a singularity, given how much overlap is forming already.

They all do so much and with so much overlap, I can't even keep track.

Guest smellbo
Posted

ヽ༼ຈل͜ຈ༽ノ Hype ヽ༼ຈل͜ຈ༽ノ

Posted

YAY! A problem with new version but maybe only in my game? When i click the two new MCM option about "bound visibly only", it does not check the box, and when i leave the MCM menu, i get the messages "test script activated" and "terminating active quests"  :blink:

Posted

YAY! A problem with new version but maybe only in my game? When i click the two new MCM option about "bound visibly only", it does not check the box, and when i leave the MCM menu, i get the messages "test script activated" and "terminating active quests"  :blink:

 

Snap.  I also saw a few MCM menu items with a description that clearly didn't match the name of the item.

 

And I'm not sure if I'm doing something wrong but I started the adventure quest via the smith in Whiterun successfully, but now during the quest the NPCs I tried talking to had no conversation options relating to the quest.  From the description it sounds like any NPC works?  Might just be me misreading it though.

Posted

Got a problem.

 

When using the packaged cover up animation.

 

I hear the walk sound for whatever boots I'm using, so light armor sound, heavy armor sound, and even the Pony Boots sound.

 

This is just for standing idle.  Removing footwear stops the sound.

 

My normal idle doesn't have movement sound, Im using one of the sexy idles.

 

I have gotten a weird foot sound issue with magic cast idle as well but I didn't think to look into it yet till now.

 

Any idea's, I ran FNIS of course....wondering if its a file placement or ESP issue I could fix real quick.

 

-------------------------------------------

 

I think I know what causes the Boots sounds to go off on certain animations when at IDLE.

 

Many animations have a Turning Idle that simulates actual turning and thus the feet move and boots make sounds.

 

So a couple of things I already don't like most turning idle animatons anyway.  So I'll just replace those with idle.

 

Then pop open the CK or Tes and make a patch probably sometime down the road.

 

-----

Digging around it would seem that certain animations are tagged to have "sound" don't understand that yet.  Got that tid bit surfing the Immersive Footsteps page.  (sounds bogus to me)

Posted

Looks like inescapable armbinder is truly inescapable... even safeword has troubles removing it, also removing corset + belt combo does not always work - it pops up the 'on unequip' dialog (it happened with red version of corset, but I don't know which belt). I could reproduce the armbinder issue after loading a cleaned save, waiting for Cursed Loot to initialize, then add it via console and remove via safeword - it does not remove it. Using same method with corset and belt (xx04dbf0 and xx009a7b, where xx is the DD integration esp id), it removed the belt, but not the corset.

Posted

ooh cover animations. nice. anyway.. bug report: (my save is probably dirty :/) today i been unlucky enough to get a cursed collar. well,that has not happened in a while.

and.. i am stuck. reading the note that comes alongside it does nothing. the entire quest seems to be broken. any workarounds or should i just abort and go back to an point where i did not have it equipped? edit:forget i said anything. better to just go back to a safe save point and update.

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