Kimy Posted June 3, 2015 Author Posted June 3, 2015 Implementing an alternative version is also something I am thinking about, yes. One or the other will happen, though. As for the effects, I am always looking for new fun ideas for item effects. One design criteria I have for it is that the effect needs to affect all "classes" more or less equally. One example for an effect I don't like for that reason is the plug vibrations that affect mages much harder than sword and board warriors. So if an items will hit stamina (which hits warriors), it also should do something equally annoying to mages.
Kissinger Posted June 3, 2015 Posted June 3, 2015 Unifying plug detriments across classes seems less fun than having unique ones, however. (Not to mention how few plugs there are tailored to thieves. I'd love to see like an alert plug that triggers a pickpocket victim to notice a theft and punish the thief accordingly.) If (e.g). a mage picks up an item that drain stamina maybe a cruel NPC or trap, noticing player's skill levels, can replace it with one that drains magicka. I guess I'm suggesting specific consequences for unequal impairments rather than a catch-all solution to itemization. But is this unnecessarily convoluted/implementable? I unno
unmog Posted June 3, 2015 Posted June 3, 2015 Well that unifying thing is what my idea was supposed to be about, since as you said plugs hit mages much harder. I mean the armbinders hit everyone pretty hard but it could be said the corset and boots hits both warriors and rogues harder than mages unless your a mage that runs a lot, though not as much as the plugs hit a mage. I think if say the gloves also hit some non mage stuff it'd balance it out a bit more, I dont have a list of what-hits-what the most to know which "class" gets hurts the most in full gear but I dont think of Skyrim much with "classes" anyway. I always seem to be a blend of classes, for instance currently Im a destruction/healing wizard primarily with a bow and heavy armor that sneaks around a lot. I also craft my own armor, potions and enchantments. I was going to suggest some gloves that made it harder to craft but that didnt make much realistic sense to me. But I could definitely see some bondage gloves making it harder to open locks~ BTW... unsure, do boots actually make it harder to sneak? I thought some of them might have been hitting my sneak skill but I cant really confirm. Honestly wouldnt mind more restraints with bells on them. Nipple bells, vaginal bells, bells on collars, cuffs, gags and blindfolds! I know skyrim uses both visuals and sound as it determines sneakyness. i do know cuffs have an in built ability to make you stumble in between attacks with a weapon though. But even mages use weapons to fend off pesky meleers that get too close. At least my mages do. Really I suppose theres only two classes in the game. 1=Attack with weapons 2= attack with magic. Sure theres types armor and stuff you can wear and types of crafts including speech craft and lockpicking/pickpocketing and such, but in combat it boils down to which one of those two things you do the most I think. The stuff that prevents you from wearing armor doesnt differentiate light or heavy armor, but even my mages will wear armor. Ill just enchant it to give magic regen and stuff. So far though there's very little that hits being sneaky, opening locks, etc. Unless you count an armbinder which hits everything hard. Id really like to see some stuff that made pickpocketing, lockpicking, and other sneaky stuffs harder. Gloves seem like a prime candidate for that to me... they currently do very little as it is right now. If it makes holding onto weapons harder [its in the subtext that pops up] I think itd make fine movements like lockpicking harder, or pickpocketing~
Slorm Posted June 3, 2015 Posted June 3, 2015 As for the effects, I am always looking for new fun ideas for item effects. One design criteria I have for it is that the effect needs to affect all "classes" more or less equally. One example for an effect I don't like for that reason is the plug vibrations that affect mages much harder than sword and board warriors. So if an items will hit stamina (which hits warriors), it also should do something equally annoying to mages. I'm not convinced it's that much of an issue. I agree the vibration effect is hard on mages (and particularly tricky if you play an assassin/conjurer as I tend to) as it gimps your spellcasting and you throw away your weapon as well. But this also gives a chance for other mods like DH, Defeat, DCL sex attack to kick in so personally I find it fun. I think it would be a good idea to have some plugs that hit warriors a lot more, but personally I think I'd be happier taking pot luck with whatever plug I got rather than having a multi effect plug that tries to gimp every class equally. One of the things I particualrly love about the CD delivery missions is that you never know what combination of plugs (or single plug) you'll get until it's too late. Some combinations offset or complement each other and can be helpful and others can put the pc in great difficulty and require some skill to play well, so I would personally favour that type of approach using single effect items.
tontoman Posted June 4, 2015 Posted June 4, 2015 Yeah, I also like the mixed nature of devices, but I certainly see the point that at the least you'd want that class of item to cover all combat classes. So if one plug makes life difficult for magic uses, you'd want another plug to make things difficult for warriors. Otherwise that MCM item selection list becomes a temptation according to your class. For effects I prefer the random kind. Drains and % losses can be dealt with pretty easily. It's the sudden effects like dropping your sword (what?! noooo!!) or vibrations that can really screw up what should have been easy combat, and starts you off on another adventure when you least expect it (which is why cursed loot is so good) . Is it from CD items that at times you can drop your weapon? Been a long while since I played those missions.
unmog Posted June 4, 2015 Posted June 4, 2015 I think the drop of the weapon was in deviously helpless. I always turned that off though since Skyrim has a habbit of dropping your weapon through the ground never to be seen again. I mean Id use it more if the function itself wasnt more buggy. I always sorta prefered the option to unequip it instead so you dont "lose" it unfairly. I mean sometimes it can be hard to find stuff in tall grass, but Ive been on flat stone and dropped it and it was nowhere to be seen. Maybe if there was a "find my lost gear" command where it fast forwards time by an hour and you look for and retrieve your stuff.
Guest smellbo Posted June 4, 2015 Posted June 4, 2015 I think the drop of the weapon was in deviously helpless. I always turned that off though since Skyrim has a habbit of dropping your weapon through the ground never to be seen again. I mean Id use it more if the function itself wasnt more buggy. I always sorta prefered the option to unequip it instead so you dont "lose" it unfairly. I mean sometimes it can be hard to find stuff in tall grass, but Ive been on flat stone and dropped it and it was nowhere to be seen. Maybe if there was a "find my lost gear" command where it fast forwards time by an hour and you look for and retrieve your stuff. I have lost many beautiful items due to them unequipping and falling into the void, never to be seen again
Statick16 Posted June 4, 2015 Posted June 4, 2015 http://www.loverslab.com/files/file/1574-devious-extras/ will we ever see items from this mod appear in cursed containers?
Kimy Posted June 4, 2015 Author Posted June 4, 2015 http://www.loverslab.com/files/file/1574-devious-extras/ will we ever see items from this mod appear in cursed containers? I obtained permission from Nytesorrow to bundle the Latex Hoods with Cursed Loot, so yes. The catsuits are already in anyway.
Slorm Posted June 4, 2015 Posted June 4, 2015 I think the drop of the weapon was in deviously helpless. I always turned that off though since Skyrim has a habbit of dropping your weapon through the ground never to be seen again. I mean Id use it more if the function itself wasnt more buggy. I always sorta prefered the option to unequip it instead so you dont "lose" it unfairly. I mean sometimes it can be hard to find stuff in tall grass, but Ive been on flat stone and dropped it and it was nowhere to be seen. Maybe if there was a "find my lost gear" command where it fast forwards time by an hour and you look for and retrieve your stuff. Yes it was an additional event added to DDi by DH (as was trip) I think it depends on how you view it. It is annoying but sometimes you just lose things and to me that adds to the immersion. TBH I don't think there's anything that unique in the game that I can't live without and I always carry a spare weapon just in case. For real fun (I have traps set to explode) I have lost armour and weapons completely as Valtheim Keep, I was looting a bandit and "bang" and they all got blown straight of that narrow bridge . That to me "is" the fun part, never knowing what will happen and having to deal with the result, but of course others take a different view so and unequip toggle on a weapon drop wouldn't be a bad thing
Kimy Posted June 4, 2015 Author Posted June 4, 2015 unequip toggle on a weapon drop wouldn't be a bad thing Added it already. It will be in the next patch.
magnusx Posted June 4, 2015 Posted June 4, 2015 Im using Rcots for Beeing female addon, cant u just make an ignore actor function to not affect children, i cant use the other features of this mod just becuz of this, i dont want child get into the traps, just make them get ignored by the traps pliz
MrBig Posted June 4, 2015 Posted June 4, 2015 This may be a stupid question but I have no idea on how mod coding works but when your mod procs when you're rummaging around containers can it differentiate between a container that you're stealing from and one that you can loot as normal? I ask to pitch an idea; A chance to get deviced when stealing; that chest in the back of the shop that you know has something good inside but the paranoid shopkeeper has booby trapped their wares to deter thieves; you black out and wake up restrained and the person you tried to steal from tells you you cant get out unless you pay back the value of the items you stole (plus interest) and then of course there's always the chance they won't honor their word.
Slorm Posted June 4, 2015 Posted June 4, 2015 This may be a stupid question but I have no idea on how mod coding works but when your mod procs when you're rummaging around containers can it differentiate between a container that you're stealing from and one that you can loot as normal? I ask to pitch an idea; A chance to get deviced when stealing; that chest in the back of the shop that you know has something good inside but the paranoid shopkeeper has booby trapped their wares to deter thieves; you black out and wake up restrained and the person you tried to steal from tells you you cant get out unless you pay back the value of the items you stole (plus interest) and then of course there's always the chance they won't honor their word. This could also be used as a lead-in to other quests or services for the shopkeeper that the pc would have to perform before being released (similar to radiant quests or CD missions)
Kimy Posted June 4, 2015 Author Posted June 4, 2015 This may be a stupid question but I have no idea on how mod coding works but when your mod procs when you're rummaging around containers can it differentiate between a container that you're stealing from and one that you can loot as normal? I ask to pitch an idea; A chance to get deviced when stealing; that chest in the back of the shop that you know has something good inside but the paranoid shopkeeper has booby trapped their wares to deter thieves; you black out and wake up restrained and the person you tried to steal from tells you you cant get out unless you pay back the value of the items you stole (plus interest) and then of course there's always the chance they won't honor their word. This could also be used as a lead-in to other quests or services for the shopkeeper that the pc would have to perform before being released (similar to radiant quests or CD missions) Tracking what item players take from chests is trivial. I will have to check if I can read the item's "stolen" flag from Papyrus, though. Otherwise, sounds like a fun idea!
Slorm Posted June 4, 2015 Posted June 4, 2015 Bug Report I'm doing Proving Honour (Companion Quest) so being lumbered with a follower I have DCL turned off in the Debug menu. On searching a corpse I got a Lucky Charm which shouldn't happen if the mod's switched off. Not had any keys or devices so far so looks like it's just the charm EDIT: Just got a chastity key as well so it looks like it only deactivates devices and sex attacks not the whole mod
Kimy Posted June 4, 2015 Author Posted June 4, 2015 Bug Report I'm doing Proving Honour (Companion Quest) so being lumbered with a follower I have DCL turned off in the Debug menu. On searching a corpse I got a Lucky Charm which shouldn't happen if the mod's switched off. Not had any keys or devices so far so looks like it's just the charm EDIT: Just got a chastity key as well so it looks like it only deactivates devices and sex attacks not the whole mod Working as intended. The shutdown disables all "bad" stuff, but still lets you finish quests etc.
Slorm Posted June 4, 2015 Posted June 4, 2015 Working as intended. The shutdown disables all "bad" stuff, but still lets you finish quests etc. Ah, fairy nuff Slight misnomer though as it says "Shut Down All Functions"
thekaptainn Posted June 5, 2015 Posted June 5, 2015 Quick question, I am using the 4.8 version but still getting the periodical update bug/ctd. Was the 4.8 suppose to fix it or will it be in the next update? I actually did a fresh install of skyrim tonight with all updated mods and I also have all the required ones as well, just to get that out of the way. Any tips for me?
Kimy Posted June 5, 2015 Author Posted June 5, 2015 Quick question, I am using the 4.8 version but still getting the periodical update bug/ctd. Was the 4.8 suppose to fix it or will it be in the next update? I actually did a fresh install of skyrim tonight with all updated mods and I also have all the required ones as well, just to get that out of the way. Any tips for me? Not sure what bug you mean, but the bug that caused the excessive script lag is -definitely- gone. If you still experience CTDs, it's very, very unlikely that Cursed Loot causes them (and as I said above, the periodic event being the last event in your log doesn't mean that it actually caused the crash). Cursed Loot's papyrus load is medium level when the sex attacks are enabled and more or less lightweight otherwise. Often, scripting engine crashes aren't caused by any one mod, but a combination of several that together just add too much strain on the engine.
thekaptainn Posted June 5, 2015 Posted June 5, 2015 Quick question, I am using the 4.8 version but still getting the periodical update bug/ctd. Was the 4.8 suppose to fix it or will it be in the next update? I actually did a fresh install of skyrim tonight with all updated mods and I also have all the required ones as well, just to get that out of the way. Any tips for me? Not sure what bug you mean, but the bug that caused the excessive script lag is -definitely- gone. If you still experience CTDs, it's very, very unlikely that Cursed Loot causes them (and as I said above, the periodic event being the last event in your log doesn't mean that it actually caused the crash). Cursed Loot's papyrus load is medium level when the sex attacks are enabled and more or less lightweight otherwise. Often, scripting engine crashes aren't caused by any one mod, but a combination of several that together just add too much strain on the engine. Okay, Thanks Kimy! That's actually some really good information that helps a noob like me out. I'll keep at it today and figure out what my problem is then. I am getting VM is freezing... VM is frozen after a DCUR event and then several other lines of DCUR before the CTD. It's always when looting though I've noticed or opening doors but i'll keep troubleshooting. Update: You are right Kimy! When i turn off DCUR, the problem occurs less often but still does occur so it's not DCUR. Sorry for blaming this wonderful mod. :-(
ForestElf Posted June 5, 2015 Posted June 5, 2015 Not sure what bug you mean, but the bug that caused the excessive script lag is -definitely- gone. If you still experience CTDs, it's very, very unlikely that Cursed Loot causes them (and as I said above, the periodic event being the last event in your log doesn't mean that it actually caused the crash). Cursed Loot's papyrus load is medium level when the sex attacks are enabled and more or less lightweight otherwise. Often, scripting engine crashes aren't caused by any one mod, but a combination of several that together just add too much strain on the engine. Hi, i installed 4.8 and it seems better. Although i still got a screen message i think, saying i was using 4.7. But it's 4.8, i am sure of it. My main worry with Cursed Loot, is that if you keep adding more and more and more things, it will become a resource hog and more unstable. It's already 63 MB, which is quite big for a mod. So as much as it's interesting to see people suggesting "add this, add that", i would prefer just some bugfix and streamlining version of the current mod. If i don't find any odd bugs apart the "4.7" name, i will probably keep this version, as i don't want a heavier one with more things in.
Kimy Posted June 5, 2015 Author Posted June 5, 2015 Not sure what bug you mean, but the bug that caused the excessive script lag is -definitely- gone. If you still experience CTDs, it's very, very unlikely that Cursed Loot causes them (and as I said above, the periodic event being the last event in your log doesn't mean that it actually caused the crash). Cursed Loot's papyrus load is medium level when the sex attacks are enabled and more or less lightweight otherwise. Often, scripting engine crashes aren't caused by any one mod, but a combination of several that together just add too much strain on the engine. Hi, i installed 4.8 and it seems better. Although i still got a screen message i think, saying i was using 4.7. But it's 4.8, i am sure of it. My main worry with Cursed Loot, is that if you keep adding more and more and more things, it will become a resource hog and more unstable. It's already 63 MB, which is quite big for a mod. So as much as it's interesting to see people suggesting "add this, add that", i would prefer just some bugfix and streamlining version of the current mod. If i don't find any odd bugs apart the "4.7" name, i will probably keep this version, as i don't want a heavier one with more things in. LL is lying. Cursed Loot has about 22MB at this point (the 63 is the TOTAL of all files stored in my download page). Also, file size is absolutely no indicator about resource usage. Armor mods have hundreds of MB each and have zero impact on the scripting engine. Conversely, the worst resource hog ever was the old SL Aroused, which was super small in terms of file size. Size doesn't matter. I am pretty sure I could reliably crash Skyrim with less than 10 lines of code if I wanted to. That being said, yes, I am going to add new functions with performance in mind. If you decide to keep the current version, that's of course your call. Don't expect me to release bugfixes for older versions, though. Btw. the sex attacks in 4.9 will execute faster than in 4.8. I optimized the code. Not every new version is making things slower... Oh, and I have seriously no idea why anyone would complain about a version number that was forgotten to be increased in some info string. This doesn't really deserve the name "bug" by any stretch of imagination.
unmog Posted June 5, 2015 Posted June 5, 2015 It could have been a bug with the transition from your brain to your fingers to the keyboard~ Typo Bugs can be the worst sometime~
Vaelorian Posted June 5, 2015 Posted June 5, 2015 I am pretty sure I could reliably crash Skyrim with less than 10 lines of code if I wanted to. So very true.
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