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


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Posted

Many thanks for adding Undead :)

 

Do you think Falmer should be added as well (again classed as a creature atm) as they seem to behave in a humanoid manner? IIRC they're used in SD+ and DA so it would appear to be appropriate, though I am in two minds about it.

 

Falmer cursed loot would be tricky for those using a particular .ini tweak with certain enb mods; I experimented with SD+ in conjunction with enb mods (before I realized that ALL enb mods will nuke my computer, no exceptions), and I found that, if a light source is removed, the player is positively screwed. I thought this was pretty cool in a bandit fort, where shadows were, well, black voids. I wasn't cool, however, when I found myself deep underground, in a cavern and Dwemer ruin, and the falmer took my wearable lantern, and plunged me into the darkest dark that enb mods have to offer.

 

On the other hand, there is that undress when equipping cursed loot toggle that can prevent that, but some of us just like any excuse to make our characters naked and equipping cursed loot is one of them :D

 

Have fun, and I dare everyone to try that enb thing.

Posted

 

No comment on my issue? =(

 

Oh right! Oops!

 

Well, there used to be a bug with armbinders in DD Integration so that using manipulated locks once would result in other armbinders being manipulated, too. I believe they fixed that bug in DD 2.8.1, but if your save game is older, it could be that the setting is still in there. In any case, Cursed Loot doesn't ever set the manipulated locks variable, it just equips the armbinder on you.

 

 

Ah I see! Yes, you're right, my savegame predates DDi 2.8.1. I'll go over to that thread and ask then, thanks for the info!

Posted

Hi, I just love your mod.  I won't play without it.  I have no talent for modding, but I had an idea for you in the "cursed" theme though.  It always felt odd that a spell cast without enough magika (or even a shout when not recharged) just kind of fizzles and dies.  How about if the insufficiently powered spell, (or shout) backfires with "cursed" effects.   You could even categorize the "cursed backfires".  i.e.  Destruction could destroy your keys.  Conjuration could conjure some devious devices on your person.  Alteration could alter a devious device into another (more restrictive) one.  Restoration could re-equip devious devices from your inventory.  Illusion, could blindfold you.  A backfired shout could gag you.  Maybe even discharged enchanted weapons could backfire.  Anyway, for your consideration, just another way one could get bound with devious devices besides being defeated in combat, or looting.  Hope you like it.

 

 

Edit:

Another avenue for devious devices, might be sexual misadventure.  i.e. Have sex with the wrong (or maybe right) person and end up in some kind of bondage.  Don't tell me this hasn't happened to you. :-)

Posted

This isn't about DCL directly but more a Skyrim issue generally.

 

I got my pc up to level 43 and decided to start a new game, the main reason was that there's no real money sink left, so looting isn't particularly necessary. As I tend to roleplay my pc there was no longer a reason for her to take the risk of picking up cursed loot.

 

I use Trade & Barter to increase purchase and reduce selling prices, RND so food has to be purchased but once you get into the 40's when you don't need to spend much more on training and you have a home it's really hard to find a use for all that gold. I did try Simple Taxation but that didn't seem to work at all, which is a shame as that would have been a possible solution.

 

I think we really need a complementary mod to DCL to make looting worthwhile or better still a necessity at higher levels, something that creates a gold sink on a regular basis so that there is always a need for gold

 

I was going to suggest that a cursed event could take gold as well as keys but from a roleplay perspective that would increase risk aversion not decrease it, so counter productive

 

Sorry if this seems OT as it's rather tangential to this mod but it is an issue for many roleplayers I would have thought. Anyway, I'll stop rambling now but if anyone has any ideas on what to do with all the damned gold I'm all ears.

 

EDIT:

 

Maybe have a special optional event, pay x thousand (selectable amount) per month to some evil mage or have a full set equipped magically on the pc (preferably at a very bad time in a dungeon). Now that would be a curse :)

 

 

Posted

This isn't about DCL directly but more a Skyrim issue generally.

 

I got my pc up to level 43 and decided to start a new game, the main reason was that there's no real money sink left, so looting isn't particularly necessary. As I tend to roleplay my pc there was no longer a reason for her to take the risk of picking up cursed loot.

 

I use Trade & Barter to increase purchase and reduce selling prices, RND so food has to be purchased but once you get into the 40's when you don't need to spend much more on training and you have a home it's really hard to find a use for all that gold. I did try Simple Taxation but that didn't seem to work at all, which is a shame as that would have been a possible solution.

 

I think we really need a complementary mod to DCL to make looting worthwhile or better still a necessity at higher levels, something that creates a gold sink on a regular basis so that there is always a need for gold

 

I was going to suggest that a cursed event could take gold as well as keys but from a roleplay perspective that would increase risk aversion not decrease it, so counter productive

 

Sorry if this seems OT as it's rather tangential to this mod but it is an issue for many roleplayers I would have thought. Anyway, I'll stop rambling now but if anyone has any ideas on what to do with all the damned gold I'm all ears.

 

EDIT:

 

Maybe have a special optional event, pay x thousand (selectable amount) per month to some evil mage or have a full set equipped magically on the pc (preferably at a very bad time in a dungeon). Now that would be a curse :)

 

I bet that if there was an option to enable the inescapable "Master's" devious devices from the Captured Dreams mod, those would cost a lot of gold to have removed. :-)

 

Posted

EDIT:

 

Maybe have a special optional event, pay x thousand (selectable amount) per month to some evil mage or have a full set equipped magically on the pc (preferably at a very bad time in a dungeon). Now that would be a curse :)

 

You could play as slaverun slave, then you have to pay gold every x days (mcm adjustable) to your master once you finished the slaverun quests.

 

Or you try to play an alcoholic or skooma addict (with Guffels new mod), that's another nice money sink :)

 

 

 

 

One small improvement i'd like to see in  a future cursed loot version: You should always have a chance to lose your keys when you open a container, currently it was too tempting to search enough containers till you find all needed keys once you reached your item threshold. I deactivated keys completely because of that and only use the captured dreams master, but this is also a bit harsh.

So if you invent a funny variant where you lose your keys again or get some other penalty occasionally would be great.

Posted

Odd that you guys are talking about money sinks, when I just wrote one into my DCL development build. :P

 

You did? Nice. Slorm got me thinking that blacksmiths could be put to use price gouging to remove devices. That's a good idea.

 

Whatever you have planned for the gold sink, it'll be cool beans.

Posted

Gosh, my problem was different.  I went through a bandit hideout and found lots of fun things and had fun problems with them.  When cleared, I returned home (Helgen House).  I opened a mini-safe that I keep gems in, and was completely encased in items (feeling dizzy).  In my own home.  My settings were on default for number of items to 'adorn' myself.  I had set my key loss at zero, but still lost all keys.  I like to feel safe in my home after venturing into the dangerous world. ;P

 

Will these devices respawn in my home after I have opened every container to check?

 

If no- then my only problem is losing keys.  My setting upon installation was key loss to zero.  Any suggestion?

 

Thank you, Vixen

Posted

There is a bug with the harnesses that makes them crash to desktop when using a weight 1.0 body. Open racemenu and set your character's weight to 0.99 and it should work.

 

There really shoulden't be for several versions of DDx now and i can't reproduce that. Is there some mod out there that's overwriting DDx with outdated UNPB meshes? Or are people just not updating their installs?

Posted

Gosh, my problem was different.  I went through a bandit hideout and found lots of fun things and had fun problems with them.  When cleared, I returned home (Helgen House).  I opened a mini-safe that I keep gems in, and was completely encased in items (feeling dizzy).  In my own home.  My settings were on default for number of items to 'adorn' myself.  I had set my key loss at zero, but still lost all keys.  I like to feel safe in my home after venturing into the dangerous world. ;P

 

Will these devices respawn in my home after I have opened every container to check?

 

If no- then my only problem is losing keys.  My setting upon installation was key loss to zero.  Any suggestion?

 

Thank you, Vixen

 

Is your home a custom player house? Because the code shouldn't trigger inside a player house at all. However, it would if the modder forgot to tag their player house as such. Losing your keys despite a zero loss chance shouldn't happen though. I will have a look at that.

Posted

Got a bit of a problem, 

 

When this was in an earlier build (1.2 I think) I tried it out andthough awesome love it but at the time I was playing with Demonica and obviously there is an incompatability thereso I uninstalled and put this at the top of my list for my next playthrough. hat time has come and I see this has moved on very well and looks to be much better but I cant get anything to happen I dont even get debug messages even though activated in MCM.

 

Now I am sure it is me screwing up somewhere but I have no idea where to start looking for the problem.

 

I am using a UNPB based Ningham female PC.

Started a new game.

Skyrim runs fine it is just this mod seems to be installed but not called.

 

Any pointers as to where to look would be appreciated as there is a total lack of ideas on my part.

 

UPDATE

 

On restarting my game I got a devious devices error saying version not compatable will get a screenie and ask in the approprite thread as I have latest version installed

 

UPDATE II

 

Got error sorted (was using an old version of aroused even though it was named the same as latest version) but still nothing tripping so am back to square one. Have tried using vanilla race too just in case but didn't think that was the issue. It wasn't :(

Posted

Any pointers as to where to look would be appreciated as there is a total lack of ideas on my part.

 

You're not the only one being puzzled. If I got it right, the MCM menu -is- installed and showing up in your game, yes? And you are NOT looting containers inside a player house either? Because the code doesn't trigger there.

 

Other than that: Did you try to test it with another new game? Because with very heavily modded games, sometimes it can be that Papyrus fails to execute some scripts when a new game is started due to heavy load. If the initialization routine doesn't fire, the code will never trigger. You can check in the console if your character has three perks, each starting with a DCUR_ prefix. If they are not present, the mod wasn't properly initialized.

Posted

 

Any pointers as to where to look would be appreciated as there is a total lack of ideas on my part.

 

You're not the only one being puzzled. If I got it right, the MCM menu -is- installed and showing up in your game, yes? And you are NOT looting containers inside a player house either? Because the code doesn't trigger there.

 

Other than that: Did you try to test it with another new game? Because with very heavily modded games, sometimes it can be that Papyrus fails to execute some scripts when a new game is started due to heavy load. If the initialization routine doesn't fire, the code will never trigger. You can check in the console if your character has three perks, each starting with a DCUR_ prefix. If they are not present, the mod wasn't properly initialized.

 

How do I check the perks, am really n00bish for most consol stuff

 

Checked UESP (not complete n00b :D ) and used hasperk to check but got no response, not even a 0 but using help DCUR did respond with the perkids for the three preks needed so they are ingame.

Posted

I have a quick question, and I am not saying it is this mod, I just noticed after this mod triggered is all....

 

when I pick up weapons in the world... like Iron daggers, silver daggers etc.... Iron swords... silver swords, They won't go in to my inventory. I.e they vanish as if I picked them up BUT they wont show in my inventory, or add weight to my player.  Again, I am not saying it is this mod, it just happened after this mod was triggered.

 

I am in the process of sorting my mods to see if I can find the exact one causing the issue but I figured I would ask here in case this has happened to someone else.

Posted

I have a quick question, and I am not saying it is this mod, I just noticed after this mod triggered is all....

 

when I pick up weapons in the world... like Iron daggers, silver daggers etc.... Iron swords... silver swords, They won't go in to my inventory. I.e they vanish as if I picked them up BUT they wont show in my inventory, or add weight to my player.  Again, I am not saying it is this mod, it just happened after this mod was triggered.

 

I am in the process of sorting my mods to see if I can find the exact one causing the issue but I figured I would ask here in case this has happened to someone else.

 

I would be highly surprised if this problem was caused by Cursed Loot. I can't remotely imagine how.

Posted

 

 

Any pointers as to where to look would be appreciated as there is a total lack of ideas on my part.

 

You're not the only one being puzzled. If I got it right, the MCM menu -is- installed and showing up in your game, yes? And you are NOT looting containers inside a player house either? Because the code doesn't trigger there.

 

Other than that: Did you try to test it with another new game? Because with very heavily modded games, sometimes it can be that Papyrus fails to execute some scripts when a new game is started due to heavy load. If the initialization routine doesn't fire, the code will never trigger. You can check in the console if your character has three perks, each starting with a DCUR_ prefix. If they are not present, the mod wasn't properly initialized.

 

How do I check the perks, am really n00bish for most consol stuff

 

Checked UESP (not complete n00b :D ) and used hasperk to check but got no response, not even a 0 but using help DCUR did respond with the perkids for the three preks needed so they are ingame.

 

This is beyond weird now

 

uninstalled and reinstalled 1.6  nothing worked

As it had worked for me before I uninstalled 1.6 and went back to 1.2 beta 3, worked

uninstalled 1.2 b3 and reinstalled 1.6 worked 

 

I have not a single clue as to why this worked now but am happy it is

Posted

 

This is beyond weird now

 

uninstalled and reinstalled 1.6  nothing worked

As it had worked for me before I uninstalled 1.6 and went back to 1.2 beta 3, worked

uninstalled 1.2 b3 and reinstalled 1.6 worked 

 

I have not a single clue as to why this worked now but am happy it is

 

 

This is weird indeed, but I am happy that it works for you now! :)

Posted

Odd that you guys are talking about money sinks, when I just wrote one into my DCL development build. :P

 

Ooh that sounds interesting :)

 

BTW don't forget about about breaking sneak if devices get equipped, it help Deviously Helpless kick in. As the undress animation is clearly not sneak friendly, I come out of sneak manually for a few seconds when a device event happens, as I doubt you could stand up get all your armour off, put on devices and still remain hidden.

 

I just notice this as I tend to play dual role assassin/conjurer characters

 

Posted

 

One small improvement i'd like to see in  a future cursed loot version: You should always have a chance to lose your keys when you open a container, currently it was too tempting to search enough containers till you find all needed keys once you reached your item threshold. I deactivated keys completely because of that and only use the captured dreams master, but this is also a bit harsh.

So if you invent a funny variant where you lose your keys again or get some other penalty occasionally would be great.

 

 

Thanks for the suggestions, I'll have a look at Slaverun

 

If you set your key loss chance to 100% and tick containers have cursed items would that not be close to what you are wanting, though the trick is in balancing key finding as against cursed item finding. I fiddle with this mod more than any other, unfortunately Skyrim's RNG seems to go in long runs where I get lots of items and few keys or the other way round.

 

Posted

 

 

One small improvement i'd like to see in  a future cursed loot version: You should always have a chance to lose your keys when you open a container, currently it was too tempting to search enough containers till you find all needed keys once you reached your item threshold. I deactivated keys completely because of that and only use the captured dreams master, but this is also a bit harsh.

So if you invent a funny variant where you lose your keys again or get some other penalty occasionally would be great.

 

 

Thanks for the suggestions, I'll have a look at Slaverun

 

If you set your key loss chance to 100% and tick containers have cursed items would that not be close to what you are wanting, though the trick is in balancing key finding as against cursed item finding. I fiddle with this mod more than any other, unfortunately Skyrim's RNG seems to go in long runs where I get lots of items and few keys or the other way round.

 

 

 

You mean an option that would still make the character lose keys when cursed loot is triggered but not equipped due to the max restraints threshold setting?

 

I can add this. :)

 

Posted

This may just be the skyrim RNG but I noticed the same in my last game as well as this new install.

 

I have the chastity key chance set to 33% but I seem to get a lot more chastity keys than restraint keys. I wondered whether the description was the wrong way round so tested with chastity set to 0% and just restraint keys spawned then.

 

Could just be the vagaries of the RNG but it seemed a bit odd to have it happen in two separate installs so thought I'd mention it

Posted

This may just be the skyrim RNG but I noticed the same in my last game as well as this new install.

 

I have the chastity key chance set to 33% but I seem to get a lot more chastity keys than restraint keys. I wondered whether the description was the wrong way round so tested with chastity set to 0% and just restraint keys spawned then.

 

Could just be the vagaries of the RNG but it seemed a bit odd to have it happen in two separate installs so thought I'd mention it

 

I checked the algorithm used to determine key drops and found nothing wrong with it. Skyrim's RNG -is- behaving odd at times. I think somebody is working on a better one, even.

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