xboronx Posted September 21, 2014 Posted September 21, 2014 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. Yes like this. Hopefully with something funny happening though, at least one of your nice messages telling a fun little story why you accidently threw away your other keys instead of grabbing the new one. I thought a bit more about it though, what about adding a new key type: Cursed keys! One type of cursed keys would lock your devices harder instead of unlocking them, effects could be that negative effects are increased then, so cursed soulgem plugs vibrate more often, deal more powerful shocks etc., other items could have more stat debuffs or you would simply need 2 keys then to unlock the device successfully. The other type of cursed keys would prevent the hoarding of keys, once you find such a cursed key it teleports itself and all other keys you have into another plane. Another idea might be that normal npcs in cities occasionally try to steal your keys. At least if you play with for the masses and devious regulations such keys should be in high demand and a quite valuable good It's not too important, but if you add some fun way to lose keys would be great. Currently i am mostly looting chests but too scared to loot barrels, sacks, trash etc.. It has made adventuring much more fun, every treasure chest you open is a thrilling experience. I'm always experimenting with my mod settings, but it's getting better and better. I get "fucked up" about every 5-10 hours playing Skyrim either through finding cursed loot or SD+/Defeat/DH/DC/DAYMOYL leading to new unsuspected interesting adventures. Close to perfect for my likes
azzura Posted September 21, 2014 Posted September 21, 2014 I have a minor issue with the piercings. I can't seem to remove them even with the removal tool (or console removeallitems command either). For now, I've gone back to a previous save and disabled them. Is this a bug or feature? I love the mod btw, I'm having a blast with it.
RJLbwb Posted September 21, 2014 Posted September 21, 2014 the containers Dawnguard castle trigger traps in the player's quarters. Admittedly I can't complain to much after The Dragonborn got herself stuck in an arm binder and found out the hard way that Serena takes slaves.
Mister X Posted September 21, 2014 Posted September 21, 2014 I have a minor issue with the piercings. I can't seem to remove them even with the removal tool (or console removeallitems command either). For now, I've gone back to a previous save and disabled them. Is this a bug or feature? I love the mod btw, I'm having a blast with it. I can say, that the removal worked for me, but still maybe it's a bug that doens't show up anytime. The other thing is, that there are many suggestions spread over the DD (Adons) threads, that HIGHLY recommend NOT to use removeallitems or any other console command to remove the devices because this definitely just will only screw up things even more.
UrbanSniper Posted September 21, 2014 Posted September 21, 2014 I have a minor issue with the piercings. I can't seem to remove them even with the removal tool (or console removeallitems command either). For now, I've gone back to a previous save and disabled them. Is this a bug or feature? I love the mod btw, I'm having a blast with it. I had this same thing happen there last week with a new character I made; couldn't remove it even with the console's help, but it still kept right on teasing the hell out of my character, so I didn't think much of it for what time I played it. I don't know if you might have been using it at the time, but I was testing the Vigilant of Stendarr mod's latest version when this occurred with me, and it definitely has a conflict with Captured Dreams, so it may have a conflict with this or the Devious Devices in general (considering certain devices in the mod are meant to be completely unremovable given certain conditions).
Kimy Posted September 21, 2014 Author Posted September 21, 2014 There was an issue with the piercings in the first DD release having them (I believe it was 2.8.1), but it was fixed afterwards. Are you guys running the newest version of DD Integration? In any case, Cursed Loot just equips the piercings on you, it doesn't manipulate them in any way. They should normally be removable when in possession of a removal tool.
UrbanSniper Posted September 21, 2014 Posted September 21, 2014 There was an issue with the piercings in the first DD release having them (I believe it was 2.8.1), but it was fixed afterwards. Are you guys running the newest version of DD Integration? In any case, Cursed Loot just equips the piercings on you, it doesn't manipulate them in any way. They should normally be removable when in possession of a removal tool. Yeah, I've got the latest versions of everything; I'm guessing it's just a random thing, pending further testing without that possible mod conflict.
bradleyh Posted September 21, 2014 Posted September 21, 2014 My two characters running the current versions of the DD Mods have been equipped with the Vaginal Piercings, and the Piercings were removable with the tool. The Player Dorm Room in the College of Winterhold is not a safe place to go through if a Player is too aroused, and I think the Archmages Quarters may be unsafe as well. The Game does keep track of which containers have been opened.
PubliusNV Posted September 21, 2014 Posted September 21, 2014 Is there a way that you could possibly distinguish between followers recruited by the player (by "Follow me" dialogue) and those that are temporarily added by quests, so that perhaps an MCM option could be added to disable the equipping of items on followers you had not recruited? Here's what caused my question: I was playing the Blood of Kings quest line from the "Interesting NPCs" mod. During the first quest, 3 NPCs are set by the quest to follow you, but you do not recruit them, they are automatically attached to you. So normal follower dialogue like "I would like to trade some items with you" are not available. Anyway, one of the 3 NPCs, Falatild, is female, and when looting a chest my PC and Falatild were equipped with devices. When my PC later found keys, she was able to remove her own devices, but since Falatild is not a normal follower at that point, there was no way using the trade items dialogue to remove the items from her. So for the rest of the quests in the whole quest line it appears she's going to be naked, wearing only slave boots and cuffs. Now I understand that for some that would be a plus , which is why I'd like to see an MCM option if possible.
galgat Posted September 24, 2014 Posted September 24, 2014 Until is fixed you might use the console, and click the ab normal follower, to highlight them in the console, and use the showinventory command, and scroll up and down with the pageUP/PageDown. then use the removeitem [iD Number] 1 (with number and no brackets) on items you know they should not have to possibly fix the troubled NPC for the time being. just trying to help, may be more trouble than worth And depending on how this was coded it may not work.
PubliusNV Posted September 24, 2014 Posted September 24, 2014 Thanks for the suggestion, galgat. I'm off doing some other quests right now, but when I get back to that one and find Falatild again, I'll give it a try.
Kimy Posted September 24, 2014 Author Posted September 24, 2014 Is there a way that you could possibly distinguish between followers recruited by the player (by "Follow me" dialogue) and those that are temporarily added by quests, so that perhaps an MCM option could be added to disable the equipping of items on followers you had not recruited? Here's what caused my question: I was playing the Blood of Kings quest line from the "Interesting NPCs" mod. During the first quest, 3 NPCs are set by the quest to follow you, but you do not recruit them, they are automatically attached to you. So normal follower dialogue like "I would like to trade some items with you" are not available. Anyway, one of the 3 NPCs, Falatild, is female, and when looting a chest my PC and Falatild were equipped with devices. When my PC later found keys, she was able to remove her own devices, but since Falatild is not a normal follower at that point, there was no way using the trade items dialogue to remove the items from her. So for the rest of the quests in the whole quest line it appears she's going to be naked, wearing only slave boots and cuffs. Now I understand that for some that would be a plus , which is why I'd like to see an MCM option if possible. I had a look at how they implemented this quest. Their code just adds them to the regular follower faction but at the same time they lack most of the mechanisms used for proper followers, which why is you can't control them via follower dialogue etc. Adding them to the regular follower faction makes these NPCs indistinguishable from full followers for Cursed Loot. So unless I overlooked something, this is just fairly poor coding on their part and there is not a lot I can do to fix this on my end.
PubliusNV Posted September 24, 2014 Posted September 24, 2014 Thanks very much for looking into the problem; I was afraid that was going to be the answer
Altom Posted September 25, 2014 Posted September 25, 2014 Thanks very much for looking into the problem; I was afraid that was going to be the answer Devious Interactions should be able to help without resorting to the console. Kimy, just checking, is it possible for the mod to equip ponyboots from the latest ddx?
Kimy Posted September 25, 2014 Author Posted September 25, 2014 Kimy, just checking, is it possible for the mod to equip ponyboots from the latest ddx? Yes, pony boots will be in the next patch that's going to be released Soon™.
Kimy Posted September 25, 2014 Author Posted September 25, 2014 Version 1.7 - Fixed: Another array issue. Haha!- Fixed: Cursed loot events now cancel sneaking- Fixed: Items that couldn't be equipped while processing a full set are no longer mentioned in the story message.- Fixed: Keys are no longer mentioned in the story message if the character still possesses some.- Fixed: Characters can now lose piercing tools- Added: Support for pony boots and corresponding MCM toggle- Added: Players and followers can now still lose their keys when no cursed loot is equipped due to high number of restraints already worn.- Added: Random themes can now be consistent. If this option is enabled while the theme setting is "Random", each time a cursed loot event occurs all items will be picked from the same random set, if possible.
Rorahusky Posted September 25, 2014 Posted September 25, 2014 Is there any special procedure with updating from 1.6 to 1.7, or can I just uninstall 1.6, install 1.7 in it's place, and let the mod update on it's own in my save file?
Kimy Posted September 25, 2014 Author Posted September 25, 2014 Is there any special procedure with updating from 1.6 to 1.7, or can I just uninstall 1.6, install 1.7 in it's place, and let the mod update on it's own in my save file? The mod should be safe to upgrade as far as upgrading anything in Skyrim can be considered safe.
xboronx Posted September 26, 2014 Posted September 26, 2014 All additions sound nice, thanks for another update . Will test the new key losing once i get rid of my current DD items so i can access that MCM page again (might take a while ).
kurotatsu Posted September 26, 2014 Posted September 26, 2014 - Added: Random themes can now be consistent. If this option is enabled while the theme setting is "Random", each time a cursed loot event occurs all items will be picked from the same random set, if possible. Awesome update in general, but this? Ohhhh, this is beyond awesome! Thank you!
Slorm Posted September 27, 2014 Posted September 27, 2014 Small problem with 1.7, sneak isn't being cancelled. I've attached a log, hope it's of some use EDIT: Soz I'm being a noob, forgot to switch on debug. Here's a log with it on Papyrus.0a.zip EDIT2: It's not remembering what has been searched in a location. For example in Halted Stream Camp two bodies that I searched a second time, one had devices and the other a chastity key on the second search (this may have always been the case but I thought DCL kept track)
Inte Posted September 27, 2014 Posted September 27, 2014 I thought this was very funny when I read it in your code. I do that all the time too. EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ; ^ Don't be silly Papyrus, of course I did!
Kimy Posted September 27, 2014 Author Posted September 27, 2014 Small problem with 1.7, sneak isn't being cancelled. I've attached a log, hope it's of some use EDIT: Soz I'm being a noob, forgot to switch on debug. Here's a log with it on EDIT2: It's not remembering what has been searched in a location. For example in Halted Stream Camp two bodies that I searched a second time, one had devices and the other a chastity key on the second search (this may have always been the case but I thought DCL kept track) I will have a looksie at that. Thanks for the report! I thought this was very funny when I read it in your code. I do that all the time too. EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ; ^ Don't be silly Papyrus, of course I did!
Slorm Posted September 27, 2014 Posted September 27, 2014 Another one for you Kimy A lot of Urns are showing as "Empty" but if you open them you can sometime get a key. If you mouse over the same Urn again it's no longer listed as Empty and then has some loot (I've only noticed this if leaving and going back to a cell so far e.g. going through a door and back again). The incidence of Urns marked as empty does seem much higher with DCL installed EDIT: Going through Saathal and noticed I'm starting to get some lag as well, box comes on screen saying "you have found etc.." but then there's a noticeable delay before the inventory screen will clear (around 4 or 5 seconds) and control of pc regained. I'm going to rollback to last version and rerun Saathal to see if there's any difference EDIT2: Hopefully last edit. I've rolled back to 1.6 tested looting bodies I've already looted and in 1.6 DCL doesn't seem to lose memory. Empty Urns can still fit devices, this looks intentional though as they are hidden (same for keys). No lag on 1.6 as the inventory has to be closed first before the text box appears whereas in 1.7 it appears while inventory is still on screen (maybe something to do with the new blur animation??). I did notice on one occasion the box appeared while inventory was on screen but both box and screen closed without any lag so I'm not sure why it's an issue in 1.7 unless it's something to do with the animation. So... 1.7 does have the pony boots (I never knew why people went on about them until I got a pair, they are so sexy) but 1.6 seems to be tighter in execution atm.
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