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


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Posted

 

Little issue to update to 4.10 from 4.09a. I have this message which appears: "You are either playing male character (nop), or have a child follower (just one custom follower, Ari http://www.nexusmods.com/skyrim/mods/17302/?but she was in my game before DD CL was created) or run mods removing important tags from children characters (no idea). Cursed Loot has been automatically disabled."

This message have never appear in 4.09a, so it annoying me a little bit...

I have exactly same issue, seems like nobody is going to help, try to disable all mods except cused loot and dependencies, if it wont cause issues, enable oither mods one by one, and eventually youll find that mod. If you find it, please reply to this topic, so i cand disable it too.

 

 

Check NPC mods.  In my game it was ERSO 9.1 - Children are Essential.  A very basic mod that sets child flags to essential, but Cursed Loot didn't like it so I had to choose dead kids or bondage.

 

Posted

 

The Leon quest (which some people found traces of in the source a while ago) is already completed and will release with 5.0. Right now I am working on the second part. I have also completed Prison Overhaul integration and partial SlaveTats support.

 

Oh, and the MCM export feature people have been nagging me about. :P

 

The invincible bug should be fixed, yes.

 

Awesome news all around! I'm pretty sure I'm not alone in this, but I can't wait!

Posted

I dont have children mods, but i have Player Succubus Quest, ind i think, its a has a compatibility issue with this mod, cause, when i tick "Override Male Check" in Cursed Loot, it suddenly began to work, but other mod began to think im male, Private Needs plays male animations etc.

Posted

Are we geting a normal version of the open hood from the rubber doll quest?

If we are, will you add options to set what hood's you can get, like armbinder's and yoke's have?

 

And could you add the same for suit's?

As a unp user I get sad every time you add stuff that only have cbbe meshes, as noone seems to be willing to make conversions :(

But I have been able to mash up something that works for the normal rubber suit. But got nothing for the zipsuit, so would'nt be quite as sad If I could turn it off.

 

Keep up the good work, and I'm realy looking forward to 5.0 :)

Posted

 

 

Combat surrender doesn't work on animals, yes (regardless of your SexLab setting), as Cursed Loot has no support for them. It also would reject other mobs if you ruled them out in Cursed Loot's MCM.

 

Any chance of adding an enable/disable button for this in the future or is it something you wouldn't consider?

 

 

Unlikely. I am aware of how popular beast stuff is on LL (that's actually something I found fairly surprising when coming here, because I always thought it's not exactly a mass-market fetish). But it's not something I have any personal interest in or feel any desire to have to watch during testing and bugfixing, so I think creature support in Cursed Loot will stay limited to humanoids (it does supports Draugr and Falmer etc. already, after all).

 

Are we geting a normal version of the open hood from the rubber doll quest?

If we are, will you add options to set what hood's you can get, like armbinder's and yoke's have?

 

And could you add the same for suit's?

As a unp user I get sad every time you add stuff that only have cbbe meshes, as noone seems to be willing to make conversions :(

But I have been able to mash up something that works for the normal rubber suit. But got nothing for the zipsuit, so would'nt be quite as sad If I could turn it off.

 

Keep up the good work, and I'm realy looking forward to 5.0 :)

 

"Normal version" as in a regular non-quest restraint? I thought I added the hood and the suits to the drop list already...

 

As for UNP, I feel your pain. I am a former UNPB user who switched to Bodyslide CBBE because so many items I desperately wanted were just not available for UNPB. But alas, converting models isn't something I can do, so I have to work with what I have. And since Bodyslide CBBE is a) the most popular body overall and b ) the one I am using myself, that's the one I am working with.

Posted

 

 

Are we geting a normal version of the open hood from the rubber doll quest?

If we are, will you add options to set what hood's you can get, like armbinder's and yoke's have?

 

And could you add the same for suit's?

As a unp user I get sad every time you add stuff that only have cbbe meshes, as noone seems to be willing to make conversions :(

But I have been able to mash up something that works for the normal rubber suit. But got nothing for the zipsuit, so would'nt be quite as sad If I could turn it off.

 

Keep up the good work, and I'm realy looking forward to 5.0 :)

 

"Normal version" as in a regular non-quest restraint? I thought I added the hood and the suits to the drop list already...

 

As for UNP, I feel your pain. I am a former UNPB user who switched to Bodyslide CBBE because so many items I desperately wanted were just not available for UNPB. But alas, converting models isn't something I can do, so I have to work with what I have. And since Bodyslide CBBE is a) the most popular body overall and b ) the one I am using myself, that's the one I am working with.

 

 

I have goten the closed hood a few times, not seen the open one though. And I dont mind you adding stuff that has cbbe mesh only, but it would be nice with an MCM option, like you have for armbinder, shackle's and yoke's, to set what has a chance to be used. So I can keep using unp and set the chance of runing into it to a minimum. I don't know if that made it any clearer.

Posted

Kimyyy what is this?  i calmly open up my new home with a KEY and then upon entering get greeted with a full set of dd and non removable nipple piercings that even the free me option can't get off !!!  :lol:   i know it's applied on locked doors. but on doors for which we got a key seems overkill!

 

and before you ask yes i disabled the open doors from triggering it.

 

 

Posted

 

 

Combat surrender doesn't work on animals, yes (regardless of your SexLab setting), as Cursed Loot has no support for them. It also would reject other mobs if you ruled them out in Cursed Loot's MCM.

 

Any chance of adding an enable/disable button for this in the future or is it something you wouldn't consider?

 

 

You can always use the Defeat mod for surrendering/losing to tehm.  I've got Defeat and CL running.  With all the options you can turn off which parts you want to avoid overlap.

 

If you're going that path (giants, trolls even for more etc.), there's a bunch of other mods like nude creatures/more nasty creatures if you want the 'equipment' to be working during the animation.

 

I'm not one much for the animals, but giants and trolls + fillherup can be hilarious, especially when slowed down/bound.  There was this one time when I was blindfolded....

Posted

defeat is not a problem. DA much more

 

Yep, although I've got DA working no problem, I've heard it can be problematic for others.

 

But if you're looking at just the surrender/defeat aspects, Defeat works and doesn't need DA.  It has it's own triggers for 'failing' without death in combat, and a surrender option as well.

Posted

@Kimy

 

Sorry you'll probably hate me for this but I finally I got a good test sequence on the EC+ impregnation slider problem, slider was set at 0% chance.

 

The slider works perfectly with the tentacle animation but fails with the slime/ooze animations. I was lucky enough to get three tentacle attacks in a row none of which caused an impregnation, then I got a slime attack and impregnation happened,

 

It looks like the problem is the new ooze/slime animations not responding to the impregnation slider is the basic problem, though it could be viewed as a feature as it adds an extra factor.

 

EDIT:

 

Ah, here it is I should have checked the script first

 

bool impregnate = (Utility.RandomFloat(0.0, 99.9) < dcumenu.estrusimpregnatechance)
        ; if it's a not the tentacles, always apply the effect

 

Could you add an option for Ooze and Slime please?

Posted

I didn't have CTD issues with DA, but I found it to be extremely wonky at times, particularly when transitioning from bleedout to blackout. The bleedout mechanism seems to be fairly unreliable at best and I had to reload countless times for it breaking scenes, resulting in endless death/recover cycles. The author doesn't want to acknowledge that this mechanism just doesn't work right though, despite dozens of postings reporting the opposite. S/He also insisted that the bleedout stage is absolutely needed when people suggested to ditch it or at least make it optional - which I fail to understand the reason why: Other mods with "alternative death" features such as Submit or Defeat or even Cursed Loot's Combat Surrender work very well without it and do so with a handful of lines of code, in contrast to the bloated bleedout mechanic.

 

So I ditched the mod and live happily ever after. *shrug*

Posted

I didn't have CTD issues with DA, but I found it to be extremely wonky at times, particularly when transitioning from bleedout to blackout. The bleedout mechanism seems to be fairly unreliable at best and I had to reload countless times for it breaking scenes, resulting in endless death/recover cycles. The author doesn't want to acknowledge that this mechanism just doesn't work right though, despite dozens of postings reporting the opposite. S/He also insisted that the bleedout stage is absolutely needed when people suggested to ditch it or at least make it optional - which I fail to understand the reason why: Other mods with "alternative death" features such as Submit or Defeat or even Cursed Loot's Combat Surrender work very well without it and do so with a handful of lines of code, in contrast to the bloated bleedout mechanic.

 

So I ditched the mod and live happily ever after. *shrug*

 

This, exactly this. Even under optimal circumstances it's still very wonky and unpredictable. Still it's a requirement for Sanguine's Debauchery (a mod I love) so I don't have much choice..

Posted

I too have similar issues with DA it is especially apparent with Dragonborn DLC. But conceptually there's no other mods that can prevent death, manage bleedout, and blackout events. It is the only mod that can make Defeat, Submit, and SD+ work relatively smoothly to one another.

Posted

I've been plagued with the flash-bangs since I started using this mod.  I get knocked down, and that's it, no-one shows up to claim the easy prize, no-one appears in the area for any reason, really.  I sat and in-game waited about 7 days, with nothing, then walked away and had dinner, and still no-one showed up.  Bug, conflict, or what?  It's the only aspect of DCL I have any trouble with, the rest works flawlessly.

Posted

New idea: Rustic devices.

For the background: Those devious devices exist quite a long time in the world of Skyrim (at least Sergio searches in Dwemer ruins for stuff), so I thought, why are there only brand new devices to find? It also could be possible, that some dwemer slut put her stuff in chest, then disappeared with the rest of her crew, and now the devices would lay in that box, rusting around. Well, until some curious dovahkiin girl opens said chest again.

For the technique: Because those devices and especially the locks are quite rusty, you won't be able to simply put in the key and turn it, if you somehow would have one. So, to get rid of this issue and make the lock movable again, you first have to find some dwemer oil, so you can grease the lock. Can be quite a challenge to obtain, especially at early levels or on high difficulty.

 

I also had some other ideas, like roots instead of a belt, as defence of a plant, though I'm not really sure what to use as key. Spriggan sap?

So, generally the idea would be to find some special goo or other ingredient, before one would be able to open the lock.

Posted

Golly!  What a wonderful mod!

Because of the name I had thought this mod to be only concerned with making looting a little more devious, but the breadth of options available is great!  The included "scenarios" which add little/not-so-little quests are especially delightful.  As a big fan of rubber/latex the dollification and damsel in distress ones were particularly great.

 

Really impressed with the implementation too, from a technical standpoint.  Didn't enounter any problems with the basic premise, that being the adding of gear to the player character.  Turning on the additional modules (like for Estrus) appears to have worked wonderfully, and integration with other LL mods appears to be spot-on.  The MCM menu also worked great.  I'm seriously impressed-- engaging so many scripted pieces of gear has proven troublesome for other mods in the past.

I do have a few questions:

 

1) I poked through the last few pages here and the original post, didn't see mention of it: are you supposed to be able to give different responses to the questions/stuff people say when gear is locked on?  I only ever had "..." as a response.  

 

2) The amount of stuff this mod adds that ISN'T strictly mentioned in the description seems pretty large.  Is reading the change log the best way to see everything?

 

3) How much gear included in this mod was altered/made specifically for this mod?

Anyway, to reiterate-- holy nuts, great mod, love it, love the content, love the execution.

Posted

@ Kimy. I finally got around testing the combat surrender. It works quite well, but it feels a bit cheat against animals. Currently my character just raises her hands up, when wolf manages to overpower her. Puppy runs away and off we go to give a beating again, or simply running away. Could there be some sort of punishment or toggle to die for animal attacks in the future?

 

@ DA people. I don't mean to turn this conversation back to it, especially when Deviously Cursed Loot does not use it, but I still wanted to comment the conversation above shortly.  I know that bleedout is problematic for some. I still recommend using it instead of ragdoll effect. Latter is buggy (as it is in vanilla game) and prone to glitch or crash mods relying on DA scenarios. Extended bleedout seems to cause problems as well. I don't currently have DA, because I have been testing other mods, but I have always kept the bleedout effect time as short as possible, because it wouldn't always clear properly otherwise.

 

DA is a nice mod, but I would personally prefer if author would reconsider moments leading to blackout events, seeing that effects sometimes carry trough and cause problems in custom scenarios.

Posted

I've been plagued with the flash-bangs since I started using this mod.  I get knocked down, and that's it, no-one shows up to claim the easy prize, no-one appears in the area for any reason, really.  I sat and in-game waited about 7 days, with nothing, then walked away and had dinner, and still no-one showed up.  Bug, conflict, or what?  It's the only aspect of DCL I have any trouble with, the rest works flawlessly.

 

If you post a log I'd have a look at it.

 

New idea: Rustic devices.

For the background: Those devious devices exist quite a long time in the world of Skyrim (at least Sergio searches in Dwemer ruins for stuff), so I thought, why are there only brand new devices to find? It also could be possible, that some dwemer slut put her stuff in chest, then disappeared with the rest of her crew, and now the devices would lay in that box, rusting around. Well, until some curious dovahkiin girl opens said chest again.

For the technique: Because those devices and especially the locks are quite rusty, you won't be able to simply put in the key and turn it, if you somehow would have one. So, to get rid of this issue and make the lock movable again, you first have to find some dwemer oil, so you can grease the lock. Can be quite a challenge to obtain, especially at early levels or on high difficulty.

 

I also had some other ideas, like roots instead of a belt, as defence of a plant, though I'm not really sure what to use as key. Spriggan sap?

So, generally the idea would be to find some special goo or other ingredient, before one would be able to open the lock.

 

Sounds fun! Mechanics-wisely it's not too different from having to look for a second key, but I like the immersion aspect if your idea. The one challenge I can see is that I want to uphold my level-neutral design paradigm. Ideally, a Level 1 character wearing restraint X shouldn't face a bigger challenge to escape this restraint than a Level 50 one. So while making her forage for ingredients to make oil is fun, I can't send her anywhere where a Level 1 can't reasonably go or require perks a lowbie isn't likely to have.

 

Golly!  What a wonderful mod!

 

Because of the name I had thought this mod to be only concerned with making looting a little more devious, but the breadth of options available is great!  The included "scenarios" which add little/not-so-little quests are especially delightful.  As a big fan of rubber/latex the dollification and damsel in distress ones were particularly great.

 

Really impressed with the implementation too, from a technical standpoint.  Didn't enounter any problems with the basic premise, that being the adding of gear to the player character.  Turning on the additional modules (like for Estrus) appears to have worked wonderfully, and integration with other LL mods appears to be spot-on.  The MCM menu also worked great.  I'm seriously impressed-- engaging so many scripted pieces of gear has proven troublesome for other mods in the past.

 

I do have a few questions:

 

1) I poked through the last few pages here and the original post, didn't see mention of it: are you supposed to be able to give different responses to the questions/stuff people say when gear is locked on?  I only ever had "..." as a response.  

 

2) The amount of stuff this mod adds that ISN'T strictly mentioned in the description seems pretty large.  Is reading the change log the best way to see everything?

 

3) How much gear included in this mod was altered/made specifically for this mod?

Anyway, to reiterate-- holy nuts, great mod, love it, love the content, love the execution.

 

Thank you! :)

 

The dialogue lines sometimes indeed change depending on what bondage devices you're wearing, but it could also be that some dialogue you think is from Cursed Loot is actually from another DD mod. There are sooooo many mods changing/adding dialogue, it's fairly hard to keep track of what mod changes what.

 

As for 3), I lost track a while ago, but there are around a hundred custom DD items in Cursed Loot that either introduce new mechanics or new looks or both, compared to the framework.

 

@ Kimy. I finally got around testing the combat surrender. It works quite well, but it feels a bit cheat against animals. Currently my character just raises her hands up, when wolf manages to overpower her. Puppy runs away and off we go to give a beating again, or simply running away. Could there be some sort of punishment or toggle to die for animal attacks in the future?

 

The mod is supposed to pick one of the outcome scenarios. You can alter their chances in MCM. By default, the "recover and fight on" has the greatest chance to occur. I will add more outcome events over time. Combat Surrender is sort of an "Early Access" feature that will see improvements over time. :)

Posted

 

New idea: Rustic devices.

For the background: Those devious devices exist quite a long time in the world of Skyrim (at least Sergio searches in Dwemer ruins for stuff), so I thought, why are there only brand new devices to find? It also could be possible, that some dwemer slut put her stuff in chest, then disappeared with the rest of her crew, and now the devices would lay in that box, rusting around. Well, until some curious dovahkiin girl opens said chest again.

For the technique: Because those devices and especially the locks are quite rusty, you won't be able to simply put in the key and turn it, if you somehow would have one. So, to get rid of this issue and make the lock movable again, you first have to find some dwemer oil, so you can grease the lock. Can be quite a challenge to obtain, especially at early levels or on high difficulty.

 

I also had some other ideas, like roots instead of a belt, as defence of a plant, though I'm not really sure what to use as key. Spriggan sap?

So, generally the idea would be to find some special goo or other ingredient, before one would be able to open the lock.

Sounds fun! Mechanics-wisely it's not too different from having to look for a second key, but I like the immersion aspect if your idea. The one challenge I can see is that I want to uphold my level-neutral design paradigm. Ideally, a Level 1 character wearing restraint X shouldn't face a bigger challenge to escape this restraint than a Level 50 one. So while making her forage for ingredients to make oil is fun, I can't send her anywhere where a Level 1 can't reasonably go or require perks a lowbie isn't likely to have.

Now, I had another thingy: Dirty locks. So, not really rusty and unable to move, just too dirty to directly put in the key. What to find? Linenwraps, as cleaning cloth! Can be found already in Bleak Falls Barrow, so perfectly fine for Lowlevels. One only has to find some lore friendly idea for different clutter, the more rare this item, the higher the level of the lock ;)

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