Varhathael Posted August 25, 2015 Posted August 25, 2015 Does this affect areas added by mods? Like yourenotsupposedtobeinhere's Summerset Isle? Not quite sure if I understand your question right, but yes, the traps will trigger in -any- area using vanilla assets (chests, doors, mobs). If a modder made a custom area and put regular chests in there, Cursed Loot will work just fine there. If they made custom containers or custom NPCs, it will not as Cursed Loot has no knowledge of these assets. Hmm... good to know. Was thinking of making a maze to go with this mod - light on enemies, heavy on puzzles requiring the opening of doors and chests (to put things in a la Klimmek's request) and similar. Y'know, things that one can (if not realistically) do with an armbinder, gag, and blindfold. Totally new to modding; the thought was to use custom chests (read: temporary door openers) to avoid confusion on what to attach the inevitable scripts to; will clearly have to rethink that.
RyuuHawke Posted August 25, 2015 Posted August 25, 2015 I am quite curious what mod was used to make the game look so good in those screenshot, they are just fantastic to look at. Really want my devious device to shine like that.
Zhash61 Posted August 25, 2015 Posted August 25, 2015 So, I've encountered a problem over the last two days. When I have a gag equiped, my character keeps her mouth closed with the gag just clipping through her lips. I've gone back and uninstalled everything from my last download binge(this happens sometimes... I just can't help myself... I'm such a mod whore...) and the glitch still remains. The only thing I can think, is that it may be the Fnis V5_5 updates I recently installed. It's the only possible thing I can think of that could still be causing the issue. So, has anyone else had this problem and can you advise if my theory is correct or if I've missed something? Thanks so much, -Zhash btw: Love that maze idea too hehe.
HermausMoron Posted August 25, 2015 Posted August 25, 2015 Not sure this is the best place to post this, but seeing as you said you were open to suggestions, I have two words for you: bondage mitts. At least two varieties already spring to mind: one with thumbs and spherical. The former would have the same functionality you get with most of the gloves, perhaps with a slight dexterity penalty. The latter, however, would inhibit the equipping of any weapons (possibly impeding spellcasting as well), and reducing the subject to unarmed combat until they're off. Either option may or may not be compatible with armbinders (open-ended sleeve for the ball mitts?). Edit: Eh, and as long as I'm here, spherical inflatable bondage hood and inflatable straitjacket
Zhash61 Posted August 25, 2015 Posted August 25, 2015 Not sure this is the best place to post this, but seeing as you said you were open to suggestions, I have two words for you: bondage mitts. At least two varieties already spring to mind: one with thumbs and spherical. The former would have the same functionality you get with most of the gloves, perhaps with a slight dexterity penalty. The latter, however, would inhibit the equipping of any weapons (possibly impeding spellcasting as well), and reducing the subject to unarmed combat until they're off. Either option may or may not be compatible with armbinders (open-ended sleeve for the ball mitts?). Edit: Eh, and as long as I'm here, spherical inflatable bondage hood and inflatable straitjacket I believe Dasha is already working on most of this. I don't know about the inflatable part, but the mits, and a straight jacket are in the works. Also, Kimy just recently posted that Dasha's devices will be implemented. I'm also really, really, looking forward to Dasha's hobble skirt *big smiles*
Nicoya Posted August 25, 2015 Posted August 25, 2015 Dasha's mod will -absolutely- be integrated. Sooner rather than later. Very likely it will become a hard requirement for Cursed Loot.Please, don't put a hard requirement for any non-bodyslidable device. Bodyslide support is a hard requirement for anything that goes into Cursed Loot. This will NOT change. So far no item in Dasha's mod needs Bodyslide support, though (gags and plugs don't get scaled and work with any body). I already asked Dasha for Bodyslide support for the upcoming straightjacket, and she said she'd look into it. > and work with any body Once again the cats and lizards of Skyrim get no love. Sadness!
jckchrck Posted August 25, 2015 Posted August 25, 2015 Hi every one back to work after a few weeks of holidays : I'm still stuck in the "Damsel in distress" quest : I can't free my hands. I know I should the TAB key should allow me to struggle, but it seems the TAB key doesn't work : I keep pressing it and I never got the "Struggle" message. Has it ever happened to anyone ? Any idea ? Thks.
Trash Metal Barbie Posted August 25, 2015 Posted August 25, 2015 I am quite curious what mod was used to make the game look so good in those screenshot, they are just fantastic to look at. Really want my devious device to shine like that. Rlo, bleak enb + imaginator
WaxenFigure Posted August 25, 2015 Posted August 25, 2015 Does this affect areas added by mods? Like yourenotsupposedtobeinhere's Summerset Isle? Not quite sure if I understand your question right, but yes, the traps will trigger in -any- area using vanilla assets (chests, doors, mobs). If a modder made a custom area and put regular chests in there, Cursed Loot will work just fine there. If they made custom containers or custom NPCs, it will not as Cursed Loot has no knowledge of these assets. Hmm... good to know. Was thinking of making a maze to go with this mod - light on enemies, heavy on puzzles requiring the opening of doors and chests (to put things in a la Klimmek's request) and similar. Y'know, things that one can (if not realistically) do with an armbinder, gag, and blindfold. Totally new to modding; the thought was to use custom chests (read: temporary door openers) to avoid confusion on what to attach the inevitable scripts to; will clearly have to rethink that. You can still use custom chests and other items, just use a script to add them to the appropriate Form Lists in the DCL mod so DCL can make them dangerous. I'd bet if you asked Kimy which lists to add them to, she'd be happy enough to tell you.
WaxenFigure Posted August 25, 2015 Posted August 25, 2015 I am quite curious what mod was used to make the game look so good in those screenshot, they are just fantastic to look at. Really want my devious device to shine like that. Rlo, bleak enb + imaginator That question cause me to look at those images. You did a great job (yes, I saw you credited for them ).
Trash Metal Barbie Posted August 25, 2015 Posted August 25, 2015 I am quite curious what mod was used to make the game look so good in those screenshot, they are just fantastic to look at. Really want my devious device to shine like that.Rlo, bleak enb + imaginator That question cause me to look at those images. You did a great job (yes, I saw you credited for them ). Nawh thanks :3 I have a bit of an unhealthy obsession with screenshotting, I swear I spend more time taking pictures than I do actually playing :3
Pinute Posted August 25, 2015 Posted August 25, 2015 There are some places that are entirely too safe, when doing the Meridias Beacon quest not a single one of those numerous dead Imperials or Stormcloak bodies are deviously cursed. They are cursed yes, but not deviously so. There are other dead bodies in the game that also don't carry any possible penalties for looting and I did some work to find them and add the to the list of dead bodies which I put into a miniscule mod so Kimy can easily use it with TESVEDIT to update the list in the mod. Just open this in TESVEDIT and copy it's expanded list into the main mod and Kilkreath Ruins will be a much more dangerous place and a number of other lootable dead bodies in other locations will also take on a new risk. You are an evil man, WaxenFigure!
Varhathael Posted August 25, 2015 Posted August 25, 2015 You can still use custom chests and other items, just use a script to add them to the appropriate Form Lists in the DCL mod so DCL can make them dangerous. I'd bet if you asked Kimy which lists to add them to, she'd be happy enough to tell you. Also good to know; I haven't even started to get to the scripts, mind you; early days yet. Granted, I do know what I want the scripts to do: namely, close (and maybe re-lock) doors behind you. Fun coming and going! Well, that, and a procedurally-generated section or two (I have no idea even how to begin that, but I'll be thinking about it, and probably consulting Google) to keep people coming back. As the delectable plethora of options in this mod demonstrates, after all, there's something to be said for variety.
blah2yourmama69 Posted August 26, 2015 Posted August 26, 2015 So, I've encountered a problem over the last two days. When I have a gag equiped, my character keeps her mouth closed with the gag just clipping through her lips. I've gone back and uninstalled everything from my last download binge(this happens sometimes... I just can't help myself... I'm such a mod whore...) and the glitch still remains. The only thing I can think, is that it may be the Fnis V5_5 updates I recently installed. It's the only possible thing I can think of that could still be causing the issue. So, has anyone else had this problem and can you advise if my theory is correct or if I've missed something? Thanks so much, -Zhash btw: Love that maze idea too hehe. I had this problem when I updated to Sexlab 1.6. To fix it I had to install Mfg Console from Nexus. Apparently, it used to come with Sexlab 1.59 but is no longer in 1.6. The Zaz animation pack uses it to control the character's mouth when gagged.
Zhash61 Posted August 26, 2015 Posted August 26, 2015 So, I've encountered a problem over the last two days. When I have a gag equiped, my character keeps her mouth closed with the gag just clipping through her lips. I've gone back and uninstalled everything from my last download binge(this happens sometimes... I just can't help myself... I'm such a mod whore...) and the glitch still remains. The only thing I can think, is that it may be the Fnis V5_5 updates I recently installed. It's the only possible thing I can think of that could still be causing the issue. So, has anyone else had this problem and can you advise if my theory is correct or if I've missed something? Thanks so much, -Zhash btw: Love that maze idea too hehe. I had this problem when I updated to Sexlab 1.6. To fix it I had to install Mfg Console from Nexus. Apparently, it used to come with Sexlab 1.59 but is no longer in 1.6. The Zaz animation pack uses it to control the character's mouth when gagged. That didn't fix it... Thank you for trying though.
ebondream Posted August 26, 2015 Posted August 26, 2015 Just checking, is there a way out of the rubber doll restraints without getting completely covered and doing the Dollmaker's quest?
HyperonicX Posted August 26, 2015 Posted August 26, 2015 Decided to try this mod, and while I like the idea of it, every time I do come across a trapped chest/body/etc. I keep getting forced into the full set of devices, instead of merely 1 or 2 which I want.I've changed the settings and this keeps happening regardless. Could you please help?One more random question: Are the items that start the quests also random in chests/bodies/etc?
DigitalWolf Posted August 26, 2015 Posted August 26, 2015 And now a few questions: is the Aradia Rogue Armor included in the droplist? Or just the standard armor and the Living one? And is it possible to fully disable the Living Armor from appearing? Because I get it even setting the chance to 0%, Kimy, I'm reposting this question because I'm not sure if you have seen it and I haven't found any info about what I was asking in this thread. I also would like to add one more question Serana is not affected by this mod. That's because she uses an independent follower system so to speak, right? WIll you add support for that kind of followers? Ok, I must admit that I asked about the issue with Serana without doing a previous search in the thread. After doing that search I found this: Yeah, it seems Serana doesn't have the default follower faction set for some reason (Skyrim being Skyrim I guess), which is why Cursed Loot and other mods don't recognize her. Shame that she's a DLC character, otherwise I'd just add support for her. And this: Version 3.4 - Added: Revamped solicitation. You now have to collect your payment after servicing your customers and there is now a (customizable) chance that they won't pay up. You can insist, but they might find your nagging annoying... - Added: Toggle for allowing solicitation in inns only. - Added: (Customizable) chance that a customer wants a threesome on successful solicitation. - Added: Some customers will force drug you with Skooma when soliciting (you will receive a 50% higher tip for it!). Yes, that's meant as a (very light) tie-in with Skooma Whore. - Added: Soliciting in inns will increase your success chances by a fair bit, but the innkeeper will keep a portion of your tip. - Added: Soliciting while wearing light or heavy armor will...not work. - Added: Support for some popular custom followers not using the standard follower tagging system for some (silly) reason. Currently the list includes Sofia, Vilja and Selene Kate. Oh and Bethesda's own Serana. Don't even ask me why Bethesda isn't using their very own built-in follower system for her. - Changed: If a Yoke is rolled while arm cuffs are worn, the game now tries to unequip any generic arm cuffs instead of immediately falling back to conventional armbinders. - Fixed: Botched evaluation of NPC arousal that led to only unaroused NPCs agreeing to your solicitation efforts. Gah! - Fixed: Collar rape events now make the player dismount when an event triggers to prevent animation issues. - Fixed: The slut collar effects now properly terminate upon removal. So, did you add support for those followers and dropped it again at some point? or the mod works perfectly fine with them and the problem is at my end? And about the Aradia items... from what you wrote in the mod description: This mod can use items from Aradia DD Integration and Captured Dreams (version 2.76 or higher!) if they are installed. I understand that any of the items in the mod can be dropped by DCL (i.e. Devious Outfit, Snake Rogue Outfit and Parasite Armor) but I want to be sure because, so far, I only got Devious Outfit parts and the Parasite Armor. I don't like the Parasite Armor very much and it has the healrate bug; so, if those are the only Aradia items I can get I'll consider disabling that mod from the DCL MCM. BUT, if the Snake Rogue is included I would like to disable only the Parasite Armor, and that's why I asked about the 0% chance (I seem to recall from an MCM help that 0% doesn't mean never, but I don't know if it applies in this case). Regards!
68350 Posted August 26, 2015 Posted August 26, 2015 Hello, and thanks for this great mod and keeping it up to date. I have a question;I've recently gone from 4.8 to 4.10 and it seems the dialogue with shopkeepers and blacksmiths to remove restraints other than the yoke has disappeared ("I've been locked in restraints, can you help me?" I think). Is it intentional? And also, does the breasts growth option work by itself or do I need another mod for it to work? Thanks a lot!
ebondream Posted August 26, 2015 Posted August 26, 2015 Hello, and thanks for this great mod and keeping it up to date. I have a question;I've recently gone from 4.8 to 4.10 and it seems the dialogue with shopkeepers and blacksmiths to remove restraints other than the yoke has disappeared ("I've been locked in restraints, can you help me?" I think). Is it intentional? The dialogue for begging shopkeepers to unlock you doesn't work in 4.10. It's a known bug and so hopefully to be fixed in future releases
maxsteiner Posted August 26, 2015 Posted August 26, 2015 This has been asked and answered before im sure but, my char has been fitted with some RD-custom blindfold and its now stuck on my char. I dont even get the message box if i try to unequip the blindfold. I get the unequip sound in inventory and it looks like its unequiped in inventory but its still visible on my char. I get the message about unable to equip two blindfolds if i try to equipp another one so its clearly that something is wrong. Safeword dont do anything.
Disposable55645 Posted August 26, 2015 Posted August 26, 2015 This has been asked and answered before im sure but, my char has been fitted with some RD-custom blindfold and its now stuck on my char. I dont even get the message box if i try to unequip the blindfold. I get the unequip sound in inventory and it looks like its unequiped in inventory but its still visible on my char. I get the message about unable to equip two blindfolds if i try to equipp another one so its clearly that something is wrong. Safeword dont do anything. This happen sometimes. The best way I found to fix it is to find an empty container, open the console, note the container id and then type "player.removeallitems <container ID>". All your equipment will be moved to the container and you'll be able to pick it up again. It doesn't always work but it's worth trying 1
maxsteiner Posted August 26, 2015 Posted August 26, 2015 This has been asked and answered before im sure but, my char has been fitted with some RD-custom blindfold and its now stuck on my char. I dont even get the message box if i try to unequip the blindfold. I get the unequip sound in inventory and it looks like its unequiped in inventory but its still visible on my char. I get the message about unable to equip two blindfolds if i try to equipp another one so its clearly that something is wrong. Safeword dont do anything. This happen sometimes. The best way I found to fix it is to find an empty container, open the console, note the container id and then type "player.removeallitems <container ID>". All your equipment will be moved to the container and you'll be able to pick it up again. It doesn't always work but it's worth trying Thank you. Will try and get back to this. :-) Edit: Thanks Disposable, that worked.
EnragedRabisu Posted August 26, 2015 Posted August 26, 2015 This has been asked and answered before im sure but, my char has been fitted with some RD-custom blindfold and its now stuck on my char. I dont even get the message box if i try to unequip the blindfold. I get the unequip sound in inventory and it looks like its unequiped in inventory but its still visible on my char. I get the message about unable to equip two blindfolds if i try to equipp another one so its clearly that something is wrong. Safeword dont do anything. This happen sometimes. The best way I found to fix it is to find an empty container, open the console, note the container id and then type "player.removeallitems <container ID>". All your equipment will be moved to the container and you'll be able to pick it up again. It doesn't always work but it's worth trying This is incredibly useful information. I've always emptied my inventory to a container and used just 'player.removeallitems', but that is obviously a huge hassle with no 'dump all' button. One question, though. Is there an easy way to get the container ID? Do you just click on it with the console open? (In other news, I might go back to digging through your code again, Kimy. I hope you don't mind. )
HyperonicX Posted August 26, 2015 Posted August 26, 2015 Decided to try this mod, and while I like the idea of it, every time I do come across a trapped chest/body/etc. I keep getting forced into the full set of devices, instead of merely 1 or 2 which I want. I've changed the settings and this keeps happening regardless. Could you please help? One more random question: Are the items that start the quests also random in chests/bodies/etc? Could I please get some help with this?
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