aelindisa Posted August 31, 2015 Posted August 31, 2015 I did not know about that, but I will give it a try and see if it works/if I can figure it out. Thanks for the information, greatly appreciated.
jaberwocky Posted August 31, 2015 Posted August 31, 2015  Someone else mentioned the plugs being a *bit* annoying. I agree although it does add a little to the devious nature of the mod... being unable to pretty much do anything in combat constantly can be beyond  frustrating. Forcing the PC arousal up has problems of its own and every spell cast or sword swing just results in a 5s animation ... annoying!  Please let us choose the type(s) of plugs Kimmy!  As always great mod... definetly my fav on this site  ( ͡° ͜ʖ ͡°)  The plugs and associated scripts come from Devious Devices if I am not mistaken, Kimmy just provides some events to get them in you. They can be annoying because they seem to fire off way too often sometimes. I am not sure if they react to arousal or not.   I was thinking that perhaps a separate mod could be written to overwrite these default behaviors. As in, do not vibrate when magic is used. Except for the cursed plugs. Some plugs should be annoying anyway  This small mod might solve the issue (I personal have) with the mage plugs in Captured Dreams. You get a set of plugs that increase your mage-skills, yet in the meantime they discourage you to use of magic. Â
tontoman Posted August 31, 2015 Posted August 31, 2015  Someone else mentioned the plugs being a *bit* annoying. I agree although it does add a little to the devious nature of the mod... being unable to pretty much do anything in combat constantly can be beyond  frustrating. Forcing the PC arousal up has problems of its own and every spell cast or sword swing just results in a 5s animation ... annoying!  Please let us choose the type(s) of plugs Kimmy!  As always great mod... definetly my fav on this site  ( ͡° ͜ʖ ͡°)  The plugs and associated scripts come from Devious Devices if I am not mistaken, Kimmy just provides some events to get them in you. They can be annoying because they seem to fire off way too often sometimes. I am not sure if they react to arousal or not.   More options is always good, assuming there's not a limit to the MCM . iirc some of them also might come from Captured Dreams if you have it and the intergration turned on.  For me I just change the way I play. I treat them like armbinders or yokes, it means end of the dungeon run. Then the effects are things I like as it makes a journey to get the removed dangerous as combat is really iffy heh.  Seeing those easy bandits and going 'nope, not happening, going around'  Sometimes if I know it's an easy dungeon, I'll push on as I usually do stealth and stealth + bow is usually ok.  But then you can fub your shot, have to go sword and then losing horribly due to dropping your sword, or some animation kicks in is lolz. But I remember some making magic totally impossible, that would be a trip home if I was playing a mage.
733266 Posted September 1, 2015 Posted September 1, 2015  Someone else mentioned the plugs being a *bit* annoying. I agree although it does add a little to the devious nature of the mod... being unable to pretty much do anything in combat constantly can be beyond  frustrating. Forcing the PC arousal up has problems of its own and every spell cast or sword swing just results in a 5s animation ... annoying!  Please let us choose the type(s) of plugs Kimmy!  As always great mod... definetly my fav on this site  ( ͡° ͜ʖ ͡°)  Somewhere in MCM is options to control the probability of those events (unless what I am remembering is for another mod).
shar181 Posted September 1, 2015 Posted September 1, 2015 I've been having some problems since I was put into the "Bondage Adventure" quest. No matter what I do, I can't seem to get rid of the arm binders. I've lost/gained items as NPCs approach me, but the Arm Binders just sort of... never go away. Even when I get rid the pop-up message after opening a container that states "While looking through the container, found a sharp object, etc, etc... manage to slip out of the bindings", the arm binders remain in place. There also hasn't been any chance over time -- after getting equipped with bindings during a bandit attack, I just sort of broke out of them a few minutes later. No such luck this time around.  I'm a bit new to the "Devious Devices" mods, so I'm not exactly which mods are responsible for which functions. This may well not be an issue with Deviously Cursed Loot, but since it happened during a quest from this mod I figured I would ask here. Does the Bondage Adventure quest alter the methods of escape? Is there, perhaps, a conflict with another Devious mod?  These are the Devious mods I'm running:  Devious Devices: Integration Devious Devices: Expansion Deviously Helpless Deviously Enslaved Deviously Cursed Loot  --------------  This is a bit off-topic, but I've also been noticing that in a lot of the "restrained" animations triggered through this (and probably the other) devious mod(s) are a bit... buggy. The animation will start as a standard SexLab animation, and then it will switch to the restrained animation... but the NPC assaulting my character doesn't change to the new animation. They keep just keep playing the same animation. If there is an obvious solution to that problem, I'd love to hear it. :3 Â
chipstick Posted September 1, 2015 Posted September 1, 2015 Given all the talk on plugs in this thread, I just want to point out that (far as I can tell) DCUR doesnt distribute plugs as part of its events, with the exception of the cursed plug, which only comes in the course of one "adventure" that can be toggled on or off. Â The hardcore effects of plugs are governed by devious devices, not DCUR - again, with the exception of the cursed plug. The option to toggle hardcore effects or reduce the frequency of vibrations for plugs is likewise part of the devious devices MCM menu. Â Â Â
ForestElf Posted September 1, 2015 Posted September 1, 2015 I've been having some problems since I was put into the "Bondage Adventure" quest. No matter what I do, I can't seem to get rid of the arm binders.   I 've reported the same before. Just go to the MCM and press "free me". It's the only way.
WaxenFigure Posted September 1, 2015 Posted September 1, 2015 ...  Check that Braith is still a NordRaceChild. If she isn't, the child check for her would prevent DCL from working. If she is, dismiss all your followers, save, and restart the game. That way there's no follower for DCL to detect. I did check the mods on your list I wasn't familiar with but couldn't find an obvious culprit.  If both of those fail, I'm not sure what it could be. Except, maybe, are you playing as a man?  On my load it says Braith is a RedguardRaceChild, and I usually dont play with any followers and had restarted and started new saves when I got the error, and Im playing as a female Ningheim (which used to work on my old pc). Also thank you so much for helping and RIP for looking at my mods. Picture is of redguardracechild That is NOT what is checked for. The child flag can be turned off without removing "child" from the name of the race.  What you should be checking are this:   And this:   You can also check in game by opening the console, selecting Braith (prid command or using the cursor if you are whereever she happens to be) and then entering "ischild". If the return value is 0 then you have a mod changing it.  The mod that changes either of those flags is your culprit.
shar181 Posted September 1, 2015 Posted September 1, 2015  I've been having some problems since I was put into the "Bondage Adventure" quest. No matter what I do, I can't seem to get rid of the arm binders.   I 've reported the same before. Just go to the MCM and press "free me". It's the only way.   I eventually just reloaded my last save from pre-bondage. x.x Lost about 4 hours, including the entire "Dragon Rising" questline. I guess that's what I get for being cocky and disabling the "Safe Word" feature!  I did run into another problem, though! My character got stuck in a "High-security" collar (A Slave Collar, specifically) and I can't seem to remove it. I thought that blacksmiths were supposed to offer help, but I didn't see any unique dialogue while speaking with a blacksmith. Do I just need to keep wearing it until I find a key?  Oh! One other thing, but fortunately its a suggestion rather than a question. :3  One thing that has struck me as a bit off in this mod is that everyone has an equal chance of raping you during the "Sex Attacks". From bandits to priests, little old ladies and war-ravaged farmers. There are already options for exclusion based on some things, but I'd like to see an option to subject the entire Sex Attacks thing to a Morality check. That way, paragons of the community will be less likely to outright rape a poor, victimized dovakiin. Actually, Morality checks could be applied to any sort of approach. For the Bondage Adventure quest, a high-morality NPC should be more likely than a random mercenary to help you remove a restraint, that sort of thing!
jaberwocky Posted September 1, 2015 Posted September 1, 2015 Two things I noticed and a side note: Â Carrying too much stuff and wearing shock boots. I get shocked all the time. I can only walk due to carrying too much stuff anyway, yet the boots keep shocking me no matter what I do. Â Not loosing keys when a special cursed loot event occurs. I find rubber restraint keys, even though I only wear regular devious devices. And I keep those rubber restraint keys (and all other keys as well) when a special cursed loot event occurs, even those that make me wear a rubber suit. I do loose all keys when a regular cursed loot event occurs. Not sure if it's a bug or a feature. Â Side note about loosing keys: Would it be possible (and a good idea) if a cursed loot event could optionally make you loose all keys, and not just the ones you carry? Thus no safe storage of your precious keys. Â Anyway, I hope this feedback could be of use.
slvsaris Posted September 2, 2015 Posted September 2, 2015 Â Side note about loosing keys: Would it be possible (and a good idea) if a cursed loot event could optionally make you loose all keys, and not just the ones you carry? Thus no safe storage of your precious keys. Â Â While that may technically be possible, I am not sure it would be practical, the mod would have to be able to find every place you stashed keys. Â
hidora Posted September 2, 2015 Posted September 2, 2015 Â I did run into another problem, though! My character got stuck in a "High-security" collar (A Slave Collar, specifically) and I can't seem to remove it. I thought that blacksmiths were supposed to offer help, but I didn't see any unique dialogue while speaking with a blacksmith. Do I just need to keep wearing it until I find a key? Slave Collar and Slut Collar have special requirements to be removed. Slave Collar requires you to wear it for # days and to have sex # amount of times, while Slut Collar requires you to spend # amount of days without having sex (the numbers are random, and chosen from a range you can set on the MCM). Do note that wearing either will make NPCs rape you when you talk to them.
shar181 Posted September 2, 2015 Posted September 2, 2015 Â Â I did run into another problem, though! My character got stuck in a "High-security" collar (A Slave Collar, specifically) and I can't seem to remove it. I thought that blacksmiths were supposed to offer help, but I didn't see any unique dialogue while speaking with a blacksmith. Do I just need to keep wearing it until I find a key? Slave Collar and Slut Collar have special requirements to be removed. Slave Collar requires you to wear it for # days and to have sex # amount of times, while Slut Collar requires you to spend # amount of days without having sex (the numbers are random, and chosen from a range you can set on the MCM). Do note that wearing either will make NPCs rape you when you talk to them. Â Â Oh! That explains it! I shall go forth and engage in wanton sluttery, then.
Drek71 Posted September 2, 2015 Posted September 2, 2015 Its been my experience that the flash bang trap can be a little theme breaking, you could be well into a dungeon full of deurger and suddenly your being raped by some bandit that has been waiting around for god knows how long for some female victim for a once off rape opportunity in an impossible location. I was thinking instead that it maybe more immersive to summon something like a daedra, this would also explain why they suddenly disappear as well as they portal back to oblivion. Also in tune with cursed collars something of similar nature that periodically summons a mob to rape the character, add items or both, the hentai creatures mod would be perfect ?
Zhash61 Posted September 2, 2015 Posted September 2, 2015 Its been my experience that the flash bang trap can be a little theme breaking, you could be well into a dungeon full of deurger and suddenly your being raped by some bandit that has been waiting around for god knows how long for some female victim for a once off rape opportunity in an impossible location. I was thinking instead that it maybe more immersive to summon something like a daedra, this would also explain why they suddenly disappear as well as they portal back to oblivion. Also in tune with cursed collars something of similar nature that periodically summons a mob to rape the character, add items or both, the hentai creatures mod would be perfect ?  When the flash bang happens to me in a draugr dungeon, it's always about 15 draugr that rape me. It is the one reason I have flash bangs turned off. Rape is one thing, but rape by those things is a bit much for me.
Kinesha Posted September 2, 2015 Posted September 2, 2015 I am using dangerous nights 2.1 and some other mods you have started to duplicate...   I like the idea of less .esp clutter in my load list as it is pushing the 255 limit. however your versions of these is not as fleshed out as the others. Why not just get in contact with the mod authors and see about just combining them to an all in one package. so we get the full function of those mods but in a single .esp with yours. or if they are no longer around flesh out your versions to be a full on replacer.  as it is now I am just turning off all these extra features in favor of the more developed standalone mods. but I would love to see a single .esp combine them all into one merged package. Much cleaner if the developer does it rather than using TESVEdit.  Â
jaberwocky Posted September 2, 2015 Posted September 2, 2015 Â Â Side note about loosing keys: Would it be possible (and a good idea) if a cursed loot event could optionally make you loose all keys, and not just the ones you carry? Thus no safe storage of your precious keys. Â Â While that may technically be possible, I am not sure it would be practical, the mod would have to be able to find every place you stashed keys. Â Â Â It would require the knowledge of every stash? Â Every item-type has an ID and a description-name. Every (active) item has a ReferenceID and description-name. If you could filter through all the active references (items) and delete the entries of the keys that needs to be destroyed, the location of the keys should not matter. Â Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems.
chipstick Posted September 2, 2015 Posted September 2, 2015 Â Â Â Side note about loosing keys: Would it be possible (and a good idea) if a cursed loot event could optionally make you loose all keys, and not just the ones you carry? Thus no safe storage of your precious keys. Â Â While that may technically be possible, I am not sure it would be practical, the mod would have to be able to find every place you stashed keys. Â Â Â It would require the knowledge of every stash? Â Every item-type has an ID and a description-name. Every (active) item has a ReferenceID and description-name. If you could filter through all the active references (items) and delete the entries of the keys that needs to be destroyed, the location of the keys should not matter. Â Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems. Â Â From what I know, you'd still need to scan every container to determine if the references are in existence in the saved games. I wonder how much lag would be caused even just scanning player homes, considering the number of containers in a home, and the number of owned homes possible. I mean, even cursed loot equipping a full set of items can cause several seconds slowdown, particularly as part of a plethora of SL mods - papyrus is, from what I keep hearing, ridiculously inefficient. Even a moderate load, combined with the moderate load of dcur's existing functions could combine into sometime quite significant. And I'm certain many people feel like I do, that we just can't fit all the mods we want into a (functioning) save game. Â Plus, from my perspective, this all feels kind of futile. It would work best for players who want to enable key loss, then tries to avoid key loss by stashing keys. (At which point, why not just toggle key loss off?) It then turns into some sort of race - if we scan player homes, an extension of this response would be to find non-respawning but also unowned containers. Do we start scanning unowned containers? (I'm technically illiterate on coding, but I'm pretty sure that would crash anyone's game after a short while). I don't know, it just feels like we're moving away from creating gameplay features that cater to a wide range of players, and more into combating internal psychological conflicts. Â Edit: Your scripting knowledge may well exceed mine. I only know what I can by reading forum posts, playing the game and doing (idiot-level) hackjobs with TESEdit and CK. Â Â
Kimy Posted September 2, 2015 Author Posted September 2, 2015 Â Â Â Side note about loosing keys: Would it be possible (and a good idea) if a cursed loot event could optionally make you loose all keys, and not just the ones you carry? Thus no safe storage of your precious keys. Â Â While that may technically be possible, I am not sure it would be practical, the mod would have to be able to find every place you stashed keys. Â Â Â It would require the knowledge of every stash? Â Every item-type has an ID and a description-name. Every (active) item has a ReferenceID and description-name. If you could filter through all the active references (items) and delete the entries of the keys that needs to be destroyed, the location of the keys should not matter. Â Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems. Â Â Such as script would be -very- prohibitive to run as it basically would have to scan the entire game world. Papyrus already chokes if you cycle through a full character inventory. I guess in an averagely modded installation, an "area scan every container in a cell" script is fairly likely to crash the game without further ado.
incrediblysecure Posted September 2, 2015 Posted September 2, 2015 listening for when the player adds items to a chest, checking it for keys, then adding it to a list of managed objects might be slightly more feasable  a simpler solution might just be to have keys have a chance to 'vanish' when they're placed in a container, which could probably be achieved fairly simply
Kimy Posted September 2, 2015 Author Posted September 2, 2015 listening for when the player adds items to a chest, checking it for keys, then adding it to a list of managed objects might be slightly more feasable  a simpler solution might just be to have keys have a chance to 'vanish' when they're placed in a container, which could probably be achieved fairly simply  Oh, there is a lot of fun things that can be done with keys, just not taking them out of chests all over Skyrim.
Bonding1005 Posted September 2, 2015 Posted September 2, 2015 Maybe make all keys quest-items so storing becomes impossible? Although - the standard keys are not from DCL but from DD, right? Is this still possible?
Kimy Posted September 2, 2015 Author Posted September 2, 2015 Maybe make all keys quest-items so storing becomes impossible? Although - the standard keys are not from DCL but from DD, right? Is this still possible? Â I could overwrite the DD keys and substitute my own, but this wouldn't make me very popular with other DD modders, so they might be tempted to test their devices on me next time.
CovertDemon Posted September 2, 2015 Posted September 2, 2015   I broke my transparent suit too :') skills right there, tbh I gave up a day ago :3 I figure EC can do it instead whilst I go do fractals on gw2 and eat ice cream haha  Edit: I mostly take screenshots and stuff these days and just push and push and push the game engine till my pc cries potato and goes slow (which it hasn't done yet) xD  wait is your transparent suit just purple in game (aka the missing textures colour) if so that might be a bug as the only edit i made was swaping the meshes to unp ones and those aren't missing. I mean i do have the textures in my files but they never appear to have been made textures in the creation kit and the texture path seems to be to the original mod but i'm not 100% on that (i'd assumed i'd broke it at some point but if i'm not the only 1 it might be a bug i'm gona re-download and test it tonight to double check anyway).  gw2 not played that game in ages i think scarlett was still around when i last played XD, still i can never shake my skyrim itch for long game always drags me back.   yeeeah i changed my meshes an that too, all ive got left on gw2 to get done is fractals really, something to kill the time whilst frequenting here and waiting for DCL 5.0 ,i tend to keep my devious / normal playthrough's reeeeaaaaalllly seperate , attachments will say it all bit of a random selection of this an that out of like 1500 screenies o.o  Edit : see ! i do actually get into crypts and stuff :')  There's animations for putting the devices on?
pavelius_pavlentius Posted September 2, 2015 Posted September 2, 2015 I have an idea - how about the ability to belt other npcs without asking them, stealthy or with force? And a mechanic, that if you belt someone, they will remember you, and try to put the belt on you, again stealthy or with force? I think there wont be too hard to add a conjuration spell, to belt someone with magic for a set amount of time. And one more thing, npcs that are wearing devices, are not really bothered with them, how about an interaction dialogue, something like "hey, i know that you are wearing underneath, i can unlock it, if you...", and another dialogue, when npcs ask you the same question, and the last one, when they are asking you to unlock them.
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