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


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Posted

 

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. ;)

 

 

As far as keys go, I had one idea I thought would be fun.  It's kindof a hybrid between the flashbang rape trap and a function from devious keyholders.

 

The idea is, you open the chest and, whether through flashbang, gas or something else, and NPC shows up.  The npc steals your keys and tells you you can retrieve them, if you can find the npc.  To go a little further, and to borrow a bit from devious keyholders, the npc could say something like, "and to make your little adventure more fun, I'll be taking any future keys you find as well as well", at which point any further keys you loot will be sent to that npc.  The way I always had this set up in the keyholders mod was where the keys would be transfered the second I looted them  The actual location of the npc could be weighted similar to the cursed collar quest, for example: chance the npc will be in a dungeon or whatever.  You could also add a feature in mcm that can be enabled/disabled to show a quest marker for the keyholder npc.

 

Of course, there is always the possibility of adding some sort of blackmail at the end when you find the npc.  The possibilities here are probably endless as well, but it could range from simple sex before keys are returned, to forcing the player into prostitution to earn a certain amount of gold before the keys will be returned, or anything else you could think of.

 

Anyway, just a thought... what do you all think?

Posted

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.

 

I like this idea too.  There are other devious mods that put npc's in devices.  I did always think that there should be an event chance where they would ask you for release.  And why not, I've spent enough time trying to get them to free me....

 

It also reminds me of another idea someone else had here for bound followers, where, if you have keys, the follower will ask for them with a gradually escalating aggressiveness, eventually leading to the point where they subdue you and take the keys, and since you were so unwilling to release them, they lock their devices on you.

Posted

My request is the opposite. To fix the bug where they steal your keys despite having all chances to 0%. Not only did i have this happen with CL, but recently i tried the patched Prison Overhaul and uppon arrest, i got a message more or less "X lost all her keys, hardcore mode!". I don't know why all this mania with stealing keys... I already put in DD to destroy key after use, why must they also steal my precious keys?

 

Also, a feature request. Allow prostitution while wearing gag. Here's what happened to me twice:  New game, bang, full series of high security restraints and gag with lock. Blacksmith requested crazy money that i didn't have.  I thought "i will use prostitution" (which is actually a feature that i have never used before, because i didn't need the money). But option not available because of the locked gag. I don't remember exactly the scenarios, but the way i calculated it, it was mission impossible. From one side you risk constant sex attacks, from the other side, you can't eat and drink and so you are bad for battle and by the time you arrive to a bandit mine, the stat penalties will be even bigger because of the gag. Also, doing quests, would certainly make go up in level and then the money the blacksmith would ask, would be even more. A vicious circle. I actually found that a way to get money without raising skills would...chopping wood, but it would take forever.

 

 

Posted

Original question:

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.

 

 

 

 

 

 

 

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.

 

 

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.
 

 

 

It would require the knowledge of every stash?

 

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.

 

Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems.

 

 

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.

 

 

 

 

I guess an alternative might be adding the option to mark the keys as "quest items" and thus prevent the ability to safely store the keys. Once again, I do not know the consequences.

 

As to another thing I mentioned in my original post:
Would it be a good idea if the keys could get lost when triggering a special cursed loot event? Although I have set the chance to loose keys at 100%, I still have the rubber constraint keys (and other keys as well) when I trigger something like the "rubber suit" event. It is only when getting a regular cursed loot event which will give me regular devious devices that I appear to loose all my keys.

 

 

 

Posted

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

Posted

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

 

I'd actually like to know whats going on with that too.  Everywhere in MCM where there is a "cover animation" I have it disabled, yet she still does it.

Posted

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

 

There is an option in the MCM for that and it works fine for me. First thing when i start a new game is configure all mods and unchecking that is always in my to-do list for Cursed Loot. Maybe it gets "stuck" if you start the game and afterwards want to disable it? When you disable it since the start, it works fine.

Posted

 

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

 

There is an option in the MCM for that and it works fine for me. First thing when i start a new game is configure all mods and unchecking that is always in my to-do list for Cursed Loot. Maybe it gets "stuck" if you start the game and afterwards want to disable it? When you disable it since the start, it works fine.

 

 

That's what I always do too when starting a new game...  Not sure why mine doesn't work...

Posted

 

 

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

 

There is an option in the MCM for that and it works fine for me. First thing when i start a new game is configure all mods and unchecking that is always in my to-do list for Cursed Loot. Maybe it gets "stuck" if you start the game and afterwards want to disable it? When you disable it since the start, it works fine.

 

 

That's what I always do too when starting a new game...  Not sure why mine doesn't work...

 

 

Wow, I looked for something like that and obviously missed it. Good to know, on to a new game. Thanks all!

 

Posted

 

 

 

Question - Can you tell me which script makes my character cover up and can I remove / delete it?  I find it annoying...it's a personal preference thing. Thanks!

 

There is an option in the MCM for that and it works fine for me. First thing when i start a new game is configure all mods and unchecking that is always in my to-do list for Cursed Loot. Maybe it gets "stuck" if you start the game and afterwards want to disable it? When you disable it since the start, it works fine.

 

 

That's what I always do too when starting a new game...  Not sure why mine doesn't work...

 

 

Wow, I looked for something like that and obviously missed it. Good to know, on to a new game. Thanks all!

 

 

 

If any of you are also running More Devious Quests, that mod also has the same animation and needs to be turned off also.

 

Posted

I just updated from version 4.8 and started a new game, but I don't have the Bondage Adventure dialogue from merchants.

Is there anything known or is it more probably on my side?

Known issue; It's broken in 4.10. Kimy is currently developing 5.0, and I believe she's fixed this problem already for the next version.

Posted

Having a weird issue with Cursed Loot. Most functions of the mod work fine, but a few inexplicably don't.

 

1: Bondage Adventure (asking people for help) doesn't work at all, the dialogue options don't appear. I do have it enabled in MCM.

 

2: Solicitation semi works. The dialogue options are there, I can get paid, but no animations play. No dancing, no sex, and no Devices are equipped even if the "let me get my toys" dialogue happens.

 

3: Estrus integration doesn't work at all. All estrus animations and effects work fine through the original mod's shouts and spells, but cursed loot won't trigger estrus on loot or plants, even with all other possibilities disabled and cursed loot chance at 100%

 

Other than these things, Cursed Loot is functioning excellently, and considering that basically everything else in this playthrough actually seems stable for once, I'm hesitant to risk destroying everything by troubleshooting. I'm linking my load order, so if there are any glaringly obvious issues that could be causing these problems, please point them out.

i'm also having issues nr 2 and 3 (not sure about issue 1, haven't tested that), have you by any chance figured out what was wrong?

the estrus one doesn't bother me that much, but i'd like to have a fix for the soliciting one :/

Posted

 

Having a weird issue with Cursed Loot. Most functions of the mod work fine, but a few inexplicably don't.

 

1: Bondage Adventure (asking people for help) doesn't work at all, the dialogue options don't appear. I do have it enabled in MCM.

 

2: Solicitation semi works. The dialogue options are there, I can get paid, but no animations play. No dancing, no sex, and no Devices are equipped even if the "let me get my toys" dialogue happens.

 

3: Estrus integration doesn't work at all. All estrus animations and effects work fine through the original mod's shouts and spells, but cursed loot won't trigger estrus on loot or plants, even with all other possibilities disabled and cursed loot chance at 100%

 

Other than these things, Cursed Loot is functioning excellently, and considering that basically everything else in this playthrough actually seems stable for once, I'm hesitant to risk destroying everything by troubleshooting. I'm linking my load order, so if there are any glaringly obvious issues that could be causing these problems, please point them out.

i'm also having issues nr 2 and 3 (not sure about issue 1, haven't tested that), have you by any chance figured out what was wrong?

the estrus one doesn't bother me that much, but i'd like to have a fix for the soliciting one :/

 

 

Can you post a log?  Best if you start the game, try a solicitation, quit and post log.  DCL and Sexlab both have good descriptions in the log so should be able to work it out.

Posted

 

 

 

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.

 

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.

 

 

It would require the knowledge of every stash?

 

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.

 

Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems.

 

 

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.

 

Technically this would not be hard to accomplish, what it would require is adding every key to a form list when it is created and removing it from that form list when it is destroyed (lost). That way the mod would have a working list of the keys BUT there is one possible fatal flaw, if a key is created on a dead body and NOT looted by the player and then the game removes that body we could have a problem. There may be a way to test for that condition though.

 

It's a feature I wouldn't use but not something I think is impossible to create.

Posted

 

 

 

 

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.

 

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.

 

 

It would require the knowledge of every stash?

 

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.

 

Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems.

 

 

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.

 

Technically this would not be hard to accomplish, what it would require is adding every key to a form list when it is created and removing it from that form list when it is destroyed (lost). That way the mod would have a working list of the keys BUT there is one possible fatal flaw, if a key is created on a dead body and NOT looted by the player and then the game removes that body we could have a problem. There may be a way to test for that condition though.

 

It's a feature I wouldn't use but not something I think is impossible to create.

 

 

I thought about the Formlist solution already. I would have probably implemented a OnItemAdded() Event on the player's inventory to get around the problem that the player didn't pick up the key at all. Still I am not sure how reliable it would be. And and the Formlist might get really large over time.

 

Posted

 

 

 

 

 

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.

 

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.

 

 

It would require the knowledge of every stash?

 

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.

 

Note: I have absolutely no idea if this is possible. Or when it is possible, if this could cause problems.

 

 

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.

 

Technically this would not be hard to accomplish, what it would require is adding every key to a form list when it is created and removing it from that form list when it is destroyed (lost). That way the mod would have a working list of the keys BUT there is one possible fatal flaw, if a key is created on a dead body and NOT looted by the player and then the game removes that body we could have a problem. There may be a way to test for that condition though.

 

It's a feature I wouldn't use but not something I think is impossible to create.

 

 

I thought about the Formlist solution already. I would have probably implemented a OnItemAdded() Event on the player's inventory to get around the problem that the player didn't pick up the key at all. Still I am not sure how reliable it would be. And and the Formlist might get really large over time.

 

 

 

Have you looked at any of Keyholders scripts?  I know absolutely nothing about creating mods, but, that mod has a pretty effective method of instantly transfering keys.  It might not be exactly what you need, but it might be useful.  Again though, I really know nothing about modding so, if what I said make no sense, just pretend I didn't say anything...

 

Here's the keyholder link: http://www.loverslab.com/topic/42537-wip-devious-keyholders-04-2015-03-01/

Posted

Instantly transferring keys is trivial. Keeping track of keys the player put it 50 chests all over Skyrim isn't. :)

Posted

For the Damsel in Distress quest is there anything more to it than escaping the restraints? I want to change my mods and start a new game but would like to try and finish this quest first if there is something more to it.

Posted

Now this is a first, at least for me.  Rynne certainly thinks so, too.

 

My little Breton Rynne was traveling from Hamer's Shame to Inverstead when she was attacked by a quad of bandits.  She was perfectly capable of handling them but, because I was a bit bored, I let her surrender.  Her arousal level was at 9.  She was ravaged by an angry but happy bandit, put into an armbinder by the ungrateful cad, the screen went black, and when the scene returned she was bound in black plastic, gagged, in an armbinder, and enclosed in a small rock-walled room which sported no doors or windows, a Falmer gate to nowhere, and containing only a single bed.  Wandering around the room she has discovered nill but that she can sleep in the bed, open the Falmer gate to nowhere and, in one  corner click on "activate Test Click Trigger". 

 

Of course, with Rynne's luck, the "Click Trigger" is not unlike the Falmer Gate in that activating it seems to do nothing.

 

At the time of writing Rynne remains bound, gagged, wrapped in black rubber, and a guest of a very un-inspired Motel 6 room.  Not even a TV to keep her company!

 

Somehow this room is a *lot* like a mod test area.

 

A bug, or a feature?   Inquiring minds want to know!  If a feature, no hints requested, only a "yes, it is as intended" is expected.  If a bug Rynne can revert to a save set just before the battle started.  If a feature Rynne is going to be *very* unhappy with me having put her in this spot;  she was doing very nicely before I got "bored" but she is going to have to "work her way out" of the spot I put her in, however unintentionally.

 

Oh yes, Deviously Cursed Loot 4.10, Sexlab 1.6 on a new and stable build.  Or so it would seem.

 

Edit:   The save game title notes that she is in an area called "Storage Cell".  What?!  My little Rynne is in STORAGE??!! 

 

 

Posted

Instantly transferring keys is trivial. Keeping track of keys the player put it 50 chests all over Skyrim isn't. :)

 

Well yeah... there's that.... :P  Sorry, I likely just misunderstood what you guys were talking about...

Now this is a first, at least for me.  Rynne certainly thinks so, too.

 

My little Breton Rynne was traveling from Hamer's Shame to Inverstead when she was attacked by a quad of bandits.  She was perfectly capable of handling them but, because I was a bit bored, I let her surrender.  Her arousal level was at 9.  She was ravaged by an angry but happy bandit, put into an armbinder by the ungrateful cad, the screen went black, and when the scene returned she was bound in black plastic, gagged, in an armbinder, and enclosed in a small rock-walled room which sported no doors or windows, a Falmer gate to nowhere, and containing only a single bed.  Wandering around the room she has discovered nill but that she can sleep in the bed, open the Falmer gate to nowhere and, in one  corner click on "activate Test Click Trigger". 

 

Of course, with Rynne's luck, the "Click Trigger" is not unlike the Falmer Gate in that activating it seems to do nothing.

 

At the time of writing Rynne remains bound, gagged, wrapped in black rubber, and a guest of a very un-inspired Motel 6 room.  Not even a TV to keep her company!

 

Somehow this room is a *lot* like a mod test area.

 

A bug, or a feature?   Inquiring minds want to know!  If a feature, no hints requested, only a "yes, it is as intended" is expected.  If a bug Rynne can revert to a save set just before the battle started.  If a feature Rynne is going to be *very* unhappy with me having put her in this spot;  she was doing very nicely before I got "bored" but she is going to have to "work her way out" of the spot I put her in, however unintentionally.

 

Oh yes, Deviously Cursed Loot 4.10, Sexlab 1.6 on a new and stable build.  Or so it would seem.

 

Edit:   The save game title notes that she is in an area called "Storage Cell".  What?!  My little Rynne is in STORAGE??!! 

 

I've had a room like this!  It's been a while and I don't remember much about it, except that 1) it sucked... and 2) I eventually had to revert to a save.  I'd also like to know if this is an intended feature of any mod.

 

On a different note, I love the relationship you have with your character...

 

Posted

Definitely a bug. So far the only cause I could identify for it was some mod (forgot which one) that put a follower tag on the player character for no good reason. It was discussed somewhere in this thread.

Posted

Had to revert to previous save today because i got stuck...wearing a heavy yoke and slave gag makes escape impossible. Or at least i could not figure a way.

 

you could've just used the "free me" option in the debug menu... 

Posted

Not sure if this is a bug or not....

 

When wearing a yoke and the estrus chaurus mod fires under CL, my toon gets the slime/ooze pink bubblegum or tentacle "backpack" stuck on her and it is not removed after.

 

I can understand the yoke blocking the tentacle animations but should they be removed after the animation ends?

 

Or am I missing something?

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