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


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Posted

 

Yeah! I did that... In my previous playthrough, I had done all the warm area quests, leaving only the colder climate ones to do....

That was before the Frostfall patch as well, I had Frostfall turned right down. Fighting dragons whilst standing on a fire, to keep warm. It was a lot of fun...

 

Warm bodies was always hit and miss, working only some of the time, along with the horse warmth update. Where you'd share heat from a ridden horse, despite the cold saddle.

 

Sleeping in dungeons was a regular occurrence, as going out at night with my mods, meant a lot of vampire attacks...

 

The shock problem isn't just this version, I've been occasionally getting it for a couple of version. Maybe it clashes with one of my many mods, other features do. I've removed mods to make way for cursed loot, as it has more to offer than most mods.

The only mod that I won't remove is Frostfall, but the shock problem is only a minor inconvenience.

 

I usually use cloak spells to keep warm in Frostfall, such as Foxskin and Bearskin. But they set off the shocks as well...

 

 

Been a long while since I've had those effects enabled as I usually run now without slaveboots, collars etc. due to latest playthrough style.

 

But iirc and you haven't tried it, there are remove spell effects commands which is usually how these effects are appied, even if the objects is later removed.

 

In console with your char selected, there's commands like 'player.removespell xxxx' (check the spell id),   and 'dispelallspells'

 

Posted

 

I have the problem with Combat Surrender. I don't know if it was said before. However when I deactivate Combat Surrender and exit the menu my character just dies. She just dies even with Death Alternative activated. Don't know why tho. I post my load order below so you can debug it. If you need more info just ask on priv or here I will subscribe to this thread.

 

Known issue in 4.10, You can resurrect your character before turning the option off and you won't have an issue. (or toggle tim, I believe; but make sure to toggle it back off afterwards)

Posted

 

 

Yeah! I did that... In my previous playthrough, I had done all the warm area quests, leaving only the colder climate ones to do....

That was before the Frostfall patch as well, I had Frostfall turned right down. Fighting dragons whilst standing on a fire, to keep warm. It was a lot of fun...

 

Warm bodies was always hit and miss, working only some of the time, along with the horse warmth update. Where you'd share heat from a ridden horse, despite the cold saddle.

 

Sleeping in dungeons was a regular occurrence, as going out at night with my mods, meant a lot of vampire attacks...

 

The shock problem isn't just this version, I've been occasionally getting it for a couple of version. Maybe it clashes with one of my many mods, other features do. I've removed mods to make way for cursed loot, as it has more to offer than most mods.

The only mod that I won't remove is Frostfall, but the shock problem is only a minor inconvenience.

 

I usually use cloak spells to keep warm in Frostfall, such as Foxskin and Bearskin. But they set off the shocks as well...

 

 

Been a long while since I've had those effects enabled as I usually run now without slaveboots, collars etc. due to latest playthrough style.

 

But iirc and you haven't tried it, there are remove spell effects commands which is usually how these effects are appied, even if the objects is later removed.

 

In console with your char selected, there's commands like 'player.removespell xxxx' (check the spell id),   and 'dispelallspells'

 

 

 

Brilliant... more handy commands... I'll add them to my list of bug fixes that I am making, for myself.

 

I could have done with it yesterday, as I had a rogue spell effect off a stamina mod that I couldn't fix. That lost me 4 hours of gameplay, having to backtrack my save games and deleting the broken saves.

 

But that's why its good to save every hour...

 

Thanks... these commands will definitely come in handy...

Posted

I'm not sure if someone has mentioned this above, but you may want to consider hiding the carriages and boats while the Bondage Adventure is active. I just traveled to the closest city with a carriage and fast traveled to the quest marker.

 

BTW Good job on the mod so far!

Posted

Lately, I've been getting shocked any time I slip on one of the many collars from this mod. To test this, I just started a new game, tried to slip on some of this mod's collars... instant death when otherwise naked. What should I do?

Posted

Lately, I've been getting shocked any time I slip on one of the many collars from this mod. To test this, I just started a new game, tried to slip on some of this mod's collars... instant death when otherwise naked. What should I do?

 

Think it's similar to my issue

 

 

 

 

I've been having continuous issues with cursed, slut and slave collars with being punished no matter what. After previous advise when I posted about this issue, I've tried to ensure everything is off, and I've tried adjusting the device hider, but nothing seems to work.

 

Please find attached 2 screenshots showing what the console says I had equipped when I wore the slut collar., and the papyrus log of my last attempt (admittedly I just used console commands to get the slut collar just for quickness).

 

I suspect that item 16040F0C is the culprit as if I strip fully with none of the collars on, this is the only worn item.

 

Any ideas (or is this already being fixed in the next update?)

 

 

I had a similar issue, placing all items into a chest with player.removeallitems and ten re-equipping everything solved the issue for me. 

 

  <-- how to do it. 

 

 

Thanks for the suggestion. It sort of worked..... It got rid of 16040F0C but added 18040F0C in it's place, again deviant device integration related, and again, it's causing constant slut\slave\cursed collar shocks :(

 

Anybody else got any ideas?

 

It's ashame cause when I tried it without the shock features enabled, the cursed collar was a fun quest, so would like to re do it and try the other collars I've yet to try fully.

 

 

That item is the device hider from Integration and would not cause the issue. Your log does not show much either, it looks like the log was from a session where  you just loaded the game then exited as there is little play data there (but a number of errors).

 

 

Thanks for looking at that. TBH that log was of a session where I just stripped and equipped the slut collar via console, to try and minimize anything that would show in the log. Here's a new log where I did the following:

 

Loaded the wrong save game,

Loaded the correct game,

Fast travel to Whitecity

Got slave collar via console.

Stripped everything (I mean everything, magic and shouts\skills alike)

Equip Slave Collar

Walk to Riverwood (with some jumps) and entered the Sleeping Giant Inn

Quit.

 

Along the way I got shocked about 6 times (give or take) for being clothed despite not wearing anything bar the collar, got attacked by a bear (which I left to a passing Imperial patrol with a Stormclock prisoner deal with), and got attacked by 2 wolves which I hammered to death.

 

Just in case, I've also attached my load order as well.

 

Hope this helps you guys to help me.

 

 

Ok did a wee bit of research on this and looked at the following

 

using console to search for each of the collars, I can see that for me

slut collar = 93034C37

slave collar = 93017C97

cursed collar = 93004340

rubber doll collar = 93065656

 

Adding any to inventory then equipping it will add the above plus the following additional unnamed item automatically which doesn't show in the inventory

slut collar = 93034C38

slave collar = 93017C98

cursed collar = 93034C38

rubber doll collar = 93065657

 

Having both "items" on somehow doesn't treat a player as naked. To prove this, I used the cursed armbinder which requires a player to be naked to wear. If you attempt to we worn on with collars worn as normal (i.e. both codes on) and nothing else on, it will not allow the armbinder to go on saying you have clothes. Removing the 2nd code (e.g. 93034C38 for cursed collar) will then allow you to wear the armbinder. This has been tested with all 4 collars

 

I've only done in gaming testing (so nothing in codes) when you remove the 2nd code via console, it removes the collar you see on your character but if you look in your inventory (or do "player.inv" in the console) you can still see the collar is equipped. However put clothes back on and no shocking for wearing clothes. So it appears that the 2nd item code that automatically equips itself when you equip the 1st one adds the collar you see on the player and shocks the player for wearing clothes, while ironically counting as clothing itself.

 

Hope this helps somebody find the answer to this issue.

Posted

 

 

 

 

Ok did a wee bit of research on this and looked at the following

 

using console to search for each of the collars, I can see that for me

slut collar = 93034C37

slave collar = 93017C97

cursed collar = 93004340

rubber doll collar = 93065656

 

Adding any to inventory then equipping it will add the above plus the following additional unnamed item automatically which doesn't show in the inventory

slut collar = 93034C38

slave collar = 93017C98

cursed collar = 93034C38

rubber doll collar = 93065657

 

Having both "items" on somehow doesn't treat a player as naked. To prove this, I used the cursed armbinder which requires a player to be naked to wear. If you attempt to we worn on with collars worn as normal (i.e. both codes on) and nothing else on, it will not allow the armbinder to go on saying you have clothes. Removing the 2nd code (e.g. 93034C38 for cursed collar) will then allow you to wear the armbinder. This has been tested with all 4 collars

 

I've only done in gaming testing (so nothing in codes) when you remove the 2nd code via console, it removes the collar you see on your character but if you look in your inventory (or do "player.inv" in the console) you can still see the collar is equipped. However put clothes back on and no shocking for wearing clothes. So it appears that the 2nd item code that automatically equips itself when you equip the 1st one adds the collar you see on the player and shocks the player for wearing clothes, while ironically counting as clothing itself.

 

Hope this helps somebody find the answer to this issue.

 

 

Considering just a small subset of people seem to be having this problem, it sounds like a mod is adding a keyword to these items (IIRC, the collars check for armor and clothing keywords). Do you have any mods that require running a script or program that might be making these changes (Reproccer comes to mind)?

Posted

Bug report

 

As an alternative to key-mining, I decided to add stealing as a good option to obtain keys and drastically lower the chance to find keys in barrels etc. It was when I got stuck in both a rubber suit and a cursed I found out that I can steal all sorts of keys, but not "rubber restrain keys" or the "slave chastity belt keys".

 

On the other hand, the gear does look great (see attachments) :P

 

btw, I think I have thought of a better way to reduce the "key mining",

 

An alternative to key-drops and key-crafting, buying keys.
 


Situation

You get cursed loot when opening barrels and containers.
You get the keys by opening barrels and containers.

It also means that should I wish to get out of most of the devices, I just have to walk around and open a lot of barrels. Opening barrels till I have all the proper keys.

Alternative, you can craft keys, an option I usually have disabled. This option usually means that at higher levels, you can create the required keys easily as you will likely have enough materials in stock.

Thus currently I can get out in one go, but I have to do a lot of boring grinding.

Goal

When stuck in cursed loot, I want it (in most cases) to be removed without too much (time consuming) effort. I do wish that it could take a fair amount of time before I am completely free, but without the 'key mining' part.

Note:
I always enable the feature that the use of keys will destroy the key in the process. And I disabled the crafting of keys.

Option

Let innkeepers sell keys through a separate dialogue. They can be reached 24/7 and every hold has one. You might even include the innkeepers of a few villages. With the separate dialog, some tweaking can be added like:

  • Adjustable: The innkeeper only sells keys once every 6, 12 or 24 hours.
  • Adjustable: The innkeeper will only have a certain amount of keys in stock (adjustable with min and max value).
  • Of course the innkeeper only sells keys to the devices you are wearing.

I am not sure if the innkeepers should share the keys in stock or not. If they share the keys, that means that if you buy all the keys from one innkeeper, the other innkeepers won't have any keys left as well. This will prevent the player from "mining for keys" by doing a pub-crawl. And if the player disables key-drop chance (or lowers chance heavily), it will disable the incentive to "mine for keys".

And because you are forced to talk to npc's to get out, you are unable to avoid device comments if the player has enabled that feature.

Devices that are "inviting"

The only problem are devices like the "Slut Collar" and "Exhibitionist Suit". Options to solve this problem are:

  • The innkeeper will have a lock box which can be picked. The lock box and the innkeeper will have the same stock. Buy keys and the lock box is empty. Steal keys and the innkeeper has no keys to sell.
  • Of course you want to prevent players from always picking the lock should their sneak skill get high enough. You could add that after stealing keys, it will take twice as long for the key-stash to be filled again.

 

 

[the rubber slave suit with the slave chastity belt]

post-767633-0-85836100-1442654813_thumb.png

Posted

That idea with the lock box sounds great, but how about joining this idea and the "devious strong box" mod somehow? So if you once successfully picked the lock of the box, it will lock itself completely after you've closed it for a random period of time. While trying to pick the lock in that time, either the period will be increased or you get punished with a new device. Maybe even both.

 

Of course, the innkeeper and the box still will be linked, so when you've talked to the innkeeper, he also will activate the time lock, and when the time lock was activated by lockpicking, the innkeeper refuses to sell you keys. But I'd suggest to set a fixed period for the innkeeper, so you can't check if the box still is locked by talking to the innkeeper.

Posted

I've also noticed one thing when it comes to the device comments.   You talk to an NPC and they make their comment.  You then get the PC dialog option which says "...".   When this happens you can easily hit the escape key on your keyboard instead of clicking the "...", thus avoiding any action the npc may take, whether that action be rape, more restraints, or giving a key.  I think it needs to be changed where the npc makes there comment and simply does whatever it is they are going to do, rather than having that dialog box that gives you the chance to hit escape and avoid it.

Posted

tyvm for DCL Kimy :) makes a Skyrim playthrough so much more... interesting  :P

 

I have a few ideas for the mod though, and I was wondering if you could have a look at them:

 

The Devious Burglar

 

 

When the Dragonborn owns 1 of the 5 houses, she may receive a visitor when she goes to bed at night. Waking up wearing a latex catsuit, the restrictive devious gear and a set of VERY powerful plugs, the Devious Burglar announces himself and has stolen everything the Dragonborn was carrying with her. But instead of simply leaving, the Burglar decides to have a bit of fun... by putting the poor Dragonborn in various bondage poses and forcing her to orgasm over and over again. When the Burglar is satisfied, he puts an armbinder on her and hogties her as well, then he leaves.

 

In the morning though, a guard enters the house and finds the Dragonborn, then helps untie her (yes, it's that simple  :P ) and tells her he found a chest in front of her house. Inside the chest are all of the Dragonborn's belongings except her gold, with a note telling her that the gold is the payment for his "services"

 

It's a 1 time only event, but after that the Devious Burglar can be found in the wild (a random Winderness encounter like a DB Assassin, Revelers, Imperial group with a Stormcloak captive,...), holding up another woman and planning to do the same thing to her. The Dragonborn can attempt to defeat him and save the girl, but the Burglar is a lot tougher than he seems. If the Dragonborn succeeds in dispatching him, the girl will be happy and award her with some gold. Otherwise, the same thing happens all over again, except now the Burglar has 2 girls to torment. When the Burglar leaves, the other girl gets lucky and finds something to undo the armbinder, but she's quite furious because of the humiliation as well as of the Dragonborn for failing to save her. She takes the still tied up Dragonborn with her and decides to leave her in the middle of a random bandit camp. If the camp is empty (Dragonborn having cleared out the camp before), she gets lucky and can simply walk away (in bondage though  :P ). Otherwise the Dragonborn can only hope that Deviously Helpless, Defeat, Submit or any other such mod has been installed.

 

 

The Asylum

 

 

A remote location north of the Serpent Stone, on an island in the Sea of Ghost. The Asylum houses several mad and insane people. When the Headmistress learns that a powerful woman claims she has the Blood of Dragon flowing through her veins and can Shout like a Dragon, she makes it top priority to lock up this obviously mad woman.

 

Upon triggering a Cursed Loot event, or being defeated by a few very powerful Asylum Hunters in the wild (wilderness encounter), the Dragonborn wakes up in a cell in this remote Asylum wearing a few dozen restraints (Damsel in Distress-like). She's been admitted and will be forced to stay there for an indefinite amount of time...

 

Which means she has to try and escape. But that's also easier said than done  :P

 

 

 

 

Posted

Bug report

 

As an alternative to key-mining, I decided to add stealing as a good option to obtain keys and drastically lower the chance to find keys in barrels etc. It was when I got stuck in both a rubber suit and a cursed I found out that I can steal all sorts of keys, but not "rubber restrain keys" or the "slave chastity belt keys".

 

On the other hand, the gear does look great (see attachments) :P

 

btw, I think I have thought of a better way to reduce the "key mining",

 

An alternative to key-drops and key-crafting, buying keys.

 

 

Situation

 

You get cursed loot when opening barrels and containers.

You get the keys by opening barrels and containers.

 

It also means that should I wish to get out of most of the devices, I just have to walk around and open a lot of barrels. Opening barrels till I have all the proper keys.

 

Alternative, you can craft keys, an option I usually have disabled. This option usually means that at higher levels, you can create the required keys easily as you will likely have enough materials in stock.

 

Thus currently I can get out in one go, but I have to do a lot of boring grinding.

 

Goal

 

When stuck in cursed loot, I want it (in most cases) to be removed without too much (time consuming) effort. I do wish that it could take a fair amount of time before I am completely free, but without the 'key mining' part.

 

Note:

I always enable the feature that the use of keys will destroy the key in the process. And I disabled the crafting of keys.

 

Option

 

Let innkeepers sell keys through a separate dialogue. They can be reached 24/7 and every hold has one. You might even include the innkeepers of a few villages. With the separate dialog, some tweaking can be added like:

  • Adjustable: The innkeeper only sells keys once every 6, 12 or 24 hours.
  • Adjustable: The innkeeper will only have a certain amount of keys in stock (adjustable with min and max value).
  • Of course the innkeeper only sells keys to the devices you are wearing.

I am not sure if the innkeepers should share the keys in stock or not. If they share the keys, that means that if you buy all the keys from one innkeeper, the other innkeepers won't have any keys left as well. This will prevent the player from "mining for keys" by doing a pub-crawl. And if the player disables key-drop chance (or lowers chance heavily), it will disable the incentive to "mine for keys".

 

And because you are forced to talk to npc's to get out, you are unable to avoid device comments if the player has enabled that feature.

 

Devices that are "inviting"

 

The only problem are devices like the "Slut Collar" and "Exhibitionist Suit". Options to solve this problem are:

  • The innkeeper will have a lock box which can be picked. The lock box and the innkeeper will have the same stock. Buy keys and the lock box is empty. Steal keys and the innkeeper has no keys to sell.
  • Of course you want to prevent players from always picking the lock should their sneak skill get high enough. You could add that after stealing keys, it will take twice as long for the key-stash to be filled again.

 

 

[the rubber slave suit with the slave chastity belt]

 

Reducing key farming is one of the things I have been working on for several content updates now (The Courier in Chains quest, Sex for Keys and pickpocketing keys are all part of that plan). Because it's quite frankly boring. That and math basically demands that if your key drop rate is lower than the trap chance (and most players set it that way), you will end up wearing MORE devices using this method, not less.

 

However, I am pretty much opposed to let players buy keys just like that (the one exception being the High Security set). Gold is super easy to come by in the game and letting players buy keys would totally trivialize the bondage gameplay to replace it with "Oh, another restraint. Where is the nearest innkeeper, so I can get rid of it again?". Buying keys is a risk free and fast way out that's in my opinion just too easy. I want to put the characters in actual despair and add a feeling of helplessness if they get tied up, just as real bondage would do. Escaping from restraints needs to involve either time or risk, ideally both. I will gladly consider any suggestion along these lines. :)

Posted

 

Reducing key farming is one of the things I have been working on for several content updates now (The Courier in Chains quest, Sex for Keys and pickpocketing keys are all part of that plan). Because it's quite frankly boring. That and math basically demands that if your key drop rate is lower than the trap chance (and most players set it that way), you will end up wearing MORE devices using this method, not less.

 

However, I am pretty much opposed to let players buy keys just like that (the one exception being the High Security set). Gold is super easy to come by in the game and letting players buy keys would totally trivialize the bondage gameplay to replace it with "Oh, another restraint. Where is the nearest innkeeper, so I can get rid of it again?". Buying keys is a risk free and fast way out that's in my opinion just too easy. I want to put the characters in actual despair and add a feeling of helplessness if they get tied up, just as real bondage would do. Escaping from restraints needs to involve either time or risk, ideally both. I will gladly consider any suggestion along these lines. :)

 

 

Like you said I too run with a  much lower drop chance of keys than events. And I run it so a key is removed on use AND that keys have a 12.5% chance of failing and breaking. But that just results in rushing over to captured dreams and 8000 gold later BOOM devices removed. 

 

However,

 

I do have an idea to set this apart though to stop the gold being a factor and other mods from making it too easy. On top of that is actively discourages barrel farming. This comes in the place of two particular mechanics. One is a little RNG  however the other is a 100% sure fire way to "save yourself".

 

Infected Restraints: 

 

 

 

Every now and then A restraint will be placed on you similar to the Cursed Collar Quest Items. A locked 100% tamper proof, "The Master Can't Help You Now" Item, nothing outside of DD Cursed Loot is going to help you. (Can be anything EXCLUDING an arm-binder/blindfold to start off with). These horrific devices cause each cursed event from now on to spawn another Infected Restraint. These new infected restraints add new devices too you, or, infect currently equipped Devious Devices.

 

This infection follows the "Progressive Bondage" Path so it gets worse over time... I think a sinking sand analogy would be perfect here. Moreover, you are going to need your arms to get rid of them. So you better watch out... You have to remove these fast if you ever want to search another corpse again. 

 

 

 

 

But how do you remove these horrors?

 

 

 

 

Cleansed Boss Keys: 

 

Every mob of merit, Dragon Priests, Dragons, Drauger End Bosses, Forsworn Briarhearts, Ancient Vampires and, Bandit Chiefs drop A Cleaned boss Key 100%. This item is the only thing that will stop the infection. I just hope you still have some armor stats to help you out. The Forsworn don't mess about. This creates a sense of urgency and stop people just mindlessly searching barrels. You keep searching barrels BOOM infected. 

 

 
Fun (evil) twist. You have stopped the infection.. But that "infected Chastity Bra" you had on... Is just cleansed... Not unlocked... Happy Key farming! 

 

 

 

 

Thoughts on RNG

 

But I think the key thing here is these HAVE to be bosses/hard mobs OR only spawn in Ornate Chests. This has to be something that is worked towards with a pay off. I don't think two layers of  RNG on an RNG system would be a good idea. I think a sure fire shot to remove these infected devices is the way to go.

Posted

Ohhh I had another idea for some fun play on the whole "Cursed Loot" thing. 

 

What if it wasn't just Bondage stuff that we got slogged with, What if the Loot was actually cursed? Same deal as regular cursed events. If the container triggers the event you put it on. But its not just bondage gear we have found ourselves in. On top of those ridiculous heels we now have to deal with...... 

 

Cursed Treasure. 

 

 

 

  • Circlets that prevent all but the the most lewd of thoughts reducing magicka and increasing arousal weighting. 
  • An "Irresistibly Jeweled Ring" that forces anyone who passes you to try and rob you!
  • Cursed Necklaces that "weighs" 100 units.
  • Earnings That *jingle* and reduce stealth by 50.

Not saying these items in particular but dive into some old lore about cursed items and really try and ruin someones day. They could even tie into the cursed loot... Oh you have some restrictive gloves on... can't remove those until you remove the bracket of [XXXXXXX] 

 

 

 

 

Wow ... My spelling sucks. 

Posted

Reducing key farming is one of the things I have been working on for several content updates now (The Courier in Chains quest, Sex for Keys and pickpocketing keys are all part of that plan). Because it's quite frankly boring. That and math basically demands that if your key drop rate is lower than the trap chance (and most players set it that way), you will end up wearing MORE devices using this method, not less.

 

However, I am pretty much opposed to let players buy keys just like that (the one exception being the High Security set). Gold is super easy to come by in the game and letting players buy keys would totally trivialize the bondage gameplay to replace it with "Oh, another restraint. Where is the nearest innkeeper, so I can get rid of it again?". Buying keys is a risk free and fast way out that's in my opinion just too easy. I want to put the characters in actual despair and add a feeling of helplessness if they get tied up, just as real bondage would do. Escaping from restraints needs to involve either time or risk, ideally both. I will gladly consider any suggestion along these lines. :)

 

 

I personally play with trade&barter and skyrim trade routes. Skyrim trade routes is on middle setting, it makes food etc. cost more than in vanilla and custom prices in every location. So looting a container when you find like 5 apples earns you about 50 bucks, but i have increased prices via trade&barter for buying 100% + reduced fbarter max/min a bit, overall resulting in most items 3-10x more expensive than in vanilla. This way money is more scarce in my Skyrim playing.

 

And since you make everything so nicely MCM configurable everybody can set the key costs to their personal liking then. So i would suggest to make Keys purchaseable, but with a simple loan system. This would naturally lead to interesting follow up scenarios. Since it is expensive you owe the NPCs quite some money then, and you will probably agree to rather brutal interest rates. For example lets say you have to lend 10.000 septims from the NPC to get free. Then you get a 1 week period to repay your debt. If you fail to do so your debt increases and you are asked to repay again a week later. There is also always x% chance that the NPC gets annoyed though and decides something else. Possible outcomes:

-Reports you to the guards, converting your debt into bounty. Prison overhaul with Inte's great patches does the rest then

-NPC offers you a criminal deal, saying he either reports you to the guards or you do a crime to pay off your debt. This crime could be an assasination quest, a thievery quest etc. (like those random thief guild or dark brotherhood quests)

-NPC forces you to earn the debt as forced prostitute (new collar variant, triggering sex attacks like the slave/slut collar, until you earned enough money, then it comes off)

 

Very often if you are in heavy cursed loot distress you have also been robbed of all your posessions, so getting quickly 10.000 or more septims will be difficult. And if you loot for example you always risk triggering new cursed loot events :D

Posted

 

 

 

 

 

Ok did a wee bit of research on this and looked at the following

 

using console to search for each of the collars, I can see that for me

slut collar = 93034C37

slave collar = 93017C97

cursed collar = 93004340

rubber doll collar = 93065656

 

Adding any to inventory then equipping it will add the above plus the following additional unnamed item automatically which doesn't show in the inventory

slut collar = 93034C38

slave collar = 93017C98

cursed collar = 93034C38

rubber doll collar = 93065657

 

Having both "items" on somehow doesn't treat a player as naked. To prove this, I used the cursed armbinder which requires a player to be naked to wear. If you attempt to we worn on with collars worn as normal (i.e. both codes on) and nothing else on, it will not allow the armbinder to go on saying you have clothes. Removing the 2nd code (e.g. 93034C38 for cursed collar) will then allow you to wear the armbinder. This has been tested with all 4 collars

 

I've only done in gaming testing (so nothing in codes) when you remove the 2nd code via console, it removes the collar you see on your character but if you look in your inventory (or do "player.inv" in the console) you can still see the collar is equipped. However put clothes back on and no shocking for wearing clothes. So it appears that the 2nd item code that automatically equips itself when you equip the 1st one adds the collar you see on the player and shocks the player for wearing clothes, while ironically counting as clothing itself.

 

Hope this helps somebody find the answer to this issue.

 

 

Considering just a small subset of people seem to be having this problem, it sounds like a mod is adding a keyword to these items (IIRC, the collars check for armor and clothing keywords). Do you have any mods that require running a script or program that might be making these changes (Reproccer comes to mind)?

 

 

Ehh....no...... *Quickly removes all evidence of my load order*

 

Seriously, I can't try that now but will defo give that a shot.

Posted

Reducing key farming is one of the things I have been working on for several content updates now (The Courier in Chains quest, Sex for Keys and pickpocketing keys are all part of that plan). Because it's quite frankly boring. That and math basically demands that if your key drop rate is lower than the trap chance (and most players set it that way), you will end up wearing MORE devices using this method, not less.

 

However, I am pretty much opposed to let players buy keys just like that (the one exception being the High Security set). Gold is super easy to come by in the game and letting players buy keys would totally trivialize the bondage gameplay to replace it with "Oh, another restraint. Where is the nearest innkeeper, so I can get rid of it again?". Buying keys is a risk free and fast way out that's in my opinion just too easy. I want to put the characters in actual despair and add a feeling of helplessness if they get tied up, just as real bondage would do. Escaping from restraints needs to involve either time or risk, ideally both. I will gladly consider any suggestion along these lines. :)

 

  • With "device comments", buying keys might not be risk free. Certainly not when wearing the exhibitionist suit.
  • And with the min/max amount of keys set that an innkeeper can have, you don't get out fast either.

 

Example:

In my proposal, the innkeeper as a (perhaps adjustable) min/max amount of keys in stock. If you are trapped inside a rubber suit, you require a total of about 17 or 18 keys. If the innkeeper only has 3 keys (or more correctly, only has 3 rubber restraint keys), you have to come back 5 times. If the cool down is set at 24 hours, and you can buy 3 correct keys on average, it still takes 5 days at least!

 

Another option:

Another option might be that you can buy only one key of choice each day. And to make it more fun, add the option that certain special keys (like shock boots keys) have a certain amount of (adjustable) chance to be in stock that day.

 

It still is up to you if you like the "buying keys" option or not. I just wanted to point out that depending on the settings, you still won't be able to get out fast despite the amount of money you have. The only function gold has, is to make it slightly more lore friendly as buying keys makes sense.

 

Anyway, I am curious how you like to reduce key farming. Given that you too think key farming becomes boring after a while, gives me good hope that the next version of cursed loot will be even better than this version already is.

Posted

Ohhh I had another idea for some fun play on the whole "Cursed Loot" thing. 

 

What if it wasn't just Bondage stuff that we got slogged with, What if the Loot was actually cursed? Same deal as regular cursed events. If the container triggers the event you put it on. But its not just bondage gear we have found ourselves in. On top of those ridiculous heels we now have to deal with...... 

 

Cursed Treasure. 

 

 

 

  • Circlets that all but the the sexiest of thoughts reducing magicka and increasing arousal weighting. 
  • An "Irresistibly Jeweled Ring" that forces anyone who passes you to try and rob you!
  • Cursed Necklaces that "weight" 100 units.
  • Earnings That *jingle* and reduce stealth by 50.

Not saying these items in particular but dive into some old lore about cursed items and really try and ruin someones day. They could even tie into the cursed loot... Oh you have some restrictive gloves on... can't remove those until you remove the bracket of [XXXXXXX] 

 

 

 

 

This is a cool little idea.

Posted

Lately, I've been getting shocked any time I slip on one of the many collars from this mod. To test this, I just started a new game, tried to slip on some of this mod's collars... instant death when otherwise naked. What should I do?

 

 

 

 

 

 

 

Ok did a wee bit of research on this and looked at the following

 

using console to search for each of the collars, I can see that for me

slut collar = 93034C37

slave collar = 93017C97

cursed collar = 93004340

rubber doll collar = 93065656

 

Adding any to inventory then equipping it will add the above plus the following additional unnamed item automatically which doesn't show in the inventory

slut collar = 93034C38

slave collar = 93017C98

cursed collar = 93034C38

rubber doll collar = 93065657

 

Having both "items" on somehow doesn't treat a player as naked. To prove this, I used the cursed armbinder which requires a player to be naked to wear. If you attempt to we worn on with collars worn as normal (i.e. both codes on) and nothing else on, it will not allow the armbinder to go on saying you have clothes. Removing the 2nd code (e.g. 93034C38 for cursed collar) will then allow you to wear the armbinder. This has been tested with all 4 collars

 

I've only done in gaming testing (so nothing in codes) when you remove the 2nd code via console, it removes the collar you see on your character but if you look in your inventory (or do "player.inv" in the console) you can still see the collar is equipped. However put clothes back on and no shocking for wearing clothes. So it appears that the 2nd item code that automatically equips itself when you equip the 1st one adds the collar you see on the player and shocks the player for wearing clothes, while ironically counting as clothing itself.

 

Hope this helps somebody find the answer to this issue.

 

 

Considering just a small subset of people seem to be having this problem, it sounds like a mod is adding a keyword to these items (IIRC, the collars check for armor and clothing keywords). Do you have any mods that require running a script or program that might be making these changes (Reproccer comes to mind)?

 

 

Still to do some proper testing on this but the cause I found looks promising. Right idea EnragedRabisu, wrong suspect. Devious Armors was the cause. I've only tested with the slut collar but it now registers that I'm naked while wearing it. Not tried to wear clothes with it to ensure it still shocks when expected, but I can confirm it won't shock when unexpected.

 

Reproccer and all other armour\weapon modifying mods appear to not impact the cursed loot collars.

 

Hope this helps the likes of HermausMoron who also suffered this issue.

Posted

tyvm for DCL Kimy :) makes a Skyrim playthrough so much more... interesting  :P

 

I have a few ideas for the mod though, and I was wondering if you could have a look at them:

 

The Devious Burglar

 

 

When the Dragonborn owns 1 of the 5 houses, she may receive a visitor when she goes to bed at night. Waking up wearing a latex catsuit, the restrictive devious gear and a set of VERY powerful plugs, the Devious Burglar announces himself and has stolen everything the Dragonborn was carrying with her. But instead of simply leaving, the Burglar decides to have a bit of fun... by putting the poor Dragonborn in various bondage poses and forcing her to orgasm over and over again. When the Burglar is satisfied, he puts an armbinder on her and hogties her as well, then he leaves.

 

In the morning though, a guard enters the house and finds the Dragonborn, then helps untie her (yes, it's that simple  :P ) and tells her he found a chest in front of her house. Inside the chest are all of the Dragonborn's belongings except her gold, with a note telling her that the gold is the payment for his "services"

 

It's a 1 time only event, but after that the Devious Burglar can be found in the wild (a random Winderness encounter like a DB Assassin, Revelers, Imperial group with a Stormcloak captive,...), holding up another woman and planning to do the same thing to her. The Dragonborn can attempt to defeat him and save the girl, but the Burglar is a lot tougher than he seems. If the Dragonborn succeeds in dispatching him, the girl will be happy and award her with some gold. Otherwise, the same thing happens all over again, except now the Burglar has 2 girls to torment. When the Burglar leaves, the other girl gets lucky and finds something to undo the armbinder, but she's quite furious because of the humiliation as well as of the Dragonborn for failing to save her. She takes the still tied up Dragonborn with her and decides to leave her in the middle of a random bandit camp. If the camp is empty (Dragonborn having cleared out the camp before), she gets lucky and can simply walk away (in bondage though  :P ). Otherwise the Dragonborn can only hope that Deviously Helpless, Defeat, Submit or any other such mod has been installed.

 

 

The Asylum

 

 

A remote location north of the Serpent Stone, on an island in the Sea of Ghost. The Asylum houses several mad and insane people. When the Headmistress learns that a powerful woman claims she has the Blood of Dragon flowing through her veins and can Shout like a Dragon, she makes it top priority to lock up this obviously mad woman.

 

Upon triggering a Cursed Loot event, or being defeated by a few very powerful Asylum Hunters in the wild (wilderness encounter), the Dragonborn wakes up in a cell in this remote Asylum wearing a few dozen restraints (Damsel in Distress-like). She's been admitted and will be forced to stay there for an indefinite amount of time...

 

Which means she has to try and escape. But that's also easier said than done  :P

 

 

 

I love both of these ideas.  The only thing I would change is make the burglar one repeatable and let him keep anything he steels.

Posted
Here are some of my thoughts about the keys. Why spam them at all? What if there would be two kind of devices? Easier man made and harder dwemer made devices.

 

The man made devices could be picked up with the normal lockpicks. When a cursed loot event happens the player looses all or some of her lockpicks. These locks could be picked up by the player and by some special characters for a price (e.g. lock pick trainers, blacksmiths, thiefs guild members). The devices could have different kind of locks, maybe also different amount of locks, depending on their quality. And they still could have their special keys but only found in some special containers or being really rare.

These man made locks would also make you think what to do when you found a lockpick. Use it for the device or save it for the locked containers which could contain more lockpicks.

 

The dwemer made devices could be opened only by a special dwemer item. These items could be found only at some special locations and tied to that location so that you cannot take it with you, or maybe weighting something like 300. This item could be tied to a thing or a person (e.g. a special dwemer item at the bottom of the dwemer ruins or in the Cancelmo's lab, the biggest dwemer machines, bandit chiefs). This dwemer item would unlock all the devices at once, even the man made devices. There could be a price for unlocking. Maybe use that optional Estrus Chaurus animation which leaves your character in a weakened state. One could also "luckily" tumble into one such Estrus machine elsewhere.

 

And of course the items which already have their own special keys, like the bondage quest item, should stay as they are.

Posted

 

Reducing key farming is one of the things I have been working on for several content updates now (The Courier in Chains quest, Sex for Keys and pickpocketing keys are all part of that plan). Because it's quite frankly boring. That and math basically demands that if your key drop rate is lower than the trap chance (and most players set it that way), you will end up wearing MORE devices using this method, not less.

 

However, I am pretty much opposed to let players buy keys just like that (the one exception being the High Security set). Gold is super easy to come by in the game and letting players buy keys would totally trivialize the bondage gameplay to replace it with "Oh, another restraint. Where is the nearest innkeeper, so I can get rid of it again?". Buying keys is a risk free and fast way out that's in my opinion just too easy. I want to put the characters in actual despair and add a feeling of helplessness if they get tied up, just as real bondage would do. Escaping from restraints needs to involve either time or risk, ideally both. I will gladly consider any suggestion along these lines. :)

 

 

First of all thank you for this great mod!

 

To solve this problem one could maybe add some kind of deadric shrine (probably Sanguine) which allows you to make certain trades or pacts with the prince of debauchery. For example you could trade your belt for some random outcome like other devices (one or more) or a small random quest like having sex with a certain person or acquiring a certain item etc.

Maybe "trades" could involve curses which decrease the number of keys you find for a certain time or double the number of traps and cursed events you encounter no more keys in plants etc. Of course Sanguine is willing to remove the curses for another trade or favor...

I guess you get the direction this idea is going.

 

There would be a lot of room for randomness which would increase the replayability and as you mentioned above it would involve a lot of risk since in the long run Sanguine would always win and you never know which price you have to pay for a certain item. It would also add a way to remove jammed items without the need of external mods like Captured Dreams.

Posted

how come my female npcs all say they aren't into women when I go to solicit ?. how to fix

 

Sexlab seems to weight 'straight' preferences more than bisexual or homosexual preferences. The easiest solution I've found is to target them with your Sexlab's npc targeting key (I believe it is 'n' by default) and change their preference in the Sexlab journal (you'll have to click their name at the top, as the journal will show your character's stats by default).

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