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


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Posted

 

If you don't want traps in your home, you can use the MCM option to turn it off in towns.  Unless you're talking about Hearthfire homes, or homes provided by other mods outside towns.

 

Traps shouldn't trigger in player homes at all. Are you using a custom player home lacking the correct tag, maybe?

 

 

Good to know.  I'm using the Thornrock house mod and haven't had any problems with it.  I wonder what @vixengamer is using?

 

Posted

 I was really quite overwhelmed with the default settings, and it seemed insane!  hahaha

 

When I designed the mod, I really just punched in some more or less random numbers that felt sort of right at the time. The current default settings are quite likely too harsh for most players. With the new major release of Cursed Loot getting closer, I might tone down the default settings a notch while I am at it. :)

Posted

 

 

The current default settings are quite likely too harsh for most players. With the new major release of Cursed Loot getting closer, I might tone down the default settings a notch while I am at it. :)

 

I find just using the base settings at 5% (with arousal switched off) keeps me in plenty of devices as I loot nearly everything I can. Adding the clean version of College Days means you really need the gold :)  The interplay between the various mods is really great (same for DCL and DH)

 

Is the new release going to be in a week or two as I'll be starting new game shortly (ignore this if you'd prefer not to say)

Posted

 

 

 

The current default settings are quite likely too harsh for most players. With the new major release of Cursed Loot getting closer, I might tone down the default settings a notch while I am at it. :)

 

I find just using the base settings at 5% (with arousal switched off) keeps me in plenty of devices as I loot nearly everything I can. Adding the clean version of College Days means you really need the gold :)  The interplay between the various mods is really great (same for DCL and DH)

 

Is the new release going to be in a week or two as I'll be starting new game shortly (ignore this if you'd prefer not to say)

 

 

I guess the 5% base setting is all right, but if you use the advanced settings, the 20% dungeon chance is really going to be painful... *giggles*

 

As for the next release, officially it always will be "When it's ready!". :)

 

Unofficially...as of now there are eight items left on my to-do list, only one of which is a larger task (which I am working on as we speak). So, barring discovery of truly nasty issues it shouldn't take all that long now. It -will- be the largest update for Cursed Loot ever, more than doubling version 1.7's code base. I have actually been working on it for months while releasing the smaller patches. :)

 

Posted

 

 

 

 

The current default settings are quite likely too harsh for most players. With the new major release of Cursed Loot getting closer, I might tone down the default settings a notch while I am at it. :)

 

I find just using the base settings at 5% (with arousal switched off) keeps me in plenty of devices as I loot nearly everything I can. Adding the clean version of College Days means you really need the gold :)  The interplay between the various mods is really great (same for DCL and DH)

 

Is the new release going to be in a week or two as I'll be starting new game shortly (ignore this if you'd prefer not to say)

 

 

I guess the 5% base setting is all right, but if you use the advanced settings, the 20% dungeon chance is really going to be painful... *giggles*

 

As for the next release, officially it always will be "When it's ready!". :)

 

Unofficially...as of now there are eight items left on my to-do list, only one of which is a larger task (which I am working on as we speak). So, barring discovery of truly nasty issues it shouldn't take all that long now. It -will- be the largest update for Cursed Loot ever, more than doubling version 1.7's code base. I have actually been working on it for months while releasing the smaller patches. :)

 

 

The setup I use gives a rather small chance of items being added, I find that if it happens less often then it tends to catch you off guard. I have both Wilderness and Dungeons at 1% (cities at 0%), common items at 50%, traps at 150%, arousal weight at .1 for both values. Sometimes I forget about it running then I find myself locked in several items, usually at the more inopportune times.

Posted

The inopportune times are the best, they make quests entertaining and at times quite a few hours longer as well if things start to unravel (DCL, DH and Defeat can lead to some "interesting" disasters) :)

Posted

It's fascinating to me how different people have it set up, and demonstrates beautifully how adaptable the mod is. I have it entirely arousal based. If Sif gets too horny (40+) opening anything anywhere is a huge risk. She tends to get in lots of hot water. It's also fantastic with the feature that pinches your keys. I have keys dropping at only a 4% chance, and when they do only 25% chastity, though to make things slightly less harsh on her I don't have keys set to be destroyed on use. But it means that if she gets a restraints key it's a tough call what to do. Taking off gag, blindfold, cuffs, collar and boots would drop her below the worn items threshold and open her up to another full set being equipped. But holding out for a chastity key means she's almost certain to lose her restraints key before she finds one, so I tend to only remove one or two of the harshest devices and struggle through. Until she gets that chastity key and can have a good play, she's in constant danger.

 

Given that she's a lusty girl who's been a compulsive thief since childhood, DCL is the perfect mod for her :lol:

Posted

How does this handle the living armor from Aradia?

 

Right now, you can set a chance in MCM which, if a cursed loot event is triggered as per your regular settings, determines the chance that the game will equip the living armour on you. You also can set a drop chance for the living key (or get it via crafting as provided by the Aradia mod). For example if you have a 5% chance to encounter a cursed chest and a 1% Living Harness chance, there is an overall chance of 0.05 * 0.01 for you to find a Living Harness.

 

The drop system for special items will get overhauled in the next version, though.

Posted

I'm not really sure what's wrong but the living harness wont equip via cursed loot. I can get it in console and put it on thought. Here's what happens: I loot the body, I get the living harness message, screen goes fuzzy, armor unequips, then I'm just naked. I have aradia's harness installed before DD Cursed Loot. I have Aradia Living harness integration installed after DD Cursed Loot.

Posted

I'm not really sure what's wrong but the living harness wont equip via cursed loot. I can get it in console and put it on thought. Here's what happens: I loot the body, I get the living harness message, screen goes fuzzy, armor unequips, then I'm just naked. I have aradia's harness installed before DD Cursed Loot. I have Aradia Living harness integration installed after DD Cursed Loot.

 

I just tested it with my development build and it works nicely there at least. You have the proper merged Aradia ESP installed, right? Because that's the only that Cursed Loot will recognize.

Posted

 

I guess the 5% base setting is all right, but if you use the advanced settings, the 20% dungeon chance is really going to be painful... *giggles*

 

As for the next release, officially it always will be "When it's ready!". :)

 

Unofficially...as of now there are eight items left on my to-do list, only one of which is a larger task (which I am working on as we speak). So, barring discovery of truly nasty issues it shouldn't take all that long now. It -will- be the largest update for Cursed Loot ever, more than doubling version 1.7's code base. I have actually been working on it for months while releasing the smaller patches. :)

 

 

post-237718-0-82512100-1414192431_thumb.jpg

 

Ducks real fast :P

 

Really looking forward to this one but take all the time you need

 

Posted

I'm wiggling with excitement now :)

 

Shouldn't have opened that last chest then, should you? :P

 

----

 

Also looking at what others are doing I think I might need to tweak my settings a bit as right now (nearly default settings) I find myself going through dungeons going "Don't touch anything, don't step on anything" and while that can definitely increase anxiety it's not, IMO, super-fun.

Posted

I'd like to see it not necessarily use arousal as a system, or maybe hide it better I don't know. It just gets silly checking your arousal and going oh shit, I better get myself off. Not that that isn't how the PC would react, but it's a little immersion breaking. I could of course hold off on checking arousal but eh, why. Maybe Aroused itself needs a more visual indicator or different one instead of figures, but, just a thought.

Posted

I'd like to see it not necessarily use arousal as a system, or maybe hide it better I don't know. It just gets silly checking your arousal and going oh shit, I better get myself off. Not that that isn't how the PC would react, but it's a little immersion breaking. I could of course hold off on checking arousal but eh, why. Maybe Aroused itself needs a more visual indicator or different one instead of figures, but, just a thought.

 

Just set the arousal weight to zero so only the base chance (or refined chance) operates. I've never used arousal myself as I prefer to just have a flat chance across everything

 

Posted

 

I'm wiggling with excitement now :)

 

Shouldn't have opened that last chest then, should you? :P

 

----

 

Also looking at what others are doing I think I might need to tweak my settings a bit as right now (nearly default settings) I find myself going through dungeons going "Don't touch anything, don't step on anything" and while that can definitely increase anxiety it's not, IMO, super-fun.

 

You're right and it was making some strange noises as well, but I couldn't resist :D

 

You need to play around with your settings to get it to a comfortable level, I've spent more time tweaking the setting on this mod than any other. The RNG can also play tricks as well but there's not much that can be done about that at present

Posted

I'd like to see it not necessarily use arousal as a system, or maybe hide it better I don't know. It just gets silly checking your arousal and going oh shit, I better get myself off. Not that that isn't how the PC would react, but it's a little immersion breaking. I could of course hold off on checking arousal but eh, why. Maybe Aroused itself needs a more visual indicator or different one instead of figures, but, just a thought.

 

There are several modders looking into modernizing SL Aroused at the moment. I am curious what they will come up with, too! Having a visual indicator would be super awesome!

 

That being said, if you don't like the contribution your arousal value has on finding cursed loot, you can still disable it via MCM and stick with the pure random one.

Posted

 

 

I'm wiggling with excitement now :)

 

Shouldn't have opened that last chest then, should you? :P

 

----

 

Also looking at what others are doing I think I might need to tweak my settings a bit as right now (nearly default settings) I find myself going through dungeons going "Don't touch anything, don't step on anything" and while that can definitely increase anxiety it's not, IMO, super-fun.

 

You're right and it was making some strange noises as well, but I couldn't resist :D

 

You need to play around with your settings to get it to a comfortable level, I've spent more time tweaking the setting on this mod than any other. The RNG can also play tricks as well but there's not much that can be done about that at present

 

 

Yeah,  I know.  My "issue" is that I'm in Captured Dreams gear (belt, bra, collar, arm and leg cuffs) more or less permanently at this point which means that Devious _______ (Helpless, Captures, Cursed Loot) have a very limited number of slots to fill in (i.e. there's very little surprise about what's coming).  Definitely going to spend some time this evening working out the math on this.

Posted

 

I'd like to see it not necessarily use arousal as a system, or maybe hide it better I don't know. It just gets silly checking your arousal and going oh shit, I better get myself off. Not that that isn't how the PC would react, but it's a little immersion breaking. I could of course hold off on checking arousal but eh, why. Maybe Aroused itself needs a more visual indicator or different one instead of figures, but, just a thought.

 

There are several modders looking into modernizing SL Aroused at the moment. I am curious what they will come up with, too! Having a visual indicator would be super awesome!

 

That being said, if you don't like the contribution your arousal value has on finding cursed loot, you can still disable it via MCM and stick with the pure random one.

 

 

It wouldn't be hard to create a widget for it: Wouldn't take much time at all. Hmm.

Posted

 

Yeah,  I know.  My "issue" is that I'm in Captured Dreams gear (belt, bra, collar, arm and leg cuffs) more or less permanently at this point which means that Devious _______ (Helpless, Captures, Cursed Loot) have a very limited number of slots to fill in (i.e. there's very little surprise about what's coming).  Definitely going to spend some time this evening working out the math on this.

 

 

This doesn't always work because of the vagaries of the RNG, but I find a flat 5% cursed loot chance with a 5% key drop chance on both containers and bodies keeps things fairly balanced.

 

Use Mr Tavish to get rid of those other items so you're starting with a clean slat from time to time (though it doesn't last for long :D )

 

Posted

Version 2.0

 

ATTENTION: Version 2.0 now -requires- DD Expansion!!!

- Added: The Cursed Collar Quest - there is now a (configurable) chance to get trapped in a special slave collar that cannot be unlocked conventionally. How to get out of it? Follow the trail of a long dead wizard that will take you all across Skyrim and find out! Designed with replayability in mind, this quest will send you to randomly chosen locations all over Skyrim's surface, bandit hideouts and dungeons to look for any clues. Finding the clues might come with a price, though...
- Added: Some chests can now contain flash-bang grenades that shady characters use to knock-out unsuspecting adventuresses to take advantage of them. Any careless girl who triggers one of these devices will get knocked down to the ground unconsciously - and will be completely helpless when the bandits arrive to do with her whatever they want. And guess what they what...
- Added: High Security Restraints. These custom restraints are made of the best steel available and there is no way to escape from them by force. They also feature custom high security locks impossible to open without the matching key. When you're unlucky enough to get locked in one of these devices, you might need to look for experienced help to get out of them! And bring some cash, for experienced help tends not to be cheap!
- Added: Due to popular demand: Cursed chests can now trigger Estrus attacks. This configurable option requires Estrus Chaurus+ -OR- Estrus for Skyrim to be installed (including their respective dependencies). If Estrus Chaurus is installed, the tentacle attacks will impregnate your character. If EC+ is not installed but Estrus for Skyrim is present, the game will attempt a fallback to that and just play the animations. So players who want a lighter load on their Skyrim installations (*cough* Actor Events *cough*) can get some tentacle fun, too!
- Added: The Slave Collar. If you're unlucky enough to get locked into this item you will have to continue your quest without any protection. In other words, naked. To make things worse, your less than covered features might also convince some people that you're free for the taking. There might be a way to protect yourself from getting used in this fashion. You might not like it, though. Better find a key soon! Unfortunately standard keys will not unlock this custom made collar, so you might have to look around for a while! (oh, and if you want to have a true hardcore Skyrim experience you set key drops to 0% to make this device permanent, if you dare).
- Added: Added non-blocking body harnesses (Red/White/Ebonite) to the drop list
- Added: Added harness collars (Red/White/Ebonite/Leather) to the drop list
- Added: Unavailable optional modules are no longer shown as a supported option in MCM.
- Changed: Since DD Expansion is now a hard requirement, all corresponding MCM options have been removed.
- Fixed: Cancelling sneak now properly works when weapons are drawn
- Fixed: Living keys are no longer spawned if the character isn't wearing a Living Harness
- Fixed: Creature followers will no longer get equipped with DD items
- Fixed: Cleaned up MCM options for boots and made their description clearer
- Fixed: Added missing pony boot variants to the drop list
- Fixed: Collars will no longer be equipped if the character is already wearing a harness

 

Since this a major new version, you might want to keep a save game before installing this, just in case. Performing a safe game procedure might be a good idea, since there were some changes made to the MCM.

Posted

Thanks Kimy this looks absolutely amazing. :)  Thank you so much for all the work you've put into this

 

A couple of questions if I may:

 

If key drop chance is set to 5% and piecing tool to 5% (same for the slave collar key) does one exclude the others or could all three appear in one container/body

If the enforce naked slave is unchecked does that allow clothing only or armour as well (just thinking back to having a collar that excludes armour but allows clothing)

Last question for now (promise) am I correct in assuming that the base chance of 1% has to be passed first and then the events can kick in according to their weighting. For example, to get a flash bang grenade it would need to pass two checks the initial 1% then the 50%

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