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


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Posted

Hi, a small idea, that can be interesting - poisoned food/drinks.

Any food/drink that you eat/drink can be poisoned - it can be selfbondage gas effect, or with aphrodisiac effect that you would have sex with anybody near you or masturbate. Or, maybe, some other effects like "while trying to bite a piece of yout sweet roll you feel strong rubber taste. The next moment you understand, that your sweet roll morphed to a ball gag that is locked on you"

Posted

Yes, people are welcome to look at the code and suggest changes. It's part of the reason why I am distributing source code. Maintaining an online repository is just adding additional work and complexity, though. I really can't see the benefit unless half a dozen people are working on the same project and contribute a significant amount of code each. For casual contributions I must admit I prefer getting sent patches/code snippets. It's way easier for me to handle.

 

I see you point, but dare to argue against it :)

Personally I use Git for almost everything now, Git, not GitHub (I'll get to that later). The beauty of Git is, that you can add/remove changes far easier than without it. If you become halfway proficient with Git (this means: know the 10 basic commands), it becomes almost natural now. You simply have so many advantages over not working with it.

Let me bring an example:

You have a cool new idea for a feature, without Git (or a version control system) you make a copy of your code and start coding. Halfway through you see, that this feature will not work as intended and you drop it. You overwrite your coding folder with the backup you made and voilá, done.

Nothing fancy here, eh? Let's spice it up:

Progress for the feature is coming along fine, but in the middle you get an urgent bug that needs to be fixed in the main code. Of course you can do the same as above. It's more work, but still manageable. Let's add one last twist to the mix.

Again you find, that the feature's not going to work as intended, but in the progress you fixed some non critical bugs in the main code and parts of the feature can be used for yet another new feature (which is totally going to work).

Now handling things is a pain in the ass. You have to identify the files you changed, copy them to the backup, careful not to overwrite anything important. But hey, there is still the bug that was fixed in the main code, but a file of your feature development didn't have the fix implemented because you were in a hurry to get to a date (or whatever) and forgot to carry it over. Now you either introduce a critical bug anew, or a feature you had is not working because the main code does not include the additions.

 

Either way, maintenance is becoming a bitch. Let's look at the last example how we would handle it with Git, assuming you already have a repository set up and all your code is in one branch:

We create a new branch in Git and start working on the feature. We get a bug report for a critical bug in the main branch. We switch to the main branch and fix the bug. Since we are in a hurry to get to our date, we don't switch back to the feature branch and therefore don't merge the changes. Later we switch back to the feature branch, but forgot about the fix we made. We code until we see that the feature is not working as intended. We now could either delete the branch and be done with it (Git automatically changes out files so we don't have to worry about that), but since we did some bug fixes in out feature branch and want to develop a new feature based on parts of the old feature we create a new branch for the new feature. Then switch back to the old-new feature branch and revert everything we want to revert. Then we merge the old-new feature into main and be delete it. The critical fix is automatically included, since git handled file merging. Only in very rare instances you have to do it by yourself and tell git you have merged the file. If you want to start working on the new-new feature, you simply switch to the branch created for it and start anew.

 

I marked the essential working steps as bold. That are the commands we run in the git console (or a GUI, if you prefer that, but console is faster). The only things not shown here are git commits, which should be done as often as possible to make merging as automated as possible.

Another neat feature is, that Git does not forget anything. Every change you have made is stored in the repository (and no it does not get big very fast, Linus thought of that, too). You can even cherry pick commits from one branch into another, how neat is that?

 

All above is based on one local offline repository with one contributor. Pushing these changes to a remote repository (GitHub, or any other Git server) is a one time setup (which will be done automatically if you clone from a remote repository) and after that it is only one command git push to push the current branch to the remote repository.

Not speaking of a bug tracker and a wiki you have on GitHub.

 

 

 

 

In the end it is your decision, but as a more than one decade long developer myself. I can only advocate for Git and GitHub, even if all you are doing is a one man show.

Oh, and you should adopt SemanticVersioning

Posted

 

Yes, people are welcome to look at the code and suggest changes. It's part of the reason why I am distributing source code. Maintaining an online repository is just adding additional work and complexity, though. I really can't see the benefit unless half a dozen people are working on the same project and contribute a significant amount of code each. For casual contributions I must admit I prefer getting sent patches/code snippets. It's way easier for me to handle.

 

I see you point, but dare to argue against it :)

Personally I use Git for almost everything now, Git, not GitHub (I'll get to that later). The beauty of Git is, that you can add/remove changes far easier than without it. If you become halfway proficient with Git (this means: know the 10 basic commands), it becomes almost natural now. You simply have so many advantages over not working with it.

Let me bring an example:

You have a cool new idea for a feature, without Git (or a version control system) you make a copy of your code and start coding. Halfway through you see, that this feature will not work as intended and you drop it. You overwrite your coding folder with the backup you made and voilá, done.

Nothing fancy here, eh? Let's spice it up:

Progress for the feature is coming along fine, but in the middle you get an urgent bug that needs to be fixed in the main code. Of course you can do the same as above. It's more work, but still manageable. Let's add one last twist to the mix.

Again you find, that the feature's not going to work as intended, but in the progress you fixed some non critical bugs in the main code and parts of the feature can be used for yet another new feature (which is totally going to work).

Now handling things is a pain in the ass. You have to identify the files you changed, copy them to the backup, careful not to overwrite anything important. But hey, there is still the bug that was fixed in the main code, but a file of your feature development didn't have the fix implemented because you were in a hurry to get to a date (or whatever) and forgot to carry it over. Now you either introduce a critical bug anew, or a feature you had is not working because the main code does not include the additions.

 

Either way, maintenance is becoming a bitch. Let's look at the last example how we would handle it with Git, assuming you already have a repository set up and all your code is in one branch:

We create a new branch in Git and start working on the feature. We get a bug report for a critical bug in the main branch. We switch to the main branch and fix the bug. Since we are in a hurry to get to our date, we don't switch back to the feature branch and therefore don't merge the changes. Later we switch back to the feature branch, but forgot about the fix we made. We code until we see that the feature is not working as intended. We now could either delete the branch and be done with it (Git automatically changes out files so we don't have to worry about that), but since we did some bug fixes in out feature branch and want to develop a new feature based on parts of the old feature we create a new branch for the new feature. Then switch back to the old-new feature branch and revert everything we want to revert. Then we merge the old-new feature into main and be delete it. The critical fix is automatically included, since git handled file merging. Only in very rare instances you have to do it by yourself and tell git you have merged the file. If you want to start working on the new-new feature, you simply switch to the branch created for it and start anew.

 

I marked the essential working steps as bold. That are the commands we run in the git console (or a GUI, if you prefer that, but console is faster). The only things not shown here are git commits, which should be done as often as possible to make merging as automated as possible.

Another neat feature is, that Git does not forget anything. Every change you have made is stored in the repository (and no it does not get big very fast, Linus thought of that, too). You can even cherry pick commits from one branch into another, how neat is that?

 

All above is based on one local offline repository with one contributor. Pushing these changes to a remote repository (GitHub, or any other Git server) is a one time setup (which will be done automatically if you clone from a remote repository) and after that it is only one command git push to push the current branch to the remote repository.

Not speaking of a bug tracker and a wiki you have on GitHub.

 

 

 

 

In the end it is your decision, but as a more than one decade long developer myself. I can only advocate for Git and GitHub, even if all you are doing is a one man show.

Oh, and you should adopt SemanticVersioning

 

 

I must add that this kind of workflow is also perfectly doable with other DVCs, such as Mercurial and Bazaar

Posted

 

 

Yes, people are welcome to look at the code and suggest changes. It's part of the reason why I am distributing source code. Maintaining an online repository is just adding additional work and complexity, though. I really can't see the benefit unless half a dozen people are working on the same project and contribute a significant amount of code each. For casual contributions I must admit I prefer getting sent patches/code snippets. It's way easier for me to handle.

 

I see you point, but dare to argue against it :)

Personally I use Git for almost everything now, Git, not GitHub (I'll get to that later). The beauty of Git is, that you can add/remove changes far easier than without it. If you become halfway proficient with Git (this means: know the 10 basic commands), it becomes almost natural now. You simply have so many advantages over not working with it.

(snip)

 

 

Wait, wait! I was only pointing out that I can't see the point of an -online- repository for Cursed Loot. Trust me, the benefit of local versioning isn't lost on me. Git -is- awesome! :)

 

Posted

 

 

Yeah, this mod seems to remove the actual interaction with the container, which is what DCL hooks into. It's therefore not compatible with Cursed Loot.

 

Fallout 4's loot system already has me pondering how to implement Cursed Loot for it.

 

 

Ooh. You'll be modding for fallout 4 as well? :D

 

One thing to look forward to... a while from now.

 

 

I will mod for FO4 with absolutely certainty. Provided that I will have the necessary prerequisites (at a bare minimum I need an equivalent of DD Assets for FO4), there will be something like Cursed Loot for FO4 as well.

 

Posted

Any hints as when version 5.3 might be out?

 

I am eager to try new devious quests (don't spoil the surprise), and am curious if you perhaps have added the inflatable plug quest I suggested.

And the idea of forced solicitation for keys (for most quests) might be fun as well due to the fantastic belt of shame. Partly because it will stop me from touring through all the barrels of Whiterun.

Guest Long John
Posted

@Kimy - I think it was being suggested to allow others to be able to contribute code patches for DCL in an easier fashion. When using a git or github repository it allows others to contribute code for your mod without the changes clashing.  Software like git or github which allow multiple user accounts with privileges (acl) also allow the author to maintain control (they can define who has access to what and can do what).

 

Without using software like git or github over the internet in the current fashion large blocks of code are harder to contribute as due to the possibility of getting clashes. People submitting changes at the same time not good with software updates or development as modifications are just software.

 

It works in a fashion similar to a document management system users can check out a document in order to make modifications to the document and then check it back in afterwards. This way multiple user's changes can be made without them conflicting.

 

It is something similar for this as they can checkout (fork) the source code in the repository and make a local copy. Make their alterations and then submit a patch (diff) file back to you with the changes (for uncompiled papyrus). Or an altered esp file through email.

 

Github clones using similar social clone software also carry a bug tracking mechanism which allows for bug reports and/or feature requests.

Posted

Any hints as when version 5.3 might be out?

 

I am eager to try new devious quests (don't spoil the surprise), and am curious if you perhaps have added the inflatable plug quest I suggested.

And the idea of forced solicitation for keys (for most quests) might be fun as well due to the fantastic belt of shame. Partly because it will stop me from touring through all the barrels of Whiterun.

 

 

As usual, I won't make any statement regarding release dates, but I can tell you that 5.3 is already feature frozen and that it's a much bigger patch than either 5.1 or 5.2.

 

Inflatable plug features are not in, but device buffs are (if I recall right, that was also one of your suggestions). So you get buffs for wearing restraints (restraints have unique buffs, so you can get a fairly substantial boost if you're wearing a lot of devices.)

 

Solicitation for keys has been changed, so you get actual keys (which means you can now use this feature to escape devices requiring rare keys as well).

 

The biggest changes will be made to the Dollmaker, though. She will get a bunch of new fun stuff, including new rubber dresses. And she can be your keyholder if you want her to.

 

Oh, and I integrated some of Dasha's items.

 

And some surprises. :D

Posted

Wait, wait! I was only pointing out that I can't see the point of an -online- repository for Cursed Loot. Trust me, the benefit of local versioning isn't lost on me. Git -is- awesome! :)

Ah, I misunderstood you in that regard. But then again. Setting up a repository only takes a few minutes, but hey. It's your descision

 

 

As usual, I won't make any statement regarding release dates, but I can tell you that 5.3 is already feature frozen and that it's a much bigger patch than either 5.1 or 5.2.

 

Inflatable plug features are not in, but device buffs are (if I recall right, that was also one of your suggestions). So you get buffs for wearing restraints (restraints have unique buffs, so you can get a fairly substantial boost if you're wearing a lot of devices.)

 

Solicitation for keys has been changed, so you get actual keys (which means you can now use this feature to escape devices requiring rare keys as well).

 

The biggest changes will be made to the Dollmaker, though. She will get a bunch of new fun stuff, including new rubber dresses. And she can be your keyholder if you want her to.

 

Oh, and I integrated some of Dasha's items.

 

And some surprises. :D

What are the features that will get in?

Posted

 

Any hints as when version 5.3 might be out?

 

I am eager to try new devious quests (don't spoil the surprise), and am curious if you perhaps have added the inflatable plug quest I suggested.

And the idea of forced solicitation for keys (for most quests) might be fun as well due to the fantastic belt of shame. Partly because it will stop me from touring through all the barrels of Whiterun.

 

 

As usual, I won't make any statement regarding release dates, but I can tell you that 5.3 is already feature frozen and that it's a much bigger patch than either 5.1 or 5.2.

 

Inflatable plug features are not in, but device buffs are (if I recall right, that was also one of your suggestions). So you get buffs for wearing restraints (restraints have unique buffs, so you can get a fairly substantial boost if you're wearing a lot of devices.)

 

Solicitation for keys has been changed, so you get actual keys (which means you can now use this feature to escape devices requiring rare keys as well).

 

The biggest changes will be made to the Dollmaker, though. She will get a bunch of new fun stuff, including new rubber dresses. And she can be your keyholder if you want her to.

 

Oh, and I integrated some of Dasha's items.

 

And some surprises. :D

 

Uh yes. Its sounds very nice :)

Posted

@Kimy this is not my business, but I have to ask (just too curious), what did you do to @Coopervane

 

http://www.loverslab.com/topic/35569-devious-devices-expansion-v123-10182015/page-33?do=findComment&comment=1425586

 

He hates me because at one point I decided to include items in Cursed Loot requiring CBBE Bodyslide (instead of sticking with the DDI framework policy of supporting UNP and CBBE Curvy). I guess the only thing Coopervane hates more than me is CBBE. He actually quit DD development over that (so yes, DDx not having a maintainer is my fault), because apparently due to Cursed Loot's popularity I have a monopoly on what DD items are getting used, so I ruined his experience by making a mod that doesn't support UNP. Or so. And he can't bear looking at a CBBE body for reasons I won't comment on.

 

No, I am not kidding (I wish I was), but that's the reason. I never meant him any ill will and still don't. Ironically enough UUNP support is available for Cursed Loot now, but that doesn't keep him from hating me. I guess there is not much I can do about it.

Posted

Well, if it is any consolation, I prefer BodySlide support - whether CBBE or UUNP (and I personally prefer CBBE.) Your mod has actually grown wide enough for peoples to provide that support for most stuff, making clothes and gear more compatible with each other. This includes UNP, trough UUNP.

 

I do hope that Coopervane understands this and comes back to us.

Posted

I guess this is a sort of "Unbug Report" :)

 

I was testing the latest BF version to check EC+ integration and to help speed up the process enabled slime and ooze which give problems with RND.

 

I discovered in passing that although they initially break RND if you wait for an hour or two RND then starts working again. I don't know why (or why tentacle doesn't behave this way) but it's good news

 

EDIT: It seems to need at least two waits before it RND works again. Whether this degrades a save is a bit of an imponderable though

Posted

So I stumbled across Devious Attributes today and liked the idea. Then I thought of a post I read here about DCL being too random. This gave me an idea:

- Use the default DCL mechanics to determine whether there are devious devices in a container

- then use willpower from above mod to calculate a chance to resist putting those devices on

 

Also high willpower and/or pride stats (or soul state) might also allow you to react to those "since you're not really in a position to say no..." comments with something like "Well actually I am. See that sword on my waist? I can still use it, even if I'm wearing a collar."

 

Thanks again for this great mod!

 

Posted

As usual, I won't make any statement regarding release dates, but I can tell you that 5.3 is already feature frozen and that it's a much bigger patch than either 5.1 or 5.2.

 

Inflatable plug features are not in, but device buffs are (if I recall right, that was also one of your suggestions). So you get buffs for wearing restraints (restraints have unique buffs, so you can get a fairly substantial boost if you're wearing a lot of devices.)

 

Solicitation for keys has been changed, so you get actual keys (which means you can now use this feature to escape devices requiring rare keys as well).

 

The biggest changes will be made to the Dollmaker, though. She will get a bunch of new fun stuff, including new rubber dresses. And she can be your keyholder if you want her to.

 

Oh, and I integrated some of Dasha's items.

 

And some surprises. :D

 

 

--- --- ---

As to the "device buffs are (if I recall right, that was also one of your suggestions)"

 

I have started the discussion, however it was someone else who suggested to buff the cursed items. I am certain that lots of people like this addition, but if possible I probably would not use this option in the menu.

 

My idea was to provide an incentive to use Cursed Loot, but without giving an incentive to wear cursed items. My suggestion involved "cured tokens" that you might get when having a cursed loot event. These cursed tokens could be traded for small but permanent buffs.

 

Different types of cursed tokens results in different types of buffs.

You require more tokens to increase the same buff a second or third time.

Getting these buffs could involve cursed quests a training.

 

The Dollmaker could be the perfect trader/trainer. The cursed tokens could be something like "strange rubber gem", an item that the Dollmaker requires to create her fantastic items.

 

- edit - The training could involve collecting other ingredients the Dollmaker requires for her suits.

 

Ideas for training I posted earlier:

 

 

  • "Patriarch of the miners"

    Bringing ale and wine to the mines in a bunny suit, or just completely naked.

    Afterwards you get a +1 percent change to get the double amount of ore (or gems) when mining.

  • "Spanked bottom"

    When talking to people, they might decide to spank you.

    Afterwards you get a +1 to your armor.

  • "Obedience training"

    People will ask you to lick their boots. This obedience training helps you to stay focused.

    Your learning gets a +1 boost when you are highly aroused.

  • "The aphrodisiac addict"

    You get injected with an aphrodisiac that keeps increasing your arousal. Your hands will wander all the time as well. Due to the heat inside of you, you will strip on a regular basis without being able to stop yourself. You also undress yourself sometimes, making you vulnerable for sex attacks. You have to drink a couple of "honey wine". Each bar will only have one in stock.

    Afterwards you get a +1 percent resistance bonus against poison.

  • "Intimate lightning"

    You receive a non-removable plug that will shock you from time to time.

    Afterwards you get a +1 to shock resistance.

 

 

 

--- --- ---

 

I like that the Dollmaker could become your keyholder. I have used a similar mod lots of time in the past. It had the option to automatically sent keys to the keyholder without being able to intervene. I have two suggestions that might give an incentive to use the Dollmaker as keyholder.

  • The items of the rubber suit and transparent suit requires multiple keys. Perhaps you can change it that each item requires multiple keys at once. That means you will be forced to walk around with keys you might loose.
  • When failing solicitation for keys, let the unwilling customer not only belt the dragonborn, but also steal her keys.

 

--- --- ---

 

A big Hooray on being able to get out of (most) items through solicitation (with some downtime when locked in the belt of shame)!

 

I hope you also changed the appearance of the dialogue options. Like only showing "solicitation for keys" and not the "solicitation for money". Or the dialogue involving shopping for keys.

 

--- --- ---

 

I hope that the "inflatable plug" quest is still somewhere on your long list of ideas. I like the idea of inflatable plugs, but don't like how they are implemented right now. Just a message and a 'sigh'. And I think it was one of the best cursed quests I came up with.  My original post:

 

Have you ever wondered how it would feel to pump up an inflatable plug, while that plug is locked inside an unfortunate gal? With this cursed loot event, now you can! Actually,... when I say “you”, I actually mean every citizen of Skyrim except you.

 

 

 

The device(s)

 

You will be locked in chastity with two inflatable plugs. If possible, both will share one pump. Thus one pump to fill both plugs.

 

The pump however is enchanted. Nearby npc’s will be drawn to the pump to just give it a squeeze. Sometimes the player will receive a warning like “Ysolda seems mesmerized by the pump”. At that point the player can walk two steps away (or stay and receive a squeeze of the pump). Other times, the npc might give a squeeze without a warning.

 

Also, these plugs will not lose their air as quickly as the regular inflatable plug.

 

Inflate and deflate

 

As mentioned, in contradiction to the regular inflatable plugs, these plugs will not lose their pressure quickly. In game time it requires 3 hours for the pressure to drop a level. After a squeeze, there will be a five minutes cool down time before a npc might give the pump another squeeze. Here are a couple of regular effects

  • The player won’t be able to do horse riding, receiving the message “You seem unable to sit on the horse without the risk of squeezing the pumps”.
  • When using the carriage, the pressure will not drop (or increase). At the destination the player will receive a message like “While during the ride some air escaped the plugs over time, the vibrations of the cart also played with the pump enough to compensate.”
  • At the moment I am not sure what to do about fast travel. Fast travel should not lead to a decrease in pressure. Thus I would suggest a message like “Being less careful while fast traveling, the plugs seem to have the same amount of air in them”.
  • The same goes for resting or sleeping. Resting or sleeping should not be a shortcut to decrease the pressure inside the plugs.
  • A squeeze will reset the lose-pressure timer. At some point, the plugs are filled to the max. The npc’s will still try to squeeze the pump. A squeeze will still reset the lose-pressure timer and give the regular effects.

     

The effects

 

There are certain levels. The player will not see a level, only a text like “There is a little bit of air in the plugs”. Some effects are long term. Other temporary effects will occur during the squeeze event to emphasize the distress on the body. The flashing of the stamina bar and/or health bar will give the impression that the squeezing will start to hurt the player and her body.

 

The effects could be:

  • the player loses 10 stamina when the plugs are squeezed
  • the player loses 20 stamina when the plugs are squeezed
  • the player loses ... stamina when the plugs are squeezed
  • stamina regeneration lowered by 10%
  • stamina regeneration lowered by 20%
  • stamina regeneration lowered by ...%
  • the player loses 5 points of health when the plugs are squeezed
  • the player loses 10 points of health when the plugs are squeezed
  • the player loses ... points of health when the plugs are squeezed
  • health regeneration lowered by 10%
  • health regeneration lowered by 20%
  • health regeneration lowered by ...%
  • when sprinting (alt-running) the player loses stamina more quickly
  • when sprinting (alt-running) the player loses 1 point of health each second
  • sprinting (alt-running) is disabled
  • sneaking skill is lowered by 10 points
  • sneaking skill is lowered by 20 points
  • sneaking skill is lowered by 40 points
  • sneaking is disabled
  • running speed is lowered
  • running is disabled
  • walking speed is lowered
  • a stagger effect might occur

 

With these negative effects, the player of course should try to avoid the populated areas. Thus the quest to get free will of course force to player to visit bars around Skyrim.

 

The quest

 

When getting locked into the chastity belt with the plugs, you will also receive a letter in your inventory. The letter will read…

Hello Arenwen. I knew a filthy wood elf like you would be walking around in these parts. I hope you enjoy my little gift for you. With not very kind regards, Brelda Quintella

 

The first entry in your quest log will be to read the letter in your inventory. After reading this letter, a message will appear, telling that it is obvious that you are wearing a belt that was meant for someone else. Unfortunately you do not know who either Arenwen or Brelda are. Thus you have no other choice than to ask around, starting with the inns of the five major holds. Thus the second entry in your quest log will be to ask around for either the wood elf called Arenwen or someone named Brelda Quintella. Or more specific, to ask the innkeepers, starting with the innkeepers of the five major holds.

 

The first innkeeper you speak (no matter which hold) will mention that a dunmer with the name Brelda Quintella.

I remember her, hard to forget. She had a fuss with one of the locals. And I am sure he still remembers her as well, he only have to look in the mirror. She did however decided to leave early. I’ve been told she headed to Dawnstar.

 

When visiting Dawnstar, Thorin will inform you that someone matching the description visited a couple of weeks ago, but found a boat to take her to either Farrun or Northpoint. With other words, a dead end. The player should return to asking the innkeepers of the four other major holds.

 

At random, the second, third, fourth or fifth innkeeper will recall a Bosmer named Arenwen.

I know a Bosmer by that name. She stayed here for a couple of weeks. She left just two days ago to Falkreath.

 

And finally in Dead Man’s Drink you meet Arenwen.

  • Yes, I am Arenwen,… ah I see, you have upset our little vengeful dark elf friend?
  • Hand over the note addressed to Arenwen.
  • Ah, I see. Brelda knows I often explore the wild and dungeons and hoped for me to find the cursed items. I guess I should be thankful that you found the belt instead of me. You probably wish to get out?
  • YES
  • "Brelda usually resides in Daggerfall and would like me to visit her, crawling on my knees. But that will never happen, certainly not because it is you who is locked up. And I doubt if she would help you, she is known to hold a grudge easily."
  • But can’t perhaps you help me?
  • "Sure, I recognize the magic that is used, sometimes Altmer use this type of magic for their vaults. Four soulgems for the four corners of the world are bound together, and one of them is inside the chastity belt. The other soulgems are probably somewhere in Skyrim. That is because if the distance between the gems get too big, they start losing power rapidly."
  • "You mean I could just leave Skyrim and I will soon be free?"
  • "Absolutely, just a few months, or a few years and you are free. I can personally tell you that the southern part of Valenwood is lovely this time of year. Although you might prefer visiting Lilmoth in the Black Marsh, just a little further does wonders."
  • A couple of months to a couple of years?
  • Well, either that or wait a couple of centuries when you stay in Skyrim.
  • Is there no other way?
  • Sure, bring the gems together. When the gems are in each other proximity, all four of them will chance shape. That is how they are used as keys."
  • But how could I ever find these gems if all I know that they are somewhere in Skyrim?
  • I can help you with that, although I have to make some expenses.
  • You mean, I have to pay you to get out of a trap that was left behind for you because some dunmer has a grudge against you?
  • A girl has got to make a living. And that I can make a living because of Brelda has a nice touch to it.

Anyway, the other three gems are of course hidden in public places across Skyrim. To keep the speed up, I suspect that Arenwen won’t let you return with a gem before revealing the location of the location of the next gem. You do of course have to pay for each location separately.

 

The distribution should probably require a random factor. First three hold will be selected. Each hold will have a couple of possible hiding places, and one of them will be chosen. Arenwen will place the markers on your map.

 

The quest part 2

Being locked up once, does not prevent being locked up a second time. The second time however, you know where to find Arenwen. Thus the second (and third, fourth,..) time, this quest will take less time to complete. Although the (level based) payment won’t decrease.

  • You again? How nice to see you again. And I see you have another letter from our friend.
  • I just want to get this over with.
  • As you wish, I guess Brelda made some precautions to be sure that I would get locked.
  • Yeah, I noticed. Just tell me how much it’s going to cost me this time.

Unlike the first time, the second (or third) time the plugs will probably be relative empty as you have not visited a couple of inns. However, this time Arenwen will give the pump two or three squeezes herself just as you are about to leave.

 

 

 

--- --- ---

 

Apart from the solicitation and keyholder, you also mentioned:

 

"It's a much bigger patch than either 5.1 or 5.2"

"The Dollmaker will get a bunch of new fun stuff, including new rubber dresses"

"Oh, and I integrated some of Dasha's items."

"And some surprises. :D"

 

Now I can't wait to try version 5.3 !

Posted

 

@Kimy this is not my business, but I have to ask (just too curious), what did you do to @Coopervane

 

http://www.loverslab.com/topic/35569-devious-devices-expansion-v123-10182015/page-33?do=findComment&comment=1425586

 

He hates me because at one point I decided to include items in Cursed Loot requiring CBBE Bodyslide (instead of sticking with the DDI framework policy of supporting UNP and CBBE Curvy). I guess the only thing Coopervane hates more than me is CBBE. He actually quit DD development over that (so yes, DDx not having a maintainer is my fault), because apparently due to Cursed Loot's popularity I have a monopoly on what DD items are getting used, so I ruined his experience by making a mod that doesn't support UNP. Or so. And he can't bear looking at a CBBE body for reasons I won't comment on.

 

No, I am not kidding (I wish I was), but that's the reason. I never meant him any ill will and still don't. Ironically enough UUNP support is available for Cursed Loot now, but that doesn't keep him from hating me. I guess there is not much I can do about it.

 

 

It's not really a surprise, since a lot of modders have a god complex.

Nothing of value was lost.

Posted

Touching a little on what Jaberwocky said, and the little teaser you gave Kimy, I'd like to request this, if possible, for the dollmaker keyholder function.  Assuming it is anything like the other keyholder mod, where keys are automatically delivered, I would prefer a function where you could choose exactly what type of keys are auto sent to the keyholder.  To give an example using my personal preference,  I'm a huge fan of enforced chastity.  That being said, not having access to actual restraint(or special restraint) keys, is too inconvenient for me.  So what I would really like to see is an MCM feature where you can select which type of keys are delivered.  This way, All the chastity keys get sent, but I can still keep the restraint keys as I find them.

 

On another note, I think the facehugger mod would be a great addition, but wouldn't someone have to convert it to CBBE/UUNP for it to be applicable to this mod?

Posted

woudnt be possible to add a rape system in the sex attack like when your character is the potential victims cause your char is unarmed or naked and the rapist will sneak and cast a spell to rape you and also it can be stopped if you face them just like some mods in new vegas you just aim your rifle or pistol on the rapist and there`s a chance to prevent it 

Posted

 

As usual, I won't make any statement regarding release dates, but I can tell you that 5.3 is already feature frozen and that it's a much bigger patch than either 5.1 or 5.2.

 

Inflatable plug features are not in, but device buffs are (if I recall right, that was also one of your suggestions). So you get buffs for wearing restraints (restraints have unique buffs, so you can get a fairly substantial boost if you're wearing a lot of devices.)

 

Solicitation for keys has been changed, so you get actual keys (which means you can now use this feature to escape devices requiring rare keys as well).

 

The biggest changes will be made to the Dollmaker, though. She will get a bunch of new fun stuff, including new rubber dresses. And she can be your keyholder if you want her to.

 

Oh, and I integrated some of Dasha's items.

 

And some surprises. :D

 

 

--- --- ---

As to the "device buffs are (if I recall right, that was also one of your suggestions)"

 

I have started the discussion, however it was someone else who suggested to buff the cursed items. I am certain that lots of people like this addition, but if possible I probably would not use this option in the menu.

 

Oh right. Well, don't worry, that feature of course comes with a toggle, so you can switch it off.

 

My idea was to provide an incentive to use Cursed Loot, but without giving an incentive to wear cursed items. My suggestion involved "cured tokens" that you might get when having a cursed loot event. These cursed tokens could be traded for small but permanent buffs.

 

I like the general mechanics of encouraging people to use Cursed Loot, but permanent character changes is something I want to stay away from. I might add some other goodies that can drop during trap events, though. :)

 

--- --- ---

 

I like that the Dollmaker could become your keyholder. I have used a similar mod lots of time in the past. It had the option to automatically sent keys to the keyholder without being able to intervene. I have two suggestions that might give an incentive to use the Dollmaker as keyholder.

  • The items of the rubber suit and transparent suit requires multiple keys. Perhaps you can change it that each item requires multiple keys at once. That means you will be forced to walk around with keys you might loose.
  • When failing solicitation for keys, let the unwilling customer not only belt the dragonborn, but also steal her keys.

 

It works indeed so that any key you find is getting sent to the Dollmaker while she is your keyholder. When the time is up she will give them back to you.

At a later time I might add an event making NPCs relock your partially unlocked multi-key items. I won't change their mechanics though.

You can already lose your keys during a failed solicitation attempt btw.

Spanking scenes is something you will see rarely in Cursed Loot, though (Leon/Leah have one and that's it). Cursed Loot emphasizes BD much more than SM. ;)

 

--- --- ---

 

A big Hooray on being able to get out of (most) items through solicitation (with some downtime when locked in the belt of shame)!

 

I hope you also changed the appearance of the dialogue options. Like only showing "solicitation for keys" and not the "solicitation for money". Or the dialogue involving shopping for keys.

 

You can ask for either money or keys. The choice is yours. As a general rule of thumb I don't make toggles for -parts- of dialogue trees. Solicitation is toggle-able as a whole, but if you don't want to ask for monetary rewards...then just don't and ask for keys instead. ;)

 

--- --- ---

 

I hope that the "inflatable plug" quest is still somewhere on your long list of ideas. I like the idea of inflatable plugs, but don't like how they are implemented right now. Just a message and a 'sigh'. And I think it was one of the best cursed quests I came up with.  My original post:

 

There was a debate about overhauling the inflatable plugs on the framework end of things, but yes, with Min AWOL that's unlikely to happen. I still have your suggestion on my list. Due to its sheer complexity, implementing it that way is going to be a major endeavor, though. I am not ruling out making it or a variant of it for the future (no promises either), but there is at least one major quest I want to do first, which will also require the workload for an entire patch all by itself.

 

 

Touching a little on what Jaberwocky said, and the little teaser you gave Kimy, I'd like to request this, if possible, for the dollmaker keyholder function.  Assuming it is anything like the other keyholder mod, where keys are automatically delivered, I would prefer a function where you could choose exactly what type of keys are auto sent to the keyholder.  To give an example using my personal preference,  I'm a huge fan of enforced chastity.  That being said, not having access to actual restraint(or special restraint) keys, is too inconvenient for me.  So what I would really like to see is an MCM feature where you can select which type of keys are delivered.  This way, All the chastity keys get sent, but I can still keep the restraint keys as I find them.

 

On another note, I think the facehugger mod would be a great addition, but wouldn't someone have to convert it to CBBE/UUNP for it to be applicable to this mod?

 

So far the feature doesn't let you chose what sort of keys are getting sent. Dollmaker will take all generic (DDI) keys and Cursed Loot's rare keys (Head/Hand/Body/Leg). Thing is that as far as its keys go, Cursed Loot doesn't really distinguish between chastity and restraints keys. A Body Restraints key unlocks belts and corsets etc. alike.

Posted

Thanks for the quick response!

 

Although you do not disable all the solicitation dialogue features, I do hope the shopping-quest can be disabled. When solicitation for money is enabled, it gives room for a quest where the mighty dragonborn hero is forced to gather a certain amount of gold through solicitation (while keeping the gold afterwards). That might be a nice demeaning quest.

 

As you stay away from the permanent changes, perhaps the idea behind the "aphrodisiac addict training" might be added in a regular cursed loot quest. A plug that stays stuck inside the player unless she gets her arousal under control (by drinking honey-whine). In the meantime, the dragonborn better not get belted.

 

NPC's locking your partial unlocked items will be a good incentive to use the Dollmaker as keyholder as well, and perhaps a slightly more devious one. I think I like this idea better than my suggestion!

 

As to the inflatable plugs quest, that you have that idea on your (long) list of ideas is all I can ask.

 

I can hardly wait for version 5.3 to come out :shy:

Posted

 

Although you do not disable all the solicitation dialogue features, I do hope the shopping-quest can be disabled.

 

I have added that toggle for the shopping dialogue. :)

 

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