Jeffny Posted February 27, 2016 Posted February 27, 2016 Hello I have some probleme with this wonderfull mod: With the aradia's rogue armor trap, i'm trapped with it, but i have an inescapaple Armbinder and in "bonus" à little bondage adventure... The probleme is, i cant speak to a cadaver or à chest to finish the quest.... Tanks How did you get the inescapable armbinder?Or did you console command it? I get the Armbinder with the trap (aradia's set + 1 or 2 items for completed the set) and direct "little bondage adventure )I return to the start of the event, but a cadaver can't finish the quest I must use the free Word of CL So you just got it from a trap? Did you change a setting somewhere? Because i never got it. When the Bondage Adventure quest starts from a non-dialog event, then a random destination is selected. Check your quest journal and map for a quest target (it will probably be a random blacksmith). Ok, thanks
Zhash61 Posted February 27, 2016 Posted February 27, 2016 So the dollmaker is just gone from her shop for some reason ... no idea where she is. What's her ref ID so I can try moveto and see if I can teleport her to me or something? o.O She's prolly just in her back room that requires a key to get in... I've seen her go in there several times...
QueenAlpaca Posted February 27, 2016 Posted February 27, 2016 Hi Kimy! Sorry for my poor English. I have some suggestions of Leon and Leah which is that can you let them have the right to help Dragonborn take off not only the Tight Single Glove and the Chastity belt but also other Devious Devices like Latex clothing and Slave shoes. Sometime when I take off almost everything except the collar and I want to wear other Obsidian Devious Devices, but if I wear it it seems that I cannot take off them again. I think it will more convenient if players can wear these Devious Devices anytime they want. Also, sometimes I don't want to be a a slave of Leon/Leah but to other things. If I tell NPC to stop it, all of my data and effort before will be cleaned. It is very inconvenient. Can you do some change to help players save their data/progress of Leon and Leah? And there is a little suggestion that it seems Leon/Leah do not add the Latex Rope clothing, I think it is a good choice to add it to Dragonborn. Thank you very much.
Laura Posted February 27, 2016 Posted February 27, 2016 Hello I have some probleme with this wonderfull mod: With the aradia's rogue armor trap, i'm trapped with it, but i have an inescapaple Armbinder and in "bonus" à little bondage adventure... The probleme is, i cant speak to a cadaver or à chest to finish the quest.... Tanks How did you get the inescapable armbinder? Or did you console command it? I get the Armbinder with the trap (aradia's set + 1 or 2 items for completed the set) and direct "little bondage adventure ) I return to the start of the event, but a cadaver can't finish the quest I must use the free Word of CL So you just got it from a trap? Did you change a setting somewhere? Because i never got it. When the Bondage Adventure quest starts from a non-dialog event, then a random destination is selected. Check your quest journal and map for a quest target (it will probably be a random blacksmith). Oh ok. I never really used the Bondage Adventure. Thanks.
Slorm Posted February 27, 2016 Posted February 27, 2016 More problems with the parasite I'm afraid Kimy: 1/ Just a typo, the book refers to stinky paste and stinky base, whereas the cooking menu refer to stinky paste and paste base 2/ The smelly salve does not appear to remove the parasite (parasite stays on and the salve stays in inventory. I tested with papyrusutils 28 and 32, log follows: Papyrus.0.log It does come off with the safeword without any problems
Nalessa Posted February 27, 2016 Posted February 27, 2016 So the dollmaker is just gone from her shop for some reason ... no idea where she is. What's her ref ID so I can try moveto and see if I can teleport her to me or something? o.O She's prolly just in her back room that requires a key to get in... I've seen her go in there several times... Nope, I pickpocketed all keys from her so I have access to it aswell, she's nowhere to be found in the shop.
DanteGX Posted February 28, 2016 Posted February 28, 2016 Hello Im having some troubles with the mod, most specific with the cursed loot events, that started when I have the version 5.1, the cursed loot triggers don't started in my game, this solved when I actualized to the version 5.2 but some day I find a slave collar, and bored of finding the key for many days I decide to use the safeword then wen I noticed the trigger of the cursed loot events don't worked anymore, the thing started wen I found the collar but I think that was a condition of the collar but this continued after taking it off, then like the other time I decided to actualize to the version 5.3 and the new options work fine the daughter of the doll maker, the gag talk conversation.Also I noticed the reaction to restrains don't work, then I used the gag talk function to obtain a new slave collar and unlock this downing the requirements for taking this off but the events don't be fixed. then I decided turned off and on the mod but also don't work and then I activate the debug log information to give a bit more of information: Object is door. Applying modifier! (I tested whit a door but that happen also whit chests and bodies)Chance to find cursed loot = 100% (I put this to 100% for the test so It is supposed to to spend something) and then nothing happen no restrains, no gag, no blindfold or nothing not even a message and the game continueso I need help because I like this mod and I don't want to reinstal and lost all my progresion whit it someone can help me to make the events trigger again? PD: sorry for my bad english, is not my native language
Sentrychaos Posted February 28, 2016 Posted February 28, 2016 Okay I've done as clean a reinstall I possibly can and I still cannot get the cursed loot items textures to work while all other DD mods work fine. The transparent zipsuit and its variants are the only ones that have textures, everything else is the no-texture pink-purple color. EDIT: Okay that was strange, it turns out that the FOMOD wasn't working properly and the textures that were divided by resolution never installed, manually installed them and all is good now.
slvsaris Posted February 28, 2016 Posted February 28, 2016 ooooh, someone over in the Trapped in Rubber mod forums is bringing a seemless rubber suit into the game! Here is the post with a pic
DonQuiWho Posted February 28, 2016 Posted February 28, 2016 http://www.loverslab.com/topic/33986-deviously-cursed-loot-v53-2016-02-16/page-423?do=findComment&comment=1476410 http://www.loverslab.com/topic/33986-deviously-cursed-loot-v53-2016-02-16/page-423?do=findComment&comment=1477104 Hello Kimy Just in case those got lost upstream in the thread, have you any help/suggestions for us folk with the sex attacks + subsequent mass follower teleport problems? Apart from "It's Friday night, so please go away!" LOL The code is meant to teleport to you all followers listed in the MCM Follower tab. If there are followers listed there that currently aren't following you (bad!), try re-scanning the followers with the option in the Debug MCM tab. Thanks for that. I'll have a try later when I have access to my gaming machine. I do note a difference between DCL and Defeat, in that Goubo's Follower Registry positively differentiates between followers which are Active and those which are Not Active. Not sure how that's done, some sort of 'distance cloak' or the like maybe(?), but it does mean that current followers are differentiated between those that are currently 'with' you, and those that are not, eg if they have been told to 'wait' elsewhere, and the latter then don't seem to get caught up in any mod generated scene or its aftermath Does your mechanic make a similar differentiation, or just register all 'followers'? If not, it may just be registering followers wherever they are, and then porting them all in. As I said, I'll try again when I can, but I hope that this additional info may be of some help I don't exactly know how Defeat tracks followers as I haven't used it in a while. Cursed Loot checks your group every now and then and adds all followers it finds to a list (you can see it in MCM). If you leave a follower somewhere, fast travel somewhere else and then trigger a trap before the scan is initiated again, the old follower will still be picked up by the code. You can manually instruct Cursed Loot to scan when changing your party by using the Scan Followers function in MCM. Hi Kimy. I've managed to check this now and running the MCM Debug menu's 'Scan Followers' utility does update the current Follower list to include the one nearest you - only tested it on one, but I assume it will fix >1 For the benefit of others reading, the effect of this is that those followers in a 'wait' state elsewhere in Skyrim, who would have been added to the list at a prior point in time, will then be dropped off the list of active followers, and hence won't get teleported, from afar, to join the PC when the DCL scene ends at PC and 'local' follower release - as they can do, arriving en masse even, if you haven't updated the list FWIW, while I realise that it will depend on how people's individual gameplay is set up, and that accordingly this won't be something that affects everyone, it might be worth mentioning the need to run this utility periodically in the Mod Instructions? I wasn't the only one to come across this so far, and doubtless there will be more. And might it be worthwhile to increase the frequency of your periodic scan in your next update? I had run through quite a number of game days from the last follower change before the problem arose. Even if just to make this, and people like me, go away Otherwise, more seriously, the mod is a fabulous piece of work, and enormous fun to have in a playthrough. Thank you very much for all the hard work that went into it. Odd, the check is supposed to run a bit more often than that. I will look into this. I cannot run it every few seconds though, as I don't want to put too much strain on the scripting engine. That scan is pretty expensive in terms of performance. @ Kimy @sheffgrey @anyone else interested in follower management in DCL I thought that the DCL MCM's 'Debug' menu 'Scan Followers' utility had fixed this problem, until last night running it failed to remove 'distant' followers. From a littler more research it looks as if the issue can be narrowed down a bit To start with, I should say that I use AFT, so can't say if this applies to UFO or EFF. Other thing I should correct from above was that the Active/Inactive follower states come not from Defeat, but Death Alternative. I trust Kimy can still bring herself to carry on reading .. Using AFT, putting followers into a simple 'Wait' state will not remove them from the list of Followers appearing in DCL's MCM's 'Follower Options' menu. Nor will running the DCL 'Debug' menu 'Scan Followers' utility What you have to do is use the AFT dialogues for Options > Actions > 'Dismiss but hang around here' for each follower you want to exclude from DCL's list of Followers that it will try to manage If you do that, on running DCL's MCM's 'Debug' menu 'Scan Followers' utility, they WILL disappear from the Followers list in the DCL MCM Follower Options list. I also found, on checking, that if I set them all to 'Dismiss but hang around here' in an interior cell, they would remain in the DCL Follower list initially, but on my player character going through/exiting the interior cell via a load door, once in 'Skyrim', those followers were no longer appearing on the DCL Follower Options list, so Kimy, your periodic scan does seem to work OK . Sorry if I put you to any trouble looking at that Then, after going elsewhere and picking up a follower I had left in a 'Wait' state in the wilderness who, correctly, had always been/remained on the DCL Follower list, having them 'Follow me' again, on again running DCL's Debug Menu's 'Scan Followers', it did not then re-add the follwers left elsewhere in the 'Dismissed, hanging around there' state, nor did then running the DCL Debug Menu Option 'Fix Followers' option teleport them all into the current location Still have to again try a DCL 'scene', but when I previously had only the one 'local' follower listed, there were no problems with the way DCL scenes ended, ie no other followers magically appeared out of the ether Sorry for the longwindedness, but I think that's about as explicit as I can make it Hope it helps someone, not least Kimy
ThunderRush Posted February 28, 2016 Posted February 28, 2016 I have the odd problem that absolutely no sex will happen for me anymore. Solicitation, the dollmaker's daughter. Nothing seems to work. Anything I could try to fix that? Didn't realize I had to install SexLab via MCM now. Fixed it.
Kimy Posted February 28, 2016 Author Posted February 28, 2016 @ Kimy @sheffgrey @anyone else interested in follower management in DCL I thought that the DCL MCM's 'Debug' menu 'Scan Followers' utility had fixed this problem, until last night running it failed to remove 'distant' followers. From a littler more research it looks as if the issue can be narrowed down a bit To start with, I should say that I use AFT, so can't say if this applies to UFO or EFF. Other thing I should correct from above was that the Active/Inactive follower states come not from Defeat, but Death Alternative. I trust Kimy can still bring herself to carry on reading .. Using AFT, putting followers into a simple 'Wait' state will not remove them from the list of Followers appearing in DCL's MCM's 'Follower Options' menu. Nor will running the DCL 'Debug' menu 'Scan Followers' utility What you have to do is use the AFT dialogues for Options > Actions > 'Dismiss but hang around here' for each follower you want to exclude from DCL's list of Followers that it will try to manage If you do that, on running DCL's MCM's 'Debug' menu 'Scan Followers' utility, they WILL disappear from the Followers list in the DCL MCM Follower Options list. I also found, on checking, that if I set them all to 'Dismiss but hang around here' in an interior cell, they would remain in the DCL Follower list initially, but on my player character going through/exiting the interior cell via a load door, once in 'Skyrim', those followers were no longer appearing on the DCL Follower Options list, so Kimy, your periodic scan does seem to work OK . Sorry if I put you to any trouble looking at that Then, after going elsewhere and picking up a follower I had left in a 'Wait' state in the wilderness who, correctly, had always been/remained on the DCL Follower list, having them 'Follow me' again, on again running DCL's Debug Menu's 'Scan Followers', it did not then re-add the follwers left elsewhere in the 'Dismissed, hanging around there' state, nor did then running the DCL Debug Menu Option 'Fix Followers' option teleport them all into the current location Still have to again try a DCL 'scene', but when I previously had only the one 'local' follower listed, there were no problems with the way DCL scenes ended, ie no other followers magically appeared out of the ether Sorry for the longwindedness, but I think that's about as explicit as I can make it Hope it helps someone, not least Kimy I will add some sanity checks to that code in the next version. I don't know what exactly AFT does. Since it's not in my personal load order I wouldn't know (I use EFF these days). But I wrote that code making no assumptions about the follower mods people use, so it -should- work just fine as I don't interfere with follower management anywhere in my mod (that's also the reason why you have to manually add Leon/Leah as a follower). ooooh, someone over in the Trapped in Rubber mod forums is bringing a seemless rubber suit into the game! Here is the post with a pic Getting more rubber stuff is always great. It seems to be in its early planning stages, but when it's out I will have a look at it. More problems with the parasite I'm afraid Kimy: 1/ Just a typo, the book refers to stinky paste and stinky base, whereas the cooking menu refer to stinky paste and paste base 2/ The smelly salve does not appear to remove the parasite (parasite stays on and the salve stays in inventory. I tested with papyrusutils 28 and 32, log follows: Papyrus.0.log It does come off with the safeword without any problems Will check it out.
sheffgrey Posted February 28, 2016 Posted February 28, 2016 @ Kimy @sheffgrey @anyone else interested in follower management in DCL I thought that the DCL MCM's 'Debug' menu 'Scan Followers' utility had fixed this problem, until last night running it failed to remove 'distant' followers. From a littler more research it looks as if the issue can be narrowed down a bit To start with, I should say that I use AFT, so can't say if this applies to UFO or EFF. Other thing I should correct from above was that the Active/Inactive follower states come not from Defeat, but Death Alternative. I trust Kimy can still bring herself to carry on reading .. Using AFT, putting followers into a simple 'Wait' state will not remove them from the list of Followers appearing in DCL's MCM's 'Follower Options' menu. Nor will running the DCL 'Debug' menu 'Scan Followers' utility What you have to do is use the AFT dialogues for Options > Actions > 'Dismiss but hang around here' for each follower you want to exclude from DCL's list of Followers that it will try to manage If you do that, on running DCL's MCM's 'Debug' menu 'Scan Followers' utility, they WILL disappear from the Followers list in the DCL MCM Follower Options list. I also found, on checking, that if I set them all to 'Dismiss but hang around here' in an interior cell, they would remain in the DCL Follower list initially, but on my player character going through/exiting the interior cell via a load door, once in 'Skyrim', those followers were no longer appearing on the DCL Follower Options list, so Kimy, your periodic scan does seem to work OK . Sorry if I put you to any trouble looking at that Then, after going elsewhere and picking up a follower I had left in a 'Wait' state in the wilderness who, correctly, had always been/remained on the DCL Follower list, having them 'Follow me' again, on again running DCL's Debug Menu's 'Scan Followers', it did not then re-add the follwers left elsewhere in the 'Dismissed, hanging around there' state, nor did then running the DCL Debug Menu Option 'Fix Followers' option teleport them all into the current location Still have to again try a DCL 'scene', but when I previously had only the one 'local' follower listed, there were no problems with the way DCL scenes ended, ie no other followers magically appeared out of the ether Sorry for the longwindedness, but I think that's about as explicit as I can make it Hope it helps someone, not least Kimy Hmm, thanks for the info. Unfortunately I can't test that against the problem I had, as I got annoyed with the whole 'horses appear when raped, then proceed to block all the doors' thing and uninstalled Immersive Horses. At some point when I've ironed out other bugs/conflicts I may well go back and retest based on what you found though. From when I recall, IH automatically puts the horse into a toggleable wait/follow state when you mount, so fully dismissing it after use might be the fix I need. Anyways, congrats on no longer having an army of spectators suddenly appear, and nice work on the testing. :-)
trellouk Posted February 28, 2016 Posted February 28, 2016 First time uploading a Log, i hope i did it right, thanks for taking the time to help me. Seems like that savegame is having some issues. Can you try it with a new game? I can confirm that it is the save game that is causing the bug. I had done a save cleaning prior using the current version of Cursed Loot but that didn't seem to help with the specific issue. I guess it cannot be fixed on that save. It does work normally on new games though.
Joomla Posted February 28, 2016 Posted February 28, 2016 hey is there a way & how to add certain clothing options as allowed for cursed collar quest? im currently going through trapped in rubber and would like to add the rubber suit as allowed clothing because i cant quite take it off and finish the collar quest.
Mister X Posted February 28, 2016 Posted February 28, 2016 hey is there a way & how to add certain clothing options as allowed for cursed collar quest? im currently going through trapped in rubber and would like to add the rubber suit as allowed clothing because i cant quite take it off and finish the collar quest. I thought it should be impossible to get both quests at the same time? Sounds like a bug to me o.O
Joomla Posted February 28, 2016 Posted February 28, 2016 hey is there a way & how to add certain clothing options as allowed for cursed collar quest? im currently going through trapped in rubber and would like to add the rubber suit as allowed clothing because i cant quite take it off and finish the collar quest. I thought it should be impossible to get both quests at the same time? Sounds like a bug to me o.O i mean im going through the mod called trapped in rubber, not the small quest from this mod.
irashi Posted February 28, 2016 Posted February 28, 2016 hey is there a way & how to add certain clothing options as allowed for cursed collar quest? im currently going through trapped in rubber and would like to add the rubber suit as allowed clothing because i cant quite take it off and finish the collar quest. I thought it should be impossible to get both quests at the same time? Sounds like a bug to me o.O I think they're referring to the Trapped in Rubber mod which is separate since they're stating that they can't take the catsuit off. I'd imagine it'd be something that would be best resolved with compatibility support from Kimy, but since they have their own (rather fun) rubber mod...
Sentrychaos Posted February 29, 2016 Posted February 29, 2016 hey is there a way & how to add certain clothing options as allowed for cursed collar quest? im currently going through trapped in rubber and would like to add the rubber suit as allowed clothing because i cant quite take it off and finish the collar quest. I thought it should be impossible to get both quests at the same time? Sounds like a bug to me o.O I think they're referring to the Trapped in Rubber mod which is separate since they're stating that they can't take the catsuit off. I'd imagine it'd be something that would be best resolved with compatibility support from Kimy, but since they have their own (rather fun) rubber mod... It is already listed as an incompatibility on the main page for the exact reason that DCL punishment collars and such won't recognize them and may lead to dying alot from slave collars and the like
Maddac Posted March 1, 2016 Posted March 1, 2016 Hi Kimy, not sure why but since i changed from 5.2 to 5.3 leon and leah are no longer sandboxing in bannered mare. it is the only change i made, and i started a new game just to see if issue was still there on new game and it is. i even completely uninstalled dcl, and then just reinstalled 5.3, and still have the problem does dcl need to be low in the load order?
Fuscia Posted March 1, 2016 Posted March 1, 2016 *stuff* This sort of stuff is always super hard to track down, but I haven't really added a lot of performance hungry things between 5.2 and 5.3, so if 5.2 was working nicely, 5.3 should as well. Have you tried 5.3 with a completely new game as well? Finally managed to sit down a few hours with Skyrim and a completely new game, everything worked perfectly fine with the new game, no CTDs, no problem loading or any of what I experienced earlier. So really happy about that. Is it to be preferred to use the “Shut down all functions” in Cursed Loot’s MCM menu before updating? Or anything else that should be kept in mind? I just uninstalled/installed in MO earlier, it worked well so far, up until last time.
Farmthat Posted March 1, 2016 Posted March 1, 2016 Hey Kimy! I'm sure you're drowning in ideas, but here's another you may like: Shock boots/collar/plugs--pretty typical DD fare. They're used for punishment based on a variety of conditions. But what about using them to guide a player? Imagine a situation where the player is blindfolded or hooded. With the default DD blindfold settings, the player is totally blind. Frankly, it's a pain in the ass and I bet most people disable or tone it down to leeches mode like me. ...So what if the player is shocked as a Hot/Cold compass? As long as they're pointed toward their target they're left alone, but if they're pointed more than, say, 15 degrees off target they get a jolt. This would be a pretty effective way to guide a player to a destination while remaining totally in the dark. The downside is that running toward a quest target as the crow flies won't always work. There may be a mountain, lake, or huge nest of monsters in the way. Maybe it'd best be implemented in a standalone quest (with waypoints) rather than as a global tool to navigate blind. But hey, maybe getting into frustrating predicaments is fun for some people... and they wouldn't mind if they're prodded right into a pack of bandits at the foot of a mountain.
Slagblah Posted March 2, 2016 Posted March 2, 2016 BUG REPORT I've seen others reporting problems with Sasha's restraints, but I don't think any of them have covered this issue yet. Using the proper dialog option to equip Sasha's arm and leg cuffs fails because the "libs" and "saqs" Properties are not passed to the script from the relevant dialog in the esp file. This causes a bunch of errors in the Papyrus log. [03/01/2016 - 06:12:57PM] Error: Cannot call zad_DeviousArmCuffs() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] Error: Cannot check worn items against a None keyword stack: [ (7409E7D8)].Actor.WornHasKeyword() - "<native>" Line ? [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] Error: Cannot call PlayerRef() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] Error: Cannot call dcur_sashaArmCuffs() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] Error: Cannot call GetItemCount() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] warning: Assigning None to a non-object variable named "::temp5" stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 9 [03/01/2016 - 06:12:57PM] Error: Cannot call zad_DeviousLegCuffs() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14 [03/01/2016 - 06:12:57PM] Error: Cannot check worn items against a None keyword stack: [ (7409E7D8)].Actor.WornHasKeyword() - "<native>" Line ? [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14 [03/01/2016 - 06:12:57PM] Error: Cannot call PlayerRef() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14 [03/01/2016 - 06:12:57PM] Error: Cannot call dcur_sashaLegCuffs() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14 [03/01/2016 - 06:12:57PM] Error: Cannot call GetItemCount() on a None object, aborting function call stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14 [03/01/2016 - 06:12:57PM] warning: Assigning None to a non-object variable named "::temp5" stack: [topic info 740A139A on quest dcur_curseddialogue (74018CE7)].dcur_Sasha_LockArmLegCuffs.Fragment_0() - "dcur_Sasha_LockArmLegCuffs.psc" Line 14
Weaky56 Posted March 2, 2016 Posted March 2, 2016 Amazing mod! My issue is that during the cursed collar quest, near the end, (i think) he put the blindfold on and told me to find the key. I found a key and was able to unlock the door. Now its telling me to talk to him but, i cant talk to him Suggestions?
Laura Posted March 2, 2016 Posted March 2, 2016 Amazing mod! My issue is that during the cursed collar quest, near the end, (i think) he put the blindfold on and told me to find the key. I found a key and was able to unlock the door. Now its telling me to talk to him but, i cant talk to him Suggestions? In the end of that quest, you're supposed to find the way out after you talk to him. That should be the only time you're supposed to talk to him.
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