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


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Posted

  Just a note sort of or conflict report.

 

1. I recently decided to add a few city expansion mods.

2. One that I like very much is "Expanded Towns and Cities"

3. The doll House sort of is over lapped by this one a little [dawnstar], It is functional, but might be something you could look at, and maybe grab the House, and the door, and what ever chairs, barrels and Items are on the porch, and maybe drag it down stream a bit. 

 

4. Another Option would maybe be to spin it around, and let it hang out over the water.

 

5. Or just ignore it.. ;)  I was only mentioning it because I think the "Expanded Towns and Cities" is one of the better I have seen for the smaller town area's in skyrim, and it might be nice to be totally mindful of it.

 

6. I mean as I have your mod under it, and the door is still functional, I have no Idea about the navMesh, but it seems to still work for me, It was just something I thought worth mentioning, I mean you may already know about it... It is a very nice small town fixer upper mod though.

 

There was another conflict with another mod making changes to Dawnstar brought to my attention earlier. Thing is that given the sheer number of mods adding buildings to towns, it's pretty much impossible to pick a spot not taken by another mod as well. Trying to move the house is a completely futile endeavor for that reason. If I move it, it will just clash with something else.

Posted

 

  Just a note sort of or conflict report.

 

1. I recently decided to add a few city expansion mods.

2. One that I like very much is "Expanded Towns and Cities"

3. The doll House sort of is over lapped by this one a little [dawnstar], It is functional, but might be something you could look at, and maybe grab the House, and the door, and what ever chairs, barrels and Items are on the porch, and maybe drag it down stream a bit. 

 

4. Another Option would maybe be to spin it around, and let it hang out over the water.

 

5. Or just ignore it.. ;)  I was only mentioning it because I think the "Expanded Towns and Cities" is one of the better I have seen for the smaller town area's in skyrim, and it might be nice to be totally mindful of it.

 

6. I mean as I have your mod under it, and the door is still functional, I have no Idea about the navMesh, but it seems to still work for me, It was just something I thought worth mentioning, I mean you may already know about it... It is a very nice small town fixer upper mod though.

 

There was another conflict with another mod making changes to Dawnstar brought to my attention earlier. Thing is that given the sheer number of mods adding buildings to towns, it's pretty much impossible to pick a spot not taken by another mod as well. Trying to move the house is a completely futile endeavor for that reason. If I move it, it will just clash with something else.

 

 

yeppers! I fully understand that, It was just something I was mentioning, as this is one of the best small town expansions I know of, and it grabs all of them, with only the one ESM. lowering my Load order

 

   I mean it works for me, I am not destroyed by it. Is a little disorienting, but not much

Posted

 

 

Just a note sort of or conflict report.

 

1. I recently decided to add a few city expansion mods.

2. One that I like very much is "Expanded Towns and Cities"

3. The doll House sort of is over lapped by this one a little [dawnstar], It is functional, but might be something you could look at, and maybe grab the House, and the door, and what ever chairs, barrels and Items are on the porch, and maybe drag it down stream a bit. 

 

4. Another Option would maybe be to spin it around, and let it hang out over the water.

 

5. Or just ignore it.. ;)  I was only mentioning it because I think the "Expanded Towns and Cities" is one of the better I have seen for the smaller town area's in skyrim, and it might be nice to be totally mindful of it.

 

6. I mean as I have your mod under it, and the door is still functional, I have no Idea about the navMesh, but it seems to still work for me, It was just something I thought worth mentioning, I mean you may already know about it... It is a very nice small town fixer upper mod though.

 

There was another conflict with another mod making changes to Dawnstar brought to my attention earlier. Thing is that given the sheer number of mods adding buildings to towns, it's pretty much impossible to pick a spot not taken by another mod as well. Trying to move the house is a completely futile endeavor for that reason. If I move it, it will just clash with something else.

 

 

yeppers! I fully understand that, It was just something I was mentioning, as this is one of the best small town expansions I know of, and it grabs all of them, with only the one ESM. lowering my Load order

 

   I mean it works for me, I am not destroyed by it. Is a little disorienting, but not much

 

Have you looked at JK's http://www.nexusmods.com/skyrim/mods/61035/?

 

That is probably the other best towns and cities upgrade. I can say JK's Dawnstar doesn't have a problem with Cursed Loot.

Posted

 

 

 

Meanwhile I can't wait what the next version of this mod will bring. I have a question about that as well actually....

I have just started a new game as my old saves got corrupted and I noticed this too late. Are there things I should avoid in order to be able to install the new version of Cursed Loot without having to start a new game? Like the bound queen quest?

 

With the usual disclaimer that anything is subject to change at any time, but as of this time there is nothing in 5.6 that would require a new game.

 

Good to hear :)

 

 

I already made the request if it was possible to turn on/off the high security restraints just like with regular items.

 

I have another request/suggestion:

Is it possible to have armbinders and blindfolds an adjustable (lowered) chance of getting picked? Usually these items are show-stoppers when you are running thought a dungeon. But with progressive bondage you usually just get stuck in the non-exciting items.

 

High Sec restraints have a MCM weight slider. If you set it to zero, these items will not appear anymore.

 

If you use progressive bondage, highly restrictive items will get picked last.

 

With regards to the High Security Restaints:

Currently when you disallow blindfolds or chastity belts, they are disabled for both regular items and high security items. I would like if that could be altered. In my case, as my character currently has to rely on solicitation for keys, a chastity belt with key provides a problem. A chastity belt that requires you to pay (a large sum of) money to a blacksmith is still removable.

 

 

With regards to the progressive bondage versus non-progressive bondage:

  • I have tried progressive bondage for a while, but that gets boring rather quickly as most of the time you just get stuck in arm cuffs and leg cuffs. In the meantime you have a low chance on the more fun stuff like gags, corsets and boots. And when you play conservative, no blindfolds or armbinders at all.
  • But non-progressive bondage has a high chance that you are forced to stop crawling through a dungeon because of two items (armbinders/yokes and blindfolds/hoods).

That is why I ask if it is possible to make the chances of these two dungeon-crawl-blockers item be adjustable. For instance, that these two items have a 50% chance of getting equipped compared to other items (assuming the characters body is not covered with other bindings already).

Anyway, I hope it is clear what I mean with these requests. It is of course up to you if you think these ideas are worth the time (compared to other possible new features).

 

 

I don't think I am going to add either tbh. You can disable blindfolds and belts. You can disable hi sec items as a whole. You can use both in combination. I don't think I want to add -another- toggle essentially doing the same thing. My MCM is convoluted enough as is. :D

 

The weighted item chances would surely be doable, but add a lot of complexity to the code for IMHO very little gain. Probably not going to happen either. The showstoppers in dungeons happen, but IMHO that's part of the fun. "Do I loot this chest or rather play it safe and finish the run?" If you hate the thought of having to leave and come back, disable said showstoppers before going inside. In the time and age of bound combat, not even armbinders are an automatic Game Over though. Kick them harder!

 

 

 

@  Kimy; Jaberwocky

 

Is there any SIMPLE way, then, of adding an option for the 'turn off' HiSec devices option to 'fail' occasionally?

 

I sympathise with what Jaberwocky is saying.  There are some really huge dungeon complexes out there and at present the settings available within DCUR tend to either absolute failure, insofar as you are very unlikely to get through to the end without ending up with a full set of restraints, incl the dreaded HiSec Yoke etc, or no 'risk OR gain' in that you get to a point where you can't loot anything at all for fear of getting 'totalled'

 

I touched on this further upstream, after just having emerged from one of the 'Forgotten Dungeons' mod's extravaganzas, on a radiant quest for one of 'Shalidor's writings'.  There were hundreds, if not thousands of lootable containers, plants, bodies, locked doors etc between start and end

 points.  I started with a dozen plus 'lucky charms' - my then attempt at a 'sanity' defence - and even with generation chance setting at 5%, I exited with 2.  All told, I reckon I used about 20+

 

The problem was that I ended up doing the whole thing at zero risk, and that was really more luck of the draw on how I had fixed the initial risk settings.  If I had started with 0 charms, I'd never ever get to the end. And as I don't cheat AT ALL in game, the only remaining recourse might have been to shelve the quest  

 

My suggestion was to add back a bit of risk by having 'Lucky Charms' maybe being made to 'fail' once in a while, and someone kindly tried to explain how I could vary the chances etc etc, and as I wasn't too inclined to argue right then, I dropped the issue as nicely as I could.  

 

But if the DCUR chance applies equally - as determined by slider settings - to each similar event - I'm assuming you don't do any eligible object count on cell entry - large dungeons, like that beast from Forgotten Dungeons, will, on average, end up with more events than smaller ones.  That will always be true, won't it?. Sure, you can try to guess what settings might even things out when you start each dungeon, and adjust the settings at entry each time, but in the absence of knowing the number of possible events in advance, there is absolutely no way of 'levelling off' the experience.

 

I was just going to let this slide, as maybe just something peculiarly relevant to my gameplay style, but seeing that Jaberwocky brought up the general point again, it might not be uncommon, and I have to agree that they have a point

 

Even worse, their proposed option/solution is more elegant than mine too :P

 

OK, no-one wants to create a whole load more work or complexity for you - that's got to be the bottom line - and if you say it will, so be it.  But how would it be if there were an option to set a chance to 'override' the 'No HiSec' devices setting?  Would that, by some reasonably easy parameter check, do the trick and add back some element of risk of those, to each player at a level that they feel comfortable with, without messing up the rest unduly?  

 

Anyway, FWIW, that's my tuppenceworth.  ie 2p :D

 

 

 

 

 

 

Posted

 

Lots of stuff

 

 

Fiddling with the settings of DCL should give you what you want. Here are my recommended settings regarding your issue:

-Cursed loot chance: 1% (2% maximum if I'm feeling adventurous)

-Arousal weight: 0

-number of devices: any bewteen 1 and 15 (sometimes I raise the minimum value)

-No cursed loot on plants (I wanna do my alchemy in peace !)

-No lucky charms

-Key drop : 20%

-Armbinder cut weight : 20%

Rest is mostly default or of no importance

 

The combination of low cursed loot chance, high number of restraints and high key drop means that when an event kicks in, you're most likely going to have to go back from where you came and search a bit for keys. Assuming you didn't take them previously... Only few cases can screw you up badly and require to exit : yokes and a few special events (high-sec restraints...). Sometimes it's easy to get out, sometimes it can mess up your dungeon run a bit and add pressure, for example if you receive lots of restraints at the start, and sometimes you have to backtrack to the nearest town in chains, hoping that you remember the way and that you don't run into bandits. With those settings, the last case happens in about 1/5 of dungeons.

Posted

 

 

This might make it in in some form, but I don't think I am going to add an actual brawl. The character is usually winning those, so it would be a too easy way out. But yes, more options for this dialogue might happen!

 

 

To a degree, yeah, but a badass brawler could defend herself, but that's your choice.  Alternatively you could give the attacker a buff to make it an even or lopsided fight or drug the player.  

 

That said, the main problem I have with the mechanic is it's a bit too roll of the dice.  You have a great lucky charm mechanic for the cursed loot (the "should I wear my badass necklace and risk it or a lucky charm and be safe" question) events and solicitation has it's percentages, but it's all luck of the draw with mysogany and I just have to disable it for now for sanity's sake (it really screws with mods like sexcrime and others).  If you are looking for other ideas:

 

 - Aroused Creatures has a great chase mechanic where the attacker loses interest if you can manage to outrun them (as you know, it just auto-triggers if you leave the conversation now).

 - You could tie mysogany in with arousal level of the would be attacker so the player takes a risk if she talks to horny men.

 - At the very least a "Sure, but not here.  Follow me." option to avert the fining and all crime stuff.

 

On a related note, it would be nice if the mysogany mechanic had a "morality matters" option.  

 

On an unrelated note, could you make the sleep naked mechanic togglable?  I love the idea, but it sort of messes up some other mods, namely ones that tie abilities to equipped items.  [EDIT] Scratch this.  Immersive beds takes care of this issue.

 

Anyway, just thoughts.  Thanks for taking the time to put the mod together!

Posted

The sleep naked feature already has a MCM toggle.

 

so is full character strip before any animation  a feautre or a bug?

Posted

 

The sleep naked feature already has a MCM toggle.

 

so is full character strip before any animation  a feautre or a bug?

 

 

Before sex scenes? There is a different toggle for that! :D

Posted

 

 

 

Just a note sort of or conflict report.

 

1. I recently decided to add a few city expansion mods.

2. One that I like very much is "Expanded Towns and Cities"

3. The doll House sort of is over lapped by this one a little [dawnstar], It is functional, but might be something you could look at, and maybe grab the House, and the door, and what ever chairs, barrels and Items are on the porch, and maybe drag it down stream a bit. 

 

4. Another Option would maybe be to spin it around, and let it hang out over the water.

 

5. Or just ignore it.. ;)  I was only mentioning it because I think the "Expanded Towns and Cities" is one of the better I have seen for the smaller town area's in skyrim, and it might be nice to be totally mindful of it.

 

6. I mean as I have your mod under it, and the door is still functional, I have no Idea about the navMesh, but it seems to still work for me, It was just something I thought worth mentioning, I mean you may already know about it... It is a very nice small town fixer upper mod though.

 

There was another conflict with another mod making changes to Dawnstar brought to my attention earlier. Thing is that given the sheer number of mods adding buildings to towns, it's pretty much impossible to pick a spot not taken by another mod as well. Trying to move the house is a completely futile endeavor for that reason. If I move it, it will just clash with something else.

 

 

yeppers! I fully understand that, It was just something I was mentioning, as this is one of the best small town expansions I know of, and it grabs all of them, with only the one ESM. lowering my Load order

 

   I mean it works for me, I am not destroyed by it. Is a little disorienting, but not much

 

Have you looked at JK's http://www.nexusmods.com/skyrim/mods/61035/?

 

That is probably the other best towns and cities upgrade. I can say JK's Dawnstar doesn't have a problem with Cursed Loot.

 

 

 

Yeppers ! I have looked at JK's stuff, but they are for mostly the main cities, and for the most part all I ever saw them do was plant tree's, here, and there, and drop a few crate's and mainly beautification, which is very nice, and all, but i like some what more substantial additions.

 

   I am fine with  "Expanded Towns And cities v14.2.10" it adds wall' house's, stores, makes each Inn unique, and has many Optional setting during installation. You should maybe check it out sometime. Plus it has and MCM which does try to make it compatible with many main steam mods. allowing some options.

 

  I may re look at JK's stuff for a few of the main cities, again, i have much of that stuff downloaded, with that intention.

 

  I also like the dawn of skyrim collection, but because I run "solitude Reborn" and "solitude city of trade" I had to install the individual mods rather than the collection as in "Dawn of Markarth",   "Dawn of Riften", "Dawn of Whiterun", and so on, but the dawn of skyrim mods are pretty much just Beatification mods.

 

  where "solitude Reborn" and "solitude city of trade", and "Expanded Towns And cities v14.2.10" add bar's, rooming house's, book store's,, and NPC to run them, and frequent them, as well as a treasury, under city sewers, and many more Kool things I like.

 

   There are so many good ones out there though, it is hard to pick just the right ones, but they do give a lot more population, and interesting places to go.

 

   That reminds me I also run "Populated cities 2" which is rather helpful along with the other city, and town mods that add more NPC as well, in having a more diverse clientele for my more promiscuous moments.. :blush:

 

   But I run them in profiles, and some profiles I don't install them. It depends I guess on the mods I intend to run, and what I have planed when I play.

 

   I will check JK's stuff out in another Profile again soon, but I really love these three "solitude Reborn" and "solitude city of trade", and "Expanded Towns And cities v14.2.10", and "Populated cities 2" >>Those are city & town mods I would hate to be without.

 

  EDIT>>> Oh! i wanted to re affirm that "Expanded Towns And cities v14.2.10" does work with "Cursed loot", it is just that there is a tent on the steps of the doll house, and a city wall going through one side of the house, but the door still functions fine, and all is good. ;)

Posted

...

 

Yeppers ! I have looked at JK's stuff, but they are for mostly the main cities, and for the most part all I ever saw them do was plant tree's, here, and there, and drop a few crate's and mainly beautification, which is very nice, and all, but i like some what more substantial additions.

 

   I am fine with  "Expanded Towns And cities v14.2.10" it adds wall' house's, stores, makes each Inn unique, and has many Optional setting during installation. You should maybe check it out sometime. Plus it has and MCM which does try to make it compatible with many main steam mods. allowing some options.

 

  I may re look at JK's stuff for a few of the main cities, again, i have much of that stuff downloaded, with that intention.

 

  I also like the dawn of skyrim collection, but because I run "solitude Reborn" and "solitude city of trade" I had to install the individual mods rather than the collection as in "Dawn of Markarth",   "Dawn of Riften", "Dawn of Whiterun", and so on, but the dawn of skyrim mods are pretty much just Beatification mods.

 

  where "solitude Reborn" and "solitude city of trade", and "Expanded Towns And cities v14.2.10" add bar's, rooming house's, book store's,, and NPC to run them, and frequent them, as well as a treasury, under city sewers, and many more Kool things I like.

 

   There are so many good ones out there though, it is hard to pick just the right ones, but they do give a lot more population, and interesting places to go.

 

   That reminds me I also run "Populated cities 2" which is rather helpful along with the other city, and town mods that add more NPC as well, in having a more diverse clientele for my more promiscuous moments.. :blush:

 

   But I run them in profiles, and some profiles I don't install them. It depends I guess on the mods I intend to run, and what I have planed when I play.

 

   I will check JK's stuff out in another Profile again soon, but I really love these three "solitude Reborn" and "solitude city of trade", and "Expanded Towns And cities v14.2.10", and "Populated cities 2" >>Those are city & town mods I would hate to be without.

 

  EDIT>>> Oh! i wanted to re affirm that "Expanded Towns And cities v14.2.10" does work with "Cursed loot", it is just that there is a tent on the steps of the doll house, and a city wall going through one side of the house, but the door still functions fine, and all is good. ;)

I also use Populated Cities 2 and then add in the Populated Series of mods from here: http://www.nexusmods.com/skyrim/mods/73895/? so my cities are really well loaded, I pass people on the roads everywhere and I don't run into just pairs of enemies in dungeons, forts are especially well populated.

Posted

A random mod request.

Is it possible to add a variant of the veil that just seems like a normal blindfold sash?

 

How do I remove the ankle chains? None of the keys seem to open it.

 

Also, when I put on the steel shackle, I get no option to struggle/unlock etc.

 

Re-posting this as I prefer to know what the solution is to the last two problems.

Posted

 

A random mod request.

Is it possible to add a variant of the veil that just seems like a normal blindfold sash?

 

How do I remove the ankle chains? None of the keys seem to open it.

 

Also, when I put on the steel shackle, I get no option to struggle/unlock etc.

 

Re-posting this as I prefer to know what the solution is to the last two problems.

 

 

Ankle chains use standard Restraints keys.

 

Steel shackles don't have a "Struggle", instead, you'll get a "Try to Escape" option, which is basically the same, but if you have the key it will always succeed (as far as I can tell).

 

If that's not what you're seeing, then there's a problem with your install or something is conflicting.

 

Oh, and also note that Steel shackles by default use the same slot as Arm cuffs and can behave oddly if both get equipped.

Guest mrKenshi
Posted

Quest suggestion: another possible outcome for Sex Attacks is some sort of a bandit or a warlock slavery, that places the character into a dungeon with her new master, involving some cursed items of course. Maybe with other slaves too, they can help you escape or tell the master about a failed attempt... It also would be nice if the Damsel in distress was added as an option for solicication failure.

Posted

 

 

A random mod request.

Is it possible to add a variant of the veil that just seems like a normal blindfold sash?

 

How do I remove the ankle chains? None of the keys seem to open it.

 

Also, when I put on the steel shackle, I get no option to struggle/unlock etc.

 

Re-posting this as I prefer to know what the solution is to the last two problems.

 

 

Ankle chains use standard Restraints keys.

 

Steel shackles don't have a "Struggle", instead, you'll get a "Try to Escape" option, which is basically the same, but if you have the key it will always succeed (as far as I can tell).

 

If that's not what you're seeing, then there's a problem with your install or something is conflicting.

 

Oh, and also note that Steel shackles by default use the same slot as Arm cuffs and can behave oddly if both get equipped.

 

 

Normal Restraint Keys work. Ty for this.

 

The thing about the Steel Shackles is that I got no option at all. I press the keys but no box has appeared. No Arm Cuffs equipped. 

I installed it via NMM. Although, I am starting to suspect its an animation thing considering, I opened a draw and it starts using the default idle afterwards. 

Posted

Need in small fix

 

The Bound Queen

1. set player as owner of barrel in Nightgate Inn(key fragmen  has flag stolen)
2. remove all key fragments, after Julius make chastity key
3. remove all diary fragments, after Julius send us to secret room

Posted

 

I also use Populated Cities 2 and then add in the Populated Series of mods from here: http://www.nexusmods.com/skyrim/mods/73895/? so my cities are really well loaded, I pass people on the roads everywhere and I don't run into just pairs of enemies in dungeons, forts are especially well populated.

 

 

     I have been rather lax at adding any major city changes, they quite often muck up so many mods, so I sort of avoid them, at least till I really need something to re energize my game play.

 

   I have reached that point now, and am adding or testing some expansions, many of them are good, it is just a matter of personal taste, as I create my personal Skyrim fantasy

 

   I will check or look at that mod link. Thank You !

 

Posted

Is there a bodyslide file hanging around for the rubber gloves? They don't seem to align with the rubber suit and I don't have a slider set in my Bodyslide dropdown.

Posted

Is there a bodyslide file hanging around for the rubber gloves? They don't seem to align with the rubber suit and I don't have a slider set in my Bodyslide dropdown.

 

The gloves aren't actually meant to be worn together with the catsuit, so that would explain some minor clipping. I put in the slider sets for every item when I had them. Most people don't make slider sets for gloves or boots.

Posted

Got this "your smoking hot" or something, wonder that came from, but i bet it's from DCL since my PC end up in bondage sex. Poke around DCL MCM but i cant seem to find the settings for that. Any clue where it is?

Posted

Option "Equip items from inventory" is enabled.

I have armbinder fitted modified locks (easy to unequip)

You events equipping this armbinder and do not check locks.

It is to easy to escape from it.

 

May you add this check?

Posted

Got this "your smoking hot" or something, wonder that came from, but i bet it's from DCL since my PC end up in bondage sex. Poke around DCL MCM but i cant seem to find the settings for that. Any clue where it is?

 

Misogyny in the Public Indecency tab.

Posted

 

Is there a bodyslide file hanging around for the rubber gloves? They don't seem to align with the rubber suit and I don't have a slider set in my Bodyslide dropdown.

 

The gloves aren't actually meant to be worn together with the catsuit, so that would explain some minor clipping. I put in the slider sets for every item when I had them. Most people don't make slider sets for gloves or boots.

 

Ah, fair enough! It looks a little weird when the rubber doll quest puts them on over the suit, might try and create some.

Posted

 

Got this "your smoking hot" or something, wonder that came from, but i bet it's from DCL since my PC end up in bondage sex. Poke around DCL MCM but i cant seem to find the settings for that. Any clue where it is?

 

Misogyny in the Public Indecency tab.

 

 

Hmm..that's weird, i have misogyny disable since DCL 5.0. Anyway after enable it, i still not getting the same dialogue that i meant. I remember that you'll have three options after accepting the dialogue, like light & heavy bondage options.

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