Slorm Posted November 3, 2014 Posted November 3, 2014 I suspect this is just the RNG (which is the bane of my life) but I've noticed that since enabling the piercing tool (at 5%) hardly any restraint/chasity keys are spawning (also at 5%). I've tested by setting to 100% and then they both spawn, but with normal play I've had 1 chastity and 2 restraint keys as against around 8 or 9 piercing removal keys. I'm sure it's nothing but might be worth checking if the overall odds are being reduced in some way.
Riderofanarchy Posted November 3, 2014 Posted November 3, 2014 I found the Captured Dreams shop but the owner won;t sell me keys cause she thinks I'm a slave.
Slagblah Posted November 3, 2014 Posted November 3, 2014 I found the Captured Dreams shop but the owner won;t sell me keys cause she thinks I'm a slave. Talk to one of the assistants (Tessa or Nissa). One of them will help you.
Riderofanarchy Posted November 3, 2014 Posted November 3, 2014 I tried but they don't help either. They don't have to option to help me out of the bra and cuffs
Kimy Posted November 3, 2014 Author Posted November 3, 2014 I suspect this is just the RNG (which is the bane of my life) but I've noticed that since enabling the piercing tool (at 5%) hardly any restraint/chasity keys are spawning (also at 5%). I've tested by setting to 100% and then they both spawn, but with normal play I've had 1 chastity and 2 restraint keys as against around 8 or 9 piercing removal keys. I'm sure it's nothing but might be worth checking if the overall odds are being reduced in some way. Piercing tools are calculated with a separate roll, so I don't think so. I wanted to rewrite that function for a while now, though.
Kimy Posted November 3, 2014 Author Posted November 3, 2014 I tried but they don't help either. They don't have to option to help me out of the bra and cuffs You need to talk to one of the slaves (Kara?), she will send you to the orc smith, who will, for a fee, break open your restraints. The restrictive items (gag, armbinder etc.) the Master will take off you, but her services aren't cheap.
Slorm Posted November 3, 2014 Posted November 3, 2014 I found the Captured Dreams shop but the owner won;t sell me keys cause she thinks I'm a slave. Also: You need to read the three notes before talking to Kara
xboronx Posted November 3, 2014 Posted November 3, 2014 Copied these ideas to my "Devious Book of Ideas". I am sure they will show up in the game sooner or later. My focus for developing Cursed Loot now indeed is adding more interesting custom items with interesting mechanics that will spice up people's Skyrim experience. Or...well...restrict it a little. You get the idea. About the yoke - I am pretty sure it will show up in Cursed Loot one day. One way or the other. Thanks:). You are already spicing up my Skyrim experience a lot. I like the direction you are going to.
Slorm Posted November 3, 2014 Posted November 3, 2014 I wonder how the yoke would work game wise as the pc wouldn't be able to use their arms, weapons etc, so it would seem in danger of becoming another game breaker like the blindfold. The armbinder works as it's a time sink that endangers the pc but it can be removed without keys, I would think the yoke would need a similar mechanism (something like the pc would have to smash it against walls until it breaks, so taking damage and breaking Sneak)
thingwhatsqueaks Posted November 4, 2014 Posted November 4, 2014 I wonder how the yoke would work game wise as the pc wouldn't be able to use their arms, weapons etc, so it would seem in danger of becoming another game breaker like the blindfold. The armbinder works as it's a time sink that endangers the pc but it can be removed without keys, I would think the yoke would need a similar mechanism (something like the pc would have to smash it against walls until it breaks, so taking damage and breaking Sneak) Are there enough woodcutters in the game to have them designated as the persons to see to have such a device removed? Sawmills?
Slagblah Posted November 4, 2014 Posted November 4, 2014 I have a problem with the high security gag when used in conjunction with DD Restrained. Once it's been equipped, I only get DD Restrained's "Mmph!" dialog options from everyone, including all blacksmiths. I cannot get to the high security removal dialog with blacksmiths at all. Furthermore, it seems that DD Restrained cannot remove the high security gag itself. It consistently leaves the gag off of the list of devices that can be removed (due to the BlockGeneric keyword). Obviously, this leaves me gagged with no way to remove it (short of consoling myself a high security key). Clearly though, removing the BlockGeneric flag is the wrong solution. It would be better to be able to bypass the "Mmph!" of DD Restrained when dealing with blacksmiths, but I'm not sure how to do that. I did try switching the load order so that Cursed Loot came after Restrained, but that had no affect. On another note, I really like the high security restraints, but I don't like that they're removed entirely by the blacksmith. I can understand why this is though (they were destroyed in the process of removing them), but perhaps you could add an option to ask that they be removed non-destructively for an additional fee (double?) In this case, a high security key would be created and either sold to the player or kept by the smith. And when the smith keeps it, they become your key-holder and will then be able to remove high security restraints for less gold and/or for sexual services.
Kimy Posted November 4, 2014 Author Posted November 4, 2014 Mind you that DD Restrained doesn't seem to get updated anymore. I have to admit that I never tested Cursed Loot for compatibility with it. But it will -not- be able to remove any of the high security items. No third party mod will, as the High Security items are custom DD items, not quite using the same mechanics. I have tested Cursed Loot with the official gag dialogue that comes with DD Integration and it does work with it. Any other gag mod is likely to mess up things. Reading your report, I might formally declare Cursed Loot incompatible with DD Restrained with the next release.
kurotatsu Posted November 4, 2014 Posted November 4, 2014 Yes, DD restrained is outdated terribly, and DD integrated gag dialog is great, much better than DD Restrained one. About bondage items number arousal influence - I'd still want to have some way to tune it. So I guess adding slider for it is necessary evil
Slorm Posted November 4, 2014 Posted November 4, 2014 Couple of things I noticed while testing DCL on a new game 1/ Not sure if this is a bug or a feature but the explosive chest only blows equipment off the pc for a normal cursed loot event, however it doesn't for the Flashbang event (I love that effect) 2/ Bodies explode as well as containers for cursed loot event which seems a bit odd One request, for the flashbang event once the bandits have finished can we have a setting that defaults back to cursed loot setting (minimum and maximum devices fitted) as if tie up is set then you get a full set at the moment and nothing if tie up is unchecked EDIT: Also it would be good if there was a slider to adjust the weighting for an explosion as against the normal cursed loot text screen EDIT2: As the cursed collar quest has a low default chance, rather than just upping the weighting it might be an idea to have a quest start for the first time around. Something like a mysterious treasure note that leads the pc to a cursed chest which fits the collar. Note could be delivered by courier or something Hulda gives the pc.
Slagblah Posted November 4, 2014 Posted November 4, 2014 I have tested Cursed Loot with the official gag dialogue that comes with DD Integration and it does work with it. Any other gag mod is likely to mess up things. Reading your report, I might formally declare Cursed Loot incompatible with DD Restrained with the next release. Yes, DD restrained is outdated terribly, and DD integrated gag dialog is great, much better than DD Restrained one. Thanks, I had no idea that some form of gag speech had been built into Integration. I've been using Restrained since before that was the case and never noticed speech going in to Integration since Restrained loaded after and overrode it. I disabled Restrained for a quick test this morning and that works better (at all) for this issue. I'll have to see how it plays out in the long run, but I suspect I'll leave it off as I was relying on it too much anyways.
Kimy Posted November 4, 2014 Author Posted November 4, 2014 The integrated gag dialogue is better anyway, save for one feature I sorely miss, which is the chance that you can be "misunderstood" when trying to communicate and the other person thinks you wanted sex instead of getting helped out of the gag. That was really a fun element that added a bit of risk and uncertainty when gag-talking.
Kimy Posted November 4, 2014 Author Posted November 4, 2014 Couple of things I noticed while testing DCL on a new game 1/ Not sure if this is a bug or a feature but the explosive chest only blows equipment off the pc for a normal cursed loot event, however it doesn't for the Flashbang event (I love that effect) 2/ Bodies explode as well as containers for cursed loot event which seems a bit odd One request, for the flashbang event once the bandits have finished can we have a setting that defaults back to cursed loot setting (minimum and maximum devices fitted) as if tie up is set then you get a full set at the moment and nothing if tie up is unchecked EDIT: Also it would be good if there was a slider to adjust the weighting for an explosion as against the normal cursed loot text screen EDIT2: As the cursed collar quest has a low default chance, rather than just upping the weighting it might be an idea to have a quest start for the first time around. Something like a mysterious treasure note that leads the pc to a cursed chest which fits the collar. Note could be delivered by courier or something Hulda gives the pc. 1 - works as intended, at least so far. The bandits are supposed to undress you. I wish a had a proper animation for that... 2 - While it's true that exploding traps on bodies are a tad unrealistic, the flash bang animation is mainly meant as an alternative for people who don't like the standard dialogue-based trap (and yes, I got this request since Cursed Loot 1.0). Which is why in this particular case I shall cast an Illusion of Disbelief spell on the fact that probably nobody would carry a dead man's trigger that would turn your own body into a deadly trap when you die. Edit1 - I could do that Edit2 - You mean a mechanism that could be used to force-start the Cursed Collar quest instead of using the chance sliders? Well, it's certainly doable, but keep in mind that all you have to do now is setting the chance to 100%, get collared, and then set back the sliders to their original value.
Slorm Posted November 4, 2014 Posted November 4, 2014 Edit2 - You mean a mechanism that could be used to force-start the Cursed Collar quest instead of using the chance sliders? Well, it's certainly doable, but keep in mind that all you have to do now is setting the chance to 100%, get collared, and then set back the sliders to their original value. Setting it to 100% is what I've done (I'm just waiting for it to go off now ), but what I was thinking of was an additional trigger which is game/story based to bring it into play rather than only being just chance based, as it's a quest in it's own right.
Tregarin Posted November 4, 2014 Posted November 4, 2014 probably nobody would carry a dead man's trigger that would turn your own body into a deadly trap when you die. Oh, I dunno... if I wanted to be a complete git to whoever managed to kill me I'd do exactly that....
Kimy Posted November 4, 2014 Author Posted November 4, 2014 probably nobody would carry a dead man's trigger that would turn your own body into a deadly trap when you die. Oh, I dunno... if I wanted to be a complete git to whoever managed to kill me I'd do exactly that.... Good point, but personally I'd be too scared that the thing has a bug and might explode in my face eventually.
Khe Posted November 4, 2014 Posted November 4, 2014 [10/31/2014 - 11:31:21PM] [DCUR] Looted a container.[10/31/2014 - 11:32:16PM] [DCUR] Cursed Loot event fired. with debug mode off. you forgot more conditions. my recommendation: dump all your debug messages through this function. saves you the hassle of checking every line later on...it's helped me quite a bit. function dbgMsg(string msg) if gDebugMode.GetValueInt()==1 debug.trace(msg) endif endfunction EDIT: and because I didn't see this note on the bottom of my notes: "also, 3x of the same exact item on the main character." in other words...for some reason it keeps giving my main character stuff, and not my followers. gave me 3 padded silver chastity belts, and the message when it fired had the chastity belt message 3 times. rather weird...
jwind Posted November 5, 2014 Posted November 5, 2014 Hi there, I love the new changes to CL. In particular I would like to try the "Estrus" features. However the estrus-enable bug is kind of a deal breaker. I am sure you are hard at work on 2.4, and it will be great, but is there any chance of a hotfix for estrus-enable in the meantime? Thanks,
Slorm Posted November 5, 2014 Posted November 5, 2014 Noticed a small glitch which fixed itself on a reload in the Deep Dark Dungeon Sheogorath reappears and the pc can mphh at him and the key didn't spawn in the barrel. On the first reload the same happened but the key was in the barrel, on second reload everything worked correctly The mission itself is brilliant with a nice ending
bradleyh Posted November 5, 2014 Posted November 5, 2014 The Irony of being followed by the Mad Woman (pre-Wabbajack) while travelling to do the Cursed Collar Quest, and Her Dialogue about the Master being on Vacation in Solitude The only problem I ran into was a Chest not appearing in Dragonsbridge. The Marker was over the Chest, but the Chest was not visible and unopenable. A Quicksave fixed the Chest being invivsible and unopenable.
EnragedRabisu Posted November 5, 2014 Posted November 5, 2014 I'll be surprised if this hasn't been mentioned yet, but would it be possible to have the number of restraints (max and min) multiplied by your arousal as well (using arousal as a percentile instead of a normal number would suit this best)? Perhaps using a similar weighting slider as the loot chance option. While this sounds like a fun idea, I have been accused of over complicating my mechanics already. *giggles* I will take a note of this and think about whether I can make use of the idea without adding any more toggles and sliders to that MCM page. In my opinion, the mechanics can never be too complicated, particularly when it comes to customization. Besides, I think we all need another reason to keep our arousal down (or up ) Is it possible to add some sort of ini file for mods in Skyrim? I haven't looked into modding at all, but if you could put some of the more advanced configurations out-of-game in a file, then those that still want to mess with them would still have some extra options without making the menu too cluttered for everyone else. If that's not possible, maybe give us an 'advanced' tab for some of the less popular (but still totally awesome) options? Hopefully one of these suggestions could be a good compromise for everyone.
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