Slorm Posted November 5, 2014 Posted November 5, 2014 Just tested explosions and if the pc is in sneak then it looks like it's not broken (pc goes back into sneak like the problem we had before). It doesn't matter if weapon is drawn or not.
Kimy Posted November 5, 2014 Author Posted November 5, 2014 Just tested explosions and if the pc is in sneak then it looks like it's not broken (pc goes back into sneak like the problem we had before). It doesn't matter if weapon is drawn or not. Yes, that could be. The explosions use a different path in the routine handling the cursed loot event. I will see if I can fix this.
Slorm Posted November 5, 2014 Posted November 5, 2014 Yes, that could be. The explosions use a different path in the routine handling the cursed loot event. I will see if I can fix this. Many thanks, that explosion sound is enough to wake the (un)dead so sneak should be broken
Riderofanarchy Posted November 5, 2014 Posted November 5, 2014 I have a problem. If you removed some plugs from your inventory but the game failed to register so now you have this pair if irremovable plugs on your character that are still working, how do you get rid of them?
Kimy Posted November 5, 2014 Author Posted November 5, 2014 I have a problem. If you removed some plugs from your inventory but the game failed to register so now you have this pair if irremovable plugs on your character that are still working, how do you get rid of them? That's a likely a case of a known DDI bug. Put the plug back in your inventory, then re-equip it in the console with player.equipitem. That should fix it.
Kimy Posted November 5, 2014 Author Posted November 5, 2014 Yes, that could be. The explosions use a different path in the routine handling the cursed loot event. I will see if I can fix this. Many thanks, that explosion sound is enough to wake the (un)dead so sneak should be broken Well, the problem is not to ruin the entire animation with it. Apparently I need to play the weapon sheathing animation before sending the character to her knees to properly break stealth, at least I haven't found another solution that worked. Falling to your knee 2-3 seconds -after- the explosion looks silly, though. It looks equally silly to sheathe the weapon before the explosion too, unless your character is a psychic. How is your thief searching containers with a weapon drawn anyway?
Slorm Posted November 5, 2014 Posted November 5, 2014 Yes, that could be. The explosions use a different path in the routine handling the cursed loot event. I will see if I can fix this. Many thanks, that explosion sound is enough to wake the (un)dead so sneak should be broken Well, the problem is not to ruin the entire animation with it. Apparently I need to play the weapon sheathing animation before sending the character to her knees to properly break stealth, at least I haven't found another solution that worked. Falling to your knee 2-3 seconds -after- the explosion looks silly, though. It looks equally silly to sheathe the weapon before the explosion too, unless your character is a psychic. How is your thief searching containers with a weapon drawn anyway? If it's a chest then she doesn't (I always put away weapons as two hands are needed) but an urn or sack she can do one handed. With the explosion even if she's unarmed sneak isn't broken though, she stands to put on the devices then goes back into sneak. The explosion usually disarms her in any case as well as stripping off armour
Kimy Posted November 5, 2014 Author Posted November 5, 2014 Yes, that could be. The explosions use a different path in the routine handling the cursed loot event. I will see if I can fix this. Many thanks, that explosion sound is enough to wake the (un)dead so sneak should be broken Well, the problem is not to ruin the entire animation with it. Apparently I need to play the weapon sheathing animation before sending the character to her knees to properly break stealth, at least I haven't found another solution that worked. Falling to your knee 2-3 seconds -after- the explosion looks silly, though. It looks equally silly to sheathe the weapon before the explosion too, unless your character is a psychic. How is your thief searching containers with a weapon drawn anyway? If it's a chest then she doesn't (I always put away weapons as two hands are needed) but an urn or sack she can do one handed. With the explosion even if she's unarmed sneak isn't broken though, she stands to put on the devices then goes back into sneak. The explosion usually disarms her in any case as well as stripping off armour Yes, I can break the sneak easy and fast enough, but sheathing a drawn weapon will take around 2 seconds to do before I can start another animation and it bugs out if I start a new animation before the weapon is properly sheathed. There might be a workaround for this, but I am not aware of any.
Slorm Posted November 6, 2014 Posted November 6, 2014 Yes, I can break the sneak easy and fast enough, but sheathing a drawn weapon will take around 2 seconds to do before I can start another animation and it bugs out if I start a new animation before the weapon is properly sheathed. There might be a workaround for this, but I am not aware of any. Breaking sneak would be good but I assume from what you're saying this is only easy for an unarmed pc. Now for really stupid noob question, as the explosion disarms the pc (weapon is usually blown away) can that not be used for the start of the routine that breaks sneak as the pc is then unarmed at that point.
Asrienda Posted November 6, 2014 Posted November 6, 2014 What tag do I need for my custom home's storage to make it not set off cursed loot?
Kimy Posted November 6, 2014 Author Posted November 6, 2014 What tag do I need for my custom home's storage to make it not set off cursed loot? loctypeplayerhome
Asrienda Posted November 6, 2014 Posted November 6, 2014 Where do you put that in the CK? Nevermind, figured it out, thanks!
Kimy Posted November 6, 2014 Author Posted November 6, 2014 Yes, I can break the sneak easy and fast enough, but sheathing a drawn weapon will take around 2 seconds to do before I can start another animation and it bugs out if I start a new animation before the weapon is properly sheathed. There might be a workaround for this, but I am not aware of any. Breaking sneak would be good but I assume from what you're saying this is only easy for an unarmed pc. Now for really stupid noob question, as the explosion disarms the pc (weapon is usually blown away) can that not be used for the start of the routine that breaks sneak as the pc is then unarmed at that point. Blasting off their weapons takes considerably less time than sheathing it, but a lot of people have disabled this in MCM because they don't want to look for their stuff somewhere in Morrowind. The mechanism needs to handle sheathing, too.
Slorm Posted November 6, 2014 Posted November 6, 2014 Blasting off their weapons takes considerably less time than sheathing it, but a lot of people have disabled this in MCM because they don't want to look for their stuff somewhere in Morrowind. The mechanism needs to handle sheathing, too. He he, that's bit I like, though I have to say that I do switch it off in outside areas like Valtheim Towers
Reson Posted November 6, 2014 Posted November 6, 2014 I... neat mod! And it seems to work really well, too. Certainly this isn't a technical issue I'm posting about. But I wanted to ask.. Is there a way to completely disable the General/Basic Devices, without disabling the Special Events or giving the special stuff a probability of 1% or higher? I'm afraid I've not.. really been able to reconcile the general stuff with the feel I want to go for, but I'd really like to keep the 'Special' stuff, albeit a low a chance. I've tried un-checking everything under General Devices, however that.. seems to have had the opposite effect; a triggered event seems to just pick from any of them now rather none. The best I can seem to do is set the chance of a special event to 100% so it effectively overrides the normal stuff, but seeing as I was hoping for at most a 0.1% chance of triggering a special event if not lower and the basic chance only goes as low as 1%.. Any suggestions/am I missing something? Sorry, I tried searching the topic but didn't find anything helped, in the end.
Slorm Posted November 6, 2014 Posted November 6, 2014 I... neat mod! And it seems to work really well, too. Certainly this isn't a technical issue I'm posting about. But I wanted to ask.. Is there a way to completely disable the General/Basic Devices, without disabling the Special Events or giving the special stuff a probability of 1% or higher? I'm afraid I've not.. really been able to reconcile the general stuff with the feel I want to go for, but I'd really like to keep the 'Special' stuff, albeit on as low a chance as I think was intended by default if not lower. I've tried unchecking everything under General Devices, however that.. seems to have had the opposite effect; a triggered event seems to just pick from any of them now rather none. The best I can seem to do is set the chance of a special event to 100% so it effectively overrides the normal stuff, but seeing as I was hoping for at most a 0.1% chance of triggering a special event if not lower and the basic chance only goes as low as 1%.. Any suggestions/am I missing something? Sorry, I tried searching the topic but didn't find anything helped, in the end. You're already on the right track. Let's say you want to set specials to a flat chance of 1% 1/ In General set Basic Cursed Loot chance to 1 2/ In General set Arousal Weight to 0 3/ In Special set Base Special Encounter chance to 100% This will give a 1% chance of an event which will always be a Special event I'm sure Kimy will fill in anything I've missed but I think this is all you'll need Have lots of fun
Reson Posted November 6, 2014 Posted November 6, 2014 You're already on the right track. Let's say you want to set specials to a flat chance of 1% 1/ In General set Basic Cursed Loot chance to 1 2/ In General set Arousal Weight to 0 3/ In Special set Base Special Encounter chance to 100% This will give a 1% chance of an event which will always be a Special event I'm sure Kimy will fill in anything I've missed but I think this is all you'll need Have lots of fun Thanks! Yes this is about what I've tried.. and in truth it is working. I'm basically just whingeing about wanting the chance to be below 1% (which is still a pretty significant chance given the number of containers poked through in any one dungeon). Say, for instance, under normal circumstances you have a 1% special chance and a 10% Basic chance.. That's, what, roughly a 1/1000 chance of triggering a special event? Worse? Since you have to overcome two checks. But if you have the Special chance set to 100% (as it seems you have to to override the General stuff), then the lowest chance you can have of triggering an event is 1% because you can only have that first check, and its chance setting doesn't go lower than 1. Even the modifiers (which I believe don't work on everything anyway) don't seem to be able to push it into the decimals unless the Debug readout is just showing >0.5 as 1% and <0.5 as 0%. So yes, in short, if I could set the Basic chance below 1% as I can the chance of triggering a special event, I'd be laughing. Sadly I can't x.x And I lack the know-how to fiddle with stuff beyond the MCM settings.
Slorm Posted November 6, 2014 Posted November 6, 2014 @Reson Ah, I see what you're after now. Kimy can advise better but if you uncheck all the normal devices that can be fitted (cuffs, belt etc.) then you may get what you want as the normal event would fail as it would have no devices to fit so leaving only the Specials
Kimy Posted November 6, 2014 Author Posted November 6, 2014 I do plan to allow chances < 1% for the general events, like you can already do for the special events. I am not sure if it will make it into 2.4, but probably the version after.
Reson Posted November 6, 2014 Posted November 6, 2014 @Reson Ah, I see what you're after now. Kimy can advise better but if you uncheck all the normal devices that can be fitted (cuffs, belt etc.) then you may get what you want as the normal event would fail as it would have no devices to fit so leaving only the Specials Therein lies the trouble! x.x That's exactly what I've done.. however something must be wonky with my setup because the mod responds to my un-checking all the normal devices by acting as if I'd left all of them checked. It works properly if I have some checked and some not, though. Still.. in response to Kimy, glad to hear the lower chances are being considered! If it comes down to it then I'll just have to wait for that, I suppose. Thanks!
loverope95 Posted November 6, 2014 Posted November 6, 2014 i got stuck in many dungeon and face endless rape , tks for the great mod , much more fun when do quest
Osscollettss Posted November 6, 2014 Posted November 6, 2014 I can't to complete cursed collar quest on stage then 'needs to lock youself into the Cursed Chastity Belt'. When I dress up plugs and piercing from the chest and trying to lock belt on the my character I see the message 'You must be plugged and pierced befor putting on the belt!' and belt don't locks. Is it broken script оr bug of CL?
Riderofanarchy Posted November 7, 2014 Posted November 7, 2014 ok Now I have yet another problem. I did this Quest from the Dream shop to give something to the Jarl of Falkreath, I did that but the moment I got out my controls locked up and I was forced back into the house and now nothing is Happening.
Kimy Posted November 7, 2014 Author Posted November 7, 2014 ok Now I have yet another problem. I did this Quest from the Dream shop to give something to the Jarl of Falkreath, I did that but the moment I got out my controls locked up and I was forced back into the house and now nothing is Happening. This sounds like a Captured Dreams issue to me, no?
Khe Posted November 7, 2014 Posted November 7, 2014 just a friendly poke. have you looked into 3 of the same item getting added to the player at the same time yet? EDIT: me and my fail memory. I always forget something. Also, please fix this part at some point. I have debug messages set to OFF and this shouldn't be showing: [11/07/2014 - 10:48:47AM] [DCUR] Looted a container.[11/07/2014 - 10:48:51AM] [DCUR] Cursed Loot event fired.[11/07/2014 - 10:50:04AM] [DCUR] Looted a container.[11/07/2014 - 10:50:06AM] [DCUR] Cursed Loot event fired.[11/07/2014 - 10:50:57AM] [DCUR] Looted a container.[11/07/2014 - 10:51:00AM] [DCUR] Cursed Loot event fired.[11/07/2014 - 10:51:05AM] [DCUR] Looted a container.[11/07/2014 - 10:51:08AM] [DCUR] Cursed Loot event fired.
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