Slorm Posted November 7, 2014 Posted November 7, 2014 Small bug to report. I'm doing Azura's Star so didn't want any devices fitted while looting as it's a tricky little quest for a squishy assassin/conjurer with all those damned mages around, so I set the base chance to 0% but still had one incident of a cursed event going off. I should have just switched the mod off for the trip but didn't, so thought I'd better let you know about this one
Kimy Posted November 7, 2014 Author Posted November 7, 2014 Small bug to report. I'm doing Azura's Star so didn't want any devices fitted while looting as it's a tricky little quest for a squishy assassin/conjurer with all those damned mages around, so I set the base chance to 0% but still had one incident of a cursed event going off. I should have just switched the mod off for the trip but didn't, so thought I'd better let you know about this one Knowing me, I probably confused "<" with "<=" in some expression. I will check it out.
MachineEater Posted November 8, 2014 Posted November 8, 2014 just finished the cursed collar quest and it was really good and yet it feel like somethings missing but that could be just me, i know that its made to be repeatable already but have you thought about making it more of a set of quests with an optional link to a captured dreams new slavery feature when its added or just the foundation for modders to do it themselves if not its still one of the best mods i'v played and its gotten a lot of features since i first downloaded it when it came out.
Slagblah Posted November 8, 2014 Posted November 8, 2014 Here's a couple of issues I've run into. First, the high security armbinder triggers the sharp item removal dialog (saying you freed yourself), yet doesn't remove the armbinder. I'd expect it to not trigger the dialog at all (or put up a different message saying you found something sharp but the armbinder resisted every attempt to cut it). The other issue occurs after I'm all done with the cursed collar quest (gift enabled). Once everything is removed and I'm naked again, I've found that the cursed collar effect is still active (no fast travel and I'm punished if I put on clothes). This has happened to me twice now on different characters. I think that it does get turned off briefly between the cursed item removal and arrival of the gift. Once I get the gift though, the effect is back full force, even when naked again. I can go into the MCM settings and turn off the restrictions, so it's not a total game-breaker. Of course this means that if (when) I get collared again, I won't be able to turn these settings back on. Does it make sense to verify that the collar is equipped during the periodic check? Or maybe there's some better way to ensure that the effect stays in sync with the wearing of the collar.
Kimy Posted November 8, 2014 Author Posted November 8, 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. The second thing isn't a bug, but working as intended. The debug switch is supposed to disable -screen- messages, not disable logging. The latter is quite useful for me when people post issues. I have a much easier time when I roughly know what portions of a log to examine. The first issue - that's a tough cookie, for the behavior in that case is probably caused by Papyrus's threading model. Version 2.4 will attempt to fix it, though.
Mord Sif Posted November 8, 2014 Posted November 8, 2014 Kimy, just had a slight hiccup. I got hit with the cursed collar and was on my way to the first location on horseback when I passed a Thalmor patrol. One of them decided to make use of me and things didn't quite go as planned After the animation finished my character sank down to ground level, off the horse. But when I tried to move I was still controlling the horse, with my character walking off in a different direction. Using things like tc and epc in the console couldn't get control back, and I couldn't remount or dismount with the usual key, so I had to reload. Again, I don't have papyrus logging active at the moment - sorry!
Slorm Posted November 8, 2014 Posted November 8, 2014 @Mord Sif I suspect this is a SL/Skyrim issue. I've had something like it if DH is switched on using Touring Carriages, the bandits can hook you out of the cart but the camera still thinks you're in it, so you're two places at the same time. It'll ctd if you leave it long enough.
Mord Sif Posted November 8, 2014 Posted November 8, 2014 @Mord Sif I suspect this is a SL/Skyrim issue. I've had something like it if DH is switched on using Touring Carriages, the bandits can hook you out of the cart but the camera still thinks you're in it, so you're two places at the same time. It'll ctd if you leave it long enough. Yeah, that makes sense. I've never had it trigger with DH because I always have a weapon or spell equipped when riding horses, and don't use Touring Carriages. I wonder if there's any way of setting things to detect if you're on horseback and then not allowing an assault to happen. I can switch them off completely in the MCM, I think, but I'd rather not do that as it's a really fun feature. Of course, I could just stop being lazy and actually walk...
Kimy Posted November 8, 2014 Author Posted November 8, 2014 Haha! I must admit I never tried testing Cursed Loot on horseback. It's not technically an issue with Cursed Loot, as I let SexLab handle the animations, but I will see if I can put in a workaround for that, somehow.
MrBig Posted November 8, 2014 Posted November 8, 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? I'm also getting this issue. Does anyone have a fix? I've tried equipping belt through console but that doesn't work
MachineEater Posted November 9, 2014 Posted November 9, 2014 i don't have that problem but after going to continue my game i noticed that i cant' equip armor loaded earlier saves and it seems that its ever the bra or the harness that coursed it and it doesn't stop when i get released form the cursed items and equipped with the gift and i cant try it without the gift because i don't have a save that far back to turn it off and the key i consoled in doesn't work. edit: it's ok now i found the problem it was another mod interfering.
Nefim Posted November 9, 2014 Posted November 9, 2014 I am at the point where I believe everything is working fine for me with the exception of trying to put multiple items on my char. Granted, I haven't really triggered any events either but I have my Cursed loot chance set at 1% because I got tired of finding cursed objects in every other chest.... To those having problems with not being able to equip an item after removing a belt or bra etc. what is generally happening is.. either the item is removed and the effect stays OR the item stays and the Effect is removed. This can happen ... go to console and make sure your char is selected. Make sure that you do not have anything related to a quest equipped. While usually the captured dreams custom belt and collar tend to requip as soon as you do this trick, it might not... and I don't want to be responsible for making things worse so try and pay it off... Once your char is selected in the console... Type Showinventory This will show everything you own and wearing. Worn objects have Worn by them. there will also be some items listed but with no names.. just numbers. Ignore those for now ( other mods tend to equip invisible objects on your char to attach certain effects and removing those could break a diff mod ) Now you could hunt down every thing you are wearing ( it says you are wearing) and remove them but. it is easier just to type ... Unequipall This will remove EVERYTHING you are wearing. It will however ignore those items that are just numbers. This should fix the problem with things unequiping because something invisible is in the slot ..or something being equipped when it isn't ( I.E you have slave boots on but you can put your boots right over it ... it says they are now unequipped but your char still has them on if you remove boots... ) Edit: forgot to mention, the custom collars and belts etc from captured dreams ( they say they are custom and have the captured dream icosn) tend to re-quip themselves so you should be safe... however, I gave the warning above.... As a last resort you can then fall back to Doing showinventory but this time using the remove command. Removeitem ( Item number) will remove it regardless of numbers or not... removeitemsall ( I think that's the command... haven't really had to use it..) will remove all the numbers etc. This should be a last resort to trying to fix item problems due to the end result of removing something needed to be there for another mod... Anyway.. This is how I fix 99% of my problems related to misfiring devices, my own stupid antics lol, and mod issues between items.... Later Days
Kimy Posted November 9, 2014 Author Posted November 9, 2014 Version 2.4- Added: The Cursed and High Security sets looks got polished (literally - they are really shiny now!!!), courtesy by Coopervane! - Added: The key drop mechanism has been overhauled. Instead of your inventory, keys are now getting put into the containers or bodies you are looting. So you can actually see the keys in there, instead of getting a dialogue window! A cursed loot event might still happen -after- you loot a container you found a key in. Also, you can now assign weights to the different type of common keys (chastity keys, restraints keys, and piercing tools) in MCM.- Added: The Slave Collar got a new escape mechanism. It now takes up to three different components to get out of it. Sex, Drugs and Rock and Rol...errr, no, not quite like that. But it certainly involves sex. That and the collar might want to be locked on you for a certain number of days before you can even try to unlock it. Oh right...and the key. Don't forget about that. The catch is that you won't know how many sex acts or days being locked in it it takes before you will even have a chance to find the key to finally get rid of the thing (fear not, you can configure the intervals freely in MCM!). Isn't it great to be locked into restraints and have no idea when and even if you will be released?- Added: The Slave Collar got a new powerful magic enchantment that will help its naked subject to survive combat without wearing armour (read: it will buff you significantly). In return, the slave collar can no longer be set to enforce nudity only in cities.- Added: You can now offer yourself for tips to whoever might be interested in having you. But only if you're not wearing a chastity belt - people aren't all that interested in having sex with a girl when her private parts are locked away! There is no guarantee that they will like what they see, though. Some might even object to you whoring around and put a sudden end to it by locking you into a chastity belt. Life can be so complicated! And yes, while this particular new feature is mainly aimed to support the new slave collar mechanism, it is also an arousal management tool. Masturbating all the time to keep your arousal in check stops being fun after a while. At least this one comes paired with a little bit of thrill!- Added: General Cursed Event chances can now be set in increments of 0.1%- Fixed: FaceGen data is now getting installed in the proper directory.- Fixed: MCM toggle for Estrus for Skyrim support now recognizes the mod's presence correctly when EC+ is not installed and no longer disables it.- Fixed: Added some missing effects to cursed/high security slave boots and armbinder- Fixed: Added a safety check to make sure incomplete or broken Aradia installations no longer cause DDI errors.- Fixed: You now have to equip the cursed plugs provided with the cursed chastity belt to be able to put it on.- Fixed: Added some missing world models to Cursed and High Security sets.- Fixed: Cursed Loot events no longer trigger when their chance to occur is set to zero (doh!) Please note that you need to install the newest version of DD Expansion (v.1.1.5) to make the new textures on the custom items work correctly!!
Slorm Posted November 9, 2014 Posted November 9, 2014 I'm not using DDftM anymore only DCL for keys, but for those who do will the new key drop interfere as DDftM also places keys (converted glowing ring tokens iirc) into the container as well? Thanks for another great update
Kimy Posted November 9, 2014 Author Posted November 9, 2014 I'm not using DDftM anymore only DCL for keys, but for those who do will the new key drop interfere as DDftM also places keys (converted glowing ring tokens iirc) into the container as well? Thanks for another great update They shouldn't get in each other's way at all. Cursed Loot would add a key, and FtM would add another, maybe.
Richard1234 Posted November 9, 2014 Posted November 9, 2014 Cool, a new update Also a question: has anybody ever run into the problem that bandits and the like are no longer hostile? I noticed this after I fnished the cursed collar quest (which was absolutely great!). A save before the quest started works perfectly fine. I also run deviously helpless, which has a mechanism to make bandits not hostile. So that one might be the actual cause of the problem.
Tregarin Posted November 9, 2014 Posted November 9, 2014 - Added: The key drop mechanism has been overhauled. Instead of your inventory, keys are now getting put into the containers or bodies you are looting. So you can actually see the keys in there, instead of getting a dialogue window! Nice... less interruptions is good! A cursed loot event might still happen -after- you loot a container you found a key in. Also, you can now assign weights to the different type of common keys (chastity keys, restraints keys, and piercing tools) in MCM. Ooooooo.... that's just evil... just when you've trained us all to feel secure knowing that if you get a key you're not getting a trap, you pull this on us. I like it! - Fixed: MCM toggle for Estrus for Skyrim support now recognizes the mod's presence correctly when EC+ is not installed and no longer disables it. Welp... time to go get tentacle raped... back in a bit! :edit: Masturbating all the time to keep your arousal in check stops being fun after a while. A phrase I never thought I'd see...
Kimy Posted November 9, 2014 Author Posted November 9, 2014 Cool, a new update Also a question: has anybody ever run into the problem that bandits and the like are no longer hostile? I noticed this after I fnished the cursed collar quest (which was absolutely great!). A save before the quest started works perfectly fine. I also run deviously helpless, which has a mechanism to make bandits not hostile. So that one might be the actual cause of the problem. There is no way Cursed Loot can be responsible for that, since I don't manipulate factions anywhere in the code. If Deviously Helpless did that - just use its built-in reset function and bandits should be properly evil again.
Slorm Posted November 9, 2014 Posted November 9, 2014 Sorry to ask this but I seem to have a mental block with weights rather than percentages. I want my old setting of 33% chance for a chastity key so should I have the weighting set to chastity 33 restraint 67 or chastity 33 restraint 100?
Richard1234 Posted November 9, 2014 Posted November 9, 2014 Cool, a new update Also a question: has anybody ever run into the problem that bandits and the like are no longer hostile? I noticed this after I fnished the cursed collar quest (which was absolutely great!). A save before the quest started works perfectly fine. I also run deviously helpless, which has a mechanism to make bandits not hostile. So that one might be the actual cause of the problem. There is no way Cursed Loot can be responsible for that, since I don't manipulate factions anywhere in the code. If Deviously Helpless did that - just use its built-in reset function and bandits should be properly evil again. Ah, that fixed it. Thanks for the tip!
Kimy Posted November 9, 2014 Author Posted November 9, 2014 Sorry to ask this but I seem to have a mental block with weights rather than percentages. I want my old setting of 33% chance for a chastity key so should I have the weighting set to chastity 33 restraint 67 or chastity 33 restraint 100? Set chastity to 33 and split up 67 between piercing and restraints in any way you see fit. It's nicely comparable to % if you assign the weights to sum up to 100.
thingwhatsqueaks Posted November 9, 2014 Posted November 9, 2014 Cool, a new update Also a question: has anybody ever run into the problem that bandits and the like are no longer hostile? I noticed this after I fnished the cursed collar quest (which was absolutely great!). A save before the quest started works perfectly fine. I also run deviously helpless, which has a mechanism to make bandits not hostile. So that one might be the actual cause of the problem. There is no way Cursed Loot can be responsible for that, since I don't manipulate factions anywhere in the code. If Deviously Helpless did that - just use its built-in reset function and bandits should be properly evil again. Having had a similar issue recently it's likely caused by an animation getting interrupted. If bandits greet the player with clapping then this is almost certainly what happened and yes, resetting the likely culprit will most likely solve the problem (though this may require extensive waiting for the cells to respawn; I think that's how that works).
darkfender666 Posted November 9, 2014 Posted November 9, 2014 If possible would be great in next version an Emergency reset for collars so you can remove them if something bugs. Happened to me while upgrading with a collar that the collar became bugged.. (i know my fault ...). But if it bugs and you have to pass lot of times etc before being sure the mod works is really frustrating
Kimy Posted November 9, 2014 Author Posted November 9, 2014 If possible would be great in next version an Emergency reset for collars so you can remove them if something bugs. Happened to me while upgrading with a collar that the collar became bugged.. (i know my fault ...). A 'safeword' function doing exactly that is on my to-do list.
saintdie Posted November 9, 2014 Posted November 9, 2014 Some might even object to you whoring around and put a sudden end to it by locking you into a chastity belt. Life can be so complicated! An alternate suggestion would be that instead of folks locking you up in belts they could report you for a crime. This could be prostitution or they could just make something up. Who is the guard going to believe? The upstanding citizen or the slave who is now under arrest?
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