Jump to content

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


Recommended Posts

Posted

 

Sorry to be such a pain in the butt, but how's the patch coming up with the slave collar fix? It's starting to itch after 40 hours of game time! (^__^)

 

My character is getting sad:

 

 

2UJb3Vll.png

 

 

 

*Edit: Or is there a way to remove the collar in 2.4 or re-active the effects?

 

Poor thing. She will soon be locked up properly again! :P

 

My to-do list for 2.5 is empty. The patch will be released soon. As in really soon. I am just testing a few last things, really.

 

 

Yay! That means like.. today? :D

*Happy dance*

Posted

 

Yay! That means like.. today? :D

*Happy dance*

 

 

Yes! :P

 

Version 2.5

- Added: Added Red/White custom slave harnesses to the drop list

- Added: Added Red/White blocking blindfolds to the drop list

- Added: MCM toggle to disable solicitation for tips or allow it only when collared.

- Added: The Cursed Collar quest can now be triggered directly by picking up the cursed collar in Fort Greymoor Prison.

- Added: MCM toggle for disabling debug log messages

- Added: Weight sliders for setting drop chances for panel, ball and ring gags.

- Added: Weight sliders for setting drop chances for pony and slave boots.

- Added: Weight sliders for setting drop chances for collar and custom slave harnesses.

- Added: Modifier for ornate/large loot chests. These can now set to have between one and five times the normal cursed loot chance.

- Added: Emergency reset button for terminating all active quests and remove all gear equipped by Cursed Loot (including all generic items).

- Added: Toggle for above option, because some of us prefer to play without safewords! ;)

- Changed: Some default settings.

- Fixed: A situation when the Slave Collar wouldn't properly unlock.

- Fixed: Mannequins shouldn't try to take advantage of you when wearing a Slave or Cursed Collar.

- Fixed: Estrus attacks will no longer kill you while wearing a Slave or Cursed Collar.

- Fixed: The cursed/high security slave boots should now render correctly.

- Fixed: Removed some deprecated code.

- Fixed: Empty activation choices will no longer appear when manipulating a trap.

- Fixed: Workaround for an item duplication issue during cursed loot events. Duplicates should be much less likely now.

 

This is a rather large quality of life update that saw some significant changes under the hood. If something behaves not quite the way you expected it to behave... just report it here! :)

Posted

This looks a real nice update, thank you :)

 

Does it need a clean install or okay to just overwrite the old version?

 

It should be ok, but then again, we're talking about Skyrim. Better safe than sorry! ;)

Posted

Couple of purely cosmetic items, the defaults for containers and traps have changed but still show as 1 in the MCM commentary at the bottom of the screen.

 

EDIT: Log nice and clean on startup

 

EDIT2: Same for MCM commentary on Release Fee and Armbinder Release Chance

 

I'm really glad that the Cursed Collar can now trigger in its own right as it's a great quest and shouldn't be left to pure chance to happen.

 

Two suggestions for it:

 

1/ Hide where it starts from your update notes

2/ Maybe have it change location when cell resets (not sure how easy that is). I think it should only be in one location at any one time though and disappear out of game once triggered (as it can still occur a second time by chance in any case). This stops it becoming overpowering

 

EDIT3: Last ninja edit on this - promise :)

Posted

 

 

Yay! That means like.. today? :D

*Happy dance*

 

 

Yes! :P

*Snip*

 

Version 2.5

- Added: Added Red/White custom slave harnesses to the drop list

- Added: Added Red/White blocking blindfolds to the drop list

- Added: MCM toggle to disable solicitation for tips or allow it only when collared.

- Added: The Cursed Collar quest can now be triggered directly by picking up the cursed collar in Fort Greymoor Prison.

- Added: MCM toggle for disabling debug log messages

- Added: Weight sliders for setting drop chances for panel, ball and ring gags.

- Added: Weight sliders for setting drop chances for pony and slave boots.

- Added: Weight sliders for setting drop chances for collar and custom slave harnesses.

- Added: Modifier for ornate/large loot chests. These can now set to have between one and five times the normal cursed loot chance.

- Added: Emergency reset button for terminating all active quests and remove all gear equipped by Cursed Loot (including all generic items).

- Added: Toggle for above option, because some of us prefer to play without safewords! ;)

- Changed: Some default settings.

- Fixed: A situation when the Slave Collar wouldn't properly unlock.

- Fixed: Mannequins shouldn't try to take advantage of you when wearing a Slave or Cursed Collar.

- Fixed: Estrus attacks will no longer kill you while wearing a Slave or Cursed Collar.

- Fixed: The cursed/high security slave boots should now render correctly.

- Fixed: Removed some deprecated code.

- Fixed: Empty activation choices will no longer appear when manipulating a trap.

- Fixed: Workaround for an item duplication issue during cursed loot events. Duplicates should be much less likely now.

 

This is a rather large quality of life update that saw some significant changes under the hood. If something behaves not quite the way you expected it to behave... just report it here! :)

 

 

 

Woot! Yay! Thank you!

 

*Edit: The Collar is finally gone! The update didn't fix the existing Slave Collar and was unable to remove it with the "Safe Word" function, but consoling in the key did the trick. Thanks a million for the update! :)

Posted

- Fixed: Mannequins shouldn't try to take advantage of you when wearing a Slave or Cursed Collar.

 

Some kind of cursed collar triggering mannequins to take advantage of wearer seems like it's should be a feature rather than a bug.

Posted

 

- Added: MCM toggle to disable solicitation for tips or allow it only when collared.

 

Nice... bye bye Radiant Prostitution and the lag it caused...

 

 

- Added: Emergency reset button for terminating all active quests and remove all gear equipped by Cursed Loot (including all generic items).

- Added: Toggle for above option, because some of us prefer to play without safewords! ;)

Even nicer... :D

 

 

- Fixed: Mannequins shouldn't try to take advantage of you when wearing a Slave or Cursed Collar.

*looks around carefully...*

 

Any chance you could put that back in as an option? :P  (just kidding... now it's a little safer at home...)

 

 

- Fixed: Empty activation choices will no longer appear when manipulating a trap.

Wait... that was what was doing that??

Posted

•- Added: Toggle for above option, because some of us prefer to play without safewords! ;)

 

And I am always sorry I did that, and always too late.

Posted

attachicon.gifOh Bugger.jpg

 

Spectacularly unsuccessful raid on a Forsworn camp yielded a beautiful set of white gear and then a high security armbinder.

 

So V2.5 working well!  Thanks, I think. ;)

 

Nice.  The mannequin and slave collar fixes are very much appreciated...the latter of which is relevant because it took less than 2 in game hours to find another one.

 

--------

 

Minor bug to report: The text description for the Cursed Collar that's supposed to toggle whether or not being collared = being fair game instead refers to the Aradia equipment (which I don't have installed so I'm not worried about that) but then the slider below it that adjusts the time frame displays as a percent.  I'm going to guess that this is a cosmetic issue but I thought it was worth mentioning.

Posted

Error preventing Cursed Armbinder from equipping (new game, v2.5):

[11/15/2014 - 12:19:34AM] Error: Method checknaked not found on dcur_cursedcollarquestscript. Aborting call and returning None
stack:
    [Item 27 in container  (00000014)].dcur_cursedArmbinderScript.OnEquippedFilter() - "dcur_cursedArmbinderScript.psc" Line 14
    [Item 27 in container  (00000014)].dcur_cursedArmbinderScript.OnEquipped() - "zadEquipScript.psc" Line 79

It appears that the 'checknaked' method has moved, and the script that calls it was not changed.

Posted

Error preventing Cursed Armbinder from equipping (new game, v2.5):

[11/15/2014 - 12:19:34AM] Error: Method checknaked not found on dcur_cursedcollarquestscript. Aborting call and returning None
stack:
    [Item 27 in container  (00000014)].dcur_cursedArmbinderScript.OnEquippedFilter() - "dcur_cursedArmbinderScript.psc" Line 14
    [Item 27 in container  (00000014)].dcur_cursedArmbinderScript.OnEquipped() - "zadEquipScript.psc" Line 79

It appears that the 'checknaked' method has moved, and the script that calls it was not changed.

 

Bug confirmed and already fixed on my end. Will post a hotfix for that soon, probably tomorrow.

Posted

:o That is actually really creepy. I'm using the latest version, so I guess I'm in the clear, but if mannequins are going to wake up and have their wicked way with me, can someone please make a replacer for them? Something like this would be nice:

 

 

 

Mannequin_movie_02.jpg

 

I make no apologies for reminding you all of some classic 80's cheese. 1987 rocks! :lol:

 

 

Posted

I got this :

 

[11/15/2014 - 06:03:39PM] ERROR: Method checknaked not found on dcur_cursedcollarquestscript. Aborting call and returning None

stack:

[item 76 in container  (00000014)].dcur_cursedArmbinderScript.OnEquippedFilter() - "dcur_cursedArmbinderScript.psc" Line 14

[item 76 in container  (00000014)].dcur_cursedArmbinderScript.OnEquipped() - "zadEquipScript.psc" Line 79

[11/15/2014 - 06:03:39PM] warning: Assigning None to a non-object variable named "::temp3"

stack:

[item 76 in container  (00000014)].dcur_cursedArmbinderScript.OnEquippedFilter() - "dcur_cursedArmbinderScript.psc" Line 14

[item 76 in container  (00000014)].dcur_cursedArmbinderScript.OnEquipped() - "zadEquipScript.psc" Line 79


 

Posted

I've encountered bug with Cursed Collar quest: when was trying to equip armbinder was getting message "you need to be naked to equip it". However my char was naked and wearing only piercing and cursed items, no punishments from collar for wearing clothes being triggered.

Posted

I'm having an odd issue:

 

In the Cursed Collar quest, I have the jewels use enabled in MCM. It works well if I'm completely nude while using jewels, but as soon as I get a regular restraint on me, the zapping punishment starts...

I didn't test with the cursed gear, but I guess the regular restraints shouldn't zap me for using jewellery.  :s

 

Could anyone test that, please?

 

Thanks.

 

Posted

I have a problem which might be related to DCL: I upgraded to the newest version and the first thing I did was use the safe word, because I had gotten myself in some nasty devices way too early (didn't set the chances properly in the beginning). This seemed to work quite well and I was once again free. But later (many ingame hours later in fact) Some bandits tried to equip a belt on me but I got the message "It's impossible to wear multiple belts simultaneaously". So now my toon is wearing a belt (looks like the rusty one) which does not show up in my inventory and thus cannot be removed. Any suggestions? Or is my only option to reload a savegame from before and not use the safeword function?

Posted

 

- Added: MCM toggle to disable solicitation for tips or allow it only when collared.

 

 

I just wanted to say thanks for this update. The rest of the changes look great too, but this is one I am especially glad to see.

 

Posted

I have a problem which might be related to DCL: I upgraded to the newest version and the first thing I did was use the safe word, because I had gotten myself in some nasty devices way too early (didn't set the chances properly in the beginning). This seemed to work quite well and I was once again free. But later (many ingame hours later in fact) Some bandits tried to equip a belt on me but I got the message "It's impossible to wear multiple belts simultaneaously". So now my toon is wearing a belt (looks like the rusty one) which does not show up in my inventory and thus cannot be removed. Any suggestions? Or is my only option to reload a savegame from before and not use the safeword function?

 

Go into console and type player.showinventory. Scroll up until you find the item and type player.removeitem xxxxxxxx 1 (xxxxxxxx is the number shown after the item, the 1 is how many you want removed).

 

If you have a large inventory you may find it quicker to store all your stuff somewhere first

 

Posted

:o That is actually really creepy. I'm using the latest version, so I guess I'm in the clear, but if mannequins are going to wake up and have their wicked way with me, can someone please make a replacer for them? Something like this would be nice:

 

 

 

Mannequin_movie_02.jpg

 

I make no apologies for reminding you all of some classic 80's cheese. 1987 rocks! :lol:

 

 

 

Possibly like this one? http://www.nexusmods.com/skyrim/mods/28850/?

 

Posted

I'm having an odd issue:

 

In the Cursed Collar quest, I have the jewels use enabled in MCM. It works well if I'm completely nude while using jewels, but as soon as I get a regular restraint on me, the zapping punishment starts...

I didn't test with the cursed gear, but I guess the regular restraints shouldn't zap me for using jewellery.  :s

 

Could anyone test that, please?

 

Thanks.

 

I'd love to but I'm having a similar yet different issue.

 

With either the Slave or Cursed Collars, I'll set their "Allow Jewelry" toggles to true, then console in a collar for testing purposes. After putting the collar on, I'll put a vanilla Amulet of Arkay (or Silver Ring) on and get zapped for it.

 

Thing is, this didn't happen until I updated the save to v2.5. (I'm using v2.5a for testing right now, since I hoped the hotfix would correct the issue.)

 

The only errors in my log are:

[11/15/2014 - 11:34:49AM] ERROR: Cannot call collarquestnofasttravel() on a None object, aborting function call
stack:
    [Item 3 in container  (00000014)].dcur_cursedCollarScript.OnEquippedPost() - "dcur_cursedCollarScript.psc" Line 143
    [Item 3 in container  (00000014)].dcur_cursedCollarScript.OnEquipped() - "zadEquipScript.psc" Line 99

[11/15/2014 - 11:34:49AM] warning: Assigning None to a non-object variable named "::temp39"
stack:
    [Item 3 in container  (00000014)].dcur_cursedCollarScript.OnEquippedPost() - "dcur_cursedCollarScript.psc" Line 143
    [Item 3 in container  (00000014)].dcur_cursedCollarScript.OnEquipped() - "zadEquipScript.psc" Line 99

and:

[11/15/2014 - 11:38:44AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
	[alias Player on quest CDxGeneralFunctions (671043D9)].CDxCustomPLugs2.filter() - "zadBaseEvent.psc" Line 38
	[zadEventsQuest (1503E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 68
	[zadEventsQuest (1503E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 131

 

Full log file if you need it.

 

Now I have no idea what to do other than start a new save (this one's only a few hours old so not a big deal, but still!) and see if things work there. I'll be rolling back to a pre-issue save (since setting up a new save can take an hour or two) and doing some testing there first before I start fresh, but thought I'd post this just in case.

 

Edit:  I have no idea what's going on as the pre-issue save is now doing the exact opposite (allowing jewelry when toggle is off). New log file.

 

I'll also mention (since I forgot to earlier) that i updated while the Slave Collar was equipped. I'm rolling back farther to before I equipped the collar and seeing if I get something new this time. :P

 

Edit 2: Welp, the "before I wore the collar" save, which also turned out to be the "just after I left the LAL starting cell" save, has the exact same issue I started with (no jewels allowed when they're supposed to be). Looks Like I need to start a new save and just test the collar immediately after I've made my chara. :/

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...