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


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Posted
1 hour ago, Android1815 said:

Before, not a silly question i should've been more specific in the order.

Also before the update my game didnt crash at all.

loadorder.txt

ok a couple of things that may help (they may not solve it by themselves but will cause other problems if not checked/fixed)

 

the order of the .ESP files from MNC are out of order.  the correct order for those are on the mods download page (LOOT can mess this order up for some).

 

you have all 4 .ESP files from "For The Masses 3" showing as active .... you should only have 1 active (check to be sure)

 

also make sure NOTHING overwrites XPMSE (some mods have a skeleton in them so i get around this by having XPMSE at the end of my load order).

if you use MO just drag it to the end of you load order (just before AS-LAL stuff is where i have it), if using NMM i am not sure if you will have to re-install it if its moved.

 

you have 2 Simple Slavery esp files active. check if you should have both of those active at the same time.

 

you have zzEstrus.esp active, if all you have it in for is for Esturs Chaurus you do not need the esp activated, just the mod itself is enough (so EC can access the resources from it).

 

also check on MME. i have not used it recently so i am not sure if you should have all those esp files active or not.

 

 

Posted
10 hours ago, Black Justicar said:

Guys, I have a problem.
''Lock MCM when restrained'' option is not working.

Is it everyone's problem or just me?

DD4.0 changed a lot of stuff about how unlocking items work, so I am guessing with those changes it is no longer necessary to lock the menu. You simply won't be able to do any of the things you shouldn't be able to do. 

 

Put another way, this is working as intended. (I think, unless I am wrong.) :smile: 

 

 

Posted
10 hours ago, Black Justicar said:

Guys, I have a problem.
''Lock MCM when restrained'' option is not working.

Is it everyone's problem or just me?

25 minutes ago, Corsayr said:

DD4.0 changed a lot of stuff about how unlocking items work, so I am guessing with those changes it is no longer necessary to lock the menu. You simply won't be able to do any of the things you shouldn't be able to do. 

 

Put another way, this is working as intended. (I think, unless I am wrong.) :smile: 

 

This is happening because Kimy left test mode on, so I'm not so sure it's intended.

Posted

With POP's latest version making it standalone, CheckOptionalMods() no longer detects it. The function is looking for "xazPrisonOverhaul.esp", whereas POP's merged plugin is called "xazPrisonOverhaulPatched.esp".

Posted
3 hours ago, valcon767 said:

ok a couple of things that may help (they may not solve it by themselves but will cause other problems if not checked/fixed)

 

the order of the .ESP files from MNC are out of order.  the correct order for those are on the mods download page (LOOT can mess this order up for some).

 

you have all 4 .ESP files from "For The Masses 3" showing as active .... you should only have 1 active (check to be sure)

 

also make sure NOTHING overwrites XPMSE (some mods have a skeleton in them so i get around this by having XPMSE at the end of my load order).

if you use MO just drag it to the end of you load order (just before AS-LAL stuff is where i have it), if using NMM i am not sure if you will have to re-install it if its moved.

 

you have 2 Simple Slavery esp files active. check if you should have both of those active at the same time.

 

you have zzEstrus.esp active, if all you have it in for is for Esturs Chaurus you do not need the esp activated, just the mod itself is enough (so EC can access the resources from it).

 

also check on MME. i have not used it recently so i am not sure if you should have all those esp files active or not.

 

 

Tried all of the above but im still getting crashes, on the new game save. Ill start a 2nd fresh game save and see if that works.

Posted
3 hours ago, Android1815 said:

Tried all of the above but im still getting crashes, on the new game save. Ill start a 2nd fresh game save and see if that works.

Still more crashing.

Posted

I have some problems with the Bondage Queen Damsel in Distress quest. When I try to remove the Locking Rubber Gloves I get "You cannot remove the rubber gloves with the arm cuffs still locked on you". I don't have any arm cuffs in my inventory to remove, but I have iron shackles. And when I try to remove the iron shackles I get "You cannot unequip this item" in the top left of the screen (not in an info box). Any ideas what I should do?

Posted

Are timed locks gone now? I know I enabled the time lock feature in the MCM when I had cursed loot V5.8 or something. That plus easy escape settings, so I couldn't get rid of stuff instantly, but wouldn't get stuck forever either. 

But I can't find it anymore :frown:

 

 

13 hours ago, Sych224 said:

Does Combat rape work for you? Everything about my DCL works except for combat rape.

I have some trouble with this too. It didn't work at all, then I saved, loaded, re-saved, and then it worked, but only with humanoids. Can't make it work for beasts (my beast animations do work and beasts are allowed in the mcm of cursed loot)

Also, it could be that you are not aroused enough, there is a threshold on your character's arousal, it's 25 by default, if you're under this you won't get raped. Change the threshold to 0 to ignore it. I don't really understand this feature, why would they care about your arousal

 

Posted

Hihi!  Absolutely love DCL!  Thank you for the update, Kimy!  As someone else reported several pages back, I too am experiencing the same where after completing the Captured Princess LAL quest the dress does not get removed.  Everything else was removed, except the dress.  Interestingly enough,  after being defeated by a pack of wolves, the dress was unequipped by SL Defeat.  It was still in my inventory selected, indicating it was equipped, but my toon was no longer wearing it and no longer hobbling.  Also, although I'm not sure if it's a DD issue, after being defeated, my toon's hands would no longer stay in the armbinder.  When struggling trying to escape, that animation showed her hands in the armbinder, but when normally walking around, her hands were out of the armbinder invisible.

Posted
On 12/25/2017 at 5:43 PM, Android1815 said:

Started new game with all the new versions, the game loads and lets me configure my mods in the mcm then i save. Ran fnis. Ran loot. The game crashes when i travel. When i try to load the save the game crashes on load. Could someone help please i'm 100 percent sure this is some small issue i overlooked. 

When you say the game crashes when you travel, what do you mean exactly?  Are you fast traveling, entering/exiting places, running around normally, using the carriage?  When you are traveling and it crashes, is it when you approach a specific place like Windhelm?  Depending on what you mean by "traveling", it could be a texture issue.  The crashing when loading a saved game, however, that means corruption sadly.  And that's not a texture issue.  You have a mod that's screwing up your game.  Do you have a save that isn't corrupted?  If you do, perhaps running TES5Edit may yield some insight.

Looking over your load order, you are using some mods that I don't.  As such, I don't know which it could be from personal experience.  Apart from what has already been suggested with zzEstrus et al, I would suggest removing SD Cage.  As far as I was aware, the caging feature in SD+ is broken.  Remove that esp and don't enable the feature in the SD MCM.  I don't think that would cause corruption, though.  LoversHook I would also suggest removing as that mod is extremely outdated, unsupported, and very likely incompatible with the current version of SL.  That could very well be your corrupting agent, but I don't know for sure.  Otherwise, I'd suggest double checking what mods you do have installed.  Of course, after removing a mod, test with a new game, not a clean save.

A papyrus log would also be helpful.  Assuredly I can say, however, DCL is not your culprit.  As such, you might want to post in the Skyrim tech forum for additional assistance. 

 

Posted
20 hours ago, Corsayr said:

DD4.0 changed a lot of stuff about how unlocking items work, so I am guessing with those changes it is no longer necessary to lock the menu. You simply won't be able to do any of the things you shouldn't be able to do. 

 

Put another way, this is working as intended. (I think, unless I am wrong.) :smile: 

 

 

But through the MCM you simply can set DD drop to 0% and key drop to 100%. First locker you met will give you a key for your restraints without any risks. Its not nice when you want a fare play.

Posted
2 hours ago, killthesun said:

Are timed locks gone now? I know I enabled the time lock feature in the MCM when I had cursed loot V5.8 or something. That plus easy escape settings, so I couldn't get rid of stuff instantly, but wouldn't get stuck forever either. 

But I can't find it anymore 

That's right, that feature (timed locks) and separate difficulty by device type was removed from Devious Device Integration.  I used to play like you -- now I choose the global easiest difficulty (Vanilla).   In theory, Kimy could add a timed removal option into Cursed Loot for looted devices, but that seems unlikely to happen.

To somewhat compensate (since I liked the timed aspect so much) I also use the mod "Player Exhibitionist" and set the undressed time to 2 or 3 hours and set the allow fast travel to "Only clothed".  If character gets undressed for any reason --> no fast travel possible for 2-3 hours.

Posted

I have some problems with the Bondage Queen Damsel in Distress quest. When I try to remove the Locking Rubber Gloves I get "You cannot remove the rubber gloves with the arm cuffs still locked on you". I don't have any arm cuffs in my inventory to remove, but I have iron shackles. And when I try to remove the iron shackles I get "You cannot unequip this item" in the top left of the screen (not in an info box). Any ideas what I should do?

 

EDIT: I repost this because I noticed I have written a wrong quest name in the original post. So this happened with the Damsel in Distress quest.

 

 

Posted
3 hours ago, killthesun said:

Are timed locks gone now? I know I enabled the time lock feature in the MCM when I had cursed loot V5.8 or something. That plus easy escape settings, so I couldn't get rid of stuff instantly, but wouldn't get stuck forever either. 

But I can't find it anymore :frown:

 

Yeah, that's a bit of unfortunate change but it gives more options for dependant mods I guess. New system has its own pros. I like the ideas for struggle/cut/pick and repairable locks. Would be even better if it could be something similar to hogtie escape system, with positive and negative progress chances.

 

The only problem with it that I have is that we can no longer set keys to be single-use. My first idea about replacing timed locks was to match key drop % to average number of DDs per 100 containers and just be honest about removal order but with the same key being usable to unlock multiple things... Eh... It's a shame.

Also not sure why we can't have a finer global control over these things instead of single modifier that affects all escape difficulty parameters. Would be nice to just forget the keys, set escape difficulties high and attempt cooldown low. ...But that's a major trend in all software nowdays - replace a 100 tweakable things with a do-it-all single button. Make it usable by monkeys, forget those niche humans. :smile:

Maybe these things could come back as part of DCL.

Posted
4 minutes ago, Lowezar said:

Also not sure why we can't have a finer global control over these things instead of single modifier that affects all escape difficulty parameters. Would be nice to just forget the keys, set escape difficulties high and attempt cooldown low. ...But that's a major trend in all software nowdays - replace a 100 tweakable things with a do-it-all single button. Make it usable by monkeys, forget those niche humans. :smile:

Maybe these things could come back as part of DCL.

That is something that was discussed quite a lot in the thread for the beta-testing versions. And the reason given was that modders should be more able to rely on a more consistent difficulty curve on items. And also because each individual item now has it's own settings for every difficulty value, including lock-shields btw (but got set to disabled on the generic items by popular demand).

On the other hand, the new setup also means that it's really easy to make custom items now. And you can easily set all the chances you want, including lockshields and having keys be single use, by editing the .esm file.

Posted
1 hour ago, LazyBoot said:

That is something that was discussed quite a lot in the thread for the beta-testing versions. And the reason given was that modders should be more able to rely on a more consistent difficulty curve on items. And also because each individual item now has it's own settings for every difficulty value, including lock-shields btw (but got set to disabled on the generic items by popular demand).

On the other hand, the new setup also means that it's really easy to make custom items now. And you can easily set all the chances you want, including lockshields and having keys be single use, by editing the .esm file.

That makes sense, though I'd still leave the modifiers separate. Maybe hidden in a submenu somewhere and put a warning that changing those might throw the balance off.

 

Thank you for the hint about editing the .esm, that actually might be exactly what I want! ...And reminds me of the same trend in SW I described above :smiley: The options are still there, just harder to get to. (I'm looking at you, Windows 10...)

Posted
4 hours ago, OlBenny said:

When you say the game crashes when you travel, what do you mean exactly?  Are you fast traveling, entering/exiting places, running around normally, using the carriage?  When you are traveling and it crashes, is it when you approach a specific place like Windhelm?  Depending on what you mean by "traveling", it could be a texture issue.  The crashing when loading a saved game, however, that means corruption sadly.  And that's not a texture issue.  You have a mod that's screwing up your game.  Do you have a save that isn't corrupted?  If you do, perhaps running TES5Edit may yield some insight.

Looking over your load order, you are using some mods that I don't.  As such, I don't know which it could be from personal experience.  Apart from what has already been suggested with zzEstrus et al, I would suggest removing SD Cage.  As far as I was aware, the caging feature in SD+ is broken.  Remove that esp and don't enable the feature in the SD MCM.  I don't think that would cause corruption, though.  LoversHook I would also suggest removing as that mod is extremely outdated, unsupported, and very likely incompatible with the current version of SL.  That could very well be your corrupting agent, but I don't know for sure.  Otherwise, I'd suggest double checking what mods you do have installed.  Of course, after removing a mod, test with a new game, not a clean save.

A papyrus log would also be helpful.  Assuredly I can say, however, DCL is not your culprit.  As such, you might want to post in the Skyrim tech forum for additional assistance. 

 

The problem is you lose the key because everything of the quest will dissapear after you finish the quest. find the key in console or  use the key right after pick up before the game makes changes (including removing the key form your inventory)
... yes you actually can use the key to remove all the devices

Posted

Small Bug: When you ask Sasha to be her plaything. She equips the yoke, and is suppose to remove it when you are sufficiently far enough from a town. She never does, and I have ask for the hobble dress and ankle chains. Then Sasha removes the hobble dress but not the ankle chains.

 

PS loving the new update. Thanks for your hard work.

Posted

(Originally posted this in the DD dev forum by mistake. Too many tabs open in my browser to tell one from another, significantly extended for this repost).

 

 

One little bug, Bound Queen, DCL 6.1, old DD, I had Sarah's items in an owned chest. Later, wearing all the items, I opened the chest,  and of course, there's a duplicate set still in there.

 

It seems the easiest answer is that Sarah items should have a quest no-drop flag on them, so you can't put them in chests?

I saw no mention of this being fixed in 6.2 ... though it might be ... has anyone tried?

 

 

 

I noticed, with the old DD, that PSQ only stripped one item on transform: leg cuffs. This seems to totally weird and random.

But I don't have any of the tail, or armor changes on, so it might be connected to that.

 

 

Why is it that transforms are stripping devices in the first-place? Is it something to do with swapping to a different body model?

Or is it specifically when PSQ changes armor items? Why then did I lose leg cuffs on transform?

 

It's not that hard to turn off transforms, when doing Bound Queen, once you remember you need to.

 

 

 

I know some people love this quest, and I do appreciate that it exists, that it basically provides a significantly improved, and far-less dodgy version of the Forbidden Bookshelf from Devious Deviants. Just putting forward my thoughts on how it could be better, more polished, and more fun. That doesn't mean I think it wasn't good in the first place. I wouldn't be spending so much time posting on this if I didn't think it was worthwhile.

 

 

But... The length of this quest overall has some issues for distorting the game. I see a similar point made about the Cursed Collar. Basically, this is a quest that forces you to be nude for a very long time. This is not only a long-term enforced change in play-style, it has consequences.

 

A issue here is you basically have days of play (and I mean real-world, not game time) where you cannot level any armor skill. This is enough to gimp a low level character because all those dungeons you are forced to complete will give you level-ups for sure, and your armor skill falls behind the curve. I guess there are worse things, but this is often combined with a loss of chances to increase bow and melee skills too, that can leave the PC very weak at melee.

 

As far as player choice or fun goes, it's length is not ideal. It makes a choice for you that you should use magic, not melee (debuffs melee and bow, buffs magica). If you were a heavy armor 2H user with really limited magic, you are going to struggle, especially at low levels. For a high level character, the magnitude of their skills mitigates the debuffs down to meaningless. But for a low level character, losing a fixed value off a skill is a big problem. And it goes on, and on, well past the point of novelty.

 

I felt a lack of player choice, over too long a duration, not just in forced nudity, but in the dialogues too. The bits with Julius are pretty funny, but even there, the dialogue sometimes seems to end abruptly, without any ability to revisit the questions, or even get Julius to acknowledge you spoke to him previously at most steps. The player is forced to speak as if "outraged" about his requests, which might not fit their character. If, for example, you were previously using eager NPCs to buddy up with him, a more nuanced reaction might be reasonable. Misogyny gives you three choices, but in this quest you only have one: "futile anger followed by compliance." You don't get a choice.

 

There may already be a minimum level on this quest, I'm not sure, but the level dependent behaviours, and loss of armor skill-ups could be addressed.

 

(1) Julius' bookshelf could contain skillup books for light and heavy armor. It would be *something*.

(2) Change modifiers to all be percentage based.

(3) Maybe restrict this quest to characters that can meet a required threshold in magic skills? (ie not melee only).

 

 

On that topic, how about making Bound Queen into a legitimate replacement for Forbidden Bookshelf, so that instead of starting it BQ from a random chest loot, you start it "on purpose" from the college? Then you wouldn't have melee characters with no magic skills getting caught up in it, and you'd fix the outstanding DD4 issue of "Devious Deviants deprecated." Such a pity to lose the bookshelf quest. I liked it.

 

 

Spoiler

 

Could add a prelude to BQ, that can only trigger from asking Julius about the forbidden bookshelf (instead of Sergius) putting you in a belt with plugs, using the same story as Sergius, but when it turns out you basically can't charge the plug without discharging it, he then coerces you you into finding the Sarah pieces, one by one, so there's more a feeling of being lured into it a bit at a time. (Turns the DevDeviants "bug" into a feature).

 

e.g.

(PC) "Why would there be such a thing as a forbidden bookshelf?"

(Julius) "Oh, you're interested in that are you? I should have guessed."

(PC) "What do you mean?"

(Julius) "Do you know anything about plugs? Wait. Of course you do."

(PC) "What has this got to do with a bookshelf? It has books on plugs? Is that even a legitimate field of magical study?"

(Julius) "Oh yes. In fact, I've been working with Sergius on a new way to use soul gems. He made a prototype but we haven't been able to find anyone in the college to test it. There would be a lot of powerful stimulation. I probably shouldn't have mentioned it..."

(PC) "I could test it for you." OR "I'm not sure I like the sound of where this is headed. I'll be on my way."

... player refuses quest, or goes off and charges gem, cums, returns to Julius, instead of dumb "it's not charged yet dialogue" you get this...

At this point, if you accept, you are on a path to BQ, with no way off it.

 

(Julius) "The plug isn't fully charged-"

(PC) "You're asking the impossible. Every time the plug charges up it makes me cum right away."

(Julius) "You probably lack the self-control to charge the gem without discharging it immediately. You just need to try harder. Apply yourself."

... player goes off and charges gem again, cums, returns to Julius...

 

(Julius) "The plug still isn't fully charged-"

(PC) "You're still asking the impossible. Every time the plug charges up it makes me cum right away."

(Julius) "You just need to put in the proper effort."

(PC) "Really. It's never going to work. (Persuade)." OR "You try it then. I think I've got a belt somewhere that's just your size. (Intimidate)." OR "Please, I'll pay you (AMOUNT). Just get this thing out of me."

(Julius) I never would have guessed you were such a ... never mind ... it's not a complete failure."

(PC) "Thanks. So the experiment is over? You'll unlock the belt?"

(Julius) "No, I don't think I'll let you out just yet. There's something I've been looking for, and you're just the person to find it for me. Let's just call the belt an incentive, and in the meantime I'm sure we can collect more data on the plug. Just give it another shot. Maybe you'll get the hang of it with practice?"

(PC) "Alright. What do I have to find?"

(Julius) "Here, read this book on Queen Sarah. I need a piece of her outfit for my ... research. Not the whole set of course. Just one will do. If you can bring even one of them to me, I'll let you out of the belt." (If player intimidated earlier, there's another line "I'll add a cash sweetener as well. For all your trouble."

 

Then you have to bring Julius a piece and get out of the belt before any more pieces will drop.

If you don't return to Julius, you're stuck in the belt with the special plug in it, so chances are you are going to return to Julius sooner or later.

 

 

Could probably come up with better dialogue (and less dialogue steps) if I thought about it a bit more, but you get the gist?

 

 

Other thoughts...

Spoiler

 

The length of Bound Queen (phase 2) is a bit much for a succubus though, and perhaps a bit much to remain interesting, for anyone.

Better to leave people wanting more than dragging things out until they are bored, I think. Put another way, a requirement to find seven fragments would be plenty.
 

As a succubus, it's hard not to die from starvation while hunting for the diary fragments. If you don't have cached potions before you get trapped, you are probably doomed.

 

It's extremely time consuming (borderline impossible) to raise your satiation through oral alone, and if you get gagged, you're probably dead (though DCL will let you turn off gags).

Survival chances depend on what other mods you have in.

Eager NPCs seems super-dumb and lets you have penetration while wearing the chastity gear, which nets you meaningful gains in satiation, but its cheating to exploit that bug.

 

I guess you can not start the quest, but when it works right, and you're on a race against the clock to get all the fragments (and key parts) before you starve to death... And you're debuffed serverely, due to hunger at the end, it's quite engaging. It's just a bit random. It's possible to do a whole dungeon and get  no fragment drops, sometimes, or do something as long as Mzulft, and only get one.

 

Getting the key parts has the advantage that it's sure to succeed, whereas you are at the mercy of the RNG with those diary fragments. Saying that, it probably makes more sense to require ten, but have a higher drop rate, so less chance of a random streak giving you zero keys in all of Mzulft and Labyrinthine.

 

 

Due to succubus time limitations, I didn't try waiting Julius out instead of getting the key. If you wait it out, does Julius put the stuff from the final reward chest on you? It seems like there's a whole new dominant follower thing left nascent there?

 

As an aside, I found it's possible to reliably complete the bookshelf quest, just as long as you follow Sergius around like a lost puppy, and as soon as the plug kicks off you click on him for the dialogue. It's difficult to time correctly, but if you save when the plug is almost full, you can reload, and will probably get it on the second try if the first failed. That said, it's a lame mechanic, and the quest should either have made it possible to complete without such speedclickery, or made the apparent impossibility the whole point (like Angrim's). But those quests seem to have been abandoned, which is a real pity, albeit nothing to do with Kimy, Princessity, etc. Red Wave is much beloved by many, and promised a great deal, but as it stands, clearly isn't developed beyond the most basic of basics, leaving a rich and detailed area, with multiple NPCs, mostly wasted. It should be obvious why I had this and the DD development thread open at the same time... Neither the bookshelf quest, not Red Wave are anything to do with DCL, but maybe ... maybe they could be?

 

Imagine for example, DCL solicitation, tweaked so quests can hook into it? Then Red Wave could be spiced up with a few devices, and the solicitation mechanic replaced with DCL's. Innkeeper's share goes to the owners of the Wave.

 

Well, I can imagine some people will say "do it yourself then" and I am thinking about that sort of thing. I am. But right now I'm making something else, and trying to finish Slaverun. In any case, some things may just be more practical for existing authors to do ... if they like them. I have no idea if DCL's solicitation is suitable for extension with API hooks. (You'd want to be able to set the remuneration rates, possibly success rates too, as overrides while a certain quest is active, and re-enable the player MCM values when the quest ends. And you'd obviously need to be able to hook callbacks for attempt to solicit, solicit successful/failed, remuneration request successful/failed, etc.)

 

But isn't it better to have one solicitation solution, rather than a dozen conflicting ones? The DCL one is almost the standard now for anyone with DD, because almost anyone with DD will have DCL (I admit, not everyone), and if you have DCL, the reasons to install another solicitation mod diminish sharply.

Posted
11 hours ago, OlBenny said:

When you say the game crashes when you travel, what do you mean exactly?  Are you fast traveling, entering/exiting places, running around normally, using the carriage?  When you are traveling and it crashes, is it when you approach a specific place like Windhelm?  Depending on what you mean by "traveling", it could be a texture issue.  The crashing when loading a saved game, however, that means corruption sadly.  And that's not a texture issue.  You have a mod that's screwing up your game.  Do you have a save that isn't corrupted?  If you do, perhaps running TES5Edit may yield some insight.

Looking over your load order, you are using some mods that I don't.  As such, I don't know which it could be from personal experience.  Apart from what has already been suggested with zzEstrus et al, I would suggest removing SD Cage.  As far as I was aware, the caging feature in SD+ is broken.  Remove that esp and don't enable the feature in the SD MCM.  I don't think that would cause corruption, though.  LoversHook I would also suggest removing as that mod is extremely outdated, unsupported, and very likely incompatible with the current version of SL.  That could very well be your corrupting agent, but I don't know for sure.  Otherwise, I'd suggest double checking what mods you do have installed.  Of course, after removing a mod, test with a new game, not a clean save.

A papyrus log would also be helpful.  Assuredly I can say, however, DCL is not your culprit.  As such, you might want to post in the Skyrim tech forum for additional assistance. 

 

Removed cages, and lovers hook. I only crash on a new save if i have configured the mcm menus. If i don't configure the menus on a new save i can travel and load the save as long as i didn't configure any of my menus.

Papyrus.0.log

Posted

Still haven't found a way to remove the iron shackles added by the Damsel in Distress quest. I think it is bugged because when I click the item in my inventory I get a message "You cannot unequip this item" in the top left of the screen (not in an info box). Is there any other way to remove it except the safeword command of DCL?

 

Posted
On 12/26/2017 at 12:00 PM, Reesewow said:

It's in Dawnstar near the Mythic Dawn museum, you will see an extra building with a few cages attached to it.

Thank you for your help.

Posted
On 12/26/2017 at 9:16 PM, donkeywho said:

Just in case the other solutions posted didn't help, if you're running EtaC's Dawnstar addon (or any other similar mod), to get to the the Dollmaker's house front door, you may need to use god mode to 'pass through' the front door of the conflicting building that is placed on the same site.  Once you can 'see' the Dollmaker's door and the text name, it's clickable for entry

 

 

Thank you for you help.

Posted
On 12/26/2017 at 12:10 PM, marymuir2 said:

Yes, it's the final building along that shore, where the fellow with the small boat stays.  It's before you turn the corner to the Dark Brotherhood sanctuary.

Thank you for your help

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