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


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Posted

I'm having the dialogue option "Uh?" on every single NPC i've talked(even statue of mara from another life..) to and if i choose it it will bound me up, is this normal? certainly sure it's DCU 6.2 dialogue so is this some BUG? does someone else have it?

 

EDIT: found solution, thanks for the hotfix

Posted
9 hours ago, DragonFly23 said:

I looked around in TES5Edit and I cannot find registry for the SpikeBall Outfit. Is this an error? Also, the pink armbinder animation does not seem to run, it is only that armbinder that I have trouble with.

Cheers

I also am running into a pink armbinder issue.  I am also getting an error message on event trigger (related?) that states I am missing something from Devious Devices [Keyword<Zad_DeviousHeavyBondage(0F05226C)>].

Posted
9 hours ago, Texmarker said:

Can you help me? I can not find the option you speak of. There are two options with "debug" in them. "Debug screen messages", which is disabled by default and "Debug log messages" which is enabled by default. Disabling this does not affect the MCM like you said.

No, I cannot help you with it as I am not yet running the new mods since my current play through started before the release of these new mods.  I examined the code and saw the debug flag is held and set in the MCM script so there should be an option in the MCM to turn it off but I cannot tell you what that option is.

 

Someone else here who is running the new version should be able to help though.

Posted
1 hour ago, Green Tryst said:

I am also getting an error message on event trigger (related?) that states I am missing something from Devious Devices [Keyword<Zad_DeviousHeavyBondage(0F05226C)>].

Sounds like the issue that pops up if something has overwritten some of the scripts from Devious Devices 4.

Posted

Ytheria said:

Quote

I thought it odd that the new DD turns off key consumption, because that's a primary game-play element for me. If I have keys, I can escape, but if I'm not careful enough, I run out of keys. Way more fun than trying to figure out the fourteen different mods and factors impacting on my arousal rate so I can "manage" my arousal. I turn off most key stealing, and turn on consumption. This gives me so many "lives" before I'm screwed. Sometimes I might have to be choosy about what I unlock. I don't ever wear lucky charms, as they defeat the point of the mod. I get they were designed to enable uninterrupted dungeoneering, but I prefer fine control, not the simple on/off the charms offer.

Whatever works for you, but I don't get it.  You object to lucky charms (which protect you once), but you wonder round with a stack of keys?  To my mind it's kinda anticlimactic if my character gets trapped in a restraint ... and then frees herself with that key she happened to be carrying around.

 

I don't walk around with a "stack" of keys, because I have key consumption on. My keys get used up. Fast. Even without incessant key-stealing.

 

My drop rate is such that I rarely have enough keys of the required type to get everything off. Well... I did have it like that. I'm doing Slaverun ATM, and that just adds and removes devices as it sees fit, and you only ever need keys to fix bugs. I have everything in DCL turned off except solicitation. I didn't even mention the arousal issue for Slaverun, where the number of naked NPCs running around (and amount of sex) is off the chart, and not typical for any game other than a Slaverun one.

 

Lucky Charms stack too by the way. I found that in most games I tended up end up with loads of them. From DAMN packages, or from saying OK to heavy bondage in "Smoking Hot" dialogues. I would rather there was a way to not get them as a reward for Smoking Hot, as for me, it amounts to no reward.

 

Lucky Charms are clearly intended as a mechanic so you can do an important/difficult dungeon without it being wrecked by DCL.

 

They achieve this, but they are still around whether you are doing an important dungeon or not, and they get dropped and given as rewards, even for players that never want to use them, basically robbing those players of a reward (in my case, the charm is just something I drop into a barrel). You get enough that you can wear them full-time, unless your loot trigger rate is set pretty high.

 

They protect completely against every kind of bad loot, and you can stack them up, and they amount to disabling all the negatives of looting in DCL. This is dramatically different from having key stealing turned off, and consumable keys, and extremely different from any scenario where key stealing is turned on. With key stealing off, I can still get seven items off a chest and be in serious trouble. A single charm would have stopped all seven.

 

While I'd say it would be fine not to put hem in DAMN packages, but it seems ATM, that DAMN packages aren't DCL themed as often as I'd like. Frequently, I get cash and potions, when what I really want is Dollmaker items, keys, and perhaps even special restraints. So not having charms in there would make the DAMN packages even less DCL-ish.

 

Posted
1 hour ago, Lupine00 said:

While I'd say it would be fine not to put hem in DAMN packages, but it seems ATM, that DAMN packages aren't DCL themed as often as I'd like. Frequently, I get cash and potions, when what I really want is Dollmaker items, keys, and perhaps even special restraints. So not having charms in there would make the DAMN packages even less DCL-ish.

Have you considered making some personal-use tweaks?  If you have strong personal preferences it would probably be worth it to simply make small changes to the mods you use yourself.  I personally end up selling most dollmaker gear from DAMN boxes because I prefer my current armor and find potions/lucky charms to be some of the most sought-after loot, especially since Lucky Charms are at a premium because I play with high key loss % and arousal weighting.

Posted
13 hours ago, Green Tryst said:

I also am running into a pink armbinder issue.  I am also getting an error message on event trigger (related?) that states I am missing something from Devious Devices [Keyword<Zad_DeviousHeavyBondage(0F05226C)>].

I looked at the keywords for the armbinder, and it was missing that line. Using CK, I editing the esp and now the idle and runing animations work on it. 

Posted

any news on when the straitjackets from DDv4 will be available from cursed loot events? or are they already and I'm just too stupid to enable them?

 

also, would it be possible in a future update to have the option to get these from cursed loot events instead of chastity belts when playing a futa character?

Posted

Well, obviously we wait for Kimy to return from NY vacation and applying needed love to DCL. Unfortunately seems all her effort went to making DD4 release come true, and neglecting a lot in the DCL. All in due time, I guess, no worries.

Posted
7 hours ago, Fayhe said:

any news on when the straitjackets from DDv4 will be available from cursed loot events? or are they already and I'm just too stupid to enable them?

 

also, would it be possible in a future update to have the option to get these from cursed loot events instead of chastity belts when playing a futa character?

We await Kimy's return.  I would anticipate that the DD4 items would be added fairly soon (but probably after the bugs have been fixed).

 

Kimy has stated that she will never implement futa support in this mod.  Similarly, the mod will never support male PCs.  See the FAQ in the first post.

Posted
On 1/2/2018 at 11:54 PM, LazyBoot said:

On the debug menu there's an option for "cursed loot events", I think if you turn it off it will still give you most events, but it disables the chests.

I believe this option will turn off all DCL events (and you should use it if, for example, you're playing a quest mod which is likely to conflict with DCL events).

 

The way to turn off container events is to set the base chance to 0%, disable refined chances and set arousal weight to 0.

Posted
13 minutes ago, Ytheria said:

I believe this option will turn off all DCL events (and you should use it if, for example, you're playing a quest mod which is likely to conflict with DCL events).

 

The way to turn off container events is to set the base chance to 0%, disable refined chances and set arousal weight to 0.

There are two options in that menu, one that will disable the mod entirely, and one that only turns off chest-related events.

 

18 minutes ago, Ytheria said:

I never get DAMN boxes (other than as rewards from the Dollmaker).  Is that because I've set trap bait chance to 0%?

The DAMN boxes primarily spawn in boss chests.

Posted
14 hours ago, Lupine00 said:

Ytheria said:

 

Lucky Charms are clearly intended as a mechanic so you can do an important/difficult dungeon without it being wrecked by DCL.

 

They achieve this, but they are still around whether you are doing an important dungeon or not, and they get dropped and given as rewards, even for players that never want to use them, basically robbing those players of a reward (in my case, the charm is just something I drop into a barrel). You get enough that you can wear them full-time, unless your loot trigger rate is set pretty high.

 

I don't like Lucky Charms either (at least how they are currently set up).  You can't eliminate them from your play in the MCM because they aren't just loot.  They also have the "uber" power of blocking anything bad not just restraints.  If a Lucky Charm would block just one restraint type, maybe it wouldn't disable 90% of DCL. 

 

Perhaps, an acceptable mechanic would be when you equip a Lucky Charm it locks on and you get a message that this particular charm will block being gagged (or raped, or armlocked or et.c. chosen from a random list). And when you get the appropriate event the Charm disappears from your equipment.

Posted

So it seems that SASHA won' t remove yoke when outtside town after last update (also updated zaz and dd etc)

 

I started 3 new games to test it and it never removes yoke if she is in control whereas it used to do it previous version.

 

Is it intended or a bug? and anyone else have this problem?

 

Also grey face :neutral: as some have already mentioned.

Posted

First off don't tell me the common solution: switch to MO.

 

For the lastest release of DCL 6.2 I keep on getting the message from NMM "A problem occurred during installation", this usually happens around the 50% unpacking point.

 

At first I thought it was just a bad download or something but when I re downloaded the same thing occurred again.

 

I have two prior versions present that were installed and when I go to install 6.2 it prompts me to upgrade instead.  I say no to both prompts and attempt to install it and receive the above error.

 

Any thoughts?

Posted

Hi there - only just found this mod over the past few days :). It was worth dusting out Skyrim for. I started a new game at level 1. Maybe I was unlucky, because by the time I got out of Helgen Keep, I've found myself bound (yoke), gagged, blindfolded, plugged and in chastity.

 

I have also turned up the blindfold to 75 as 50 was just way too low. It means I can't explore, so will just have to try every now and then to get the yoke and blindfold off. Until then I'm stuck in Riverwood. Do I start a new save game - hell no.

 

The main problem is that when any devices are on - the body is invisible, except for the face. All I can see is the head and the devices themselves. This is when in 3rd party viewmode and during sex scenes. Any obvious reason for this problem ? I tried re-installing all the other mods - and the only mods I have installed are the mandatory list on the first page.

Posted
20 minutes ago, All for Drawn said:

First off don't tell me the common solution: switch to MO.

 

For the lastest release of DCL 6.2 I keep on getting the message from NMM "A problem occurred during installation", this usually happens around the 50% unpacking point.

 

At first I thought it was just a bad download or something but when I re downloaded the same thing occurred again.

 

I have two prior versions present that were installed and when I go to install 6.2 it prompts me to upgrade instead.  I say no to both prompts and attempt to install it and receive the above error.

 

Any thoughts?

Why don t you uninstall older and install new? 

Posted
12 minutes ago, centurian said:

The main problem is that when any devices are on - the body is invisible, except for the face. All I can see is the head and the devices themselves. This is when in 3rd party viewmode and during sex scenes. Any obvious reason for this problem ? I tried re-installing all the other mods - and the only mods I have installed are the mandatory list on the first page.

If the body (and probably some devices) are invisible, then you probably forgot to build them in bodyslide.

Posted
12 minutes ago, centurian said:

The main problem is that when any devices are on - the body is invisible, except for the face. All I can see is the head and the devices themselves. This is when in 3rd party viewmode and during sex scenes. Any obvious reason for this problem ? I tried re-installing all the other mods - and the only mods I have installed are the mandatory list on the first page.

Double-check the install instructions for those main mods and this mod - you need to run the Bodyslide program after installation to build the meshes.  You need to do that for DDA, DDX and Cursed Loot.

Posted
2 hours ago, darkfender666 said:

Why don t you uninstall older and install new? 

Nope still getting the same error.

 

Edit: Happens when it is  50% done unpacking it.

 

Currently unpacking it and repacking it to see if that works at all.

 

Edit2: Figured out the file paths are too long...so renaming to see if that works but not sure, additionally renaming stuff within will probably break functionality obviously right?

Posted

So noticed that the catsuit has no npc belly node no wonder i didn't think fill her up was working! i was wearing this and it has no belly node, So does anyone have a version with hdt belly enabled on it?

Posted
3 hours ago, All for Drawn said:

Nope still getting the same error.

 

Edit: Happens when it is  50% done unpacking it.

 

Currently unpacking it and repacking it to see if that works at all.

 

Edit2: Figured out the file paths are too long...so renaming to see if that works but not sure, additionally renaming stuff within will probably break functionality obviously right?

Tried shortening file names, as well as moving the file to a shorter place (my main drive) and still gave me the same error.  Anybody have a solution?

Posted
3 hours ago, All for Drawn said:

Edit2: Figured out the file paths are too long...so renaming to see if that works but not sure, additionally renaming stuff within will probably break functionality obviously right?

100% renaming anything will break the mod completely.  You might need to look at a manual installation or at least extract the files to a single folder and compress a no-installer version.

Posted

When I check DCL 6.2 in TES5Edit, it throws up a bazillion errors about VMAD, for example:

 

Spoiler

[00:01] dcur_RubberGlovesQuest [QUST:0804E128]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [06032CBE] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [06032CBF] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [06032CC0] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [06032CC1] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [06032CC2] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [06032CC3] < Error: Could not be resolved >


 

But for many items ... hundreds of errors.

 

Is this a "real" error? Or does everyone get it, andit can be ignored? I don't think my DD4 or DCL are working quite right, so probably is real.

 

If so, what have I done wrong? Is it because I have Zap 8? Load order? Part of DCL missing and not installed?

Am I missing a major requirement, or have an old version of something I didn't know was updated?

 

Or is it because I have script sources installed but a dependency has missing sources?

I haven't tried to build yet. Thought I would get the basics sorted first.

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