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


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Posted

I think I found a small bug. My character was doing the "cursed collar" quest and was near the end, where she was wearing Andratos' theoretically inescapable armbinder. Several times as she was searching containers however, she got the "you manage to slip out of the armbinder" message - but only the message, the armbinder was not actually removed. So basically the armbinder was inescapable as advertised, the message just triggers when it should not.  

Posted
2 hours ago, firebinder said:

I think I found a small bug. My character was doing the "cursed collar" quest and was near the end, where she was wearing Andratos' theoretically inescapable armbinder. Several times as she was searching containers however, she got the "you manage to slip out of the armbinder" message - but only the message, the armbinder was not actually removed. So basically the armbinder was inescapable as advertised, the message just triggers when it should not.  

Yes, that's the "sharp items" event. It doesn't work for any HeavyBondage-tagged item (all bound hands devices). Presumably, it should (when fixed) work for leather armbinders and leather straightjackets.  Otherwise, there's no reason to have that event anymore.  Don't know about rope/leather bindings for hands since those come from Zaz devices and aren't tagged in the new DD4 system.

Posted

Hi, I'm having an issue with the DCL menu not locking when bound, if anyone knows how to fix this issue that would be really helpful as I'm trying to do the slave collar and I'm WAY too tempted to lower the days and sex acts needed (I set them pretty high :p) 

Posted
20 minutes ago, killer14798 said:

Hi, I'm having an issue with the DCL menu not locking when bound, if anyone knows how to fix this issue that would be really helpful as I'm trying to do the slave collar and I'm WAY too tempted to lower the days and sex acts needed (I set them pretty high :p) 

It's because Kimy's test mode has been left on.  I posted a script higher up on this page which should fix this problem (dcur_clocktickScript.pex), although I make no warranty.

 

That said, the values of days and sex acts needed to escape the slave collar are set when it's equipped, so changing the ranges in the MCM won't affect an existing collar.

Posted

I'm not trying to be funny here, but does this mod work correctly?  Often times it says "so-n-so" is going rape me, my clothes come off, my hands get tied, then nothing happens. I've reinstalled this since my last post above and something just doesn't seem right with this. And after the reinstall, I'm still getting the : ErrorText: LookupDeviceType Received Invalid Keyword [Keyword  <zad_deviousHeavyBondage (1705226C0>]  notice.  Maybe it's time to just take this out...bummer.

Posted
46 minutes ago, c5kev said:

I'm not trying to be funny here, but does this mod work correctly?  Often times it says "so-n-so" is going rape me, my clothes come off, my hands get tied, then nothing happens. I've reinstalled this since my last post above and something just doesn't seem right with this. And after the reinstall, I'm still getting the : ErrorText: LookupDeviceType Received Invalid Keyword [Keyword  <zad_deviousHeavyBondage (1705226C0>]  notice.  Maybe it's time to just take this out...bummer.

Make sure you're running newest DDi and DDx, version 4. Sounds like you might have older ones that worked with DCL6.1.

Posted
42 minutes ago, Lowezar said:

Make sure you're running newest DDi and DDx, version 4. Sounds like you might have older ones that worked with DCL6.1.

 

Crap, you're right! Thanks for pointing that out. I'll DL those (DDi & DDx) and re-check it out. Thank you.

Posted
5 hours ago, Ytheria said:

It's because Kimy's test mode has been left on.  I posted a script higher up on this page which should fix this problem (dcur_clocktickScript.pex), although I make no warranty.

 

That said, the values of days and sex acts needed to escape the slave collar are set when it's equipped, so changing the ranges in the MCM won't affect an existing collar.

Thanks, not fixed it :), also good to know about the collar setting when equipped, that'll help in the future

Posted

Hello! I hope anyone knows a solution for this problem...

I installed everything which is required to run this Mod.

I also checked that the Outfits are from this Mod, because when i disable it, the oufits are gone...

I got a huge bunch of Outfits and Restraints (Humble Dress, Adventurer's Dress, and more) that just are invisible?

Its like the whole Mesh is missing? I installed everything with the NMM and am really out of ideas what that issue might be :confused:

 

EDIT:

Ah found a post saying i had to rebuild them in Bodyslide...

 

EDIT 2:

And it even worked!! HURRAY :smiley:

Posted

How do i lower the chance of cursed loot happening?

 

I'm trying to have cursed loot of basically 0.5% chance of happening, i changed all the settings in general but on debug it still shows a 12% of happening.

Posted

Can you make a version where you can set the payment for solicitation to a static value? I like the mod in general but I think there is a big problem with inflation when it's bound to level. Just look at this example:

 

lvl 1: 10-30 gold (is it even worth it?)

lvl 10: 100-300 gold

lvl 20: 200-600 gold (just wow)

lvl 30: 300-900 gold (now it becomes gamebreaking for real)

lvl 40: just stop! :confounded:

 

Why should your adventuring skills influence what customers are willing to pay for your body? Is it anywhere near realistic that anyone carry that much gold on them? I think not. For a more realistic value you can base it on speechcraft instead. Something like this: 10-30 + (speechcraft*2). That will give a max reward of 230 at 100 skill, which is fair.

 

If you don't want to change it, please tell me how I can do it myself. Otherwise I would have to adjust the price in MCM every two levels. It's also weird that you get a sum of gold when you find cursed loot. It should be a punishment that you have to deal with and not a reward. You might argue that I'm talking about realism in a mod that is not even supposed to be realistic, but it's all bout immersion and game balance. :smile:

 

Posted

I'm having...not so much as a "problem" per se, with Leon. I'm currently enslaved to him (voluntarily) and he has bestowed upon me a FULL set of Obsidian restraints. The problem comes in when he goes to check for rules compliance. Every time, he keeps telling me that I'm wearing clothes (which I'm not, save for the stuff he put me in) and I end up losing disposition and getting a beat-down. I even made sure that the only items I have in my inventory are the ones he game me (with the exception of a single lockpick and a non-obsidian chastity belt that my character loves more than oxygen and refuses to get rid of). I mean I suppose that the obsidian rubber catsuit could technically be considered clothes, but if he is so inclined to stare at my goodies, maybe he should take the damned thing off!

 

Not really sure what is causing this, but does anyone have any ideas?

Posted
2 hours ago, nightwolf said:

Can you make a version where you can set the payment for solicitation to a static value? I like the mod in general but I think there is a big problem with inflation when it's bound to level. Just look at this example:

 

lvl 1: 10-30 gold (is it even worth it?)

lvl 10: 100-300 gold

lvl 20: 200-600 gold (just wow)

lvl 30: 300-900 gold (now it becomes gamebreaking for real)

lvl 40: just stop! :confounded:

 

Why should your adventuring skills influence what customers are willing to pay for your body? Is it anywhere near realistic that anyone carry that much gold on them? I think not. For a more realistic value you can base it on speechcraft instead. Something like this: 10-30 + (speechcraft*2). That will give a max reward of 230 at 100 skill, which is fair.

 

If you don't want to change it, please tell me how I can do it myself. Otherwise I would have to adjust the price in MCM every two levels. It's also weird that you get a sum of gold when you find cursed loot. It should be a punishment that you have to deal with and not a reward. You might argue that I'm talking about realism in a mod that is not even supposed to be realistic, but it's all bout immersion and game balance. :smile:

 

Maybe, all of your adventuring has managed to strengthen your kegel muscles so much that you are able to pull the "Mare's Trick" and your johns are willing to pay more to experience it? Just a thought ;) *snicker*

Posted
3 hours ago, eichabbs said:

How do i lower the chance of cursed loot happening?

 

I'm trying to have cursed loot of basically 0.5% chance of happening, i changed all the settings in general but on debug it still shows a 12% of happening.

If you've set up most of what you want in the general tab there are a few settings that can trip you up a bit.  All of these options are in the General tab as well.

 

- Disable refined chances (the option that sets dungeon/wilderness/city chances) - this will make your default chance cover all locations

 

- set arousal weight to 0 - by default I believe half of your current arousal level is added to your loot chance.  Setting this value to zero should make it so your chance stays at 0.5% at all times, no matter arousal level.

 

- set minimum arousal to find cursed loot to 0 - this will make sure that no matter arousal level, you will always have a chance of an event.

 

Hope that helps.

Posted
2 hours ago, nightwolf said:

 It's also weird that you get a sum of gold when you find cursed loot. It should be a punishment that you have to deal with and not a reward. You might argue that I'm talking about realism in a mod that is not even supposed to be realistic, but it's all bout immersion and game balance. :smile:

 

This bit you actually can turn off in the MCM menu - I don't recall the exact name of the option but I believe it is in regards to trap bait chance/nice rewards.  My take is that the extra gold/loot you are given is the actual "cursed" loot that your character finds that triggers the trap in the first place (since you can be trapped just for looking in an empty urn).

Posted
1 hour ago, Reesewow said:

If you've set up most of what you want in the general tab there are a few settings that can trip you up a bit.  All of these options are in the General tab as well.

 

- Disable refined chances (the option that sets dungeon/wilderness/city chances) - this will make your default chance cover all locations

 

- set arousal weight to 0 - by default I believe half of your current arousal level is added to your loot chance.  Setting this value to zero should make it so your chance stays at 0.5% at all times, no matter arousal level.

 

- set minimum arousal to find cursed loot to 0 - this will make sure that no matter arousal level, you will always have a chance of an event.

 

Hope that helps.

Thanks, it was arousal weight. Got it to my ideal amount now.

Posted
1 hour ago, Reesewow said:

This bit you actually can turn off in the MCM menu - I don't recall the exact name of the option but I believe it is in regards to trap bait chance/nice rewards.  My take is that the extra gold/loot you are given is the actual "cursed" loot that your character finds that triggers the trap in the first place (since you can be trapped just for looking in an empty urn).

I have looked for it, but it's either "nice rewards" in the form of items or keys, or if you turn it off you get gold. I left it on for now. I see it as if the container is cursed, because you can trigger it on doors and plants too. If you choose to loot an urn and there is a bondage device in it, tough luck. I just don't like mods that are nice to players and give them extra rewards that they don't deserve. Vanilla already does this enough as it is. That's why I'm playing with scarcity x4.

Posted
9 hours ago, nightwolf said:

Can you make a version where you can set the payment for solicitation to a static value? I like the mod in general but I think there is a big problem with inflation when it's bound to level. Just look at this example:

 

lvl 1: 10-30 gold (is it even worth it?)

lvl 10: 100-300 gold

lvl 20: 200-600 gold (just wow)

lvl 30: 300-900 gold (now it becomes gamebreaking for real)

lvl 40: just stop! :confounded:

 

Why should your adventuring skills influence what customers are willing to pay for your body? Is it anywhere near realistic that anyone carry that much gold on them? I think not. For a more realistic value you can base it on speechcraft instead. Something like this: 10-30 + (speechcraft*2). That will give a max reward of 230 at 100 skill, which is fair.

 

If you don't want to change it, please tell me how I can do it myself. Otherwise I would have to adjust the price in MCM every two levels. It's also weird that you get a sum of gold when you find cursed loot. It should be a punishment that you have to deal with and not a reward. You might argue that I'm talking about realism in a mod that is not even supposed to be realistic, but it's all bout immersion and game balance. :smile:

 

This is in dcur_scquest_payment.

 

As others have said, you can set the trap bait chance to 0 in the MCM (under Miscellaneous Options) to avoid getting rewards when you find cursed loot.  For some reason this also sets your chance of finding a DAMN box in boss chests, which is why I never see them.

Posted

i've been locked into a yoke by a self bondage trap, but despite me carrying 3 restraints keys the only option i get when asking someone to unlock it is that i'm not carrying any keys on me. 

Posted
26 minutes ago, Statick16 said:

i've been locked into a yoke by a self bondage trap, but despite me carrying 3 restraints keys the only option i get when asking someone to unlock it is that i'm not carrying any keys on me. 

Heavy yoke requires hand restraint key.

Posted

it was a regular steel yoke

 

EDIT: turns out i was adding the wrong keys by console commands when i tried to find out what was wrong, once i had the right one the dialogue worked just fine.

 

made me feel kinda stupid for overlooking that detail tho...

Posted

So I hope this is the right thread, but I just got the 'A Damsel In Distress' quest and I put in a cage in a full catsuit and hood and all the accoutrements. I got out of the hogtie but then nothing else. Like QAYL, I am able to open the cage door I was placed in, but my PC just sits in the knees akimbo animation and the cage door closes again. I am still in my armbinder, but not sure what gives as I see nothing else to get out of my predicament at the moment.

Posted
On 1/6/2018 at 9:42 PM, Lupine00 said:

I asked some people who had expressed rage at DCL why they disliked it, and the limited response I got suggested, to paraphrase:  large and confusing MCM, overall resource load, and heavy script loading in particular.

 

You can see the actual comments in the Slaverun forum.

Well... I don't know where they got the idea it is an expensive mod to run, or has heavy script load...

 

I guess it's a case of alternate facts.

So, first I don't have any hate for this mod, I generally run with it.  However, it is a mod that generates a large number of conflicts with other mods.  This could be the other mods that are the problem, but to use those mods I have to completely disable DCUR.  There are mods in particular that I run that DCUR constantly interferes with.  For some of those mods I can turn off DCUR and play out their content, but for others I essentially have to choose it or this mod.  If DCUR were more modular, it might be able to resolve some of this. 

 

While the MCM has settings for just about everything, turning off settings doesn't always resolve the conflict.  Also, some of the settings could be a bit more modular, like the device comments (I don't like being constantly asked if by NPCs if they can tie me up, but I cannot find a setting just to remove that as an option without removing other comments along with it). 

 

As it is, it takes me about 15 minutes to configure the MCM for this mod (though I do admit that is mostly me not doing the export/import of the settings, but even if I were to use that feature I would still end up having to go through the settings to see what has changed between versions).

 

The support and updating of this mod is fantastic. I wish more love was given to the quests since they can be quite interesting.  Too many of them are a bit long on the scavenger hunt aspect for my tastes (like The Bound Queen, for example).  I really like the Alternate Princess Start, but it begs for more content (and perhaps getting unhobbled a bit earlier).

 

Mostly I see a lot of other mods getting sucked into DCUR, but simplified from their original premise.  I would prefer to see hooks into those mods instead of them rebuilt into DCUR (like how it hooks to EC+ and CDS).  

 

But most of my points come from someone that has played with the mod since the beginning and its various iterations since.  In the grand scheme of the mod, they are minor quibbles.  I usually look forward to updates on this mod.  However, this particular update (along with the updates to the core DD Mods) has been very disruptive to my normal suite of mods that I use.  It also looks like some of the older mods will probably not get updated to work with the newer systems, so this paradigm shift seem fairly dramatic to me.

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