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


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Posted
9 hours ago, Gameplayer said:

So Armbinders.....

Not working now.

See my post from just after 6.3 release (page 595). Pink armbinder is fixed. Two other armbinders are not fixed.

I quote: 

Spoiler

 

Checked all the dcur binders I could find in the CK:

  • dcur_cursedArmbinder_scriptInstance has it
  • dcur_hisecArmbinder_scriptInstance has it
  • dcur_hq_armbinderRendered does not have it. (Slaver's Armbinder, I think LAL start uses it).
  • dcur_lb_Armbinder_scriptInstance has it.
  • dcur_leon_armbinder does not have it.
  • dcur_questArmbinderRendered has it.
  • dcur_rd_ArmbinderRendered has it.
  • dcur_SashaArmbinderRendered has it.

So, maybe those two armbinders aren't working as intended?

 

So Leon's armbinder and the special armbinder for the princess LAL quest are broken.

Certainly, in my testing, they were broken, and the pink one was not.

 

If you find a broken armbinder, please post the ID (yes, it varies with your install, but it's still meaningful).

 

If all your DCL armbinders are broken, and perhaps DD4 armbinders as well, then the problem is probably your install has old assets in it somehow.

Posted

An one else having the old animation for the yoke of shame as if my character wearing a normal yoke or heavy yoke not a breast yoke? Or is this just me.

Posted
2 hours ago, DCPDDP said:

An one else having the old animation for the yoke of shame as if my character wearing a normal yoke or heavy yoke not a breast yoke? Or is this just me.

One page backwards you can read that you are not the only one (I've noticed things also depends on the animation selected at setup). I do not know the solution btw. Note, given the amount of pages in this thread, I understand that reading through all of that might feel futile.

Posted
16 hours ago, Lupine00 said:

See my post from just after 6.3 release (page 595). Pink armbinder is fixed. Two other armbinders are not fixed.

I quote: 

  Reveal hidden contents

So Leon's armbinder and the special armbinder for the princess LAL quest are broken.

Certainly, in my testing, they were broken, and the pink one was not.

 

If you find a broken armbinder, please post the ID (yes, it varies with your install, but it's still meaningful).

 

If all your DCL armbinders are broken, and perhaps DD4 armbinders as well, then the problem is probably your install has old assets in it somehow.

No, your post is not helpful.

Armbinders are broken.

 

There is hardly a point in my posting which ones these are.

All Armbinders on NPC's are broken, until an animation related to DDI's animations plays.........Everyone see's it and that is an issue that needs to be addressed rather than suppressed.

Posted
12 minutes ago, Gameplayer said:

No, your post is not helpful.

Armbinders are broken.

 

There is hardly a point in my posting which ones these are.

All Armbinders on NPC's are broken, until an animation related to DDI's animations plays.........Everyone see's it and that is an issue that needs to be addressed rather than suppressed.

Except armbinders/elbowbinders work almost completely fine for me on NPCs.  I don't see how it is possible for that to be happening and them still be 100% "broken" for everyone.

 

The only slight complaint I have is that if an NPC is wearing a straightjacket and bondage mittens the mittens are visible in the armbinder position.  Other than that every time my followers have gotten arm restraints since the update they have had the armbinder animations and kick-only combat animations without fail, even across zone boundaries.

 

If your experience is that every armbinder is having problems (not the specific armbinders Lupin is talking about that may need fixes) it may be something people can help you fix with more details.

Posted
46 minutes ago, Reesewow said:

Except armbinders/elbowbinders work almost completely fine for me on NPCs.  I don't see how it is possible for that to be happening and them still be 100% "broken" for everyone.

 

The only slight complaint I have is that if an NPC is wearing a straightjacket and bondage mittens the mittens are visible in the armbinder position.  Other than that every time my followers have gotten arm restraints since the update they have had the armbinder animations and kick-only combat animations without fail, even across zone boundaries.

 

If your experience is that every armbinder is having problems (not the specific armbinders Lupin is talking about that may need fixes) it may be something people can help you fix with more details.

Seems to me that its likely your not actually paying attention to how the "Bound Girls" in DCL are specifically broken in regards to armbinders.

It seems to me that your ignoring what others have said in this thread.

I can see them work on my character and followers that much I know, but Bound Girls may as well not have them.

You can also go to other threads and find other people saying as much.

 

Next if its just a mistake on my part and the parts of soo many others...Than your basically ignoring that means the information for proper installation of the files is in a poor state itself.

 

So again another unhelpful post.

Posted

Can I ask if a preference can be added for black leather or black ebonite in the what you find preference, always been odd you could specify red or white gear but the generic leather or ebonite selection is random

 

Posted
2 minutes ago, Gameplayer said:

Next if its just a mistake on my part and the parts of soo many others...Than your basically ignoring that means the information for proper installation of the files is in a poor state itself.

 

So again another unhelpful post.

I'm simply replying to your initial post that only said armbinders are broken - full stop, followed by your post that all armbinders are broken on NPCs.  As followers are NPCs that seemed completely separate from my experience, sorry if you were referring to something completely different. 

 

If you mean bound girls specifically never have armbinder animations - that may totally be an issue that needs to be looked at.  I don't know as I do not use bound girls in my game at all, but I had no clue you were talking about that from your posts so far.  I'm not ignoring what you are saying, I really had no clue what you were referring to from your posts, which is why details are helpful.  Hopefully the issue gets fixed.

Posted
13 minutes ago, Reesewow said:

I'm simply replying to your initial post that only said armbinders are broken - full stop, followed by your post that all armbinders are broken on NPCs.  As followers are NPCs that seemed completely separate from my experience, sorry if you were referring to something completely different. 

 

If you mean bound girls specifically never have armbinder animations - that may totally be an issue that needs to be looked at.  I don't know as I do not use bound girls in my game at all, but I had no clue you were talking about that from your posts so far.  I'm not ignoring what you are saying, I really had no clue what you were referring to from your posts, which is why details are helpful.  Hopefully the issue gets fixed.

I was referring earlier to a post a person had made about armbinders on Bound Girls.  It even contained pictures.

Heck over on the main DDI thread there was someone directing these posts here due to it being in relation to those specific NPCs.

Posted

Have a few question...

 

why don't i get a dialog when talking to npcs to ask for help to remove an armbinder or other items? or does the mod not do that? i have also deviously enslaved continued and deviously helpless, the former to get none hostile npcs to do something to my bound character and the later for hostile npcs. I was hoping to avoid having deviously enslaved installed since it might clash with cursed loot and i would like to just go with cursed loot?

 

Help please, also this mod is brilliant. :smiley:

Posted
2 hours ago, The-Huntress said:

Have a few question...

 

why don't i get a dialog when talking to npcs to ask for help to remove an armbinder or other items? or does the mod not do that? i have also deviously enslaved continued and deviously helpless, the former to get none hostile npcs to do something to my bound character and the later for hostile npcs. I was hoping to avoid having deviously enslaved installed since it might clash with cursed loot and i would like to just go with cursed loot?

 

Help please, also this mod is brilliant. :smiley:

You'll need to ask a merchant or blacksmith if I recall.

Posted

@Kimy

 

It still seems possible for DCUR to activate during a Prison Overhaul Patches (POP) event.  I raised this on the POP thread and for the full, masochistic, detail, it's all here...

 

https://www.loverslab.com/topic/46551-prison-overhaul-patched/?do=findComment&comment=2125643

 

......but the simple version is

 

1 - the guards in charge of the Cursed Loot (Kimy Brigade) can report the PC for Indecency before eg the POP bounty hunter arrest completes.  PC can end up wearing BOTH POP and DCUR added DD items.  eg, wearing both POP restraints and a Yoke of Shame, with POP animations 'winning' 

 

2 - during POP's 'march to jail', the PC will do a DCUR hands up 'surrender to her fate' event at points even though POP is running.  Looks like these events can be started by combat hit, fulfilling the set conditions (and I would other events probably would also initiate eg Guard 'Indecency' events etc).  This is followed by a SexLab event, which is not unduly bad in itself for some immersion, but if the 'baddie' to whom the PC surrendered ends up far enough 'behind' the POP Bounty Hunter/arresting party's current location, you get a heap of black screens as the PC is continuously ported at high speed back and forward between the en route march and SexLab scenes, and the game becomes effectively 'unwatchable'  

 

3 - Inte thinks that it may be that DCUR periodic checks maybe do not include all the POP events that indicate POP is active.  Inte replied:

 

 

'I meant to update the POP API with this

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCArrestStart") this gets set to 1 when the arrest scene starts. It gets set to 0 when the arrest scene ends, regardless if the arrest was successful or not.  

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCArrested") this gets set to 1 on a successful arrest (when arrest scene ends - but before the walk to jail) and stays at 1 until release/escape/captor death. 

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCinJail") this gets set to 1 when the player first walks into the cell and stays at 1 until escape or release.

@Kimy might want to add the "xpoPCArrestStart" to the list of conditions that stop DCUR events from firing. Right now I am guessing @Kimy is only checking for "xpoPCinjail". '

 

and also said checks on

 

'The 'xpoPCArrestStart" will stop interference with the arrest scene which is script heavy whereas, 'xpoPCArrested' will stop the interference during the rest of the POP time.'

 

 

If Inte is correct, would it be possible, please, to add those to DCUR's checks when you next do an update?

 

I hope the explanation is clear, but I realise that I'm merely an amateur....

 

Hopefully, TIA  :smile:

 

 

 

 

 

 

 

 

 

 

 

Posted

Bound girls not working due to the player not being aware they needed to set sufficient slots for them in the Devious Devices MCM (not DCUR) is an old issue, and nothing in 6.3 can make that go away, except of course, DCL going in and messing with your DD settings. It does not amount to "all armbinders always broken for all NPCs".

 

Clearly, if armbinders can work on followers, they are not broken for all NPCs. A follower is just an NPC with a few extra packages, DD works normally on them.

 

 

Personally, I find there are too many bound girls, so I turn the number of them down to ten. This goes some way to solving the problem.

I still seem to see plenty of bound girls.

Secondly, I increase the slot limit in DD to 20. So far my game hasn't exploded from this, but your mileage may vary.

 

Remember, changing the bound girl count takes a while to kick in. You can speed this up by talking to bound girls, which causes them to disable shortly afterwards.

 

 

Bemoaning some great armbinder cover-up conspiracy, or that nobody is listening because they are part of a Kimy worshipping cult, is not an efficient way to report or resolve an issue. Providing a better description of the problem, with more details, then trying suggested fixes, and reporting results, then iterating the process until resolution, is more effective. The better you describe the problem, the easier it is to identify.

Posted
14 minutes ago, Lupine00 said:

Bound girls not working due to the player not being aware they needed to set sufficient slots for them in the Devious Devices MCM (not DCUR) is an old issue, and nothing in 6.3 can make that go away, except of course, DCL going in and messing with your DD settings. It does not amount to "all armbinders always broken for all NPCs".

 

Clearly, if armbinders can work on followers, they are not broken for all NPCs. A follower is just an NPC with a few extra packages, DD works normally on them.

 

 

Personally, I find there are too many bound girls, so I turn the number of them down to ten. This goes some way to solving the problem.

I still seem to see plenty of bound girls.

Secondly, I increase the slot limit in DD to 20. So far my game hasn't exploded from this, but your mileage may vary.

 

Remember, changing the bound girl count takes a while to kick in. You can speed this up by talking to bound girls, which causes them to disable shortly afterwards.

 

 

Bemoaning some great armbinder cover-up conspiracy, or that nobody is listening because they are part of a Kimy worshipping cult, is not an efficient way to report or resolve an issue. Providing a better description of the problem, with more details, then trying suggested fixes, and reporting results, then iterating the process until resolution, is more effective. The better you describe the problem, the easier it is to identify.

So having that set for 10 NPC's is not enough?  You know bear in mind that the default setting for NPCs is what like 5?

That seems like its an issue now with DDI....

Thing is Armbinders have had an issue with Bound Girls for a while now, I've never seen the issue in Captured Dreams in prior games.

 

Its not like Im a new user, I am in fact the guy that made the bulk of the UUNP sliders that come packaged in DDA and DDX.

 

----------------------------------------------

 

The setting in DDI is for number of NPC's in the same CELL as the Player....

So if there are 2 Bound Girls from DCL present in the tavern.....And the DDI setting is at 5...

Than those Bound Girls should have their arms in an Armbinder.

 

 

Posted
18 hours ago, jaberwocky said:

One page backwards you can read that you are not the only one (I've noticed things also depends on the animation selected at setup). I do not know the solution btw. Note, given the amount of pages in this thread, I understand that reading through all of that might feel futile.

The solution is it was most likely just over looked at the time it was changes oh well Kimy will fix it some time not like it brakes the mod. Just wanted to make sure it wasn't just me cause then it would be on my end.

Posted
2 hours ago, Gameplayer said:
2 hours ago, Lupine00 said:

Bound girls not working due to the player not being aware they needed to set sufficient slots for them in the Devious Devices MCM (not DCUR) is an old issue, and nothing in 6.3 can make that go away, except of course, DCL going in and messing with your DD settings. It does not amount to "all armbinders always broken for all NPCs".

 

Clearly, if armbinders can work on followers, they are not broken for all NPCs. A follower is just an NPC with a few extra packages, DD works normally on them.

...

So having that set for 10 NPC's is not enough?  You know bear in mind that the default setting for NPCs is what like 5?

That seems like its an issue now with DDI....

Thing is Armbinders have had an issue with Bound Girls for a while now, I've never seen the issue in Captured Dreams in prior games.

...

The setting in DDI is for number of NPC's in the same CELL as the Player....

So if there are 2 Bound Girls from DCL present in the tavern.....And the DDI setting is at 5...

Than those Bound Girls should have their arms in an Armbinder.

Doing some experiments on my own, I'd also lean towards the explanation of there being be a bug with how DCL's Bound Girls spawn or apply the wrist restraints (HeavyBondage items). This of course using DCL 6.3 and the latest DD4 on a brand new new game, Slotted NPCs set at 8 which is more than enough for my setup (I'm not using For the Masses and only have one or two followers at a time).

 

Give this a try and see what happens in your game, it seems to work reliably in mine: when you encounter one of the Bound Girls who doesn't 'respect' her armbinder or cuffs (which none of them do in my game), open her inventory. I'd recommend using a mod like the Manipulator for that so you won't have to mess around with item IDs in the console. Then remove/unlock the armbinder/wrist restraint from her (you need to have a key, of course) and lock it right back on her again. She should now switch to the correct AA set for the device. So this may be a workaround, albeit a clumsy one, for this issue.

Posted

Hello, i am still currently running 6.1, with which i didn't have big problems, but since the 6.3 requires the newer DDi,DDx, i also thought to ask this. What is the status with ZAZ Animation pack and the new Cursed loot? Because i see that now there is also a ZAZ v8 pack. Is this the new "official" Zaz pack, with which Cursed loot 6.3 is also supposed to work with?

Thanks.

Posted
39 minutes ago, ForestElf said:

Hello, i am still currently running 6.1, with which i didn't have big problems, but since the 6.3 requires the newer DDi,DDx, i also thought to ask this. What is the status with ZAZ Animation pack and the new Cursed loot? Because i see that now there is also a ZAZ v8 pack. Is this the new "official" Zaz pack, with which Cursed loot 6.3 is also supposed to work with?

Thanks.

Technically you only need ZAZ7 for 6.3, but everything works fine for me running ZAZ8.

Posted
1 hour ago, El_Duderino said:

Doing some experiments on my own, I'd also lean towards the explanation of there being be a bug with how DCL's Bound Girls spawn or apply the wrist restraints (HeavyBondage items). This of course using DCL 6.3 and the latest DD4 on a brand new new game, Slotted NPCs set at 8 which is more than enough for my setup (I'm not using For the Masses and only have one or two followers at a time).

 

Give this a try and see what happens in your game, it seems to work reliably in mine: when you encounter one of the Bound Girls who doesn't 'respect' her armbinder or cuffs (which none of them do in my game), open her inventory. I'd recommend using a mod like the Manipulator for that so you won't have to mess around with item IDs in the console. Then remove/unlock the armbinder/wrist restraint from her (you need to have a key, of course) and lock it right back on her again. She should now switch to the correct AA set for the device. So this may be a workaround, albeit a clumsy one, for this issue.

I also have had this same problem with the bound girls since I installed the V4.0 (new game, not updated). I have had the slotted value always at 10 and have tested also higher values but it just doesn't help.

Posted
9 hours ago, neosuduno said:

I am surprised that you didn't add a new quest  involving Straitjackets Kimy.

Not yet. :tongue:

4 hours ago, donkeywho said:

It still seems possible for DCUR to activate during a Prison Overhaul Patches (POP) event.  I raised this on the POP thread and for the full, masochistic, detail, it's all here...

 

https://www.loverslab.com/topic/46551-prison-overhaul-patched/?do=findComment&comment=2125643

 

......but the simple version is

 

1 - the guards in charge of the Cursed Loot (Kimy Brigade) can report the PC for Indecency before eg the POP bounty hunter arrest completes.  PC can end up wearing BOTH POP and DCUR added DD items.  eg, wearing both POP restraints and a Yoke of Shame, with POP animations 'winning' 

 

2 - during POP's 'march to jail', the PC will do a DCUR hands up 'surrender to her fate' event at points even though POP is running.  Looks like these events can be started by combat hit, fulfilling the set conditions (and I would other events probably would also initiate eg Guard 'Indecency' events etc).  This is followed by a SexLab event, which is not unduly bad in itself for some immersion, but if the 'baddie' to whom the PC surrendered ends up far enough 'behind' the POP Bounty Hunter/arresting party's current location, you get a heap of black screens as the PC is continuously ported at high speed back and forward between the en route march and SexLab scenes, and the game becomes effectively 'unwatchable'  

 

3 - Inte thinks that it may be that DCUR periodic checks maybe do not include all the POP events that indicate POP is active.  Inte replied:

 

 

'I meant to update the POP API with this

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCArrestStart") this gets set to 1 when the arrest scene starts. It gets set to 0 when the arrest scene ends, regardless if the arrest was successful or not.  

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCArrested") this gets set to 1 on a successful arrest (when arrest scene ends - but before the walk to jail) and stays at 1 until release/escape/captor death. 

  • StorageUtil.GetIntValue(PlayerRef, "xpoPCinJail") this gets set to 1 when the player first walks into the cell and stays at 1 until escape or release.

@Kimy might want to add the "xpoPCArrestStart" to the list of conditions that stop DCUR events from firing. Right now I am guessing @Kimy is only checking for "xpoPCinjail". '

 

and also said checks on

 

'The 'xpoPCArrestStart" will stop interference with the arrest scene which is script heavy whereas, 'xpoPCArrested' will stop the interference during the rest of the POP time.'

 

 

If Inte is correct, would it be possible, please, to add those to DCUR's checks when you next do an update?

 

 

I actually asked Inte to add these flags a while ago, to prevent exactly these issues. Glad that they are in now. I will add checks for them, so POP should work more flawlessly with DCL! :smile:

4 hours ago, Gameplayer said:

The setting in DDI is for number of NPC's in the same CELL as the Player....

So if there are 2 Bound Girls from DCL present in the tavern.....And the DDI setting is at 5...

Than those Bound Girls should have their arms in an Armbinder.

 

 

10 should be more than enough to process the bound girls, unless you allow an insane number of them. This is probably an issue with the Bound Girls feature in specific, not armbinders in general. The vast majority of them works fine. I will fix the two that are known to still have issues. And yes, the issues root in me having to convert all wrist restraints from DD3 to DD4, but I probably missed some code and/or keywords I have to adapt. In my defence, there are a LOT of wrist restraints in DCL. :smiley:

Posted
20 hours ago, DCPDDP said:

An one else having the old animation for the yoke of shame as if my character wearing a normal yoke or heavy yoke not a breast yoke? Or is this just me.

That's because I forgot to update the item keyword, most likely. I will have a look.

Posted

oh boy we gonna get another quest involving straightjackets (devious followers beta does in fact have one if you are that desperate to have one)

 

Nice work Kimy :classic_smile:

 

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