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


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Posted

Does anyone know The Dollmaker's actual ref ID in my game this is the base ID:

 

51065BCA

 

I need it, because my game always now CTDs if I try to enter from outside Dawnstar - I run out of memory. But I am using both Crashfixes and ENBBoost and have setting as listed, still I crash, want to go to her to sell in bulk - with Devious Traps and just regularly going through doors - I have accumulated quite a collection of restraints.

 

Posted

I have installed the new version and the rescaled solicitation payment doesn't apply. Do I need to make a clean save when updating?

 

It be nice if the SexLab settings worked for solicitation, because right now there is no way to use beds and no filtering of aggressive animations.

 

One more thing to consider is adding the update log to the description of the mod, so everyone can see it without looking through the entire thread.

Posted

I habitually disallow beds, because they can cause all sorts of issues. For that particular purpose I might be able to allow them, though.

 

What update log? If you mean the change log, that's included in the documentation.

Posted
7 hours ago, Lowezar said:

Sorry, but you seem to have comprehension issues. I was referring to your idea to get rid of level dependency for removal:

 

 

-----

or even better, the price is determined by what kind of device it is, and has nothing to do with your level. Logic and immersion comes into play here, again. Why would they charge you 10 times more at level 10? You would have to assume their services aren't just meant for the player.

No need to insult me because of a misunderstanding. When have I suggested charging 10000 gold for removing a device? Would this even go hand in hand with my idea of prices that makes sense? I think not. I was thinking more like a fixed price of 100, maybe 200, depending on how hard the device is to remove. Then this could increase with 100 per 10 character level to have some kind of impact while also keeping prices from skyrocketing(game balance), but if half your character level was used, it's a bit better than it is now. The biggest problem in Skyrim is a world revolving too much around the player, instead of being realistic. If you are rich, that means you can handle these costs easier.

 

Same for solicitation. No one in Skyrim, not even a Jarl, would pay 1500 gold for a whore. If you don't agree, it's another story.

Posted
28 minutes ago, nightwolf said:

There are no gnomes counting the coin in your pocket and reporting it to the blacksmith.

True, but for me personally if the choice is between an "immersive" cost to remove items (fixed 100/200g) and a "balanced by gameplay" cost based on what you actually earn at a high level, I'll take the gameplay version every time.  100 g is literally what I can find on a random bandit at level 80 and a boss chest can have an enchanted weapon worth 2k+ easily.  I'd agree it could be seen as an immersion flaw, but it is a flaw with the basic gameplay of Skyrim itself and can only be avoided by specifically running mods to change it or simply never levelling up.  Same for solicitation, for it to be a viable gameplay source of money it needs to match up to other gameplay activities or there is no point in it existing (other than for random sexy times, but Matchmaker does that just fine).

 

As for the blacksmith charging you the price of Proudspire Manor to get some high-security cuffs off, the unfortunate thing is that I would call that price reasonable at my level with my gameplay mods.  I typically carry around 25K + in gold, and have hundreds of thousands of gold sitting in my Legacy of the Dragonborn vault.  My personal head-cannon is that the blacksmith knows who my character is and how much she is worth, and being as I have no choice but to pay him he'll charge what he can get away with (this is the same blacksmith that will rape my character if it is dark out with no repercussions).  I would never personally want high security removal to only cost 100/200g, altho I would totally support a "flat rate" MCM button if someone did want it (for compatibility with scarcity mod users).

Posted
18 minutes ago, Reesewow said:

True, but for me personally if the choice is between an "immersive" cost to remove items (fixed 100/200g) and a "balanced by gameplay" cost based on what you actually earn at a high level, I'll take the gameplay version every time.  100 g is literally what I can find on a random bandit at level 80 and a boss chest can have an enchanted weapon worth 2k+ easily.  I'd agree it could be seen as an immersion flaw, but it is a flaw with the basic gameplay of Skyrim itself and can only be avoided by specifically running mods to change it or simply never levelling up.  Same for solicitation, for it to be a viable gameplay source of money it needs to match up to other gameplay activities or there is no point in it existing (other than for random sexy times, but Matchmaker does that just fine).

 

As for the blacksmith charging you the price of Proudspire Manor to get some high-security cuffs off, the unfortunate thing is that I would call that price reasonable at my level with my gameplay mods.  I typically carry around 25K + in gold, and have hundreds of thousands of gold sitting in my Legacy of the Dragonborn vault.  My personal head-cannon is that the blacksmith knows who my character is and how much she is worth, and being as I have no choice but to pay him he'll charge what he can get away with (this is the same blacksmith that will rape my character if it is dark out with no repercussions).  I would never personally want high security removal to only cost 100/200g, altho I would totally support a "flat rate" MCM button if someone did want it (for compatibility with scarcity mod users).

I agree with the game balance argument here, but I can't stand the broken immersion(I know it's a personal issue). My original thought was that you should be able to set that fixed price yourself(just like you can set it now per level), and balance your own gameplay according to your mods and what you think is reasonable, but I forgot about that. I know I can work around it with a little math, but it's an ugly fix that will take a lot of small adjustments. That's why I would be satisfied with a price scaling to half your level. It's a compromise between immersion and game balance.

Posted
On 1/28/2018 at 9:48 PM, donkeywho said:

@Kimy or anyone else who can help, please

 

1 Combat Rape. 

 

I have this set for Hardcore, but Heal @ 100%, Theft at 33%, and all other options eg Wilderness, Inn etc at 0%. 

 

I expected that to result, at worst, in being only ported back to the start of a location

 

But I very regularly, almost always - something that could happen by chance ;) - get sent off into the wilderness with a strict bondage mini-game, followed by the armbinder equip, and have to work from there

 

Is there any possibility that the other 'bondage event' in the Rape MCM menu, ie the chance to get tied up (during what I  thought was meant to be any other, ie non-combat rape event) is overriding the Combat Rape 0% setting?

 

Or have I just got my understanding of what is meant, and consequently my PC, totally screwed up?  :smile:

 

2 Estrus Plant Events

 

Does anyone ever see these with 6.2 or, now, 6.3?  Seemed to work fine in prior versions, but never yet seen with the latest versions

 

TIAS for any help offered/suggestions to fix

@Kimy

 

I guess it's probably fair to report the transition to the 'Left in the Wilderness' scenario as a probable bug :confused: 

 

Kicks in on the post combat defeat scenario, with or without the Combat Rape 'Hardcore' outcomes selected, and I think (not more certain than that) when the scenario skips the rape event and goes straight to 'beaten unconscious'    It doesn't seem to be only me that's encountering this either, from what I read above

 

I know you note such things :classic_angel:, so no need to respond

 

5a6fb74f07bcc_TESV2018-01-3000-00-52-13.thumb.jpg.f520e38233d4a36192f2f419e0965a31.jpg

 

 

 

5a6fb69f15dc7_TESV2018-01-3000-00-58-45.thumb.jpg.47de25ec333871e7af1a90c77127a0e2.jpg

 

5a6fb6a382da2_TESV2018-01-3000-01-20-88.thumb.jpg.bd90648ad5b2323d086591d743140f65.jpg

TESV 2018-01-30 00-01-24-35.jpg

Posted

Okay so i did the leon quest, selected the leon ending, but as soon as i do it changes the ending to the not enslaved ending even though still have the collar on, also i can use the [start player slavery] dialogue option which leads to them saying [you must be submissive and obedient from now on] then it just returns to normal. the actual slavery will not start.

Posted

"- Changed: Solicitation: The maximum gold reward before applying bonus modifiers now scales with half your level instead of the full value."

 

The rescaled tip doesn't seem to work. I even made a clean save in case it was needed. With a tip of 95-100 per level and level 2, I got 200g with no bonuses involved(no bondage and no threesomes).

Posted
14 hours ago, Lowezar said:

Yes, there are separate chances in DCL escape settings. Normal vs Rare keys.

Yes, you can now use your inventory (with limitations of course) with bound hands. To struggle out/unlock/etc you now "unequip" hand restraints like any other device.

Neat -- thank you. 

Posted
12 hours ago, TajZ said:

Does anyone know The Dollmaker's actual ref ID in my game this is the base ID:

 

51065BCA

 

I need it, because my game always now CTDs if I try to enter from outside Dawnstar - I run out of memory. But I am using both Crashfixes and ENBBoost and have setting as listed, still I crash, want to go to her to sell in bulk - with Devious Traps and just regularly going through doors - I have accumulated quite a collection of restraints.

 

in my game it is xx090973 (xx is the load order position), base id in my game is xx065bca.

 

other possible options to sell devices:

 

1 - vanilla speechcraft perk - merchant (the one at 50 speechcraft that lets you sell anything to any merchant)

2 - if you have Captured Dreams Shop installed - the Master will buy devices from you (make sure "Free Trial" is not checked in MCM though, if its checked

     she may just take most of them, after locking some on you of course).

 

Posted

(1) RefID of an actual actor cannot be determined from the base. It's completely runtime dependent.

You need to use a mod that finds it for you, or find that post I made around Xmas that explains how to do it from the console.

 

(2) Rescaling the solicitation values simply halved the max, it had no other impact. If you were setting a low value to start with, it's charged nothing, the real issue here is that the value scales linearly with level. Introducing an additional constant scalar doesn't change that relationship.

 

e.g. Before: Reward = k * Level * SolicitationPerLevelAmount ... where k is the magic scale that Kimy gets from your solicitation result.

And after Reward = m * Level * SolicitationLevelAmount.

 

The amount at level 10, is STILL ten times what it was at level one.

 

If you want to taper this off, you need to use a power function with a fraction, or a log (and you'll notice these two things are inter-related). Or you could use square-root, which is just Pow(X, 0.5) anyway.

 

So it could be Reward = c + k * Pow(Level, q), or Reward = c + Log(m * Level + n)

 

 

In practice, as the system is currently, you can turn the value up at low levels, and down later. I don't think it's cheating. Just set a value that gives results that make sense to you personally.

 

I can see a case for letting the player turn off level-scale altogether though. Solicitation makes sense for a low level character, not so much at high level.

 

It feels totally "right" playing ME at level 1, and not levelling. Why else would you put up with being treated so badly? It's because you don't have other options. A character that can go loot ruins and barrows, or mug bandits for cash, doesn't need to whore around for chicken-feed. And as already pointed out, it doesn't make "sense" for NPCs to have thousands of NPCs to give you for sex, when the shopkeeper needs a 500 loan to build up his business.

Posted

Please help! 

Got strange bug with follower. Can't remove an anal plug from her: "... Chastity belt is equiped", but there is no chastity belt on her. And the arosual state also is not decreasing after sex act like in chastity. But again: there is no chastity devices and never were. Only PC was in chastity. 

The most strange part of it, that butt plug can be removed actually, but only when chastity belt is on! But this can't fix the arosual issue. 

 

Tried DCL's safeword,  resurrect, recycle actor, different actions like equip/unequip even on PC - did not helped. 

Posted

Ok...

 

I'm sure that this has been addressed before, but this thread is over 600 pages long, and I'm too ADHD to do that much research, so I'm just going to ask and brace myself for potential ridicule.

 

The MXW_Catsuit.  I love it, I love the look.  Who doesn't love latex?  However, I'm obviously doing something terribly wrong, and don't know what it is.  Whenever a catsuit/zipsuit is equipped, my character gains 50 lbs.  I'm using the UUNP (HDT) body.  I have the exact same preset for all of my outfits, I run them as batch build.  No unique bodies, no unique races.  I'm a simple UNP nord girl.  

 

Through SkyUI I unequipped the rubber doll suit (such a brilliant concept) and noticed that my body had changed to whichever body the mod uses (CBBE?)  That's the thing, though...  I installed the UNP version of CL.  All the other items in CL work just fine.  It's just that one bastard MXW_Catuit folder in Bodyslide that's the problem.  No presets show in the drop down menu, which tells me that the files in that folder aren't (U)UNP models.  So is there a CL compatible conversion file that I completely missed somewhere, or am I just doing something wrong?

 

Also, I'm having the exact same problem with Capture Dreams catsuits, and understand they use a different model.  I know this isn't a CD support thread, and that's fine, I'll hastle them about it, but I'm wondering if the same problem applies to both cases.

 

I'm running DDa, DDx, DDi, CL, and CD

Cheers

 

P.S.  For the record, I fucking love this mod!  It's brilliantly creative and the functionality is jaw dropping.  

Posted

So i happen to have the same problem again and dont know how i solved it the last time. 

 

I dont have any meshes/textures for the new items. It just shows up as invisible.

 

I read some replys wich tell me to "strg + batch build meshes" and i simply wanna know how i do this or what is meant by that

 

My modding experience is not that updated as it was a few years ago (since this mod updates are the onky reason for me to return to skyrim) so please 

Posted
3 hours ago, nigwriter said:

Also, I'm having the exact same problem with Capture Dreams catsuits, and understand they use a different model.  I know this isn't a CD support thread, and that's fine, I'll hastle them about it, but I'm wondering if the same problem applies to both cases.

CD catsuits are a mess of clipping with any item other than just the catsuit.

 

Have you tried loading your MXW Catsuit into Bodyslide and Outfit Studio to have a look at what it thinks its reference is?

e.g. Load references until one matches, and that is what it is.

 

If it actually IS a CBBE mesh, or possibly a UNP mesh that doesn't match UUNP default sliders, it's possible to auto-convert it to UUNP with Outfit Studio.

 

Bodyslide/Outfit Studio's own wiki has a walkthrough on this, which is pretty easy to follow.

 

You can even use Outfit Studio to fix up clipping issues, which is often easy to fix (though obviously, some things cannot be fixed).

Making a catsuit fit within arm and leg cuffs is normally trivial though (I'm looking at you CD).

Posted
2 hours ago, F3ARXenon said:

So i happen to have the same problem again and dont know how i solved it the last time. 

 

I dont have any meshes/textures for the new items. It just shows up as invisible.

 

I read some replys wich tell me to "strg + batch build meshes" and i simply wanna know how i do this or what is meant by that

 

My modding experience is not that updated as it was a few years ago (since this mod updates are the onky reason for me to return to skyrim) so please 

On 05/01/2018 at 6:55 AM, Lowezar said:

run bodyslide. Data/CalienteTools/BodySlide/BodySlide[x64].exe, check Build Morphs (doesn't hurt doing so whether you use mods changing your body mid-game or not) and click Batch Build. There will be some options, basically switch everything to HDT if you're using it. ...and go make some tea, it will take some time. :smile:

Posted

I do not understand what's wrong with Sasha ....

When I put a collar on her and start trading her body, and offering her to men, Sasha dressing strapon becomes an active role, and men in a passive role .....

Sasha is always in an active role with the NPC and PC.....

Very strange....??

How to fix it?

Posted
5 hours ago, Lupine00 said:

Have you tried loading your MXW Catsuit into Bodyslide and Outfit Studio to have a look at what it thinks its reference is?

e.g. Load references until one matches, and that is what it is.

I hadn't thought about checking the OS references.  Thank you.  I can confirm that it's a CBBE body.  

 

I honestly don't mind doing the conversion work myself.  It'll give me a reason to learn to use OS better.  My new questions is this.  Why did I get a CBBE body if I downloaded the UNP version.  Is there a conversion file that I missed?

Posted

So I've seen a few people in recent pages reporting that armbinders/shackles are not working on bound girls, but just to give my two cents, I think (at least on my game) it's just the most visible sign of a wider DDi bug.

 

I also have the bound girls failing to use the armbinder idles, but it's not limited to that. Because whenever I put a follower or other NPC in any DD item that has a new idle (armbinders, shackles, cuffs, yokes etc), the idle works fine - until I move with them into a new cell that requires a loading screen, or leave their cell and return to it. After loading, they've returned to the standard idles and are ignoring the device - until I enequip and re-equip them, then they work.

 

I know nothing about modding or scripting (I'm strictly a consumer ;) ) but is there some sort of check DDi should be running on NPCs when a cell loads that should determine if they're in a device and playing the right idle that my game isn't performing?

Posted
1 hour ago, nigwriter said:
7 hours ago, Lupine00 said:

Have you tried loading your MXW Catsuit into Bodyslide and Outfit Studio to have a look at what it thinks its reference is?

e.g. Load references until one matches, and that is what it is.

I hadn't thought about checking the OS references.  Thank you.  I can confirm that it's a CBBE body.  

 

I honestly don't mind doing the conversion work myself.  It'll give me a reason to learn to use OS better.  My new questions is this.  Why did I get a CBBE body if I downloaded the UNP version.  Is there a conversion file that I missed?

The catsuits should work fine with UUNP. I'm using the UUNP-UNPB preset myself and they conform to the body very well. At first glance at the files, I can't see a reason why it should be any different with the UUNP-UNP preset. I loaded the HDT and non-HDT versions of the catsuit's OS projects. Are you sure you didn't accidentally select CBBE in DCL's installer options? Or are using some other slider set (if there is such a thing) that overwrites DCL's own (which is I believe Gameplayer's slider set)?

Posted
12 hours ago, Black Justicar said:

Please help! 

Got strange bug with follower. Can't remove an anal plug from her: "... Chastity belt is equiped", but there is no chastity belt on her. And the arosual state also is not decreasing after sex act like in chastity. But again: there is no chastity devices and never were. Only PC was in chastity. 

The most strange part of it, that butt plug can be removed actually, but only when chastity belt is on! But this can't fix the arosual issue. 

 

Tried DCL's safeword,  resurrect, recycle actor, different actions like equip/unequip even on PC - did not helped. 

That's a known issue in devious devices, I've made an unofficial fix that you can get here:

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?page=63&tab=comments#comment-2127765

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