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


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Posted

I had to cheat my way out of a high security gag because I couldn't talk to any of the blacksmiths. How is it supposed to work?

Posted

 

Bug...

 

I got collared by the slave collar... While wearing it, all my armour ratings are at 0%. For all my armours...

 

I hit FREE ME and my armour jumps to the correct amount, on each item of armour.

 

It's weird, I don't know if it affects my followers armour...

 

 

Bug 2...

 

I get electric shocked when I first load my game, It tells me slaves are not supposed to wear clothes. I am wearing only the collar...

 

I have to load the game again, to stop the effect.

 

It always happens on my first load, the second load always clears it.

 

 

I reported the same effect for the Cursed collar quest...

 

Bug 1 is a feature. Since the slave collar comes with its own buff, it sets to zero any other piece you might be wearing (which you shouldn't anyway).

 

Bug 2 - hmm, never experienced that during testing. I will have a looksie. Sounds like a load issue to me. Can it be that you have a lot of Papryus-heavy mods in your load order?

 

 

 

Bug 1 answer... Great, I thought it had glitched out on me when the armours were 0%.

 

Bug 2 answer... Yeah! my games modded to hell and back again... I get the shock effect with both collars, on the first load, the second clearing the problem...

 

The collar quests are a lot of fun and challenging beyond belief, with Frostfall running. Try fighting a dragon, whilst standing on a fire to stop yourself freezing to death... Loads of fun...

Posted

I got something of a suggestion:

 

You currently have 2 "critical failure" outcomes of Solicitation. How about adding one more? That there's a chance they slap a slave-collar on you, then fuck you anyway, without paying. 

Of course this doesn't work if you already are collared. Which is why, you might make it so that if you are already collared, they might stick one piece of Devious Gear on you, just for "flavour."

It's also a bit in line with the entire theme of the mod.

 

How about a MINOR SLAVE COLLAR...

 

RELEASE... It wont release until you've given 20 sex sessions with the MONEY GOING TO GUARDS, you have to use solicitation dialogues. It could take a while, as you have to actually succeed with the dialogues...

 

The town guards put it on you, saying. ' You want to act like a whore, then see how you like not getting paid for it... '

 

EFFECTS... Can't wear armour, or wield a weapon, you can use magic... ' You' re a slut, not a fighter. ' the guards say. '

 

Posted

HI,MY friend.

Have you ever met the situation that:you have been gagged by a high security gag?you can not remove it because you can not talk~~~

only if the iron worker would be albe to remove it!

also,you mod is terrific,really,the mission so great!

may I ask a question that if you would be albe to add more debuffs when more items be equipped(such as reduce the damage)

some things are useless,only the  apperance.

and if you can add another misson,that would be really cool!

your mod is the best one of my taste!

  a crazy friend from china

PS:sorry my words maybe poor```,hope you can understand it.

 

 

Posted

HI,MY friend.

Have you ever met the situation that:you have been gagged by a high security gag?you can not remove it because you can not talk~~~

only if the iron worker would be albe to remove it!

also,you mod is terrific,really,the mission so great!

may I ask a question that if you would be albe to add more debuffs when more items be equipped(such as reduce the damage)

some things are useless,only the  apperance.

and if you can add another misson,that would be really cool!

your mod is the best one of my taste!

  a crazy friend from china

PS:sorry my words maybe poor```,hope you can understand it.

 

Gag-talk is a standard feature of DD-Integration.

 

If you're not seeing it, then you need to either:

 

1) Update your DDi install to the latest version.

 

2) Remove any old gag-talk mods you may have installed previously, as these are now outdated and may cause trouble for the officially implimented feature from DDi.

Posted

Just a quick note, not sure if it belongs here really, but with the recent updates to Assets, Integration and Expansion I just got equipped with a new shiny missing-texture-purple "Restrictive Collar" when emptying a chest... Which was fortunate for my character since apparently they not only lack a texture but are also not scripted. So you might want to keep in mind that this isn't technically 100% compatible if you upgrade your Assets.

As far as I know these are new items in the latest DD:Assets which aren't meant to be 'live' yet.

Fair warning: In my noobishness I'm not entirely sure it actually came from this mod, during my upgrading there were some shenanigans going on. :blush:

Posted

Hey Kimy! Stop equipping people with secret items! ;)

 

*points at release date of Cursed Loot 2.6 and declares herself innocent*

 

Unless you accuse me of being able to travel through time and add code to handle mods that were not released when I published CL 2.6, I am going to deny any responsibility for this! :P

Posted

If you want I can edit these posts, but I did have a look in Tes5Edit and figured it just got selected by Keyword? If so chances on getting it are rather slim for most people.

And no I didn't go looking through Cursed Loots Scripts, mainly because I don't speak Papyrus, so this is pure supposition.

Posted

If you want I can edit these posts, but I did have a look in Tes5Edit and figured it just got selected by Keyword? If so chances on getting it are rather slim for most people.

And no I didn't go looking through Cursed Loots Scripts, mainly because I don't speak Papyrus, so this is pure supposition.

 

Cursed Loot doesn't use keyword based selection. Which makes this a tad puzzling.

 

@Koffii: No can do. Your yokes have padlocks. You were the one who correctly pointed out that's impossible to lock oneself into one of those! :P

Posted

Hmm, that's a bit weird then, if it helps I did have a teensy bit of script lag and managed to open two chests before the event fired in that Dawnguard Dwemer ruin. Reason I bring this up is because I _also_ got a matching Red Leather Collar which should have been the right one (yes, I got a full set trigger for the Red Leather Stuff) which then failed to equip because I couldn't wear two collars simultaneously.

Posted

The mod is great.

 

Only thing i don t like is that slave collar triggers only males npc mostly.

(except for some reasons npc from mods like populated city or immersive wenches).

 

Anyone knows if its hard to change it to both male and female or only female, via tes5edit :D?

 

Otherwyse would be great if we could have an MCM option in next release.

 

Ty

Posted

The mod is great.

 

Only thing i don t like is that slave collar triggers only males npc mostly.

(except for some reasons npc from mods like populated city or immersive wenches).

 

Anyone knows if its hard to change it to both male and female or only female, via tes5edit :D?

 

Otherwyse would be great if we could have an MCM option in next release.

 

Ty

 

The slave collar scenes have been considerably reworked for the next update already and now support both male and female attackers, according to the setting in MCM. I am currently wrapping up some things for the next patch, but it shouldn't take too much longer.

Posted

Doing the cursed collar quest first time. Pretty cool.

 

One thing I noticed. If you happen to be wearing a blindfold when you put on the cursed armbinder you're pretty much screwed as you wont be able to see the quest arrow for the dungeon and not have access to map. Maybe a warning about that or an auto remove blindfold?

 

Something someone here might be able to help with... Probly not related to this mod. I had to removeplayerspell speech debuff when it became stuck on a while ago. Now I dont get the gagtalk npc dialogues, however gag is functional in scenes. Anyway to fix?

Posted

A question and an idea,

 

What does the "worn restraints threshold" count and not count?

Had it set to 5 (the default I think) was wearing bra, belt, collar, plug from Capture Dreams, high security harness from this mod, normal (ebony I think?) arm and leg bands from this mod, which would be 7 by my count. Then when I opened a chest and gained an armbinder and a gag.

 

Random idea, not sure how doable it is, but if the mod already tracks how many items you have on...

A "floating" key drop chance, instead of a fixed percent.  The more gear on you, the higher the chance to find a key.  Conversely, the less gear the lower the chance.  So if your hobbling around bound head-to-toe you have a decent chance to get a key, but that last item just sticks around (till you have another "accident"). 

Posted

A question and an idea,

 

What does the "worn restraints threshold" count and not count?

Had it set to 5 (the default I think) was wearing bra, belt, collar, plug from Capture Dreams, high security harness from this mod, normal (ebony I think?) arm and leg bands from this mod, which would be 7 by my count. Then when I opened a chest and gained an armbinder and a gag.

 

Random idea, not sure how doable it is, but if the mod already tracks how many items you have on...

A "floating" key drop chance, instead of a fixed percent.  The more gear on you, the higher the chance to find a key.  Conversely, the less gear the lower the chance.  So if your hobbling around bound head-to-toe you have a decent chance to get a key, but that last item just sticks around (till you have another "accident"). 

 

Do you have the 'Force full set if arousal > X' enabled because I believe that takes precedent over the worn restraints threshold?

Posted

 

A question and an idea,

 

What does the "worn restraints threshold" count and not count?

Had it set to 5 (the default I think) was wearing bra, belt, collar, plug from Capture Dreams, high security harness from this mod, normal (ebony I think?) arm and leg bands from this mod, which would be 7 by my count. Then when I opened a chest and gained an armbinder and a gag.

 

Random idea, not sure how doable it is, but if the mod already tracks how many items you have on...

A "floating" key drop chance, instead of a fixed percent.  The more gear on you, the higher the chance to find a key.  Conversely, the less gear the lower the chance.  So if your hobbling around bound head-to-toe you have a decent chance to get a key, but that last item just sticks around (till you have another "accident"). 

 

Do you have the 'Force full set if arousal > X' enabled because I believe that takes precedent over the worn restraints threshold?

 

 

Always full set is disabled and full set if arousal > is at 101 so shouldn't kick in either. (A full set would include boots and blindfold, if I am understand the options correctly)

 

Also, plugs do not count.

 

That helps, still leaves 6 items so it one more unaccounted for.

 

I have gotten rid of the high security harness and the arm binder, still wearing the collar, bra, belt, plug, gag, arm and leg bands. I have not had a repeat, may have been a fluke or it may be the high security harness. Far from sure though, because I have not had much play time and just may have not opened enough containers.

Posted

I have been getting a full set also with gag, blindfold, armbinder, arm and leg cuffs, collar and or harness, belt, bra and piercing + plugs. Not set to full set and 5 is the max threshold.

 

Thanks

 

Posted

I have been looking over this, and the tamper proof traps.

 

I wonder if there is any way to trigger traps on a lockpick break.  after all, if you successfully disarm the trap you should be rewarded, but if your fingers are a bit clumsy this morning,, well,  stuff happens. 

 

 

Posted

Hey Kimmy, this is my first post here on your mod :) Wanted to say Ive been using cursed loot for awhile now, and I like all the ideas and such you're implementing. I had a question though just to be sure... since trying to google it and look through the main page I didn't really find what I was looking for. The problem I think stems from the fact that the name of the mod, cursed loot, makes it hard to figure out when or IF you're mentioning the cursed items... >.>

 

I noticed there was a bunch of gear with "cursed" in the name that looks like the new high security restraints. I was wondering how they differ with the normal restraints. Skimming through things on the forum I THINK I found the answer, but I figured Id ask here just to specify. From what I understand, theyre like the high security restraints in that they dont have a key normally to remove them, right? And that theyre probably tied to the new cursed collar quest I havent tried yet [since Ive yet to randomly walk into one] and are all probably removed at the completion of the cursed quest, right? If so it sounds fun in a kinky way, but prolly very hard.

 

So I wanted to ask you for specifics on how they work, since I didnt see in the options anything specific for the cursed gear chances. Is the chance for cursed loot fixed or tied to something, like the high security restraints or something? Any specifics you can share about the cursed bondage gear? Also I saw that there was a possibility soon for new DD items, like corsets and mittens maybe. Any chance you'll update your items to include them? And I was wondering why the option for a ring gag wasnt available, would be much better than a panel gag since you first have to unplug them. Yea I use realistic needs and frostfall :P Also unsure if it was intended or not, but maybe you could include an on off option to consider capes/cloaks clothes? I did some testing with the slave collar and it was zapping me. I was like "isnt full frontal enough for this collar?"

 

LASTLY! I had a question that is probably unrelated to your cursed loot mod but wanted to ask people anyway... maybe someone knows. I noticed all my old harnesses changed their mesh or something so they dont include the collar, which I think looks quite odd. This happened when I recently updated my DD mods [and yours] so I think maybe its intentional? I was just hoping if someone knew why... or if theres a way to include the collar part of the harness since it looks odd to just have it... hang there. Normal collars dont connect to it after all, so you have to specifically have the harness collar. :/ Wouldnt be an issue if other collars had the front ring... but yea... is this just me or did others notice this too?

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