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


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Posted
1 hour ago, El_Duderino said:

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)?

I'm sure.  Every other item in DCL conforms perfectly with my UNP sliders.  It all fits like a glove.  A very, very tight latex glove.  It's that ONE folder in BodySlide.  When you go to edit the MXW folder in BodySlide, the drop down for presets is empty.  I tried adjusting the sliders to make it look reasonable UNP-ish, but it shows no changes.  It's like there's no data in the ShapeData folder, but when I check, there's plenty in there.

 

Question...  is MXW an off brand bodytype that I'm not familiar with?  Like UNP or CBBE?  The folder has MXW and TBBP options in there, but no UNP.

Posted
16 minutes ago, nigwriter said:

I'm sure.  Every other item in DCL conforms perfectly with my UNP sliders.  It all fits like a glove.  A very, very tight latex glove.  It's that ONE folder in BodySlide.  When you go to edit the MXW folder in BodySlide, the drop down for presets is empty.  I tried adjusting the sliders to make it look reasonable UNP-ish, but it shows no changes.  It's like there's no data in the ShapeData folder, but when I check, there's plenty in there.

 

Question...  is MXW an off brand bodytype that I'm not familiar with?  Like UNP or CBBE?  The folder has MXW and TBBP options in there, but no UNP.

It sounds like you have an old install of MXW catsuits in your bodyslide directory or for some reason your install has screwed up and put the CBBE meshes in, the MWX Catsuits work fine with my UUNP sliders.  The Shapedata folder for the Catsuits should be Bodyslide\ShapeData\DeviouslyCursedLootUUNP\MWX_Catsuit.  If it is anything else you are looking in the wrong folders/presets.

 

In Bodyslide for me the catsuit shows up under the  DeviouslyCursedLoot UUNP HDT group filter.

 

I assume MXW is probably the name of the catsuit's original creator.

Posted

@Kimy

 

Thanks for saying you'd look at the 'Dumped in the Wilderness' :smile: issue - leastways, I assumed your reply re looking at the code was to me. :classic_tongue: 

 

EDIT: FWIW, in that regard, I find my PC always dumped in the same place, near Eldergleam sanctuary, just NW of Darkwater Crossing.  Not sure if there are optional spawn points for this event and, if there are, may not have had it happen often enough to be other than just chance, but might also be worth a check at the same time Skyrim's determination to make fools of us all is immeasurable.  :classic_wacko:  Very next outing to the 'wilderness' dropped me somewhere else, so it seems that even if my PC should not have been sent there at all, as far as the location spawn is concerned, all is well, and working as it should :smile:

 

FWIW, in case you noted my query about plant/Estrus events maybe not happening, I'm glad to now be able to say that they do work OK.   My PC might feel less so, but :classic_angel: appears there are no issues there.

 

tyvm, for both mod, and support

 

BTW, trust NY was good :classic_smile:

 

No reply necessary

Posted
58 minutes ago, Reesewow said:

It sounds like you have an old install of MXW catsuits in your bodyslide directory or for some reason your install has screwed up and put the CBBE meshes in, the MWX Catsuits work fine with my UUNP sliders.  The Shapedata folder for the Catsuits should be Bodyslide\ShapeData\DeviouslyCursedLootUUNP\MWX_Catsuit.  If it is anything else you are looking in the wrong folders/presets.

 

In Bodyslide for me the catsuit shows up under the  DeviouslyCursedLoot UUNP HDT group filter.

 

I assume MXW is probably the name of the catsuit's original creator.

.....

.....

.....huh

 

Well where the hell did that other folder come from?  That doesn't matter though.  I think I've got a handle on the situation now.  Thank you VERY much.  It's still not conforming to presets like every other outfit I have does, however, that's not a problem.  I can make adjustments VIA bodyslide and fix that myself.

 

Thank you so much for the help.

Posted
23 hours ago, valcon767 said:

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).

 

Thank you, did the trick, saved me ALOT of weight, even after Experienced Slave weight reduction.

Posted
On 30.1.2018 at 9:26 AM, 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. 

use resetinventory on your Follower.

Posted

After upgrading to the newest version, I am unable to get out of the elbowbinder, wrist shackles and prisoner chains by asking npc's "Can you help me with my chains?".
They still remove the regular armbinder, and steel shackles, but not the newest additions. 

Is there something I have missed when upgrading? 
I also installed the newest versions of ZAP, DDA, DDI and DDX

Posted
50 minutes ago, Thelargir said:

After upgrading to the newest version, I am unable to get out of the elbowbinder, wrist shackles and prisoner chains by asking npc's "Can you help me with my chains?".
They still remove the regular armbinder, and steel shackles, but not the newest additions. 

Is there something I have missed when upgrading? 
I also installed the newest versions of ZAP, DDA, DDI and DDX

I don't think that dialog option is from this mod.

It is probably another now outdated mod.

Posted
3 hours ago, Comrade Laura 'Lokomootje' said:

I don't think that dialog option is from this mod.

It is probably another now outdated mod.

I'm fairly certain it's from DDi, which recently also was updated. I could be wrong though, but I can't think of another mod that gives those dialogue options.

Posted
56 minutes ago, Thelargir said:
4 hours ago, Comrade Laura 'Lokomootje' said:

I don't think that dialog option is from this mod.

It is probably another now outdated mod.

I'm fairly certain it's from DDi, which recently also was updated. I could be wrong though, but I can't think of another mod that gives those dialogue options.

Pretty sure that it's either Sexlab Dialogues or SD+ that introduces this "Can you help me" option. Cursed Loot adds a different dialog line to vendors/merchants, DDi itself doesn't have NPC dialog options other than the Gag talk.

Posted
1 hour ago, El_Duderino said:

Pretty sure that it's either Sexlab Dialogues or SD+ that introduces this "Can you help me" option. Cursed Loot adds a different dialog line to vendors/merchants, DDi itself doesn't have NPC dialog options other than the Gag talk.

Ah, that's true! Completely forgot about that! Thanks. I may have to update SD+ then

Posted
10 hours ago, Thelargir said:

After upgrading to the newest version, I am unable to get out of the elbowbinder, wrist shackles and prisoner chains by asking npc's "Can you help me with my chains?".
They still remove the regular armbinder, and steel shackles, but not the newest additions. 

Is there something I have missed when upgrading? 
I also installed the newest versions of ZAP, DDA, DDI and DDX

this in fact was from Sexlab Dialogues (there is a newer version on his beta thread than the release version), but i do not know if it will remove the

newer items yet. i think the reason they are not removed is due to keyword changes.

Posted
8 minutes ago, themanticore said:

This is probably a really dumb question, but how do you get the tentacle parasite off?  The in game way I mean.  

ouch

 

umm ok dumb seeming question ... but which tentacle parasite?? Living Armor?? and is it from this mod or Sexlab Parasites??

anyway

 

1 - Sexlab Parasites version - go talk to Danica in Whiterun (this will not actually remove it, but still should be done for immersion), then use its MCM

 

2 - Living Armor version - requires a Living Armor Key, which you have to craft, after buying a recipe to make it (Alchemists are where i usually find that recipe,

     but it is not a sure thing they will have one for sale)

 

3 - last version (that i know of) - requires you to do a quest (of sorts), by collecting some items, crafting those into other items (which have to be in inventory)

     which will then allow you to remove it.

 

please understand this information on the Cursed Loot version is based on the 6.0 release (last time i ran into one from this mod), so it is possible it has changed

      and it is also possible my memory is off.

 

hopefully this is helpful (at least somewhat)

 

Posted
4 minutes ago, themanticore said:

This is the one from this mod.  If it is a quest, how do I start it or figure out the things I need?  Thank you for the reply.

I think talking to an innkeeper should point you in the right way... Though if I recall, you'll need to talk to a potion vendor/alchemist in order to discover the things you'll need to do.

Posted
1 minute ago, LazyBoot said:

I think talking to an innkeeper should point you in the right way... Though if I recall, you'll need to talk to a potion vendor/alchemist in order to discover the things you'll need to do.

Thanks for the help and fast reply.

Posted

Tested out the Keyholder quest with the Dollmaker in 6.3, except the time alloted is up and I'm not seeing any new dialogue with the Dollmaker when I come back to speak with her.
Another thing I've noted is the fact that the Dollmaker has a habit of going outside of her shop and never going back in.

Posted

Was just wondering if instead of items jumping out and attaching themselves to you an option could be set that armour in that particular slot gets transformed in the descriptor thus losing said armour and giving some other form of immersive occurrence.

Posted
9 hours ago, Drek71 said:

Was just wondering if instead of items jumping out and attaching themselves to you an option could be set that armour in that particular slot gets transformed in the descriptor thus losing said armour and giving some other form of immersive occurrence.

No...
Maybe exchanging the armor for hoble dress, nice high heels, matching gloves (those are hard to find) etc. and call it Fashion Quest. still feels like nothing there's not yet though.
A nice party quest would be cool.

Posted
17 hours ago, Drek71 said:

Was just wondering if instead of items jumping out and attaching themselves to you an option could be set that armour in that particular slot gets transformed in the descriptor thus losing said armour and giving some other form of immersive occurrence.

Try Devious Magic. https://www.loverslab.com/topic/56892-devious-magic-v16b-24052016/

 

The Mimics are what you're looking for. Be advised, though, that the mod hasn't been updated since before DD4, so may have compatibility problems, if you've upgraded.

 

Quote

Curses and Mimics 

 

Armour now has a chance to be either cursed, a mimic or both. This is a straight forward percentage chance when an item is equipped. You can specify the percentage chance as well as what items can be cursed/mimic in the MCM.

 

Cursed armour will apply a random curse when equipped, while Mimics will change into a Devious Device before disintegrating.

 

Not all curses or mimics will show themselves straight away. Some may lie in wait for the perfect opportunity or person to come along before triggering.

 

Items with the MagicDisallowEnchantment keyword are exempt from being Cursed or a Mimic. This should protect unique armour from being lost to a mimic :classic_smile:

 

Posted

DD4 may be purely a framework, but the player experience now, and the player experience in 3 are quite different.

 

In DCL, armbinders used to be fine, and the struggle animation was short, and sexy.

 

Now, just using a key results in an animation that goes on far too long, to the point of boredom. Forget escaping without a key.

 

The way I see it, this is now a DCL issue, because it's up to the end-user-mod, how those items should be set up and configured.

The items DCL used to put on used to be fun, and are now ... less ... fun.

 

Yes, there are nice new items, and yes, there is, in theory, less chance of having SD+ strip a CD collar, or whatever...

 

But in practice, CD isn't on DD4 anyway, so no gain there, and SD+ really fell apart trying to put collars ON rather than it did taking them off.

I have no idea how it copes when you get enslaved while you're wearing a Bound Queen set now. I'm guessing it still makes no sense though.

 

CD items were always grief in 3. Always breaking for me. I'd end up in three collars, and no way to remove them, even with the console.

But that's a CD issue. For reasons like that I didn't play it much (though I'm playing it now) but these new issues are impairing DCL.

 

I really hope that we will see the extreme struggle times, huge retry delays, and other escape difficulty stuff restored to something like how it was before in DCL, because as Kimy says, DD is just a resource, the gameplay comes from the end-user mod, and for me, that's primarily DCL.

Posted
2 hours ago, Lupine00 said:

DD4 may be purely a framework, but the player experience now, and the player experience in 3 are quite different.

 

In DCL, armbinders used to be fine, and the struggle animation was short, and sexy.

 

Now, just using a key results in an animation that goes on far too long, to the point of boredom. Forget escaping without a key.

 

The way I see it, this is now a DCL issue, because it's up to the end-user-mod, how those items should be set up and configured.

The items DCL used to put on used to be fun, and are now ... less ... fun.

 

Yes, there are nice new items, and yes, there is, in theory, less chance of having SD+ strip a CD collar, or whatever...

 

But in practice, CD isn't on DD4 anyway, so no gain there, and SD+ really fell apart trying to put collars ON rather than it did taking them off.

I have no idea how it copes when you get enslaved while you're wearing a Bound Queen set now. I'm guessing it still makes no sense though.

 

CD items were always grief in 3. Always breaking for me. I'd end up in three collars, and no way to remove them, even with the console.

But that's a CD issue. For reasons like that I didn't play it much (though I'm playing it now) but these new issues are impairing DCL.

 

I really hope that we will see the extreme struggle times, huge retry delays, and other escape difficulty stuff restored to something like how it was before in DCL, because as Kimy says, DD is just a resource, the gameplay comes from the end-user mod, and for me, that's primarily DCL.

@Kimy

 

I'm not getting into the CD issue, but part of what Lupine is saying runs true, especially the armbinder escape issue. 

 

I've now been using DCL for a long time, as an add-on to the main game, but the escape options, when you have keys, or struggle a number of times, especially the 'wait a couple of hours' parts do seriously interrupt the main gameplay continuity.  And I know you're looking at the 'Drop in the Wilderness' issue, but when you get dumped out near Windhelm, having almost completed the whole of the Nchuand-Zel complex in Markarth, it makes for more of a 'head on desk' experience - especially, if like me, you don't cheat in game, ie no fast travel, no reloads

 

I appreciate all the effort you and others have put into DD and DCL.  But can I make what I hope might be a couple of constructive suggestions for DCL, please?   I think these are possible, given the write up of the framework options now available, as they are written up in the DD front page etc

 

1 - Is it possible to add an MCM option to remove DD items straight away if you have an appropriate key etc?  That will stop the 'hide in the shadows, shove the clock forward - I will cheat that much! - until you can try taking the thing off again, sometimes to repeat ad nauseam.  Keys breaking, fine, that's worth a bit of effort and ingenuity, and it's not boring LOL.  As a selectable option, this would keep your concept intact for those who want the B&D experience for what it is, rather than as part of the base game.  That would be the best of both worlds for everyone, rather than just, as Lupine suggested - reverting to the DD3 style

 

2 - Is it possible for a follower to release you from at least an armbinder, yoke, or restrictive hand restraints if you have a suitable key/cutting device etc and they aren't hand tied, otherwise incapacitated or incommunicado?  Make them just like an on-hand blacksmith without the monetary reqt - other favours maybe compulsory? :tongue:   It's weird having them just stand there and seemingly be unable to do anything whatsoever to help.

 

Appreciate that this may not be what you want to do, or spend time doing, even if you could.  It's your gaffe, it's a great mod, and I hope this is received in the same spirit with which it left here - and that's before I've had my constitutional glasses of red, too. ;) 

 

Have fun....

 

Posted

Greetings!

 

First off, I would like to express my thanks to Kimy, for creating this amazing and holistic mod. Never modded Skyrim before (well, apart from the Unofficial Patches), but upon finding Cursed Loot, I got started. So yeah, thank you for your hard work :smile:

 

I have a bit of an odd question: Is there any way to get my hands on the 6.2 Version of Cursed Loot now? Is this on GitHub, like DDi and DDx are?

Edit: Actually, all I am looking for are the source scripts from 6.2.

 

Thanks in advance for any help offered.

 

Regards, s3ngine

 

Edit2: Ok, please never mind, I already found another solution for my issue.

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