Jump to content

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


Recommended Posts

Posted
1 hour ago, firebinder said:

Noticed a couple of oddities with the Rubber Doll Quest (I'll hide the detail since this could be a spoiler for folks that haven't done it yet).

 

 

  Hide contents

On one play-through my character got the Rubber Doll collar through the dialog with Farengar. She went through the requirements normally, became fully "dollified", visited the Dollmaker, and eventually forced the collar off. However, later on when she returned to Farengar she still had the dialog for "take this collar off me" even though she was no longer wearing it.

On another play-through my character got the Rubber Doll Collar via Simple Slavery. In this one the collar almost immediately expanded and put her in the rubber body suit. Then, while she was speaking with a merchant, she got the "I have been locked in restraints, please help me" dialog, and the merchant helpfully removed the bodysuit. After that she had sex several times, and presto, the collar itself came off without it ever having reached full "dollification".
 

 

Spoiler

Well, the Farengar dialog is actually an external hook into the Rubber Doll Quest that comes from Devious Cidhna. Problems with the dialog option still being available after the end of the quest will need to be addressed by that mod's author.

 

As for your second point, the merchant should not have been able to remove the suit. I'm not sure exactly which dialog option you used to remove it, but if it wasn't respecting the quest keyword, it may have been possible. The collar itself can come off on its own if you can keep your arousal low enough for long enough, but that should only be until the initial expansion (not sure if the unauthorized suit removal affected that though).

 

Posted
3 hours ago, Digital Ghost said:

So I'm trying to use NMM to download this mod. I have all of the required mods but it still wont work. Help.

Try rebooting just before doing it, and check that the pathing to the install files isn't too long (it blocks NMM).

I'm using NMM myself and had to try twice before it did things good but it did eventually.

Posted
20 hours ago, LazyBoot said:

Are you sure this is not the sexlab aroused issue with lesbian animations?

 

EDIT: I'll elaborate a bit on that. 

A lot of the lesbian animations are missing the tags that SLA are looking for when it checks if a character can orgasm. 

Only animations tagged with "Anal", "Vaginal", "Masturbation", or "Fisting" can lead to orgasm.

Yes. I'm sure it's not that. Extremely sure.

 

Not only was it that question that sent me looking at what tags were being asked for, or prohibited in the SexLab calls, but...

 

Naked Sasha was getting consistent orgasms off the exact same animations that never once yielded an orgasm to transparent rubber suit Sasha.

Then after trying for maybe a dozen times, I considered changing her outfit, and on the first try, she orgasmed normally.

 

While she was in the suit, I turned off all filtering, and got several MF animations, augmented with a strap-on, which are definitely tagged Vaginal.

 

Also, while in the suit, she couldn't get orgasms from masturbating, and I assure you, she tried. She really tried.

 

 

While this is by no means conclusive proof the suit was blocking orgasms, it amounts to some considerable empirical evidence. Still, can't rule out something else, such as wear & tear (or Eager NPCs, or Sexlab Solutions), but the near instant success on removing it would have to be quite a coincidence.

Posted
On ‎3‎/‎30‎/‎2018 at 8:09 PM, javertthejolly said:

Hi, I've been having and issue and I tried to scan the thread to see if anyone else had this... but there are over six hundred pages. Basically the rape events aren't happening. I'll get the notice "x is coming to rape you!" And then my character will be stripped and tied up and the rapist comes over, but then she gets back up and any devices are unequipped and the rapist walks away. Has anyone else had this? I can upload logs and mod orders if this hasn't happened before

The issue was having an outdated version of one of the Devious Device mods. Thanks guys!

Posted
7 hours ago, Clockwinding said:

Try rebooting just before doing it, and check that the pathing to the install files isn't too long (it blocks NMM).

I'm using NMM myself and had to try twice before it did things good but it did eventually.

Yeah, I looked at the files inside of my data folder and nearly all of the files that were supposed to be there weren't put in.

I've been manually putting them in for the last half hour now.

 

Posted

I've been having an issue with this latest version in that the hobbleskirt debuff, well... doesn't. At least not consistently. A few times I've had the correct slowed speed, but 99 times out of a 100 she's shuffling at ludicrous speed (plaid and everything). I've tried reinstalling, running everything through FNIS but nada.

 

I'm curious. You included these wonderful elbowbinders to the loot tables. Any possibility of updating a few of the quests to use one? 

Posted

The hobble skirt debuff is a function of the DD framework. I merged a fix for it getting applied inconsistently to the DD development repository, so the issue should be gone in DD 4.1. :smile:

Posted
21 hours ago, Digital Ghost said:

Yeah, I looked at the files inside of my data folder and nearly all of the files that were supposed to be there weren't put in.

I've been manually putting them in for the last half hour now.

 

With NMM, it's generally a smart idea NOT to install Skyrim in any subdirectory of C:\Program Files, as Windows UAC will mess with NMM's ability to manipulate files/links in there. At the very least you'll need to run NMM with administrator rights if you do.

Posted
On 4/1/2018 at 10:11 AM, Lupine00 said:

Playing The Bound Queen, with Sasha following. She made so many comments about the outfit, collar, cuffs, etc, that I had the following idea:

 

When you eventually get the key to the Queen Sarah set, that you could give it to Sasha using the key-holder dialog.

(I'm not sure if you can actually give that key right now, as I'm still at the clues stage, and no fast travelling).

 

If you give Sasha the key, she could/should act as if you're wearing her collar and dominate you until she returns the key.

 

 

Integrating Sasha with other DCL items would be nice, so she could recognise quest collars, as well as the Sarah set, and produce appropriate dialogue, and act appropriately.  Or even with vanilla DD items, she could be helpful if she is well disposed to you, and troublesome if she isn't.

I'll put this on my to-do list. ;)

Posted

Ok, this might have been addressed a couple dozen pages back, but is Leah as a master bugged? I went through 3 playthroughs of Leon quest and after I get one item of bondage removed, nothing else will get removed even if prompt 'allowed to remove a device' pops up. For example, 1st time through, I had my Obsidian Gag removed, but from then on, nothing else came off, even after being a Good Girl for 3 days straight. No armbinder, so no more combat. On 2nd run, crashed talking to Claudius before entering party (scratch), and on 3rd and my current, armbinder comes off - though will occasionally get prompt 'Do you want to bind me so don't misbehave', then when get prompt to remove again, only armibinder comes off - gag stays on forever. 

 

Is armbinder the only device that is supposed to come off? Not gag or cuffs, or angle chains, or chastity or plugs or piercings?

 

If only 1 extra came off, would prefer for the gag - gagspeak becomes a little arduous after the 1000th time of taking 4+ beore npc understands you.

 

I believe I am making progress I think. I went from 'are you happy with how I serve you' - "you are unruly and need more training" to "you are naughty and need more training" I am on maybe day 4 of Naughty. Am I actually making progress with Leah? Will she ever be sweeter to me and grant me my freedom?

 

 

This could be because I want to remove gag, but if I use Leon's master key from console command, unlocking with key removes item, but then stucks pc. Can move camera freely, can open menus, can fast travel, etc but completely unable to move or draw weapons - is that a bug?

Posted

Hey. In need of some help. At my wits end.

 

Back in 2014 had some fun with skyrim and the many loverslab mods, recently came across the page and decided to try the new versions and quests on my new computer. So a new install of skyrim and days spent selecting the right mods. Doing all the right things, bodyslide uunp body feet hands, xpm32se, fnis, bash, had everything perfect and started playing for a couple of days, got up to riften and met some bound girl npcs at the inn.

 

Their armbinders weren't working. The animation wasnt working, arms outside the armbinder and hands clipped. Also other movement impairing restraints like cuffs with chains running through their body as they walked normally etc. And no event animations or sounds occuring at all. No gag noises . When armbinder on follower it would work for a little while but when changing cell would reset and the same thing would happen to them. Gags were positioned correctly, all clothing and restraints fit properly.

 

So began my attempt at fixing this. Many hours searching these forums, many posts by people with the same problem, no fixes, only one reply suggesting that the zaz animations dont work on npcs. Double checked all my settings, devious npc limit at 10 etc. Devices were working fine on my character just not the npcs. Reinstalled all the devious requirements, cursed loot and zaz multiple times... tried putting the zaz esm in different positions.. nothing helped.

 

So I assumed that something was causing the animation for the npc to break. Started disabling mods beginning with AFT thinking the sandbox stuff might be responsible. This borked my save game and couldn't rescue it by cleaning. Sad face.

 

At the moment I've started a new game and disabled any mods affecting animations, followers, and npcs. Got through to the towns as soon as I could and grrr same problem with the bound girl npcs. Tried giving an npc a armbinder through the restraints dialogue, doesnt work at all, equipped the armbinder, both arms outside but normal with hands.

 

So now I'm thinking that there's nothing I can do, multiple people posting here about it with no fixes.

 

Is this normal? Does anyone have a setup with devices working on npcs? By working I mean event animations, armbinder etc. At the moment I've given up and am just going to disable bound girl npc's , not bother with having a follower , revert to my sweet mod setup and enjoy the game with devices on character only and checkout the new captured dreams quests. Is there some way to control what devices are equipped to the bound girls? Like you can disable armbinder for follower?

 

I'll post my load order with faint hope someone might help...

 

Quote

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
AzarHair.esm
ZaZAnimationPack.esm
SexLab.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
EagleEyePerk.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
SkyUI.esp
Atlas Compass Tweaks.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
Complete Crafting Overhaul_Remade.esp
UnreadBooksGlow.esp
DungeonQuestAwarenessRedux.esp
Atlas Legendary.esp
My Home Is Your Home.esp
BarenziahQuestMarkers.esp
dD - Realistic Ragdoll Force - Realistic.esp
FNIS.esp
instantspell.esp
RaceMenu.esp
RaceMenuMorphsUUNP.esp
RaceMenuPlugin.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Remodeled Armor - Vanilla Replacer.esp
SkyCompleteLegendary.esp
ViewableFactionRanksBothDLC.esp
XPMSE.esp
zzEstrus.esp
SMIM-DungeonsCliffsIceSkirts.esp
SMIM-FarmhouseFlickeringFix.esp
Brows.esp
Dual Hand Combo Hotkeys.esp
NoDisarm.esp
FloraRespawnFix.esp
Better Harvesting (for Flora Respawn Fixes).esp
SMIM-DragonbornTernFix.esp
SGEyebrows.esp
Ish's Souls to Perks.esp
TheEyesOfBeauty.esp
Proper Aiming.esp
Better Archery 1.0.esp
Better Archery (Dawnguard) 1.0.esp
Better Archery (Dragonborn) 1.0.esp
Dragonbornfogdistance.esp
RichMerchantsSkyrim_x5.esp
Weightless.esp
WeightlessAddOns.esp
Deviously Cursed Loot.esp
Captured Dreams.esp
CD - No Catsuits in Outfits.esp
Bashed Patch, 0.esp

 

Posted
15 minutes ago, Reloading said:

Their armbinders weren't working. The animation wasnt working, arms outside the armbinder and hands clipped. Also other movement impairing restraints like cuffs with chains running through their body as they walked normally etc.

This is a known issue that the DD team is trying to fix for the next release.

They started pubic testing for a possible fix yesterday, in fact. However it only works on normal npcs, not followers.

 

16 minutes ago, Reloading said:

No gag noises .

Gag noises now requires something like GagSFX after the decoupling from zaz.

Posted

So I got out of the gag... not sure if correct way. {Attempt to Pickpocket Key from Master} 250 combinations for collar, key in menu ONLY worked on gag. 2nd Attempt, I was freed from collars influence and Leah no longer has sway over pc. Went back to previous save and YAY, Happy that Obeyed Rules check. Will play a little more from here and see if I can further increase disposition. After that, gonna try to marry Leah and see if can have both spouse and master dialog trees concurrently. 

Posted

About Leah bug I forgot to mention - again might have already been posted. But when Binder-ed(?) she provides Shopping Quest like many NPCs but when return items - she doesn't take them. So it stays in Questlog (can use Console commands to end quest, I think) and then can't use best Disposition gain of Chained Courier - which I sort of find amusing, NPCs don't try to use you, Obsidian items be damned ;)

 

After everything I posted about Dominant Followers, all-in-all, having a fun time.

 

Might post more about Leah, but also having issue bounty-hunting for Dollmaker. These Customers get stuck, sigh (removed CD Shop from my mods).

Posted

Smoking Hot...

 

It would be nice (and symmetrical) if there were an option for a chance of punishment on refusing this.

 

I play with a very limited key supply, and so I tend to answer "no", but it feels like cheating, in a way.

 

If I said "yes" to it every time, my entire game would reduce to attempting escape from bondage (I guess some people would say that's awesome, but it's a bit of an all or nothing).

 

 

It makes sense you can refuse, because the situation could be inappropriate, quest breaking, not fun, etc.

 

But what if there was a chance the NPC resents that you rejected them?

They don't want to use violence to try and put you in chains immediately, but they may vow to see you bound eventually, at a time of their choosing...

 

So, if the punishment isn't triggered, it's exactly as normal, but if it IS:

 

Elisif: You're smoking hot...

PC: I'd rather not.

Elisif: Dirty little slut, I know you want it. There'll come a time that you regret rejecting me now. 

The dialog ends, with no immediate consequences...

 

Then, when you next sleep...

 

You get a rape attack that starts with you being bound according to at least medium level smoking hot,

and some top-left scrolling text about how "Elisif sends her regards and hopes you enjoy the gift."

 

 

So the consequences never occur at an out-of-control moment, but there's no escaping them either.

 

If you somehow get two smoking hot's queued, it could kicks the bondage up to heavy, and perhaps even more queued punishments could up it to one of the hardcore collars.

Or perhaps those escalations could simply be random? But then there'd be more configuration.

 

 

This would give the play an incentive to accept at least light bondage in preference to a chance of upsetting the NPC.

 

 

Sasha (and other DFs) also block with Smoking Hot sometimes, if you refused Sasha you could get custom code:

You're already collared: you get maximum punishment bondage immediately.

She's collared: the consequences defer until she's free, see below.

Neither collared: she jumps you immediately you enter an inn and collars you.

 

It's not really a meaningful event with Leon or Leah, and probably shouldn't occur for them - unless they were radically changed.

Posted

I genuinely miss the consumable keys feature. I don't get why it was removed from DD4. OK, DD4 is not taking responsibility for how you get or lose keys, that's fine.

DD4 is responsible for animation lengths though, and there's no option for controlling that, and its probably my biggest DD4 gripe, but anway...

 

So, is consumable keys (and the key break chance) one of those things that could be returned via DCL?

 

Or are consumable keys still in, but I just can't find the option now?

 

 

I used to have moderate key chances and consumable keys, which meant that often I was without a key, but would have a fair chance of finding basic keys within a game day or so, which would be enough to escape my current situation, and no more.

 

Now I have to use a really low key-loot chance. I often go an entire dungeon without seeing a key, and when I do see one, it's often a (moderately) useless high-security key. (I don't know why as the chances for them are low, but it doesn't seem to work right, may be the RNG has weird streak characteristics).

 

This makes getting bound a real hazard, which I want, but it's also very much at the mercy of the RNG.

I keep my tiny supply of looted keys in Breezehome, so I have to get back there any time there's an incident, which can be hard, or easy. Obviously no fast travel.

Shaky Hands won't do quite what I want, as it is also random.

 

This has turned my old gameplay of "hunt for keys" into "get back to Whiterun", which is less fun most of the time.

 

The lower you set any chances, the more that tiny variations in the RNG sequence lead to uneven game-play, so any situation where that can be avoided is better, I think.

 

 

Also, I think Shaky Hands should be under Escape, not Misc options. It's just the logical place to look for key-related things.

Posted
Spoiler
7 hours ago, Lupine00 said:

I genuinely miss the consumable keys feature. I don't get why it was removed from DD4. OK, DD4 is not taking responsibility for how you get or lose keys, that's fine.

DD4 is responsible for animation lengths though, and there's no option for controlling that, and its probably my biggest DD4 gripe, but anway...

 

So, is consumable keys (and the key break chance) one of those things that could be returned via DCL?

 

Or are consumable keys still in, but I just can't find the option now?

 

 

I used to have moderate key chances and consumable keys, which meant that often I was without a key, but would have a fair chance of finding basic keys within a game day or so, which would be enough to escape my current situation, and no more.

 

Now I have to use a really low key-loot chance. I often go an entire dungeon without seeing a key, and when I do see one, it's often a (moderately) useless high-security key. (I don't know why as the chances for them are low, but it doesn't seem to work right, may be the RNG has weird streak characteristics).

 

This makes getting bound a real hazard, which I want, but it's also very much at the mercy of the RNG.

I keep my tiny supply of looted keys in Breezehome, so I have to get back there any time there's an incident, which can be hard, or easy. Obviously no fast travel.

Shaky Hands won't do quite what I want, as it is also random.

 

This has turned my old gameplay of "hunt for keys" into "get back to Whiterun", which is less fun most of the time.

 

The lower you set any chances, the more that tiny variations in the RNG sequence lead to uneven game-play, so any situation where that can be avoided is better, I think.

 

 

Also, I think Shaky Hands should be under Escape, not Misc options. It's just the logical place to look for key-related things.

 

Why do you play with keys than? Just play with the bunch of keys needed for the heavy bondage and use the struggle or pick lock feature. Depending on how hard you set the escape options the keys are not nesesscary. If you want bondage a hazard in game play, just don´t rely on keys. From the immersion point of view it would be the best thing to do. Why in the world should someone put a key in a plant? The only explanation would be, all bondage equipment is magical and the keys are the same random magic.

Just my two cent, because you are complaining about a feature you obviously don´t want to have: too much keys. Consumable keys are just that: too much keys, so you want some of them to disapear.

I had the same problem. Standard bondage was to easy to escape, because there are always keys around. But I want the chance to escape a restraint if I raid a crypt. The easiest setting was no fun to play. The standard setting to annoying. The middle is just great. I have dozens of keys. But sometimes I can´t reach the lock, the key breaks or whatever...

Now bondage is a significant hazard. Armbinders are the biggest fear now. Losing the weapon is now resulting in the hazard of being enslaved or sold. I can tell you, my toon knows some Skooma brothels from the inside by now.

There was never a bigger variety of playing around with the difficulty level than now. I think you just underestimate the features given. It fits so damn well in a playthrough.

Just try some adjustments. ;)

 

Regards

Rogwar

Posted

I think what's being said is that I should set keys to drop frequently, and turn the difficulty up in DD?

 

It's not at all the same. See below.

 

It's like you're saying "Oh, don't play the game your way, play it my way." More charitably, "make keys a certainty, and turn up the difficulty". Why do we even have keys then? It's not the same path, it's not a better path, and it plays differently. I'm opposed to it on ground of personal taste and simple lack of ability to suspend disbelief for something so silly. Unlocking your own armbinder is also silly, but that's an entirely separate issue.

 

The difficulty system is simply not a replacement for consumable keys; it's a replacement for escape chances. We had escape chances in DD3. That DD4 difficulty also makes a key fallible, or breakable, also only echoes options that were explicit in DD3, and none of them are to do with reliable consumption of a key that is used to successfully unlock a device.

 

I was perfectly happy with how it used to work, and so I'm frustrated that mode of play was taken away. It seems reasonable to request it return as a DCL option, as it has been decided that DD4 should not define those behaviours (which is fine). It can be denied, but Kimy has asked what people believe is genuinely missing from bondage options, and consumable keys appear to be genuinely missing.

 

The addition of a bunch of "difficulty levels" that only communicate minimal information about what they do, doesn't replace consumable keys. Does one of them consume successfully used key? If so, DD4 needs to tell me.

 

If nothing is communicated about what those difficulty levels do, where is the incentive to try them? As that process is time consuming, nobody is going to turn the difficulty up if the amount of fiddling about simply to unlock an armbinder is atrocious even at the easiest level. Are they really going to think, "well it's too tiresome on easy, it will be less tiresome on hard", are they? No, no, they are not. Difficulty levels in themselves are not a problem, but there could be more clarity on what they modify.

 

Endlessly repeating the struggle animation is not particularly fun, or interesting, or varied, and you can do it in a closed room, without going anywhere, and without any risk. DCL can be the easiest way out of an armbinder, if you set it up that way, but armbinders are completely tangential to consumable keys, and I don't see the relevance to my cavil. In DD3 armbinders were awkward enough, but I have no problems with DD4 armbinders other than they often don't work properly on NPCs, and they have an absurdly long struggle animation now. Or it's not as good as the old one. The old one was perfect.

 

Any "problems" with DD3 consumable keys revolved entirely around the special keys required for the less common items. Those problems, as they existed in DD3 + DCL 6.1 could have been remedied by adding an option for consumption of rare keys distinct from regular restraint keys.

 

 

 

I don't have keys in plants, and I never did. The only thing I want from plants is EC+ attacks. It's possible to make keys reasonably available without turning on plants.


As for issues of how defeat options are managed, those are a completely separate matter too.

 

 

 

DD4 works nicely to quiet player complaints that some tick box wasn't working as intended, because now nobody knows what is supposed to happen at any given setting.

If you set it on easy, is it supposed to take over 20 levels to get an inflatable plug out of you? How long is the plug supposed to stay in on hard?

120? I'm not sure that most modded savegames can survive that long without breaking, or that I even want to play to that level. It certainly doesn't strike me as 120 levels of extra fun. Being stuck with the same plug that long is boring. What I can't say, is that it was wrong, or a bug, because the behaviour is undocumented, and can't be questioned.

 

But the real problem can't be fixed in DD anyway: mod authors insist on locking items on characters and assuming nobody can remove them, and DD4 encourages and enables this "total game blocker" mindset. When this happens one of the mods involved in a conflict is forced to fail. That hasn't changed in DD4, it's just changed how the fail happens.

 

The answer is simple. Stop assuming they can't be removed! Build an easy check for item removal into the DD API, so a mod can easily tell if a player has removed (or tampered with) an item that the mod thinks should be on them. Lots of ways to do this and make it easy for mod authors to call.

Posted

Dear all, I am new to the community and have never modded Skyrim before. I am running Skyrim Special Edition and am wondering if I can use this mod on SE? I have already downloaded nexus mod, but dont know how to use it. 

 

If so, is there a step by step guide on installing this mod for beginners? Thank you very much. Looking forward to using this mod.

Posted
1 hour ago, kingaffluence said:

Dear all, I am new to the community and have never modded Skyrim before. I am running Skyrim Special Edition and am wondering if I can use this mod on SE? I have already downloaded nexus mod, but dont know how to use it. 

 

If so, is there a step by step guide on installing this mod for beginners? Thank you very much. Looking forward to using this mod.

It is not recommended to use this with Skyrim SE.

There is a high chance you'll encounter problems.

You'll also probably won't get much help since, you're one of only a few people who use it with Skyrim SE.

Posted
8 hours ago, ralphk11 said:

I too missed some of the features after changing to DD4, I find this mod is quite good at giving alternatives.

 

https://www.loverslab.com/topic/93521-devious-device-helpers-beta/

 

22 hours ago, Lupine00 said:

Smoking Hot...

 

It would be nice (and symmetrical) if there were an option for a chance of punishment on refusing this.

 

I play with a very limited key supply, and so I tend to answer "no", but it feels like cheating, in a way.

 

If I said "yes" to it every time, my entire game would reduce to attempting escape from bondage (I guess some people would say that's awesome, but it's a bit of an all or nothing).

 

 

It makes sense you can refuse, because the situation could be inappropriate, quest breaking, not fun, etc.

 

But what if there was a chance the NPC resents that you rejected them?

They don't want to use violence to try and put you in chains immediately, but they may vow to see you bound eventually, at a time of their choosing...

 

So, if the punishment isn't triggered, it's exactly as normal, but if it IS:

 

Elisif: You're smoking hot...

PC: I'd rather not.

Elisif: Dirty little slut, I know you want it. There'll come a time that you regret rejecting me now. 

The dialog ends, with no immediate consequences...

 

Then, when you next sleep...

 

You get a rape attack that starts with you being bound according to at least medium level smoking hot,

and some top-left scrolling text about how "Elisif sends her regards and hopes you enjoy the gift."

 

 

So the consequences never occur at an out-of-control moment, but there's no escaping them either.

 

If you somehow get two smoking hot's queued, it could kicks the bondage up to heavy, and perhaps even more queued punishments could up it to one of the hardcore collars.

Or perhaps those escalations could simply be random? But then there'd be more configuration.

 

 

This would give the play an incentive to accept at least light bondage in preference to a chance of upsetting the NPC.

 

 

Sasha (and other DFs) also block with Smoking Hot sometimes, if you refused Sasha you could get custom code:

You're already collared: you get maximum punishment bondage immediately.

She's collared: the consequences defer until she's free, see below.

Neither collared: she jumps you immediately you enter an inn and collars you.

 

It's not really a meaningful event with Leon or Leah, and probably shouldn't occur for them - unless they were radically changed.

YES!!!!!

 

Smoking hot would love, have the random wake up rape, yet never had an equip afterwards with either of my 2 PCs. Just installed Helpers, which complements DCLs Bondage Lover feature well, I think. At same time is clear that, it can't be used with Leah/Leon's Obsidian Slave Gear. After Rubber Doll, haven't touched much of Dollmaker, except for purchasing Sasha. I also like that Follower can randomly jump and bind - but will let you free after a set amount of time. Smoking Hot would be great with that and would like that less "Interactive" NPCs can order a Bondage Hit on toon. Like that tool in College after being freed from Queen Sarah set.

Posted
On 4/7/2018 at 7:45 AM, Lupine00 said:

Smoking Hot...

 

It would be nice (and symmetrical) if there were an option for a chance of punishment on refusing this.

I'm not sold on the idea myself.

 

For me, the 'smoking hot' dialog is a mildly inconvenient side effect of the full 'device dialog' functionality which triggers when I speak to someone whilst Deviced.

 

i use DCL to make dungeons more 'interesting'. Step 1) Go to dungeon & get quests, loot, and amusing curses. Step 2) Escape dungeon & escape devices etc.

 

Just spawning rape/devices for hanging around town and talking to people rather than from questing/dungeons isn't quite why I have DCL in my game.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...