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


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Posted

 

 

 

For a future update, any chance of integrating the pet collar mod? At the moment the collars equipped by Cursed Loot remove pet collar.  It's not a problem as such - I can turn down the chances of equipping collar special quests in the mcm, I just wondered.

 

The Pet Collar is not a DD item as far as I know. So yes, the DD equip routine will mercilessly wipe it off you. I will try and see if I can make my collars work better with it, but I will not set any dependency on it.

I could fix this if I know what to do. I used the same keywords for Pet Collar as in stock Padded Collar, did I miss something? Isn't it enough to make an item DD-compatible?

 

post-167931-0-44026900-1419114099_thumb.jpg

 

Anyway, I think it will be easier to do the integration from my side. Unless you want to integrate my mod into yours completely :)

Posted

random out of the blue question, havent tested this and dont want to yet:

Does your mod check for werewolf form? I got a mod that allows looting while a werewolf...and other things. but...devious devices dont agree with beast form, so...you can see the reason for my concern. ^_^

Posted

Question on the new workflows, if the maximum number of DD's are fitted on the pc does that just stop the standard event or all events (including the specials)?

Posted

random out of the blue question, havent tested this and dont want to yet:

Does your mod check for werewolf form? I got a mod that allows looting while a werewolf...and other things. but...devious devices dont agree with beast form, so...you can see the reason for my concern. ^_^

 

Cursed loot events do not trigger if you are a werewolf. There might be still occasions in the game where devices will be equipped on you without checking for beast forms, I can't guarantee this not to happen. Tbh, since this mod is mostly about DD, it probably got little to offer to you if you spend most of your time in beast form.

Posted

Remember what i said about Defeat? It's worse now. 

 

In the previous version, you could proc the slave collar when Defeat caused a rape, as they basically become friends while the event happened. Now it can happen to ANY NPC within "scanning range." 

This causes huge problems during combat, if you're going in too battle people up close, suddenly one procs the collar and starts using you, then the others kill you while it happens.

I was trying to sneak up on some bandits in White River Watch, and the collar kept triggering when i got "within scanning range" of the bandits. They didn't see me, i was just close enough for the collar to work.

 

You NEED to make it so the collar ONLY works on non-hostiles.

Posted

Question on the new workflows, if the maximum number of DD's are fitted on the pc does that just stop the standard event or all events (including the specials)?

 

As of now, it will not stop the former "special" events. Not sure whether or not this should be changed. I am open to suggestions! :)

Posted

You NEED to make it so the collar ONLY works on non-hostiles.

 

That's actually what I did, but Defeat turns hostiles into non-hostiles, thus causing the problem in the first place. :s

 

I will see what I can do about this (I am using Defeat myself after all), but it will require a bit more thought and I wanted to get the serious stuff fixed first, such as SL scenes broken all across the mod before patch 3.1. ;)

 

Don't worry I haven't forgotten about this issue!

Posted

Maybe my luck is changing, at least I found the shock boot key and can run again.

 

Maybe my luck will last, NOT with your mod.

 

Thanks

 

Posted

Would it be possible to get the punishing collars to ignore the Havoc Object?  I know it's technically a piece of clothing so the script is running properly, but it should be ignored if possible.

Posted

 

 

 

 

For a future update, any chance of integrating the pet collar mod? At the moment the collars equipped by Cursed Loot remove pet collar.  It's not a problem as such - I can turn down the chances of equipping collar special quests in the mcm, I just wondered.

 

The Pet Collar is not a DD item as far as I know. So yes, the DD equip routine will mercilessly wipe it off you. I will try and see if I can make my collars work better with it, but I will not set any dependency on it.

I could fix this if I know what to do. I used the same keywords for Pet Collar as in stock Padded Collar, did I miss something? Isn't it enough to make an item DD-compatible?

 

 

Anyway, I think it will be easier to do the integration from my side. Unless you want to integrate my mod into yours completely :)

 

 

The only thing you'd have to do on your end to prevent my custom collars to overwrite yours is assigning the zad_BlockGeneric keyword to your collars. This will mark it as a DD quest item, which all DD mods I am aware of respect as a "don't touch" tag, including Cursed Loot.

Posted

 

Question on the new workflows, if the maximum number of DD's are fitted on the pc does that just stop the standard event or all events (including the specials)?

 

As of now, it will not stop the former "special" events. Not sure whether or not this should be changed. I am open to suggestions! :)

 

 

That sounds perfect to me, once the DD limit has been reached then only the special events kick in

 

EDIT: On Yurik's question, it would be good if DCL could link to Pet Collar like it does to Estrus and CD, that would stop me wittering on about allowing clothing as the vanity collar in Pet Collar does just that :) Yurik would need to add some sliders for the weightings of each pet collar type to make it work properly though

 

Posted

 

 

 

 

 

For a future update, any chance of integrating the pet collar mod? At the moment the collars equipped by Cursed Loot remove pet collar.  It's not a problem as such - I can turn down the chances of equipping collar special quests in the mcm, I just wondered.

 

The Pet Collar is not a DD item as far as I know. So yes, the DD equip routine will mercilessly wipe it off you. I will try and see if I can make my collars work better with it, but I will not set any dependency on it.

I could fix this if I know what to do. I used the same keywords for Pet Collar as in stock Padded Collar, did I miss something? Isn't it enough to make an item DD-compatible?

 

 

Anyway, I think it will be easier to do the integration from my side. Unless you want to integrate my mod into yours completely :)

 

 

The only thing you'd have to do on your end to prevent my custom collars to overwrite yours is assigning the zad_BlockGeneric keyword to your collars. This will mark it as a DD quest item, which all DD mods I am aware of respect as a "don't touch" tag, including Cursed Loot.

 

 

Thank you both!

 

Posted

Is there a way to completely stop the random device equpping and only have the special events take place? I haven't tried the current version but with the previous version if I set the Base Cursed Loot chance to 0% I would still come across basic devious gear and have them equipped. Even if I turned everything off under "Devices" in the MCM menu I'd still find regular collars and cuffs, this also had the effect of only finding High-Security collars and cuffs and not other HS devices.

 

The only way I found to stop coming across regular devices was to set the Special Event chance to 100% but that caused the events to happen rather often even with the weights set very low.

Posted

Is there a way to completely stop the random device equpping and only have the special events take place? I haven't tried the current version

 

Well, in the -current- version...there is. :P

 

Just set the standard items weight to zero.

Posted

A new version, great :wub:

 

I just have a few mcm setup/mechanics questions:

 

-Wanting to try the new yokes, can i set the armbinder/shackles chance to zero or can this cause glitches? My concern is especially what happens if cursed loot picks the heavy restraints special event and wants to equip an armbinder on me. Does it equip a heavy restraint yoke on me instead, simply skips the armbinder and just selects other heavy restraint devices or might it crash because it wants to equip an armbinder which i deactivated in favor of the yokes?

 

-Do the rapes for the slut collar count as sex too? If they do the only possibility to get unlocked again would be to retreat in a lonely wilderness location and wait for lots of days? This would be a bit boring imho.

 

-If you already wear devices i assume the special devices can't be equipped on you. Does cursed loot automatically prevent those special events then or cancel instead? For example if i would wear one of the normal collars and would find a cursed or slave collar what happens then?

If it's not already in it would be fun if those special items replace the normal ones then when you find them, would make looking for keys even more thrilling. Just imagine the frustration if you just need to find one restraints key to unlock your normal dd boots/collar and find a cursed/slave collar or the slave boots instead :D

Posted

 

Is there a way to completely stop the random device equpping and only have the special events take place? I haven't tried the current version

 

Well, in the -current- version...there is. :P

 

Just set the standard items weight to zero.

 

 

I see that now, guess I missed it when I read the change log. Now I feel like a typical Nexus poster :unsure:

 

Posted

A new version, great :wub:

 

I just have a few mcm setup/mechanics questions:

 

-Wanting to try the new yokes, can i set the armbinder/shackles chance to zero or can this cause glitches? My concern is especially what happens if cursed loot picks the heavy restraints special event and wants to equip an armbinder on me. Does it equip a heavy restraint yoke on me instead, simply skips the armbinder and just selects other heavy restraint devices or might it crash because it wants to equip an armbinder which i deactivated in favor of the yokes?

 

-Do the rapes for the slut collar count as sex too? If they do the only possibility to get unlocked again would be to retreat in a lonely wilderness location and wait for lots of days? This would be a bit boring imho.

 

-If you already wear devices i assume the special devices can't be equipped on you. Does cursed loot automatically prevent those special events then or cancel instead? For example if i would wear one of the normal collars and would find a cursed or slave collar what happens then?

If it's not already in it would be fun if those special items replace the normal ones then when you find them, would make looking for keys even more thrilling. Just imagine the frustration if you just need to find one restraints key to unlock your normal dd boots/collar and find a cursed/slave collar or the slave boots instead :D

 

- Yes, you can. Internally yokes and shackles are considered a type of armbinder.

 

- Yes. It would not be evil if it wouldn't count. You should know me better by now! :P

Buuuut - you must have missed when I wrote that you can prevent getting abused when wearing full chastity gear and not having a key for it! In the end the slut collar forces you either to avoid any crowd or lock yourself into chastity gear and throw the key away, so to speak.

 

- The special items will by default unequip any -generic- DD item occupying the same slot. They will not replace quest items.

 

Posted

When the full slave set is equipped, it doesn't properly equip the gag; the gag stays visually unplugged, and you're able to talk normally.  You can spawn a key for the gag and unlock/relock it, but that has no effect on conversations or the visual appearance of the slave gag.  If you manually create and equip the slave gag, it seems to work properly.

Posted

You've got a weird NPC activation menu conflict with your latest version and Player Succubus Quest.

 

When sneaking and activating an NPC you should get a menu that allows the choice to feed or pickpocket an NPC, instead their inventory opens and you get a blocking menu to feed on them.

Posted

 

You NEED to make it so the collar ONLY works on non-hostiles.

 

That's actually what I did, but Defeat turns hostiles into non-hostiles, thus causing the problem in the first place. :s

 

I will see what I can do about this (I am using Defeat myself after all), but it will require a bit more thought and I wanted to get the serious stuff fixed first, such as SL scenes broken all across the mod before patch 3.1. ;)

 

Don't worry I haven't forgotten about this issue!

 

 

Yes, but now it's not just Defeat. It seems to trigger on any person, hostile or not, even if i'm sneaking up on them and undetected. Was trying to sneak up on this guy to suplex him, then suddenly, "lustful eyes" even though i was undetected.

Posted

Would it be possible to get the punishing collars to ignore the Havoc Object?  I know it's technically a piece of clothing so the script is running properly, but it should be ignored if possible.

 

I want this to. Having to unequip the breast havok is kind of sad lol. Another thing, the solicitate option does not work very well.

I can ask people "do you like what you see?" if the npc agree to have sex, they give me money but no action is played.

I got money for nothing :-D 

Posted

 

Would it be possible to get the punishing collars to ignore the Havoc Object?  I know it's technically a piece of clothing so the script is running properly, but it should be ignored if possible.

 

I want this to. Having to unequip the breast havok is kind of sad lol. Another thing, the solicitate option does not work very well.

I can ask people "do you like what you see?" if the npc agree to have sex, they give me money but no action is played.

I got money for nothing :-D 

 

For the SexLab scenes, Have you upgraded to version 3.1? I believe that's the main issue 3.1 fixed.

Posted

First of all, congratulations on making such a good and enjoyable mod, sencond, my bug report for the 3.1 version:

- When being tied up while asking for help to get out of a yoke the npc can sometimes decide to equip collar/armcuffs/armbinder on the player, removing the yoke in the process(can probably happen during a cursed loot event too).

- A cursed loot event might try to equip a yoke on you even if you're already wearing collar/armcuffs(not tried while wearing armbinder/shackles)(could be fixed by adding a check to see if any of those items are already equipped?).

- Solicitation seems to check first for critical failure and only after that for success.

- Solicitation critical failure events weights don't seem work properly: it always does the fist action in this list "report, punishing item, slut collar, tie up, belt" unless it is disabled (can someone else confirm?).

- The option to get helped out of a yoke seems to have the same error as solicitation critical failure described avobe, as I've only gotten either tied up or freed after several tests. Edit: The "priority order" seems to be "Add restraints, take keys, rape, walk away".

- Playing with better vampires, I get the same bug others have reported with psq: when activating a sleeping npc it goes to his inventory and leaves you in a menu with only the option to feed or extract blood.

- Safeword removes the shock boots but leaves their effect still active.

Posted

Something from a while back. Would it be possible to stop the Chaurus parasite from infecting the pc when called through DCL. This would allow infection if the pc meets an actual Chaurus but not from a tentacle attack from a chest

Posted

looks like the yoke's not equipping properly on the newest version (3.1), but it worked fine on the last (3.0) version

and i'm not sure if it should work that way, but when forced a full set, my follower didn't got any items, not sure if because she decided to kill a goat and entered combat or if it's intentional, but it happened and i'll just leave this here because i really have no idea

and finally, great mod, eveything else is working perfectly, and i'm starting to hate sheogorath now

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