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


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Posted
5 hours ago, Clockwinding said:

high security needs a blacksmith.

some quest DCL items have their own release without keys (rubber doll, cursed collar, leon, sasha...

Many items are described as "high security" when you inspect them carefully.

High security yokes require a blacksmith - the others use rare keys - for example, there are armbinders that require rare keys, and armbinders that require a restraint key.

 

Perhaps there is some secret pact that agreed that only yokes can be high security and I didn't get the memo. I just go by the descriptions of the items in the game.

 

What do you suppose the difference between them is?

 

One requires a rare key (or multiple rare keys), the other a single common key.

Posted
20 hours ago, Psalam said:

Thank you once again but the "255" setting was already there (I don't know why it was the first time I've ever been inside that file).

I think Waxen quoted the wrong post earlier, but the 255 "fix" needs to be done on all the xml files that you want to have more stability.  So for instance if you use HDT hair and armor as well, each of those items will have its own HDT file that may have values inside that are not 255. 

 

My layman's understanding is that the stretching to infinity and invisible NPCs usually happens when HDT objects break the "speed limit" (often after loading in from a cell transition) and the engine gives up on rendering them.  Setting them to 255 basically gives them no speed limit, so you have more of a chance that they will calm down instead of spazzing out and causing invisibility.

 

 

The issue with doing this to stuff like the DD Heretical items is that:

 

- there are a *lot* of xml files for all the chains - I count 17 individual .xml files related to all the different lengths and styles of chains and bindings in the DDX files alone.

- most of the xml files are trying to simulate heavy chains, and that means the max speed limiters are actually somewhat important for the looks of the items.  They will work at 255 and be less likely to stretch into invisibility, but they will likely look more like ropes than heavy metal chains.

 

Basically my approach was to do the 255 fix on some of the most common items I'd get from Cursed Loot - the leg shackles and the bell/sign plugs.  The other items are quite rare, so I didn't feel the need to mod them for stability since NPCs will almost never be using them in my game.  The *fix* is much more important to be used on body or accessory xml files - there was a follower recenty that I installed that had 4/5 HDT piercings and hair equipped on her that was 100% invisible in my game until I 255'd all of the xmls she used.  Since I did that I've never had her go invisible again.

 

 

Just to quote the original post I saved for my own memory that may help some people as to how to do the edit (don't remember who the original poster was, but he's saved alot of peeps over the years):

 

Quote

Hi, you can try this. It works for me.

 

Open the "hdtPhysicsExtensionsDefaultBBP.xml" or what ever your controlling .xml is for cape, armor, whatever, with Notepad++. Search for the lines: <hkparamname="maxLinearVelocity"> and <hkparam name="maxAngularVelocity">. You will see a parameter like <hkparam name="value">255</hkparam>. If your value is not 255, change it to 255. The stretching appears to happen when the mesh movement moves faster than the max velocity integer.

 

If you have hdt cape, You can easily reproduce stretching simply by using Whirlwind Sprint shout. Once you change all above parameters, the stretch no longer happens. I did this for Clothes and Cloaks. I have not had any problems with stretching or invisibility on NPC or Followers. I do not use any changes to HAVOK ini. Of course your computer setup may come in to play, so results may very. Just thought I would share, because i used to have the same problems. I'm currently using HDT Clothes and Robes for all NPC's, HDT Cloaks(Myself and Sofia), HDT Underwear (Myself and Sofia), Custom version of HDT Marie Rose Hair (Myself), HDT Changeable Hair Ribbons for Marie Rose Hair (Myself), HDT Weapon Sling for XPMSE(Myself), and custom Hats/Hoods with HDT Hair (Myself), and of coures HDT Bodies (CBBE HDT including Sofia) all with no problem. 

 

Good luck, hopes this helps you to.

 

Posted
8 minutes ago, Lupine00 said:

Many items are described as "high security" when you inspect them carefully.

High security yokes require a blacksmith - the others use rare keys - for example, there are armbinders that require rare keys, and armbinders that require a restraint key.

 

Perhaps there is some secret pact that agreed that only yokes can be high security and I didn't get the memo. I just go by the descriptions of the items in the game.

 

What do you suppose the difference between them is?

 

One requires a rare key (or multiple rare keys), the other a single common key.

I believe they are referring to the actual "High Security Restraints" set:

 

Quote

 

High Security Restraints

 

These custom restraints are made of the best steel available and there is no way to escape from them by force. They also feature custom high security locks impossible to pick or unlock with standard keys. When you're unlucky enough to get locked in one of these devices, you might need to look for experienced help to get out of them! And bring some cash, for experienced help tends not to be cheap! You can find these new items in chest and dead bodies all over Skyrim.

 

These items AFAIK are only unlockable by a blacksmith (they use an un-obtainable "High Security Restraints Key").  The set includes other items such as a gag, harness and collar ect.

Posted
3 hours ago, Lupine00 said:

I guess you just quoted my post, you didn't read it.

 

I'll requote that part (as quoted, by you).

 

 

I read your post and while it hinted the possibility but didn't explicitly state that you got all the files I have to make the assumption you didn't.  And I still have to assume you may have missed some because of case matching because you didn't say you did a case independent search though I would certainly hope you would have.

 

Of course if someone were to fix the HDT code to not cause those problems in the first place it would be better but i think the HDT author is no longer around so we have to live with what we have as best we can or as you seem to have decided, do without it and that is also a valid option.

Posted
4 hours ago, Lupine00 said:

Many items are described as "high security" when you inspect them carefully.

High security yokes require a blacksmith - the others use rare keys - for example, there are armbinders that require rare keys, and armbinders that require a restraint key.

 

Perhaps there is some secret pact that agreed that only yokes can be high security and I didn't get the memo. I just go by the descriptions of the items in the game.

 

What do you suppose the difference between them is?

 

One requires a rare key (or multiple rare keys), the other a single common key.

as said above, i'm talking about the specifically named "high security X" where X can be cuffs/boots/gag/harness... items, not the description of the item given when selecting the "examine restraint" option, which shows for pretty much every non-standard device.

Posted
4 hours ago, Reesewow said:

I think Waxen quoted the wrong post earlier, but the 255 "fix" needs to be done on all the xml files that you want to have more stability.  So for instance if you use HDT hair and armor as well, each of those items will have its own HDT file that may have values inside that are not 255. 

 

My layman's understanding is that the stretching to infinity and invisible NPCs usually happens when HDT objects break the "speed limit" (often after loading in from a cell transition) and the engine gives up on rendering them.  Setting them to 255 basically gives them no speed limit, so you have more of a chance that they will calm down instead of spazzing out and causing invisibility.

 

 

The issue with doing this to stuff like the DD Heretical items is that:

 

- there are a *lot* of xml files for all the chains - I count 17 individual .xml files related to all the different lengths and styles of chains and bindings in the DDX files alone.

- most of the xml files are trying to simulate heavy chains, and that means the max speed limiters are actually somewhat important for the looks of the items.  They will work at 255 and be less likely to stretch into invisibility, but they will likely look more like ropes than heavy metal chains.

 

Basically my approach was to do the 255 fix on some of the most common items I'd get from Cursed Loot - the leg shackles and the bell/sign plugs.  The other items are quite rare, so I didn't feel the need to mod them for stability since NPCs will almost never be using them in my game.  The *fix* is much more important to be used on body or accessory xml files - there was a follower recenty that I installed that had 4/5 HDT piercings and hair equipped on her that was 100% invisible in my game until I 255'd all of the xmls she used.  Since I did that I've never had her go invisible again.

 

 

Just to quote the original post I saved for my own memory that may help some people as to how to do the edit (don't remember who the original poster was, but he's saved alot of peeps over the years):

 

 

This is a very interesting series of posts;  I've experienced the stretching into infinity of some armors and clothing, particularly near Whiterun (almost the center of the map) and the occasional invisible HDT equiped character.  I've never run across a discussion on this topic before, so it comes as a bit of a surprise to me.

 

Based on what you've said, I did a quick check of my hdtPhysicsExtensionsDefaultBBP.xml file settings (my mods folder contains five such files) and they all had the relevant settings set to 255.  I did a quick search of all files in my mods folder for an .xml extension and there are 547 of them.  Randomly opening several and searching for the linear velocity settings, many are 255, others are something else.  The files are included in armor mods, hair mods, clothing mods, backpacks, lanterns, and so on.

 

Is your suggestion to change the two linear velocity settings to 255 on all of them, i.e., in all categories, not only armor and clothing?

Posted
33 minutes ago, Rynnes Master said:

This is a very interesting series of posts;  I've experienced the stretching into infinity of some armors and clothing, particularly near Whiterun (almost the center of the map) and the occasional invisible HDT equiped character.  I've never run across a discussion on this topic before, so it comes as a bit of a surprise to me.

 

Based on what you've said, I did a quick check of my hdtPhysicsExtensionsDefaultBBP.xml file settings (my mods folder contains five such files) and they all had the relevant settings set to 255.  I did a quick search of all files in my mods folder for an .xml extension and there are 547 of them.  Randomly opening several and searching for the linear velocity settings, many are 255, others are something else.  The files are included in armor mods, hair mods, clothing mods, backpacks, lanterns, and so on.

 

Is your suggestion to change the two linear velocity settings to 255 on all of them, i.e., in all categories, not only armor and clothing?

If you wanted to maximize stability pretty much yes for files that enable HDT - powershell scripts seem to be one of the ways people do it en-mass but that might be a blunt approach.  Some items that have purposely very low max velocities may look weird once changed to 255 (example - the very long ball+chain Heretical Resource items don't act "heavy" if you change their values to 255 from the default 90ish, they act more like tying a soccer ball to the character's leg). 

 

However, note that not all of those 547 .xml files will be related to bounce and benefit from the fix - they will also include all of your files that enable collisions for things like hands/schlongs ect.  Those aren't related to the stretching problem.

 

I'd personally suggest first manually changing the files related to stuff you actually use a lot in game atm, so HDT armor/accessories/hair ect that you actually use or see in-game.  If you notice a big improvement, you can decide if you want to go all out or keep being selective.  Prioritize items that NPCs are likely to be wearing, since the problem is more common on NPCs than the PC, and stuff your PC is likely to be wearing fairly often.  I wouldn't change every hair XML if you only actually use 2/3 of them in a playthrough. 

Posted
8 minutes ago, Reesewow said:

If you wanted to maximize stability pretty much yes for files that enable HDT - powershell scripts seem to be one of the ways people do it en-mass but that might be a blunt approach.  Some items that have purposely very low max velocities may look weird once changed to 255 (example - the very long ball+chain Heretical Resource items don't act "heavy" if you change their values to 255 from the default 90ish, they act more like tying a soccer ball to the character's leg). 

 

However, note that not all, or even most, of those 547 .xml files will be related to bounce and benefit from the fix - they will also include all of your files that enable collisions for things like hands/schlongs ect.  Those aren't related to the stretching problem.

 

I'd personally suggest first manually changing the files related to stuff you actually use a lot in game atm, so HDT armor/accessories/hair ect that you actually use or see in-game.  If you notice a big improvement, you can decide if you want to go all out or keep being selective.  Prioritize items that NPCs are likely to be wearing, since the problem is more common on NPCs than the PC, and stuff your PC is likely to be wearing fairly often.  I wouldn't change every hair XML if you only actually use 2/3 of them in a playthrough. 

Excellent sounding advice.  I'll give that a try.  Thanks.

Posted
9 hours ago, LazyBoot said:

There's a (somewhat) hidden setting you can enable that removes that option.

  Hide contents

You need to use the console to set the global "dcur_sasha_dom_hardcore" to 1.

 

Thank yoiu that worked :smile:

Posted
6 hours ago, WaxenFigure said:

I read your post and while it hinted the possibility but didn't explicitly state that you got all the files I have to make the assumption you didn't.  And I still have to assume you may have missed some because of case matching because you didn't say you did a case independent search though I would certainly hope you would have

If you think that's just a HINT maybe you do not understand grep? If grep does not match it, neither will the XML parser.

 

It is a conclusive statement of fact that every instance of those variables was 255 within the context of the MO file system. How hard is that to understand?

The only possibility is that someone, I, and only I, from a fairly vanilla install of the mods, have a setup where that rate IS NOT SPECIFIED AT ALL and is using a default.

 

I'm tired of this group-think that the rate fix works infallibly. It has never been proved. It's just a dogpile of "wow, me too" from people who probably didn't play that many hours.

 

I've seen QA sign off real bugs as fixed, when they weren't ... simply because they thought something had been changed.

This is just the same thing, except the QA are mostly amateurs.

That's the thing with intermittent problems. People misinterpret a streak in the intermittency as a fix. It's like believing that because every time you flipped a particular coin it came up heads, it can only come up heads. It's not proof, it's faith.

 

 

How can you prove the disappearance bug is fixed? You cannot prove it at all.

It's theoretically impossible to prove absence of a complex bug of this kind. Did you write a unit test for it? No. You didn't. You can't.

Maybe, with recourse to the Havok source, you could make a case; but Havok's resolver is quite complex, and Skyrim piles other complexity on top of that. There may always be failure modes you've missed.

 

What you can see, is when it fails, and you won't see that every time it fails, only in some cases.

 

What if the fix simply makes those cases rarer?

 

Think about this for a minute. How do you know there aren't invisible NPCs walking around in your game?

You don't have any missing named NPCs?

Are you sure?

Are you really sure?

Did you check every single one?

Maybe you did. You checked that not even a single named NPC is invisible.


So now, what if the invisible NPC is one that's added by a mod? Or a generic bandit? Or a random vampire?

 

How would you ever know?

You wouldn't.

 

Not unless you happened to hit the jackpot and end up fighting that NPC yourself.

There are many ways that NPC could get killed without you even knowing it existed. Maybe a follower kills it? Maybe it dies in a fireball?

Or maybe you just never go to that place again after spawning it, and it gets cleared in cell reset. Or it's transient to start with.

 

I agree that the rate change appears to reduce the incidence of this issue, but it does not entirely eliminate it, and I'm not surprised.

The values are being changed from 127 to 255. There's a big difference between (almost) doubling a value and making it limitless.

 

I should think that in most cases the game is playable with the fix in. You might get unlucky, as I did, and be attacked by an invisible bandit chief. It was annoying, but it doesn't happen often enough that I can't live with it. However, this problem typically escalates with game age, so I expect it to get worse, not better. When quest NPCs go missing, or food vendors, it really gets to be a pain. If you're not seeing that, maybe it's working "well enough" for you. I'm still on the fence as to that.

 

In any case, please stop making your repeated assertions that I can't edit a few little XML files when you lack the attentiveness to read the detail in posts.

Posted
4 hours ago, Lupine00 said:

If you think that's just a HINT maybe you do not understand grep? If grep does not match it, neither will the XML parser.

 

It is a conclusive statement of fact that every instance of those variables was 255 within the context of the MO file system. How hard is that to understand?

The only possibility is that someone, I, and only I, from a fairly vanilla install of the mods, have a setup where that rate IS NOT SPECIFIED AT ALL and is using a default.

 

I'm tired of this group-think that the rate fix works infallibly. It has never been proved. It's just a dogpile of "wow, me too" from people who probably didn't play that many hours.

 

I've seen QA sign off real bugs as fixed, when they weren't ... simply because they thought something had been changed.

This is just the same thing, except the QA are mostly amateurs.

That's the thing with intermittent problems. People misinterpret a streak in the intermittency as a fix. It's like believing that because every time you flipped a particular coin it came up heads, it can only come up heads. It's not proof, it's faith.

 

 

How can you prove the disappearance bug is fixed? You cannot prove it at all.

It's theoretically impossible to prove absence of a complex bug of this kind. Did you write a unit test for it? No. You didn't. You can't.

Maybe, with recourse to the Havok source, you could make a case; but Havok's resolver is quite complex, and Skyrim piles other complexity on top of that. There may always be failure modes you've missed.

 

What you can see, is when it fails, and you won't see that every time it fails, only in some cases.

 

What if the fix simply makes those cases rarer?

 

Think about this for a minute. How do you know there aren't invisible NPCs walking around in your game?

You don't have any missing named NPCs?

Are you sure?

Are you really sure?

Did you check every single one?

Maybe you did. You checked that not even a single named NPC is invisible.


So now, what if the invisible NPC is one that's added by a mod? Or a generic bandit? Or a random vampire?

 

How would you ever know?

You wouldn't.

 

Not unless you happened to hit the jackpot and end up fighting that NPC yourself.

There are many ways that NPC could get killed without you even knowing it existed. Maybe a follower kills it? Maybe it dies in a fireball?

Or maybe you just never go to that place again after spawning it, and it gets cleared in cell reset. Or it's transient to start with.

 

I agree that the rate change appears to reduce the incidence of this issue, but it does not entirely eliminate it, and I'm not surprised.

The values are being changed from 127 to 255. There's a big difference between (almost) doubling a value and making it limitless.

 

I should think that in most cases the game is playable with the fix in. You might get unlucky, as I did, and be attacked by an invisible bandit chief. It was annoying, but it doesn't happen often enough that I can't live with it. However, this problem typically escalates with game age, so I expect it to get worse, not better. When quest NPCs go missing, or food vendors, it really gets to be a pain. If you're not seeing that, maybe it's working "well enough" for you. I'm still on the fence as to that.

 

In any case, please stop making your repeated assertions that I can't edit a few little XML files when you lack the attentiveness to read the detail in posts.

My 5 cents to the discussion. I had a lot of these issues because I use a lot of armor and clothing mods with HDT. After I made the change in all my body and armor mods the amount of problems has been 0. So my conclusion is that it works, at least for me.

Posted
18 minutes ago, JuliusXX said:

My 5 cents to the discussion. I had a lot of these issues because I use a lot of armor and clothing mods with HDT. After I made the change in all my body and armor mods the amount of problems has been 0. So my conclusion is that it works, at least for me.

The cavil here is that because one person does not see a person, or a hundred do not see a problem, it does not mean the problem cannot manifest.

 

It might have happened for them, and they simply might not have noticed it due to circumstances, or,

it might not have happened for them yet, but could if they played another 800 hours, and,

it might happen for some people a lot sooner than that, and,

it might well depend on other variables like frame-rate, particular armor designs, CPU speed, single-thread loading hack, etc.

 

So simply announcing, as if it were definitively proved that this is a fix, and that anyone who it doesn't work for did it wrong, is incorrect - which is the most polite way I can put it.

Posted
6 hours ago, Fenroo said:

How does one use the console to change the setting like that? 

 

Spoiler

set dcur_sasha_dom_hardcore to 1

 

Posted
32 minutes ago, Lupine00 said:

The cavil here is that because one person does not see a person, or a hundred do not see a problem, it does not mean the problem cannot manifest.

 

It might have happened for them, and they simply might not have noticed it due to circumstances, or,

it might not have happened for them yet, but could if they played another 800 hours, and,

it might happen for some people a lot sooner than that, and,

it might well depend on other variables like frame-rate, particular armor designs, CPU speed, single-thread loading hack, etc.

 

So simply announcing, as if it were definitively proved that this is a fix, and that anyone who it doesn't work for did it wrong, is incorrect - which is the most polite way I can put it.

I'm not sure if the question of the edit being only 99% effective, or even 50% effective is really relevant for the purpose of the Deviously Cursed Loot support thread.  As far as I know that is the only HDT-side fix that has been offered, and it most certainly seems to make a difference for most people.  Since the alternatives are the status-quo or avoiding the HDT items altogether (or not using HDT at all and dealing with broken-looking items), it certainly can't hurt users to try it if invisible NPCs are an issue in their games.

 

IMO discussions about just how effective the edit is, how much CPU/Framerate contribute to the problems ect would be best in the HDT section of the forums, where people with more knowledge about HDT would be more likely to see it and offer insight.  Here it is all just speculation that isn't related to Cursed Loot at all.

Posted

Having some issues after having upgraded from 6.2 to 6.3.  The random loot events, rape events and consequences have stopped...completely. I put the rape setting to basically be a 100% chance every hour and it still says that my character is "not vulnerable to rape" in the debug section. The quests and items (slave/slut collars, etc.) still seem to work fine, but it's the random/triggered events that aren't. Ideas?

 

(I'm doing a re-install to see if that fixes it and will update this accordingly after the fact.)

 

Update:  Nope, still broken :confused:

Posted
2 hours ago, Shaddranat said:

Having some issues after having upgraded from 6.2 to 6.3.  The random loot events, rape events and consequences have stopped...completely. I put the rape setting to basically be a 100% chance every hour and it still says that my character is "not vulnerable to rape" in the debug section. The quests and items (slave/slut collars, etc.) still seem to work fine, but it's the random/triggered events that aren't. Ideas?

 

(I'm doing a re-install to see if that fixes it and will update this accordingly after the fact.)

 

Update:  Nope, still broken :confused:

 

I too suffer from the same problem. I cannot get rape events to trigger.

Hoping for a solution or an update soon.

Posted
3 hours ago, LucentShard said:

 

I too suffer from the same problem. I cannot get rape events to trigger.

Hoping for a solution or an update soon.

some notes that may (or may not) help

 

(last picture in spoiler)

make sure rape is actually enabled (i figure it is but it never hurts to be sure)

something you can try is to adjust the number of triggers needed for a short time, then adjust it to what you actually want, also check that your arousal

(in the parameters section of the rape page) is not set excessively high.  also check the "subject can be used every" section (set to 1 or greater for a while,

then adjust to taste).

 

(middle picture in spoiler)

check that you are above the level set for "only standard events until level"

 

(top picture in spoiler)

make sure to do this one in a small interior cell, with no devices equipped, and no Cursed Loot quests actually in progress (it should just terminate them, 

but better safe than sorry).  also make sure you are not wearing any other mods quest devices.

you can also disable "Cursed Loot Events" (on the debug page), then use the "Safe Word", then wait 3-5 RL minutes, save game in a new slot,

quit to desktop, restart game, load just made save game, enable "Cursed Loot Events".  test and see if that fixed it.

 



5adcc418e6c8c_TESV2018-04-2212-16-20-85.thumb.jpg.a158e336b205c0cf177186f7c03a45fe.jpg5adcc3fbd55da_TESV2018-04-2212-15-28-92.thumb.jpg.f6090474477008fb9c9cb97aa1962dfb.jpg5adcc3eb22f7d_TESV2018-04-2212-14-35-21.thumb.jpg.157371c7c16c8e43b9d26891d412418e.jpg

 

Posted
17 hours ago, Lupine00 said:

If you think that's just a HINT maybe you do not understand grep? If grep does not match it, neither will the XML parser.

 

...

 

In any case, please stop making your repeated assertions that I can't edit a few little XML files when you lack the attentiveness to read the detail in posts.

I know of grep and I know it can be used for case sensitive searches.  Since I am not the NSA looking over your shoulder I cannot tell what you did or did not do so nor can I have any expectation of how competent you may or may not be in using the tools you have.  I try to base recommendations on the information I am given, just saying "I used grep" tells me you know of a tool, not that you know how to use it.

 

I was not trying to criticize you but just wanting to verify that there was nothing you might have missed for a reason you might not have thought of.

 

You do not need to be so defensive, we are trying to help here.

 

 

 

Posted
2 hours ago, valcon767 said:

some notes that may (or may not) help

 

(last picture in spoiler)

make sure rape is actually enabled (i figure it is but it never hurts to be sure)

something you can try is to adjust the number of triggers needed for a short time, then adjust it to what you actually want, also check that your arousal

(in the parameters section of the rape page) is not set excessively high.  also check the "subject can be used every" section (set to 1 or greater for a while,

then adjust to taste).

 

(middle picture in spoiler)

check that you are above the level set for "only standard events until level"

 

(top picture in spoiler)

make sure to do this one in a small interior cell, with no devices equipped, and no Cursed Loot quests actually in progress (it should just terminate them, 

but better safe than sorry).  also make sure you are not wearing any other mods quest devices.

you can also disable "Cursed Loot Events" (on the debug page), then use the "Safe Word", then wait 3-5 RL minutes, save game in a new slot,

quit to desktop, restart game, load just made save game, enable "Cursed Loot Events".  test and see if that fixed it.

 

 

  Reveal hidden contents

 

 


5adcc418e6c8c_TESV2018-04-2212-16-20-85.thumb.jpg.a158e336b205c0cf177186f7c03a45fe.jpg5adcc3fbd55da_TESV2018-04-2212-15-28-92.thumb.jpg.f6090474477008fb9c9cb97aa1962dfb.jpg5adcc3eb22f7d_TESV2018-04-2212-14-35-21.thumb.jpg.157371c7c16c8e43b9d26891d412418e.jpg
 

 

 

 

Thanks for the response. Your first two options are definitely something I have already taken care of, so, sadly, that was a dry well. I'll give option 3 a test-drive and see if that clears this mess up. Thanks again.

 

EDIT:  Well, it seems like DCUR was just playing r-tard for a while there.  I did the recommended actions and it seems to have worked.  Heh, now I have to change my setting back to a more realistic level, because when I stepped into the city after having made the changes, I was IMMEDIATELY jumped and raped by a gang of Whiterun's Finest, lol. Thanks for the help!

Posted

So anyone know how to sell slaves? I looked through the thread (via Google search) and even read the doc accompanying this mod.

 

So I have this bandit that I have tied up via Defeat. And I wanna sell her to the trader in Whiterun. Any advice? probably gonna kill her and move on, but for next time I'd like to know how to do this.

Posted
46 minutes ago, Jaymega0817 said:

So anyone know how to sell slaves? I looked through the thread (via Google search) and even read the doc accompanying this mod.

 

So I have this bandit that I have tied up via Defeat. And I wanna sell her to the trader in Whiterun. Any advice? probably gonna kill her and move on, but for next time I'd like to know how to do this.

Defeat: bring em to a Hold guard, should be a line " see that person there?" then an option about an award, in their dialogue.

DCL: has to have combat surrender enabled, and npc surrender via that functon, for the npc in Whiterun to accept them

Posted

I am thinking of trying to use this with S.L.U.T.S the mod here why do I say that because I would make money and secondly I've been told by the carriage drivers that they wouldn't take me anywhere because they didn't want to get in trouble with my characters master since she's usually tied up in various gear all the time. Plus I have fast travel disabled so it makes things difficult lol especially when I use mods that increase difficulty like Sands of Time and walking is an extreme hazard or could be if I didn't have 3 followers with me at all time

Posted
13 hours ago, valcon767 said:

some notes that may (or may not) help

 

(last picture in spoiler)

make sure rape is actually enabled (i figure it is but it never hurts to be sure)

something you can try is to adjust the number of triggers needed for a short time, then adjust it to what you actually want, also check that your arousal

(in the parameters section of the rape page) is not set excessively high.  also check the "subject can be used every" section (set to 1 or greater for a while,

then adjust to taste).

 

(middle picture in spoiler)

check that you are above the level set for "only standard events until level"

 

(top picture in spoiler)

make sure to do this one in a small interior cell, with no devices equipped, and no Cursed Loot quests actually in progress (it should just terminate them, 

but better safe than sorry).  also make sure you are not wearing any other mods quest devices.

you can also disable "Cursed Loot Events" (on the debug page), then use the "Safe Word", then wait 3-5 RL minutes, save game in a new slot,

quit to desktop, restart game, load just made save game, enable "Cursed Loot Events".  test and see if that fixed it.

 

 

  Reveal hidden contents

 

 


5adcc418e6c8c_TESV2018-04-2212-16-20-85.thumb.jpg.a158e336b205c0cf177186f7c03a45fe.jpg5adcc3fbd55da_TESV2018-04-2212-15-28-92.thumb.jpg.f6090474477008fb9c9cb97aa1962dfb.jpg5adcc3eb22f7d_TESV2018-04-2212-14-35-21.thumb.jpg.157371c7c16c8e43b9d26891d412418e.jpg
 

 

 

 

 

The third option worked. Thank you very much dood, you are a hero.

Is there any way to prevent rape events from stripping EVERYTHING?

The way rape events work in Cursed loot is that it unequips everything including rings.

I made my character a fox girl, with ears and tail equipped. It is a little annoying when everything gets unequipped.
 

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