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


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Posted
12 minutes ago, LucentShard said:

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.

The easiest way would be to edit the ears and tail and add a "nostrip" keyword to them.

Posted
19 hours ago, Genericdovahkiin42 said:

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

Nice. Thank you. The combat surrender option recommends it not be used with Death Alt, so I had it off. But selling them to guards works for me.

Posted

Question about Sasha:

 

In Dom mode, she eventually unlocks your belt. Does she ever put it back on?

Another question, if you're unlocked you can put her belt on, although it's rather tight. Does that lead anywhere?

Posted

Hm...they look good. And Xin's stuff is permitted for free use, so...I might be able to add that, even.

Posted

I have an issue with the bound queen quest, if I start the quest everything ok but if I make a save with the quest active when I load said save it put the quest in the completed section. I have to read the book again and it will start the quest over even if i already did some of the stages prior.

Posted

A new game. I get bound up, and decided to start the Shopping Quest.

 

The first couple of steps went fine: general store and then inn.

 

Then I got "temple store".

 

None of the three people in the main temple in Solitude would sell me anything. They didn't even have a dialog!

This is the biggest temple in Skyrim, what gives? Is this a problem with my install, or is it by design?

 

So I thought the quest was broken and tried FREE ME!!! to clear it.

 

But FREE ME!!! doesn't clear the shopping quest, instead it sets it to a random state, that is out of sync with the journal messages, so you have no idea where to go.

 

I walked to Whiterun, where I managed (randomly) to buy an item at a Blacksmith - I'm still seeing the notes "Shop at a general store, shop at a temple store" but Belethor has nothing for me, and Danica has a dialogue, but she won't sell anything, and says she has no items for me.

 

So, for shopping quest:

 

(1) Solitude temple doesn't seem to be set up for "temple store".

(2) Free me seems to mess the quest up complete, so journal wrong and quest not updating it.

 

Update - on save, game quit and reload, journal (only) says go to a "general store", no success at Riverwood Trader, they have a dialogue, but no items for me. Belethor doesn't have any items for me either.

 

Is there perhaps a quest variable I can inspect that might give a clue where I actually need to go?

Posted

I noticed that disabling the cursed loot enable/disable boxes in the MCM for plants also disables key drops for plants.

 

Why?

Key drops for plants already has its own toggle, which is great.

 

I thought my events were broken again, so to test them, I turned on plant drops, and set key drop to 100%. No keys dropped from plants.

I enabled cursed loot from plants and keys dropped as expected.

 

Mostly, I don't want keys from plants so I never noticed this before.

It's sure was confusing that I also had to enable cursed loot for them so that the key drop test was performed.

There's nothing in the MCM that hints it is contingent on the curse events, and I don't think it really ought to be, given it's got its own options on a completely different page.

 

I wish there was an option to make plants trigger EC+ only, and not any other cursed loot. It's much more appropriate than getting put in devices by an exploding plant.

Posted
16 hours ago, Kimy said:

Hm...they look good. And Xin's stuff is permitted for free use, so...I might be able to add that, even.

Sure, I'll send them to you. Do you need more than just the nif files? Textures (from the original Heels mod)? The esp with DD versions of the heels (which I think has a hard dependency on the original mod due to Constructor resources)? Note that the esp is pre-4.0 DD.

Posted
On ‎23‎.‎04‎.‎2018 at 10:31 AM, LazyBoot said:

The easiest way would be to edit the ears and tail and add a "nostrip" keyword to them.

You mean go to sexlab nostrip item menu, check all items and done ? nope, its not working. Strip editor in animation menu dosent work either.

DCL has independant strip manager as i remember... Is there any option that i dosent know ? o_O gimme some info ;)

 

 

/ nvm - it works now, it accept sexlab options. gz and sry all

Posted
2 hours ago, coffe said:

DCL has independant strip manager as i remember... Is there any option that i dosent know ? o_O gimme some info

Isn't this a longstanding keyword issue that Kimy was aware of a fix for at the end of 2017?

I'm not sure if the fix went in, but DCL is supposed to respect SexLab nostrip.

 

I believe there was some issue with it somehow getting a duplicate of the keyword that wasn't the same one as SexLab uses, so the checks failed.

 

Possibly can be fixed by manual merging of the keywords in TES5Edit, if that's actually the issue.

Possibly.

Posted
2 hours ago, coffe said:

You mean go to sexlab nostrip item menu, check all items and done ? nope, its not working. Strip editor in animation menu dosent work either.

DCL has independant strip manager as i remember... Is there any option that i dosent know ? o_O gimme some info ;)

i do not think that was what was meant

 

i have added a "nostrip" keyword in the past, using the CK.  the following should work (make a back up first in case it does not).

 

1 open ck

2 select master files (for the mod that provides the ears and tail)

3 set mod as active file (the mod that provides the ears and tail)

4 select the ears (should be a armor or possibly a armor addon)

5 edit keywords by adding the "SexLabNoStrip" keyword to the ears

6 select the tail

7 edit keywords by adding the "SexLabNoStrip" keyword to the tail

8 save the changes

9 exit ck and test in game

 

hope the information helps

 

Posted

Mages have it too easy!

 

I love that Cursed Loot can create interesting gameplay. If you're playing as a warrior-type with CL + DD mods, you'll end up in a lot of situations where you don't have your main weapon, and often forced to go without armor for long periods, which is a huge handicap. I like this kind of challenge.

 

However, if you're playing as a mage, the above are nowhere near as much of a handicap: unlike weapons, you pretty much always have access to your offensive spells, and mages can rely on defensive spells or kiting so a lack of armor is not a big issue. I know there are some vibrating things that react to magic, but the difficulty created by those don't seem to be anywhere comparable to that of a frequently weaponless armorless warrior.

 

This strongly steers players towards playing CL as a spellcaster of some sort.

 

So I think adding mage-specific debuffs to some restraints would create some new interesting predicaments while also improving the balance. For example, a spellcaster character that gets stuck with a hard magic-debuffing devious device might then have to start using swords until the device can be removed.

 

Compared to the current situation where it generally makes a lot more sense to play as a mage than a warrior, the addition of anti-mage restraints would ensure that mages can have as much "fun" as warriors, and reward versatile characters.

 

Even "lorewise", given that there are many spellcasters running around in Skyrim, surely there would be devious devices developed specifically to "handle" mages.

 

I don't think new models would be necessary. Simply adding new variants that only differ in name and effect, e.g. locked restraints "of nullification" that massively debuff max magicka or magicka regen or spellcasting skill levels, and stack with other similar restraint variants that a player can "gather" would create some "fun" experiences for spellcasters.

Posted
35 minutes ago, JR42 said:

Mages have it too easy!

 

I love that Cursed Loot can create interesting gameplay. If you're playing as a warrior-type with CL + DD mods, you'll end up in a lot of situations where you don't have your main weapon, and often forced to go without armor for long periods, which is a huge handicap. I like this kind of challenge.

 

However, if you're playing as a mage, the above are nowhere near as much of a handicap: unlike weapons, you pretty much always have access to your offensive spells, and mages can rely on defensive spells or kiting so a lack of armor is not a big issue. I know there are some vibrating things that react to magic, but the difficulty created by those don't seem to be anywhere comparable to that of a frequently weaponless armorless warrior.

 

This strongly steers players towards playing CL as a spellcaster of some sort.

 

So I think adding mage-specific debuffs to some restraints would create some new interesting predicaments while also improving the balance. For example, a spellcaster character that gets stuck with a hard magic-debuffing devious device might then have to start using swords until the device can be removed.

 

Compared to the current situation where it generally makes a lot more sense to play as a mage than a warrior, the addition of anti-mage restraints would ensure that mages can have as much "fun" as warriors, and reward versatile characters.

 

Even "lorewise", given that there are many spellcasters running around in Skyrim, surely there would be devious devices developed specifically to "handle" mages.

 

I don't think new models would be necessary. Simply adding new variants that only differ in name and effect, e.g. locked restraints "of nullification" that massively debuff max magicka or magicka regen or spellcasting skill levels, and stack with other similar restraint variants that a player can "gather" would create some "fun" experiences for spellcasters.

By default DD items that block weapons also block spells. So if you have access to spells with those restraints, you probably have a mod installed to enable spells.

Posted
24 minutes ago, LazyBoot said:

By default DD items that block weapons also block spells. So if you have access to spells with those restraints, you probably have a mod installed to enable spells.

What I mean is you can end up in situations where your favorite weapon isn't with you (but can still use your hands, for example after a successful escape).

 

If you can't use armor, mages have a much easier time than warriors.

 

If you don't have a weapon (but can use your hands), mages have a much easier time than warriors.

 

There are very few situations where mages have a harder time than warriors. I'd like to see more of those. Which I think some specifically anti-magic cursed restraints could easily accomplish.

Posted

This discussion belongs more in the DD thread than this one, but generally we try to keep our devices and features class and level agnostic. Generally we want items to be roughly as difficult for a level 50 as for a level 1, and likewisely we want it not to matter (much) what class you are. When weapons are disabled, so are spells. There are some very mild modifiers depending on level or class, but that's it. We had some devices that unilaterally punished mages, and we made significant changes to these items to avoid making mages non-viable when wearing them. When needed, there will be further changes.

Posted

@Kimy

 

Hi.  I know I've mentioned this before, and you have said you will look into it, and I've said that I'll try not to bang on about it, but for the sake of my sanity, is there any simple way for the likes of me to disable the 'Dump in the Wilderness' combat rape outcome, which seems to kick in regularly regardless of whatever MCM settings I have? eg, no hardcore and 0% chance for starters

 

Yesterday, my player was moved to 3, seriously divergent, map extremities all in a space of 15 minutes and it is teeth grittingly difficult to try to do main quests, with no cheating, when every time you have a punch up, and lose, you get kicked from pillar to post, so to speak

 

It might just be my own idiocy in the setting of the MCM, but if anyone has any ideas as to how I might stop this, no matter how daft, I'd be grateful to have them

 

TIA for any help of any kind whatsoever from anybody  LOL

Posted

Problem... Iron Chain harness... body section vs Corset

 

The iron chain harness body section, does not equip if you are in a devious corset. But the rest of the harness still equips, and looks strange without the main centre piece.

 

Solution... Equip body part first, and if it fails to equip. Then cancel full iron chain devices, and re roll the dice for other devious devices. Either that, or allow equipping of chain harness body section over corsets.

 

Just an idea for a minor tweak... :smile:

 

Posted
On 4/20/2018 at 11:02 PM, suibian said:

who know sasha's id ,Ican't find her!

Try XX09e7d8, this is the RefID I have for her.

 

Her Mother, The Dollmaker, is XX090973.

 

XX is the number on your loadlist which CAN CHANGE depending how often you add/remove mods after using LOOT, For example mine USED to be 53, but then changed to 4d after I installed Simple Slavery, Become a Bard, and Hunting in Skyrim, etc.

 

To figure out your loadnumber look up an item such as Obsidian Armbinder. This is the slave gear unique to Leon/Leah they will put you in if you become their slave. Type:

 

Help "obsidian armbinder" 4

 

This is from an earlier post a few dozen pages back who's post I would love to credit if I can remember the name. Quotes are for finding specific items that use MORE than one word ie (lore:foreign lands) which is a perk in the Wayfarer tree of SkyRe

Posted
16 hours ago, LazyBoot said:

Mages have it too easy!

 

I love that Cursed Loot can create interesting gameplay. If you're playing as a warrior-type with CL + DD mods, you'll end up in a lot of situations where you don't have your main weapon, and often forced to go without armor for long periods, which is a huge handicap. I like this kind of challenge.

 

However, if you're playing as a mage, the above are nowhere near as much of a handicap: unlike weapons, you pretty much always have access to your offensive spells, and mages can rely on defensive spells or kiting so a lack of armor is not a big issue. I know there are some vibrating things that react to magic, but the difficulty created by those don't seem to be anywhere comparable to that of a frequently weaponless armorless warrior.

 

This strongly steers players towards playing CL as a spellcaster of some sort.

 

To pass this off as being purely a DD issue isn't entirely fair.

 

Rubber Doll Collar for example, is DCL specific. The quest is a lot of fun ... if you're a mage.

If you're a heavy melee type, it's a just not as fun, and you feel crippled a lot earlier.

 

Your hard-earned heavy armor skill is suddenly useless, and you have the same mitigation as a mage used to wearing cloth - though the suit does protect quite well.

The awesome mana-regen it gives is no help at all, when your skill are in melee.

 

 

Queen Sarah's set has similar issues, it's designed for a caster. It makes a mage into a tiny god, but a melee is crippled.

 

I mentioned before how these quests could be "balanced", and Kimy did do some things to help with Royal Chastity (adding the skill books to possibly make up for missed skill-ups), but I still think it would be nice if we had some genuinely melee friendly quests added one day to balance out the mage friendly ones.

 

 

There are other forces that push towards mage-centric play too, nothing DCL can fix, but MME punishes melee/stealth players a hot harder than mages. A lot harder. You have to consider the place of a mod in the entire ecosystem. DCL is somewhat pivotal, and choices Kimy makes have knock-ons for a dozen or more other mods.

Posted

When I playtest DCL features I use mages almost 100% of the time, because I more or less always play mages in RPGs. It's just something I do habitually. It is NOT intended by me to harm melee/rogue type characters more than mages. If there are such features I absolutely appreciate getting feedback of why these features are hurting melee types. I recently made some changes to the Queen Sarah quest because of such feedback, and I am committed to make more/other changes, if needed.

 

As I said above, my goal is to keep both DD and DCL class and level agnostic. When playing with these mods, it ideally should not overly matter what class or level you are.

Posted
16 hours ago, donkeywho said:

@Kimy

 

Hi.  I know I've mentioned this before, and you have said you will look into it, and I've said that I'll try not to bang on about it, but for the sake of my sanity, is there any simple way for the likes of me to disable the 'Dump in the Wilderness' combat rape outcome, which seems to kick in regularly regardless of whatever MCM settings I have? eg, no hardcore and 0% chance for starters

 

Yesterday, my player was moved to 3, seriously divergent, map extremities all in a space of 15 minutes and it is teeth grittingly difficult to try to do main quests, with no cheating, when every time you have a punch up, and lose, you get kicked from pillar to post, so to speak

 

It might just be my own idiocy in the setting of the MCM, but if anyone has any ideas as to how I might stop this, no matter how daft, I'd be grateful to have them

 

TIA for any help of any kind whatsoever from anybody  LOL

If this feature is disabled in MCM and gets fired anyway...something isn't right! :smiley:

 

Have me a log of such occurrences, perhaps?

 

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