Nohrin Posted April 29, 2018 Posted April 29, 2018 I can't quite figure out why after every standard rape scene (not combat rape), it is 100% guaranteed for the attacker to add a restraint and steal all my keys. I have disabled all key stealing options throughout the entire MCM, and I don't think I have any "add restraints after rape" setting added. Anybody have any ideas? At first I thought it was Devious Captures, but I disabled that mod after hearing incompatibilities with DCL.
Ytheria Posted April 29, 2018 Posted April 29, 2018 4 hours ago, visoth said: I can't quite figure out why after every standard rape scene (not combat rape), it is 100% guaranteed for the attacker to add a restraint and steal all my keys. I have disabled all key stealing options throughout the entire MCM, and I don't think I have any "add restraints after rape" setting added. Anybody have any ideas? At first I thought it was Devious Captures, but I disabled that mod after hearing incompatibilities with DCL. I suspect this may just be a case of DCL having a confusing menu. This should be controlled by "chance to get tied up" in the Rape sub-menu. It may that the key stealing is hard coded. If you have this set to 0% and it's still happening, it's probably another mod. Devious Captures works fine for me with DCL. Devious Captures is an extension for Defeat, so it only makes sense to use it if Defeat is handling combat rape, in which case you need to disable DCL's combat rape option. There is still a mild conflict between the two because sometimes DCL's ordinary rape event tries to trigger at the same time as Defeat's rape event, although the result is more hilarious than game breaking. What's more surprising is that sometimes DCL's rape event tries to trigger at the same time as DCL's "males demand sex" event. I think the problem is that DCL knows not to trigger a rape event while SexLab is running, but it doesn't know not to trigger during the precursor dialogue etc.
krighaur Posted April 29, 2018 Posted April 29, 2018 @Kimy A suggestion about sleep rape : would you agree to create an option where instead of being raped our PC sleep voluntary with someone else. The possibilty of becoming pregnant from a sleep rape is interesting (when you use pregnancy mods with DCUR), but it doesn't make sense that your PC is raped so often (if you put the rape risk high). So could you replace or add to the rape advertising ('you are being pulled by strong hands') the possibility of an accepted sex encounter. This is not a big deal because actually you can RP the sleep rape encounter as an accepted sex encounter (and this is how I play it when the rape occurs at an inn), but it would be a great addition. Anyway, thank you for your mod which is one of the few which is always in my game load order.
Nohrin Posted April 29, 2018 Posted April 29, 2018 49 minutes ago, Ytheria said: I suspect this may just be a case of DCL having a confusing menu. This should be controlled by "chance to get tied up" in the Rape sub-menu. It may that the key stealing is hard coded. If you have this set to 0% and it's still happening, it's probably another mod. Devious Captures works fine for me with DCL. Devious Captures is an extension for Defeat, so it only makes sense to use it if Defeat is handling combat rape, in which case you need to disable DCL's combat rape option. There is still a mild conflict between the two because sometimes DCL's ordinary rape event tries to trigger at the same time as Defeat's rape event, although the result is more hilarious than game breaking. What's more surprising is that sometimes DCL's rape event tries to trigger at the same time as DCL's "males demand sex" event. I think the problem is that DCL knows not to trigger a rape event while SexLab is running, but it doesn't know not to trigger during the precursor dialogue etc. I will try disabling that chance to be tied up option. Thanks for the advice! Greatly appreciated. I will report back if I notice it still.
TajZ Posted April 29, 2018 Posted April 29, 2018 9 hours ago, Slagblah said: Are you sure you're using prid on the correct version of Leah? There are two of them, you know. Does her dialog tree have the special branch for Mistress interactions? If not, it's probably the wrong Leah. Yes, I make it a point when I interact with frequently used NPCs that I get their proper RefID through console so I know I am using Mistress version. I first started using this because prior to removing CD, whenever I tried to enter Dollmaker's Shop from front door in Dawnstar, Crashfixes would pop (in the background like a bastard and NOT foreground) - unfortunately using Win 10 vs Win 7, if you are in full screen mode Ctrl+Shift+Esc DOES NOT work and have to either Hard Reset or Sign Out (not in issue an in Windowed mode - but who wants to play like that - messes up RND widget placement ) - teleporting next to Dollmaker does not cause crash to occur. So I can talk to Leah and ask if I am "good girl today" or longterm, but she does not follow me. Funnily enough, she still has animation to draw her weapon but she will not attack, just stands in place.
TajZ Posted April 29, 2018 Posted April 29, 2018 Just now, TajZ said: Yes, I make it a point when I interact with frequently used NPCs that I get their proper RefID through console so I know I am using Mistress version. I first started using this because prior to removing CD, whenever I tried to enter Dollmaker's Shop from front door in Dawnstar, Crashfixes would pop (in the background like a bastard and NOT foreground) - unfortunately using Win 10 vs Win 7, if you are in full screen mode Ctrl+Shift+Esc DOES NOT work and have to either Hard Reset or Sign Out (not in issue an in Windowed mode - but who wants to play like that - messes up RND widget placement ) - teleporting next to Dollmaker does not cause crash to occur. So I can talk to Leah and ask if I am "good girl today" or longterm, but she does not follow me. Funnily enough, she still has animation to draw her weapon but she will not attack, just stands in place. ... Used post to address 2 separate topics so I was a bit passive-aggressive there.
Wayward1 Posted April 29, 2018 Posted April 29, 2018 So, it just occurred to me that I've been happily playing with this mod for years now, but never once expressed my appreciation to the author. Therefore, thank you Kimy. You rock 6
JR42 Posted April 30, 2018 Posted April 30, 2018 Let me also chime in and say that CL is my favorite Skyrim mod. The reason I discovered LL years ago in the first place was because I was looking for something that would add "cursed loot" to Skyrim, and of course this mod came up in a search. I was surprised by how well made CL+DD are. It is because I really like CL, and because I get the impression that the author is always looking to improve it further, that I spent the effort trying to point to an area where I think a great improvement could be made with relatively little effort. There would be no point in criticizing a bad mod. But for an excellent mod that has a small issue (like aiming to be class-agnostic but being designed and tested almost exclusively with mages in mind), I think voicing a suggestion for a fix may help the author see things from other perspectives. At least that was my intention. Please don't mistake constructive criticism for dislike. I think generally people only bother trying to make constructive suggestions for mods that they really enjoy.
ssonly Posted April 30, 2018 Posted April 30, 2018 I think that Dollmaker needs some anti-thief system.
Kimy Posted April 30, 2018 Author Posted April 30, 2018 59 minutes ago, ssonly said: I think that Dollmaker needs some anti-thief system. You mean to deal with shoplifting?
Kimy Posted April 30, 2018 Author Posted April 30, 2018 On 4/29/2018 at 6:24 AM, krighaur said: @Kimy A suggestion about sleep rape : would you agree to create an option where instead of being raped our PC sleep voluntary with someone else. The possibilty of becoming pregnant from a sleep rape is interesting (when you use pregnancy mods with DCUR), but it doesn't make sense that your PC is raped so often (if you put the rape risk high). So could you replace or add to the rape advertising ('you are being pulled by strong hands') the possibility of an accepted sex encounter. This is not a big deal because actually you can RP the sleep rape encounter as an accepted sex encounter (and this is how I play it when the rape occurs at an inn), but it would be a great addition. Anyway, thank you for your mod which is one of the few which is always in my game load order. Conventional vanilla sex is not really inside DCL's scope, but I could add a scenario where the player has the chance to agree to some bondage play before going to sleep?
ssonly Posted April 30, 2018 Posted April 30, 2018 11 minutes ago, Kimy said: You mean to deal with shoplifting? Yes, I stealed her keys and earned 27k gold from 100 DAMN boxes. And strange that so devious shop have no devious traps against shoplifters.
Kimy Posted April 30, 2018 Author Posted April 30, 2018 Haha! I guess she will have to upgrade her security, then! 1
CheddarTrauma Posted April 30, 2018 Posted April 30, 2018 Suggestions: A facegen overhaul for Leon, female DCL NPCs have their own facegen and custom hair - so why not Leon too. While there's less options to choose from for males, something simple would still look better than vanilla. Change the rape flavor messages to only trigger when your character is vulnerable to rape based off the currently set MCM options (i.e. If the minimum conditions for a rape to occur is set to 3 then only display warning messages when all 3 conditions have been met.) Grammar changes and typo fixes that were bugging me in 2 scripts: dcur_clocktickRefScript dcur_clocktickScript dcur_scripts grammar.7z
krighaur Posted April 30, 2018 Posted April 30, 2018 1 hour ago, Kimy said: Conventional vanilla sex is not really inside DCL's scope, but I could add a scenario where the player has the chance to agree to some bondage play before going to sleep? I understand perfectly the scope of the mod, but it's just weird that after being raped many time in an inn room, our heroine still don't lock her door when she sleeps The scenario you proposed will be good. It can also be an encounter with a stranger that begins very well and ends badly, no need to make it a consensual sex encounter.
Clea Strange Posted April 30, 2018 Posted April 30, 2018 53 minutes ago, krighaur said: I understand perfectly the scope of the mod, but it's just weird that after being raped many time in an inn room, our heroine still don't lock her door when she sleeps The scenario you proposed will be good. It can also be an encounter with a stranger that begins very well and ends badly, no need to make it a consensual sex encounter. who says that you can even lock the doors to an inn room
Reesewow Posted April 30, 2018 Posted April 30, 2018 2 hours ago, Kimy said: Conventional vanilla sex is not really inside DCL's scope, but I could add a scenario where the player has the chance to agree to some bondage play before going to sleep? A few other mods recently have added some cool functionality with innkeepers and vulnerability/bondage, I think it could be cool to add something similar with Cursed Loot. My thought is that if you have solicitation enabled, you have an additional "rent a room" option at innkeepers - they pay *you* to stay in a room, but you must wear some light bondage gear and service the inn first. I'm thinking that could be achieved with a few group sex scenes immediately after accepting, then you get access to the room. The innkeeper may or may not choose to remove your bondage items afterwards. Another way of doing it would be to have the "sleep event" rate be set really high after accepting, so you keep getting interrupted with "voluntary" sex attacks from the patrons as you try to sleep. However, I think that would mess with mods that have sleep functionality requiring a minimum time of unbroken sleep and be a disincentive to use the feature. For example - I sleep often in my game for the first time due to the Devious Followers mod - and that mod depends on being able to get 6 hours unbroken sleep.
Nohrin Posted April 30, 2018 Posted April 30, 2018 So I just started up Skyrim today and I ran into a new issue. I'm currently doing the shopping quest, and I need to ask an alchemist. Before the sex scene that is tied to the Shopping quest goes off, I get a Microsoft Visual C++ Runtime Library error. This is strange because I have done the Shopping Quest without a hitch in the past before. The only other mod that I have had Runtime errors on was during a Captured Dream quest. The mod author told me that its an issue on Sexlabs end, and not their actual mod. Is that the same for this instance? What in Sexlab is actually causing this? Is there anyway to fix it? I am using the latest version of Sexlab which is 1.62 I believe. Off topic from above: Also I have noticed that there hasn't been any "actual" threesomes when it comes to rape. Do threesome animations not work with Cursed Loot? I personally have my Devious Devices Integration McM set up so that any animation can play while bound. Whenever a "threesome" scenario plays out, its always them taking turns with your character. Threesome animations would be pretty nice if possible.
ThatKhajiitFucker Posted May 1, 2018 Posted May 1, 2018 I'm having trouble with the Leah/Leon questline. I've finished the "Leon" quest, and chosen the Leah enslavement option, but I don't know where she is. She's not in Leon's house, and not in the Bannered Mare in Whiterun. Also, since fast travel is disabled as a result of this quest, and you have to equip foot restraints as part of the quest, running about searching in all corners of Tamriel won't really work well. I'm also getting messages of "Leah stares at your body lustily", but she's nowhere to be found, so it's a little weird Fantastic mod. Just trying to find some support for a potential bug or problem, or maybe I'm just being a derp. Any help would be appreciated
Erick Pineapple Posted May 1, 2018 Posted May 1, 2018 There are som assets (like straightjackets and some jokes) that so not work, and will show my characters torso completeley invisible. I have downloaded many of the DD mods and the issue is presen in multiple mods. Im not sure if I have all the requirements (I have downloaded all listed in this mod)
randomname002 Posted May 1, 2018 Posted May 1, 2018 1 hour ago, Erick Pineapple said: There are som assets (like straightjackets and some jokes) that so not work, and will show my characters torso completeley invisible. I have downloaded many of the DD mods and the issue is presen in multiple mods. Im not sure if I have all the requirements (I have downloaded all listed in this mod) make sure you run bodyslide
fylyl_008 Posted May 1, 2018 Posted May 1, 2018 Dear Kimy,I'm curious about how long I can play the new DCL?Can you add a armbinder like Rubber Facility ?what a pity the devices in rubber facility didn't have DD fuction
Jappa123 Posted May 3, 2018 Posted May 3, 2018 Is there any settings that make dominant follower not that easy to escape? i mean right now i can just speak to leon/leah and end slavery which is cool but there should be also hardcore option since some mods like simple slavery/deviously enslaved can send player to leon/leah and it should be some kind of punishment but i can just end slavery and thats it
Tyrant99 Posted May 3, 2018 Posted May 3, 2018 @Kimy As DCUR has various key-loss mechanics - Shaky Hands, Devious Traps, and some others - I have a small suggestion on how to remove a small exploit and coax Players into using the intended mechanics: One thing that can be done for instance in the Damsel in Distress Quest is to simply not pick up keys. For instance, if the Player finds a Head Restraints Key while their arms are still bound, it isn't usable yet, so the Player could simply not pick it up. - As the Vanilla respawn time for containers is quite long, the Player can continue to find Hand Restraint Keys, then come back later and safely grab the now usable Head Restraints Key that they left in the container. This somewhat minimizes the 'risk' factor of other key-loss mechanics. A possible solution would be to have a repeatable Quest with Optional Container Aliases that fill in Loaded Area on Conditions: ObjectTypeContainer, GetItemCount DeviousKey > 0 etc. - Then the Quest Starts / Stops on a RegisterForUpdateGameTime loop, .5 hours or 1 hour (doesn't poll too often, could be limited to if certain Quests are running etc.), - and then have a simple script to remove the keys from containers if/when the Aliases fill. This way, the keys get cleared out of nearby containers much faster than the Vanilla 'reset times', and Players would then be highly motivated to pick them up, putting themselves at the mercy of other DCUR key-loss mechanics. Of course, this could also wipe out other Player Key-Stashes, say if they had one in their Player Home etc. - So could be toggleable MCM ie.: 'Disable Key Stashes!'
Reesewow Posted May 3, 2018 Posted May 3, 2018 38 minutes ago, Tyrant99 said: As DCUR has various key-loss mechanics - Shaky Hands, Devious Traps, and some others - I have a small suggestion on how to remove a small exploit and coax Players into using the intended mechanics: One thing that can be done for instance in the Damsel in Distress Quest is to simply not pick up keys. For instance, if the Player finds a Head Restraints Key while their arms are still bound, it isn't usable yet, so the Player could simply not pick it up. - As the Vanilla respawn time for containers is quite long, the Player can continue to find Hand Restraint Keys, then come back later and safely grab the now usable Head Restraints Key that they left in the container. This somewhat minimizes the 'risk' factor of other key-loss mechanics. I do think a mechanic like this could be a good addition to keys generated from pickpocketing in particular. I've noticed that if I get stuck in particularly Devious items I tend to go the nearest Inn and try to get the item off legit through pickpocketing and solicitation. However, since I don't want to attempt to pickpocket a key I don't need and risk a bounty, the NPCs in these locations have a tendency to start accumulating the more unique key types and will still have those keys when I come back many in-game days later. If the act of pickpocketing an NPC despawned existing generic DD keys before the roll to decide if they have a key or not, it would probably clear up this minor issue. I'm not sure if I'd like a scan that cleared container inventories however, as I think that would conflict with players that specifically turn off many of the key-drop options such as myself. My main player home is where I deposit any excess keys I find in-game, which I can only find while bound, so going back home has become my "legit way out" as long as I still have keys left. I personally prefer to keep my drop rates low and key loss on trap trigger high, but have shaky hands disabled. Of course, if the scan is optional and turned on via MCM menu, by all means more escape control options are good.
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