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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?

 

 

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.

 

Thanks! Now I need a volunteer to test it with the updated version. I tried the fix with the Sanguine Debauchery's "I need a strong hand" quest and it got removed when the quest started. But I hope it's intended behavior :s

 

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

 

 

I'll look into that. V4.3 probably ;)

Posted

I have some kind of suggestion/question

 

So I was lockpicking some chests of course with the fear of getting locked then a little idea came to my mind, but I don't have the knowledge if this would be possible so I ask you since it would fit your mod.

 

When you lockpick either with chest only or any lock when possible the lock may be tamper prove like the traps you allready included. Making it either more dangerous the harder the lock itself is (master locks are for masters for a reason) or increase with each broken lockpick the chance of triggering the trap. (dunno what is within the engine / creation kit limitation)

 

While writing this something else came to my mind if possible to include locks like doors maybe some new collar/armbinder may make it into the game marking the character as a thief and criminal that gets reported as soon as someone see's the "thief" collar on her maybe also do some self justice and punish the char or securing her some more.

A armbinder that would prevent any further try's on lockpicking would also be intresting.

 

The only one with the key could be the owner of the house/chest you where trying to get in and he may forgive you or not (Punishment is of course redemption after that he either decides to let you go, lock you in rnd devices and throw you on the street or report you anyway).

If its a rnd locked chest without owner since you get reported on sight the guards may have a key for it and maybe you can convince them to not report you and let you go, but well maybe they use you and get you locked up anyway. (if this with the owner is not possible maybe the guards should have options like the one's suggested for the owner)

 

Just a idea don't know what would be possible.

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.

 

 

The code did indeed ignore sneaking so far. Thinking about it, I might actually change that. If you're undetected, you're undetected after all. And yes, that issue will get looked into. It's probably not very easy to fix, but it will be done. :)

 

 

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.

 

The punishment would only trigger if someone assigned a clothing keyword to the havok object. No idea why anyone would do -that-, though. Stupid question, but do you even need this item these days? I thought it was obsolete...

 

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.

 

Thanks for the bug report! I can't seem to reproduce the issue when an armbinder would overwrite a yoke on my end. It actually shouldn't happen, because the game -does- check for the presence of other armbinders (and the yoke counts as one) before trying to equip one. A Papyrus log would be helpful to look into that.

As for the random generator - I just looked at the code and it seems to be fine. Not sure why you're getting the same result every time. Does this really happen reliably? The Skyrim RNG is really wonky at times. Once I got equipped with an item that had a 5% drop chance, three times in a row. Guess what the odds are (or rather, should be).

Solicitation checks success first and then critical failure. However, the chance you can set in MCM does get modified by some things before the actual roll is being made.

 

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

 

Yes. It's on my list for the next content patch.

 

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

 

Your follower might have been out of range of the trap and/or in combat. They should otherwise be locked up, too. Followers do no get equipped with the slave set items, though. They don't have the necessary AI to handle them and would get zapped to death really fast. ;)

 

I have some kind of suggestion/question

 

So I was lockpicking some chests of course with the fear of getting locked then a little idea came to my mind, but I don't have the knowledge if this would be possible so I ask you since it would fit your mod.

 

When you lockpick either with chest only or any lock when possible the lock may be tamper prove like the traps you allready included. Making it either more dangerous the harder the lock itself is (master locks are for masters for a reason) or increase with each broken lockpick the chance of triggering the trap. (dunno what is within the engine / creation kit limitation)

 

While writing this something else came to my mind if possible to include locks like doors maybe some new collar/armbinder may make it into the game marking the character as a thief and criminal that gets reported as soon as someone see's the "thief" collar on her maybe also do some self justice and punish the char or securing her some more.

A armbinder that would prevent any further try's on lockpicking would also be intresting.

 

The only one with the key could be the owner of the house/chest you where trying to get in and he may forgive you or not (Punishment is of course redemption after that he either decides to let you go, lock you in rnd devices and throw you on the street or report you anyway).

If its a rnd locked chest without owner since you get reported on sight the guards may have a key for it and maybe you can convince them to not report you and let you go, but well maybe they use you and get you locked up anyway. (if this with the owner is not possible maybe the guards should have options like the one's suggested for the owner)

 

Just a idea don't know what would be possible.

 

Intriguing idea. I will put that on my list! :)

Posted

Noticed some strange things with the Yoke. The most glaring issue is that when you're looting things, it still has a chance to trigger the 'sharp items' dialogue, even though it has no effect. Not sure if the same thing happens with the shackles.

 

As has been mentioned, Heavy Yoke doesn't seem to equip correctly. For me, it seemed to equip shackles (inventory said heavy yoke, but hands behind back with metal shackles were visible) instead. When I asked my follower to help, she treated it like an armbinder (and it didn't come off, though I thanked her anyways). Okay, I got equipped with another one and it seems to have worked better... Now I just have an invisible yoke that my follower does offer to remove.

 

Not sure if this is intentional, but asking my follower to help with the yoke yields failures (much) more often than not (and as others have stated, it seems to be the same failure every time). This may have been my settings, I had the success rate at 35%, but it seemed to succeed less than that (can chalk this one up to Skyrim RNG, though, aside from every failure being 'tie up').

 

Also (probably intentionally), when she takes my money (on success), it's not in her inventory; I could see this being purposeful for balance, and I guess she has to pay for those devices she puts me in somehow.

 

I have the armbinder category enabled, but actual armbinders weighted at 0. I still got an armbinder from a container. I want normal armbinders turned off because standing around clicking Tab is boring, and so is asking my follower to free me until she complies, but I want to try the two new devices in that category (as they seem to have more interesting release mechanisms). It wasn't a high security armbinder either (although, I'm hoping those use the same weightings as the normal ones).

 

I have 'refined chances' on, common containers at 0.5, arousal weight at 0.5, and arousal multiplier at 0.5. Arousal 100, base chance 2.5%, and city chance 2.5%, but still have 26.25% chance on barrels? My math comes to ((100 x 0.5 x 0.5) + (2.5 x 0.5)) x 0.5 = (25 + 1.25) x 0.5 = 13.125%. This seems to be half of the actual result, so I'm guessing the common container multiplier is failing here?

I'll keep messing around to see if anything else breaks.

Posted

Those who experience issues with the new items equipping oddly: Did you really start a -new- game or installed 3.0 over an existing save game? Because there is a reason why I recommended a new game with patch 3.0. ;)

 

@EnragedRabisu: Yes, the follower will not actually "get" the reward money. It's intentional.

The sharp item dialogue is a bug. :)

And yes, I am currently looking into the question why armbinders are getting equipped despite their weight is set to zero. That's obviously a bug, too. :)

Posted

Sorry my OCD on the subject of weightings has kicked in again. In the earlier versions it was easy as I had special events set to kick in at 20% and the weighting in those events set to add up to 100 to get the percentage. That's now changed with the new Events menu so I'm trying to get my head around it again.

 

To keep it simple let's take Normal Event, Estrus, Flashbang and HS Device. If I wanted Estrus and Flashbang to have a 20% chance and HS a 10% chance in theory Normal would then need to be set to 50% - but the problem I'm having is that Estrus and Flashbang are mutually exclusive so really should Normal be set at 70%

 

I've thought about doing this one of two either:

 

Normal 70

Estrus 20

Flashbang 20

HS 10

 

or:

 

Normal 50

Estrus 20

Flashbang 20

HS 10

 

But having thought about it further (wish I hadn't now) as they are weightings would the following be more correct as they would represent proportions of Normal:

 

Normal 100

Estrus 20

Flashbang 20

HS 10

 

My sincerest apologies to everyone as this is rather academic and probably boring to most of you

Posted

Those who experience issues with the new items equipping oddly: Did you really start a -new- game or installed 3.0 over an existing save game? Because there is a reason why I recommended a new game with patch 3.0. ;)

 

@EnragedRabisu: Yes, the follower will not actually "get" the reward money. It's intentional.

The sharp item dialogue is a bug. :)

And yes, I am currently looking into the question why armbinders are getting equipped despite their weight is set to zero. That's obviously a bug, too. :)

 

I may have installed it over a previous save. I can go try a new save if you think that'll make a significant difference. I'd hate to have to lose my progress again, but you've added so many new shinies that it may be worthwhile.

 

Also, any insight on my barrel chance issue? Maybe it's working as intended and the debug text is just wrong, I suppose that's another possibility.

Posted

 

The code did indeed ignore sneaking so far. Thinking about it, I might actually change that. If you're undetected, you're undetected after all. And yes, that issue will get looked into. It's probably not very easy to fix, but it will be done. :)

 

 

 

 

Good. It feels like it's a mistake to make hostile characters even activate the collar in any circumstance. Even if they know you're a slave, they wouldn't just stop combat to use you, when you're trying to ram a dagger though their eye. They would have to incapacitate you first, THEN use you.  And we have Defeat for that.

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.

 

Thanks! Now I need a volunteer to test it with the updated version. I tried the fix with the Sanguine Debauchery's "I need a strong hand" quest and it got removed when the quest started. But I hope it's intended behavior :s

 

I'm happy to test, if you need a volunteer, have downloaded 4.1.1 and will try later with a new character

Posted

 

Those who experience issues with the new items equipping oddly: Did you really start a -new- game or installed 3.0 over an existing save game? Because there is a reason why I recommended a new game with patch 3.0. ;)

 

@EnragedRabisu: Yes, the follower will not actually "get" the reward money. It's intentional.

The sharp item dialogue is a bug. :)

And yes, I am currently looking into the question why armbinders are getting equipped despite their weight is set to zero. That's obviously a bug, too. :)

 

I may have installed it over a previous save. I can go try a new save if you think that'll make a significant difference. I'd hate to have to lose my progress again, but you've added so many new shinies that it may be worthwhile.

 

Also, any insight on my barrel chance issue? Maybe it's working as intended and the debug text is just wrong, I suppose that's another possibility.

 

 

I think I have an idea what's going on with the yoke sometimes not equipping. I am working on the issue as we speak. The chance formula will be examined later. :)

 

Posted

 

 

 

I think I have an idea what's going on with the yoke sometimes not equipping. I am working on the issue as we speak. The chance formula will be examined later. :)

 

 

 

Glad to hear that.

About the errors I got: I couldn't reproduce the yoke overwriting an armbinder (which is nice I guess) and about the weights, tried again and got different results(yay!) but i still got higher chances to get reported than expected.

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.

 

 

The code did indeed ignore sneaking so far. Thinking about it, I might actually change that. If you're undetected, you're undetected after all. And yes, that issue will get looked into. It's probably not very easy to fix, but it will be done. :)

 

 

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.

 

The punishment would only trigger if someone assigned a clothing keyword to the havok object. No idea why anyone would do -that-, though. Stupid question, but do you even need this item these days? I thought it was obsolete...

 

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.

 

Thanks for the bug report! I can't seem to reproduce the issue when an armbinder would overwrite a yoke on my end. It actually shouldn't happen, because the game -does- check for the presence of other armbinders (and the yoke counts as one) before trying to equip one. A Papyrus log would be helpful to look into that.

As for the random generator - I just looked at the code and it seems to be fine. Not sure why you're getting the same result every time. Does this really happen reliably? The Skyrim RNG is really wonky at times. Once I got equipped with an item that had a 5% drop chance, three times in a row. Guess what the odds are (or rather, should be).

Solicitation checks success first and then critical failure. However, the chance you can set in MCM does get modified by some things before the actual roll is being made.

 

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

 

Yes. It's on my list for the next content patch.

 

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

 

Your follower might have been out of range of the trap and/or in combat. They should otherwise be locked up, too. Followers do no get equipped with the slave set items, though. They don't have the necessary AI to handle them and would get zapped to death really fast. ;)

 

I have some kind of suggestion/question

 

So I was lockpicking some chests of course with the fear of getting locked then a little idea came to my mind, but I don't have the knowledge if this would be possible so I ask you since it would fit your mod.

 

When you lockpick either with chest only or any lock when possible the lock may be tamper prove like the traps you allready included. Making it either more dangerous the harder the lock itself is (master locks are for masters for a reason) or increase with each broken lockpick the chance of triggering the trap. (dunno what is within the engine / creation kit limitation)

 

While writing this something else came to my mind if possible to include locks like doors maybe some new collar/armbinder may make it into the game marking the character as a thief and criminal that gets reported as soon as someone see's the "thief" collar on her maybe also do some self justice and punish the char or securing her some more.

A armbinder that would prevent any further try's on lockpicking would also be intresting.

 

The only one with the key could be the owner of the house/chest you where trying to get in and he may forgive you or not (Punishment is of course redemption after that he either decides to let you go, lock you in rnd devices and throw you on the street or report you anyway).

If its a rnd locked chest without owner since you get reported on sight the guards may have a key for it and maybe you can convince them to not report you and let you go, but well maybe they use you and get you locked up anyway. (if this with the owner is not possible maybe the guards should have options like the one's suggested for the owner)

 

Just a idea don't know what would be possible.

 

Intriguing idea. I will put that on my list! :)

 

 

Thank you :) can't wait to see it if it is within the limitations that would teach the thiefs a lesson :P

Posted

I think I have found a bug.  I have noticed with the new update, that the mod doesn't seem to be acknowledging the worn restraints threshold.  I have been playing with a new character on a new game and no matter where I set the worn restraints threshold, she gets items applied.  It also seems to only be applying the new slave items.  Is this intentional or is it a bug, or am I missing something?  Also is it intended that the special items override an existing item.  For example, I notice that if the character is wearing a belt and the slave belt is selected that it replaces the previously worn regular belt. Thanks for the awesome mod!!

Posted

I think I have found a bug.  I have noticed with the new update, that the mod doesn't seem to be acknowledging the worn restraints threshold.  I have been playing with a new character on a new game and no matter where I set the worn restraints threshold, she gets items applied.  It also seems to only be applying the new slave items.  Is this intentional or is it a bug, or am I missing something?  Also is it intended that the special items override an existing item.  For example, I notice that if the character is wearing a belt and the slave belt is selected that it replaces the previously worn regular belt. Thanks for the awesome mod!!

 

The worn restraints threshold applies to standard DD items -only-. It will be bypassed for all other events, such as Estrus attacks or the Slave Collar etc. I am currently looking for feedback on this, as I am torn on it.

 

Special items overriding generic ones is a feature, indeed.

 

 

i can confirm too that the shock boots keep the effect alive even when removed: debug cleaner is ineffective.

 

Yes. This bug is already fixed on my end.

Posted

 

I think I have found a bug.  I have noticed with the new update, that the mod doesn't seem to be acknowledging the worn restraints threshold.  I have been playing with a new character on a new game and no matter where I set the worn restraints threshold, she gets items applied.  It also seems to only be applying the new slave items.  Is this intentional or is it a bug, or am I missing something?  Also is it intended that the special items override an existing item.  For example, I notice that if the character is wearing a belt and the slave belt is selected that it replaces the previously worn regular belt. Thanks for the awesome mod!!

 

The worn restraints threshold applies to standard DD items -only-. It will be bypassed for all other events, such as Estrus attacks or the Slave Collar etc. I am currently looking for feedback on this, as I am torn on it.

 

Special items overriding generic ones is a feature, indeed.

 

 

i can confirm too that the shock boots keep the effect alive even when removed: debug cleaner is ineffective.

 

Yes. This bug is already fixed on my end.

Thanks for the information.  It appears as though the mod is doing what you intended.  I'm not sure about the new items overriding the worn restraints threshold.  I guess I would put myself in the "torn" position also.

Posted

 

The punishment would only trigger if someone assigned a clothing keyword to the havok object. No idea why anyone would do -that-, though. Stupid question, but do you even need this item these days? I thought it was obsolete...

 

 

 

 

It's still the least intrusive and most effective way to get collisions throughout the game.  Editing meshes isn't for everyone.

Posted

 

- 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.

 

 

 

You are not evil, you are a Mistress caring lovingly for your poor pets aka our PCs :P

 

Nice how you thought on everything it seems. Do masturbation attempts count as sex for the slut collar too? Anyways, the slut collar is the only item which is probably too hardcore for me, since other mods would force sex nontheless i think, especially more devious quests.

Posted

Version 3.2

- Fixed: Talking to an NPC while stealthed will no longer trigger the slut collar scenes. This also should resolve an incompatibility with PSQ and other mods altering the NPC pickpocket dialogue.
- Fixed: The safeword now correctly terminates the shock boots effect.
- Fixed: You can no longer find sharp objects in chests while wearing a yoke. Not that you could cut open a steel restraint with a knife anyway. :P
- Fixed: Members of evil factions (e.g. bandits, vampires) should no longer try to participate in collar rape scenes. This should also resolve unwanted behaviour during Defeat scenes.
- Fixed: The game no longer tries to equip both yokes and armcuffs on you, resulting in yokes failing to equip.
- Fixed: The selector for calculating success chances should be less prone to picking the same choices every time.

Posted

I am looking for feedback whether or not above patch resolves the PSQ and/or Defeat issues reported earlier. I can't really test either of it right now. :)

Posted

Easy question:

from 3.1 to 3.2 should i clean the save or i can just update a save with no DD equipped?

The mod has so many features that it takes a lot to configure each time :P

 

It should be all right to update as long as you're not wearing any custom DD items. Particularly no yokes.

Posted

I don't know if it's a bug or if I'm just too dump to find the correct way to do so, but I can't get the Shock Boots off of my PC.

It's still v3.1 running, but as it's not mentioned in the 3.2 patch notes, maybe there's the same problem.

 

So, the scenario:

I have enough gold, both restraints and chastity keys with me and then I'm asking a smith to "help me out of these things". The normal answer "What is it?" comes, but after I clicked on my answer, the dialogue just ends, so it seems like it doesn't recognizes that I'm wearing those boots. Do I have to find special keys for the shock boots, or is this dialogue for smiths bugged?

 

And yes, I started a new game for 3.0.

Papyrus.0.log

Posted

I don't know if it's a bug or if I'm just too dump to find the correct way to do so, but I can't get the Shock Boots off of my PC.

It's still v3.1 running, but as it's not mentioned in the 3.2 patch notes, maybe there's the same problem.

 

So, the scenario:

I have enough gold, both restraints and chastity keys with me and then I'm asking a smith to "help me out of these things". The normal answer "What is it?" comes, but after I clicked on my answer, the dialogue just ends, so it seems like it doesn't recognizes that I'm wearing those boots. Do I have to find special keys for the shock boots, or is this dialogue for smiths bugged?

 

And yes, I started a new game for 3.0.

 

You need a special key to unlock these boots. You can set its drop chance in MCM while not wearing a device.

Posted

 

 

I think I have found a bug.  I have noticed with the new update, that the mod doesn't seem to be acknowledging the worn restraints threshold.  I have been playing with a new character on a new game and no matter where I set the worn restraints threshold, she gets items applied.  It also seems to only be applying the new slave items.  Is this intentional or is it a bug, or am I missing something?  Also is it intended that the special items override an existing item.  For example, I notice that if the character is wearing a belt and the slave belt is selected that it replaces the previously worn regular belt. Thanks for the awesome mod!!

 

The worn restraints threshold applies to standard DD items -only-. It will be bypassed for all other events, such as Estrus attacks or the Slave Collar etc. I am currently looking for feedback on this, as I am torn on it.

 

Special items overriding generic ones is a feature, indeed.

 

 

i can confirm too that the shock boots keep the effect alive even when removed: debug cleaner is ineffective.

 

Yes. This bug is already fixed on my end.

Thanks for the information.  It appears as though the mod is doing what you intended.  I'm not sure about the new items overriding the worn restraints threshold.  I guess I would put myself in the "torn" position also.

 

I played for a few minutes with this new knowledge.  I think the new items need to obey the worn restraints threshold or at least have a probability setting of their own.  My character, at arousal 100, is getting hit a lot with special events.  At this rate I doubt she would ever be able to loot enough containers to get out of the slave belt.

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