Reesewow Posted May 16, 2018 Posted May 16, 2018 5 hours ago, xyzxyz said: ENBoosT didn't help. What did you mean with resources and finding a way around it? I'm not very good with modding, sorry ^^ Skyrim has many system limitations and issues that can show up as you add mods. Your problem may not be with Cursed Loot itself, it just may be that Cursed Loot is causing a specific issue to show up for the first time because you've added it on top of all of your other mods. A few suggestions to fix the most common issues for load CTDs: Install Crash Fixes from the nexus Try to preload your game before you load your save - you do this by either opening the console on the main menu and typing "coc qasmoke", or you can start a new game/load a "safety" save. Then load your actual save game.
WaxenFigure Posted May 16, 2018 Posted May 16, 2018 43 minutes ago, Reesewow said: Skyrim has many system limitations and issues that can show up as you add mods. Your problem may not be with Cursed Loot itself, it just may be that Cursed Loot is causing a specific issue to show up for the first time because you've added it on top of all of your other mods. A few suggestions to fix the most common issues for load CTDs: Install Crash Fixes from the nexus Lovers Lab Try to preload your game before you load your save - you do this by either opening the console on the main menu and typing "coc qasmoke", or you can start a new game/load a "safety" save. Then load your actual save game. We don't need to send people to the Nexus to get what is available here, that's a mod that was released here first and then put onto the Nexus because a lot of people who need it will never come here.
Reesewow Posted May 16, 2018 Posted May 16, 2018 1 minute ago, WaxenFigure said: We don't need to send people to the Nexus to get what is available here. Heh, honestly had no clue it was mirrored on LL, it's very much a "install once and let it be" mod and that is where I got it myself. I'll keep that in mind.
jigwigigx Posted May 16, 2018 Posted May 16, 2018 Well here's a new one for you, maybe not, but hopefully someone can exxplain it. I was going through Labyrinthian on the staff quest, my character wearing a restrictive suit (no arm restraints), got to the end, then looted the chest and got stuck with an elbowbinder and gag, met Estormo and because I had the combat surrender enabled, my character got beaten and then reappeared after the load screen doing some smithing. See attached .bmp file. ScreenShot304.bmp
Haderkit Posted May 17, 2018 Posted May 17, 2018 Hello, i have a little problem with the mod... So if i talk to someone, with Solicitation, a rape-event or the quests (wich are awesome by the way) the animations wont work. That means i talk to the person and they agree, but after that nothing happens. And they react like something has happend. Normally i get an indicator in the top left corner wich animations are playing but there is nothing. i ran finis and checked the MCM-menus. Can somebody help me?
Kimy Posted May 17, 2018 Author Posted May 17, 2018 Before I start working on the new major version, I thought I'd throw these bugfixes at you. Enjoy! \o/ Version 6.4 - Changed: Removed soft integration with Captured Dreams. DCL no longer interacts with CD, but now drops the gold and silver items from DD's library instead. - Changed: Decreased default number of bound girls to 15, to conincide with the new default setting for the number of bound NPCs handled by the framework - Changed: Public Indency bounty can now be adjusted in increments of 10, not 100. - Changed: The Misogyny Belt needs only one key to better reflect the difficulty of this item. - Changed: Increased the vendor price of a D.A.M.N. box to 2500 to reflect to better quality of its contents. - Fixed: Find Useful Keys now works for containers. - Fixed: Duplication bug in hobble-dress/straightjacket and mittens equip function - Fixed: Two armbinders missing the correct DD keyword. - Fixed: The public indencency setting is now getting correctly loaded from a JSON export (works only with NEW export files, though!) - Fixed: DCL can now detect Prison Overhaul scenes at an earlier stage, and prevent clashes with them. - Fixed: Scenes started by PO or SD will prevent DCL's combat surrender from triggering. - Fixed: Removed a faulty keyword from the Yoke of Shame, causing it to play wrong animations. - Fixed: Correct a quest objective in Bound Queen that still displayed the playing needing 10 diary fragments, despite the requirement is 5. - Fixed: Corrected a faulty condition in the gag dialogue. - Fixed: Selfbondage now checks item keywords on the renderred device and not the inventory device. D'oh! - Fixed: Sasha will no longer make demands to the player if she's not anywhere close or is wearing a gag. - Fixed: Restraints no longer drop as loot when some DCL quests are running. - Fixed: They Stole my Stuff no longer picks up actors other than regular NPCs. - Fixed: Whoring out Sasha will now put her in the correct animation position for SexLab. - Fixed: Sasha's gag is no longer escapeable. - Fixed: Escaping Sasha's collar will now remove the key. - Fixed: Surrender cooldown corrected to 1 hour instead of 1 day. - Fixed: Sasha will no longer wander off from her home. She also will return home if dropped by the player. - Fixed: Wearing full chastity gear will now prevent sleep attacks. - Fixed: Straitjackets will no longer get picked if the character is already wearing wrist restraints. - Fixed: Leon quest: Measure to prevent an often occuring CTD when teleporting to Ustolf's mansion by moving Claudius to the Bannered Mare after purchasing the party dress. - Fixed: Combat surrender will no longer port you out of Shroud Hearth Borrow, possibly breaking the quest. - Fixed: Added a workaround that should hopefully, maybe, perhaps help these silly corsets finally getting removed by Free Me and other functions relying on the same code (yes, that means you, Leon/Leah) - Fixed: Rubber Doll Quest: When using RND or iNeed, the quest will no longer equip the hood on you (possibly starving you to death) - Fixed: Cursed traps and combat defeat will no longer hand over the player to Simple Slavery when she is wearing any DD device, as that mod is unable to handle it. - Fixed: A mutex problem that would prevent many DCL events from getting started. - Fixed: Cursed traps and combat defeat will no longer hand over the player to SD+ when she is wearing a DD quest device. Generic DD devices will be removed before handing the charater to SD+. 16
Reesewow Posted May 17, 2018 Posted May 17, 2018 1 hour ago, Kimy said: Before I start working on the new major version, I thought I'd throw these bugfixes at you. Enjoy! \o/ Version 6.4 Many thanks, some nice items in there. I especially like the (hopeful) fix on corsets being sticky, the useful keys fix and the inclusion of metallic items without requiring Captured Dreams integration. Thanks, and of course hotly awaiting what you do with V7 and all the new features in the upcoming DD build! 1
DonQuiWho Posted May 17, 2018 Posted May 17, 2018 @Kimy Thank you for that update on where things are going! I am really looking forward to the next version! And just so they don't get lost in the maelstrom of past posts, can I ask a few questions/make a few suggestions, please? These comments are not meant as criticism, by any means, but more by way of trying to convey some sense of impact, and the sheer ludicrous nature of much of this! If you have any problems with this sort of humour, you're not alone. The kids say that it's not the way I tell them, it's more about how I explain them afterwards You said: 'Fixed: Combat surrender will no longer port you out of Shroud Hearth Borrow, possibly breaking the quest' Does that mean that all 'Left in the Wilderness' events will do that in other dungeons too? It is absolutely soul destroying - not even a Dremora's efforts can match it - to be near the end of a multi part dungeon quest and then find oneself ported to the other side of Skyrim by some miserable little NPC who seems to taken umbrage at your PC's reluctance to have utterly enraptured nooky with him or her. It's probably the single most annoying feature of the whole mod, if you play on a 'No cheating' basis, especially when you have disabled the 'hardcore' option, AND set all the chances of all the related events to 0! Other things, some of which have been mentioned before, and some new, that are not covered in your post (mainly visuals and commentary): Besides the above, NONE of the Hardcore Combat Surrender options seems to kick in properly, at least as one might expect from reading the label. Set everything 'OFF', and at 0% chance , and after a particularly squalid encounter with a chaurus, you can still find that it has become a stain on the floor, with that proudly exhibiting a quest marker for the 'Find the Thief quest. Just don't bother clicking on it I know you don't support creatures separately, and that's fine, but when you think they have their worst effects turned off, they can still seem to bite your bum from beyond the grave ======= Is it possible to change the potential rapist 'pre action' pose from that of 'cowering ninny' to something more appropriate, ie something more 'I'm here to give you a good seeing to'? It would look ever so much more impressive ========= Is it possible to change the victim's 'pre action' anim from that of 'some bashful spinstress demurely taking off her petticoat' to it just disappearing, as if ripped off by 'the encroaching participants, very anxious to see just what they have to play with'? I'm waiting to see her make the bed first, too... ========== Is it possible to change the snookered victim's immediate first 'post action' pose from that of 'I'm now going to smash you one' to something perhaps a little less aggressive? ========== Is it possible to change the 'pre action' 'Followers have been tied up tight, laid flat, and their faces buried in the earth' pose (Skyrim isn't the most level of places!), to some sort stance that better reflects followers in a 'Bound, kneeling/sitting, watching avidly' pose, whilst wondering if they are going to get done too? The face down hogtie is sorta cute, but makes for very poor photographic opportunity for the background models..... ========= Is there any chance that there might be an MCM option to 'turn off' the event's 'advance commentary warnings', please? Knowing that 'Fred from 'Bear Carpets and Coverings' and his mate Freda from 'Freda's Rohypnol Dispensary'' are about to shaft your PC, but only after they have run as far as possible and then ground to a halt and waited politely while they make their way to them, is a lilttle bit of a giveaway about what's going to happen next I'd rather they ground out the PC after the halt, without the PC having first known why they'd stopped... (It also means that you can duck out of the guards seeing you, if you run fast enough to a secluded place!) ============ Hope these random jottings are of some help, and may even inspire some of the gifted animators here to come up with a few ideas to help out Thanks for all the fun and frolics Edit! RATS! Just realised 6.4 is actually out there somewhere! LOL All I have to do now is find it! If any of the above has been covered already, so be it! If not, maybe next time, pls?
Lozeak Posted May 18, 2018 Posted May 18, 2018 Always good to see a new update 4 hours ago, Kimy said: Fixed: Find Useful Keys now works for containers. For rare keys it's still inconsistent since it uses a FormList (dcur_DDgenericblockitems) that contains High Secruity item (which rare keys have no effect on) and is missing all the DiD items and Slave Collar, Slave Gag, Slut Collar and Shock boots maybe others.
thedarlec Posted May 18, 2018 Posted May 18, 2018 didn't there used to be a checkbox that would stop followers from interacting with your restraints? 1 of my followers loves to lock my rubber gloves when we are in the middle of nowhere, oh and the blacksmith ignored my belt when I was coming to him for help so he just used my girl anyway lol
Kimy Posted May 18, 2018 Author Posted May 18, 2018 3 hours ago, Lozeak said: Always good to see a new update For rare keys it's still inconsistent since it uses a FormList (dcur_DDgenericblockitems) that contains High Secruity item (which rare keys have no effect on) and is missing all the DiD items and Slave Collar, Slave Gag, Slut Collar and Shock boots maybe others. These items are quest items, as far as DCL is concerned. The form list merely indicates which items are safe to remove when needed (it's a feature that existed before I added the zad_QuestItem keyword to DD)
Kimy Posted May 18, 2018 Author Posted May 18, 2018 If you are a patron, I added a new patron-only post about what I have in mind for Devious Cursed Loot 7.0! https://www.patreon.com/kimy
Kimy Posted May 18, 2018 Author Posted May 18, 2018 7 hours ago, donkeywho said: @Kimy Thank you for that update on where things are going! I am really looking forward to the next version! And just so they don't get lost in the maelstrom of past posts, can I ask a few questions/make a few suggestions, please? These comments are not meant as criticism, by any means, but more by way of trying to convey some sense of impact, and the sheer ludicrous nature of much of this! If you have any problems with this sort of humour, you're not alone. The kids say that it's not the way I tell them, it's more about how I explain them afterwards You said: 'Fixed: Combat surrender will no longer port you out of Shroud Hearth Borrow, possibly breaking the quest' Does that mean that all 'Left in the Wilderness' events will do that in other dungeons too? It is absolutely soul destroying - not even a Dremora's efforts can match it - to be near the end of a multi part dungeon quest and then find oneself ported to the other side of Skyrim by some miserable little NPC who seems to taken umbrage at your PC's reluctance to have utterly enraptured nooky with him or her. It's probably the single most annoying feature of the whole mod, if you play on a 'No cheating' basis, especially when you have disabled the 'hardcore' option, AND set all the chances of all the related events to 0! SHB has a unique problem that during the quest a door locks you cannot open from the outside. Which might be a problem if some silly feature would port you OUT during the quest. No idea what silly mod would ever do such a thing! As far as I know the other dungeons do not have similar problems. I think? Hope? 7 hours ago, donkeywho said: Other things, some of which have been mentioned before, and some new, that are not covered in your post (mainly visuals and commentary): Will have a look at all of that!
Lozeak Posted May 18, 2018 Posted May 18, 2018 1 hour ago, Kimy said: These items are quest items, as far as DCL is concerned. The form list merely indicates which items are safe to remove when needed (it's a feature that existed before I added the zad_QuestItem keyword to DD) Maybe, I'm not explaining correctly (I'm not the best at writing) So the way the script works for FindUsefulkeys For Slave Chastity belt --- It'll make Body Restraint key drop (more often) over the other rare key Slave Rubber Suit --- It'll make Body Restraint key drop (more often) over the other rare key Slave Gloves --- It'll make Hand Restraint key drop (more often) over the other rare key Slave Collar --- It'll have no effect So it's inconsistent but if you don't know that you could have setting like this.... Find UseFul keys = On Rare key chance 5% Head Restraint key = 0 Body Restraint key = 0 Legs Restraint key = 0 Hand Restraint key = 0 Which seem to work very well giving the keys I need and stopping me getting rare keys when I don't need em. Until I get some say shock boots on and endless (and slowy) search for a key that will never drop. Also on DiD quest no keys will drop with these setting. Once I worked that out the setting I did ..... Find Useful keys = On Rare key chance 5% Head Restraint key = 1 Body Restraint key = 1 Legs Restraint key = 1 Hand Restraint key = 1 So that if the shock boots do equip you have a chance. Then I had High Security Collar which made only Head Restraint keys drop (basically makes 50 out 51 key head Restraint key) So basically, dcur_DDgenericblockitems formlist determines what Head/Body/Legs/Hand Restraint keys drop but it contains items that don't use them and doesn't contain all item that use these keys (I get that is because the list main purpose isn't the key script) (The rest are in dcur_DDcustomitemlist). I fixed this by making a custom Form list just for the usefulkey script that contains only the items that use those rare keys. That said if it was intended that you only wanted find useful keys only to effect some items that used those keys then no worries, I just didn't understand that from the MCM setting and help text.
cwalker34 Posted May 18, 2018 Posted May 18, 2018 On 1/5/2018 at 3:58 PM, bigbaddaboom0 said: I've run into an animation problem I didn't have before the latest version. I'm wondering if anyone else may have encountered this. Using DCUR's combat surrender, I often get the "Left in Wilderness" option, with the armbinder and the options for hands, feet or body struggle. Each of those used to play a struggle animation. Now, my player remains static, although I do hear the sounds of the struggle. The rest of the situation plays out as it did before, where I'm able to eventually free myself, but the lack of the struggle animation is super annoying. I'm not quite sure where the animation is coming from, if its built into DCUR, or coming from something like ZAZ. Reinstalling DCUR, as well as trying both Zaz 7.0 and 8.0 didn't solve the problem. If anyone else has run into this and discovered a fix, please post. Did you get this resolved? My character just sits there face down, and is clipping through the armbinder. Tragic, really.
LucentShard Posted May 18, 2018 Posted May 18, 2018 @Kimy Thank you for the update. Can you make it so that rape events are dependent on Sexlab settings for what to strip and not to strip? The current rape events basically unequip everything including rings, jewelry, tails, ears. By linking it with Sexlab strip settings, we would be able to designate the stripping of torso only. I play my character as a fox girl with fox ears and tail equipped. It is tedious when rape events unequip the tail and ears. 1
jigwigigx Posted May 18, 2018 Posted May 18, 2018 On 05/01/2018 at 9:58 PM, bigbaddaboom0 said: I've run into an animation problem I didn't have before the latest version. I'm wondering if anyone else may have encountered this. Using DCUR's combat surrender, I often get the "Left in Wilderness" option, with the armbinder and the options for hands, feet or body struggle. Each of those used to play a struggle animation. Now, my player remains static, although I do hear the sounds of the struggle. The rest of the situation plays out as it did before, where I'm able to eventually free myself, but the lack of the struggle animation is super annoying. I'm not quite sure where the animation is coming from, if its built into DCUR, or coming from something like ZAZ. Reinstalling DCUR, as well as trying both Zaz 7.0 and 8.0 didn't solve the problem. If anyone else has run into this and discovered a fix, please post. 2 hours ago, cwalker34 said: Did you get this resolved? My character just sits there face down, and is clipping through the armbinder. Tragic, really. It has been annoying me too, to the extent that I have certain events disabled in mcm because of it. This was caused when DDi4 came out and some animations no longer worked. The elbowbinder is another annoyance as it has no bodyslide files and still uses DDarmbindersolo animation that was designed for normal armbinder and which causes horrendous clipping as a result. I like the elbowbinder and I hope they fix that, don't mind so much the left in wilderness broken hogtie animation, it was too annoying to struggle out from so I keep that permanently disabled anyway.
Lupine00 Posted May 18, 2018 Posted May 18, 2018 2 hours ago, cwalker34 said: Using DCUR's combat surrender, I often get the "Left in Wilderness" option, with the armbinder and the options for hands, feet or body struggle. Each of those used to play a struggle animation. Now, my player remains static, although I do hear the sounds of the struggle. The rest of the situation plays out as it did before, where I'm able to eventually free myself, but the lack of the struggle animation is super annoying. I have the same issue, and every time I start Skyrim, my log clearly says that DCL cannot find the struggle animation, which is odd because I have animations out the wazoo. It's been like this since DD4 manifested.
Lupine00 Posted May 18, 2018 Posted May 18, 2018 A bug feature I've been meaning to bring up for a while, not sure if it's been mentioned much... When you get a flashbang event off plants, the "get the bait" chance is respected, so you can get rewarded with all kinds of odd random items ... from a plant. If it was my choice, I'd have an option for plants to only produce EC+ events, and nothing else. But that's just me. 1
DonQuiWho Posted May 18, 2018 Posted May 18, 2018 5 hours ago, Kimy said: SHB has a unique problem that during the quest a door locks you cannot open from the outside. Which might be a problem if some silly feature would port you OUT during the quest. No idea what silly mod would ever do such a thing! As far as I know the other dungeons do not have similar problems. I think? Hope? Will have a look at all of that! @Kimy Thanks for the +ve reply! I'm sure the SHB fix is fine and, no, I know of nowhere else like it I'm mostly just chuntering on about the way 'hardcore' options seem to go bonkers after the bonking is done - none of them work! - but particularly the 'let's spray them around all over the map' thingie Trying to be as constructive as possible, one solution to that irritant could be, of course, to have a 'post coital cool down' period (and I don't mean a health impairing shared ciggie and coffee!), where the protagonists put in place some sort of 'non aggression pact' (one that might last longer than anything the Orange One and Fat Boy can achieve). This would allow the PC and Followers to retire a bit from the present location, and regroup for another assault phase - whether that be something done to, or done by, the current enemy being determined by the outcome of the next round of the punch up. And so on. That would be something a bit like the post combat pacification stage in Defeat etc, with duration being MCM slider controlled, but maybe lasting a little while longer than Defeat's 15 sec or so (slider max of 120 sec would not be unreasonable to allow for regroup, re-arming etc, and also let any script lag catch up?). Pacification would also end immediately if the PC and their crew 'break the armistice' early. Basically, that sort of mechanic would still allow for all your existing 'hardcore' options, Inn, Wilderness, Theft etc, to be set to some +ve chance, if the player wants to risk those, but otherwise completely do away with the residual lottery that exists now, where the PC's post combat location is completely uncontrollable when DCUR defaults to its ultimate backstop of 'port to start of the present dungeon etc - but only if you really get very very lucky' Is that a practicable proposition, or am I just wanting 'pie in the sky'?
Lupine00 Posted May 18, 2018 Posted May 18, 2018 16 hours ago, Kimy said: - Fixed: Cursed traps and combat defeat will no longer hand over the player to Simple Slavery when she is wearing any DD device, as that mod is unable to handle it. Does this mean that wearing a DD items blocks SS outcomes? Or does it mean that the DD items will be stripped if "ordinary", and an SS outcome is first selected, and if strange items remain, then the outcome "re-rolls" ? Around the same time I noticed the SHB issue, I also raised the issue where quest keys may be removed (and later lost) as a result of The Stole My Stuff. Any item with "key" in its name that DD doesn't recognise as its own business should be left on the player, because those keys could be quest keys that lack any special flags (YES, they exist), could be keys for a custom device that lacks the newer flags, or could simply be irreplaceable keys of some other kind. While some mods may think it's a hoot to casually destroy unique, irreplaceable items, I'd like to hope DCL has a different approach.
LazyBoot Posted May 18, 2018 Posted May 18, 2018 59 minutes ago, Lupine00 said: Around the same time I noticed the SHB issue, I also raised the issue where quest keys may be removed (and later lost) as a result of The Stole My Stuff. Any item with "key" in its name that DD doesn't recognise as its own business should be left on the player, because those keys could be quest keys that lack any special flags (YES, they exist), could be keys for a custom device that lacks the newer flags, or could simply be irreplaceable keys of some other kind. While some mods may think it's a hoot to casually destroy unique, irreplaceable items, I'd like to hope DCL has a different approach. Looking at the code, it doesn't look like "They Stole My Stuff" should touch keys at all. It should only be grabbing weapons, armors, and items from a whitelist (potions, gems, and soulgems mostly).
Lupine00 Posted May 18, 2018 Posted May 18, 2018 39 minutes ago, LazyBoot said: Looking at the code, it doesn't look like "They Stole My Stuff" should touch keys at all. It should only be grabbing weapons, armors, and items from a whitelist (potions, gems, and soulgems mostly). Perhaps the problem is more subtle, but, the point I'm making here is that the only things that made this key obviously a key were its name and inventory model. The exact situation was where I entered a locked room, either in SHB (again), or the dungeon for the King Olaf's bard quest (would need to check my old post where I observed this issue), and was then subsequently defeated. I went into the dungeon key locked room, then lost a combat, and was then robbed and ported out by combat surrender. When I reached the room again, the door was closed and locked, and I discovered I did not have the key. I was unable to enter the room where the draugr that had defeated me was waiting, because I lacked the key I had previously used to open the door. I used tcl to enter the room and retrieve my stuff from the draugr holding it, and oddly enough he had the dugneon-specific key that I would have needed to get in. As I'm fairly sure I didn't hallucinate, then write down as a bug report, such a convoluted chain of events, the alternative is ... hard to come up with anything remotely plausible really. I inspected the key pretty carefully afterwards. It's possible I even posted it's ID in the original report. I observed it was a very dull item, with no special keywords, and it was possible for me to drop or discard it. As it was critical to the dungeon, my guess is that this was an oversight by the original designer of the dungeon.
Krazyone Posted May 18, 2018 Posted May 18, 2018 Idea... bondage chests adventure. Hidden around Skyrim are bondage chests, like Malkavs Treasure Hunt. 20 would be a nice amount. Marked by some type of bondage totem on the edge of roads, marking that there is a hidden box nearby. Contents... - 5 bondage items - A note to wear them and information about a reward chest. - When you put them on, you are given a map location and a chest key. - The chest contains the bondage items unlock key, and a large reward of 1500 gold. - One of twenty keys, to unlock the mega chest in a room. Contains 10,000 gold and some nice items to wear. Maybe also a new companion, trussed up in bondage gear. Treasure hunts with cursed loot, would be a nice way to earn extra money, as well as be a nice distraction. Obviously, you'd have to stop other cursed loot quests from happening. Or you being able to open the box if you are already wearing cursed loot. Just some ideas... 3
Lupine00 Posted May 18, 2018 Posted May 18, 2018 It would be nifty if the Rubber Doll Collar feature that detects needs mods and stops you getting hooded could detect Mini Needs. I get the impression that Mini Needs is the SL mod user's best needs mod option now, though I haven't switched to it myself yet, I'm certainly considering it.
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