Jump to content

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


Recommended Posts

Posted

of all the changes only one didnt make sense to me and that is - 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.

 

since the day i updated DCL from 6.2 to 6.3, both the silver and gold DD items have been dropping for me. as for the dropping of the integration with CD there are several colored items that now wont be avalible, such as the dark red, black, and white. with the mods i use one will still give me a chance while not doing any of the CD quests to still be equipped with those items. but it is now lowered with DCL's removal of CD integration.

 

on a side note, DD's rubber suits don't fit under armor where as DCL's do, along with the all of DD's suits are black in first person.

Posted
22 hours ago, Kimy said:

Are you 100% sure that the key was taken by The Stole my Stuff?

I can't say 100% They Stole My Stuff was the key remover, instead, I have the account of events I've given. That's what I know.

 

Personally, I was convinced it was TSMS, because before the fight, I had the key, and had just used it to unlock the door. Then after the fight, after the defeat, I did not have the key, and was locked out of the room where the stuff-holder was. Also, the stuff-holder was holding the removed key.

 

It strikes me as odd that the door would be re-locked at all. That's odd. Draugr don't usually lock doors behind them.

But the key was also odd (which is really my point here) because unlike a quest key, I could drop it.

 

As I thought this was very interesting at the time, I did some experiments with the key, and also reloaded the game and checked I'd had the key before the fight. I had a save from a minute or so before I opened the door, where I had the key.

 

 

It might be that door is a bit special, and was coded up ad-hoc to re-lock if you leave the dungeon, and the original creator had some idea the key would be put on a mob that was always re-spawned. It might be...

 

It's all moot really. My core point was, just check if it has KEY in the name. Because if it has KEY in the name, you are only going to create woe by taking it.

 

Now I get that appears to make no actual sense as a fix to the check function, because the ONLY way that item could get removed is if it's somehow in the whitelist, which would be odd.

 

 

What scenarios do we have remaining?

 

(1) Perhaps the problem lies outside the stealable check?

 

(2) Perhaps some code oddity other than DCL took the key? For example, the dungeon reset takes and re-adds the key (coded by the original creator to make repeat testing easier or something).

 

(3) Somehow the key was reporting as a weapon or armor, due to ... Skyrim.

 

 

(1) would probably result in other unexpected items being taken - would have been noticed most likely, and should be easy to check - perhaps was already ruled out completely.

 

If it's (2) it's a DCL created problem, because the problem was you were supposed to die, and the dungeon only works properly if you don't magically port out and back in.

 

But...

 

I guess you can ignore this. I don't quite have the dedication to track down my original post, establish what dungeon it was, and attempt to re-create the problem to determine whether it was a one off "because Skyrim" event, or something that occurs reliably. It only ever happened to me, and I agree there's no obvious oversight in the stealable items check.

 

Well... It does steal unique and very hard to replace armors, like Nightingale and Arch Mage robes, but I guess you have to accept that chance when you enable it.

 

If there's actually a fair shot at retrieving the items, that's acceptable risk.

 

However, in the past, I've often found the retrieval quest target to be despawned and the items irretrievable. Not just wolves and things, but also bandits and vampires.

 

While there have been changes to remedy this, I remain sceptical about putting anything on an NPC you didn't make ever being safe and reliable.

 

There are too many variables and moving parts for that to be a dependable solution. However, spawning a single persistent container once at the point DCL starts its main quest, and then putting all stolen items in it, and porting it about to a variety of known safe "nearby" locations when you restart the quest... It just can't lose your stuff. The chest won't despawn because you made it, you own it, you made it persistent.

 

It's less immersive, sure, but it will never eat all your items. You can then decide to erase the container contents under certain conditions, or leave an option to never erase, so you can get back stuff you lost in an earlier defeat too. Again, unimmersive, but maybe more fun most of the time.

 

And, as compensation, you can add hilarity to opening the chest, like the bonus of a full set of beautiful matching ebonite items, including stylish designer eyewear.

Maybe with a timer, so every day that ticks past, it gets more and more horrible to open it?

Posted

Bless ya' for keeping this alive.... it's been so long since I had a Skyrim minus DCL or it's family. It's the one perma set of mods in my collection. :smile:

Posted

So I have a suggestion for The Dollmaker’s inventory if you’re interested, Kimy? I was thinking that she has all these interesting different latex armours for feet, torso, and gloves, but she has nothing for the helmet slot. Maybe she could sell something like an armoured rubber hood or pony bridle that provides armour and or magical bonuses while having the Devious advantage of gagging the player while wearing it. :tongue:

Posted

The stat balance of the Dollmaker items is a little eccentric.

 

Some of them are good enough that a follower will put them on in preference to almost anything, others will never be chosen by a follower, and really, aren't that good, despite their high "cash" value.

 

The items you can get as a starting character in Helgen are better than many you will get from a DAMN box as a high-level character.

 

It's not so much that the stat variations are particularly strange, but it's a struggle to assemble nice matching sets the way things are set up, and the DAMN boxes don't seem to be logically levelled. (Though perhaps they are?)

 

e.g.

My follower has some nice pink ballet boots, but no matching pink catsuit to go with it.

I can't even go to the Dollmaker and fork over a huge bag of cash to get one that the follower would pick over vanilla steel.

And as twsnider1138 points out, no mask to cover her face. Instead she wears a grubby old helmet that makes her hair disappear.

 

Or... I have a nice pair of black ballet boots, but can't get a pretty mage dress in black that has stats anywhere as good as the lousy cultist's robes you get from Dragonborn cultists for basically zero effort. As for a dress that compares to the Arch Mage robes... Never seen one yet.

 

And... No nice gasmask or other practical beneficial items in matching black (or any other color) to wear instead of a boring old circlet.

 

 

Just nice things to have. It's really hard to get the items you want need from DAMN boxes.

It would be so useful if we could buy more things, even if the price was somewhat gouging.

 

 

Or even better... You could only buy them by exchanging reward tokens from Dollmaker quests?

OK, that sounds a bit like a WoW thing, but it would work here too.

Posted
7 hours ago, shadowwolf2k7 said:

of all the changes only one didnt make sense to me and that is - 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.

 

since the day i updated DCL from 6.2 to 6.3, both the silver and gold DD items have been dropping for me. as for the dropping of the integration with CD there are several colored items that now wont be avalible, such as the dark red, black, and white. with the mods i use one will still give me a chance while not doing any of the CD quests to still be equipped with those items. but it is now lowered with DCL's removal of CD integration.

 

on a side note, DD's rubber suits don't fit under armor where as DCL's do, along with the all of DD's suits are black in first person.

Yes, there is one color set not in DD yet - Bronze. I will put that on our to-do list!

 

Also keep in mind that DCL and CD are currently incompatible, as CD didn't get updated to DD4.x. CD is one of my favorite mods too, but alas, it doesn't work correctly with DD4.

Posted
29 minutes ago, Lupine00 said:

Or... I have a nice pair of black ballet boots, but can't get a pretty mage dress in black that has stats anywhere as good as the lousy cultist's robes you get from Dragonborn cultists for basically zero effort. As for a dress that compares to the Arch Mage robes... Never seen one yet.

 

FWIW - there are at least 2 mage type dresses in DCL - 1 is a reddish color and has major boost to mana rgen and spell cost reduction (you get it after a quest)

            and the other is even better and black, but i do not know where or how you get that one.

Posted
5 hours ago, Lupine00 said:

*snip*

I might still go ahead and implement your suggestion about putting the stuff in a box. I didn't do in 6.4, because that was supposed to be a bugfix release, making no overly drastic changes to features and mechanics. There are still several things on my list I need to look at, but these require more thought than changing a few lines of code here and there!

 

I do agree with you that TSMS isn't fully working as intended at the moment. While the feature considers failing and losing some of your stuff acceptable (no risk, no fun!), it is not the intention of this quest to destroy extremely valuable items you have no way replacing.

Posted
38 minutes ago, Lupine00 said:

Or... I have a nice pair of black ballet boots, but can't get a pretty mage dress in black that has stats anywhere as good as the lousy cultist's robes you get from Dragonborn cultists for basically zero effort. As for a dress that compares to the Arch Mage robes... Never seen one yet.

While the Master College items get close, they seem to be worse like you say.

Though the Wizard's Attire and Mage's Silk Dress are at least decently powerful given magicka regen and massive spell cost rediction.

And lastly you have the Magic Slut Dress, that give really nice buffs, but with some downsides that I'm not going to spoil.

 

But I do agree that it would be nice to have a versions of the latex items comparable to the archmage robes for example.

 

EDIT: Fixed minor spelling errors.

Posted
38 minutes ago, Lupine00 said:

Or even better... You could only buy them by exchanging reward tokens from Dollmaker quests?

That might happen. :smiley:

 

There will also be new items for the DAMN boxes, with different stats. The collection isn't complete yet. But after making several hundred(!) Latex/Rubber armor pieces, I needed to do something else back then! Haha! :smiley:

Posted
1 hour ago, LazyBoot said:

While the Master College items get close, they seem to be worse like you say.

Though the Wizard's Attire and Mage's Silk Dress are at least decently powerful given magicka regen and massive spell cost rediction.

And lastly you have the Magic Slut Dress, that give really nice buffs, but with some downsides that I'm not going to spoil.

 

But I do agree that it would be nice to have a versions of the latex items comparable to the archmage robes for example.

It's a luxury feature, but given all the effort in them, it's a pity that I find wearing a DAMN box item usually sacrifices some stats, and getting followers to wear them is often quite difficult.

 

Perhaps it's better to err on the items being a little overpowered rather than under. Weaker items always get obsoleted anyway, and nobody minds if they get a good item. With all the difficulty that DCL and other DD mods add to the game, and the major OP nature of Queen Sarah's set, or Rubber Doll (assuming you aren't blinded), finding some strong items in boxes wouldn't be a game-breaker, would it?

 

Also, for mages, you don't (seem to) get a choice between +mana and +mana regen percentage, it's always +mana, while top vanilla items have both.

There's sometimes a lack of synergy between set items, like matching shoes having complimentary effects to gloves, and so on.

It's perhaps more obvious with the limited assortment of heavy armor you can buy from the Dollmaker, though the box items fill some of those gaps.

 

I used to think it was all cleverly done by design, but the chances of ending up equipping a college dress being so low made me start to think otherwise.

I particularly like the ones with the gathered skirt part at the bottom, but I rarely see one that rates on stats. As a mage, I guess you can easily complete the Arch Mage line by level 20, and will have maybe 50 in a spell skill or two by then, but at that level, DAMN boxes are only giving adept items that are substantially outclassed by common loot.

 

The Dollmaker's mainly flat pricing model, where only a few items cost extra is also ... a little eccentric ... but I guess that's how the Dollmaker rolls.

Prices jump from pocket change to over "half a Sasha" with almost nothing in between. Alas, the pocket change items are mainly so bad, you would never use them.

You would likely loot more useful toys just travelling to Dawnstar.

 

It would be nice if Dollmaker's inventory was split onto the slave in the shop, or several slaves, as it's rather large, and if it increases it would be unworkable.

If that was done, there'd be scope to sell more actual restraints.

 

This brings me to restraints with stats on... DTII makes perma-bondage a play style. I started to wish for proper, locking, DD items with stats on. They're a bit of an exploit really, as they block trap items, but the downside is ... you're always in bondage.

 

Maybe DAMN boxes could follow a trading card model, with a regulated ratio of common, uncommon and rare items?

For example, ensuring that any box always has a total of five points, with an ultra-rare worth five, a rare worth three, an uncommon worth two, and common worth one.

A common item would be 250 gold. A rare would be a pair of master level boots, an uncommon a lucky charm.

 

But still, it would make sense for an Arch Mage, or Nightingale grade set to require equivalent effort to obtain. Things like that shouldn't come out of a random box loot.

Posted
6 hours ago, Kimy said:

Yes, there is one color set not in DD yet - Bronze. I will put that on our to-do list!

 

Also keep in mind that DCL and CD are currently incompatible, as CD didn't get updated to DD4.x. CD is one of my favorite mods too, but alas, it doesn't work correctly with DD4.

the only incompadability is the yoke or arm binders, and that is only in CD. as for all the generic items, they work fine with 4.0. vel has also said when he can he will be putting an update out for the yoke and arm binder so it has the proper keyword for 4.0. but it will be take time due to his health issues.

Posted
5 hours ago, Lupine00 said:

It's a luxury feature, but given all the effort in them, it's a pity that I find wearing a DAMN box item usually sacrifices some stats, and getting followers to wear them is often quite difficult.

 

It's odd, because I actually copypasted some of the stats straight from equivalent vanilla Skyrim items. My idea was to offer a kinky alternative to vanilla Skyrim gear, without making it under or overpowered compared to it. oO

Posted
2 hours ago, neosuduno said:

I was doing Leon's quest, but then I ran into a snag. I cannot find the Obsidian Slave Boots. Is there a bug or is the container really obscure?

It's there, and not always easy to spot, even though the container it's in wasn't there when you first arrived.

 

Spoiler

Look for an Urn on a table on the entry level.

 

Posted
7 hours ago, Kimy said:

It's odd, because I actually copypasted some of the stats straight from equivalent vanilla Skyrim items. My idea was to offer a kinky alternative to vanilla Skyrim gear, without making it under or overpowered compared to it. oO

Not really that odd. The vanilla items cover a range from bad to good at any level, and also have various choices.

That range/variety isn't reflected so much in the DAMN items.

 

I don't want to sound like I'm banging on about this, it's more the case that I'm working through my thoughts on it - trying to establish where the problems are, or if there are problems at all.

 

I think this is what I find:

  • When you are level 5, almost any DAMN box item is good, but you'll hardly have any (unless you made them drop like Halloween candy).
  • When you are level 20, almost any DAMN box item is like the vanilla gear you can easily get, and well below vanilla behind gear that's hard to get. Also, you still won't have many items at this point, and they'll be impossible to set match.
  • When you are level 40, DAMN box items are mostly vendor trash. You may have some matching item sets but they are probably gear for a level 15 or 20 character. Your good items won't be matching, and will offer a limited choice of stat modifiers.

 

Of course, YMMV. The more the boxes drop, the better it is, but many times I get a box without an item in it at all (v6.3) and instead some nice potions, or soul gems, or whatever.

 

I think that without DAMN boxes, I would run seriously short on healing potions, and just that aspect of them significantly decreases difficulty.

If my character is on-track, and has a follower, by level 25 I'll be awash in potions. If I don't have a follower, I'll be much tighter on potions.

 

The items from Helgen are a bit too good, especially for the point you get them, and you could play to level 40 and never see a better DAMN item drop for a melee than the heavy armor corset with the sparkly texture ... that you can get in Helgen without fighting a single mob.

 

Helgen would actually be a good spot for a DCL "tutorial", where you get a series of three pre-canned non-random DCL traps, and there are pre-canned key loots you can find to escape from them. That would make getting some special DCL loot rewards part of that tutorial, and they could still be pre-determined loot, still in the cages, but maybe not quite as good as the current items. Also, that setup only provides items for heavy melee or mage, there's no drops there for a stealth build.

 

 

For heavy armor followers, the armor on the item seems to determine whether they'll wear it. It doesn't matter how great the enchants are, because they don't recognise those enchants at all. Possibly some slots (like amulet) they choose based on cash value. Dressing your follower up in useful DCL items is super fun, so it would be great if that was easier to do.

 

Many heavy items give +stamina, but I feel this is overrated. Magic resist is just about the best stat in the game IMHO. If you use a mod to make magic scale better, even more so, because the NPCs will you back with those same buffed spells, and hit hard.

 

If you want to make a melee item OP, give it armor and magic resist. Carry weight is nice on player items, but less good on items you'll give to a follower.

 

Many DCL items are very heavy. Maiden's Shield weighs a ton, for example. If I'm using SL Adventures to do rapes rather than DCL, I use a light chastity belt to avoid getting crippled by wear+tear, I won't use maiden's shield because it's such a dead-weight. In DCL it has special value, but other, less good CBs also weigh lots.

 

It would be nice to get items with no enchants on, so you can enchant them yourself. I think the Dollmaker sells some, but the range is quite limited.

 

As mentioned earlier, would also be nice to get bondage items with stat bonuses. Particularly ones where being locked in is a pain. Then you have to choose, stay locked in and have the bonus, or take them off and lose it. These would be much less powerful items than the major quest items. Obvious candidates: boots, gag, blindfold, belt, bra, and harness with chastity. They could also sometimes carry debuffs too, to really mix it up.

 

 

I get there are a huge number of items already.

I started rewriting the descriptions for them all, and it's a massive job just to do that little chore.

I don't doubt that making the actual items must have taken weeks.

 

But ... that just means effort spent polishing those items is well worth it, I think.

Posted

Maybe those DAMN items should be upgradable. Those upgrades could also be different than the usual ones done for the vanilla gear, meaning that you could use the DAMN item as an ingredient together with other stuff to make something better/kinkier. There are a couple of armor mods that are using this technique.

 

EDIT: Tembtra Thief Armor is a sample of such an armor. I know there are not so many such mods available, but it doesn't need to have a different mesh. Maybe just different textures and better enchantments.

Posted

It's been a while since I turned off some of DCL and put in DA, Defeat, DH, and DC.

 

Four mods to do what DCL offers in a light weight form ... and not one of them has a way for you to get a key!

 

Reminded me that any complaints about the complexity of the DCL MCM pale in comparison to the DA + Defeat pairing, an even DH and DC have a fair bit packed in there.

 

Also reminded me of some of the bugs they generate, like dodgy plugs that cause your equipped weapon to go into a broken state.

 

There's not much those mods combined have have over DCL alone, except DA does offer more ability to configure pacify and post defeat effects, and DH allows rape to be enabled on a per-device basis, but SL Adventures sort of does DH's job better now (or at least, in a way generally simpler and more useful).

 

The "killer" feature is the ability to struggle in Defeat, and it's not implemented in a great way.

 

I dislike key masher games; would prefer something a little more strategic or puzzle based, though that seems odd in a struggle, it makes as much sense as key mashing really. But the reason for it, is sometimes a rape just triggers in a dumb way that is super unimmersive, or at a silly time, and you wish it could go away. Struggle is great for that.

 

 

One thing I do like is the ability to enable rape from enemies if you don't have a weapon out/drawn/ready, which is quite different to "disarmed" in DCL, which I don't like, and is a random chance. Being deterministic, it means you have to be careful to get your weapon out before you run in anywhere, or you might be leaving in a draugr chastity belt.

 

I'd prefer that to the way DCL does disarm rapes, which it just random, doesn't feel like it's your fault, and thus unfair.

 

 

The downside of DCL combat defeat is it's a little too light. The post defeat options don't offer much ability to tune. For example, it would be nice to have separate chance sliders for lose items and lose gold that you could configure independent of other options - though sell through SS should strip everything except quest items ... and ideally bury it all away in a long term quest you can address two weeks later when you've escaped a chain of abusive masters. SL Adventures does this a little better too... I guess the whole point of SL Adventures is that it's mostly composed of enhanced versions of DCL mechanics.

 

If you're using DF, setting combat defeat up to take gold and loot items is probably what you want, and DCL can't do that, and really, DF is the new hotness for me right now.

 

 

The other thing is a lack of a bleed-out state or anything like that.

What happens a lot in DCL combat defeat is you get defeated, but follower is still up. Your health refills, and you can re-equip and start fighting immediately.

 

 

In some cases, due to script lag, it's possible to do this without a follower present.

You can call this a lucky break, but it happens a bit too often.

 

There should (try to) be a bleedout state with a delay before your health refills, and while you're below the min-health, you shouldn't be able to move.

I know this doesn't always work, even in DA, because of lag. But the code that does the health refill seems to run immediately, and it's the rest of the code that seems to fall behind. I think this is likely happening because fragments run pretty-much immediately, while persistent scripts in aliases can take ages to get "unwaited".

 

DCL could at least flag the defeat - it does know you were knocked down because it refilled your health meter - and if there are no enemies alive when it catches up, play a "blackout" and apply the post defeat event anyway, even if you managed to use the lag period to kill all your enemies.

 

I suspect that Kimy is legitimately nervous about disabling player controls or something like that during combat, but there ought to be something a bit more effectual than the super-quick surrender animation that plays now.

Posted

Ok I have a problem regarding the Rubber Arrears quest. I start travelling after finding the lady and as soon as I appear wherever I’m supposed to go, she turns invisible.  In fact it’s exactly as if she’s cast an invisibility spell or something as the Detect Life spell can and will detect her. I can still talk to her and interact with her when I can find her but it’s a major problem.

Posted
3 hours ago, twsnider1138 said:

Ok I have a problem regarding the Rubber Arrears quest. I start travelling after finding the lady and as soon as I appear wherever I’m supposed to go, she turns invisible.  In fact it’s exactly as if she’s cast an invisibility spell or something as the Detect Life spell can and will detect her. I can still talk to her and interact with her when I can find her but it’s a major problem.

Sounds more like the "HDT invisibility" issue than this mod in particular, sometimes NPC's fail to "materialize" fully after a load screen. There's a possible "fix" suggested that involves editing some HDT-related files to restrict radical movements and supposedly stop NPC's from disappearing, but it doesn't work for everyone. In my game it did help to keep hair and breasts from breakdancing wildly, but I still get the occasional hide-n-go-seek NPC's :confused:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...