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


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Posted
4 hours ago, chapi11 said:
 
 
 
 
106/5000
 
 
hello I ask why I do not have the skin of some equipment mod types pony shoes or harnesses etc

Did you run Bodyslide?  It IS a requirement for a reason.

Posted
14 hours ago, S4WDU5T said:

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

The fix involves setting the rate limit for linear and angular velocity on every HDT item you think could possibly vanish to 255.

 

This fixes the problem fairly reliably for people who can't get 60 fps often, or at all, and ironically, the lower your FPS, the more likely this is to fix your problems completely.

 

This is because situations where the render runs twice and physics doesn't, effectively half that rate limit back down again, and that can happen if your frame rate goes over 60.

 

I thought double render was impossible with ENB vsync, but it turns out that neither Skyrim nor ENB vsync properly, and can sometimes render double frames if your card is really quick and there isn't much load.

 

This is why I started to have problems when I moved to a new computer that can render very fast. It's also why you can never totally eliminate the problem with changes to the HDT XML files.

 

However, using the vsync imposed by the graphics card tools rather than ENB or Skyrim does mitigate the problem to the point where you're unlikely to see it happen.

 

Anyway... What you need to do to "fix" the HDT files, is for each hdt*.xml file in data\skse\plugins, you need to edit:

 

<hkparam name="maxLinearVelocity">
  <hkobject>
    <hkparam name="value">255</hkparam>
  </hkobject>
</hkparam>

 

And also these:


<hkparam name="maxAngularVelocity">
  <hkobject>
    <hkparam name="value">255</hkparam>
  </hkobject>
</hkparam>

 

In the original file, the "255" values will be something else, such as 127. Change them to 255.

 

It's XML so the spacing and line-breaks don't matter; you're looking for maxLinearVelocity and maxAngularVelocity. Search for those items and then change the associated inner value.

 

For some items, where these values are less than 127, you might want to leave them as they are, because those are for "heavy" objects that look terrible if they snap about like they have no inertia.

Posted
21 hours ago, Lupine00 said:

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.

Of the 4 mods above I use Defeat as part of my setup because of the limited functionality of DCL combat defeat. I cannot go without Defeat, but DA is terrible, DH never got updated properly and DC is slow to add items. on the other hand Deviously Enslaved is much faster than it used to be and equips DD items post combat :smile:

 

Posted
On 5/20/2018 at 1:14 AM, 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.

I have removed CD from my load order and hope that Veladarius eventually updates it to DD4 as it has been part of my game for so long. also its probably been mentioned already but i noticed the damsel in distress quest is no longer in the MCM?

 

on a side note, I have just tried playing a new start with DCL6.4 loaded and when i play the DCL LAL extension none of the containers are dropping DD items, only keys, whereas with DCL6.3 they did. if i just do another LAL start (ie camping in the woods) and search containers like the sacks in bandit camp nearby, i get DD items straight up.

Posted
55 minutes ago, Maddac said:

I have removed CD from my load order and hope that Veladarius eventually updates it to DD4 as it has been part of my game for so long. also its probably been mentioned already but i noticed the damsel in distress quest is no longer in the MCM?

 

on a side note, I have just tried playing a new start with DCL6.4 loaded and when i play the DCL LAL extension none of the containers are dropping DD items, only keys, whereas with DCL6.3 they did. if i just do another LAL start (ie camping in the woods) and search containers like the sacks in bandit camp nearby, i get DD items straight up.

Yes, Kimy mentioned that she disabled the damsel in distress event, because it was broken. She'll fix it and add it in a future update again.

In the 6.4 release notes (see page 647) Kimy said something about DD items not dropping anymore if some quests are running.

Posted
5 hours ago, Maddac said:

. on the other hand Deviously Enslaved is much faster than it used to be and equips DD items post combat :smile:

DEC does nothing related to combat, all it does is stop working during combat to prevent awkward mid-combat approaches, and lags behind combat too, doing nothing for awhile after combat ends.

 

Unless post-combat to you is your follower finding items after combat, I think you're thinking of another mod.

Posted

I have somewhat of a suggestion, since there are things like shock plug and stuff, how about make more plug that have more function to them. Like a paralyzer plug, gets charged up when you use magic and then randomly unleashes paralyzing effect. Additional functions that make you reconsider your choices in gameplay would make this mod much more dynamic. The shock plug are a cool idea but they don't really do anything other than send a message and play a shock effect, if they made more consequences it would be a great edition.

 

I've also thought of a warm plug and cold plug for frostfall integration where the warm one makes you more resistant to cold and the cold one make it harder to become warm, would make them myself but i lack the skill and knowledge. 

Posted
40 minutes ago, eichabbs said:

I have somewhat of a suggestion, since there are things like shock plug and stuff, how about make more plug that have more function to them. Like a paralyzer plug, gets charged up when you use magic and then randomly unleashes paralyzing effect. Additional functions that make you reconsider your choices in gameplay would make this mod much more dynamic. The shock plug are a cool idea but they don't really do anything other than send a message and play a shock effect, if they made more consequences it would be a great edition.

 

I've also thought of a warm plug and cold plug for frostfall integration where the warm one makes you more resistant to cold and the cold one make it harder to become warm, would make them myself but i lack the skill and knowledge. 

A paralyzing object that gets charged when you are HIT by magic would be better since it wouldn't be merely a minor nuisance to those who are warriors.  It wouldn't necessarily have to be a plug either since then consequences of being paralyzed in battle might leave you wishing your character wasn't plugged in one or more holes.

 

Perhaps add some "consequences" versions of the arm and leg cuffs  since there are  already lots of consequence collars and plugs.

Posted

Been awhile since I was here cuz my GPU burned out. Got back into Skyrim now & played thru some, but remembered I was bound in DCL gear while in SD+ enslavement & cuz of that, DCL is filtering my animations to only play Zap animations even tho I disabled Zap's & DDi's a long time ago. Is there a console command or TS5Edit method to disable this filter?

Posted
12 minutes ago, Destroyah340 said:

Been awhile since I was here cuz my GPU burned out. Got back into Skyrim now & played thru some, but remembered I was bound in DCL gear while in SD+ enslavement & cuz of that, DCL is filtering my animations to only play Zap animations even tho I disabled Zap's & DDi's a long time ago. Is there a console command or TS5Edit method to disable this filter?

Cursed Loot checks what devices you have on, and will only call relevant animations. So the filter settings don't come into play in this case.

Posted
28 minutes ago, LazyBoot said:

Cursed Loot checks what devices you have on, and will only call relevant animations. So the filter settings don't come into play in this case.

Well I hope Kimy implements it in the future, would give me good motivation to update DCL & get DDi 4.0. So far it only happens if I'm wearing gear from DCL which is good but I'd prefer the filter gone completely

Posted
10 hours ago, Destroyah340 said:

Well I hope Kimy implements it in the future, would give me good motivation to update DCL & get DDi 4.0. So far it only happens if I'm wearing gear from DCL which is good but I'd prefer the filter gone completely

Go back a few pages and there's a long thread on this exact topic. Kimy says setting the chance of consensual animations high does this. I disagreed, but perhaps we were at cross-purposes there...

Posted

Just a note on 6.4, I've had corset + chastity belt removals work perfectly on numerous occasions now.

 

Could that ancient DD bugbear finally be fixed?

 

It looks like it could be!

Posted
2 hours ago, Lupine00 said:

Just a note on 6.4, I've had corset + chastity belt removals work perfectly on numerous occasions now.

 

Could that ancient DD bugbear finally be fixed?

 

It looks like it could be!

\o/

Posted

Manged to fix my last problem then yay a new one. So for some reason I can't screencap in game, which is annoying but whatever because I copied down the ingame error.

 

Information I'm giving is based upon my forcing the problem up through the Live Another Life start, and happens as soon as you wake up in the first cage. So it begins to go through the details and at 3 points (twice back to back and once more both before and after the gag is placed upon the character) saying the following;

 

Quote

An error has occurred with your installation of Devious Devices. Please check the log for more information. Error Text: LookupDeviceType received invalid keyword [keyword: <zad_DeviousHeavyBondage (0A05226C)>]

The first time this happened I completely reinstalled all Devious Devices parts, but no change. I also attempted to look through all the folders, but I cannot find where this log is.

 

 

Secondly, I'm not sure if this is actually the same issue or not, but whilst wearing the armbinder at this part, the character still has her arms by her side, only missing her hands, which I would assume are inside the binder. This was the only time I've seen the binder, but any other times her arms are restrained behind it, it works just fine and her arms are back behind her.

Posted
On 20/05/2018 at 3:08 PM, S4WDU5T said:

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:

Well it started happening with me when I disabled SL Kindapped Redux and stopped when I reinabled it and loaded a previous save. Now whether or not that was actually the issue, I do not know.

Posted
1 hour ago, Treatedshammy said:

Manged to fix my last problem then yay a new one. So for some reason I can't screencap in game, which is annoying but whatever because I copied down the ingame error.

 

Information I'm giving is based upon my forcing the problem up through the Live Another Life start, and happens as soon as you wake up in the first cage. So it begins to go through the details and at 3 points (twice back to back and once more both before and after the gag is placed upon the character) saying the following;

 

The first time this happened I completely reinstalled all Devious Devices parts, but no change. I also attempted to look through all the folders, but I cannot find where this log is.

 

 

Secondly, I'm not sure if this is actually the same issue or not, but whilst wearing the armbinder at this part, the character still has her arms by her side, only missing her hands, which I would assume are inside the binder. This was the only time I've seen the binder, but any other times her arms are restrained behind it, it works just fine and her arms are back behind her.

"the log" is the normal papyrus log.

The error is most commonly encountered if something is overwriting some of the scripts from Devious Devices.

If using MO: Make sure nothing is overwriting DDi scripts.

If using NMM or manual install: Reinstall DDi. And don't let anything overwrite.

Posted
2 hours ago, LazyBoot said:

"the log" is the normal papyrus log.

The error is most commonly encountered if something is overwriting some of the scripts from Devious Devices.

If using MO: Make sure nothing is overwriting DDi scripts.

If using NMM or manual install: Reinstall DDi. And don't let anything overwrite.

Yes I have no idea where that is. And i use MO so is it just a case of putting it higher in the load order? I'm still pretty newbie to modding 

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