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


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Posted

This is something that bothered me for a while now : sliders are great (you bring more everytime). Why not have some to define the trigger chances per location, with or without arousal impact? I don't like the current flat scaling, moreover it is the same in each location.

 

In my head it's pretty much like this , you need two sliders (per location dungeon/wilderness/cities) : minimum trigger chance (0-100) and max trigger chance (min-100). Thus at 0 arousal you have triggerchance=min trigger, and at 100 it is the max trigger chance.

for example, i would have :

-cities : min 0 max 5, or a 5-5 to have flat chances with no arousal impact.

-wilderness : 15-40

-dungeons : 10-78

It would give so much more freedom, and be more understandable : i don't like using a calculator to adjust settings...atm i go to the settings to change the scaling everytime i change places because it's too rigid otherwise.

 

Ever considered it?

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. :)

 

The PSQ dialogue issue has been resolved as someone else already mentioned.  Thanks.

Posted

Is there any possible way to upgrade a previous save file? With an upgrade instead of new game, with a clean-save + script cleaner its still presenting the same bugs-

 

First, there is a 3-10 second delay between talking to someone and the dialog actually appearing.

 

Second: Every time an event goes off it pops back saying there has been a DD error: IsWearingDevice = 0.

 

Any particular way to fix this, or shall I have to revert to a previous version? I've been on this save for a while and I don't really want to revert, even though the new stuff looks neat. Not particularly complaining per se, just a little sad :-/

Posted

heavy yoke model fails to appear for me. get the effects but no model, even when spawned from console

 

Use the patch, Luke! ;)

 

(Seriously, I hope I fixed that...)

Posted

In 3.2 the commoncontainer modifier no longer works.

In the dcur_onactivatecontainer.psc script, line 1234 you have

    If dcumenu.dcur_commoncontainers.HasForm(oref)

and it should be

    If dcumenu.dcur_commoncontainers.HasForm(oref.GetBaseObject())
like the ornate containers a few lines lower.

Posted

So I've been playing a bit more with the new update and noticed that the recently fixed bug with psq/better vampires appears now when activating a sleeping npc while NOT sneaking, I talk to him and get stuck in a menu with the options to feed or extract blood.

Posted

Your recent updates are just evil pure evil  :D I just started a new toon because of the updates for safety I had her start out as a slave to vamps she escaped made it to riverwood tryed to iillicitsex from sven he locked her in a security belt then i went off to clear out bleakwood barrow. Because of the belt im checking every container even ones marked empty 1/4 way though i get booted with the shock boots. Just a bit ahead i find the key for the boots and go back to my usual stuff. At the end chest just before leaving the barrow boom high security gag..... Nice job though love the mod.

Posted

Played some time now with the V3.0 and 3.1 and I noticed that I find a lot of yoke keys. I have set the keys to 3 % and so far I have found 2 restraints keys, 3 chastity keys and 12 yoke keys. Is there a way to reduce the amount of yoke keys or is it just pure luck?

 

I haven't tested the latest patch yet.

Posted

Played some time now with the V3.0 and 3.1 and I noticed that I find a lot of yoke keys. I have set the keys to 3 % and so far I have found 2 restraints keys, 3 chastity keys and 12 yoke keys. Is there a way to reduce the amount of yoke keys or is it just pure luck?

 

I haven't tested the latest patch yet.

I'm pulling a similar large amount of yoke keys and ive also got it turned down a lot.

Posted

I noticed something in the first 3.0 release, but i forgot about it. It's still there in 3.2 though.

 

When i wear the Yoke, and speak to someone, there's a good 6-10 second delay before the actual conversation menu pops up. Only happens with the Yoke equipped, as far as i remember.

Posted

So... strangeness! When trying to launch Skyrim with this mod (v3.2) I get CTD on main screen. TES5Edit reports fatal error on loading Devious Devices - Expansion. Disabling cursed loot and Skyrim launches without problems again. thoughts anyone?

 

P.S. If I reinstall Devious Devices Expansion, I can launch the game once. Next time I try to start Skyrim it will CTD again and TES5Edit will report Devious Devices Expansion as the problem

Posted

 

heavy yoke model fails to appear for me. get the effects but no model, even when spawned from console

 

Use the patch, Luke! ;)

 

(Seriously, I hope I fixed that...)

 

It occurs to me that this issue could be caused by people not having Assets 2.8.3 (I assume that's where the model/mesh is coming from). I forgot to update mine when I switched from one standalone 7B conversion (stuck in 2.8.2 for now) to one that just overwrites the meshes.

 

I noticed this while messing around trying to figure out CK with your mod, as the model for Heavy Yoke has a listing, but the file isn't where it's supposed to be on my computer. I'll update it now and see how that works, then edit this comment.

 

Edit: That fixed it for me, so I'd advise anyone having issues with invisible yokes to double check their Assets.

 

I'd like to add that when you remove a yoke and have no gold, tipping them 0 Gold seems to be acceptable. It would be nice if they reminded you that you don't have any money and either raped you, put the yoke back on (least preferred for cases where you actually forgot you were poor), or gave you another chance to offer 'something else'. If this was treated just like the "See you later" dialog where trying it again gets the yoke put back on and your keys removed, that would be perfect.

Posted

 

 

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.

I can ask people "do you like what you see?" if the npc agree to have sex, they give me money but no action is played.

I got money for nothing :-D 

 

For the SexLab scenes, Have you upgraded to version 3.1? I believe that's the main issue 3.1 fixed.

 

You are right, i havent. Will test today. Thanks :-D

Posted

Once equipped with the slave gag (with plug in) activating my horse to ride gets my horse to talk to me "Sorry girl, I just can't make out what your saying...".  To which my character replied "Mmmppf!".  Pretty hilarious.

Posted

I haven't got a chance to really test things long term, more or less just playing around in town with the new items, but I figured I'd just make sure this was supposed to happen (seems like it should be the case for maximum frustration). Anyway, fresh out the door of Breezehome  at level one with default item weights, fourth barrel I open results in the Cursed Collar equip and the quest starting. A couple of barrels later, the Slave Chastity Belt equips. So now there's no way to continue with the Cursed Collar after a certain point until that darn Slave belt is removed.  I'm guessing that's intentional, additional frustration factor, huh?

Posted

I haven't got a chance to really test things long term, more or less just playing around in town with the new items, but I figured I'd just make sure this was supposed to happen (seems like it should be the case for maximum frustration). Anyway, fresh out the door of Breezehome  at level one with default item weights, fourth barrel I open results in the Cursed Collar equip and the quest starting. A couple of barrels later, the Slave Chastity Belt equips. So now there's no way to continue with the Cursed Collar after a certain point until that darn Slave belt is removed.  I'm guessing that's intentional, additional frustration factor, huh?

 

That's intentional, yes. However, I might adjust the default weights for the slave set items a notch down or two. With the new unified event system they seem to be dropping a bit too often.

Posted

In 3.2 the commoncontainer modifier no longer works.

In the dcur_onactivatecontainer.psc script, line 1234 you have

    If dcumenu.dcur_commoncontainers.HasForm(oref)

and it should be

    If dcumenu.dcur_commoncontainers.HasForm(oref.GetBaseObject())

like the ornate containers a few lines lower.

 

Nice catch! Seems I broke that when I changed the common container modifier to a form list check.

 

So I've been playing a bit more with the new update and noticed that the recently fixed bug with psq/better vampires appears now when activating a sleeping npc while NOT sneaking, I talk to him and get stuck in a menu with the options to feed or extract blood.

 

Will exclude interacting with sleeping persons too, then.

 

 

Played some time now with the V3.0 and 3.1 and I noticed that I find a lot of yoke keys. I have set the keys to 3 % and so far I have found 2 restraints keys, 3 chastity keys and 12 yoke keys. Is there a way to reduce the amount of yoke keys or is it just pure luck?

 

I haven't tested the latest patch yet.

I'm pulling a similar large amount of yoke keys and ive also got it turned down a lot.

 

 

I experienced that, too. The code is fine, though. I guess it's a combo of Skyrim's RNG being odd and the fact that yoke keys are the only custom keys that can drop without having the respective item locked on.

 

I noticed something in the first 3.0 release, but i forgot about it. It's still there in 3.2 though.

 

When i wear the Yoke, and speak to someone, there's a good 6-10 second delay before the actual conversation menu pops up. Only happens with the Yoke equipped, as far as i remember.

 

Odd. I can see this happening when wearing a slut collar, but yokes shouldn't do that.

 

is it a simple upgade from 3.0?

 

Yes.

 

Looking forward to a Frostfall patch to the slave collar :)

 

The topic was brought up a while ago. I don't use Frostfall myself, so someone would need to point out to me what I have to change to make the collar more Frostfall friendly. I will -not- set any dependency on Frostfall, though.

 

Once equipped with the slave gag (with plug in) activating my horse to ride gets my horse to talk to me "Sorry girl, I just can't make out what your saying...".  To which my character replied "Mmmppf!".  Pretty hilarious.

 

Haha! Almost a shame that I will have to fix this. :)

Posted

I noticed you removed sharp objects from possible chest drops while yoked. Wouldn't it be meaner to leave that alone and set it up so the sharp object can't remove the yoke? That would be so mean to make the player find something like that when it does no good.

Posted

I have a weird problem after the last 2 updates.

 

The first update broke somehow something script wise.... when i talk any people it takes up to 25 seconds till an dialog opens (aka known as heavy chatlag),

 

the newest update fixed that problem partially... tho there is still a delay till dialoges open (3-4 seconds now).

 

To tell what i done and what rig i have.

 

I did already purge cell buffers and slept 72 hours.... no effect....

 

used save game cleaner ( i am on level 31 ).... no effect....

 

cleared inventory.... no effect ...  before the updates dialoges was fast....

 

i have an i7-3930  ( six core HT ), 16 GB Ram, Skyrim on SSD and GTX 680

 

Before the updates of DD Cursed Loot ( last 2 ones ) all was fine dialogue and also opening container wise.

 

Where could be the problem ?

 

I use optimized inis for several cores and good memory usage.

 

Any ideas ? i dont wnat to start a new game if possible

 

Ahh and load order is sorted by LOOT.

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