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


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Posted
7 hours ago, Comrade Laura 'Lokomootje' said:

Did you run Bodyslide?

No i ran something else than that and when i fixed it everything works now

Posted

Hello, i started a new game with 6.4 and DD 4.1. I think the Chain harness is bugged. In Devious Devices MCM i had "hardcore mittens" disabled. I got a chain harness, i had 4 restraint keys. I try to unlock the writs, the key slips to the ground, i pick it up, try again, the key disappears from the ground. With the 2nd key, it still slips, but i also get a message "you unlock and the mittens fall off", but immediately i get another message saying that "these items are hard to unlock and bla bla". Bottom line, 4 keys gone and mittens still on, while i got twice the message that i had unlocked them.

Posted
5 hours ago, ForestElf said:

Hello, i started a new game with 6.4 and DD 4.1. I think the Chain harness is bugged. In Devious Devices MCM i had "hardcore mittens" disabled. I got a chain harness, i had 4 restraint keys. I try to unlock the writs, the key slips to the ground, i pick it up, try again, the key disappears from the ground. With the 2nd key, it still slips, but i also get a message "you unlock and the mittens fall off", but immediately i get another message saying that "these items are hard to unlock and bla bla". Bottom line, 4 keys gone and mittens still on, while i got twice the message that i had unlocked them.

Might be because unclean script?
Try to restarting mod.

Btw I have a suggestion for author.
Whenever leon/leah spank/give punishment. I saw that they will back to their default outfit look.
Can you made it so they still use whatever they equip at the time they giving punishment?
The outfit just not appealing enough tbh. 

Posted
57 minutes ago, SkyLover37 said:

Could someone tell me what HKX files are the ones used for the 'cover self' animation? I wanted to swap them for some ones I like better.

I'm not sure exactly which file(s) they are, but they are sometimes also referred to as "shame" idles, if that helps.

 

Edit: Actually, it appears to be this one: DCLFTNudeCoverOff.

Posted

Having problems with the straitjacket ://////. Trying to free myself but it says 'I chose to put the straitjacket on', it goes the same with the others. haaaalp

 

Edit:

 

Now working but it says

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> (0E05226C) ]

when I unlock it and when I put it on.

Posted

I've tried this lately because I'm a massive fan of bondage and was looking to spice my game up. The other features are also -amazing- and so far have been fun when I've got them working. They do work! In fact I've tested most the features except for the specific quest ones like trapped in rubber etc. However there is one problem that has become evident in my testing. Ever since I put this mod in my game I get infiniteload screens on and off. Sometimes its fine. Other times I walk to a door exit into a city and... infinite load screen. I left my PC for 15 minutes just to make sure I'm not being impatient and the only damn way to shut Skyrim after that is to ctrl+alt+del and log out of my pc! Now you can imagine that is frustrating to do 5 or more times while testing the incidents. I went into this knowing since I have defeat, death alternative, submit etc and loads of lewd mods that end up in a script moderate to heavy load that this might tip it over the edge. Just wondering if anyone else has had similar, if my assumption on script load is probably accurate and whether anyone that has encountered similar issues resolved them. I would love to use this mod but also don't want to have to lose an existing mod to do so! 

Posted
7 hours ago, Skyrimdude said:

I've tried this lately because I'm a massive fan of bondage and was looking to spice my game up. The other features are also -amazing- and so far have been fun when I've got them working. They do work! In fact I've tested most the features except for the specific quest ones like trapped in rubber etc. However there is one problem that has become evident in my testing. Ever since I put this mod in my game I get infiniteload screens on and off. Sometimes its fine. Other times I walk to a door exit into a city and... infinite load screen. I left my PC for 15 minutes just to make sure I'm not being impatient and the only damn way to shut Skyrim after that is to ctrl+alt+del and log out of my pc! Now you can imagine that is frustrating to do 5 or more times while testing the incidents. I went into this knowing since I have defeat, death alternative, submit etc and loads of lewd mods that end up in a script moderate to heavy load that this might tip it over the edge. Just wondering if anyone else has had similar, if my assumption on script load is probably accurate and whether anyone that has encountered similar issues resolved them. I would love to use this mod but also don't want to have to lose an existing mod to do so! 

Crash fixes - Downloads - Skyrim Non Adult Mods - LoversLab  <-- Infinite Load Screen and it's fix is discussed there along with the CTD fixes

Posted

Hello I’m doing the “Leon” quest and I’m trying to find the slave boots in the manner but I can’t so if anyone can give me the location or I’d number of those boots.....

thnx in adv 

Posted
4 hours ago, ragha7568 said:

Hello I’m doing the “Leon” quest and I’m trying to find the slave boots in the manner but I can’t so if anyone can give me the location or I’d number of those boots.....

thnx in adv 

They're on the entry floor, near where you stashed your stuff.

Posted
52 minutes ago, Slagblah said:

They're on the entry floor, near where you stashed your stuff.

In a non-standard container.  Look at everything that could hold something, not just chests and cabinets.

Posted

Is there an update coming soon to include the new devices? I apologize if this has been covered before theres just so much to scroll back through.

Posted
1 hour ago, pironemu said:

Is there an update coming soon to include the new devices? I apologize if this has been covered before theres just so much to scroll back through.

She's working on it. And it's a big one, so we have to be patient.

Posted
On 7/18/2018 at 8:36 AM, Slagblah said:

They're on the entry floor, near where you stashed your stuff.

Yeah I already check there but they are not there

Posted
1 hour ago, ragha7568 said:

Yeah I already check there but they are not there

Spoiler

There's an Urn on a table just to the right of the cage door. Look there.

 

Posted
On 7/18/2018 at 2:55 PM, neosuduno said:

Just found someone working on an extension of cursed loot.

 

I wonder if you know about it Kimy? Seems interesting.

 

The Evil Genius is sort of responsible for the Dollmaker's appearence in DCL. He originally suggested the idea of an inflating rubber suit waaaay back, and I implemented the Rubber Doll quest in DCL based on that idea. They started a larger version of that idea (which is that mod you linked here)....yes,in 2015.

 

Rumor has it that they are still working on it! :D

Posted

Hi Kimy,

 

I have been playing around the with Dollmaker and I found some bugs.

EDIT: I'm using the latest full releases of DD and DCL by the way.

 

1.

I had the rape feature enabled to go off when my character was naked. It went off and a NPC appoached her. But my character was wearing bondage mittens. And when the NPC tried to put the zbf cuffs on her, instead of equipping the cuffs on me, the cuffs dropped to the floor and the scene stopped. Much how it would drop if I equipped them manually through through the inventory while wearing the mittens.

 

2.

It says "being" instead of "begin".

 

 


642442172_enb2018_07_2000_06_06_88DCL.thumb.jpg.647bba4b5628b2a834c20e7ff929ed50.jpg
 

 

 

She doesn't use the proper animation. But that is probably because I have slotted NPC's set to 0 in the MCM. So you can ignore that.

 

3.

I brought the customer back to the Dollmaker's shop. But the dialog to end the quest didn't appear. I left and entered the shop about 3 time before it triggered correctly.

 

4

After I delivered the customer at the end of the same quest. The red dress didn't unequip. All the other items were removed. but not the dress. I had to use the Safeword function to remove it.

 

 

 

Thanks for all the work.

❤️

Posted

Unfortunate synergy between DD, DCL and DF...

 

This problem/heap of bugs, involves an interaction between problematic features in all of the above.

I'm going to report this in the DF forum too, but most of the problems are caused by DCL and DD.

 

Using DD 4.1 and DCL 6.4

I enabled combat defeat in DCL, disabled follower support, but left followers can wear armbinders checked.

I had robbery 100%.

I had a DF follower, with no deals, in gold control mode.

 

I was defeated in combat in the wilderness by some ice-wraiths, up near the border of the snow line south of Morthal.

 

I found myself in the hog-tie game (located up in the mountains south of Helgren).

While I was playing the hog-tie game, my follower ran up from ... quite some distance away.

It's a puzzle to me what mod moved the follower, and where, but I'm pretty sure she didn't have time to run from Morthal!

The follower was wearing some DD 4.1 steel shackles (basically an armbinder in functionality, and using armbinder animations).

 

DCL should not have bound the follower, as follower support was not enabled.

Perhaps it did this because armbinders on followers was still checked? Perhaps not.

 

I escaped the hog-tie, and was naked in an armbinder.

 

I asked the follower to remove the armbinder using the DF remove heavy bondage dialog.

The armbinder was removed. This would be fine, except the follower was bound in shackles!

If she had a key, why didn't she free herself? If she didn't have a key, how did she free me?

 

I checked my items. I hadn't been robbed, despite robbery 100%. I re-equipped my gear.

 

The follower was still bound in the shackles. I asked to trade with her and tried to remove them. No luck. I had no key.

 

I had NO WAY to get a key for the follower, because:

1) I had keys only drop when bound set in DCL.

2) I wasn't bound any longer.

3) I couldn't ask the follower to play for keys, because I wasn't bound.

 

 

Some wolves showed up, and the follower pulled out her sword and set about them.

She ignored the DD binding completely, and animated in combat as normal.

 

After combat was over, she returned to the bound animation, now holding a sword between her legs like she was trying to ride it like a broomstick.

 

I set off walking to Helgen.

Some more wolves showed up. This time the follower seemed unable to fight and remained in the bound animation - perhaps the wolves didn't hit her, only me?

 

 

Frustrated with the situation, I consoled a key and removed the shackles from the follower.

 

 

Issues here:

1) DF lets a follower remove bondage from the player while the follower is in the exact-same bondage. This is silly.

2) DCL binds followers when follower handling is disabled.

3) DCL doesn't seem to port followers when it ports the player on defeat - I can't think of any time that it shouldn't port them unless it's going to dismiss the follower and send them home. Possibly this was working as intended, but the follower showed up before I complete the hog-tie game, which was unexpected.

4) DD doesn't seem to reliably block armed NPC combat when NPCs are bound, but it does do something ... sort of random and inconsistent.

5) DF has no way to unbind followers if you don't have regular access to keys, but one of the features of DF is that you should be able to manage without key drops.

 

Not really sure if the follower ran all the way from Morthal, but if she did, it was a bit quick. Follower must have been ported to some other location. Not sure whether DF or DCL is to blame for this.

 

Generally speaking, if DCL is told not to bind followers, it shouldn't bind them, as it can create substantial problems. Was DF responsible for this?

 

DCL was tracking the follower, and the follower's name was showing up in the MCM.

 

I had no follower tweak mods installed, nothing like AFT etc.

Posted
1 hour ago, Lupine00 said:

...

 

Not really sure if the follower ran all the way from Morthal, but if she did, it was a bit quick. Follower must have been ported to some other location. Not sure whether DF or DCL is to blame for this.

If you are using AFT that may be the AFT "Followers Catch up on Weapon Draw" action.

Posted
2 hours ago, WaxenFigure said:

If you are using AFT that may be the AFT "Followers Catch up on Weapon Draw" action.

Nope. Not that.

3 hours ago, Lupine00 said:

I had no follower tweak mods installed, nothing like AFT etc.

See above.

Posted

Reesewow posted a splendid, "none of this is DF's fault, it's quite perfect" response on the DF forum.

 

Personally, I believe DF erred in removing my armbinder when the follower was bound, but the rest of it... The rest of it, I think is obviously either DCL, or in the case of the combat animations, DD.

 

Reesewow suggested that combat animations are stopped by a script. If this is done in response to an event, it's not going to work very well. The combat could be over before that script runs. Bound followers need their behaviour modified so they do not try to fight. This is not impossible to do. A start would be tweaking their aggression so they run away from combat instead of into it. Possibly also put them in an alias with a combat override package list that stops them from fighting. This list is alleged to completely pre-empt combat, so you can make them do whatever you like; if you don't run a combat package, they won't fight, won't draw weapons, and won't break their animations.

 

The hard part is making sure it gets undone infallibly later :)

Posted
7 hours ago, Lupine00 said:

Unfortunate synergy between DD, DCL and DF...

 

This problem/heap of bugs, involves an interaction between problematic features in all of the above.

I'm going to report this in the DF forum too, but most of the problems are caused by DCL and DD.

 

Using DD 4.1 and DCL 6.4

I enabled combat defeat in DCL, disabled follower support, but left followers can wear armbinders checked.

I had robbery 100%.

I had a DF follower, with no deals, in gold control mode.

 

I was defeated in combat in the wilderness by some ice-wraiths, up near the border of the snow line south of Morthal.

 

I found myself in the hog-tie game (located up in the mountains south of Helgren).

While I was playing the hog-tie game, my follower ran up from ... quite some distance away.

It's a puzzle to me what mod moved the follower, and where, but I'm pretty sure she didn't have time to run from Morthal!

The follower was wearing some DD 4.1 steel shackles (basically an armbinder in functionality, and using armbinder animations).

 

DCL should not have bound the follower, as follower support was not enabled.

Perhaps it did this because armbinders on followers was still checked? Perhaps not.

 

I escaped the hog-tie, and was naked in an armbinder.

 

I asked the follower to remove the armbinder using the DF remove heavy bondage dialog.

The armbinder was removed. This would be fine, except the follower was bound in shackles!

If she had a key, why didn't she free herself? If she didn't have a key, how did she free me?

 

I checked my items. I hadn't been robbed, despite robbery 100%. I re-equipped my gear.

 

The follower was still bound in the shackles. I asked to trade with her and tried to remove them. No luck. I had no key.

 

I had NO WAY to get a key for the follower, because:

1) I had keys only drop when bound set in DCL.

2) I wasn't bound any longer.

3) I couldn't ask the follower to play for keys, because I wasn't bound.

 

 

Some wolves showed up, and the follower pulled out her sword and set about them.

She ignored the DD binding completely, and animated in combat as normal.

 

After combat was over, she returned to the bound animation, now holding a sword between her legs like she was trying to ride it like a broomstick.

 

I set off walking to Helgen.

Some more wolves showed up. This time the follower seemed unable to fight and remained in the bound animation - perhaps the wolves didn't hit her, only me?

 

 

Frustrated with the situation, I consoled a key and removed the shackles from the follower.

 

 

Issues here:

1) DF lets a follower remove bondage from the player while the follower is in the exact-same bondage. This is silly.

2) DCL binds followers when follower handling is disabled.

3) DCL doesn't seem to port followers when it ports the player on defeat - I can't think of any time that it shouldn't port them unless it's going to dismiss the follower and send them home. Possibly this was working as intended, but the follower showed up before I complete the hog-tie game, which was unexpected.

4) DD doesn't seem to reliably block armed NPC combat when NPCs are bound, but it does do something ... sort of random and inconsistent.

5) DF has no way to unbind followers if you don't have regular access to keys, but one of the features of DF is that you should be able to manage without key drops.

 

Not really sure if the follower ran all the way from Morthal, but if she did, it was a bit quick. Follower must have been ported to some other location. Not sure whether DF or DCL is to blame for this.

 

Generally speaking, if DCL is told not to bind followers, it shouldn't bind them, as it can create substantial problems. Was DF responsible for this?

 

DCL was tracking the follower, and the follower's name was showing up in the MCM.

 

I had no follower tweak mods installed, nothing like AFT etc.

Somewhere, Sometime, long ago, I seem to remember something written about it being assumed that PCs and NPCs could manipulate keys with their teeth... ?  You may have a dentist managing your synergies :P

 

As for the followers appearing during the In The Wilderness hogtie game, I use AFT, and they always have rolled up straight away in my games. 

 

FWIW, if you are using DCL 6.4 or before for combat defeat, none of the optional settings work particularly reliably.  Things set 'off' still happen. And as for reloacation on defeat..../rolls eyes   The NPC can get bounced around the whole of Skyrim if you have a series of defeats where 'in the wilderness' kicks in.  I gave Kimy a full analysis of what can go wrong some time ago - by DM, as it was very long and illustrated by umpteen screenshots, and I didn't want to clog up the thread, or start a bitchfest ? - and she said that those would be fixed for the next version

 

Not sure if that really helps your specifics, but might help some who have similar issues in tracking down source

 

 

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