Gh0sTG0 Posted December 24, 2014 Posted December 24, 2014 Little idea: poisoned food. You can find some food that is poisoned by smb. When you eat it you fell strange and get knocked out. When you get up you can find some dd on you and a note about that you shouldn't be so gullible and eat all that you find.
EnragedRabisu Posted December 24, 2014 Posted December 24, 2014 Has probably already been mentioned, but searching for yoke turns up way too many hits. I got an invisible yoke yesterday, but the cursed loot event also equipped other items on me, one was a normal collar. Might the collar prevent the yoke getting equipped correctly? The position was correct with the hands held up as they should when yoked, but only a collar was visible. Double check that your DD Assets is up to date (2.8.3, I believe). I had issues with invisible Heavy Yokes until I updated mine.
jet41 Posted December 24, 2014 Posted December 24, 2014 Hi, hate to bother these valuable creative minds here but I got a little problem, after installing version 3.2 on my old save (cleaned first), upon opening a container i get error: IsWearingDevice received none argument. I know upgrading was not recommended but same thing happens with older saves that never ran with cursed loot. Only fresh new characters created after all instalations works fine Note1:disabling cursed loot make error dissapear Note2: all problem saves went at least 1 time through all MAIN DD masters and Sexlab upgrade Note3: no matter what in cell, what containers or in what order i test it, first one always works fine! with others error occurs 100% time Hope in turns out to some basic crap on my side, thanks Papyrus.0.log
Gh0sTG0 Posted December 24, 2014 Posted December 24, 2014 Hm, slave things like slave gag, boots. and keys for them. They are dissapearing after unlocking. Is that normal? And one more thing, in slave boots sometimes when I use power and two handed attacs I'm being punished for "shouldn't run". But I didn't. it is bad because restless draugr kills me faster than I can kill him with only normal attacs. Being punished means to drop weapons, that is ~100% death...
Kimy Posted December 24, 2014 Author Posted December 24, 2014 I made a version for testing (I've only tested minimal functionality at the moment). It should slow exposure loss by 50% by adding half of lost EP back when the player has the cursed, slave, or slut collars on. DCL-FF Patch.zip Yay, that was fast! Thank you for that. Has probably already been mentioned, but searching for yoke turns up way too many hits. I will lower their default drop rate with the next patch. In the meantime, just use MCM to do that on your side. It's quite definitely too much, yes. Hm, slave things like slave gag, boots. and keys for them. They are dissapearing after unlocking. Is that normal? And one more thing, in slave boots sometimes when I use power and two handed attacs I'm being punished for "shouldn't run". But I didn't. it is bad because restless draugr kills me faster than I can kill him with only normal attacs. Being punished means to drop weapons, that is ~100% death... Yes, they disappear when unlocked. That's intentional. I will investigate the power attack thing. This really shouldn't happen at all.
Guest smellbo Posted December 24, 2014 Posted December 24, 2014 Any updates on fixing the terrible chat lag? This mod is completely unusable for me until it has been fixed
kplh Posted December 24, 2014 Posted December 24, 2014 Any updates on fixing the terrible chat lag? This mod is completely unusable for me until it has been fixed +1 I also have a save I would like to continue If you're having trouble reproducing the problem, it seems that I can do it by just equipping the collar and then running around talking to NPCs (initiate dialog and cancel after the options appear), after 30 or so there is a small delay which gets worse and worse as I talk to more NPCs.
AimoHauki Posted December 24, 2014 Posted December 24, 2014 Bumped into one rather obvious issue. Wearing slut collar effectively prevents using milking machines from Milkmod Economy. Keep getting shocked for not being nude (it equips milking harness for the duration). Not really bug per se but rather inconvenient side efffect. I think sluts should still be able to be cows ;-)
big tim Posted December 24, 2014 Posted December 24, 2014 While wearing the yoke, isn't it a bit ridiculous that your house carl decides to add a bit more fun to your adventure. Not sure if your spouse would do the same but, really, someone would be in big trouble when I get free. I think those should be safe to remove the yoke from you. Not sure if it is possible to exclude a spouse and house carls from the adding more fun list. Happy Holidays Excluding companions from inflicting any negative consequences on you would be mostly trivial (except for some custom followers like Selene Kate or Viija, whose creators for some reason I cannot begin to comprehend didn't tag their characters with the official follower markings). Internally, companions actually do react differently already - they never trigger aggressive/rape sex scenes, they just 'encourage' you to have consensual sex with them! However, doing this would completely trivialize the yoke mechanics. If companions would -always- help you, there is zero reason to talk to anybody else and face the risk of getting abused or locked in more devices, no? Wouldn't that really depend on whether or not the companion was with the player when they got yoked or do yokes work differently from armbinders with regards to equipping on companions when the player gets one? I might also, for the sake of simplicity, suggest that the basic yoke stay the same with regards to escape (i.e. help + 1x restraints key) but that the specialized 'yoke key' be dropped for the heavy yoke and instead have that require 2x restraints key + help for removal. In the context of this mod that would solve the issue of excessive yoke key drops (especially when not actually wearing one) AND in the context of devious devices in general it would cut down on what is becoming an increasingly cluttered key system; i.e. I know it adds flavor to the game but imagine how many dumb questions could be avoided if 'For the Masses II' wasn't adding fake keys to the world. Due to the way I implemented them as an unofficial DD item (mind you that the DD Framework doesn't support them at this time), there is a technical limitation that makes equipping yokes on NPCs impossible for now. I am aware of the need to keep people's inventories sort of clean, which is why I am deleting most custom items and their keys on removal. The yoke is one of the few exceptions. I have no plans to drop the yoke key, but I might change the mechanics of the heavy yoke to something more interesting than just requiring yet another sort of key. I don't use house carls or spouse as companions but I see your point, and mine. Talk about evil, cruel. sadistic and just plain mean, touché, and that's just them, not to mention you. Anyway, boat loads of fun, and frustrating all rolled in one mod. Thanks and Happy Holidays to all and to all a good luck finding those danged keys.
Kimy Posted December 24, 2014 Author Posted December 24, 2014 Version 3.3 - Added: If you promise someone who just helped you out of a yoke a tip you can't remotely afford to pay, they might get angry at you.- Changed: Dramatically lowered the default chances to find yoke keys or get locked into slave set gear.- Changed: Increased the maximum weight for standard item drops to 500.- Changed: The shock boots will no longer punish you if you are in combat.- Fixed: The common container modifier works properly again.- Fixed: Eliminated chat lag when trying to initiate dialogue when an NPC.- Fixed: The slave gag dialogue should show up only when talking to NPCs. Not horses!- Fixed: Performance optimizations when selecting cursed loot events. V3.3. is safe to patch over an existing V3.x install. It should also cleanly remove the older mechanism causing the chat lag. *fingers-crossed* Happy holidays!
EnragedRabisu Posted December 24, 2014 Posted December 24, 2014 Version 3.3 - Added: If you promise someone who just helped you out of a yoke a tip you can't remotely afford to pay, they might get angry at you. - Changed: Dramatically lowered the default chances to find yoke keys or get locked into slave set gear. - Changed: Increased the maximum weight for standard item drops to 500. - Changed: The shock boots will no longer punish you if you are in combat. - Fixed: The common container modifier works properly again. - Fixed: Eliminated chat lag when trying to initiate dialogue when an NPC. - Fixed: The slave gag dialogue should show up only when talking to NPCs. Not horses! - Fixed: Performance optimizations when selecting cursed loot events. V3.3. is safe to patch over an existing V3.x install. It should also cleanly remove the older mechanism causing the chat lag. *fingers-crossed* Happy holidays! This might be the best Christmas present I get this year. (We'll find out tomorrow if that statement is true, but it's still a damn nice surprise!)
Kimy Posted December 24, 2014 Author Posted December 24, 2014 I made a version for testing (I've only tested minimal functionality at the moment). It should slow exposure loss by 50% by adding half of lost EP back when the player has the cursed, slave, or slut collars on. DCL-FF Patch.zip Would it be ok if I'd add this to the download section so people can find it easliy?
Kimy Posted December 24, 2014 Author Posted December 24, 2014 Bumped into one rather obvious issue. Wearing slut collar effectively prevents using milking machines from Milkmod Economy. Keep getting shocked for not being nude (it equips milking harness for the duration). Not really bug per se but rather inconvenient side efffect. I think sluts should still be able to be cows ;-) Well, the slut collar just does what it's supposed to do. I am not sure if I understand MME correctly (I am not using it), but it's an animation that adds a device on you while it's played? If yes, I guess there is no need for this device to be tagged as clothing/armour - and that's what the slut collar is reacting to. The most straightforward solution would be asking MME's author to remove those keywords from the device. There is probably no need for them being there.
EnragedRabisu Posted December 24, 2014 Posted December 24, 2014 Started up one of my previous saves from 3.2. It said there was removed content (which I thought was weird), but I loaded it anyways. The Cursed Loot menu disappeared, and I can't seem to get it to come back. Loading up my other previous save (different character), had the same removed content warning, but the menu is still available (didn't check to see if anything worked beyond that).I can start them up separately if you want logs (assuming the issue arises again), but otherwise I'm fine restarting (they're level two and one, respectively). Edit: I may just be having a noob moment with Mod Organizer. >_> I may have forgotten to enable the plugin.Edit 2: Yep, that's the problem. Please ignore (or laugh). Since I have this post here, I might as well use it for something. I think your method for randomizing based on weights has a bit of a bug. When you set weights to 1 or less, they can no longer trigger. I suspected this when I looked at the scripts for your mod, but I'm testing it now (by setting pony boots to weight 2 and slave boots to weight 1 and triggering events as often as possible), and I've yet to get slave boots (4 pony boots so far). I'll keep trying and edit this again if I manage to find slave boots (that aren't high security, since I HAVE gotten those during this test). Got 10 pony boots in a row with no slave boots. I'm not sure how far to test this before deciding it's not just a case of bad luck (since I should get slave boots 1 in 3 times). Basically, you take the chance roll and compare it to the weight of the first scenario/item, but you check to see if it's LESS than the weight. If it's equal, it fails, and then you subtract the weight and make sure the chance is at least 1 again. This means that nothing with a weight of 1 can succeed, even if it's not the first item in the list. The problem with this is that your roll is always 1 or greater, so I'm not sure what the best solution is. Can you roll 0 to (grandtotalweight - 1) and just make sure chance is 0 or greater instead? This would let 1 weights work for the integer rolls and allow for the 0.5-1 weights on special event rolls to work as well. The other option is to check for <= instead, but I'm not familiar enough with Papyrus to know if that's an option.
xboronx Posted December 25, 2014 Posted December 25, 2014 Has probably already been mentioned, but searching for yoke turns up way too many hits. I will lower their default drop rate with the next patch. In the meantime, just use MCM to do that on your side. It's quite definitely too much, yes. Hehe fun misunderstanding. I meant searching the thread for my problem with the invisible yoke bug did find too many hits, so i put that line in as apology for probably asking about an obvious problem. EnragedRabisu found my problem, didn't notice there is a DD Assets 2.8.3 out Funny enough seems that this misunderstanding accidently let you to discover some minor code bug Happy X-mas and thanks for the new update!
TNT90 Posted December 25, 2014 Posted December 25, 2014 I made a version for testing (I've only tested minimal functionality at the moment). It should slow exposure loss by 50% by adding half of lost EP back when the player has the cursed, slave, or slut collars on. DCL-FF Patch.zip Would it be ok if I'd add this to the download section so people can find it easliy? So far it seems to be working fine for a slave collar but I haven't tested it with none of the items equipped. The script is fairly simple though and I can't see anything going wrong but that doesn't really say much as I spent longer than I would like to admit trying to debug an issue where I misspelled OnUpdate as OnUndate. I'm fine with you putting it up there. If you would like me to change any of the functionality, just let me know. I think the thermal resistance based on SL event frequency or recent-ness would be interesting as either a percent resistance or a threshold resistance.
Warrunner Posted December 25, 2014 Posted December 25, 2014 With a clean save and the new patch, everything seems to be working fine on an old save, despite it not being recommended that you upgrade. Thank you very much for your hard work and Merry whatever-winter-holiday-you-celebraate (PS: The non-steel Yoke still needs a model/texture)
AimoHauki Posted December 25, 2014 Posted December 25, 2014 Must be the christmas spirit but I have yet another suggestion to make. This time concerning the Slut Collar. I would personally like to have an option to 'fuck it off'. Now the current method should still be available and if the collar is removed that way there will be no penalties but um... if the slut collar is fucked off... Maybe the first time around you only need to have the collar for about 10-20 fucks (initated by the colllar) for the collar to come off. Getting the collar off this way could leave a tattoo on your forehead or something marking you a first tier slut that should have some ways of making your life more difficult. The next time you get a slut collar it will come off with something like 20-40 fucks (initiated by the collar) and your tattoo gets upgraded marking you a second tier slut making things worse again. And there could be many, many tiers. No matter what your tier is you can always try to get rid of your collar by the old fashioned way by not having sex. Maybe if you do it this way your slut tier could also drop by one. Currently I like the slut collar but since my character IS a slut the only way to get the collar off would be by accident (as in not finding keys for a very long time). The collar is sort of annoying too so it would be nice to get it off every now and then but currently the system would force you to play in a completely different way and that's not entirely an option either. Maybe I'm turning into a slut too from the inside
Slorm Posted December 25, 2014 Posted December 25, 2014 Basically, you take the chance roll and compare it to the weight of the first scenario/item, but you check to see if it's LESS than the weight. If it's equal, it fails, and then you subtract the weight and make sure the chance is at least 1 again. This means that nothing with a weight of 1 can succeed, even if it's not the first item in the list. The problem with this is that your roll is always 1 or greater, so I'm not sure what the best solution is. Can you roll 0 to (grandtotalweight - 1) and just make sure chance is 0 or greater instead? This would let 1 weights work for the integer rolls and allow for the 0.5-1 weights on special event rolls to work as well. The other option is to check for <= instead, but I'm not familiar enough with Papyrus to know if that's an option. There was an issue some time ago when setting to 0 still allowed an event so it may be something to do with that correction. No doubt Kimy will be able to say further. I've been struggling for a while (a mild obsession of mine) to find a straightforward way to convert more complex weightings to percentages (e.g. weightings not summing to 100) and your rather excellent commentary above finally made it "click" as to how it is done (take weighting as a part of the whole to reach the overall %), so thank you very much for that
EnragedRabisu Posted December 25, 2014 Posted December 25, 2014 With a clean save and the new patch, everything seems to be working fine on an old save, despite it not being recommended that you upgrade. Thank you very much for your hard work and Merry whatever-winter-holiday-you-celebraate (PS: The non-steel Yoke still needs a model/texture) It has a texture from DD Assets 2.8.3; You should make sure you have the latest version of the assets. I'm wrong, It's ZAP. See below. I just checked in CK and cross referenced with the mods, it is DD-Assets for the Heavy Yoke. Steel Yoke is the ZAP model that Kimy modified and put into Cursed Loot. Either way, make sure you're up to date on the mod's requirements.
Hy2RoGeN Posted December 25, 2014 Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please
AimoHauki Posted December 25, 2014 Posted December 25, 2014 More Slut Collar related news, I think. I am currently rather stuck with a slut collar again so it's hard to properly test this (hardcore mode on, can't get an easy release). But it would seem that if an NPC has something to say (Quest related or for example if a Guard says he knows you..) then nothing happens. The slut collar will not initiate sex in that case, but coversation of any kind seems to be possible either. At least I think this is very likely due to the collar, but as I said testing it is a bit tricky at the time.
AimoHauki Posted December 25, 2014 Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please Well Ornate chest do respawn eventually but um.. it takes quite some time. Not that I know for sure the item will be there when it comes available again. Edit: To clarify the respawn. It takes weeks. Possibly 3 weeks. Might have been more. Haven't really needed that info recently
Hy2RoGeN Posted December 25, 2014 Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please Well Ornate chest do respawn eventually but um.. it takes quite some time. Not that I know for sure the item will be there when it comes available again. okay, but i just put the armbinders on at the place i found em. and it wont trigger into the next stage. i looked at the note, put the binders on. and then it went ''find the hidden cache'' but the quest marker wont change to another place.. so what should i do? wait? keep on sleeping for 24 hours ingame?
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