Jump to content

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


Recommended Posts

Posted

4. No clue. There are carriages in the game? oO

 

Yes there are :) near the stables in major cities, they allow to fast travel for a fee to other major cities, even when they are not yet discovered.

Posted

 

4. No clue. There are carriages in the game? oO

 

Yes there are :) near the stables in major cities, they allow to fast travel for a fee to other major cities, even when they are not yet discovered.

 

 

Heh, I am soooo clueless! I had no idea.

Posted

 

Ran into a issue got the slut collar put on me then later a full harness and heavy yoke. When I got back to town it reported I didnt have a yoke key on me so I went hunting found on but had to steal it then  went to someone to have it removed but they never acknowledged the key so I cheated in a key and tryed again still no key reported. I used the safeword right after checking with a few others and reloading just incase a script didn't start right or or something still no go. After I used the safe work I looked in my inventory and sure enough had 12 yoke keys.... Edit: Just had to shut off those dammit they worked fine last char I started a new one today 2nd yoke in a row confirmed keys in inventory and they say they can't remove it.

 

Do you have a heavy yoke or a steel yoke? Steel yokes use normal restraints keys to unlock, only heavy yokes use the yoke keys.

 

Ohh maybe that was it i feel like a idiot.

Posted

 

 

Oh boy, I got the Cursed Collar quest and that took me about 3.5h to complete and I even needed to use some console commands: with fast travel disabled and me not having my own horse (I stole one later :D) that's quite a trip. During the quest I ran into few issues:

1) If Collar triggers the "You're being watched by lustful eyes" while on a horse... it messed up a lot - the character gets dismounted, but not dismounted - the horse and character move separately using same controls.

2) Deviously Helpless "helped" me out at one point, by giving me extra restraints which meant I could not equip the Cursed items while wearing those, and while looking for a key for those I found some extra items... and I was in a bandit camp in a middle of nowhere which did not have much containers to loot. I'm not sure if this is intended, but if not maybe equiping cursed item should force remove other items of same type - "Magic from the Cursed <item> unlocks and loosens <item>, like it knows you that you won't be unrestrained for too long"? (Cheated in some keys for this one)

3) After finishing the quest and removing the 'gifts' I re-equiped my gear just to find out that collar effect is still on. (Used the safeword option to fix it)

 

4ish) This could be caused by any mod and not by Cursed Loot, but just in case - using carriage to travel to Falkreath kept CTDing during load screen, other cities seemed fine.

1. Will be fixed.

2. Will think about it, but for the most part it works as intended. I admit that it's probably possible to maneuver oneself into quite the predicament. As I said...works as intended. :P

3. I will look at the code again, but I didn't touch it in a while and it seems to work ok for most people. Could be a load issue.

4. No clue. There are carriages in the game? oO

Just on a point of curiosity. I switched to using the refined chances to trigger an event and was wondering what do places like the Goldenglow Estate Mansion come under. Once you break in for the Thieves Guild quest does it count as a dungeon or the safer city setting?

Cursed Loot itself isn't quest-aware. It reacts to whatever the game is reporting to the function. I don't think Skyrim changes location tags dynamically, so I'd not expect the behaviour to change during the game. I might be wrong, though.

DCL definitely does not consider Goldenglow to be safe.

Posted

Do you plan to expand the solitication part more?

 

Currently it seems that if the customer wants bondage sex you always get equipped with an armbinder, gag, blindfold and boots. Would be awesome if this would be more random, some customers only want to see you in an armbinder, some use cuffs or a yoke, others use a blindfold only etc..

 

Then some customers should also want threesomes or watch you fucking an animal.

 

 

It would be awesome if you would change the procedure to money collection in a new dialogue after sex, like radiant prostitution tweaked did. This way you could add nice new failures for prostitution: Mean customers who don't pay you afterwards and leave you locked in bondage gear.

 

Examples:

-Customer wants sex with you tied, afterwards you have to approach him asking for your money. Most customers pay and untie your armbinder, but mean ones say they only untie you if they don't have to pay. You have two possible answers then, agreeing or protesting. If you protest the customer laughs, puts a gag/blindfold on you and leaves.

-Customer promises you extra payment if you let him play a little game with you. If you agree you get tied up and blindfolded and lead to a crowded public place like whiterun or solitude market. There you get gangbanged or fucked by animals, then the customer removes the blindfold, and you see shocked a large crowd gathered around which watched you.

You might get paid and untied or the customer/crowd might further humiliate you, commenting what a pervert bitch you are, tie you up more and throw you out of town, saying you are lucky that they didn't report you to the guards.

Or as variation you are thrown out and get a bounty too.

-Also as a soft dependency with skooma whore some customers might demand that you drink skooma with them before sex, promising you bonus payment if you do so.

 

Hope you like the general idea, i would love if you are as ingenious with mean prostitution miniquests as you are with new mean cursed loot devices :)

 

 

 

 

Posted

Do you plan to expand the solitication part more?

 

Currently it seems that if the customer wants bondage sex you always get equipped with an armbinder, gag, blindfold and boots. Would be awesome if this would be more random, some customers only want to see you in an armbinder, some use cuffs or a yoke, others use a blindfold only etc..

 

Then some customers should also want threesomes or watch you fucking an animal.

 

 

It would be awesome if you would change the procedure to money collection in a new dialogue after sex, like radiant prostitution tweaked did. This way you could add nice new failures for prostitution: Mean customers who don't pay you afterwards and leave you locked in bondage gear.

 

Examples:

-Customer wants sex with you tied, afterwards you have to approach him asking for your money. Most customers pay and untie your armbinder, but mean ones say they only untie you if they don't have to pay. You have two possible answers then, agreeing or protesting. If you protest the customer laughs, puts a gag/blindfold on you and leaves.

-Customer promises you extra payment if you let him play a little game with you. If you agree you get tied up and blindfolded and lead to a crowded public place like whiterun or solitude market. There you get gangbanged or fucked by animals, then the customer removes the blindfold, and you see shocked a large crowd gathered around which watched you.

You might get paid and untied or the customer/crowd might further humiliate you, commenting what a pervert bitch you are, tie you up more and throw you out of town, saying you are lucky that they didn't report you to the guards.

Or as variation you are thrown out and get a bounty too.

-Also as a soft dependency with skooma whore some customers might demand that you drink skooma with them before sex, promising you bonus payment if you do so.

 

Hope you like the general idea, i would love if you are as ingenious with mean prostitution miniquests as you are with new mean cursed loot devices :)

 

I like some of these ideas and I certainly wouldn't be opposed to seeing all of these suggestions implemented.  Several reasons:

 

1) Haven't used TDF Prostitution much but the last major update (while I believe is technically compatible with devious devices) added the ability for customers to request a specific orifice  (oral, vaginal, anal) and that doesn't consider the possibility that some of those might not be an option due to devious devices.  If I remember correctly Sexlab figures this out and you get paid regardless but still...

 

2) If DCL can manage to be essentially two mods in one (as it more or less is at the moment) that frees up load order space.

 

3) I actually liked the system used in Radiant Prostitution Tweaked where prostitution was only available in inns and didn't add an option to every single conversation.  It would be cool if DCL had something like this under its solicitation options; i.e. Always, Collared, Never, Inn Only.  With that last option functioning similarly to RPT where you have to initiate solicitation with the inns owner and they take a cut of the profits.  This one would likely be disabled while Slut or Slave collared as the innkeeper would, rightly, ask why people should pay for your services when you're clearly OK with giving it away for free.

 

4) Lastly I might suggest changing it so that being belted doesn't completely lock out solicitation and instead allow for whatever isn't blocked off by devious devices (+ handjobs and footjob; i.e. the last resorts) with a scale for what people will pay for various sex acts.  Someone who's stuck in an open-backed belt and a ring gag can still provide sexual services, right (assuming that they can communicate with the client)?

Posted

Expect the solicitation features to be expanded indeed! Part of the reason why I started to add them was indeed that there is/was no DD aware prostitution mod and I wanted the feature to tie in (pun intended) seamlessly with DD. :)

 

I do like some of the ideas listed above. Some of them actually are on my to-do list already even! *giggles*

 

Posted

You're just awesome  Kimy :)

 

Might be from upgrading v3.2 to v3.3, but  when i set dungeon chance to 20% and the ornate container modifier to x5 i often got no cursed loot.

Turning on Skyrim debug messages showed me a 25% chance for cursed loot then.

Tried x2 and it showed 10%, so it seems the ornate chests are all modified with the base chance and not what you set under custom chances.

Posted

 

Heh, you're right. Silly me!

 

And I am happy to get all these little oopsies reported, so I can fix them. :)

 

 

 

Alright, well I found another one last night.  :P 

 

When you get yoked and don't have enough gold, it seems to glitch out a little bit. I was testing it out, so the first yoke I had the gold for, came off normally. I manually put it back on and tried getting it off again with something like 37 of the 50 gold (at level 1). The NPC said something like "I had hoped for more" (don't remember the exact quote), and the convo ended. The glitched out part was the fact that I couldn't access my inventory, but I didn't have a yoke equipped (I checked by looking at my inventory in a barrel loot menu).

 

I don't know if I didn't wait long enough in between before equipping the yoke, or if the dialog for not tipping enough is a bit broken. Anyways, safeword didn't help, but reloading the save seems to fix it.

 

I didn't have time to look into this more (I only tried it twice before going to bed, and now I'm off to work in a few minutes), but I'll try again later if you want logs or more details.

 

Edit: Going to try this once more, but wait a bit longer before reequipping to see if it's user error.

 

Definitely my fault. Waiting longer seems to have no issues, and given the way this mod works, it's unlikely to happen under normal circumstances (you know, getting the items applied by looting).

Posted

You're just awesome  Kimy :)

 

Might be from upgrading v3.2 to v3.3, but  when i set dungeon chance to 20% and the ornate container modifier to x5 i often got no cursed loot.

Turning on Skyrim debug messages showed me a 25% chance for cursed loot then.

Tried x2 and it showed 10%, so it seems the ornate chests are all modified with the base chance and not what you set under custom chances.

Did you check normal containers in the same location? It might be that wherever you are isn't tagged as a dungeon.

 

I checked the code just to be sure, and the base chance is set by the location FAR before it checks if it's ornate or not (and multiplies the base chance if it is). So it's probably just a location tagging issue.

Posted

 

 

Heh, you're right. Silly me!

 

And I am happy to get all these little oopsies reported, so I can fix them. :)

 

 

 

Alright, well I found another one last night.  :P 

 

When you get yoked and don't have enough gold, it seems to glitch out a little bit. I was testing it out, so the first yoke I had the gold for, came off normally. I manually put it back on and tried getting it off again with something like 37 of the 50 gold (at level 1). The NPC said something like "I had hoped for more" (don't remember the exact quote), and the convo ended. The glitched out part was the fact that I couldn't access my inventory, but I didn't have a yoke equipped (I checked by looking at my inventory in a barrel loot menu).

 

I don't know if I didn't wait long enough in between before equipping the yoke, or if the dialog for not tipping enough is a bit broken. Anyways, safeword didn't help, but reloading the save seems to fix it.

 

I didn't have time to look into this more (I only tried it twice before going to bed, and now I'm off to work in a few minutes), but I'll try again later if you want logs or more details.

 

Edit: Going to try this once more, but wait a bit longer before reequipping to see if it's user error.

 

Definitely my fault. Waiting longer seems to have no issues, and given the way this mod works, it's unlikely to happen under normal circumstances (you know, getting the items applied by looting).

 

 

Whenever you equip or unequip an item, a series of events is sent through the framework that needs to be processed. It's entirely conceivable that the events didn't yet properly do their thing before you equipped the next item, so things got messy. As you said, it's not something that would happen through normal gameplay.

 

Posted

Can followers get trapped by devious devices when looting?

 

I'd say yes, as it just happened to me 5 mins ago while experimentig things. Not entirely sure what you need to make it happen though as I almost never use followers. Could be an entirely standard setting.

Posted

@Kimy

 

Small request to add to your "to do" list when you have a moment. In Devices section, could you add weightings on the Chastity Belts between open and full types please?

Posted

@Kimy

 

Small request to add to your "to do" list when you have a moment. In Devices section, could you add weightings on the Chastity Belts between open and full types please?

 

This is not actually a small request, for Cursed Loot doesn't support open belts at all at the moment. :P

Posted

 

This is not actually a small request, for Cursed Loot doesn't support open belts at all at the moment. :P

 

 

Ah, that's unfortunate but never mind.

 

Not sure if you can put a fix in for this problem (I've posted full details in the EC+ thread). If the estrus event triggers and the pc is wearing devices both Deviously Helpless and the estrus animation fire off at the same time which causes some problems with both mods.

 

Would it be possible to do either of the following:

 

a/ disable the estrus event being called if the pc is fitted with devices and has DH active

b/ delay DH until the estrus animation has completed

 

b/ would seem the preferably option but I don't know if it can be done

 

Posted

 

 

This is not actually a small request, for Cursed Loot doesn't support open belts at all at the moment. :P

 

 

Ah, that's unfortunate but never mind.

 

Not sure if you can put a fix in for this problem (I've posted full details in the EC+ thread). If the estrus event triggers and the pc is wearing devices both Deviously Helpless and the estrus animation fire off at the same time which causes some problems with both mods.

 

Would it be possible to do either of the following:

 

a/ disable the estrus event being called if the pc is fitted with devices and has DH active

b/ delay DH until the estrus animation has completed

 

b/ would seem the preferably option but I don't know if it can be done

 

 

 

I am no expert on the matter, but I think DH has some sort of API allowing 3rd party mods to disable it in some situations, so it -might- be doable. Will have to read up on that first, though. I think ideally, this would be done from EC though, as all mods have the issue. Cursed Loot fires EC without crowd attraction though (at least that's the way I set it up), so in most cases DH shouldn't do anything anyway.

 

Posted

 

I am no expert on the matter, but I think DH has some sort of API allowing 3rd party mods to disable it in some situations, so it -might- be doable. Will have to read up on that first, though. I think ideally, this would be done from EC though, as all mods have the issue. Cursed Loot fires EC without crowd attraction though (at least that's the way I set it up), so in most cases DH shouldn't do anything anyway.

 

 

 

It's probably the DH cloak effect firing it off.

 

I did notice even without devices fitted when I tested it the bandits did still gather round, here the test details I posted in EC+

 

--------

 

@Bane_Master

 

I've run into a bug with EC+ (or rather a detection problem and crowd control)

 

I was doing some testing at Valtheim Keep which is quite narrow. If just using Defeat the bandits crowd in real close but the estrus animation plays out correctly then they attack once it's completed. It might be an idea to have them hold back a few yards as it can obscure the animation when they are right on top of you.

 

The problem though is with Deviously Helpless, if the pc is fitted with a DD device DH kicks in at the same time as estrus. This causes the animation to start and then the pc goes straight into the DH bound pose (upright with bound hands) which carries on for the rest of the animation and looks decidedly odd to say the least as each cycle jumps to estrus then to DH. At the end any devices that were fitted by the bandits then appear (they remain hidden throughout the animation though) and the game continues as normal

 

Is there a way to delay DH from firing until the estrus animation is complete. Ideally EC+ should fire first then DH afterwards

 

EDIT: Thinking about it EC+ definitely needs to fire first as DH can fit devices such as a chastity belt. Kimy's DCL checks for such devices and calls the standard event if detected but that won't help here as the estrus animation has already been called and is running. Consequenly DH will always need to follow EC+

Posted

Yeah, I think the best course of action would be asking Bane Master to block DH during Estrus events. This is not really an issue exclusively related to Cursed Loot, it's more a thing between EC and DH.

Posted

 

You're just awesome  Kimy :)

 

Might be from upgrading v3.2 to v3.3, but  when i set dungeon chance to 20% and the ornate container modifier to x5 i often got no cursed loot.

Turning on Skyrim debug messages showed me a 25% chance for cursed loot then.

Tried x2 and it showed 10%, so it seems the ornate chests are all modified with the base chance and not what you set under custom chances.

Did you check normal containers in the same location? It might be that wherever you are isn't tagged as a dungeon.

 

I checked the code just to be sure, and the base chance is set by the location FAR before it checks if it's ornate or not (and multiplies the base chance if it is). So it's probably just a location tagging issue.

 

 

Hm ok, the chest in question is in Fort Greymoor. I have set cities to 1%, forts/camps/wilderness to 2% and dungeons to 3%, and the multiplier to x5.

So i really wonder how it is 25%, i thought it should be either a dungeon or a fort.

 

Posted

 

 

You're just awesome  Kimy :)

 

Might be from upgrading v3.2 to v3.3, but  when i set dungeon chance to 20% and the ornate container modifier to x5 i often got no cursed loot.

Turning on Skyrim debug messages showed me a 25% chance for cursed loot then.

Tried x2 and it showed 10%, so it seems the ornate chests are all modified with the base chance and not what you set under custom chances.

Did you check normal containers in the same location? It might be that wherever you are isn't tagged as a dungeon.

 

I checked the code just to be sure, and the base chance is set by the location FAR before it checks if it's ornate or not (and multiplies the base chance if it is). So it's probably just a location tagging issue.

 

 

Hm ok, the chest in question is in Fort Greymoor. I have set cities to 1%, forts/camps/wilderness to 2% and dungeons to 3%, and the multiplier to x5.

So i really wonder how it is 25%, i thought it should be either a dungeon or a fort.

 

 

There are a lot of factors that go into cursed loot chance. Arousal, arousal weight, arousal multiplier, base chance settings (refined + location settings), and container-type multipliers.

 

Also, in the first post you said it went from 25% (at 5x ornate multiplier) to 10% (at 2x ornate multiplier), so clearly it is working as intended. I don't know how Greymoor is tagged, but if it doesn't fit into any of the tags DCL is checking for, it'll use the base chance at the top.

Posted

Possible bug.

 

When wearing a collar your followers try and take advantage of you (look in their eye), however if they're belted as a result of this mod then they dont do anything and you get stuck in no animation. Walking around as normal, monsters not attacking, other follower standing and clapping/pointing and buggy sound effect loop. Tried resetting current animation in sexlab, deviously helpless, and using safe word free me but no go, have to reload to previous save and make sure no followers have belts on or disable collar.

 

Other npc's work fine in town etc, just followers bug out whenever they have a device equipped. You'll get the message about the eyes, then it'll pause, they'll run up to you, then stop and nothing.

Posted

 

 

 

You're just awesome  Kimy :)

 

Might be from upgrading v3.2 to v3.3, but  when i set dungeon chance to 20% and the ornate container modifier to x5 i often got no cursed loot.

Turning on Skyrim debug messages showed me a 25% chance for cursed loot then.

Tried x2 and it showed 10%, so it seems the ornate chests are all modified with the base chance and not what you set under custom chances.

Did you check normal containers in the same location? It might be that wherever you are isn't tagged as a dungeon.

 

I checked the code just to be sure, and the base chance is set by the location FAR before it checks if it's ornate or not (and multiplies the base chance if it is). So it's probably just a location tagging issue.

 

 

Hm ok, the chest in question is in Fort Greymoor. I have set cities to 1%, forts/camps/wilderness to 2% and dungeons to 3%, and the multiplier to x5.

So i really wonder how it is 25%, i thought it should be either a dungeon or a fort.

 

 

There are a lot of factors that go into cursed loot chance. Arousal, arousal weight, arousal multiplier, base chance settings (refined + location settings), and container-type multipliers.

 

Also, in the first post you said it went from 25% (at 5x ornate multiplier) to 10% (at 2x ornate multiplier), so clearly it is working as intended. I don't know how Greymoor is tagged, but if it doesn't fit into any of the tags DCL is checking for, it'll use the base chance at the top.

 

 

I only use percentage chances without arousal.

Thanks for the help, my thinking it might be a bug was because i  wrongly assumed that if you use refined chances that every location in Skyrim is one of the 3 types (Wilderness, City or Dungeon) you can specify in the refined chances.

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...