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


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Posted
4 hours ago, donkeywho said:

 

 

 

 

 

As I said, Defeat does not respect filter restrictions like newer mods do. For example it will play animations, even if wearing full DD gear.

 

Is your scene triggered by non-human enemies? If I remember correctly DCL does not support creature sex and even if you allow it, it does not work well. That is by the way the whole point, why I have Defeat around at the cost of being raped even with DDs preventing abuse.

 

So if you want creature sex, use another Defeat mod. If you try that with DCL combat surrender, getting blackout and teleport is being expected, as there are not many DD compatible creature anims and if you have any filter available...

Posted

I have had DCL combat defeat work OK with creatures though. There's not much variety, but it works most of the time.

 

Defeat is not able to support anything like the full range of creature animations that exist now. It makes some assumptions about what races to allow that probably made sense at the time.

Posted
15 hours ago, DavidWillers said:

well, my animations seem to work. It is just for cursed loot, "defeat" for example works fine. Do you have any other ideas?

My best 2 guesses are that you either have overrides in both ZAP and DD activated, or that you had a stack dump at any point and that killed Cursed Loots library of allowed animations. 

The first one is easy to check and to fix, for the second you'll need to start a new game.

Posted
5 hours ago, hexenhaus said:

As I said, Defeat does not respect filter restrictions like newer mods do. For example it will play animations, even if wearing full DD gear.

 

Is your scene triggered by non-human enemies? If I remember correctly DCL does not support creature sex and even if you allow it, it does not work well. That is by the way the whole point, why I have Defeat around at the cost of being raped even with DDs preventing abuse.

 

So if you want creature sex, use another Defeat mod. If you try that with DCL combat surrender, getting blackout and teleport is being expected, as there are not many DD compatible creature anims and if you have any filter available...

Which goes back to what I directly asked @Kimy about in the very first place

 

 

Thanks for the ideas, but before we go round the circle again, let's see whay she says?

 

?

 

Posted

Doing Chloe's quest, why is the premium line catsuit invisible for me? I'm looking like rayman over here.

 

I initially thought it might have been because I had DD expansion v4.1 instead of v4.2, but updating that didn't help.

ScreenShot2.bmp

Posted

Does any1 use DCUR and Devious Followers together?


I am interested if someone could list the differences between these two, regarding their dominant follower. I know DCLs is highly configuarable, but I am not sure about their features.

I do like the way DF handles the additional stuff besides the DDs with the debts (like the "when i touch your shoulder you will tell the next person that you are a slut"), but it is rather clunky when it comes to handling and compatibility, like

  • interfering dialouge
  • follower not leaving but also not registering with EFF
  • the need to use debug talk to re-enable the DF
  • follower unkillable

Now I  wonder if DCURs XDFF/Dominant Follower - if set up right - can  replace DF.

 

So basically it is favor VS debt in terms of freedoms, but what additional features does DCL bring?

Posted
41 minutes ago, Logarek said:

Doing Chloe's quest, why is the premium line catsuit invisible for me? I'm looking like rayman over here.

 

I initially thought it might have been because I had DD expansion v4.1 instead of v4.2, but updating that didn't help.

ScreenShot2.bmp

Ah, fixed. Forgot that I had to run the batch build in Bodyslide.

Posted
9 hours ago, Nazzzgul666 said:

My best 2 guesses are that you either have overrides in both ZAP and DD activated, or that you had a stack dump at any point and that killed Cursed Loots library of allowed animations. 

The first one is easy to check and to fix, for the second you'll need to start a new game.

Ehm, how do I check and fix the first one?

Posted
On 11/24/2018 at 7:20 AM, donkeywho said:

I've also asked up thread if @Kimy can give us an explanation as to how animation firing works, given that it seems to start off with the DD library, and then default to others installed in SexLab.  It's how that fall back to SL is sequenced that I'm uncertain about.  I also have anims registerd in SL that I expected that DCL would 'fall back to', which I haven't been able to get to kick in, or even see available mid event using SL's anim options function key

 

It may be that I've been a klutz in how I configured the MCM, but it would be good to know, especially as others seem to find similar issues

 

?

 

 

 

There is no fallback going on. There are two codepaths. One is used if no actor is bound, in which case DD passes on the request to SexLab and picks animations from whatever packs you have installed. If an actor is wearing chastity or gags, or other items partially restricting sex, it makes sure that only proper tags are used (e.g no vaginal scenes for an actor locked in a chastity belt).

If one or both actors are wearing wrist restraints, DD picks from its internal animation pool and NOT from SexLab's registry. In some situations when there are no valid animations available (such as if mod requests a SexLab scene for a bound actor involving a creature), DD cancels the animation entirely.

Posted
1 hour ago, Kimy said:

There is no fallback going on. There are two codepaths. One is used if no actor is bound, in which case DD passes on the request to SexLab and picks animations from whatever packs you have installed. If an actor is wearing chastity or gags, or other items partially restricting sex, it makes sure that only proper tags are used (e.g no vaginal scenes for an actor locked in a chastity belt).

If one or both actors are wearing wrist restraints, DD picks from its internal animation pool and NOT from SexLab's registry. In some situations when there are no valid animations available (such as if mod requests a SexLab scene for a bound actor involving a creature), DD cancels the animation entirely.

Thanks very much @Kimy  Apologies for my poor understanding of the mechanics!

 

I'll have to have look again at my SLAL packs registrations, then rerun from the save just before the event as, although I could be wrong, I was almost certain the player and NPC actors were both unbound with no SL animation then playing.  There may be something obvious that I've missed

 

I suppose it's also possible that the mod generating the creatures, 'Enemy Plus', may do something to them that prevents their being properly recognised by SL, so I may have a look at that too

Posted

Small bug report:

 

Quest:

Leon

 

Description:

"put on the party gear and talk to a guard"

Before the party have to put your stuff into a chest and equip Obsidian Corset, Armcuffs and Anklechains. The chains slow you significantly and if you have other mods lower your overall movement speed you become stuck in the cell, as your movement speed zeroes out. In my case I started with 70 (effective 53) and after equipping the chains I cannot move anymore. Using Skytweak to set normal speed to 100 does let me walk again.

 

Probable solution:

Since it is DCL custom gear, exchanging absolute speed debuff with speed with speedmult?

Posted

I do have serious problems with 7.1 XDFF. After sleeping it gets terminated and overall it seems rather unstable. After starting it, it randomly changes rules, sometimes terminating the quest, like sleeping does...

 

And wasn't there a menu for every little detail regarding Dominant follower (last version I used was 6.3)?

Posted
51 minutes ago, hexenhaus said:

I do have serious problems with 7.1 XDFF. After sleeping it gets terminated and overall it seems rather unstable. After starting it, it randomly changes rules, sometimes terminating the quest, like sleeping does...

I think this might fix your sleeping problem: dcur_df_QuestScript.7z

 

It's supposed to randomly change the rules. That's basically what it does, pick rules randomly from the pool of possible rules.

Posted
On 11/5/2018 at 9:52 AM, Lupine00 said:

Lots of mods conflict with CFTO, because it modifies the carriage drivers' primary functional dialog directly in a highly inadvisable way.

Edits like that straight onto a vanilla NPC are unforgivable, basically, and destined for conflicts. 

  

Once I saw what it was doing, I uninstalled it. It also breaks SLUTS Redux (SLUR), which has the same bad behaviour. I may be contentious here, but it's not a bad idea to remove SLUR too, as it not only creates conflicts on carriage drivers that were totally avoidable, it's full of bugs that constantly spew into your log, and Wrye Bash dies just looking at it. 

 

Just get rid of CFTO, you'll hardly miss it.



 

Just posting to say I had this problem too. But I fixed it by spawning in the necessary NPC with 'player.placeatme 00013669 1' and then selecting the quest dialogue. Afterwards I could just return to disable the NPC and everything worked fine. No need to risk removing CFTO midgame.

Posted
2 hours ago, Corsec said:

Just posting to say I had this problem too. But I fixed it by spawning in the necessary NPC with 'player.placeatme 00013669 1' and then selecting the quest dialogue. Afterwards I could just return to disable the NPC and everything worked fine. No need to risk removing CFTO midgame.

CTFO thought it was being helpful being not modifying the vanilla driver, but replacing him.

Maybe.

Or maybe just thought "Hey, CTFO mod will work right, screw everyone else."

 

Deadly Pleasures also modifies the Whiterun carriage driver. I think maybe mod writers should think of another device, because that carriage driver seems to be involved in everything. He must see a lot!

 

Might work if only one mod conflicts with CTFO, but SLUTS Redux was in there too. At one point, before I realised I had to do a lot of hacking in TES5Edit, I had three carriage drivers, and Immersive NPCs AI Overhaul was having fun with some of them. It was so horrid to merge properly that for the next game, CTFO got the boot.

Posted
1 hour ago, Lupine00 said:

CTFO thought it was being helpful being not modifying the vanilla driver, but replacing him.

Maybe.

Or maybe just thought "Hey, CTFO mod will work right, screw everyone else."

 

Deadly Pleasures also modifies the Whiterun carriage driver. I think maybe mod writers should think of another device, because that carriage driver seems to be involved in everything. He must see a lot! 

  

Might work if only one mod conflicts with CTFO, but SLUTS Redux was in there too. At one point, before I realised I had to do a lot of hacking in TES5Edit, I had three carriage drivers, and Immersive NPCs AI Overhaul was having fun with some of them. It was so horrid to merge properly that for the next game, CTFO got the boot.

 

I was just hoping I could let other users know how to fix the problem without needing to remove scripted mods, since that requires save cleaner tools to do correctly or risks creating new and unneccessary bugs. Your post was my first result on google, so it's probably the first advice people will take after looking for a solution. I'd rather use a quick workaround than have to lose the old save and start a new game, and I assume others will too. So it's good to know the option is available. But you're probably right that CFTO is a bad mod if it creates these problems, and should be avoided. Next game I'll start without CFTO, and thanks for letting me know it was a dangerous mod.

 

Also, in that post you mentioned SLAV along with SLUTS Redux. Which mod is SLAV an acronym for?

Posted
2 hours ago, Corsec said:

But you're probably right that CFTO is a bad mod if it creates these problems, and should be avoided. Next game I'll start without CFTO, and thanks for letting me know it was a dangerous mod.

There's a mod that does i guess just the same thing but doesn't conflict with other mods, that is "Better Fast Travel":

https://www.nexusmods.com/skyrim/mods/15508

It doesn't remove original carriage drivers or their dialogs, just alters them slightly. You have some customizability in MCM.

Posted
On ‎11‎/‎2‎/‎2018 at 12:26 AM, CovertDemon said:

How do you get the Delivery Refused quest?

go to Helgen, she is in a cell as a Prisoner in the Building you walk through at the beginning of the game

Posted
6 minutes ago, Lxnnx said:

go to Helgen, she is in a cell as a Prisoner in the Building you walk through at the beginning of the game

That's Chloe.

 

Delivery Refused is the LAL plugin quest. It's best started via the plug (starting a new game). In theory you can start it with the console in an existing game, as all quest assets are in DCL. Never tested it, though. YMMV.

Posted
On 11/15/2018 at 4:24 AM, Lupine00 said:

It seems like the ultimate reliable solution is to add a isSilent=false parameter to the end of the arguments of ManipulateDevice, EquipDevice and ForceEquipDevice, and push that message suppression all the way through the call stack.

That would solve the problem, but at the cost of making every single DD mod in existence re-compiling their scripts.

Posted
On 11/25/2018 at 9:37 AM, Nazzzgul666 said:

Go to ZAP MCM and disable "override animations" or something like that, it's a checkbox in the middle of the left side, probably sexlab page. Then try if it works.

It absolutely shouldn't matter if ZAP's filter is enabled or not. ZAP and DD are no longer aware of each other (the can't recognize each other's devices anymore), so chances that the ZAP filter is interfering with DD 4.x mods should be a good approximation to zero. Emphasis on "should" - we're still talking about Skyrim here. :D 

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