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13 hours ago, RetroGray said:

It looks like Defeat is staying in my load order for now. I have it set for "Essential - On Bleedout" only, which is mostly reliable and doesn't conflict too badly with other mods. 

I'm using Naked Dungeon's defeat feature myself. It can lock player in a furniture and a chance to rob her from gold (and was it items too?). It also makes player essential (invulnerable). It also has a rape feature when npc sees player without clothing and can rob player. It's for a more challenging playthrough when you play for survival, not as much for questing.

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5 minutes ago, Zaflis said:

Naked Dungeon's defeat feature myself

It works reliably for you?

 

It would constantly put the camera in insane places for me, causing all kinds of weird collision problems ... or I'd get those reset to location 0,0 mammoth camp drops.

Almost never played an animation I could see, because the camera would be stuck in a wall, or a door, or the ground - and the camera clipping would send the game insane and screw up everything.

Just with Naked Dungeons. Never seen it with anything else. OK maybe Deadly Pleasures, but that probably wasn't my problem...

I had to revert to an earlier save to drop it out of my game.

 

Due to me having Zaz 8+ possibly? Or a SLAL pack it didn't like?

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1 hour ago, Lupine00 said:

It works reliably for you?

Well.. i've not extensively tested it cause i don't get defeated that often at all. I turned off the outdoors furniture. No camera problems or getting stuck issues yet, just that the furniture was high up in air while player stood on ground. Propably works better on other specific dungeons.

 

But it's better than what DCL have so far. The being struggled on ground part with no animations is downputting, and i have bumped up chance for simple slavery a bit too. Which in turn can start Cursed Collar, Rubber doll, Leah dom or bondage adventure. Does DCL even make player essential? There is no situation where i'd want game to go reload old save. If i'm stuck i'll do it myself.

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Hi there! I've just recently gotten around to trying out Skyrim, and this mod seems essential to an interesting playthrough. I am having a few problems, however. Full disclosure: I'm playing on special edition with version 7.1, and I have no experience with papyrus scripting. So if you want to ignore this, that's okay, but I think what I've found is relevant to the supported Oldrim version of DCL.

 

The main problem I've been having is containers not triggering consistently, apparently due to the mutex conditions in the "dcur_onactivatecontainer" script. Excerpt of an example papyrus log:

 

Spoiler

[12/08/2018 - 10:15:15AM] [DCUR] Opened a door.
[12/08/2018 - 10:15:15AM] [DCUR] Door is not locked as required, aborting.
[12/08/2018 - 10:15:23AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 10:15:30AM] [DCUR] Scanning for followers
[12/08/2018 - 10:15:30AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 10:15:30AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 10:16:54AM] [DCUR] Looted a container.
[12/08/2018 - 10:17:04AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 10:17:04AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 10:17:11AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 10:17:12AM] [DCUR] Periodical update starts
[12/08/2018 - 10:17:14AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!

 

I did some investigating, and this particular scenario I believe is caused by enabling the "trap only locked doors" feature. Particularly, in the relevant script fragment,

 

Spoiler

Function Fragment_10(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
    If dclibs.containermutex || !akTargetRef.Is3DLoaded() || dclibs.clocktickmutex
        if dcumenu.debuglogenabled && dclibs.clocktickmutex
            debug.trace("[DCUR] Mutex is active (update running): Trap event aborted.")
        endif
        if dcumenu.debuglogenabled && !akTargetRef.Is3DLoaded()
            debug.trace("[DCUR] Object not loaded: Trap event aborted.")
        endif
        if dcumenu.debuglogenabled && dclibs.containermutex
            debug.trace("[DCUR] Mutex is active (script already running): Trap event aborted.")
        endif
        return
    Endif
    dclibs.containermutex = True
    dclibs.oref = akTargetRef    
    String name = ""    
    dclibs.dcur_origintype = dclibs.is_door
    if dcumenu.debuglogenabled
        debug.trace("[DCUR] Opened a door.")    
    endif
    if dcumenu.lockeddoorsonly && !akTargetRef.IsLocked()
        if dcumenu.debuglogenabled
            debug.trace("[DCUR] Door is not locked as required, aborting.")    
        endif
        return
    endif
    if (akActor == Game.GetPlayer())      
        dclibs.RegisterForSingleUpdate(1.0)    
    endIf
    dclibs.containermutex = False
;END CODE
EndFunction

 

there's no "dclibs.containermutex = False" clause if the function short-circuits on a locked door. So, until the next clocktickshort() execution resets that mutex condition, which could take up to 30 seconds, no container (or corpse, door, plant...) [DCUR] event will occur. Another papyrus test excerpt (note that this is with "low performance mode" enabled in the MCM -> low frequency clocktickshort() calls):

 

Spoiler

[12/08/2018 - 11:39:18AM] [DCUR] Opened a door.
[12/08/2018 - 11:39:18AM] [DCUR] Door is not locked as required, aborting.
[12/08/2018 - 11:39:20AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:22AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:23AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:25AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:26AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:27AM] [DCUR] Scanning for followers
[12/08/2018 - 11:39:28AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 11:39:28AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:30AM] [Zad]: OnContainerChanged()
[12/08/2018 - 11:39:31AM] [Zad]: OnContainerChanged()
[12/08/2018 - 11:39:31AM] [DCUR] Looted a container.
[12/08/2018 - 11:39:32AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:39:33AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:39:38AM] [DCUR] Looted a container.
[12/08/2018 - 11:39:40AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:39:41AM] [DCUR] Looted a container.
[12/08/2018 - 11:39:43AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:39:47AM] [DCUR] Opened a door.
[12/08/2018 - 11:39:47AM] [DCUR] Door is not locked as required, aborting.
[12/08/2018 - 11:39:49AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 11:39:49AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:50AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:52AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:54AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:55AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:57AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:39:59AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:00AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:02AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:04AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:05AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:07AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:08AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:10AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:11AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:13AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:14AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:16AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:17AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:19AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:20AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:22AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:23AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:25AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:40:27AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:29AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:40:32AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:34AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:40:37AM] [DCUR] Looted a container.
[12/08/2018 - 11:40:39AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:40:42AM] [DCUR] Opened a door.
[12/08/2018 - 11:40:42AM] [DCUR] Door is not locked as required, aborting.
[12/08/2018 - 11:40:43AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:46AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:48AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:51AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:53AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:56AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:40:59AM] [DCUR] Mutex is active (script already running): Trap event aborted.
[12/08/2018 - 11:41:02AM] [DCUR] Looted a container.
[12/08/2018 - 11:41:04AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:41:04AM] [DCUR] Calculated chance for cursed loot = 0.920000%

 

I tested with the "trap only locked doors" option disabled, and this specific problem disappears, so I'm reasonably convinced this is the culprit. Seems like an easy fix, but who knows... I'll probably just turn off the doors trigger altogether for now, seems like the simplest solution.

 

 

Next issue: containers seem to be blocked by periodic update events (dclibs.clocktickmutex conditions) surprisingly frequently. A couple examples, in the same space without much going on (edit: Whiterun Jorrvaskr basement area is where this was tested):

 

Spoiler

[12/08/2018 - 11:41:35AM] [DCUR] Looted a container.
[12/08/2018 - 11:41:36AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:41:37AM] [DCUR] Looted a container.
[12/08/2018 - 11:41:37AM] [DCUR] Calculated chance for cursed loot = 0.460000%
[12/08/2018 - 11:41:37AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:41:38AM] [DCUR] Calculated chance for cursed loot = 0.460000%
[12/08/2018 - 11:41:39AM] [DCUR] Periodical update starts
[12/08/2018 - 11:41:40AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 11:41:41AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!
[12/08/2018 - 11:41:44AM] [DCUR] Looted a container.
[12/08/2018 - 11:41:46AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:41:46AM] [DCUR] Calculated chance for cursed loot = 0.920000%
 

(new log, "low performance mode" unticked)

 

[12/08/2018 - 11:52:24AM] [DCUR] Scanning for followers
[12/08/2018 - 11:52:26AM] [DCUR] Periodical update starts
[12/08/2018 - 11:52:29AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!
[12/08/2018 - 11:53:49AM] [DCUR] Periodical update starts
[12/08/2018 - 11:53:51AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!
[12/08/2018 - 11:53:54AM] [DCUR] Looted a container.
[12/08/2018 - 11:53:56AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:53:56AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:53:57AM] [DCUR] Looted a container.
[12/08/2018 - 11:53:58AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:54:00AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:54:00AM] [DCUR] Looted a container.
[12/08/2018 - 11:54:02AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:54:03AM] [DCUR] Looted a container.
[12/08/2018 - 11:54:03AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:54:05AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:54:05AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:54:06AM] [DCUR] Looted a container.
[12/08/2018 - 11:54:08AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:54:08AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:54:09AM] [DCUR] Looted a container.
[12/08/2018 - 11:54:10AM] [DCUR] Periodical update starts
[12/08/2018 - 11:54:11AM] [DCUR] Checking for Cursed Loot event.
[12/08/2018 - 11:54:12AM] [DCUR] Calculated chance for cursed loot = 0.920000%
[12/08/2018 - 11:54:12AM] [DCUR] Mutex is active (update running): Trap event aborted.
[12/08/2018 - 11:54:13AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!

 

So...yeah. Probably not the greatest example, as 1/6 or 1/7 containers not triggering isn't terrible, I suppose. But my anecdotal experience has been more frequent than that, and it feels particularly irksome when I open that final ornate chest in a dungeon and...nothing.

 

Final thought: I'm actually not sure how much of a problem this is, but the container-specific code that decides how long to wait to call dclibs.OnUpdate() event based on container type might be incompatible with SMIM ( https://www.nexusmods.com/skyrim/mods/8655/ ), as it adds animations to barrels, urns, etc., possibly making them take longer than 0.1 seconds to open?

 

Spoiler

if (akActor == Game.GetPlayer())      
    ; Ok, it's dirty trick time. DD is checking whether or not a menu is open in order to determine if the player equipped a device voluntarily or not. When this event triggers, the container menu WILL be open (we're looting a box after all), so DD would consider this a voluntary equip, which it is NOT! So what we're doing is registering an update event that will patiently wait until the player is done looting the container and then trigger, so no menu will be open and we can force all the bondage gear on the player we want.
        ; containers with animations open slower than those without, so this event will get fired -before- the container actually opens and the menu appears, which is baaaaaad - so we're going to add some more delay to containers with animations.                
        if name == "Barrel" || name == "Large Sack" || name == "Sack" || name == "Urn" || name == "Burial Urn"            
            dclibs.RegisterForSingleUpdate(0.1)
        else
            dclibs.RegisterForSingleUpdate(1.2)
        endif

 

Might be worth checking out.

 

Thanks for reading!

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1 hour ago, Zaflis said:

Does DCL even make player essential?

DCL does make the player essential, yeah. Reliably too, more so than Defeat which sometimes just doesn't seem to act quickly enough. DCL also prevents player death due to falling, unlike Defeat. 

 

I tried naked dungeons at some point. The combat surrender kicked in reliably and quickly but I had a lot of problems with awkward locked camera angles, clipping through walls, etc. I found it also liked to place the Zaz furniture it spawned inside existing objects, tables, ramps and so on which caused me to get physically stuck in place when they released. It was also very unreliable at returning full player control after it released. Sometimes I had inventory access but couldn't move. Other times I could move around but couldn't turn the camera. Potentially it was connected to the version of Zap I had installed or possibly it was a conflict with immersive first person. Dunno, I didn't feel like unpicking my whole load order to figure it out.

 

I've had two other mods cause the same sort of problems. Devious Framework and Interactive BDSM, both have features that lock the player into Zaz furniture, and both broke my camera or failed to restore full player controls after their scenes had finished. Devious Framework once somehow broke my camera so that I had control of it for one or two frames and then it locked in place for 10 frames, then gave me control for two frames, and so on. It was like playing a terrible stop-frame animation that was also a mile underwater. Worse still it wasn't fixed by saving and loading. They seem to work fine for some people but honestly the camera/control problems weren't the only problems I had with those mods.

 

1 hour ago, Zaflis said:

The being struggled on ground part with no animations is downputting,

Yeah, I recall this animation working in DCL 6.x, not sure what's happened to it.

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I am not a programmer nor do I know anything about what it takes to make a mod as complex as this. 

 

All I can say is that I love this mod! However, as I have upgraded from previous versions it seems like this mod has become much more intensive and is frequently causing more ctds. I have done a fresh install and have narrowed the amount of mods I have down to just 30. However it seems that after installing the latest version of Cursed Loot I am still experiencing ctds even with turning off many of the options available within the mod.

 

Is it possible to split this mod into smaller mods?  

 

Thank you for creating this mod. I really appreciate the effort you put in, I just would like to experience less ctds. 

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22 minutes ago, navitude89 said:

the amount of mods I have down to just 30. However it seems that after installing the latest version of Cursed Loot I am still experiencing ctds even with turning off many of the options available within the mod.

Can you post your load order (in spoiler tag)? One thing i noticed is too many npcs make Skyrim unstable. Immersive wenches is 1 of the most intensive ones in that part, and i had to disable it sadly. Turning all guards female is bad too, because the male has less complex model (unless you changed that too). But simply disabling a mod doesn't 100% of the time mean that the effects of the mod are gone. To know for sure you would need to clean your save or start over. With just DCL and a hundred simple mods i can play hours and hours straight without crashing.

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Getting hostile enemies during combat surrender. They initially become peaceful, then become hostile again and start attacking during rape scenes. I'm not sure which mod could be conflicting, I disabled WIldcat. No other scripted combat mods are installed. Rape and robbery events from the Defeat mod works fine and don't have the same behaviour.

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I understand that Supply and Demand can spawn anywhere, and not just in the normal Supply and Demand location (Cragslane); its random. However, HOW, random. I've been going around all the places you can find bandits in the area surrounding Riften and I'm running out of places to visit (I think I have 2 left). How far do I need to expand my search? This is fun and all, but at some point I'd like to change my outfit.

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On 12/7/2018 at 12:21 PM, kaldwin said:

@kimmy

Is there a reason the "surrender on disarm" MCM option for combat surrender was removed for the 7.0 release?  Tried to sneak up on a group of bandits (no melee weapons.  That's ok khajiit has claws).  I was discovered, but was forced to surrender before I could equip any spells.  I tried disabling "unarmed" as a rape trigger, but it doesn't seem to have any bearing on combat surrender.  only way I can fight unarmed is to disable combat surrender entirely.

 

*side note* 

Doesn't effect tavern brawls.  I double checked just to be sure.

@kimmy

*UPDATE*

 

Wearing armbinders or straitjackets does not cause me to auto surrender. 

I was wearing an armbinder while fighting bandits, kind of surprised how may kicks I was getting in.  I kill 2, loot their corpses, find something sharp, break free of my armbinder, then I'm forced surrender to the last one.  

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What is the name of the gag that gets equipped in Supply and Demand? I got fed up and added the fetch item. I had search all of the the Riften area, which is the hint we were given. As far as I know it was bugged.

 

To answer my own question, it appears to be an Ebonite ball gag, however its a specific one with the item id: dcur_sadq_gag_Inventory or xx0E7AEF.

 

Or so I thought. That's whats in the CK at least. ?‍♀️

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12 hours ago, Zaflis said:

But it's better than what DCL have so far. The being struggled on ground part with no animations is downputting, and i have bumped up chance for simple slavery a bit too. Which in turn can start Cursed Collar, Rubber doll, Leah dom or bondage adventure. Does DCL even make player essential? There is no situation where i'd want game to go reload old save. If i'm stuck i'll do it myself.

DCL makes the player essential.

 

I've always found the DCL combat surrender pretty reliable. Even when it doesn't work, it only fails in benign ways, not like Defeat, which can often leave you with no alternative but reload (and I had similar issues with Naked Dungeons). However, since 7.X it's started making you surrender to archers that are miles away unless you disable drop weapon (even then it will do it if some other mod makes you drop your weapon).

 

With Naked Dungeons, I did have furniture enabled, but I tried quite a few different dungeons.

Furniture sort of worked. Better than the sex scenes. But you could always exit the furniture immediately.

I think there were other things not working about ND too. Perhaps, if I tried it in a setup with more or less nothing else...

 

Some people seem to have it working, so there's either some secret requirement, or something it secretly hates. Or they turn off almost everything and just use the strip on enter part.

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10 hours ago, kaldwin said:

kimmy

....

You are summoning the wrong demon (typo) ;) But i assume topic creator is subscribed to new posts anyway.

 

But about the ND, as i mentioned it has a rape feature and it's a game changer. Should DCL also have optional chance for stealing all items? It expands to guards punishing player when seen naked. It's quite different again from DCL which required civilian reports and bounty first. But i have to agree most of these features are colliding, even though they don't break eachother's scripts. Even the "sleep naked" rule is almost same. With the tiny difference that ND strips player before sleeping, and DCL when she wakes up. I just like that game is given an opportunity in that time to react on the status some way, not that i know much actually happens during sleep. Even more features like prostitution VS solicitation. The former is a risky way to try get out of restraints or get relief on the arousal, but there is a good chance you get wrapped up more tightly instead. Reminder:

Spoiler

nudity_rules.jpg.707c7bbe8cd08e73497a69ce38f36e51.jpgimmortality_rules.jpg.7fdb7b5d90d52f7a216715b6e301c44d.jpg

 

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19 hours ago, Zaflis said:

Can you post your load order (in spoiler tag)? One thing i noticed is too many npcs make Skyrim unstable. Immersive wenches is 1 of the most intensive ones in that part, and i had to disable it sadly. Turning all guards female is bad too, because the male has less complex model (unless you changed that too). But simply disabling a mod doesn't 100% of the time mean that the effects of the mod are gone. To know for sure you would need to clean your save or start over. With just DCL and a hundred simple mods i can play hours and hours straight without crashing.

Kek, found it??? You right. I have a compilation of npc mods, and behavior changing mods... Bijin, Wench, Hydra, and quite a few others that I find essential for "immersion". Guess I'm going to cut this mod. Funny thing is that DCL works until I try to edit setting in MCM, then it crashes  within 15 seconds there after... Thanks.  

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Does anybody know A: what the Dollmaker’s exchange rate on used items for keys is? And B: how I set up a move to command to move her to me? At some point she wandered outside and is now sitting in the ferry boat right outside her place. I can’t get her to go back inside and every time I try to use the console command, it doesn’t want to work. I ask about her exchange rate because it seems random as all get out. I once gave her like 15 items and got three keys but just gave her over double that and only got two total. I could have sold her all that gear for a bundle and bought the keys from Laura’s shop  with cash instead. Thank you as always.

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1 minute ago, initforthebewbs said:

For the life of me i can't get past the delve deeper in the ruins part of the quest. Where is the right corpse supposed to spawn? there are two inside the spider room and then no other corpses. Ive tried reloading, from saves from outside, and complete skyrim restart, but cannot find it anywhere

When I had this problem, it should have been in the Spider room I think. Just keep trying to reload your save until it works. Was the rock fall wall blocking your path at first or was it gone?

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17 minutes ago, twsnider1138 said:

When I had this problem, it should have been in the Spider room I think. Just keep trying to reload your save until it works. Was the rock fall wall blocking your path at first or was it gone?

Just tabbed out as i got it to work, it was in the spider room. As a weapon grade autist i just R'd every corpse, and didnt realise i had to read a letter of the body. I replayed it slowly and noticed it this time through

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A minor suggestion, for MCM option to disable player hints like this:

 

unarmed_lady.jpg.0c4716b394dbbb23c91b92257d4d5082.jpg

 

It's good for new players, they get to know how the mod works. But then you can't be surprised when you actually forget it, game tells you to equip a weapon so you will and that's boring.

 

For time being, is there an easy way to edit the string to empty? At least it's missing from translations file.

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I love this mod and think its fantastic, but i have run into a problem with the Tentacle Parasite. I get it on me and recieve the quest, but get no further instructions. I've continued playing like the Rubber Doll quest to let it advance but nothing happens. I have no map waypoints either. Ive even tried removing all other devices that may be blocking progress. I don't have Estrus Chaurus+ installed if that's relevant (I got the quest, so i guess not) 

Is there anything i can do but use the Safeword to get rid of my predicament? 

Thanks for any support :D

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3 hours ago, Qvistor said:

I love this mod and think its fantastic, but i have run into a problem with the Tentacle Parasite. I get it on me and recieve the quest, but get no further instructions. I've continued playing like the Rubber Doll quest to let it advance but nothing happens. I have no map waypoints either. Ive even tried removing all other devices that may be blocking progress. I don't have Estrus Chaurus+ installed if that's relevant (I got the quest, so i guess not) 

Is there anything i can do but use the Safeword to get rid of my predicament? 

Thanks for any support :D

Spoiler

The Tentacle will stay with you, enjoying your player's body, until you rid yourself of it by applying a nasty salve to it.  You must create the salve yourself;  the recipe is available from, if I remember correctly, apothecary shops.

 

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On 12/4/2018 at 5:52 PM, Zaflis said:

I updated from 6.4 when 7.0 came out, it was fine. However i did "clean" it a little bit in a way of: load game with 6.4, go in mcm and toggle "turn off all mod features" then save. Uninstall 6.4, load and save game (At this point it's almost like you never had DCL in the first place), install 7.x -> play.

And don't ask for help if anything goes wrong until you can verify that problem occurs in a new game.  But of course as long as everything works, have fun!

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I had a good amount of testing at the Chloe quest now. There is a reason there are so many reports on not finding the imperial body. When you just start Live Another Life the castle is slightly different from inside, and changes when you finish the LAL quest. Going all the way to Riverwood wasn't necessary, that is Before The Storm quest already. But differences:

 

Castle A (a new game):

Chloe will be there, you can save her up to the point of leaving the cave and near the exit you meet the imperial and stormcloak soldier you can give healing potions to. But there is no imperial body with item "Torn Note". (That's the exact name if you might want to finish the part adding the item with console)

 

Castle B (after Live Another Life is complete):

Before you see Chloe the first distinct difference is the 3 cages you can open with lockpicks. 2 of them have corpses which contain DD clothing. Getting to the corpse search part there is a whole lot more imperial bodies, up to the spider cave. And then you can finally find it. Otherwise all the passages are open exactly the same way.

 

@WaxenFigure Forgot to mention you needed to simultaneously "clean" DD as well. I know it's a little risky but that save i no longer have.

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7 minutes ago, Zaflis said:

Castle B (after Live Another Life is complete):

Before you see Chloe the first distinct difference is the 3 cages you can open with lockpicks. 2 of them have corpses which contain *DD* clothing. Getting to the corpse search part there is a whole lot more imperial bodies, up to the spider cave. And then you can finally find it. Otherwise all the passages are open exactly the same way.

Minor nitpick, it's DCL (Cursed Loot) clothing, not DD clothing.

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