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


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Posted
On 12/11/2018 at 8:58 AM, Zaflis said:

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.

The whole update scheme you used was based on a false premise, but hey ... what are the chances that Kimy changed any pre-existing script properties in going from 6 to 7 ?

 

Maybe not zero.

 

 

The reason to speak out about your post is because it gives people who read selectively false hope that your quick and easy approach is somehow valid in any real way.

 

It just isn't. If the author says a mod needs a new game, they probably aren't kidding.

 

"Clean saves" are voodoo with very limited benefits, and rather a lot of downsides.

And save cleaners are a mechanism for injecting broken null pointers into your save that will rot your game like cancer.

There are limited cases where they can be of benefit. Updating a mod is rarely one of them.

 

If you are prepared to strip all the DCUR related information from your save, then it might be able to work, or you might end up with a super-broken save that has null-pointers all through it. As there is no save mangling tool that can correctly manipulate a large save, and handle the extended strings format from SKSE, it's probably not something that would be useful anyway. There are tools that think they can; they crash rather a lot and can't run their analysis on a large save, even with 64-bit java and practically limitless memory ... You know what program I mean, right?

Posted
2 hours ago, TomTheCline said:

The cursed loot part of Cursed Loot isn't working for me at all.

 

I've gotten the dragon tablets for the Jarl, and after going through a few dungeons without a single device being equipped I decided to turn all chance of triggering a CL event to 100%, and then made the fine tuning multipliers below that were all at at least 1.0. I then looted two containers without any event (including key drops).

 

I HAVE been getting keys however.

This is not uncommon.

 

Assuming the problem isn't simply that you don't meet the arousal threshold for cursed loot events...

Or you aren't wearing too many bondage items already, such as a set of Aradia rogue armor...

And you're not doing a DCL quest that suspends events, and most do.

 

 

It is easily fixed.

 

Finish up any DCL quest you don't want ruined forever.

 

Debug menu. Hit FREE ME!!!

Change cell. Hit FREE ME!!! again.

 

If not fixed, rinse and repeat.

 

Works for me. Reliably. Never had to hit it more than three times.

 

I notice that when this bug happens now in 7.X, if you have the debug messages on screen, you will see them scrolling past, you will even see checks against loot percentages, but magically there will NEVER be cursed loot there!

Posted

Also seems DCL is missing some file from Apachii hairs, shown on Chloe. Before installing Apachii, and after:

 

chloe_berofe_after.jpg.fb0dbff8a1b8ea7c0221e72e3a00e126.jpg

 

I normally just have KS-Hairdos.

Posted

Sup, fellas, how's it going?

Anyway. 

 

I recently updated to the 7.2 version and thus also updated DDi and Expanded to 4.2. However, this caused another mod I like playing, Slaverun, to stop working, so I decided to patch down again. So to make a short story shorter: is there an archive of older Cursed loot versions?

Posted
21 minutes ago, xKaroka said:

I recently updated to the 7.2 version and thus also updated DDi and Expanded to 4.2. However, this caused another mod I like playing, Slaverun, to stop working, so I decided to patch down again. So to make a short story shorter: is there an archive of older Cursed loot versions?

Not unless you have your own, or know somebody who does.

 

However, if you read back in the Slaverun forum, you'll find patches for DD 4.2 etc for Slaverun, so you don't really need an old DCL.

If you don't already have it, you want the patch to fix the crawling animation that stops it constantly resetting DD idles back to default.

That can also be found by working backwards through the Slaverun forum.

Posted
1 minute ago, Lupine00 said:

Not unless you have your own, or know somebody who does.

 

However, if you read back in the Slaverun forum, you'll find patches for DD 4.2 etc for Slaverun, so you don't really need an old DCL.

If you don't already have it, you want the patch to fix the crawling animation that stops it constantly resetting DD idles back to default.

That can also be found by working backwards through the Slaverun forum.

Well that's nice. Good to know. 

Thanks fella, I appreciate it.

Posted

Does having 'bondage lover' (consequences tab of MCM, all the way at the bottom left) ticked make your arousal go up faster when restrained?  I've noticed that I've suddenly started getting aroused faster the more restraints I have on, and I'm trying to figure out if it's the result of new mods or fiddling with old ones.

Posted
1 hour ago, AkiKay said:

Is it possible to add devices to cursed events somehow ? I discovered these Angeli Devices and i´d really like them to spawn in DCL aswell.

This is a perennial question on the forum.

 

Technically, it wouldn't be unreasonable to have an "extension" form list, or levelled list, for each category of items, and provide a feature in the Debug menu for players to add items by ID, and an API call or mod event for mods with new items in to register themselves.

 

So far, it just hasn't fit into the Kimy philosophy. Possibly concerns about the items not working correctly and DCL being blamed?

 

Perhaps this position might change in the future?

Posted
56 minutes ago, Lupine00 said:

So far, it just hasn't fit into the Kimy philosophy. Possibly concerns about the items not working correctly and DCL being blamed?

 

Perhaps this position might change in the future?

 

I suspect it's more about limiting obligations and control. Kimy keeps a pretty tight ship when it comes to what does and doesn't make it into DD and/or DCL, and most of that seems to come down to potential obligations regarding support. Both DD and DCL are pretty notoriously "closed" when it comes to what gets adopted and what doesn't (no beta dependencies, open permissions required, professional completed projects needed, etc.).

 

For that reason, most of her stuff tends to become internalized within mods where she gets better control, and thus can better prioritize what can and can't be done with features. It's a good time-saving tactic as well as being efficient, and likely explains a lot about why DD/DCL evolve the way they do. If I were publicly modding, I'd do that too. It just makes sense. Why spend your time supporting other projects when you can internalize them and thus not worry about maintaining an unnecessary link to soft dependencies?

 

If that somehow sounds negative to potential readers, she also makes all her code public and has some of the most liberal usage terms on this site. Kimy and DD team code have immeasurably increased my knowledge of what's efficient and useful, and if I ever release my personal mods and mod patches, it'll be due to the DD team and Kimy.

Posted
1 hour ago, SkyAddiction said:

 

I suspect it's more about limiting obligations and control. Kimy keeps a pretty tight ship when it comes to what does and doesn't make it into DD and/or DCL, and most of that seems to come down to potential obligations regarding support. Both DD and DCL are pretty notoriously "closed" when it comes to what gets adopted and what doesn't (no beta dependencies, open permissions required, professional completed projects needed, etc.).

 

For that reason, most of her stuff tends to become internalized within mods where she gets better control, and thus can better prioritize what can and can't be done with features. It's a good time-saving tactic as well as being efficient, and likely explains a lot about why DD/DCL evolve the way they do. If I were publicly modding, I'd do that too. It just makes sense. Why spend your time supporting other projects when you can internalize them and thus not worry about maintaining an unnecessary link to soft dependencies?

 

If that somehow sounds negative to potential readers, she also makes all her code public and has some of the most liberal usage terms on this site. Kimy and DD team code have immeasurably increased my knowledge of what's efficient and useful, and if I ever release my personal mods and mod patches, it'll be due to the DD team and Kimy.

You're right, having something from another mod as a (soft)depenency makes it more complex and that means more things can go wrong.

You're also relying on the other mod to be stable and it takes more time to test it.

It's also preferrable that the other author is still active, because both mods should roughly be on the same patch of their framework and communication between the mod authors is also important.

But most important of all, it's the mod author's mod and they get to decide what does and doesn't make it in. It's often just a matter of taste.

Posted
6 hours ago, Laura 'Lokomootje' said:

You're right, having something from another mod as a (soft)depenency makes it more complex and that means more things can go wrong.

You're also relying on the other mod to be stable and it takes more time to test it.

Very true, but not really the same thing as letting players add DD items, or letting other mods possibly register DD items, or just stuff you can wear. Those aren't things you're making part of your mod, they're an "at your own risk" feature for the players that add items, or something you blame on the other mod author if another mod is registering.

 

While it's a slightly closer binding than mods inter-operating via DHLP events, it's only slightly.

 

And consider also, that DCL does have quite a few optional mods that it supports, including arrest via PoP, Skooma Whore drugs, MME (now), SD+ slavery, Simple Slavery, Estrus Chaurus, the Aradia armor (assuming you can find the working ESP), and it used to have items from Captured Dreams.

 

 

In the case of device registration, if a player decided to register weird items that wouldn't work as DD items, or as wearable items at all, that's their problem, and no reasonable person would ever suppose Kimy should fix it, or own the problem, beyond a sticky post on "how to add your items as DCL event results".

 

 

A better comparison would be adding an animation in SLAL. DCL might play it in a rape, but nobody expects it to become part of DCL, or part of Kimy's responsibility.

 

 

But I raise this only in response to the debate on policy. Whether Kimy wants to add such a feature is another matter again.

Posted
1 hour ago, Lupine00 said:

Very true, but not really the same thing as letting players add DD items, or letting other mods possibly register DD items, or just stuff you can wear. Those aren't things you're making part of your mod, they're an "at your own risk" feature for the players that add items, or something you blame on the other mod author if another mod is registering.

 

While it's a slightly closer binding than mods inter-operating via DHLP events, it's only slightly.

 

And consider also, that DCL does have quite a few optional mods that it supports, including arrest via PoP, Skooma Whore drugs, MME (now), SD+ slavery, Simple Slavery, Estrus Chaurus, the Aradia armor (assuming you can find the working ESP), and it used to have items from Captured Dreams.

 

 

In the case of device registration, if a player decided to register weird items that wouldn't work as DD items, or as wearable items at all, that's their problem, and no reasonable person would ever suppose Kimy should fix it, or own the problem, beyond a sticky post on "how to add your items as DCL event results".

 

 

A better comparison would be adding an animation in SLAL. DCL might play it in a rape, but nobody expects it to become part of DCL, or part of Kimy's responsibility.

Good point.

I never tried to make something like that. My guess is that it's just too hard to do, but I don't know for sure.

Posted

I'd very much enjoy DCL adding an API that allows outside mods to register items for cursed loot events.

The optional mods MCM section would no longer need to be maintained, instead mod authors could choose for their DD items to be distributed through cursed loot events.

A system like that would also make it easy for mod authors to create their own custom cursed loot scenarios.

 

I would immediately incorporate Angeli's Devious Devices to use something like that.

Posted
1 hour ago, Laura 'Lokomootje' said:

Good point.

I never tried to make something like that. My guess is that it's just too hard to do, but I don't know for sure.

Getting a string, parsing it from hex to integer, then getting the object by ID and doing a few basic type checks on it are simple, rote tasks.

You have to do it for two items really, but it's the same task.

 

Presumably it must at least cast to Armor successfully, and from there you can look for DD keywords, and see if it looks like a DD item. If it's not, I guess you reject it. You can at least check that the render and inventory items join up.

 

If it looks workable, you add it to a list - either chosen by the player, or based on its keywords. Then you have to change the event code so that things in that list have a chance to be chosen in some cases.

A little harder than the first step. I guess there could be a pitfall I haven't predicted.

 

As for adding by mod event, similar but you don't even need to parse or get by ID, because the items are being passed to you direct.

 

In all cases, you have no way to know if the item is somewhat broken or badly made, but it really is up to the player to not install gibberish.

But that's where we're back to the question of ownership and policy.

 

 

Probably, the make or break is the question "is this the most fun thing I could code today?" And if you are busy on a new quest, or interesting new slavery rules, maybe writing (or finding) a hex parser is pretty snore inducing ... the sort of coding job that makes you start reading LL forums, and finding important jobs to do about the house rather than bother with it. If it's like that, you probably push the feature back onto the maybe-one-day list.

Posted
45 minutes ago, hylysi said:

I would immediately incorporate Angeli's Devious Devices to use something like that.

If i knew how, i'd add a full set (1 item at the time ofc, not all from a single trap) of timed restraints to random loot chance. I peeked in the ESP with creation kit and TES5Edit half a week ago but didn't get to the bottom of how any of the restraints work.

 

What i was mainly doing was fix Slave gag... if nothing else, copy stats from high security gag (that item works) to it, but i couldn't see the differences. Second change i'd have done is change order of items applied in Cursed Collar. Gag first, then chastity, boots, cuffs etc. In order from hardest item to least, except armbinder last.

Posted
41 minutes ago, Lupine00 said:

Getting a string, parsing it from hex to integer, then getting the object by ID and doing a few basic type checks on it are simple, rote tasks.

You have to do it for two items really, but it's the same task.

 

Presumably it must at least cast to Armor successfully, and from there you can look for DD keywords, and see if it looks like a DD item. If it's not, I guess you reject it. You can at least check that the render and inventory items join up.

 

If it looks workable, you add it to a list - either chosen by the player, or based on its keywords. Then you have to change the event code so that things in that list have a chance to be chosen in some cases.

A little harder than the first step. I guess there could be a pitfall I haven't predicted.

 

As for adding by mod event, similar but you don't even need to parse or get by ID, because the items are being passed to you direct.

 

In all cases, you have no way to know if the item is somewhat broken or badly made, but it really is up to the player to not install gibberish.

But that's where we're back to the question of ownership and policy.

 

 

Probably, the make or break is the question "is this the most fun thing I could code today?" And if you are busy on a new quest, or interesting new slavery rules, maybe writing (or finding) a hex parser is pretty snore inducing ... the sort of coding job that makes you start reading LL forums, and finding important jobs to do about the house rather than bother with it. If it's like that, you probably push the feature back onto the maybe-one-day list.

I know the DD framework has a generic device list that mods can add devices to, but I'm not sure to what degree cursed loot uses it.

Posted

I've got a question concerning SD+ integration. I have SD+ 3.6.1 installed but not DAYMOYL. In the MCM for Cursed Loot, under Optional Mods it shows Sanguine's Debauchery as  "found", and I have "Enable SD+ Integration" checked. It says that this option will allow the character to be enslaved by hostiles or infected with spriggan spores "starting the respective quests from SD+". I would assume that it means these things can happen as a result of combat defeat, but there are no options for it under "Combat Attacks" or "Combat Rape Outcomes", and despite my character being defeated way too often I've never seen it trigger an SD+ enslavement or Spriggan infection. SD+ no longer requires DAYMOYL, and Kimy specifically recommends against using it, but do you need it if you want SD+ enslavement events to come up as a result of combat defeat? Am I missing something, or does this work way different than I was thinking? Apart from using the manual surrender key how should SD+ events be triggered?

Posted
56 minutes ago, firebinder said:

I've got a question concerning SD+ integration. I have SD+ 3.6.1 installed but not DAYMOYL. In the MCM for Cursed Loot, under Optional Mods it shows Sanguine's Debauchery as  "found", and I have "Enable SD+ Integration" checked. It says that this option will allow the character to be enslaved by hostiles or infected with spriggan spores "starting the respective quests from SD+". I would assume that it means these things can happen as a result of combat defeat, but there are no options for it under "Combat Attacks" or "Combat Rape Outcomes", and despite my character being defeated way too often I've never seen it trigger an SD+ enslavement or Spriggan infection. SD+ no longer requires DAYMOYL, and Kimy specifically recommends against using it, but do you need it if you want SD+ enslavement events to come up as a result of combat defeat? Am I missing something, or does this work way different than I was thinking? Apart from using the manual surrender key how should SD+ events be triggered?

 

It enables SD+ as a trap event. A few of us have advocated for an SD+ link to DCL combat surrender and Kimy said she'd consider it, but that's not currently possible unless you mod it in yourself.

Posted
1 hour ago, SkyAddiction said:

 

It enables SD+ as a trap event. A few of us have advocated for an SD+ link to DCL combat surrender and Kimy said she'd consider it, but that's not currently possible unless you mod it in yourself.

Ah, I see it there, thanks! Got to admit that's not how I expected it to work.  Well certainly add me to those advocating it as a combat surrender option. I'd mod it in myself - except oh wait -  my papyrus skills suck.

Posted
5 hours ago, firebinder said:

Ah, I see it there, thanks! Got to admit that's not how I expected it to work.  Well certainly add me to those advocating it as a combat surrender option. I'd mod it in myself - except oh wait -  my papyrus skills suck.

In cases where you lose, you can always manually surrender using the SD+ surrender key.

 

It's also possible to get to it through Simple Slavery, though not in an immersive way. You expect to be enslaved by the NPC that defeated you, not always sold to some random.

Posted
5 hours ago, Moonpaw said:

I have a problem, the hoods are invisible on beast races (khajit, argonian, lykaios,). How do i fix this? I already ran bodyslide

I don't know how familiar you are with Tes5Edit. It's not overly complicated to sort out but it differs depending on whether you're talking about full enclosure hoods (baloon hood, leather hood) that completely cover the head, or hoods with openings for the eyes/face where you can see part of the head underneath. 

 

Full enclosure hoods are easiest to deal with, as long as you're ok with the fact that the meshes have the basic shape of a human head and might not look quite right if your character has a very non-human head shape, huge ears, horns, or whatever. They look ok with basic Khajiit/Argonian heads for the most part.

 

In that case all you need to do is open up Tes5Edit, fine the ARMA (Armor Addon) entry for the missing model, and then add the various missing races to the Additional Races section of the entry.

 

For hoods with openings it's more complicated. Beast races won't look right at all with most of the open hoods since you can see part of the head underneath and they're made for human meshes only. You'd either need to make a custom mesh that looks right with your chosen race or edit the esp so that when a beast race wears the open hood it uses the model for a similar closed hood instead.

 

To do that you'd need to make a copy of the original ARMA record for the open hood (copy as new record, not copy as override). In that new entry, change the Female and/or Male world models to the new model you want to use for beast races. Then as above add the beast races to the Additional Races section, however in this case you need to also remove all the non-beast races. That way you have two ARMA entries for the same item, the original with no beast races and the new one with ONLY beast races.

 

Finally find the ARMO (Armor) entry for that same item. DCL often has both Inventory and Rendered entries for its items and you'll want the Rendered one. At the bottom of those entries you'll see Armature - MODL - Model Filename. Add a new entry to that and point it to the new ARMA record you made for beast races. That way when a human wears the item it'll use the original open hood model, and when a beast race character wears the same item it'll use the closed hood model.

 

Side note: it's probably sensible to copy all the relevant entries into a new override patch rather than editing the original Deviously Cursed Loot.esp. That way a) if you mess something up you don't have to reinstall DCL to fix it and b) you don't need to re-do all this the next time a new version of DCL comes out, provided it hasn't made other changes to those items.

 

It's not a perfect solution but it's better than nothing. DD and DCL have never been super interested in supporting beast races. Not unreasonably, making variant meshes for Khajiits and Argonians for every head item is a ton of extra work for the benefit of a presumably small percentage of players.

 

Posted
7 hours ago, Moonpaw said:

I have a problem, the hoods are invisible on beast races (khajit, argonian, lykaios,). How do i fix this? I already ran bodyslide

You'll need to look for a beast-race fix for DD.

Devious Devices does not, by default, fully support beast races.

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