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


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Posted

 

On 11/7/2018 at 1:15 AM, jigwigigx said:

I would appreciate a bit of a hint with the supply and demand quest, Vekel has sent me off to look for the lost shipment. I know you are supposed to go

look in mines, caves and hideouts with boss chests but I have been to over a dozen and no joy and I am getting fed up looking.

I do not know if some general script problem, but the Shipment did not spawn for me. I cleared 10 camps/mines etc. but got no DCUR loot at all. In the end I cheated the shipment (type "help shipment" and it should give you the item ID).

Posted
15 hours ago, hexenhaus said:

 

I do not know if some general script problem, but the Shipment did not spawn for me. I cleared 10 camps/mines etc. but got no DCUR loot at all. In the end I cheated the shipment (type "help shipment" and it should give you the item ID).

Yeah I did that already.  I hope we get an option to disable the chloe quest for the next update because it's not perfect, you're stuck with it every time you start a new game and you know you're going to run into these problems.

Posted
29 minutes ago, jigwigigx said:

Yeah I did that already.  I hope we get an option to disable the chloe quest for the next update because it's not perfect, you're stuck with it every time you start a new game and you know you're going to run into these problems.

I think you can simply ignore Chloe at the start, and then progress through the LAL events as normal. You'll have a lingering quest in your journal. If you don't get into the stuff where the quest starts putting bondage on you, or you get Chloe as a follower, it's fine. Remember, you don't have to go in that side of Helgen Keep at all. You can simply go in the cave side.

Posted

Speaking of Chloe...

 

I play through the vanilla intro everytime I start a new playthrough.

Updated to DCUR 7.2. Looking forward to a properly cursed playthrough as always. :D

So Helgen.

Chloe is in Helgen. I *cannot* avoid triggering her quest.

Once her quest is triggered it locks out all cursed loot events.

If you don't complete Chloe's quest then far as I know, the only way to have cursed loot events happen again is if you use the safeword.

From what I can tell, using the safeword permanently breaks chloe's quest.

So... at the moment, DCUR requires you to play through Chloe's quest, which seems to be bloody long. (As a test I used console commands to teleport around and doing all the errands and talking to all the people, but i stopped for a bit as it seemed to keep going on)

So no access to cursed loot unless I could break Chloe's quest permanently. Or else I'm forced to play through what seems a very long quest first.

 

Unless I'm missing something here, could this please be changed? It's really frustrating and there's no reason for Chloe to unavoidably gatekeep the mod's main features!

 

Apologies, disregard. If anyone feels the same way as I do, using the safeword kills Chloe's quest, but it can be resumed when you left off by reading the latest note the game gives you.

 

I should've thought of that first. Sorry Kimy.

Posted

Not sure where people got the idea from that the Chloe quest is mandatory to complete. It's not.

 

But I guess for those of you who don't like Chloe, I have bad news: What I am currently working on is probably 2-3 times longer than Chloe...

Posted

I think they like Chloe, it just has a couple of bugs for some people.

 

P.S. awesome about the forthcoming content. Can't wait.

 

Damn. No choice. Have to wait.

Posted
40 minutes ago, Kimy said:

Not sure where people got the idea from that the Chloe quest is mandatory to complete. It's not.

 

But I guess for those of you who don't like Chloe, I have bad news: What I am currently working on is probably 2-3 times longer than Chloe...

Uh... as far as I can tell, as soon as you trigger Chloe's quest, DCUR registers that there is an active quest.

And that disables all cursed loot events.

So it is mandatory unless you installed cursed loot to not have cursed loot. don't like having cursed loot. Which is the main feature of the mod.

The only other option is to use the safeword.

Posted
30 minutes ago, chipstick said:

Uh... as far as I can tell, as soon as you trigger Chloe's quest, DCUR registers that there is an active quest.

And that disables all cursed loot events.

So it is mandatory unless you installed cursed loot to not have cursed loot. don't like having cursed loot. Which is the main feature of the mod.

The only other option is to use the safeword.

But using Live Another Life you can either completely skip dragon quests, or skip the part where you go in Helgen keep. It lets you run straight to Riverwood if you want to roll that way, never seeing Chloe. And i think if you first go in from the cave entrance, the "you hear distant whimpering" and quest doesn't trigger?

 

Looking forward to the new quest.

Posted
13 minutes ago, Zaflis said:

But using Live Another Life you can either completely skip dragon quests, or skip the part where you go in Helgen keep. It lets you run straight to Riverwood if you want to roll that way, never seeing Chloe. And i think if you first go in from the cave entrance, the "you hear distant whimpering" and quest doesn't trigger?

 

Looking forward to the new quest.

I don't believe LAL should be mandatory to play cursed loot (without first completing Chloe's quest). Of course that option works for people who like alternate starts.

The best solution would be that you can put the quest on hold through dialogue, and the mod rolls on with all its features intact.

Posted

I suppose it didn't occur to me that people actually don't like quest content... I will add a dialogue option to Chloe to allow people to let her rot where she is, I guess... :S

Posted
32 minutes ago, Kimy said:

I suppose it didn't occur to me that people actually don't like quest content... I will add a dialogue option to Chloe to allow people to let her rot where she is, I guess... :S

That'd be great for those who are going for a bad or evil character playthrough.

 

I tried killing her, hoping to put an end to the questline before it properly started, but she was essential. Had to use the console to finish it.

Posted
11 hours ago, Zaflis said:

Do you have any mods that change Riften, like Open Cities? Maybe one that overhauls its lightings or stuff?

You can simply try moving Cursed Loot later in load order.

No, my load order is pretty basic. Mostly just devious devices stuff, i just got back into skyrim. I will try moving it later in the load order though, thanks.

 

If anyone does have a list of the quest ID's id appreciate it greatly

Posted

Poor Chloe.

 

She's been following me around for well over 20 hours now. Not only is she more competent than most vanilla followers, you get the Dollmaker as a quest reward. It's easily the most surprising, hilarious, and powerful item you can get in the game, relative to level, if you choose the DCL LAL start.

Posted
9 hours ago, chipstick said:

I don't believe LAL should be mandatory to play cursed loot (without first completing Chloe's quest). Of course that option works for people who like alternate starts.

The best solution would be that you can put the quest on hold through dialogue, and the mod rolls on with all its features intact.

The thing is, starting a large variety of LL mods via the vanilla Bethesda start, it's possible to get bad mod initialisation, or corruption of the Beth startup itself.

 

That is why using LAL is recommended for any game using the popular LL mods.

 

The LAL start lets your initial mod-load intialize in a situation where the game it isn't trying to run an extremely heavy script load that can - in some cases - stack dump and wreck your game before it even gets started. Instead of being dumped into a busy cell, filled with scripts that make assumptions about what else is running (i.e. nothing) LAL starts you into a nice quiet location, with no scripts of note running.

 

Other start-up mods do the same, arguably even better.

 

You should start your DCL based games through LAL, even if you don''t want LAL. Just pick the vanilla start via LAL once you've set everything up.

Posted

I've tracked an infinite load on a save down to Deviously Cursed Loot, I'd appreciate some help tracking down the cause, as I'd like to keep this installed.

 

What looks to be the important part of the papyrus log: (Full log and load order attached)

Spoiler

[12/17/2018 - 08:32:44PM] ERROR: Property Pages on script sluts_mcm attached to sluts_kicker (580012C6) cannot be initialized because the value is the incorrect type
[12/17/2018 - 08:32:44PM] warning: Property GhostCallValorFXShader on script zsh_v2_warriorghostscript01 attached to  (5C081F5B) cannot be initialized because the script no longer contains that property
[12/17/2018 - 08:32:44PM] ERROR: Property struggleIdles on script iddeirshquestscript attached to iDDeRestraintsQuest (4A00B4DB) cannot be initialized because the value is the incorrect type
[12/17/2018 - 08:32:44PM] ERROR: Property ArmBindIdle on script iddeirshquestscript attached to iDDeRestraintsQuest (4A00B4DB) cannot be bound because <NULL form> (0D0284F5) is not the right type
[12/17/2018 - 08:32:44PM] warning: Property ZazAPCAO104 on script CDxChastPiercingStd attached to Item 271 in container  (53004638) cannot be initialized because the script no longer contains that property
[12/17/2018 - 08:32:44PM] warning: Property slave on script thw_mcmconfig attached to THW_MCM (1F01F39A) cannot be initialized because the script no longer contains that property
[12/17/2018 - 08:32:44PM] warning: Property ZazAPCAO104 on script CDxChastPiercingStd attached to Item 274 in container  (53004638) cannot be initialized because the script no longer contains that property
[12/17/2018 - 08:32:44PM] VM is freezing...
[12/17/2018 - 08:32:44PM] VM is frozen
[12/17/2018 - 08:32:44PM] Reverting game...
[12/17/2018 - 08:32:44PM] ERROR: Unable to bind script ZSH_V2_PyreScript02 to  (5C030984) because their base types do not match
[12/17/2018 - 08:32:44PM] ERROR: Unable to bind script THWskse to THWFindTreasure (1F000D62) because their base types do not match

 

Those are followed by a ton of these sorts of errors, all referencing mod 53 (Deviously Cursed Loot's esp):

[12/17/2018 - 08:32:45PM] warning: Property ZazAPCAO104 on script CDxChastPiercingStd attached to Item 27 in container  (53004638) cannot be initialized because the script no longer contains that property

 

 

All of my mods have been downloaded / installed in the last week or so, so I should be on the latest versions of everything.  I'm pretty sure I have everything in the Required Mod's list from the mod description.

 

More Info:

 

I created a new save game yesterday and got a couple hours into it.  Started with the the captured princess Alternate Start storyline, continued to Chloe's quest, got past the bandit cave, and had walked into Whiterun to talk to Nazeem.

Today I tried to load the save, and the game got stuck on the loading screen (animation and music played, tips cycled).

I'm trying to load the autosave of entering whiterun, but I've also seen the infinite load on a couple of earlier saves.

I went through the papyrus log and started trying to disable mods that were showing up in the errors.  The save loads fine if I disable Deviously Cursed Loot with no other changes.

 

 

Papyrus.0.log

plugins.txt

plugins.txt

Posted

I'm running into some trouble with the Dollmaker's Tie Me Up quest, and I'm hoping that I'm just missing something really super simple. I've got the suit she gave me on, and I've got gags and wrist shackles to equip on some hapless ladies; the problem I'm hitting is that when they agree to be bound, and I give them the DD items, they're not actually equipping them. The exchange windows closes out, and they just ignore the DD restraints. I've tried hitting 'shift' to go into 'equip' mode, but that just punts the restraints back into my inventory and equips them on me. ^^; Not quite what I'm going for.

Posted
1 hour ago, maheed said:

I've tracked an infinite load on a save down to Deviously Cursed Loot,...

Some of the lines you quoted are from Captured Dreams, words like "Property slave" and "CD...". Have you installed "Load game CTD Fix" mod? That said the Chloe quest was very unstable for my Skyrim too, repeated load game was required but it never hung up. There are other things you can do for your Skyrim to increase its memory potential, way it handles scripts and so on. Don't you dare use Skyrim.ini and prefs the way Bethesda defaults them.

Posted
4 minutes ago, Zaflis said:

Some of the lines you quoted are from Captured Dreams, words like "Property slave" and "CD...". Have you installed "Load game CTD Fix" mod? That said the Chloe quest was very unstable for my Skyrim too, repeated load game was required but it never hung up. There are other things you can do for your Skyrim to increase its memory potential, way it handles scripts and so on. Don't you dare use Skyrim.ini and prefs the way Bethesda defaults them.

"Load game CTD fix" is a new one for me, so that's joined the half dozen or so crash fix mods I've installed :)  Looks like that fixed the problem, as the save finally loads.

 

Thanks a bunch for the tip!

 

Regarding skyrim ini, I think I downloaded a custom one somewhere - maybe from RealVision's?  I've changed a bunch of settings since then too.  Are there any in particular you wanted to call attention to?  uGridsToLoad is 5, and here's my papyrus section:

Spoiler

[Papyrus]
fPostLoadUpdateTimeMS=1200.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
fUpdateBudgetMS=4.8
fExtraTaskletBudgetMS=4.8
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=1048576
bEnableProfiling=0

(I only keep the 3 logging ones enabled when I'm debugging problems, I disable them for normal play)

Posted

About Combat Surrender:

 

I've been experimenting with the settings for this and one thing surprised me.  Apparently, you always surrender if unarmed in combat even with "bound combat" enabled and your health well above the threshold setting.  I was thinking you would never surrender as long as your health was high enough.  I could see it (maybe) if you got disarmed in combat, but wasn't there a setting to prevent disarming?

Posted
2 hours ago, rjn said:

I've been experimenting with the settings for this and one thing surprised me.  Apparently, you always surrender if unarmed in combat even with "bound combat" enabled and your health well above the threshold setting.  I was thinking you would never surrender as long as your health was high enough.  I could see it (maybe) if you got disarmed in combat, but wasn't there a setting to prevent disarming?

This has been brought up a few times. It was different in 6.X that is for sure.

 

You can prevent disarming by setting the chance to 0, but it's not quite satisfactory.

 

You also surrender to enemies at arbitrary distance - such as archers that can't possibly path to you, and that are also out of your reach.

 

 

My preference would be:

 

First, replace the old (now removed) toggle for surrender if disarmed with a drop down where you can pick from:

  • surrender on low health only
  • always surrender if disarmed
  • surrrender if bound or disarmed
  • surrender if disarmed, if not bound

This would allow the player more control than before, so you could replicate some DH/DEC stuff by using surrender if bound.

Alternatively, could make it so disabling bound combat results in auto surrender if bound - but then you couldn't try to run away.

 

Second, make it so you do not surrender to enemies that are too far away, or too big a height difference and so you only surrender to enemies armed with missiles if they are extremely close.

 

If you are knocked below your surrender health level by an unsuitable enemy:

  • either jump to the post defeat scenario
  • or screen fades to black, some enemies are ported to you, unfades, and then defeat as normal
  • as above, but during the black screen you also get bound

 

Maybe this will inspire Kimy to do ... something? Even if it's not this.

It's just a bit weird at the moment, and combat surrender and bound combat aren't compatible.

Posted

A fun idea for people that like walking very slowly in cursed items...

 

A devious hobble dress that "snaps tight" when you go out of range of your special friend/quest companion/mistress/owner/lover/antagonist.

 

As long as you are within a defined radius of the 'key holder' you can walk at normal speed, perhaps even run.

 

If you step out of range, the dress snaps tight on you, and you can only hobble at the slowest rate.

 

 

Better stay close to your companion.

 

Of course, if you lag behind and get slowed, she might come back to get you. But that might earn you a punishment.

Or, she might not come for you, in which case you'll have to walk very slowly to the meeting place on your own.

 

Or perhaps, the companion is following you, in which case, don't run to far ahead ... but never mind if you do ... she'll soon catch up.

 

 

The premium version also binds your arms behind your back when it snaps tight.

 

 

I think this would be a perfect dress for Sasha to fit to the dragonborn.

Perhaps with a nice magic buff on it. It's not like it would have much armor value.

 

What? Nord girl doesn't know how to use magic? Time for mistress Sasha to teach her!

Posted

Also... Really liked the gag aspect of the Riften quests.

 

(Only spoiled by being able to escape the gag somehow).

 

More gags please!

And a smart master/mistress that re-gags you if you escape.

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