Jump to content

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


Recommended Posts

Posted
22 minutes ago, Laura 'Lokomootje' said:

Did you run bodyslide after installing?

To be fair, it's his first ever post.

 

It's like the FOMOD should have a little screen shot of a character with just a head, hands and feet, and next to it, a tip:

"If you see this, you didn't run Bodyslide." Along with a link to the Bodyslide tutorial.

Posted
6 hours ago, Lupine00 said:

To be fair, it's his first ever post.

 

It's like the FOMOD should have a little screen shot of a character with just a head, hands and feet, and next to it, a tip:

"If you see this, you didn't run Bodyslide." Along with a link to the Bodyslide tutorial.

I'm sorry if it came across as hostile, that wasn't my intention at all.

 

I agree that while bodyslide is mentioned on the mod page. It should be highlighted more because it's an important step in installing DD.

Posted
4 hours ago, Lyvanna said:

FNIS output goes to my overwrite files where I drag them into a mod named FNIS output which is active in my game.

I wouldn't recommend that. If you ever need to reinstall/update FNIS mod then, your meshes and stuff would break no? I made a new mod folder names "overwrite_devious" where MO profile name is "devious". I have such folder for each of my profile. So whenever stuff goes in overwrite i move them all to the folder i created for the profile. If you are using MO2 which i also recommend, you can set FNIS and Bodyslide to automatically output to "overwrite_devious". And this goes lowest to the mod order.

 

Sometimes you may need to delete the meshes folder from there after you uninstall mods. I mean you would have to delete meshes in ALL cases anyway, but if you output them to FNIS you would't even know where to begin... You would need to reinstall the whole FNIS.

 

edit: If you meant "FNIS output" not "FNIS" output... i guess you were already doing it ok ?

Posted
8 hours ago, Lyvanna said:

FNIS output goes to my overwrite files where I drag them into a mod named FNIS output which is active in my game. I've successfully gotten a bunch of different animations that are reliant on FNIS. 

As has been much discussed (elsewhere unfortunately), if you install FNIS through MO, and run it as you do, without taking additional measures, you will get cross-profile contamination.

 

By default, FNIS rebuilds overwrite some files in the root FNIS install, and those files don't go into overwrite.

There are ways around it. If you're aware. I have a .bat file that avoids the problem.

 

However, there is now a special mode in FNIS to fix this problem, but it requires configuring your FNIS and its ini files quite differently from a default install. You can probably find a guide somewhere. As I have my own solution, I haven't bothered with it, but if I install a new FNIS version, I'd probably modernize.

 

That may, or may not be part of your problem.

 

As now we know you're using MO, it's likely your texture woes are from ignoring the left pane.

 

In short:

 

Right pane allows you to set the ESM/ESP load order. This is certainly very important... And with mods that have all their assets in a BSA, it determines asset load order too ... or it doesn't ... because MO magic ... will get back to that.

 

The left pane determines the order of file system composition. So the left pane can result in an asset being replaced with an asset with the same name, from a different mod, or even an ESP being replaced with a different (identically named) ESP. It has all those handy little zap icons, and highlighting to show you what overwrites what, and you can see file-by-file if you bring up the details of a mod and look at the conflicts tab.

 

So the left pane is the ultimate arbiter of what files are in your game; the right pane determines what mods ESM or ESP files are loaded or not loaded, and in what order.

 

However, the right pane has tabs other than "Plugins". "Saves" is self-evident. In "Data" you can review the final, composed file-system, and see where each file came from, and there's an Archives tab, where you can enable "manage archives" ... this allows BSA files to be loaded according to left-pane order, not right (simplifying a bit, but it's basically true). Normally, an ESP is required to load a BSA. This feature lets you get rid of ESPs that exist only to load BSAs, though you would need to inspect an ESP quite carefully to know that this is the case. There is a tick-box per BSA,.

 

Personally, I unpack BSAs in most cases. This allows me to see their conflicts and overwrites in detail in the left pane. MO can unpack BSAs for you, or you can use another tool. Some people hold to the belief that BSAs load faster. In an NMM scenario they might load a little quicker to the point you could even tell, but in MO the difference is microscopic and barely measurable - and it has been measured - this reduced difference is likely because MO is caching large parts of the file system in memory. Also, textures and NIFs don't necessarily compress that well anyway.

 

 

However, the BSA thing rarely causes problems.

 

It's user generated files that cause troubles in MO. People drag them into mods, contaminating multiple profiles, or create new mods with them in, thinking it's safe and reliable, not knowing that sometimes MO will modify the root module without even warning you, or generated files go somewhere MO doesn't even see them, and so never get incorporated. MO's file overwrite procedure makes using it all but unworkable for mod development. (Also, the CK hangs on exit in MO for me, though that's a minor annoyance). The file overwrite rules for MO are IMHO one of its genuine weak spots, and that the user cannot modify these rules according to some pattern-matching system aggravates the problem. If - for example - you could "write protect" a particular mod, it would have prevented the years of woe people had from corrupted FNIS profiles, because every "secret" write back to the FNIS mod would have raised an error rather than silently modifying a shared module installation. The latter behaviour was a vexing quirk in FNIS, but also the result of a genuinely bad design decision in MO (or premature abandonment of MO development, take your pick).

 

Handling generated files is the hardest part of learning to use MO correctly. Some users never figure out what the real problems are and write the whole thing off to Skyrim voodoo. Others abandon MO, thinking it's broken on their system. Most learn and overcome the problem, but it still adds friction to MO use.

Posted

So... Honest question. I use Death Alternative plus this mod, s I have combat surrender disabled. Does this mean NPC surrender (And thus, anythign to do with slavers) is out of the question? Or will they still surrender without the player able to surrender?

Posted

Hey, I've just updated to the latest version of this mod and started a new game. I'm playing through the Chloe quest, but haven't been able to make it out of Helgen with her yet. I'm stuck on the objective where you have to squeeze through the secret passage in the keep (where the rubble breaks the bridge), but going through doesn't complete the quest objective or trigger any new dialogue with Chloe. Any help would be appreciated. :)

Posted
8 minutes ago, SnowieScrolls said:

Hey, I've just updated to the latest version of this mod and started a new game. I'm playing through the Chloe quest, but haven't been able to make it out of Helgen with her yet. I'm stuck on the objective where you have to squeeze through the secret passage in the keep (where the rubble breaks the bridge), but going through doesn't complete the quest objective or trigger any new dialogue with Chloe. Any help would be appreciated. :)

Try searching the Imperials on the other side. I think that's your next step, even if the objective says to squeeze through. (Edit: Or, if I'm thinking of the dead Imps before that, then just keep going till the end of the cave, I believe.)

Posted
9 hours ago, Lyvanna said:

I'm thinking (possibly dumbly) FNIS straight up isn't recognizing some animation files, is that something that can happen

Not without FNIS spitting a lot of errors that you'd see in the build report.

 

You shouldn't have any files in your overwrite, but from what I can tell, you make an output mod from the overwrite, which is normal.

 

You might have something toxic in your data folder somewhere.

 

As you're using MO. You can track that down easily.

 

 

Thus:

 

Make a new profile (duplicate your existing one) and switch to it.

Delete any saves that were replicated into the new profile.

 

Turn off pretty much everything. Including any mods with animations. Including FNIS. Including Bodyslide and all the outputs thereof.

Install just LAL or Skyrim Unbound. Don't let the stupid vanilla start waste all your time.

 

Start a new game, check it all works well.

 

Now add things back, one step at a time.

e.g. Add in all your static mesh and texture mods.

Resort your mods.

Try again. Should be fine. If not, remove half, try again, then use binary search to find the problem mod.

This applies to most other situations where you find a problem.

 

Then add XMPSE, sexlab and FNIS. Try again with basic built-in sexlab animations.

 

If this is where you fail, you've isolated the problem to one of the three components. Drop sexlab and try without it.

You shouldn't need to load the XMPSE esp.

 

Assuming it's OK, add Bodyslide, bodyslide your main mesh and the outfits you have enabled, try again, check the outfits, check the skin, check it all.

Console yourself items, try them all out.

 

Assuming this works, add in SLAL, add a couple of moderate sized SLAL packs. Do not add a massive pack like MYSLALPACK.

New game, test.

Hammer through different animations, check they behave. No T-poses.

 

 

 

Then, add DDi, DDassets, DDx. Bodyslide the assets.

New game and test.

Console yourself items, try them all out.

Check animations, check bound sex.

 

 

Add Zaz, if you use it, test as above. Check the animation filters.

 

Add DCL, again bodyslide, FNIS, test, test, test.

 

And if that's OK, add in various other mods.

And so on.

 

 

If you add a mod with animations in, and suddenly it all goes to crap after working right for ages, you crossed an animation count threshold. Too many anims. Even if FNIS didn't say so.

 

Also, remember you generally have to enable SLAL animations for sexlab to use them. Yes, I know obvious, but sometimes people forget to do obvious stuff.

Posted
11 hours ago, xAteax said:

So... Honest question. I use Death Alternative plus this mod, s I have combat surrender disabled. Does this mean NPC surrender (And thus, anythign to do with slavers) is out of the question? Or will they still surrender without the player able to surrender?

You're correct, NPC and player surrender are systems tied together. You can't use other defeat mod if you need the slaver functionality, but there's hopes Kimy would separate them in the future?

Posted
1 hour ago, Lyvanna said:

I've already done most of this, albeit not in the exact same order, and things start borking up when I add DDi. But I'll try again doing it exactly this way to pinpoint what is happening. Is there an easy way to test sexlab animations? The "play animation" button in the sexlab MCM tends to be grayed out for some reason, is there an obvious reason for that that I'm just not seeing? What about the ones DD adds that aren't triggered by items, they should show up in the sexlab MCM if everything is working correctly, yeah? Tyvm for your help! ❤️ 

 

DDa/i/e need to all be installed together if you have any DD dependencies, which you do in DCL. There are a small handful of mods that require only DDa, but they usually explicitly state that in their requirements. As a general rule, you want them all installed or all inactive.

 

Sexlab Matchmaker is probably the best tool for testing animations.

 

DD animations are controlled by DD, not Sexlab. They won't appear in the list of animations in either Sexlab or SLAL, nor will Zaz AP control them. Zaz AP can trigger its own animations in test, but not DD's, at least not anymore that I'm aware.

 

Oh, and animation issues are almost guaranteed if you're enabling/disabling mods which require FNIS output after generating said output in an effort to pinpoint your problem. If you enable or disable a FNIS-dependent mod, you have to dump your FNIS output and rebuild it. No exceptions.

 

Some tips:

1. Build a base modded Skyrim that's stable and works for you before anything else. This is one of the better guides for new mod users. By stable base, I mean mods you will always use each and every time you change your build. Base game textures, fixes, and general improvements are what you want here. Get your load order sorted and settled, then start building on it.

2. Now add in mods that change the way the game works. Think of it as the second floor in your building made of mods. You probably won't change this much either, at least not after a while.

3. Now add LL mods. This is your third floor.

4. Now add mods which should never be overwritten. FNIS and XPMSE should absolutely never be overwritten, except FNIS by its own output mods which you've already learned to create.

5. Now you add mods you're testing/evaluating.

6. It's perfectly fine to place output mods directly below the mod that created them. e.g.: I have my outfits in between #2 and #3, Bodyslide/OS in #4, and my generated meshes in an output mod directly below Bodyslide.

7. You can right-click mods and assign property groups to them. I do this with inactive mods so they don't create clutter. Just right-click and remove them from the group to undo this, though you'll probably have to restart MO to make the change appear.

 

Generally you want your mods in the left pane to at least somewhat match their .esm and .esp order in the right pane, and if you're unsure it doesn't hurt to make them match precisely, but as you become more familiar with your build, you can start changing things around a bit. As an example, I have all my LL mods stacked below my stable build and game-changing mods in the left pane but not the right, but I'm very familiar with what they do and how they do it. Also, be aware that LOOT, if you use it, will almost always change both panes.

Posted

I'm playing the mod Helgen Reborn and at an early point you enter Helgen Keep and activate the Chloe quest.  Well, I've played that quest 3 times already and want to skip it this time.  I have the "Chloe" quest in my journal at that point.  So, I use the console command "completequest dcur_chloequest" and get a notification and the journal entry disappears.  However, I can't fast travel (I could before so this is definitely a hold over from "Chloe").  Another console command "EnableFast 1", now everything is fine and I can play on normally. 

Posted
On 12/22/2018 at 11:22 AM, Laura 'Lokomootje' said:

I'm sorry if it came across as hostile, that wasn't my intention at all.

 

I agree that while bodyslide is mentioned on the mod page. It should be highlighted more because it's an important step in installing DD.

you didn't come across hostile, you told me what i needed to do to fix it

Posted

So I've been stuck in the Supply and Demand quest for about 5 hours or so now, it is really fustrating because there is no specific markers and the item spawns in a boss chest by pure chance. Walking with a insane slow debuff makes it infuriating, although a horse is a good way to get around that even when I do get to a mine or crypt etc, I just die because I have no armor whatsoever. I've seen someone talk about soft resetting the save file until I get it in a chest and I am about to try it, but if ANYONE can help me out I would be very happy. Accepting any awnser right now to be honest even if someone knows a way to spawn the item through console, since I don't really see this quest as doable.

Posted

Two things I did not like about the quests. The slowdown from the boots from the Suppliers quest, and the need for nirnroot in the recipes.  The slowdown made hunting the random supplies in the chest annoying, not fun. The nirnroot was the same problem.

 

Other than that, it was fun.

Posted
23 minutes ago, neosuduno said:

Two things I did not like about the quests. The slowdown from the boots from the Suppliers quest, and the need for nirnroot in the recipes.  The slowdown made hunting the random supplies in the chest annoying, not fun. The nirnroot was the same problem.

 

Other than that, it was fun.

I actually didn't have a problem with the nirnroot in Chloe's quest. I just bought it like most of the other items, actually I bought everything except the lavender and mountain flower.

Posted
1 hour ago, Kinokoda said:

So I've been stuck in the Supply and Demand quest for about 5 hours or so now, it is really fustrating because there is no specific markers and the item spawns in a boss chest by pure chance. Walking with a insane slow debuff makes it infuriating, although a horse is a good way to get around that even when I do get to a mine or crypt etc, I just die because I have no armor whatsoever. I've seen someone talk about soft resetting the save file until I get it in a chest and I am about to try it, but if ANYONE can help me out I would be very happy. Accepting any awnser right now to be honest even if someone knows a way to spawn the item through console, since I don't really see this quest as doable.

UPDATE: It worked :D although it took me about 9 tries, the shipment finally showed up. Huge thanks for who posted that, unfortunatly I cannot remember who you are.

 

What I did was:

 

1. Enter Lost Knife Cave

2. Save game at Lost Knife Hideout Entrance (still at the cave)

3. Walk (You can just ignore the enemies if you have Chloe EDIT: Don't actually do this unless you think you can) to the chest and open it

4. Load the save at the entrance and repeat steps 1-4 until Lost Shipment shows up.

5. Commemorate!

 

I know I overexplained a few things but I am slow to understand this kind of thing, and maybe someone else is as well, so I am thinking about those people.

Posted
5 hours ago, Lyvanna said:
  Reveal hidden contents

 

 

 

Alright so it seems to impale itself on DD. Do I need to actually remove the mods entirely, and not just disable them, for sexlab to not register them? Because I have like 3k animations in FNIS and every idle animation in DD fails to play. Even with no other animations than DD and its dependencies enabled, it fails to goddamn play. Also still doesn't show all the DD assets. Everything else up until that point works fine. Nothing overwrites FNIS or Bodyslide. Nothing overwrites integration. Only thing that overwrites DDx and DDe is BodySlide...

 

 

Again, Sexlab won't register DD animations and doesn't need to. Think of it as DD running the animation selection and passing that over to Sexlab to use. You're better off testing DD animations through Sexlab Matchmaker for sex animations and DD idles through equipping DD items. (I didn't see AIM in your mod list. You might want that to quickly grab devices in addition to it being a supremely useful tool.)

 

DDi controls all DD animations, so...

 

Here's what I would do:

1. Rename DDi in the left panel of MO to something different than what you have it as. Just append a "1" to the name or something for this.

2. Install DDi, move it adjacent to your existing DDi installation.

3. Disable your current DDi install and immediately enable the new one. Delete the old one.

4. Delete your FNIS output.

5. Rebuild and enable your FNIS output.

6. Check your anims.

 

99.9% of the time, anim failures are due to an installation failure, a FNIS output failure, or adding/removing FNIS-dependent mods without regenerating and replacing the FNIS output.

Posted
2 hours ago, Kinokoda said:

UPDATE: It worked :D although it took me about 9 tries, the shipment finally showed up. Huge thanks for who posted that, unfortunatly I cannot remember who you are.

 

What I did was:

 

1. Enter Lost Knife Cave

2. Save game at Lost Knife Hideout Entrance (still at the cave)

3. Walk (You can just ignore the enemies if you have Chloe EDIT: Don't actually do this unless you think you can) to the chest and open it

4. Load the save at the entrance and repeat steps 1-4 until Lost Shipment shows up.

5. Commemorate!

 

I know I overexplained a few things but I am slow to understand this kind of thing, and maybe someone else is as well, so I am thinking about those people.

 

You can also simply save in front of the chest and reload after opening because of the way the drops work. Using AIM or the console to just cheat it into your inventory should work too.

Posted
1 minute ago, SkyAddiction said:

 

You can also simply save in front of the chest and reload after opening because of the way the drops work. Using AIM or the console to just cheat it into your inventory should work too. 

I tried to save and reload in front of the chest first thing. Since the drops didn't change I decided to take the approach I was certain about.

Posted
2 minutes ago, Kinokoda said:

I tried to save and reload in front of the chest first thing. Since the drops didn't change I decided to take the approach I was certain about.

 

The shipment works like the DAMN boxes and Darepacks in that it's a random chance to spawn in large ornate chests and large strongboxes. It's generated on container activation. :classic_smile:

 

Actually, now that I think about it, that's almost certainly true of at least some of the Queen Sarah stuff too. Anyway, the chance for items, keys, etc. is only nullified in the last 20-40 or so containers you searched so you can't just repeatedly open a container without reloading the game.

Posted

Something else I have been finding quite annoying is the fact that my character covers her breats and vagina when naked/bounded, If anyone knows how to turn this off please tell.

Posted

When wearing the straitjacket, the character's arms are bound in the front, but there is also a pair of phantom "hands" in the bound position behind the character! What could be causing this? Seems to be some kind of animation problem.

Posted

Hi, during a rape event which included bondage, Sasha got put into bondage as well. Fine, I think this can happen. The problem is that one of them is the timed release chastity belt, so there isn't a key to remove it and it doesn't seem to release itself.

 

Anyone know of any console hacks to remove the belt from her. I can target her inventory and remove the item, but it doesn't remove the flag that she is belted. 

Posted

By the way, how do you remove the hobble dress that Rubber arrears "rewards" on player afterwards? It's high security one that doesn't open with any key, and blacksmiths can't do a thing about it. It didn't open after many days of waiting.

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   1 member

×
×
  • Create New...