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


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Posted

 

About the high security keys: At this time they are in the ESP really just for testing purposes. The costs for removing these items are sure harsh, but they are intended to be and the price tag is reflecting the circumstance that in later levels characters tend to have more money than Bill Gates. However, I will bring down the minimum cost per level a tad, so people can customize their experience a bit better!

Looking at the High Security Key issue, I found that your hisec bra has it's rendered and inventory properies set backwards, so you can't even open the device menu (switching them seems to fix the issue for this item). For the hisec panel gag, you have the normal zad panel gag device menu for the devicemsg property (so it's looking for the wrong key for the 'unlock with key' option). For the hisec harness, you have your cursed harness device menu for the devicemsg property (also looking for the wrong key)

 

That would explain why none of these can be removed with High Security Keys. I don't know if you care if any of these work, and the harness and panel gag don't even have their own messages created yet.

 

I also noticed that the harness and panel gag don't get removed with your safeword. If you were looking for something that actually needs a fix. :P

 

Posted

 

 

About the high security keys: At this time they are in the ESP really just for testing purposes. The costs for removing these items are sure harsh, but they are intended to be and the price tag is reflecting the circumstance that in later levels characters tend to have more money than Bill Gates. However, I will bring down the minimum cost per level a tad, so people can customize their experience a bit better!

Looking at the High Security Key issue, I found that your hisec bra has it's rendered and inventory properies set backwards, so you can't even open the device menu (switching them seems to fix the issue for this item). For the hisec panel gag, you have the normal zad panel gag device menu for the devicemsg property (so it's looking for the wrong key for the 'unlock with key' option). For the hisec harness, you have your cursed harness device menu for the devicemsg property (also looking for the wrong key)

 

That would explain why none of these can be removed with High Security Keys. I don't know if you care if any of these work, and the harness and panel gag don't even have their own messages created yet.

 

I also noticed that the harness and panel gag don't get removed with your safeword. If you were looking for something that actually needs a fix. :P

 

 

I will fix all of that. Even the key that players shouldn't use! :P

 

Posted

Hi Kimy,

 

just tested the mod and found out some things which leads me to questions. ;)

 

1. Spawned bandits suffer from grey head bug? Can you tell me about some special load order? (i blame UFO)

2. i got an chastity belt and bra equiped after the flash bang event, even though i unchecked the checkbox im MCM

3. Did armbinder block fast travel? I am pretty sure i unchecked this, too...

Posted

Hi Kimy,

 

just tested the mod and found out some things which leads me to questions. ;)

 

1. Spawned bandits suffer from grey head bug? Can you tell me about some special load order? (i blame UFO)

2. i got an chastity belt and bra equiped after the flash bang event, even though i unchecked the checkbox im MCM

3. Did armbinder block fast travel? I am pretty sure i unchecked this, too...

The fast-travel issue could be from a few mods, honestly. Notably Helpless and DDi off the top of my head. (I believe it's under hardcore effects in DDi, although you can still fast travel with them on, you just have to go through your journal)

Posted

Armbinders block fast travel by default, since they prevent you from accessing your map. But yes, you can still cheat that by using your journal or the console.

 

The grey head bug shouldn't happen since Cursed Loot contains the appropriate facegen data. Are you sure you copied them to the correct location?

Posted

Personally I think we are nearing the limit how much you can do with devious devices in general. Hopefully there will be some new types of items and even new slots to put them on (and maybe even add stuff like weights or something to these devices) but.. maybe the next step would be the modification of the player in other ways. 

 

Possibly the restraints could begin with much larger penalties which would decay as the character gets more used to them. Eventually the penalties would be gone and the char so addicted and used to the items that there would be only penalties when NOT wearing them. Much, much slower progres though than gag talk or the weight reduction when wearing devices.

 

Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects. Overall there is a certain limit how many devices you can be trapped in at the same time ;-P

 

Also no matter how insane pile of stuff you have on you, there should always be actual gameplay left. Maybe some kind of debt slavery could always be an option, where you cannot use any gear except the ones assigned to you by your debtor untill the debt is paid. It's not too rare (for me anyway) to find myself in a situation where my char has practically no hope at all of doing anything. While it is a turn on for a while it often forces you to load the game (unless you want to mess around with the console). IMO no matter what the situation there should always be a *clear* thing you *can* do even if the road is not an easy one and even if it you will carry a penalty for that from that point forward.

 

There can naturally also be an MCM option where you state that "I surrender - I am completely fucked" and the 'permanent' penalties go away. The game should naturally still track how many times you have given up ;)

Posted

Armbinders block fast travel by default, since they prevent you from accessing your map. But yes, you can still cheat that by using your journal or the console.

 

The grey head bug shouldn't happen since Cursed Loot contains the appropriate facegen data. Are you sure you copied them to the correct location?

 

 

I will regret this later as I think the map should always bee accessible but um... at least some devices let you access JOURNAL even if map directly is blocked. You can access the map from the journal page. But seriously.. I would definitely prefer seeing the map. I would even like to see the magical effects and inventory even if I couldn't use anything. That may not be possible but I still want my map :(

 

In any case I thought this might be something that should be shared even though I will miss my map. Fast ravel does not still work if it is blocked by an item even if you can access the map.

 

Edit: Sorry for the double post (yet again) but I had no intention at first to say anything about the map thingie ;)

Posted

Personally I think we are nearing the limit how much you can do with devious devices in general. Hopefully there will be some new types of items and even new slots to put them on (and maybe even add stuff like weights or something to these devices) but.. maybe the next step would be the modification of the player in other ways. 

 

Possibly the restraints could begin with much larger penalties which would decay as the character gets more used to them. Eventually the penalties would be gone and the char so addicted and used to the items that there would be only penalties when NOT wearing them. Much, much slower progres though than gag talk or the weight reduction when wearing devices.

 

Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects. Overall there is a certain limit how many devices you can be trapped in at the same time ;-P

 

Also no matter how insane pile of stuff you have on you, there should always be actual gameplay left. Maybe some kind of debt slavery could always be an option, where you cannot use any gear except the ones assigned to you by your debtor untill the debt is paid. It's not too rare (for me anyway) to find myself in a situation where my char has practically no hope at all of doing anything. While it is a turn on for a while it often forces you to load the game (unless you want to mess around with the console). IMO no matter what the situation there should always be a *clear* thing you *can* do even if the road is not an easy one and even if it you will carry a penalty for that from that point forward.

 

There can naturally also be an MCM option where you state that "I surrender - I am completely fucked" and the 'permanent' penalties go away. The game should naturally still track how many times you have given up ;)

 

Well, physically we're approaching the limit of how many different types of DD devices we can lock on the character at the same time, as the number of armor slots in Skyrim is finite and we're already using pretty much all of them. If I recall correctly, there are two left we can still reasonably use and that will be that. Good news is that most restraints we might come up with at this point will be mutually exclusive with an existing device type anyway (a human body has only so many attachment points you can lock something on to, so there is that), so they can safely share the same slot.

 

But we still can (and that's what most of Cursed Loot's more recent updates did) make new variants of existing restraints and/or assign new effects to them. There are already a few collars in Cursed Loot, each having a different effect and different escape mechanics. I don't think I am going to run out of ideas anytime soon. ;)

 

The armbinder no-map effect isn't something I did on my end, btw. But tbh, I like it the way it is, and wouldn't change it even if I could. ;)

Posted

Yeah, I thought the limit was pretty much at hand even though I do not know if you can sort of.. equip slots on slots so to speak that would split existing slots into multiple ones. In any case, I have a slight case of bracelet fetish. (Not on ME ffs, but bracelets on women). Even though people tend to have only 2 wrists there are more than one bracelets slots available in each wrist ;)

 

But even if you cannot attach direct slots into the existing slots you CAN still obviously create hybrids, combinations. Naturally you would need to technically remove both of a 'dual item' at once but you could immediately equip the one that remains. Although that would probably cause some inventory problems.

 

Nevertheless the situation is pretty much where I thought it would be and unless you can equip 'containers' into those slots then some expansion in new directions is worth thinking about. Like tattoos, magical effects, 'Stone' effects, diseases etc. Some of which could also be pre-requisites before you can get the nastiest devices. Perhaps some device tiers could already be a good idea, so the first time Skyrim DD experience does not immediately hit you with the most HC stuff ;-)

Posted
Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects.

 

Man, I'd love for mods to interact more with SlaveTats. Right now it's like DD before all the mods that integrated them into gameplay, which is a waste of potential. Sure, you can just add one to yourself and make up some story about how your old owner gave you it before you escaped, but it's just not the same. Slavery mods is an obvious place to use them, but staying on the topic of this thread, how about something as simple as a cursed trap deep within some dungeon that leaves a permanent mark on your body? Of course, the ink would be cursed too, and add some permanent status effect related to the tattoo. Only issue I can see is that you'd have to disable SlaveTats MCM menu to keep the player from just removing it right away.

Posted

 

Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects.

 

Man, I'd love for mods to interact more with SlaveTats. Right now it's like DD before all the mods that integrated them into gameplay, which is a waste of potential. Sure, you can just add one to yourself and make up some story about how your old owner gave you it before you escaped, but it's just not the same. Slavery mods is an obvious place to use them, but staying on the topic of this thread, how about something as simple as a cursed trap deep within some dungeon that leaves a permanent mark on your body? Of course, the ink would be cursed too, and add some permanent status effect related to the tattoo. Only issue I can see is that you'd have to disable SlaveTats MCM menu to keep the player from just removing it right away.

 

 

Tattoos of some kind are also something I am going to look into at some point. But I (obviously) want them non-removable, like the ones QAYL had, and I currently don't know how it's done. I will have to read some source code first.

Posted

Yeah, a tattoo with a sufficient meaning should be permanent. Except that in terms of Skyrim and especially DD environment I would definitely leave room for upgraded tiers of the same tattoo for nastier effects ;-P

 

Like I mentioned the Cursed Collar quest thingie earlier the quest is pretty nice the first time around. No, I have not tried it for a second time and I do not *know* if there is more to be found but for now I haven't really found a personal reason to go for the quest again. Deviously Enslaved currently throws Cursed Collars around like candy, no matter what the setting are. In any case, a quest like the Cursed Collar could IMO be used to either remove or downgrade nasty tattoos. Except maybe you get some other kind of tattoo upgraded by one tier in the process ;)

 

Edit: Oh, and getting rid of Slut Collar by fucking would be great, especially if that path would lead to a inconvenient tattoo that gets upgraded every time, but I did mention that one also earlier 

Posted

 

 

Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects.

 

Man, I'd love for mods to interact more with SlaveTats. Right now it's like DD before all the mods that integrated them into gameplay, which is a waste of potential. Sure, you can just add one to yourself and make up some story about how your old owner gave you it before you escaped, but it's just not the same. Slavery mods is an obvious place to use them, but staying on the topic of this thread, how about something as simple as a cursed trap deep within some dungeon that leaves a permanent mark on your body? Of course, the ink would be cursed too, and add some permanent status effect related to the tattoo. Only issue I can see is that you'd have to disable SlaveTats MCM menu to keep the player from just removing it right away.

 

 

Tattoos of some kind are also something I am going to look into at some point. But I (obviously) want them non-removable, like the ones QAYL had, and I currently don't know how it's done. I will have to read some source code first.

 

 

For my last serious playthrough the tattoo that probably would have been most appropriate would have simply been a full back piece of stylized tick-marks counting the number of times DCL events got triggered.  Hell, even a counter in the MCM for letting one know how many times ones sticky fingers had gotten one into trouble would be cool.

Posted

 

 

 

Also there could also maybe be some kind of rare items or events that turn into some currently worn devices into some nasty tattoos or diseases or something that would add some weird effects.

 

Man, I'd love for mods to interact more with SlaveTats. Right now it's like DD before all the mods that integrated them into gameplay, which is a waste of potential. Sure, you can just add one to yourself and make up some story about how your old owner gave you it before you escaped, but it's just not the same. Slavery mods is an obvious place to use them, but staying on the topic of this thread, how about something as simple as a cursed trap deep within some dungeon that leaves a permanent mark on your body? Of course, the ink would be cursed too, and add some permanent status effect related to the tattoo. Only issue I can see is that you'd have to disable SlaveTats MCM menu to keep the player from just removing it right away.

 

 

Tattoos of some kind are also something I am going to look into at some point. But I (obviously) want them non-removable, like the ones QAYL had, and I currently don't know how it's done. I will have to read some source code first.

 

 

For my last serious playthrough the tattoo that probably would have been most appropriate would have simply been a full back piece of stylized tick-marks counting the number of times DCL events got triggered.  Hell, even a counter in the MCM for letting one know how many times ones sticky fingers had gotten one into trouble would be cool.

 

 

Hmm, 'immoral deeds' counter that counter that could give people the general idea how to treat the bitch. That's one good option ;)

Posted

Hey Kimy,

 

i double checked everything and could eleminate a few issues by myself.

The armbinder blocks the map by default, you are right with this.

The "grey head bug" still occurs, i don´t know why. I installed the mod via NMM and everythings works fine except of the grey head on spawned bandits.

 

Usually i got this bug by loading a mod which changes appearence from npc in connection with UFO.

For example "Bijins warmaiden" and "UFO". If "UFO" is loaded before "BM" every npc which is changed through "BM" got the grey head, so it has to be loaded before "UFO". I tried this with Cursed Loot too, but it didn´t work. A pitty.. ;(

Posted

If it's an UFO issue, might want to have a look at AFT instead. It's what I am using since UFO is pretty outdated by now.

Posted

Hmm whats AFT Kimmy? Have a link? I also use UFO though, and that grey head was also a bug I saw. But, I figured it was due to the version I was using before being out of date... since when I came back there was like 20 new pages and a bunch of updates, bad me for not checking in all the time! :P I found a video though that compares them *looks* http://www.nexusmods.com/skyrim/videos/608/?

 

I did have one other question for you though Kimmy, I rather liked the cursed collar questline, something kinky and immersive. I also liked the wizard character though, even though I forgot his name... Adrasto or something. Which is what my question is about. What was your inspiration for his character? And any particular reason for him already being dead at the end? Was the wizard ever alive to begin with or was he always a fake the daedra [trying not to include too many spoilers] made up? Any chance to add more quests in the future, or other characters to interact with? Here I was expecting a bondagey fight with the end boss at the end and Im like "Aww he's already dead?" So I was wondering if you didnt mind sharing information about his inspiration or the backstory about what actually happened or not.

 

If I had any kind of suggestion, maybe we could later find a journal on his corpse that explained things more instead of just the torn note, or maybe a portal or potion or something we could drink to go fight the daedra afterwards if we wanted some revenge~ Of course, the chance to get locked in more bondagey stuff could exist if things didnt go well :P Still I liked how we at least got a bag of loot at the end, I just thought it could have been more rewarding. And finally, there could always be another collar or something in the bag to start the second part of the revenge quest or something~ <3 Whats your thoughts on this?

Posted

i love this mod and all it's features: loving to be in a helpless situation with my pc and the slave gag+yoke it's so nice combination for it, i wish there where more combination of helplessness in this mod. :D

 

the follower options are always broken to me... the devices get unequipped sometimes, also armbinder doesnt work most of the time on them. (using amazing followers)

for more "roleplay" you could make kidnap the follower, when the flashbang event take place by the bandits: if you are unlucky at most, you will need to get back to the city wearing inescapable devices only a BS could unlock. :P

Posted

I just wanted to pop in and say wow this mod has really seen development since I last saw it. Just knew there were solicitation option that comes with a risk. Perfect for what I wanted for my play through.

I played a bit with the mod and I think my game is experiencing papyrus script lag issue. My PC was forced to walk with shock boots and while doing so was shocked to her knee after picking some alchemy ingredients along the way. It doesn't happen if I stop beforehand and it also goes away after standing still. Is it set to happen even if the PC is heavily encumbered though? I dont have the papyrus log with me but if I do encounter it again I'd be sure to remember about it.

I'll try with a new game and see if that helps. I'm sure cutting down on script intensive mods will definitely help in my situation.

Posted

 

Armbinders block fast travel by default, since they prevent you from accessing your map. But yes, you can still cheat that by using your journal or the console.

 

The grey head bug shouldn't happen since Cursed Loot contains the appropriate facegen data. Are you sure you copied them to the correct location?

 

 

I will regret this later as I think the map should always bee accessible but um... at least some devices let you access JOURNAL even if map directly is blocked. You can access the map from the journal page. But seriously.. I would definitely prefer seeing the map. I would even like to see the magical effects and inventory even if I couldn't use anything. That may not be possible but I still want my map :(

 

In any case I thought this might be something that should be shared even though I will miss my map. Fast ravel does not still work if it is blocked by an item even if you can access the map.

 

Edit: Sorry for the double post (yet again) but I had no intention at first to say anything about the map thingie ;)

 

If you're having trouble fast-traveling, check your Deviously Helpless config menu. It's the only other mod I can think of that plays with the ability to fast travel while bound in armbinders.

 

I just wanted to pop in and say wow this mod has really seen development since I last saw it. Just knew there were solicitation option that comes with a risk. Perfect for what I wanted for my play through.

 

I played a bit with the mod and I think my game is experiencing papyrus script lag issue. My PC was forced to walk with shock boots and while doing so was shocked to her knee after picking some alchemy ingredients along the way. It doesn't happen if I stop beforehand and it also goes away after standing still. Is it set to happen even if the PC is heavily encumbered though? I dont have the papyrus log with me but if I do encounter it again I'd be sure to remember about it.

 

I'll try with a new game and see if that helps. I'm sure cutting down on script intensive mods will definitely help in my situation.

As far as I know the Shock boots only require you to be walking (not running, not sprinting). I'm not sure how Skyrim treats you when you're over-encumbered, though (I'd hope it forces you into walk mode, but it could lower your run speed to match your walk which would be dumb).

Posted

 

 

Armbinders block fast travel by default, since they prevent you from accessing your map. But yes, you can still cheat that by using your journal or the console.

 

The grey head bug shouldn't happen since Cursed Loot contains the appropriate facegen data. Are you sure you copied them to the correct location?

 

 

I will regret this later as I think the map should always bee accessible but um... at least some devices let you access JOURNAL even if map directly is blocked. You can access the map from the journal page. But seriously.. I would definitely prefer seeing the map. I would even like to see the magical effects and inventory even if I couldn't use anything. That may not be possible but I still want my map :(

 

In any case I thought this might be something that should be shared even though I will miss my map. Fast ravel does not still work if it is blocked by an item even if you can access the map.

 

Edit: Sorry for the double post (yet again) but I had no intention at first to say anything about the map thingie ;)

 

If you're having trouble fast-traveling, check your Deviously Helpless config menu. It's the only other mod I can think of that plays with the ability to fast travel while bound in armbinders.

 

I just wanted to pop in and say wow this mod has really seen development since I last saw it. Just knew there were solicitation option that comes with a risk. Perfect for what I wanted for my play through.

 

I played a bit with the mod and I think my game is experiencing papyrus script lag issue. My PC was forced to walk with shock boots and while doing so was shocked to her knee after picking some alchemy ingredients along the way. It doesn't happen if I stop beforehand and it also goes away after standing still. Is it set to happen even if the PC is heavily encumbered though? I dont have the papyrus log with me but if I do encounter it again I'd be sure to remember about it.

 

I'll try with a new game and see if that helps. I'm sure cutting down on script intensive mods will definitely help in my situation.

As far as I know the Shock boots only require you to be walking (not running, not sprinting). I'm not sure how Skyrim treats you when you're over-encumbered, though (I'd hope it forces you into walk mode, but it could lower your run speed to match your walk which would be dumb).

 

 

Ah, that's the issue I had the first time I got the shock boots. I was over-enumbered and everytime I tried to move I got shocked even though, as far as I could see, I was walking. Even using the key to toggle walk/run I still got shocked. :( After that I used the safeword to get rid of them thinking something was broken.

 

I got them again a short while later and they worked perfectly, only shocking when running but by that time I'd off loaded everything to Belathor!

 

Loving this mod, keep up the good work :D

Posted

I have a slight problem. I opened a chest and a flashbang happened, then 3 female NPCs appeared but...they all had mismatched head/body color. I was surprised, then had a good laugh about it.

Posted

 

 

Ah, that's the issue I had the first time I got the shock boots. I was over-enumbered and everytime I tried to move I got shocked even though, as far as I could see, I was walking. Even using the key to toggle walk/run I still got shocked. :( After that I used the safeword to get rid of them thinking something was broken.

I got them again a short while later and they worked perfectly, only shocking when running but by that time I'd off loaded everything to Belathor!

 

Loving this mod, keep up the good work :D

 

I'm sure Kimy can figure something out if it's a weird encumbrance bug. I'm sure there's a way to check for over-encumbrance or something.

 

Btw, Kimy. For the forced Skooma, is it possible to have that occur after the bondage if the customer has toys to play with? It just seems logical that if they're going to tie you up, they'd wait to force the skooma on you until after you're completely unable to resist. ;)

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