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


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Posted

so this mod conflicts with Prison Overhaul (patches) :(  really liked using that mod 

 

 

Is there a good settings that others would recommend to have DLC right in the middle for adventuring and to get tied up 

 

 

Posted

Thanks Kimy for the great new fixes in 7.5

 

 

 

While I'm thinking about how the feature for wearing a collar to auto-disable punishment for crimes...

Spoiler

 

It's certainly not the only thing a wear collar check could control.

 

It occurred to me that if wearing a collar means you can't get in trouble for nudity, maybe it could also mean you can get in different kinds of trouble...

 

e.g.

  • A slider in basic cursed loot chances for 'Bonus chance if collared'.
  • A slider in the Comments feature, "Extra chance of Bondage Adventure if collared."
  • A specific tick box for a rape conditions for "collared", so "collared" and "restrained" are different conditions.
  • A "fetch/courier" quest like the Shopping Quest, only for collared PCs.
  • A combat defeat toggle "Collared treated as slave" - that means if you are defeated while collared, you will get a special outcome:

Stripped. All non-quest items taken. All gold taken. (They stole my stuff, on steroids).

If possible, NPCs will rape, then stay calm for several minutes. If the PC is still nearby when the end of the calm effect is about to wear off, the NPCs will rape again, re-calm, and restart the timer.

After each rape, there is a chance of being sent to Simple Slavery. Chance rechecked if multiple rapes occur.

Direct enslavement into SD+? Would make DA+Defeat redundant.

Direct enslavement into XDFF, with some new master NPC, like "Slaver", and appropriate rules?

 

DCL has lots of collars, it would be interesting to acknowledge them more.

I guess you could say the same of rubber suits though...

But lots of other mods use collars, and not just SD+, so features for collars would be useful across the board.

 

But, these aren't "feature requests", just inspirational material. Take it, leave it, change it, rearrange it...

 

 

If I have a genuine feature request for combat defeat now, it's that the "Complex conditions" thing, could be explained somehow in the tooltip. Or have a more informative name.

 

As is, I don't know if I want to enable those "complex conditions" because I don't really know what they are.

My suspicion is that they're to do with being disarmed, but their new name suggests they are now more than that.

Otherwise they'd simply be "Complex unarmed conditions" or something?

 

But I don't think a new user of the mod would have any idea what they might do.

Posted
56 minutes ago, Lupine00 said:

If I have a genuine feature request for combat defeat now, it's that the "Complex conditions" thing, could be explained somehow in the tooltip. Or have a more informative name.

 

As is, I don't know if I want to enable those "complex conditions" because I don't really know what they are.

My suspicion is that they're to do with being disarmed, but their new name suggests they are now more than that.

Otherwise they'd simply be "Complex unarmed conditions" or something?

yep that´s true....

Posted

For the Offer Sex rule, I'd like to suggest that the interval be configurable.  It's hard-code at 6 hours (though the tooltip says "at least once per day" so I assume that changed over time).  It would also be more interesting to be able to configure how frequently master accepts (a simple percent chance or arousal threshold, whatever makes sense).  Maybe master just isn't that into you, or likes leaving you frustrated. 

Posted
9 hours ago, Hiderius said:

so this mod conflicts with Prison Overhaul (patches) :(  really liked using that mod 

 

 

Is there a good settings that others would recommend to have DLC right in the middle for adventuring and to get tied up 

 

 

Indeed. If possible, any way to add an option to turn off to Deviously Cursed Loot prison scenario for those that wants to use Prison Overhaul(patches)?

I havent tested the latest version yet. Maybe it already has that option?

Either way, thanks Kimy :D

 

Posted

unknown.png

Hm, what could be causing this? It sometimes stops Leah from stripping my char or putting devices on her properly.

PS. I installed XDFF and firstly post this question on XDFF thread but the auther was taking a break and I was recommened to come to here

Posted

Hi) Cool mod) I wanted to offer an addition:
1) The dollhouse after completing the quest "Rubber debtor" can offer to redeem the debtor. ?
2) Kukolnitsy had 5 daughters? Why not add the opportunity to buy the rest?) Come to those whom you sold and redeem. Or after buying Sasha, a courier will come to the player with a note and the following text: "I heard (heard) that you bought Sasha? And would you not like to buy her sister from me?" ?
3) In the store, Sasha was in a cage ... Can add the ability to lock it not only in the limiters, but also in the cage? (and her sisters) ?
What do you say? ?
Sorry for my english ... this is a google translator ...

Posted

I think I found an (indirectly game crashing) bug related to the relatively new slave trader's teleport (7.4).

 

When I teleport using that method from the inventory, sometimes my Sasha gets totally messed up. She starts glitching around, disappearing and reappearing, but not the ordinary "invisible but there" problem, but more like "can't decide on a location and constantly teleporting around". Even when I do manage to click her with the console (which is hard, because I have to catch the half-second that she is there, clicking when she isn't there won't get her, because it isn't mere invisibility) and disable-enable her, this does not get fixed.

The bug remains even after teleporting back into the previous location, however, it seems to be quite relaxed as long as I am not in any interior area (though it WILL come back whether I get into any interior).

As long as this bug is around, the game is very very very fast to crash, probably because of over-calculating Sasha's true location.

 

Things that do NOT make the bug disappear: disable-enable the bugged Sasha, reload save, restart the game, restart the computer, change locations via fast travel, "moveto player".

 

The workaround that I currently use: disable Sasha before taking the teleport to the trader and enable her only after coming back to my original location. Must, of course, be done from within a single save (no reload in the middle) or the console will no longer be targeting her, and as far as I know, that would mean she is disabled forever, for good, as if she doesn't exist in the game.

 

Additional information:

I say Sasha because she is my follower, it might be true only for her or for any follower.

The teleports were all used from within interior areas as far as I can tell (oddly I find more girls in caves than there are in camps), so it might somehow be related to that. Though note the bug starts from within the inn in Riverwood, not only after returning to the original location. Also, there was one time the bug simply didn't happen (sadly I don't remember if I teleported from indoor or outdoor and that time, because "no bugs no attention to details", and another time in which after repeatedly crashing, Sasha suddenly stopped bugging with no obvious reason. That means there might be a solution for saves that already have the bug in them, but the only thing that always works is currently preemptive only.

 

Hope this helps identify and fix the bug :)

Posted
9 hours ago, shadow866 said:

Indeed. If possible, any way to add an option to turn off to Deviously Cursed Loot prison scenario for those that wants to use Prison Overhaul(patches)?

I havent tested the latest version yet. Maybe it already has that option?

Either way, thanks Kimy :D

 

It makes no sense to offer integration with a mod that's not compatible with DD/DCL. POP's author failed to update the component (DD Equip) that made it halfway possible to run POP alongside DCL to DD4 for over a year now, and confirmed multiple times that there are no plans to ever update it. As a consequence, this means that POP and DCL are once again conflicting mods that really shouldn't be in the same load order. People can still do it if they want to, but there might and probably will be issues, since DD Equip in its current state has to be considered obsolete and can no longer be used to mitigate these issues.

 

Mind you that at this time DCL doesn't handle general arrests by the guard. It just no longer relegates its own "arrests" to POP, and it does not longer check for its scenes running. Further changes to DCL's handling of arrests are in the works, though. I do consider the lack of a stable, DD-compatible prison mod to be a bad thing.

Posted
3 hours ago, TeaAndBiscuits said:

Can you please fix Maiden's Shield? After a week elapses an option to "Remove" the item will appear but no matter how many times I click it, the item isn't removed. 

Don't click it. Wait for two weeks. You have got a serious scripting lag which comes from wrong load order or heavy moded game save and the couse probably is - not using LOOT to sort your load order. <- this was always the source for a problems for me when using any time activated devices

If you use Deviously Cursed Loot - you probably found it in Helgen dungeon - thats the first time it appears, or maybe bought it from Dollmaker. 

 

BTW i'm curious what will happen when putting this on for a week and than fastly do a Chloe quest with premium items... is it going to be a bug or is it going to remove maiden's shield?

Posted

I have an MCM bug with the latest version - the cursed loot MCM becomes inactive after selecting the "combat surrender" option. Once this happens the MCM doesn't populate, resetting the stage of MCM to repopulate the MCM list removes Cursed Loot from the list.

 

I'm able to workaround by just configuring everything else first before ticking the combat surrender box.

 

Is this just some mod conflict on my end or is anyone else experiencing this?

Posted
9 minutes ago, MrMagoo said:

I have an MCM bug with the latest version - the cursed loot MCM becomes inactive after selecting the "combat surrender" option. Once this happens the MCM doesn't populate, resetting the stage of MCM to repopulate the MCM list removes Cursed Loot from the list.

 

I'm able to workaround by just configuring everything else first before ticking the combat surrender box.

 

Is this just some mod conflict on my end or is anyone else experiencing this?

Wait. You mean you don't have "Cursed Loot" at all? Or it's inactive and says something that menu is locked?

 

If it says thats locked - before you end up in a bondage item you should always uncheck one option in menu:

Cursed Loot > Miscellaneous Options > Lock Menu when Tied

Posted
1 hour ago, piotsze said:

Wait. You mean you don't have "Cursed Loot" at all? Or it's inactive and says something that menu is locked?

 

If it says thats locked - before you end up in a bondage item you should always uncheck one option in menu:

Cursed Loot > Miscellaneous Options > Lock Menu when Tied

 

It's not that - I'm quite familiar with Cursed Loot and how it works ;)

 

let me give a bit more detail;

 

start new game - cursed loot menu is present and correct, all options working.

Tick "enable combat surrender" - menu options no longer function.

ESC out of MCM - go back in - Cursed Loot menu options don't populate.

"setstage blabla" to refresh MCM list = XX new MCM menus found. Open MCM - no Cursed Loot showing at all.

 

 

UPDATE - After cleaning Cursed Loot scripts / forms etc out of the save so it reloaded the mod from scratch I was then able to enable combat surrender without triggering this issue ^^

Posted
5 hours ago, Kimy said:

I do consider the lack of a stable, DD-compatible prison mod to be a bad thing

Did we ever have such a thing?

We did, and we still do, but it's not PoP, it's Devious Cidhna.

DD has never been very relevant to PoP, and PoP has varied considerably in its stability from release to release.

 

We still have a number of DD-oriented prison mods. Far more DD-centric than PoP is, or ever was.

  • Raven Beak Prison? (Not updated for DD4)
  • Captured Dreams? (Slightly updated for DD4)
  • Devious Cidhna? (Fully updated for DD4).

 

The above are genuinely DD-oriented mods, with serious prison content.

Slaves of Tamriel also had a stab at this, but never really got finished enough.

 

CD has many hours of being locked in a cage, that is locked in a mine, slavishly digging.

RBP was written pretty much as a response to PoP.

And DC, definitely is a prison; in fact it's a mod made of prison escapes.

 

A more interesting question is what would a new DD-oriented prison mod look like?

 

 

I like some of the ideas in BondageFurnitureWorld, but the problem with furniture is that you don't go anywhere and can't do anything.

Once you've seen the little show once, you're sort of over it.

 

The only mod that ever made anything interesting out of sitting doing nothing in a cage was Devious Regulations.

There are mods that do some good things with cages, SD Cages, PoP, and Whiterun Brothel Revamp (before it was taken down by its creator), but they make you do things in the cage. You aren't just sitting there, doing nothing. They aren't comparable to a furniture experience - through WBR had a lot of furniture, and a lot of it was used in a mind numbingly dull way - that's incidental to the night in the cage, that led into the horse show, which was a hilarious homage to Slaverun Reloaded.

 

 

My guess is that Kimy is planning a quest-driven PoP alternative, where you wear cute hobble-dresses and shuffle around town while the townsfolk abuse and humiliate you, then get returned to a cell, where you get raped by guards. It may, or may not have any furniture content. But one thing is for sure, if Kimy can put you in a hobble-dress, or a straightjacket that is a lot like a hobble-dress with a built-in armbinder, or perhaps a pet-suit, she will. You will probably have to perform some tasks (complete a quest) to be released.

 

Or maybe I'm wrong, and it will be more like RBP, or DC?

 

Either way, I think  it will be some fun stuff.

 

I can't wait to try it, but I'm expecting it to be more punishment oriented than prison oriented... Something to fit in a similar "space" to PoP, but less passive.

 

 

PoP itself isn't really prison ... much. Most things happen out in the town, or in the case of cage scenes, the Jarl's palace.

Spoiler

 

It doesn't try to create a prison "world" like DC or RBP, or even CD - though CD is not explicitly a prison, it's more of a prison mod than most prison mods - right down to a rehabilitation plot-arc, working in the metal-shop, and strict imposition of rules. But CD has never been set up as a prison destination, though it would have made perfect sense for it to have been used in that way. You can get there through SS, but I'm not aware of a mod that replaces arrests with SS, though I guess that would be trivial to do.

 

SLUTS Redux tries to be a prison alternative. I mean it is a prison alternative. That part works. But playing SLUTS past the first couple of hauls, exhausts my boredom capacity; and the hauls themselves are unspeakably fragile; trivially sabotaged by other mods, or simply physics.

 

 

I guess the mod I'm dreaming of is set somewhere up near Winterhold - in an isolated castle, possibly on an island, where trying to leave without the best in cold-weather clothing leads to near instant death from cold. A place of many cells, ghosts, a terrible lower dungeon where only the worst are sent. Jailers that might just as well sell you off at auction, or to be used in Thalmor experiments, and who just might secretly be in league with necromancers of conjurers who come there to perform experiments. Escape is a multi-stage challenge, where you have to escape your cell, the cell block, obtain clothes and food for the journey, then steal a boat, or stow away somehow on the supply-ship.

 

If you get caught trying to escape, you get a lot of devices added. You can only get them removed by pleasing the wardens with voluntary sexual favours. Don't stay there too long though, or you might end up ... permanently altered ... or simply sold off. And the only way to leave is escape, or making the guards like you enough to simply let you go. But if they like you too much, they might want to keep you. Dilemmas.

 

Totally anachronistic, because Skyrim's obvious punishments for everything should be "a beating", mutilation, slavery or death, and a cell would be a place you keep a noble before ransoming them back to their family. The vanilla game has people being executed for petty crimes in the introduction, but then adds a prison system, where you can get let off for murder. It's conflicted!

 

So, screw realism, or logic, it just has to be atmospheric.

 

 

 

Posted
6 hours ago, MrMagoo said:

UPDATE - After cleaning Cursed Loot scripts / forms etc out of the save so it reloaded the mod from scratch I was then able to enable combat surrender without triggering this issue ^^

Can you tell from which version did you upgrade to 7.5 ?

Posted
7 hours ago, Lupine00 said:

But one thing is for sure, if Kimy can put you in a hobble-dress, or a straightjacket that is a lot like a hobble-dress with a built-in armbinder, or perhaps a pet-suit, she will.

 

>>

<<

 

Haha!

Posted

Hey Kimy, 

I got an idea for your really great (splendid) mod if you are interested. How about adding belts or suits like the dogbelt or rubbersuit that over time cinches the waist? Adding some debuff to stamina and maybe a stagger effect due to loss of breath and some comments when it tightens and how tight it is.

For those with a taste for the macabre it could allso kill you if you don't get out of it in time, this could lead to a nice quest for release.

In the pics I have played with "Waist", "WideWaistLine" and "ChubbyWaist" in BodySlide.

normal.jpg

tight.jpg

constricted.jpg

Posted
33 minutes ago, Leodriz said:

Hey Kimy, 

I got an idea for your really great (splendid) mod if you are interested. How about adding belts or suits like the dogbelt or rubbersuit that over time cinches the waist? Adding some debuff to stamina and maybe a stagger effect due to loss of breath and some comments when it tightens and how tight it is.

For those with a taste for the macabre it could allso kill you if you don't get out of it in time, this could lead to a nice quest for release.

In the pics I have played with "Waist", "WideWaistLine" and "ChubbyWaist" in BodySlide.

 

Considering a mod like that already exists I don't see the need for it. Combine with the Sexlab Disparity mod with a bit of tweaking you could get some debuffs. I definitely wouldn't use the Devious Training mod as it is... clunky ATM.

 

Posted
33 minutes ago, Darkpig said:

Considering a mod like that already exists I don't see the need for it. Combine with the Sexlab Disparity mod with a bit of tweaking you could get some debuffs. I definitely wouldn't use the Devious Training mod as it is... clunky ATM.

 

That souns interesting, I think I will give it a try. Not exactly what i was after here though.
What I'm after is being equipped with a certain item in the same was as the slut collar or strip tease collar are, with it´s slide fore likelyhood and its own means for escape.

Posted
9 hours ago, Lupine00 said:

SLUTS Redux tries to be a prison alternative. I mean it is a prison alternative. That part works. But playing SLUTS past the first couple of hauls, exhausts my boredom capacity; and the hauls themselves are unspeakably fragile; trivially sabotaged by other mods, or simply physics.

While SLUTS works when player iniates it from carriage driver, it does NOT work when you get assigned to it as an option to repay crimes. It has been in that bugged state for a very long time and developer has seemed to abandon it. Many people have confirmed and tested the bug.

 

As for POP i would have used it if it wasn't too buggy in practise. Either you don't get sent to jail or the events get stuck and work better or worse depending on which hold you were in. I was even killed on a whipping scene -.-

Posted
56 minutes ago, Zaflis said:

While SLUTS works when player iniates it from carriage driver, it does NOT work when you get assigned to it as an option to repay crimes. It has been in that bugged state for a very long time and developer has seemed to abandon it. Many people have confirmed and tested the bug.

I had it work once.

I had it fail a lot of times though.

I think you might have to be at the exact right quest stage of SLUTS for it to work, and once you've had it work, you're not at that stage any more and it won't work again.

 

And with PoP, I have had it fail a lot of times, and you usually don't find out it's not gonna work until you're many hours into a game, and then you know you're not going to have any PoP in that game after all. It's like you need to pick PoP as a LAL start to check it's working.

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