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


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Posted
3 hours ago, jigwigigx said:

My apologies everyone, it seems I was not using the right terms for my problem or not desribing it accurately enough - what happens with my game is that the event triggers which equip the dress of shame and the rubber doll boots are apparently missing as nothing happens when you click on these items when they are in inventory. ..

Sorry but this is still not very clear. If you are on walk of shame and get in rubber collar too, you might want to reload last save. 2 quest-like overlapping events both wearing restraints on player spells disaster when scripts fight eachother on what should be happening to player. I'm not confident that even "Free me!" option from debug would fully fix that, but it might.

Posted

It would be unreasonable to suppose that Kimy didn't consider contention between her numerous quest devices and Walk of Shame.

So, probably, WoS is supposed not to be picked in the case where you are in those quests.

 

Also, it's moot whether indecency generally is supposed to fire during quests like Rubber Doll.

Certainly, other events are suspended.

 

Sounds like the root problem is that the quest didn't trigger properly, and the first set of devices didn't go on properly either.

 

I've had issues like this myself from time to time. When Devious Cidhna triggers Rubber Doll from talking to Farengar, I've had it fail on multiple occasions. Maybe a DC related problem there. Collar quest starts, then immediately completes, leaving collar broken.

 

But a quest not starting properly is ... Skyrim. There would be no way for Kimy to see a particular problem like that in testing, as its particular not just to a given Load Order, but a given game too.

 

You could run the same LO again, and get a game where it all goes well.

 

Not to say these things aren't exacerbated by code that has timing-related race condition in it. Such code can work 7 times out of 10, and look fine in tests, but that's still not a great ratio of success for users. DD itself has a lot of potential races, because it's full of asynchronous operations. It's pretty easy to try and add two devices with clashing slots in quick succession and get a bad outcome. There should be mutex controls ... Quests need to be wary of this situation.

Posted
10 hours ago, Lupine00 said:

It would be unreasonable to suppose that Kimy didn't consider contention between her numerous quest devices and Walk of Shame.

So, probably, WoS is supposed not to be picked in the case where you are in those quests.

 

Also, it's moot whether indecency generally is supposed to fire during quests like Rubber Doll.

Certainly, other events are suspended.

 

Sounds like the root problem is that the quest didn't trigger properly, and the first set of devices didn't go on properly either.

 

I've had issues like this myself from time to time. When Devious Cidhna triggers Rubber Doll from talking to Farengar, I've had it fail on multiple occasions. Maybe a DC related problem there. Collar quest starts, then immediately completes, leaving collar broken.

 

But a quest not starting properly is ... Skyrim. There would be no way for Kimy to see a particular problem like that in testing, as its particular not just to a given Load Order, but a given game too.

 

You could run the same LO again, and get a game where it all goes well.

 

Not to say these things aren't exacerbated by code that has timing-related race condition in it. Such code can work 7 times out of 10, and look fine in tests, but that's still not a great ratio of success for users. DD itself has a lot of potential races, because it's full of asynchronous operations. It's pretty easy to try and add two devices with clashing slots in quick succession and get a bad outcome. There should be mutex controls ... Quests need to be wary of this situation.

Thanks for the input you guys, but I am pretty sure it's a dirty edit or something like that which prevents these items from equpping properly. I just tried with a new game to start rubber doll quest which still doesn't get past the boots. I am going to have a meddle around with TESVedit to see if I can find the root of the problem. Nothing else for it.

Update: Looked at it in TESVedit - there is far too much in there to figure out, better leave it to the pros, lol.

Posted
On 5/31/2016 at 8:18 AM, Morferous said:

- Papyrus stress. Enough is enough. If things above are set, then Papyrus can handle a lot more than peoples give it credit to. However, when it becomes too stressed from mods with active scripts and preloaded libraries (the actual amount of scripts in mods is completely irrelevant), then that's it. There is nothing more to do than re-plan the mod list and start again.

Prior to upgrading to the latest version cursed loot worked like a charms and I thoroughly enjoyed the mod. But after upgrading from 5.0 to 7.0, with so many new features added, my game just crashes on load, when creating a new game, or attempting any sort of fix. I think this quote really does signify the ordeal. I am still trying to wayback for the older edition and install it as I really don't wanna play without it.    

Posted
14 minutes ago, navitude89 said:

Prior to upgrading to the latest version cursed loot worked like a charms and I thoroughly enjoyed the mod. But after upgrading from 5.0 to 7.0, with so many new features added, my game just crashes on load, when creating a new game, or attempting any sort of fix. I think this quote really does signify the ordeal. I am still trying to wayback for the older edition and install it as I really don't wanna play without it.    

 

Game stability fix with discussion of other stability fixes:  Crash fixes - Downloads - Skyrim Non Adult Mods - LoversLab

Posted
3 hours ago, WaxenFigure said:

 

Game stability fix with discussion of other stability fixes:  Crash fixes - Downloads - Skyrim Non Adult Mods - LoversLab

I have been through that thread a long time ago and made the suggested changes to the ini. There are additional guides that add several tips that further the usefulness of crash fixes. While it has cleaned up a lot of issues, It does not resolve the issues with version 6.0 and greater of this mod. I found version 4.1 sitting in my older back up and have been testing it for an hour. There are no crashes. While it does not have many of the newer functions, it is able to run with my load order.   

Posted

Hi before I installed the Cursed loot the mouth of my character was open when he had a gag, and after the installation the mouth stays closed. Why ? Does anyone have an idea why this is so

Posted

Can any other cbbe users currently playing DCL 7.5 confirm whether or not the dress of shame and the rubber doll boots  equip and appear on the player ingame?

I still can't get mine working after reinstalling dcl, expansion, re-running bodyslide and fnis etc. Thanks in advance.

 

Posted
5 hours ago, WaxenFigure said:

Game stability fix with discussion of other stability fixes:  Crash fixes - Downloads - Skyrim Non Adult Mods - LoversLab

That guide says that Safety Load isn't needed if you use OS Allocators (though it's a bit vague about whether you really need to turn alignment on, which I suspect is actually a must, if you use OS Allocators) but I have tried many times, on different computers and set-ups, and I always eventually get FootIK loading crashes unless I use Safety Load.

 

Because of this, I suspected that Crash Fixes wasn't pre-loading properly, but investigations showed it was.

 

I never found OS Allocators to make a difference one way or the other in terms of crashes, or performance, or anything really.

Posted
2 hours ago, jigwigigx said:

Can any other cbbe users currently playing DCL 7.5 confirm whether or not the dress of shame and the rubber doll boots  equip and appear on the player ingame?

I still can't get mine working after reinstalling dcl, expansion, re-running bodyslide and fnis etc. Thanks in advance.

Did you mean simultaneously and separately, and had you tested them both in a new game? But i can confirm both of the items work and show up on player even if i wear them simultaneously, and I only tried UUNP.

Posted
9 minutes ago, Zaflis said:

Did you mean simultaneously and separately, and had you tested them both in a new game? But i can confirm both of the items work and show up on player even if i wear them simultaneously, and I only tried UUNP.

I meant separately of course and I believe I was specific about cbbe and yes I have tested, I am not a noob here.

Posted

so I have Rape option checked and occasionally I see the message that "So and so is going to rape you!" and said NPC dashes over to me and i stop moving (and occasionally Serana gets tied up on the ground).  Nothing else happens though and the NPC just starts walking away on their like "wandering around" type pathing but I still can't move or anything and wind up having to reload and eventually just disable Rape as it keeps getting stuck in an animation or whatever is going on.

Note: Just noticed in the Debug menu it says

[Character name] (not essential)

Cursed loot chance 26.000000%

Player is not currently vulnerable to rape

Posted
6 hours ago, Lupine00 said:

That guide says that Safety Load isn't needed if you use OS Allocators (though it's a bit vague about whether you really need to turn alignment on, which I suspect is actually a must, if you use OS Allocators) but I have tried many times, on different computers and set-ups, and I always eventually get FootIK loading crashes unless I use Safety Load.

 

Because of this, I suspected that Crash Fixes wasn't pre-loading properly, but investigations showed it was.

 

I never found OS Allocators to make a difference one way or the other in terms of crashes, or performance, or anything really.

I can't address your issue specifically, but I've been using crash fixes successfully since it was first released and found that the "secret", if that is the right term, is found in the crashfixplugin.ini file.

 

Set UseOSAllocators=1.

Scroll down the file to the section entitled CustomMemoryBlock, set CustomMemoryBlock=1.

 

Run your game, open the console (press the tilde (~) key), and observe the read-out.  Look at the highest number.  Whatever it is, you want it to be within the range of 85 to 90.  Take a look at the CustomMemoryBlockTotalSizeMb= setting (default is 64), and adjust upwards or downwards by increments of 1 until you get a range between 85 and 90.  It will take some trial and error until you do.  Increasing the setting (i.e., make it 70 instead of 64) will will lower the range.  Conversely, decreasing the number will increase the range.

 

As you play the game, the longer you play, the more the range will change, in my experience normally increasing.  Consequently, from time to time check the range and adjust the CustomMemoryBlockTotalSizeMB accordingly.  I've never been able to achieve a totally stable Oldrim heavily modified game, particularly once the save game size gets to 40m or more, but up to that point the game is "mostly" stable.  Which is much more than was earlier possible.

 

If your game crashes unexpectedly, reload and check the memory range usage in the console, and compare it with the setting in CrashFixPlugin.ini.  You are very likely to find that the reading is out of range.  Adjust and retry.

 

As a caveat, the better your load order is optimized and conflict-resolved, the more likely the CustomMemoryBlockTotalSizeMB setting will be effective.  Otherwise, it's more like lipstick on a Elephant.

 

I'm certainly no expert, but that's been my experience.   Hope this helps someone.

Posted
2 hours ago, Rynnes Master said:

Run your game, open the console (press the tilde (~) key), and observe the read-out.  Look at the highest number.  Whatever it is, you want it to be within the range of 85 to 90.  Take a look at the CustomMemoryBlockTotalSizeMb= setting (default is 64), and adjust upwards or downwards by increments of 1 until you get a range between 85 and 90.  It will take some trial and error until you do.  Increasing the setting (i.e., make it 70 instead of 64) will will lower the range.  Conversely, decreasing the number will increase the range.

 

As you play the game, the longer you play, the more the range will change, in my experience normally increasing.  Consequently, from time to time check the range and adjust the CustomMemoryBlockTotalSizeMB accordingly.  I've never been able to achieve a totally stable Oldrim heavily modified game, particularly once the save game size gets to 40m or more, but up to that point the game is "mostly" stable.  Which is much more than was earlier possible.

Are you saying that CustomMemoryBlock is what fixes the FootIK multi-thread loading bug?

 

From what's written in the ini, CMB is intended to prevent memory fragmentation problems leading to bogus out-of-memory scenarios, or just poor performance.

 

Having written and used these kinds of allocators many times over the years, I'm pretty sceptical of multi-pool allocators, as they basically build-in fragmentation rather than fixing it. It sounds from your tips, that this is close to the case, and you end up doing a lot of tuning on the size of the CMB to get value out of it, without it sucking up memory it need not suck.

 

 

I guess it's possible the CMB has some kind of mutex around it that ends up mitigating the multi-thread load bug. I've never used it, so it might be the magic ingredient. OTOH, even the comments in the .ini seem to suggest it offers questionable benefits. But I guess the thing to do is try it and see...

Posted
9 hours ago, jigwigigx said:

Can any other cbbe users currently playing DCL 7.5 confirm whether or not the dress of shame and the rubber doll boots  equip and appear on the player ingame?

I still can't get mine working after reinstalling dcl, expansion, re-running bodyslide and fnis etc. Thanks in advance.

 

I'm using CBBE, had Walk of Shame getting fired several times, also ran Rubber Doll quest to equip all of it's items - all worked/equipped/shown just fine.

Posted

Anyone know how to get Chloe to be naked?

Basicly I want to remove her default outfit that equips the ragged clothes on her when you remove all other armor pieces.

I've tried to change her outfit with TES5Edit but since its my first time using it let's just say it didn't work very well.

Posted
19 minutes ago, itdude69 said:

Anyone know how to get Chloe to be naked?

Basicly I want to remove her default outfit that equips the ragged clothes on her when you remove all other armor pieces.

I've tried to change her outfit with TES5Edit but since its my first time using it let's just say it didn't work very well.

Find one of those custom follower mods that has a default naked follower :) Copy the default outfit from that.

Changing outfits is easy in the CK, less so in Tes5Edit. 

Posted
4 hours ago, notwavman said:

I'm using CBBE, had Walk of Shame getting fired several times, also ran Rubber Doll quest to equip all of it's items - all worked/equipped/shown just fine.

Thank you for the information, that's the most helpful thing I have yet seen on this topic at least now I know where the problem is. Still don't know what's causing it yet, but I'm working on it. BTW, can you tell me which specific cbbe body you are using, e.g. curvy?

Posted

Kimy can you please verify for me the correct file size of DCL 7.5? My download zip folder size  is 347mb or 364,326,912 bytes on disk. It unzips normally but I want to be sure I got the full file.

Thanks.

Posted
2 hours ago, jigwigigx said:

zip size is 347mb or 364,326,912 bytes on disk. It unzips normally but I want to be sure I got the full file.

That is correct. Normally if even 1 byte was wrong, you wouldn't be able to even open it for seeing what's inside.

Posted
3 hours ago, jigwigigx said:

Thank you for the information, that's the most helpful thing I have yet seen on this topic at least now I know where the problem is. Still don't know what's causing it yet, but I'm working on it. BTW, can you tell me which specific cbbe body you are using, e.g. curvy?

If the CBBE body comes from Bodyslide, not pre-generated, they all come from the same location and go to the same location, and curvy and slim are just slider presets.

It's not likely to be relevant.

 

If you're using MO, or MO2, it's quite likely you created your problem there ... put your output files in the wrong place, or they aren't the versions you think they are.

 

If you can open them in NifSkope - in the right location - via the MO file system, not via vanilla windows file access - then the problem isn't the meshes.

 

A different area to look at, is your skeleton correct? If you have a collapsed skeleton, things won't show up because you're just a dot.

 

Confirm that other things render, and the problem is just assets from DCL.

If it's just assets from DCL, it's almost certain you didn't Bodyslide them correctly, or put them in the wrong place, or have done something else funny with MO.

 

On thing that can make items not render, is if you have the _0 and _1 mesh different. Sometimes happens if you tinker with just one in NifSkope.

Possibly also if Bodyslide didn't write one of those outputs correctly. Then you check the other, it looks good, so you think it's all fine, but the problem was the other version of the mesh.

Posted
Sorry for my bad English...
I have a suggestion for this mod. It would be nice to have monologues, trigger by item(s), time and excitement. 
Like : "oh crap, it's really hard to walk with that ..." when boots are equipped and excitement under 50% after 15 minutes.
Posted
2 hours ago, Lupine00 said:

If the CBBE body comes from Bodyslide, not pre-generated, they all come from the same location and go to the same location, and curvy and slim are just slider presets.

It's not likely to be relevant.

 

If you're using MO, or MO2, it's quite likely you created your problem there ... put your output files in the wrong place, or they aren't the versions you think they are.

 

If you can open them in NifSkope - in the right location - via the MO file system, not via vanilla windows file access - then the problem isn't the meshes.

 

A different area to look at, is your skeleton correct? If you have a collapsed skeleton, things won't show up because you're just a dot.

 

Confirm that other things render, and the problem is just assets from DCL.

If it's just assets from DCL, it's almost certain you didn't Bodyslide them correctly, or put them in the wrong place, or have done something else funny with MO.

 

On thing that can make items not render, is if you have the _0 and _1 mesh different. Sometimes happens if you tinker with just one in NifSkope.

Possibly also if Bodyslide didn't write one of those outputs correctly. Then you check the other, it looks good, so you think it's all fine, but the problem was the other version of the mesh.

Thanks for your input.  I have an idea that the problem might have begun at installation so that is what I am looking at right now, only this time I am going to attempt a rather tricky partial manual install, i.e. , I am going to overwrite the core files the old fashioned way -  the way you used to do with Morrowind and Sims 1 before mod managers were invented and if that doesn't work I will try to manually overwrite the lot as NMM tends to spit out a lot of "blablabla has already been installed by..." etc. etc.  popups every time I install a new version of DD or DCL. Don't worry, I know what I am doing, I was trained by Doctor Nick.

Hi everybody!:)

Posted
On 2/11/2019 at 11:38 AM, zhuguannan123 said:

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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

I want the shoes.
If not in real life, can you put them into the game ? There's sure some lock on it somewhere

Posted
38 minutes ago, A Little Kitten said:

I want the shoes.
If not in real life, can you put them into the game ? There's sure some lock on it somewhere

I have no idea what shoes these are, where to get them from, or if I could use them in DCL.

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