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


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Posted

 

But is it enough to make the RNG behave itself? Well that's the thing, the RNG itself might not be the problem, seeing the RNG fail might simply be the only obvious symptom of something else, something even earlier on the chain of engine functions failing first. And if that's the case, an improved C++ RNG script woulden't make any difference, because the problem is elsewhere and happening even before the RNG script gets processed.

 

Adding a C++ RNG to SKSE was exactly what the SKSE devs originally planned to do if I am not mistaken. But apparently that idea got scrapped after they did a (from what I can tell what they did, very incomplete) test on the vanilla RNG which showed it to be working fine in ONE of the criteria of a good RNG, which is distribution. The RNG's main issue seems to be seeding though, and that they didn't test.

 

I had repeatedly situations when an event having a very low probability to happen triggered repeatedly in a row. Yes, math allows that to happen. But in Skyrim it happens enough to make me raise my eyebrows. As Coopervane indicates, we also don't really know other factors that might play a role. For example, it -could- be that the RNG gets assigned only very limited CPU time under heavy engine load (which a lot of us produce with our heavily modded installations), which might result in poor quality of numbers generated by the RNG. I really don't know if that's the case or not as that would require thorough testing.

 

 

If you believe it is biased, you can try repeating the same experience every time you start a game for a few days. If effectively you get the same or similar sequence on every start then there may effectively be an issue with seeding that you should report to the SKSE support forum. And by the way, all the previous extenders contains a RNG function already, so creating it would not be an issue.

Posted

 

If you believe it is biased, you can try repeating the same experience every time you start a game for a few days. If effectively you get the same or similar sequence on every start then there may effectively be an issue with seeding that you should report to the SKSE support forum. And by the way, all the previous extenders contains a RNG function already, so creating it would not be an issue.

 

 

I did something like that a while ago, when I tested a dialogue response selector for Cursed Loot -  I loaded a particular save and executed the exact same steps at roughly the same speed. In pretty much all cases the very same choice got picked by the "R"NG.

Posted

it s seems I m not alone, but I didn t find a solution to remove the high security harness.

I paid a smith, nothing. I used keys, nothing, wrong key.

I even tried the debug tool and the free me: the high security harness stayed.

So i tried removeitem in the console, well it asked me if i had a key... hahaha

and last solution: playeradditem .. -1. It removed the harness from my inventory, but I still had it on... So I really need help...

Thank you very much.

Posted

I had updated to a 3x without staring a new game with no problems. I did do a clean save with Save Tool and ran the program and also removed the scripts from the left hand column appropriate to this mod.

 

Okay, everybody, quit giving Kimy ideas, Kimy is already evil enough and yet looking forward with trembling hands to see what is next. Wait a minute, did I just say that, what's next, OUCH. Well, I guess that's what we get for being greedy looting dragonborn.

 

Thanks Kimy, I think.

 

Posted

 

Honestly, I'd guess that there are two problems. One is the clustering illusion - if you ask someone to make or evaluate a string of random numbers, they tend to *strongly* prefer ones with less clustering than you'd actually get from true randomness.

 

The second is that the default settings for Deviously Cursed Loot are hugely influenced by arousal. I mean, the "base" chance is only something like 5%, but if you have 100 arousal that gets boosted to something like 50%. And there is a setting that always forces the maximum amount of devices over a certain arousal as well, enabled by default. Which would totally explain why sometimes it feels like half the chests have cursed loot, and you always get the maximum amount of devices.

 

If you really feel like you're getting screwed by RNG, I'd suggest turning on the debug settings, which will show you the "actual" chance for getting loot on any particular item you open, after all modifiers. You might be surprised by the result.

 

It's not clustering illusion, and it's not arousal either as i have that feature disabled, aswell i'm running lower than default chances for everything else (i belive the default base chance is 5%, and i've got it at 3%, or is it 0.5% and i have it at 0.3%... eh, one of the two).

 

At such settings, getting hit by 3 to 5 Dcur events whilst going through the Bleakfalls dungeon would be a supricingly high number, but not an impossible one, 3 to 5 could be a legit cluster, it could happen. That is not what happened to me on this game start however, no, i got hit with somewhere between 30 and 50 Dcur events going through that dungeon. That's not hyperbole, this actually happened to me.

 

 

I had the same thing happen to me last night while cleaning out a bandit hold.

 

I have my Cursed Loot settings at less than 10% for all zones, and no arousal modifier as due to other mods my character is always at or near 100 arousal. I went in wearing just the slave collar and a Captured Dreams chastity belt I am keeping on to prevent pregnancy from the constant slave collar induced rapes. Unfortunately the belt came with a couple rather insidious plugs but it's usually not too much of a problem.

 

Well last night Papyrus decided to punish me. Every 2 minutes (real time) DDi would trigger my plugs, force dropping any unsheathed weapons. At the same time every third chest/body/sack/barrel I looted had a devious device to equip on me or some other devious attack. Near the end of the run my favorite bow havoked through the floor during a plug vibration event so I had to reload my save from the beginning. The second time through all the same things happened, though I remembered to sheath my bow after each use so I didn't lose it. All told it took me damn near six hours to clear White River Watch, much of that time waiting for vibration events to stop or struggling out of armbinders.

Posted

 

 

 

I've had the same problems described by others, you go into a dungeon, and even though events should have a fairly tiny chance of occuring, every second or third container i touch is cursed. And not just that, but even though the amount of items you get should be random, it always gives you the maximum amount, and it's not just Dcur, the RNG is fiering like crazy so it's all RNG dependant functions going off constantly. When this is happening i can also forget all about using weapons, because DH will make me drop it constantly, and Spells are out too if i got a soulgem plug, because DDi will fire up the plug on every spell cast.

 

Here's the thing though: If i then fully quit the game and re-launch it, there's a good chance the problem goes away, and the RNG fires at normal rates once again, even in that same dungeon that had just caused me all those problems.

 

 

Honestly, I'd guess that there are two problems. One is the clustering illusion - if you ask someone to make or evaluate a string of random numbers, they tend to *strongly* prefer ones with less clustering than you'd actually get from true randomness.

 

The second is that the default settings for Deviously Cursed Loot are hugely influenced by arousal. I mean, the "base" chance is only something like 5%, but if you have 100 arousal that gets boosted to something like 50%. And there is a setting that always forces the maximum amount of devices over a certain arousal as well, enabled by default. Which would totally explain why sometimes it feels like half the chests have cursed loot, and you always get the maximum amount of devices.

 

If you really feel like you're getting screwed by RNG, I'd suggest turning on the debug settings, which will show you the "actual" chance for getting loot on any particular item you open, after all modifiers. You might be surprised by the result.

 

 

Jeezus, I'm getting flashbacks now from my stats courses, lol.

Good old coding days when you picked your RNG engine depending on what type of random numbers you wanted.  Students go.. "say what?!"

 

Anyone... on the cursed collar quest, what's in the chest after the chasity bra one (or what's the special event).  I'm getting CTD within seconds of entering the building that holds that chest and thought knowing what it is might help track down my prob.

Posted

Add my vote for the RNG being streaky as hell. Beyond having entire dungeons not proc DCL with high percentage chances one run and dozens of procs the next, I've had plugs activate every roll, and one time yoked I asked Lydia (very nicely, I might add) to help me out and had had her say no, then add gear, then steal keys (but not slave belt keys). I spawned another yoke key and tried again with her, getting exactly the same result 27 times. A save and reload had me fail again, but it broke the cycle: This time she wanted sex.

 

And it's not just heavy mod load either. Back when I was playing vanilla I got my hands on Wabbajack and had some fun in Whiterun. Filled the city with one single result* and nothing else. This was modless and before any DLC was released.

 

For the test posted above, I have no doubt that the RNG will use every available number at some point. I just wish the tester put down the order the numbers arrived in. If his list read 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3... I think we could have confirmed the problem. Also engine load. If he was sitting in an empty test cell his results may have differed if he filled it with 20 NPCs and had them all sandbox.

 

*: If anyone ever makes a RNG replacer for Skyrim, I humbly suggest the name it "Sweetroll."

Posted

 Kimy is already evil enough

 

Lies and slander!

 

...

 

Should I mention I put in some new evil things for the next patch?

Posted

*: If anyone ever makes a RNG replacer for Skyrim, I humbly suggest the name it "Sweetroll."

hah, I like that name

 

 

 

 Kimy is already evil enough

 

Lies and slander!

 

...

 

Should I mention I put in some new evil things for the next patch?

 

When is that patch anyway? im holding off the new patch version actually since you keep teasing me with this new better fixed everything awesome patch~

 

Posted

Hey, I think I have found a bug or something.

 

I got equipped the shock boots. Fine, they shock me when I run.

Now, I found the shock boots key at a corpse, and unlocked the shock boots. But there didn't show up any message, neither popup nor in the upper left corner and they still are punishing me for running!

The excerpt with the latest mention of shock boots in the logs is there, if it's not enough, i'll load up the full log.

papyrus.excerpt.log

Posted

Hey, I think I have found a bug or something.

 

I got equipped the shock boots. Fine, they shock me when I run.

Now, I found the shock boots key at a corpse, and unlocked the shock boots. But there didn't show up any message, neither popup nor in the upper left corner and they still are punishing me for running!

The excerpt with the latest mention of shock boots in the logs is there, if it's not enough, i'll load up the full log.

 

The log entries I can see would indicate that the removal process started correctly. The error messages are not from Cursed Loot (some follower mod I'd guess?). I would need to see whatever is below this fragment.

Posted

Hi, please help me, I have a problem.

 

With the new version 3.4 Estrus animations are no longer working, the debug message said it triggered but nothing happen. This mod is load after Estrus Chaurus, I don't know whats wrong, the earlier version of this mod works fine.

 

g6zDiqi.jpg

 

Posted

Question: Do you have the -newest- version of EC+ installed? The integration no longer works with older EC+ versions as the trigger method completely changed.

Posted

 

Hey, I think I have found a bug or something.

 

I got equipped the shock boots. Fine, they shock me when I run.

Now, I found the shock boots key at a corpse, and unlocked the shock boots. But there didn't show up any message, neither popup nor in the upper left corner and they still are punishing me for running!

The excerpt with the latest mention of shock boots in the logs is there, if it's not enough, i'll load up the full log.

 

The log entries I can see would indicate that the removal process started correctly. The error messages are not from Cursed Loot (some follower mod I'd guess?). I would need to see whatever is below this fragment.

 

 

Well, restarting whole Skyrim instead of just reloading the save fixed it. Seems like Skyrim forgot to load some meta files :s

 

Posted

Question: Do you have the -newest- version of EC+ installed? The integration no longer works with older EC+ versions as the trigger method completely changed.

 

Assuming the latest EC+ was used

 

I did notice this a couple of times on the testing I was doing in the other thread, it usually works on opening the second container though (with probability set to 100%). Non reproducible, sometimes happens sometimes doesn't, but could be script lag I guess

 

Posted

Just finished the Cursed Collar Quest (very nicely done) and after everything is removed my character still can't wear clothes without getting shocked and others, "eye her lustfully".  I tried using the debug feature, "freearrow-10x10.png me" but it did not workarrow-10x10.png.  Does this just take some gamearrow-10x10.png time or is there another issue?  I'm running the latest 3.4.7 or such.

 

edit -

I found a solution, sort of.  I loaded the gamearrow-10x10.png to just before I went into the "Deep Dark Dungeon".  Used the free me safe word and it worked.  Too bad, not sure why it hung up.

Posted

 

Question: Do you have the -newest- version of EC+ installed? The integration no longer works with older EC+ versions as the trigger method completely changed.

 

Assuming the latest EC+ was used

 

I did notice this a couple of times on the testing I was doing in the other thread, it usually works on opening the second container though (with probability set to 100%). Non reproducible, sometimes happens sometimes doesn't, but could be script lag I guess

 

 

There seems to be quite a large bit of time before the Estrus events actually fire. I'd guess it's a bit of time from Cursed Loot waiting to trigger (so you're out of the container when it goes off), plus a bit of time from EC+ to catch the event and then fire it. I'm not sure there's really a way to improve the timing at Kimy's end.

Posted

 

 

Question: Do you have the -newest- version of EC+ installed? The integration no longer works with older EC+ versions as the trigger method completely changed.

 

Assuming the latest EC+ was used

 

I did notice this a couple of times on the testing I was doing in the other thread, it usually works on opening the second container though (with probability set to 100%). Non reproducible, sometimes happens sometimes doesn't, but could be script lag I guess

 

 

There seems to be quite a large bit of time before the Estrus events actually fire. I'd guess it's a bit of time from Cursed Loot waiting to trigger (so you're out of the container when it goes off), plus a bit of time from EC+ to catch the event and then fire it. I'm not sure there's really a way to improve the timing at Kimy's end.

 

 

There isn't really. The only delay that's being added on my side is when the character has been sneaking and I have to cancel it properly before calling EC. Other than that, my end of the trigger should take a non-noticeable time to compute.

Posted

Just finished the Cursed Collar Quest (very nicely done) and after everything is removed my character still can't wear clothes without getting shocked and others, "eye her lustfully".  I tried using the debug feature, "freearrow-10x10.png me" but it did not workarrow-10x10.png.  Does this just take some gamearrow-10x10.png time or is there another issue?  I'm running the latest 3.4.7 or such.

 

edit -

I found a solution, sort of.  I loaded the gamearrow-10x10.png to just before I went into the "Deep Dark Dungeon".  Used the free me safe word and it worked.  Too bad, not sure why it hung up.

 

Fun thing is that the safeword and the actual quest end remove the items by calling the very same function.

 

Anyway, since this seems to happen to people more often than I am comfortable with I added a workaround I hope which will fix this.

Posted

I have a problem with the flashbomb.

 

When it spawns female bandits they have grey faces.

 

All other NPC in the game are fine.

 

I use apchii NPC, the 2 fixes for the grey faces  and beautiful elves.

I also use immersive wenches hairdos version and deadly wenches (mod that adds wenches to each faction like bandits and such) but i don t think they are related.

 

Starting a new game doesn't solve.

Posted

I have a problem with the flashbomb.

 

When it spawns female bandits they have grey faces.

 

All other NPC in the game are fine.

 

I use apchii NPC, the 2 fixes for the grey faces  and beautiful elves.

I also use immersive wenches hairdos version and deadly wenches (mod that adds wenches to each faction like bandits and such) but i don t think they are related.

 

Starting a new game doesn't solve.

 

Yes, that's already fixed on my end. :)

Posted

 

 

There seems to be quite a large bit of time before the Estrus events actually fire. I'd guess it's a bit of time from Cursed Loot waiting to trigger (so you're out of the container when it goes off), plus a bit of time from EC+ to catch the event and then fire it. I'm not sure there's really a way to improve the timing at Kimy's end.

 

 

There isn't really. The only delay that's being added on my side is when the character has been sneaking and I have to cancel it properly before calling EC. Other than that, my end of the trigger should take a non-noticeable time to compute.

 

Yeah, I figured as much, since Flashbang-type events seem to trigger much faster than EC events (like a second or two difference, which can be huge when looting multiple barrels close together).

 

I'm assuming that the difference in time is due to EC taking some time to fire after your trigger, but I haven't looked very closely at the code in that mod to know why that would be the case.

 

Is it safe to assume that your 'flash bang' functionality would break EC? or would it be possible to do something similar to take away control before the PC tries to loot more containers?

Posted

 

 Kimy is already evil enough

 

Lies and slander!

 

...

 

Should I mention I put in some new evil things for the next patch?

 

 

Yah, right, tell my poor slave collared-gagged-chastity belted, and shock booted dragonborn that.

 

I think that pretty much tells the story, thanks a whole lot

 

EVIL EVIL EVIL and I'm loving it.

 

I..............think.

 

So I am exploring with 3 gorgeous sex slaves and in one dungeon end up wrapped like a Christmas present as stated above and they want sex to satisfy themselves. I couldn't even hardly move before the next one tried to satisfy their desires and they couldn't.

 

If that ain't EVIL, then tell me what is, and its all your fault, Kimy.

 

 

 

Posted

Dumb question here guys, how do I enable or find logging of errors in the game? I tried googling it and saw instructions about going to your skyrim ini and putting in this.

 

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
 
So I did, and I started up the game, then exited but there was no log folder there.
 
For some reason though ever since I updated some of the devious mods I get this weird lookup error message as soon as I start a new or load a game. Im guessing its not hurting anything but its a bit annoying not knowing what its coming from, so I figure a log of some kind would help me fix the problem. I've tried validating the files through steam of course but that didnt help. Here I'll include a picture.
 
472e239e9d.jpg
 
But yea, I figure I have three choices... 1= Figure out how to use logs so I can see whats causing it. 2= Go one by one with all my 200+ mods and see which one is causing it [if its even mod related] 3= Reinstall everything... which is probably faster than going through all my mods one by one... >.> Oh, of course, I could ignore it too I guess... OCD can be a bitch is all~

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