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


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Posted
7 minutes ago, Darkwing241 said:

Captured dreams and DCL are not compatible. Captured Dreams has not updated to the more recent DD frameworks, and likely never will. Inte's POP and DDequip are also not up to date and therefore only usable in isolation.

I mean that the safeword isn't working at all. regular blindfolds, belts, plugs. nothing gets removed. The DD removal option isn't working either

Posted

Just tried the prison expansion and WOW. You manage to keep things fresh, nothing feels tedious, tasks don't drag on forever and the best part: Constantly changing restraints instead of always wearing the same. Very nice.

 

There's a few small issues I noticed, though.

When told to go to my cell at the start, the 'go to your cell' quest doesn't complete though the door closes behind me. I thought it was bugged until I went to sleep, luckily it picked up the next day.

The quest marker for going to the quartermaster in the cellar pointed at the exit of the prison, which is behind a locked door. was a bit confusing.

Finally, the restraints in the entrance room can be taken for free, when leaving. Not sure it's intended that you can grab bondage gear worth a few hundreds gold ^^. Would be kind of fun to immediately be caught as a thief again.

Posted
3 hours ago, donkeywho said:

I might have inadvertently clicked the 'Report to a moderator' button on this one - think it was that one.  If you get any grief, Sorry!  And let them see this

no worries ;) sometimes fingers get out of hand and do mischiefs

Posted

@Kimy

 

I recall seeing a mention of this a while back on I think the DDi thread, but you made mention of a whole new Devious Devices: Furniture. Is that still in the works or has it been scrapped? I've been hyped about it since I saw that post months ago.

 

Apologies if you already addressed this. Not sure if you realized this but there are a handful of pages to leaf through here.

Posted
45 minutes ago, Sathella said:

@Kimy

 

I recall seeing a mention of this a while back on I think the DDi thread, but you made mention of a whole new Devious Devices: Furniture. Is that still in the works or has it been scrapped? I've been hyped about it since I saw that post months ago.

 

Apologies if you already addressed this. Not sure if you realized this but there are a handful of pages to leaf through here.

Still being worked on. So many things to do! Haha!

Posted
14 hours ago, Kimy said:

Check the DEBUG tab in MCM and look if it says if there are any quests running that would prevent the feature from firing. That's the most common cause.

It says false. But if you have no idea what's wrong then I guess I can live without it.

 

Spoiler

ScreenShot105.jpg

Posted

@Kimy Small bug report in the prison: 

 

In the "fetch prisoner-made items and put them into the chest" chore I did get no notification for the third item and the item did not spawn in any of the containers. I did reload three times, every time the same problem. 

 

The first two items worked flawlessly. 

I solved the problem by adding all prisoner-made items with the console and one of them was indeed the item I needed to put into the chest. Quest progressed normally then. 

 

So I guess the quest was working fine and the script adding the items to the containers and providing the notification failed? 

 

Besides that: Congrats on an enjoyable implementation. 

 

Also in my extremely heavy modded game nicely stable and a much smoother experience than POP. 

Posted
35 minutes ago, Loluzilu said:

@Kimy Small bug report in the prison: 

 

In the "fetch prisoner-made items and put them into the chest" chore I did get no notification for the third item and the item did not spawn in any of the containers. I did reload three times, every time the same problem. 

 

The first two items worked flawlessly. 

I solved the problem by adding all prisoner-made items with the console and one of them was indeed the item I needed to put into the chest. Quest progressed normally then. 

 

So I guess the quest was working fine and the script adding the items to the containers and providing the notification failed? 

 

Besides that: Congrats on an enjoyable implementation. 

 

Also in my extremely heavy modded game nicely stable and a much smoother experience than POP. 

I had it too but I think it was because it was an item I already put in the destination chest. Taking it out and in again solved it for me.

Or maybe I was just bad at searching and found a small exploit? ?

Posted

 

15 minutes ago, thedarkone1234 said:

I had it too but I think it was because it was an item I already put in the destination chest. Taking it out and in again solved it for me.

Or maybe I was just bad at searching and found a small exploit? ?

Just tried it again  - next day, this time no problem. Strange, but seems to be principally working. 

Posted
2 hours ago, saltshade said:

It says false. But if you have no idea what's wrong then I guess I can live without it.

 

2 secs looking at your screenshoot and I read "Player is not vulnerable to rape". So good luck trying to trigger a rape event.

 

Tip: go to the rape settings and look at the requeriments to trigger rape events, then change them to something easy to acomplish (like 1 setting required, this one being naked or unarmed, then sleep with no items equipped and test).

Posted
1 hour ago, Loluzilu said:

Small bug report in the prison: 

 

In the "fetch prisoner-made items and put them into the chest" chore I did get no notification for the third item and the item did not spawn in any of the containers. I did reload three times, every time the same problem.

I never saw this issue myself. Remember that they can spawn in the sacks too, it's a lot of containers and it's likely that you missed 1. I have some very rare times seen 2 prisoner made items in 1 container and i put both of them in at the same time. It still finished fine.

Posted

I mean, I don't have the patience or the passion to be making a mod in the first place but even if I did I don't think I'd have the calmness of mind to be able to deal with people day in day out that think I'm their slave for spending hundreds or even thousands of hours coding to give them a free mod to enjoy.

Posted
14 hours ago, lazertomato said:

I mean that the safeword isn't working at all. regular blindfolds, belts, plugs. nothing gets removed. The DD removal option isn't working either

I'm not an coder, but I do know that the way DD items function in the background is a lot more complicated that you might imagine, CD's devices and Modern DD are completely different things even if they appear similar in game.  It is  likely  that these two competing systems jam each other up, although I can't tell you exactly how.

 

The point I'm trying to make is that you probably aren't going to get much support to fix your problem, Modders are usually unwilling to troubleshoot problems for mods that are expressly incompatible.  That's why they put that they are incompatible in the description.

 

You problem is likely unsolvable.  You have to make a choice between CD, and modern DD mods.  CD is a great mod but since Veladarius stopped development it just isn't a mod that you have hanging out in your load order.  You make a game specifically to play through that content, and then you start a new game.  I know this is a bummer, I'm not happy with it either, but it's the way things are until CD gets updated.

Posted

I re-post this. I think it was not noticed, because the discussion was rather . . . heated.

 

I just found a shortcut to the Chloe quest that I think is unintended.

 

Spoiler alert.

 

Spoiler

When you have to collect some fresh ingredients for the sleeping potion you can use the ingredients you already have in your inventory. If you have e.g. nirnroot, just drop it to the ground and pick it back up and voila, you have a fresh nirnroot. 

 

This mechanic might need some tweaking, if you want to prevent this.

Posted
11 minutes ago, JuliusXX said:

I re-post this. I think it was not noticed, because the discussion was rather . . . heated.

 

I just found a shortcut to the Chloe quest that I think is unintended.

 

Spoiler alert.

 

  Hide contents

When you have to collect some fresh ingredients for the sleeping potion you can use the ingredients you already have in your inventory. If you have e.g. nirnroot, just drop it to the ground and pick it back up and voila, you have a fresh nirnroot. 

 

This mechanic might need some tweaking, if you want to prevent this.

Yeah the easiest solution to this I can think of would be to remove all of those items from your inventory when starting that part of the quest, could maybe give them back at a later point in the quest, there are workarounds to that too and really it is up to the player if you want to shortcut the quest as you put it or if you will be honest and go find fresh ingredients.

Another solution would be to make (fresh) versions of all the ingredients and hide them in and around town, though that would make the quest potentially far more difficult to complete.

Posted
2 minutes ago, Tenri said:

Yeah the easiest solution to this I can think of would be to remove all of those items from your inventory when starting that part of the quest, could maybe give them back at a later point in the quest, there are workarounds to that too and really it is up to the player if you want to shortcut the quest as you put it or if you will be honest and go find fresh ingredients.

Another solution would be to make (fresh) versions of all the ingredients and hide them in and around town, though that would make the quest potentially far more difficult to complete.

Honestly i don't think this really needs a solution, but i also don't do stuff like locking the menu when restrained and i'm aware others do so. But in the end imho it all comes to... if you don't wanna cheat, don't do it. Adding solutions that make it harder either still won't stop you, or be way too restrictive to the taste of a lot of others.

Posted
6 minutes ago, Nazzzgul666 said:

Honestly i don't think this really needs a solution, but i also don't do stuff like locking the menu when restrained and i'm aware others do so. But in the end imho it all comes to... if you don't wanna cheat, don't do it. Adding solutions that make it harder either still won't stop you, or be way too restrictive to the taste of a lot of others.

I actually agree that it doesn't need to be changed.

I'm halfway between the 'fresh' requirement is just a way to say "I can only find the items when they are added to your inventory" without breaking immersion, and it should actually require Fresh ingredients. I am fine with either option.

Posted

I havent encountered the cursed collar yet, but I can tell from experience that the rubber doll and tentacle parasite are noth unrepeatable missions. That means that if I get either the rubber collar or the tentacle a second time, it will not function as intended and will be unremovable unless I cheat via Console.

@Kimy, can you make it so that these missions get restarted every time the item is equipped, just as the little bondage adventure and damsel in distress missions do?

And meanwhile until the next patch: is it safe to setstage to 0 immediatly after I completed the mission? Will it make the mission retrigger the next time I get the item?

Posted

Another papyrus log... When you have yoke and no chastity devices of any kind, rape doesn't start from the dialog about "Can you unlock me?". I started the game today because i did so many changes to load order. (It's actually something i kind of enjoy, trying different LAL starts. The MCM hassle is the only downside.)

Spoiler

[03/27/2019 - 06:34:29PM] ERROR: Cannot cast from None to sslBaseAnimation[]
stack:
	[zadQuest (0900F624)].zadbq00.SelectValidDDAnimations() - "zadBQ00.psc" Line 539
	[zadQuest (0900F624)].zadlibs.SelectValidDDAnimations() - "zadLibs.psc" Line 705
	[dcur_mainlib (4A024495)].dcur_library.SexWithPlayer() - "dcur_library.psc" Line 5096
	[topic info 4A061AC7 on quest dcur_curseddialogue (4A018CE7)].dcur_bondageadventure_rape.Fragment_1() - "dcur_bondageadventure_rape.psc" Line 9

 

Posted

hey kimy,

I'm curious, how hard it would be to script a devious trap to go off when you pick a lock?  It would be a neat feature to add, because it would accomplish 3 things.  

 

1)  it would allow locked and unlocked doors to have separate trap chances.

2)  it would do the same for locked and unlocked containers

3)  if a door or container is both pick-able and has a key, it would make finding the key more desirable

 

Also, since the "wax key" perk has to have some sort of mechanic that checks if the door has a key, you could probably piggy back off that check and make those doors even more devious for lockpickers.  Maybe make it 100% trap chance or always force a full bondage set.

 

I realize a change like this would be low on your priority, since it changes a section that already works perfectly, and you've got the new prison system to flush out.  Just an idea for when DCL's version number hits double digits

Posted
19 hours ago, Kimy said:

Still being worked on. So many things to do! Haha!

Awesome. Do you mind giving us a peek under the covers so to speak? What the plan with it?

 

If I may be so bold as to suggest something. A minor adjustment to the fast travel carriage system. Instead of just sitting on a bench in back. There is now a post in the center and the girl is bound to it as the wagon transports between cities. A clever MCM slider could determine how long you are able to experience it before the fade-to-black load screen kicks in.

 

What can I say, I'm always excited by all the new toys you bring the world.

Posted

...Had another idea.

You've got lucky charms; what about unlucky charms?

Basically there would be a chance (configureable in the MCM) that the lucky charm you're wearing is actually an unlucky charm.  Instead of protecting you, unlucky charms double your chance of setting off a trap or make it more devious.  Maybe triggering a normal event will instead lock you in a full bondage set, or maybe the event pool shrinks to only the right column (doll quest, chain harness, bondage adventure, ext).  

Posted
11 hours ago, Zaflis said:

I never saw this issue myself. Remember that they can spawn in the sacks too, it's a lot of containers and it's likely that you missed 1. I have some very rare times seen 2 prisoner made items in 1 container and i put both of them in at the same time. It still finished fine.

I also had this, what I noticed is that the items already placed in chest STAY in the chest, so I've had 2x prisoner-made bowl and 2x prisoner-made quill on one day, fixed it by removing 1 item in the chest and then placing it back in. Some of the chests/boxes/sacks are only accessible if you walk around, which is reasonable. I have noticed my Quick Loot mod (also in Fallout 4) doesn't work in the prison which is sad, please note that even if this mod is used, CANNOT find keys unless properly opened to loot, so DCL can and will still lock you in gear. Its a tradeoff on getting keys while still risking cursed loot. That I will leave to Himika and Kimy's discretion.

Posted

Not sure if it's just me, but I'm trying to go for an unarmed playthrough and the combat surrender is activating anytime I take damage. I went ahead and turned off the triggers for the surrender, including being unarmed, but it doesn't seem to be working. I may just be overlooking something so any input would be appreciated :) 

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