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Kimy

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

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21 hours ago, kaldwin said:

Forgot to add to my last comment.  I'm not sure if anyone said this already, but I feel like you should get locked in a few restraints even if you're using vanilla prisons.  instead of prisoner rags you get a straightjacket and boots.  You get to "keep them" after you're released of course ?

That makes sense. Vanilla prisons do not get broken by DD restraints, so I can safely do that.

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@Everyone else: While I haven't replied to each and every bug report and suggestion made over the course of the last few pages, I -did- read them and have added the bugs to my list of things to look at. Thank you for reporting them!

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2 minutes ago, Tron91 said:

@Kimy Dunno whats wrong but why are scenes taking so long to process. Is it intentional or game becoming script heavy?

You mean SexLab scenes? I have no clue, but I noticed scenes to take -drastically- longer to start up with newer versions of SL, too. Don't ask me why.

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@Kimy Went through the crime weighting script of yours before sending the player to prison or freeing him. How about some options like community service for lighter crimes in bondage gear. Say like gather 20 wheat or 20 cabbage or gather water.

 

or maybe some drastic ones like serve 5 guards in the barracks, ...

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Just now, Tron91 said:

@Kimy Went through the crime weighting script of yours before sending the player to prison or freeing him. How about some options like community service for lighter crimes in bondage gear. Say like gather 20 wheat or 20 cabbage or gather water.

Sounds fun!

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@Kimy Also if harvesting plants gonna trigger some more traps too, right?... Small Chaurus in a cabbage please - than Estrus tentacle rape or parasite armor on player character if no Estrus mod installed... Tehehe! (just an idea here)

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2 hours ago, Kimy said:

You mean SexLab scenes? I have no clue, but I noticed scenes to take -drastically- longer to start up with newer versions of SL, too. Don't ask me why.

Keep forgetting to post it, but I've run into this problem during solicitation attempts.  Sometimes NPCs will say something and PC response dialog options won't appear.

 

I'll don't use solicitation much so I'll get back to you with more details next time it happens

 

2 hours ago, Tron91 said:

@Kimy Went through the crime weighting script of yours before sending the player to prison or freeing him. How about some options like community service for lighter crimes in bondage gear. Say like gather 20 wheat or 20 cabbage or gather water.

 

or maybe some drastic ones like serve 5 guards in the barracks, ...

I second this.  Probably easier to implement than my suggestion last page where restraints are added depending what crime the PC committed.  Still think the guards should gag you for shouting too much though

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1 hour ago, Twycross448 said:

@Kimy

Put in whatever catches your fancy, but please, pretty please remember not everyone shares the same taste. So toggleability/configuration via MCM should hopefully always be on the table for any given addition to the mod.

That again prompts the "As long as you don't pay me, you don't get to tell me what I am adding" response. I have added more toggles and sliders than almost anyone, and rest assured that when I chose NOT to, there is a good reason for it. And before you ask, yes "Because it's too much work!" is a valid reason for me. The crime system will never be completely toggle-able, because I can't be bothered to write alternative code paths for the half-dozen DCL features relying on it, just to accommodate some people wishing to run an alternative mod for this feature. There might be future features where similar considerations will come into play. I will make absolutely zero promises to make ANY particular feature configurable, even if I will do so in the vast majority of cases.

 

Unless my Patreon significantly crosses into 4-digit territory, that is. But even then, the only people to get me convinced to work on features I don't care for will be the ones actually supporting me. :P

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This used to be such a great mod, it's a shame it has gone in the direction it has, it is not for me any longer , that is for sure. Thanks for adding so much to my Skyrim play thru's  over the years and good luck in the future.

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21 minutes ago, RandomOne said:

This used to be such a great mod, it's a shame it has gone in the direction it has, it is not for me any longer , that is for sure. Thanks for adding so much to my Skyrim play thru's  over the years and good luck in the future.

 

I don't get the "direction it has gone" part. Care to elaborate?

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6 hours ago, Jeyzerr said:

Does the "Dominated" quest disable cursed loot events? They don't seem to trigger anymore, even with 100% trigger chance and 0% min arousal level to trigger.

You can always tell if there's a quest that'll disable DCL events by looking at the debug page of the DCL MCM. Check the right side, it has something that says "Quest running: TRUE" or something like that.

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9 hours ago, Jeyzerr said:

Does the "Dominated" quest disable cursed loot events? They don't seem to trigger anymore, even with 100% trigger chance and 0% min arousal level to trigger.

I will add that the mission doesnt fully terminate when you unlock your collar. XDFF goes off and the mission step completes but it just remains there with no new step.

Also, half-related: can it be restarted after completion?

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15 hours ago, Kimy said:

I have a LOT of ideas for the prison that will get implemented.

I just throw out random thought bubbles. So, I'll just make the most of whatever come along.

 

Whether it's prison content, revisiting something existing (like XDFF or Dollmaker), or something completely new, I expect the silent majority of people will enjoy it just as much.

 

There is a lot that could be done with the prison, but there's a lot that could be done with quests generally, or the Dollmaker, or XDFF, or Sasha, or crime related things apart from the prison, or devices, or solicitation, or combat surrender, or bound dialogs, or mod inter-operation. Just about anything can have more added to it, that's just how software is.

 

There's no point me saying, "just do what you most want to do" because you do anyway :) 

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Some ideas for Solicitation...

 

Second Round:

 

When the player asks the customer if they were happy with their services the customer may want to have a second go at it. At this point the player has a few options on how to proceed and this being Cursed Loot these options may lead to different outcomes, for better or for worse.

 

The player can accept the offer and request double the pay, offer the request free of charge or simply deny the request. If asked for double pay the customer may agree to the terms or choose not to bother (which would lead to existing dialogue about asking for payment). Naturally asking for double pay might not sit too well with some customers and they may decide to punish you by locking you in a belt, chains or even reporting you to the guards. The chance for punishment would adhere to the "Solicitation critical failure chance" setting in the MCM.

 

Simply denying the customer would also have chance for punishment. Once again if the customer chooses not to bother then the dialogue would lead to existing dialogue about asking for payment. Also if the player is wearing any type of arm restraint (either added by the customer or already locked in one) the customer may just have their way with you when you ask for more pay or deny their request. The player wouldn't really be in the position to resist and also wouldn't get paid at all with this outcome!

 

The free of charge option simply starts another round of sex. Just like the first round the player may get drugged, locked in some "toys" or have a threesome, these would use the same settings from the MCM. Additionally if the player was already locked in "toys" from the first round the customer might add more devices before sex when successfully asking for double pay or simply offering to go again for free. This could potentially be bad with the "Generous customer chance" setting in the MCM.

 

After double-pay or free sex the dialogue would lead to the current "Were you happy with my services" and proceed from there as solicitation currently does. Aside from the (maybe) double pay the outcomes for solicitation would respect the current MCM settings.

 

 

Tavern Whore:

 

The player can head to an inn or tavern and ask the owner if they can work there for while. For "insurance" purposes the owner would want the player to wear a collar for the duration of their work. The collar is variant of the Whore Collar and will only be removed after the player services X number of customers, randomly set by the owner or configurable in the MCM, There would be no asking to quit early and any attempt to flee the inn/tavern will lead to quick arrest and a few days in Dagonar Prison.

 

When accepting the terms regarding the collar the owner will ask the player how far they're willing to go to service customers. If the player chooses to keep things simple then the owner will give the player some sexy clothing to wear (this variant of the Whore Collar allows clothing) and put them to work. Another choice is light bondage. The owner will then lock some devices on to the player (boots, gloves, corset and an armbinder) and put the player to work. The last choice would be heavy bondage and this would consist of the aforementioned devices but instead of an armbinder a straitjacket would be used. A set of ankle chains and a blindfold would also be locked on the player. During heavy bondage customers may come to the player instead and have their way them.

 

Is there a plus side to being a Tavern Whore? No bad outcomes (generous customer, no payment, locked in restraints or being reported) and an increase in pay with the bondage choices. Light bondage will offer double pay and heavy bondage triple. Basically being a Tavern Whore is safe and the player can earn more gold but at the cost of their freedom until they have serviced enough customers.

 

Of course this being CL the owner just might want to keep the player around longer (bringing in gold) after their first session is complete and may even upgrade the player to light or heavy bondage for the next session! And without the extra pay! Isn't Deviously Cursed Loot great? More like Deviously Cursed Life...

 

 

Just some ideas. No I don't expect you to implement them.?

 

 

 

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1 hour ago, UnEvenSteven said:

Some ideas for Solicitation...

Nice ideas ;)  Maybe if you chose 1 of the harder choices where your hands are bound, the innkeeper might insist that you stay over for the night. Calming but pushing speech and a couple forced drinks should do it. And not like player can do a thing about it. Maybe a cozy cage or a furniture in the basement. Of course the furniture part would have to wait until potential future that DD has em. He would continue in the morning by trying to lure you to stay and work the day again.

 

I had thought about the inn working before too. The guaranteed pay for duration wasn't what i originally had in mind, instead you would do N amount of services. If you keep failing or being slow at the job you would get punished. Could be other tasks than solicitation too, like serving drinks or doing what customers want. Like crawling a bit in a petsuit or a funny little game where you would have to say some word understandably while wearing a gag. It would be between 2 npcs, where the other whispers you the word and the other tries to guess what you are mumbling. I don't know if that's possible...

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11 hours ago, atheus said:

You can always tell if there's a quest that'll disable DCL events by looking at the debug page of the DCL MCM. Check the right side, it has something that says "Quest running: TRUE" or something like that.

Well, it does say TRUE. I have no other DCL quests running. This needs to be fixed asap.

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2 hours ago, Zaflis said:

Nice ideas ;)  Maybe if you chose 1 of the harder choices where your hands are bound, the innkeeper might insist that you stay over for the night. Calming but pushing speech and a couple forced drinks should do it. And not like player can do a thing about it. Maybe a cozy cage or a furniture in the basement. Of course the furniture part would have to wait until potential future that DD has em. He would continue in the morning by trying to lure you to stay and work the day again.

 

Interesting, it expands on the idea that the owner may decide to keep the player around longer. They are, after all, bringing in more business. It'd be funny (not for our characters) to see the whole situation escalate. Our characters decide to work for a tavern owner, choose the simple option and when they're done the owner makes them work some more and upgrades them to light bondage. After that they're upgraded to heavy bondage and when our characters finally think they're done the owner keeps them overnight and puts them to work again in the morning.

 

Something else to consider, Tavern Whore could be used as a crime outcome. Get caught and our characters will be forced to work in a tavern/inn until the owner decides they've done enough. Repaying debt to society or something. Also since our characters committed a crime they're automatically is locked in light bondage as described earlier.

 

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Bug: in the captured princess LAL addon start, when the quest marker is supposed to point to the slaver's hideout it points to broken fang cave. The hideout is identical to broken fang cave, which is probably the reason. I think it was copied but some tags were left.

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Trying to install version 8.0 and NMM (v 0.63.5) aborts the mod at 50%.  I went through the requirements and I appear to be up to snuff on all of them.  I even downloaded the mod a second time and tried fresh.  Is there some troubleshooting I could try to sort this out.

 

Thanks.

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