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


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Posted
48 minutes ago, twsnider1138 said:

Yeah but I can have Misogyny enabled as well, allowing neutral Npcs to rape at will, and it’ll still say “Player is not vulnerable to rape.” The only things I don’t have set to be able to rape me are “elders,” “guards,” humanoids, and beasts. Not that it particularly stops guards or elders from doing it now and again ?

Misogyny is part of public indecency and is controlled elusively by the "males demand sex" slider on the consequences tap of the MCM.

Posted
1 hour ago, twsnider1138 said:

Only things that aren’t clicked, as far as I remember are “Elders,” Guards,” humanoids, and animals.

There's more settings than that on Rape tab. Set arousal threshold to 0, rape when aroused something like 65, trigger chance to some high value (defaults 100 is ok), "condition threshold" 1 or 2 is pretty good (prefer 2), then enable all the 5 triggers (combat surrender optional), rapist gender: both. They do approach you at inns, i saw it happen even today. Last but not least, the "Rape Enabled" at the top should be checked ?

Posted
17 hours ago, JuliusXX said:

I am eyeing for a re-placer for the Defeat mod and so I tested DCUR's surrender system. I use a mod that makes the vanilla traps a lot more deadly and when testing the DCUR's surrender system I noticed that when I die due to such a trap in a situation where there are no enemies around my PC immediately jumps up in full health. That is quite immersion breaking so if you are interested here are some suggestions for such events when the player dies and there are no enemies around:

You really must try Dragonborn in Distress as a defeat mod. It doesn't really work as such, at least it succeeds in its intentions about one time in ten, but that's the charm of it. You never know what is going to happen or how it is going to bug. In the worst case, you reload to before the fight. In most cases you can continue your game with some kind of penalty, even if you also have to tcl out of an inescapable room, or the bad guys simply forget about you after beating you, or ... it so often manages to surprise.

 

And of course, it's not really compatible with DCL's crime, so don't let any guards defeat you, that ends terribly.

 

Some people claim a lot of success with it. I haven't seen it myself yet. Now I've installed DCL back into my game I've turned it off, but I will definitely try it again if it is updated.

 

But as an idea, it's quite bold.

 

Of course if you want your combat defeat to more or less work, and do the things DCL has always done, DCL is a more practical option. DCL messes up quite rarely, certainly less than DAmoyl, but perhaps not much better or worse than SL Defeat used by itself. On the other hand SL Defeat will let you genuinely die a lot more often than DCL, and some consider that a failing. DA is the most bothersome and over-complicated.

Posted
9 hours ago, Lupine00 said:

You really must try Dragonborn in Distress as a defeat mod. It doesn't really work as such, at least it succeeds in its intentions about one time in ten, but that's the charm of it. You never know what is going to happen or how it is going to bug. In the worst case, you reload to before the fight. In most cases you can continue your game with some kind of penalty, even if you also have to tcl out of an inescapable room, or the bad guys simply forget about you after beating you, or ... it so often manages to surprise.

 

And of course, it's not really compatible with DCL's crime, so don't let any guards defeat you, that ends terribly.

 

Some people claim a lot of success with it. I haven't seen it myself yet. Now I've installed DCL back into my game I've turned it off, but I will definitely try it again if it is updated.

 

But as an idea, it's quite bold.

 

Of course if you want your combat defeat to more or less work, and do the things DCL has always done, DCL is a more practical option. DCL messes up quite rarely, certainly less than DAmoyl, but perhaps not much better or worse than SL Defeat used by itself. On the other hand SL Defeat will let you genuinely die a lot more often than DCL, and some consider that a failing. DA is the most bothersome and over-complicated.

I have also followed the evolution of Dragonborn in Distress and will at some point test it.

 

In my current game I'm actually using DAymoyl, Defeat and MCG as a combination. I let DAymoyl handle the defeat part and then there's the surprise element which one, Defeat or MCG, is used when I'm defeated (MCG having quite a small change ATM). It works quite well for me, when I don't use the DAymoyl's own outcomes. The problem is that the Defeat's Post-Assault part doesn't always work, or there's a huge lag.

Posted

Hey there, I seem to be getting an issue where the DCL MCM menu locks up and stops displaying any options or tabs once I enable the Rape checkbox on the rape tab.

This is on a fresh install with new save files, nothing's been updated from previous versions.

The only things DCL is overwriting in my mods list is some files from DDE and some hairstyles from KS Hairdos, nothing's overwriting it nor SkyUI or any of the 3 DD main files.

 

All other things seem to work fine. For example Misogyny toggles on or off fine (Though I think I may also be having issues with the % chance it occurs not working correctly, I can turn it down to 1% and still get it occur every other convo), DD items spawn in chests and DCL traps trigger and lock items as they should be.

It's only when I turn on rape by toggling the checkbox do I get the issue. All DCL menu options become unresponsive, and if I reopen DCL's MCM it doesn't load any tabs or options, just sits there on an empty menu.

 

Anyone know of anything which could be causing this? Any help would be much appreciated.

Thanks. :)

Posted

Hi. I only want to let you know that the crashes I experienced were gone, after I went back to HornydragonsV8 and MoreNastyCritters V11_C. The new V11_4E and V10 is unstable like hell. The loading of the new HDT horses choked my PC. Leaving no room for the script engine to run.

 

But I noticed another thing. Your self bondage trap equips inventory invisble items... Invisble in the inventory, but visible and unfortunatly working on the char. So far i found a yoke, a gag and a hood. And It impossible to remove them. "Courier in chains" failed because of that as example. The yoke that was equipped was not removable at the end of the quest.

 

If I try to remove them with the debug routine from DD, I get an error messge "DDH: Device is NONE".

 

The same thing gets equipped over and over again in later self bondage traps. I think that this invisible thing must be somewhere burried in the save game now. If I try to remove it with the cursed loot emergeny routine he removes only the inventory equipped and visible items, but leaves the faulty one untouched and still equipped on the character. I do not know why and how this happens, but i ruins my save games making it even impossible to use bondage traps from any other author.

 

Maybe you are able to look into it. 

 

I use the newest devious devices package. (V4.02) But I never ever used a DD version under 4.0.

 

I do not know if DCL equips these inventory invisible items or where they are coming from in the first place. But they are pretty much annoying, because you cannot get rid of them in ANY way, normal or with the emergency routines. Like I said, it happens in the selfbondage routine, where he searches in the inventory for items.

 

P.S: Ok, found something out myself: While equipping the "Red ebonite gag" from my inventory, he equips in reality a black hood, NOT the gag. As a result the red ebonite gag is still uneuiped in the inventory, but the gag-no-food effect is active. But no Hood effect ... The hood is not removable after that. He equips the  wrong item. And it seems this item is unkown in DD. Is this a pure DD problem?

Posted
2 hours ago, mkess said:

But I noticed another thing. Your self bondage trap equips inventory invisble items...

That alone is a strong hint that your save may be broken. That does not happen normally, actually seems to be the first such report i remember seeing here. Not all Skyrim issues are mod bugs. Usually when people report weird issues, they work fine in new games, unless their installation was really done wrong too.

Posted
1 hour ago, Zaflis said:

That alone is a strong hint that your save may be broken. That does not happen normally, actually seems to be the first such report i remember seeing here. Not all Skyrim issues are mod bugs. Usually when people report weird issues, they work fine in new games, unless their installation was really done wrong too.

It's a common pattern that NMM users get breakages that result from some weird mix of old and new script files, and lingering script files from mods which are supposed to have been uninstalled, and have no ESP - which in many cases can cause big problems. Though people might imagine an orphan script file is harmless, if a mod that soft deps on them checks for them in an unsafe way, things get in a big mess.

 

It's also a common pattern that MO users get breakages in their FNIS or Bodyslide outputs.

 

Users of all mod managers can have issues with incorrect override order, but it's a lot easier to fix in MO.

 

It's also quite possible that core Skyrim files will get damaged from time to time, or installed incorrectly to start with. Sometimes you really need to do a clean install of them, to fix damage that can sometimes occur through no fault of the user.

 

Finally, regardless of manager, users who take LOOT as gospel are going to have issues with LL mods, sooner or later. LOOT sorts LL mods badly, demonstrably incorrectly. When people say you should sort with LOOT ... um ... sure ... as a starting position ... then you will probably have to fix most of your LL mods. While different updates of the LOOT data are better or worse at this, none are actually good.

 

I tend to sort DCL quite early in my LO, simply because few (if any) things overwrite it or conflict with it, then put the LAL component almost last, because I will have LAL very late in the LO. Even LOOT knows to do this. DCL doesn't directly edit NPCs, which is one big cause of problems, and it doesn't edit much in the worldspaces, which is another. A lot of overwrite issues result from lighting mods, and fortunately these are rarely fatal. Nothing seems to overwrite DCL's interior lights, so you don't have to worry much about that.

 

Alas, Dragonar is not well supported for ENB lighting, and as a result, lights badly in my game - also does strange things with lanterns and mage light.

Surprisingly enough, ELE and EL&FX don't know about it, and I guess the DCL license warns off anyone that would consider publishing an ELE or EL&FX patch.

 

However, I imagine if anyone could be bothered to make one, Kimy would probably allow it, if we can go by past comments.

Posted

I am having a strange issue that crops up now and then, it's of course ye olde intermittent problem and thus the hardest to diagnose.  I will end up being assigned the Bondage Adventure quest, which triggers a screen transition and dumps me in the wilderness (as I believe it should) but then it will trigger another one and I will end up in a place called "StorageCell" which has in it a couple NPCs, a door to nowhere, a bed, and a corner that's labeled something like "test clicker" which does nothing when interacted with.  Usually also at this point controls are disabled and I cannot re-enable them, with console or with the functions of various mods' menus which have different sorts of "re-enable controls" functions.  I recall once having a similar issue (the controls one) in Fallout 4 and finding a console command that was something like "enableplayercontrols force override" or something like that but I can't find documentation of one for Skyrim, does it have such a function?

Posted
3 hours ago, Chronos7000 said:

Usually also at this point controls are disabled and I cannot re-enable them, with console or with the functions of various mods' menus which have different sorts of "re-enable controls" functions.

Did you try using Zaz player control, first restore all controls the regular way - it probably won't work - then try setting yourself under AI control, leave the MCM. Go back into the MCM and remove yourself from AI control. Controls should be restored.

Posted

Returning to the topic of DCL combat defeat...

 

DCL combat defeat is working very reliably now, and when actually defeated, the outcomes are very rarely weird. So far, not weird at all, but I don't have a huge number of samples yet.

 

One thing is a bit bothersome though...

 

The "complex defeat" conditions ... currently if you get into a fight while unarmed, you immediately surrender.

 

Now, I'll admit this is predictable, but it's not always terribly appropriate / immersive.

 

e.g.

You happen to wander out of town with no weapon equipped, for whatever reason, and are set upon by a couple of ordinary wolves.

You're level 25 or so, and quite capable of punching two wolves to death without losing more than about 2% of your health.

But instead, even though you are basically uninjured, before you can equip your sword and one-hit kill them, you surrender to the "scary" wolves, and let them do something unspeakable.

 

I guess lately, I've brought up quirks in the unarmed surrender conditions repeatedly. They're great if you're restrained, have boots, or in a yoke or something where you can't fight, but they can be a bit frustrating in other situations. I think that "bound combat" is currently handled, but it seems to me that you shouldn't simply surrender to anyone simply due to not being armed, there ought to be some other requirements.

 

The option to drop your weapons is a historical feature, and you could set that chance, and more importantly, you could choose whether being unarmed was a surrender condition - now it's "complex" - and there's all kinds of extra logic in there.

 

I think there's probably room to evolve that a bit further, either in terms of the options you have, or how it works, or both.

 

Maybe we could see the weapon drop chance re-created as "randomly lose the fight chance"? Which is what it always was in practice - unless you didn't enable surrender when disarmed. It would be awesome if that could be allowed to use an arousal component, like the chance of getting a cursed loot item. Or... it could even use the cursed loot mechanics directly, so the chance of randomly losing a fight is the same as randomly triggering a cursed item event, perhaps with its own scaling slider, just like ornate chests, plants, doors, and common containers?

 

e.g. "Overcome by strange urges, you surrender to your attackers."

 

And/or maybe we could get more consideration applied to level differential, and current health figuring into surrender.

I mean, even a basic test against a fixed health would rule out a lot of inappropriate surrenders...

So you would have to be below 75 health for a surrender to even be possible unless you are in "make helpless" restraints.

Or let the player set the health value?

I would say test health percentage, but that's actually tricky to do correctly in all cases, and something I keep meaning to make a SKSE plugin to resolve.

 

Also, could armor be considered in there somewhere? For example, a character with the appropriate perks for heavy armor does significant punch damage, and properly equipped, mitigates a lot of damage generally. It would make sense to treat them differently to a character wearing mage robes without any protective spells up.

 

I'm not really particular about any solution really. I'm just using these "solutions" to try and clarify and explain the problem as I see it.

Posted
7 hours ago, mkess said:

Hi. I only want to let you know that the crashes I experienced were gone, after I went back to HornydragonsV8 and MoreNastyCritters V11_C. The new V11_4E and V10 is unstable like hell. The loading of the new HDT horses choked my PC. Leaving no room for the script engine to run.

 

But I noticed another thing. Your self bondage trap equips inventory invisble items... Invisble in the inventory, but visible and unfortunatly working on the char. So far i found a yoke, a gag and a hood. And It impossible to remove them. "Courier in chains" failed because of that as example. The yoke that was equipped was not removable at the end of the quest.

 

If I try to remove them with the debug routine from DD, I get an error messge "DDH: Device is NONE".

 

The same thing gets equipped over and over again in later self bondage traps. I think that this invisible thing must be somewhere burried in the save game now. If I try to remove it with the cursed loot emergeny routine he removes only the inventory equipped and visible items, but leaves the faulty one untouched and still equipped on the character. I do not know why and how this happens, but i ruins my save games making it even impossible to use bondage traps from any other author.

 

Maybe you are able to look into it. 

 

I use the newest devious devices package. (V4.02) But I never ever used a DD version under 4.0.

 

I do not know if DCL equips these inventory invisible items or where they are coming from in the first place. But they are pretty much annoying, because you cannot get rid of them in ANY way, normal or with the emergency routines. Like I said, it happens in the selfbondage routine, where he searches in the inventory for items.

 

P.S: Ok, found something out myself: While equipping the "Red ebonite gag" from my inventory, he equips in reality a black hood, NOT the gag. As a result the red ebonite gag is still uneuiped in the inventory, but the gag-no-food effect is active. But no Hood effect ... The hood is not removable after that. He equips the  wrong item. And it seems this item is unkown in DD. Is this a pure DD problem?

You have broken items on you which consume these slots. Until you manage to remove them, any equipment on these slots will pop these items instead.

 

What I always do to solve these problems is:

 

First of all, try to store or sell all the DD items in your invertory. Some items might fail to sell or be stored and this failure will reconnect the invetory to your invisible version. If this does not work: 

 

1. unequip everything via invertory, so that when you are in the invertory tab, it seems like you have nothing equipped.

2. console player.inv and look for all IDs that are "worn" on you. They will all be nameless.

3. console player.additem every one of these IDs plus or minus up to 4 into your invertory. It is not always the same address gap between the equipped ID and the invertory ID, far as I could tell, so for example, if you have a worn 0B07562B2 you might need 0B07562B6 or 0B07562AE or anything in between, just not 0B07562B2 itself. Most commands will give you the message "Added" which means you didn't hit the item, but eventually you will see the name of your invisible item such as "Added heavy yoke". Remember which ID gave you that message. Once you have determined all the IDs that you actually need to add, you may wish to reload a save back in order to avoid filling your inventory with empty items.

4. console player.equipitem for the ID which gave you the inventory item of your invisible gear and put. Remember to set the second parameter to 0 and not to 1. Then you can remove it normally like a locked item (maybe console a few restraint keys if you don't wish to wait to get them).

5. In order to test that the item was removed, click any restraint which consumes the same spot. If you get the dialogue to either lock it on or carry on, it was a success.

 

A way to realize you have this bug is to watch for any error message during a DCL event. If you have a warning that an item can't be equipped because the slot is taken, you have the bug. A specific exception to that is when you get the chain harness or any other set while already having a spot or two (usually a collar) occupied by an invertory-visible item. But I advise reloading as save in that case as well because the new item (for example, the nipple chains) might and up being the one stuck bugged.

Also, it is possible to click bondage items in your inventory and then choose to carry on and not equip them. If you got the option to either put it on or carry on, the slot is free. If you get the error that you can't wear it simultaneously, then either the slot is occupied by a good item (in which case you should notice it) or by a broken item (and the attempt to equip should make that broken item visible on your character). I do this check every once in a while through my gameplay, just to remain safe. I always rather reload a few minutes back rather than be bothered with my 5 steps, if it is only a few minutes lost. I gave you the 5 steps because it seems you have had this for a while and might prefer not losing progress, step 2 and 3 are quite tedious after all.

 

The bug usually happens after a combat surrender which didn't break combat, or basically every DCL event that seemed to release control back to the player sooner than usual. Also if you accidentally opened your inventory during a DCL event and got asked about putting one of the items as if you tried to manually lock yourself, it is a good idea to reload the save rather than bother with the consequences, and next time wait patiently until you are sure nothing else is about to get equipped. Also avoid opening more than one container per second (harversting included), because it seems to be very likely that two will fire at once if you are too fast, which can cause such trouble if both events are bondage (though I have to say, getting raped by estrus with a straightjacket as a result of this speedlooting mechanic looks very hot. I think the non-tentacle estrus shouldn't rip straightjackets if possible :P)

Posted

Speaking of the "joined up" nature of DCL, and how it benefits from fully integrated features that help deliver a well integrated experience that's immersive, and fun...

 

Crime handling was the weak spot in that approach, until now. 

 

As DCL now has crime handling, other areas have more scope to catch up.

 

Combat defeat outcomes looks like the weakest spot (to me). Given the nature and features of DCL, there's great potential for interesting combat defeat outcomes...

 

1) Quests (plus devices of course)

2) Crime punishments (again with devices)

3) Devices by themselves

4) Enslavement

 

Kimy has never been a huge fan of (4), but there's lots of opportunity to do more things in all of these areas now. I hope we'll see some of that as things develop further. Slavery doesn't have to be all beatings and rapes. Though... a lot of people do like those things.

 

In terms of quests, improved item theft and recovery quests would be awesome...

 

Imagine existing features like Whore Collar, or LBA being used as ways to get your stolen items back?

What's great about that approach is its dependable if you commit to it: the player makes an explicit choice. You choose to pursue the items, and take on the quest, or you write the items off immediately. The latter means the mod can forget about the lost items, but if you choose to start the quest, you'll either get them back for certain, or you'll die.

 

In terms of slavery, I've wished for the ability to be directly enslaved into SD+ by DCL for a long time. DCL can send you to SD+ in other situations, so why not combat defeat? It's the most appropriate way to use SD+.

 

Also, DCL has its own built-in generic slavery now. OK, it's not enslavement to arbitrary NPCs - but that was always a bit of an over-reach anyway. Devious Followers proved that enslavement to followers is more than enough.

 

 

It would be great to see DCL make more use of its slavery features, for combat defeat, as a cursed trap outcome, or as a punishment for crimes.

 

 

I can certainly imagine DCL adding its own pared-down Slave Auction - it has everything else, why not that?

This would allow you to be sold to some kind of follower, running one of many tailored and different slavery packages built on the DCL framework - and would work as a plausible outcome from any combat defeat.

 

Enslavement to Draugr, or wolves, is kind of dumb (though SD+ can do it, it's a bit limited) so instead, put the player in the auction. How did they get there? We don't know, and it doesn't matter.

 

We already have SS, but it's one of the most buggy mods in existence, and mired in Zaz dependencies. The mod is totally open to modify, so I always planned to take the AH assets, clean them up, pare them down, and create a DD-only SS version - one where you don't end up with seven sets of shackles in your inventory, or enslaved to warlocks who instantly aggro and kill you. But I don't really have time. It was a nice ambition. I'm probably never going to do it. If DCL did its own thing, it would probably make more sense.

 

 

But even without new auctions, DCL could still just dump you with a fitting master and DCL-based slavery package, as a result of combat defeat.

 

For so long, I've dreamed of the Dollmaker as a combat defeat outcome.

Now we also have Chloe, plus Leon, Leah, Sasha, and let's not forget The Warden.

It's easy to imagine her with a slave who isn't even a criminal, just an ex-person who is now property.

Your enslavement would be *in* the prison, but not as a prisoner - extracting extra value from existing assets.

And of course, The Warden might need to go on trips to all kinds of places, taking her pet with her.

Who knows what fun quests or mishaps that might entail?

 

And beyond that, I'm sure Kimy could come up with plenty more interesting characters to act as masters or mistresses. Maybe make use of the existing slave trader in some way? Plenty more things could be done with him, or his (as yet unseen) partners.

 

Of course, Kimy will pick her priorities. There are so many things that could be done in DCL right now. I can't wait to see what happens.

Posted

Haven't been able to find something about this in the thread, but maybe my search-fu was weak.

 

Could I request either Sexlab Separate Orgasm support, or Kimy would you allow Ed to make a patch?

Posted
1 hour ago, Xiaron said:

Haven't been able to find something about this in the thread, but maybe my search-fu was weak.

 

Could I request either Sexlab Separate Orgasm support, or Kimy would you allow Ed to make a patch?

Is any special support actually required?

 

Typically, SLSO only needs a patch if the mod detects orgasms and acts on them.

I'm not sure DCL cares about orgasms at all. Not that I can think of... Quests like RDC detect sex acts, and you don't have to orgasm; it's not relevant.

Posted

Am I out of order to ask for finer control of devices in events?  As in, in the menu, where certain devices are allowed and relative probability, to have certain selections, like to toggle the plugs with things hanging off them, or to always select the "open" variants of dresses?  That sort of thing; Deviously Cursed Wasteland has it although I know at least part of it is through a separate menu someone else has made for MCM.  

Posted
On 4/5/2019 at 10:53 AM, handsandarrows said:

 

I also use ECE and older XPMSE since forever, but i never had problem with Heels and height reverting, i wonder do you use the Height slider in ECE or player.setscale command? I always used setscale instead, maybe try if it works better for you too?

In regards to my height adjusting with high heels I just wanted to follow up with I tried your suggestion and my first test worked.  I've been using skeletal scale instead all this time.  Thanks so much.  I only tested it so far with one set of DD heels but it worked perfectly.  Thanks, Thanks and many Thanks!!!

Posted
12 hours ago, Lupine00 said:

Of course, Kimy will pick her priorities. There are so many things that could be done in DCL right now. I can't wait to see what happens.

So many... too many. I sort of wish there was a team behind big DD and DCL mods. From our point of view it would be more beneficial if DD framework was finalized more before DCL is given all attention. I'm meaning mainly the furniture features. There are many other modders who use DD, and we could have all sorts of new content coming to Skyrim at the same time. In addition when core mods change, they will almost certainly force everyone to start new games, content mods not always.

Posted

I have a little problem. I had a full set equipped on me which included a non-extreme hobble dress and chain ankles. However, after removing them both (and I dont have broken invisible versions on me, I checked and I can equip any dress or chains) I am still slow. Equipping a dress doesnt slow me any further but equipping ankle chains or going overweight immoblises me completely. Any idea how can I fix this (without breaking any future hobbling)? I rather not have to reload a save...

 

EDIT: Just noticed that despite having all my restraints off, I still have the active effect of pierced nipples and clitoris. No broken version of the piercings on me either. Also no red effects at all. No idea if that is related, or maybe are these effects always lingering anyway. Regardless, dropping the info in case it helps.

Posted
4 hours ago, thedarkone1234 said:

I have a little problem. I had a full set equipped on me which included a non-extreme hobble dress and chain ankles. However, after removing them both (and I dont have broken invisible versions on me, I checked and I can equip any dress or chains) I am still slow. Equipping a dress doesnt slow me any further but equipping ankle chains or going overweight immoblises me completely. Any idea how can I fix this (without breaking any future hobbling)? I rather not have to reload a save...

Check in console how much your current speedmult is (select player and press shift on the stats). If it says 30, you need to add 70 to reach normal 100. So:

player.modav speedmult 70

If in the future it starts going too fast, just use the same command with -70, and check that it normalized to 100. Before other options, make sure your carryweight is a positive number... No amount of speedmult will make you go fast if you carry too much.

Posted
On 4/5/2019 at 10:01 AM, JuliusXX said:

I am eyeing for a re-placer for the Defeat mod and so I tested DCUR's surrender system. I use a mod that makes the vanilla traps a lot more deadly and when testing the DCUR's surrender system I noticed that when I die due to such a trap in a situation where there are no enemies around my PC immediately jumps up in full health. That is quite immersion breaking so if you are interested here are some suggestions for such events when the player dies and there are no enemies around:

 

- trigger the Flash Bang Traps event. After all it is an actual trap triggering

- start a quest like e.g. the Little Bondage Adventure. 

 

Other mods with defeat scenarios that I've used include:

(as mentioned above) Dragonborn in Distress, Naked Dungeons and Sexlab Leveling. 

The most simple and bulletproof is probably Sexlab Leveling -- you don't die and get assaulted once by a selectable number of enemies.  The Naked Dungeons "Immorality" is similar but includes  gangbang, robbery and captivity options.  Dragonborn in Distress sometimes works, Naked Dungeons almost always works and Sexlab leveling never fails.  I found it's sometimes possible to use the Sexlab Leveling option in addition to other options as a fail-safe by setting it's trigger threshold lower than the other.

Posted
On 4/7/2019 at 12:30 AM, Lupine00 said:

Is any special support actually required?

 

Typically, SLSO only needs a patch if the mod detects orgasms and acts on them.

I'm not sure DCL cares about orgasms at all. Not that I can think of... Quests like RDC detect sex acts, and you don't have to orgasm; it's not relevant.

Honestly? Just for the cum inflation which is why I was hoping Kimy would let Ed patch it himself since it's probably just a few lines that won't change between versions. He won't without permission (as he shouldn't) so since I wanted the patch, I figured I'd do the asking. 

Posted
1 hour ago, Xiaron said:

Honestly? Just for the cum inflation which is why I was hoping Kimy would let Ed patch it himself since it's probably just a few lines that won't change between versions. He won't without permission (as he shouldn't) so since I wanted the patch, I figured I'd do the asking. 

The feature should still work just fine, no? Cum Inflation reacts to the end of the sex scene, like all my other similar features. I cannot think of a single instance in my code that ties into orgasm.

Posted

okay..

on the chloe quest, nazeem tells me to get out of the restraints and says he doesn't talk to slaves. I have tried unequipping every item, dropoing every restraint in my inventory, and have used the DDI remove device debug option (it didn't find anything). The DCL safeword ends the chloe quest, so that's not an option. What am i supposed to do?

Posted

Never mind I see my answer.
Sadly now I have another question.
My FNIS gives me numerous warning for missing belly dances and then in game is T-pose central. What should be the correction for this? As I do not see any great number of posts in the following 100 pages of this.

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