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


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Posted

Bug with this mod and probably DD in general.  Crossposting from those threads.  I've talked to the blacksmith in Windhelm about getting the devices I have on me off (a chastity belt and shock boots).  The option that shows up is "Can you get these chains off me?  Please".  He'll take the gold, but the devices are still stuck on my character.  Papyrus log from last session has been included.

Papyrus.0.7z

Posted

Bug with this mod and probably DD in general.  Crossposting from those threads.  I've talked to the blacksmith in Windhelm about getting the devices I have on me off (a chastity belt and shock boots).  The option that shows up is "Can you get these chains off me?  Please".  He'll take the gold, but the devices are still stuck on my character.  Papyrus log from last session has been included.

 

This issue has been reported a couple times now. It is caused by some DD mods violating conventions on DD item removal and indiscriminately removing quest items from any DD mod despite they are tagged with a "don't touch this!" tag.

 

Do NOT use that dialogue to remove custom items. Stuff is pretty much guaranteed to break!!!

Posted

 

 

 

hello

I have a problem with the cursed chastity belt:

it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing,

but I have all that equipped.

so im stuck in the slave colar quest

 

anyone else having the same bug ?

 

Did the popup menus for the plugs show up? If not, they probably didn't get recognized correctly, when plugged in, try first to quit and restart Skyrim (not only the savefile). If this doesn't help, I would say, Kimy does her very best, but still she isn't able to read other people's minds. The papyrus logfile could help.

 

thanks

yes the popup menu show up

I tried restarting the game 3 times already, same result

sorry, I have added the log in my previous message

 

Most of the error messages aren't Cursed Loot related, but the one that is would indicate that some properties haven't been filled properly, which is usually caused by corrupted save games. Does this error persist with a completely new game?

 

 

I will have a try

maybe it was caused by the fact I didnt do a clean install when upgrading from 2.6

 

Posted

 

 

 

 

hello

I have a problem with the cursed chastity belt:

it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing,

but I have all that equipped.

so im stuck in the slave colar quest

 

anyone else having the same bug ?

 

Did the popup menus for the plugs show up? If not, they probably didn't get recognized correctly, when plugged in, try first to quit and restart Skyrim (not only the savefile). If this doesn't help, I would say, Kimy does her very best, but still she isn't able to read other people's minds. The papyrus logfile could help.

 

thanks

yes the popup menu show up

I tried restarting the game 3 times already, same result

sorry, I have added the log in my previous message

 

Most of the error messages aren't Cursed Loot related, but the one that is would indicate that some properties haven't been filled properly, which is usually caused by corrupted save games. Does this error persist with a completely new game?

 

 

I will have a try

maybe it was caused by the fact I didnt do a clean install when upgrading from 2.6

 

 

 

Very likely. Mind you that installing 3.x on a game that already has 2.x installed is NOT recommended. Some people reported it working fine when using a clean save procedure, but it's still not officially recommended. ;)

 

Posted

Man this mod is f...ing awesome! I'm amazed at how much you've added to this mod over time and how many request you have incorporated!

I just started a new character, set up everything with very low chances of triggering an event and literally the second corpse I looted got me a cursed collar :lol:. It was quite the adventure getting it off, especially the last part before the dungeon. 

But during the Cursed Collar Quest I also noticed a very slight glitch: I kept finding sharp items with the popup saying I just cut open the armbinder, which obviously was not the case.

 

I also had some ideas for new devices, but I don't know if they would fit your mod:

- There could be magical faction-unlockable chastity belts. So if you get belted by bandits, the belt will magically unlock whenever another bandit wants to have his way with you, but any other faction would be out of luck.

- Cuffs that magically prevent you from attacking members of a given faction or specific NPCs, so they could take advantage of you like in Deviously Helpless.

 

Anyway, I'm looking forward to seeing more of your work (my PC isn't, though ;-))

Posted

I will have a try

maybe it was caused by the fact I didnt do a clean install when upgrading from 2.6

mmm a clean install didnt solve the problem, this is really annoying :/

I dont have any problem with other mods using DD items

Posted

 

I will have a try

maybe it was caused by the fact I didnt do a clean install when upgrading from 2.6

mmm a clean install didnt solve the problem, this is really annoying :/

I dont have any problem with other mods using DD items

 

the only WornHasKeyword check in OnEquippedFilter is done against libs.zad_DeviousPiercingsVaginal:

!Libs.PlayerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal))

 

but when I call WornHasKeyword in my console, I get the correct return value:

 

player.wornhaskeyword zad_DeviousPiercingsVaginal

WornHasKeyword >> 1.00

 

so I guess the value of "libs.zad_DeviousPiercingsVaginal" is somehow not locally correctly set (None) inside dcur_cursedBeltScript, but I find that really weird, why would it be None there? and not when called from the console?

Posted

 

so I guess the value of "libs.zad_DeviousPiercingsVaginal" is somehow not locally correctly set (None) inside dcur_cursedBeltScript, but I find that really weird, why would it be None there? and not when called from the console?

 

 

The code seems to be fine and it's working for most people, so it is a little confusing.

 

I just made some changes to the script that -could- (it's really just guesswork) made the check more reliable (there was one property that get filled dynamically, which I now hardcoded to rule out any issues coming from that). Will release that wannabe-fix with the next patch! :)

Posted

the only WornHasKeyword check in OnEquippedFilter is done against libs.zad_DeviousPiercingsVaginal:

!Libs.PlayerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal))

 

but when I call WornHasKeyword in my console, I get the correct return value:

 

player.wornhaskeyword zad_DeviousPiercingsVaginal

WornHasKeyword >> 1.00

 

so I guess the value of "libs.zad_DeviousPiercingsVaginal" is somehow not locally correctly set (None) inside dcur_cursedBeltScript, but I find that really weird, why would it be None there? and not when called from the console?

could this be the problem? (screenshot) :

 

 

byZ1LWf.png

 

Posted

 

the only WornHasKeyword check in OnEquippedFilter is done against libs.zad_DeviousPiercingsVaginal:

!Libs.PlayerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal))

 

but when I call WornHasKeyword in my console, I get the correct return value:

 

player.wornhaskeyword zad_DeviousPiercingsVaginal

WornHasKeyword >> 1.00

 

so I guess the value of "libs.zad_DeviousPiercingsVaginal" is somehow not locally correctly set (None) inside dcur_cursedBeltScript, but I find that really weird, why would it be None there? and not when called from the console?

could this be the problem? (screenshot) :

 

 

byZ1LWf.png

 

 

 

That looks fishy indeed. I have no idea why that keyword didn't get set correctly. Seems to be in DDI rather than Cursed Loot anyway. If you start a completely new game and check that property again, does that error persist?

 

Posted

 

the only WornHasKeyword check in OnEquippedFilter is done against libs.zad_DeviousPiercingsVaginal:

!Libs.PlayerRef.WornHasKeyword(libs.zad_DeviousPiercingsVaginal))

 

but when I call WornHasKeyword in my console, I get the correct return value:

 

player.wornhaskeyword zad_DeviousPiercingsVaginal

WornHasKeyword >> 1.00

 

so I guess the value of "libs.zad_DeviousPiercingsVaginal" is somehow not locally correctly set (None) inside dcur_cursedBeltScript, but I find that really weird, why would it be None there? and not when called from the console?

could this be the problem? (screenshot) :

 

 

byZ1LWf.png

 

seems I was wrong, the problem is in the OnEquipped in zadEquipSript line 52,

 

if akActor.WornHasKeyword(zad_DeviousDevice) ...

 

if I do a

player.wornhaskeyword zad_DeviousDevice

in my console, it fail miserably:

Item 'zad_DeviousDevice' not found for parameter Keyword

Posted

Are there some cheats available through console? I always like to have some quick way of getting out of the restrains.

Posted

Are there some cheats available through console? I always like to have some quick way of getting out of the restrains.

 

Yes, there is a safeword function that will remove all DD items except quest items from other DD mods.

Posted

Are there some cheats available through console? I always like to have some quick way of getting out of the restrains.

 

There's an option in the MCM menu to that will remove all devices.

 

Posted

I have no problem with a new game, so it's indeed something broken with my current save

 

thats soooo annoying :(

 

after deinstalling every DD related mod and cleaning the savegame and reinstalling the base DD mods and Deviously Cursed Loot, the cursed chastity belt got equiped correctly, alleluia

 

I will have to redo all the DD related quest, but thats not entirely negative

Posted

 

I have no problem with a new game, so it's indeed something broken with my current save

 

thats soooo annoying :(

 

after deinstalling every DD related mod and cleaning the savegame and reinstalling the base DD mods and Deviously Cursed Loot, the cursed chastity belt got equiped correctly, alleluia

 

I will have to redo all the DD related quest, but thats not entirely negative

 

 

Yay! \o/

 

Posted

Was thinking about new restraining devices and escape mechanisms. Kimy's slave gag is my favourite item from all devious devices that I've seen so far. Why do I like it so much? For me the two different states of the gag combined with the fact that the escape route is non-linear (plug will reinflate after a certain amount of time) make it the best DD item.

Are there opportunities to create items that work similarly? With similar I don't mean that they have to have the exact same escape mechanism as the slave gag, but rather a non-linear escape path + a different effect for each step of binding.

 

Just throwing out some ideas:

 

A requirement of a non-linear escape path is that an item can have more than one state. The only other item that I know of that has this is the armbinder with three states: locked, not locked and too tight to struggle out of. Without visual differences :(

Using the Matryoskha idea by xboronx on page 101 you could work around this lack of items that have more than one state. For example after managing to get an armbinder off you find out that your wrists are tied/shackled. Now make the armbinder magical: it will regenerate itself and if you don't manage to get rid of the wrist bindings in time the armbinder will be back on. But for this idea to work the armbinder should have a bigger debuff effect than the wrist cuffs, just like the slave gag plug + harness is a lot worse than only the harness. Or perhaps there could be some kind of penalty for letting the armbinder regenerate, like adding more devices.

 

I know some corset type items will be added to assets in the (hopefully near) future. A corset that has multiple stages of tightening and can only be unlocked when fully tightened. The player then has a goal to tighten the corset. Through some cursed loot event (failed opening attempt with key, a special event for opening a container or just over time, like the slave gag) it can be untightened, which results in the player not being able to unlock it anymore.

 

Kimy, I'm sure you have all kinds of cool ideas, and I hope those ideas include more items (or quests?) with non-linear escape routes.

Posted

Very nice ideas Richard1234.

 

With all the nice bondage gear currently available for Skyrim some cruel multi layer bondage like in this classic comic would be quite fun imho.

http://legamidiseta.forumcommunity.net/?t=53881181

 

Then add to this Skyrim magic with rebuilding devices like Richard1234 suggested and the Cursed Loot experience will be even more frustrating/rewarding :)

 

If the lower layer(s) of bondage gear tend to be worse then the final layers you might even be reluctant trying to remove them.

 

You could also make a special collar reacting somewhat to your escape progress. For example you have cuffs and an armbinder on top of them. If you get rid of the armbinder and have only the cuffs left the collar could switch from a normal collar to a slave/slut collar to make escaping the cuffs harder.

 

 

Posted

Very nice ideas Richard1234.

 

With all the nice bondage gear currently available for Skyrim some cruel multi layer bondage like in this classic comic would be quite fun imho.

http://legamidiseta.forumcommunity.net/?t=53881181

 

Then add to this Skyrim magic with rebuilding devices like Richard1234 suggested and the Cursed Loot experience will be even more frustrating/rewarding :)

 

If the lower layer(s) of bondage gear tend to be worse then the final layers you might even be reluctant trying to remove them.

 

You could also make a special collar reacting somewhat to your escape progress. For example you have cuffs and an armbinder on top of them. If you get rid of the armbinder and have only the cuffs left the collar could switch from a normal collar to a slave/slut collar to make escaping the cuffs harder.

 

Gods that comic is hot. Great ideas!

 

Posted

Don't be surprised seeing some of these ideas implemented one day. Adding custom items with fun and interesting mechanics is one of my main interests for current and future development of Cursed Loot.

Posted

Heh, all this script talk went over my head.

 

Personally if they ever add more stuff to DD I wish theyd add more stuff for leg bondage, like different animations. You know, like one for being hobbled, or having your ankles tied together forcing a bunny hop sort of animation, or forced to a kneeling position, or hog tied, stuff like that. Wouldnt mind some other arm positions either, like a straight jacket or reverse straight jacket/box tie. I think the lack of actual different animations and effects is the only weakness in DD. Honestly the arm and leg cuffs should do more... or be able to be linked somehow. The cuffs themselves are being underused. Wouldnt even need new items, just some extra animations...

 

Anyway I did have a small request... is it possible to make the steel shackles use the same slot as the armbinder since, thats what they essentially are? I wish I could wear the normal cuffs and the steel shackles at the same time. I wanted to use the steel shackles entirely instead of the arm binder actually, but Id never get hit with them because I was already wearing the arm cuffs. With that in mind though, would it be easy to make like... an "invisible" arm binder or steel shackles that could get equipped onto you if you wear wearing normal arm cuffs at the time. The idea being that maybe if you had your health low enough theres a chance an enemy could attack you and lock your arm cuffs together with a lock or something, so youd need a restraints key to unlink them first before you have the ability to take them off. Or maybe some dialogue options may result in someone locking your cuffs together. Something to that effect at least... so even if we had to use an invisible item or something it was possible for npcs to tie your arms back somehow.

Posted

Script-wisely, steel shackles -are- armbinders. The problem is that the 3D model of arm cuffs is sharing a slot with armbinders and thus cannot display at the same time. With armbinders it doesn't matter, since the armbinder is covering the arm cuffs anyway, but the effect is nevertheless the same.

 

This -is- the biggest problem about implementing layered bondage: The armor slots needed to actually display gear on your character are finite and DD is using up pretty much all of them already. Script-wisely I can implement as many restraint layers as I wish, but there will be no visual feedback whatsoever. Not sure if that kills the experience or not. And sometimes it's even realistic. When you're wearing a pair of handcuffs inside an armbinder, there would be indeed little visual feedback of that fact. You'd just see a person wearing an armbinder. Same goes for wearing a bllndfold underneath a hood etc. But there are instances when there would be visual feedback, such as wearing linked arm cuffs together with handcuffs and rope bindings. Unless a 3D artist creates integrated models for each possible combination using up only one slot at a time (and don't look at me for that, I can't do any 3D work whatsoever), I still can display only one of them at a time.

 

About the leg restraints: I'd love having ankle chains with fitting animations, but alas, alternative animations other than idles are impossible in Skyrim. FNIS is called "new idles" for a reason, because idles are the only thing that can be actually -added-. The other animations can just be replaced. Which means as soon as you put ankle chains on the player, the entire population of Skyrim would start doing the prison shuffle. This is NOT a DD limitation, it's a Skyrim engine limitation. And only Bethesda knows why they implemented it that way.

Posted

 

About the leg restraints: I'd love having ankle chains with fitting animations, but alas, alternative animations other than idles are impossible in Skyrim. FNIS is called "new idles" for a reason, because idles are the only thing that can be actually -added-. The other animations can just be replaced. Which means as soon as you put ankle chains on the player, the entire population of Skyrim would start doing the prison shuffle. This is NOT a DD limitation, it's a Skyrim engine limitation. And only Bethesda knows why they implemented it that way.

 

It's not quite true. In the meantime FNIS can more than just (simple) idles. Like furniture, paired anims, killmoves, alternate animations. But should I change the name just because I hadn't envisioned the new possibilities when I started all that?

 

For your problem: depending on what you want the character to do you could possible add the ankle chains as Animated Objects. With idles that's trivial, and for walk and run you can use the Alternate Animations, like in FNIS Sexy Move. And you can also try to use the "-st" option, which keeps the AnimObject once an idle has finished. Although this will be reset once another (standard) animation with AnimObjects should be played, and in a few other situations. Just need to be tested.

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