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


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Posted
6 hours ago, Kaze3173 said:

It's Legendary Edition, sorry

Hello. If you have Skyrim Legendary Edition, double check that DCL and ALL its requirements are for LE, if you have SE check that DCL and ALL its requirements are for SE.

 

Then, since you are using Mod Organizer, check that on the LEFT window all DD mods are in the correct order: DDa 3.0e, DDi 4.2, DDx 4.2 and last DCL latest version.

 

All their requirements should be before DD mods, with the exception of XPMSE which goes to the bottom just before the overwrite folder or the manually created ones, if you needed any (I usually make 2 folders just to put inside FNIS created animations and SKSE things plus Bodyslide .tri files).

 

After all this has been double checked, run LOOT launching it from the MO menu, it will adjust your right window load order (don't move things around after this).

 

Finally run Bodyslide to create meshes (check Build Morphs and press batch build) and FNIS.

 

If you did all this and still have a problem, re-download all mods and their requirements, then reinstall everything overwriting when asked and go back to step 1 of this post.

 

... might even work :)

Posted
10 hours ago, Kaze3173 said:

I do have XPMSE, it's a SE installation I did using Mod Organizer 2.

"XP32 Maximum Skeleton Extended - XPMSE". I bellieve that you have installed HDT skeleton. If it is HDT skeleton - please make sure that you are using "HDT Physics Extensions". It is not a mod - so no *.esm or *.esp will be present at your mod list. It is an SKSE plugin: *.dll , *.ini , *.xml - files.

9 hours ago, Kaze3173 said:

This is what my mod load order looks like. I also did the Body Slide Studio and applied the compatible body that I am using to all the "equipment."

  Hide contents

Dawnguard.esm
Hearthfires.esm
Dragonborn.esm
Unoffical Skyrim Legendary Edition Patch
SexLab.esm
Devious Devices-Assets
SexLabAroud.esm
ZaZAnimationPack.esm
Devious Devices-Integration
Devious Devices-Expansion
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
FNIS.esp
RaceMenu.esp
RaceMenuPlugin.esp
Schlongs of Skyrim-Light
SOSRaceMenu.esp
XPMSE.esp
SkyUI.esp
zzEstrus.esp
dD Enchanted Chests.esp
RaceMenuMorphsCBBE
Deviously Curse Loot.esp
FNISspells.esp
zzEstrusAddon.esp
SexLab-Parasites.esp
Sunsakuka's Follower.esp
Alternate Start
Deviously Cursed Loot Live Another Life

 

You have "ZaZAnimationPack.esm" after "SexLab.esm". My LOOT program places it always before "SexLab.esm". So change your load order or install LOOT - to do this for you. Also "SkyUI.esp" before "FNIS.esp".

Things already look messed up here. So better sort your load order using LOOT and than start a new game.

Note: I don't see here (SLAL) Sexlab Animation Loader or (NSAP) Non Sexlab Animation Pack. You also don't use Wrye Bash / Wrye Smash.

10 hours ago, Kaze3173 said:

This is what the FNIS had to say about the matter. 

  Hide contents

 

FNIS Behavior V7.4.5   5/24/2019 10:15:27 PM
Skyrim 32bit: 1.9.32.0 - E:\Steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations" 
Patch: "SKELETON Arm Fix" 

Reading SexLab V1.62 ...
Reading SexLabCreature V1.61 ...
Reading DD V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 493 alternate animations) ...
Reading DD2 V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ...
Reading DD3 V4.1.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 102 alternate animations) ...
Reading DDSL V4.0.0 ...
Reading Defeat V5  ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ...
Reading Deviously Cursed Loot V6.3  ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading EstrusChaurus V4.35 ...
Reading FNISBase V7.4.5 ...
Reading FNISCreatureVersion V6.1 ...
Reading FNISSexyMove V7.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 162 alternate animations) ...
Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading SexLabAroused V?.? ...
Reading XPMSE V7.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V6.1  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading zzEstrus V2.30  ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 12 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files...
No GENDER directory male
 18 GENDER modifications for Animations\female
Alternate Animation mods: 7 sets: 48 total groups: 215 added file slots: 1602 alternate files: 1263

Create Creature Behaviors ...
Reading SexLabCreature V1.62 ...

 4210 animations for 17 mods successfully included (character)
 322 animations for 1 mods and 18 creatures successfully included.

 0 possible consistence issues

 

 

Your FNIS log is without errors and no consistence issues detected. Doesn't look odd to me. It looks normal.

 

However you have mentioned that you have made BodySlide files. Thats ok. But have you made also files for your: body, feet and hands? If you have made BodySlide only for body - that can be an issue here...

Posted
6 hours ago, piotsze said:

"XP32 Maximum Skeleton Extended - XPMSE". I bellieve that you have installed HDT skeleton. If it is HDT skeleton - please make sure that you are using "HDT Physics Extensions". It is not a mod - so no *.esm or *.esp will be present at your mod list. It is an SKSE plugin: *.dll , *.ini , *.xml - files.

You have "ZaZAnimationPack.esm" after "SexLab.esm". My LOOT program places it always before "SexLab.esm". So change your load order or install LOOT - to do this for you. Also "SkyUI.esp" before "FNIS.esp".

Things already look messed up here. So better sort your load order using LOOT and than start a new game.

Note: I don't see here (SLAL) Sexlab Animation Loader or (NSAP) Non Sexlab Animation Pack. You also don't use Wrye Bash / Wrye Smash.

Your FNIS log is without errors and no consistence issues detected. Doesn't look odd to me. It looks normal.

 

However you have mentioned that you have made BodySlide files. Thats ok. But have you made also files for your: body, feet and hands? If you have made BodySlide only for body - that can be an issue here...

I do have the HDT Physics Extensions installed. Which I do have LOOT installed and this is the order that it makes this. For some reason my BodlySlide does not include hands, weirdly enough. About to check everything and make sure that none of them are SE and that I'm not using the SE requirements.

 

Update: No longer have anything in the Overwrite folder anymore, so that narrows that down. Still not displaying the Ball gag, some of the restraints and equipment show up but never the gag. The hands also disappear when I initiated a sex scene Also I should note that for some reason my BodlySlide studio doesn't include hands, just for the record. And I also am having an issue where I have the whole red triangle thing when I am trying to use the parasite add on. 

Posted
1 hour ago, Kaze3173 said:

I do have the HDT Physics Extensions installed. Which I do have LOOT installed and this is the order that it makes this. For some reason my BodlySlide does not include hands, weirdly enough. About to check everything and make sure that none of them are SE and that I'm not using the SE requirements.

So it seems to me that you have CBBE body type. When installing Devious Devices Assets 3.0e and Devious Devices Expansion 4.2 in MO - those has got two options to choose (CBBE or UNP). Please check also that you choose the correct one for your body. If not sure - reinstall.

Quote

And I also am having an issue where I have the whole red triangle thing when I am trying to use the parasite add on. 

Red triangle - means missing meshes - *.nif files

Purple object - missing textures - *.dds files

Posted

Is there a way to make it so you can't swim when your hands/feet are bound? I tried looking for a plugin for that somewhere, but I can't find it.

Posted
9 hours ago, Kaze3173 said:

I do have the HDT Physics Extensions installed. Which I do have LOOT installed and this is the order that it makes this. For some reason my BodlySlide does not include hands, weirdly enough. About to check everything and make sure that none of them are SE and that I'm not using the SE requirements.

You need a separate installation of MO2 if you have both LE and SE. Each one has its own different Bodyslide mod too. It seems that is the mod that provides me those meshes (hands/feet).

Posted
8 hours ago, kerel11 said:

Is there a way to make it so you can't swim when your hands/feet are bound? I tried looking for a plugin for that somewhere, but I can't find it.

Well i think that for now your best option is to use "Ahzidal's Boots". This will give you waterwalking. I don't think that there is a mod or script that will prevent you from stepping into water in Skyrim when bound. It is however breaking the immersion. Becouse iron or steel restraints which looks heavy would certainly make you drown in real life... But again - this is only a game.

This game has its own weight system. Also items do not gain a weight with your level, but you are gaining carry capacity when leveling up. Keep in mind that even in non-moded Skyrim you could swim in water when wearing steel heavy armor with your two-hand sword on your back. Which is funny, right?

 

EDIT: I have played Morrowind and Oblivion many years ago. It was just the same way. So not changing it in Skyrim looks normal to me.

Posted

hi,

i do have a problem with your version 8.2 and 8.3 after follower leah,chloe or lydia (only test 3) start to follow me my game CTD after 1-10 minutes.

did test a lot at last with nearly no mods activated, so i think it's a problem with your mod, also because version 7.5 and 8.0 work with my full game.

 

here are the papyrus log + my plugin list from the test game: in this game i just got chloe then i went to riverwood talked to alvor and went to his house (did a save game)

funny think is the CTD only appears after i load the game so far tested

 

i do hope you can help me i love your mods

 

Papyrus.0.log Plugins - Save 761 - Prisoner test Alvor and Sigrid's House 00.16.56.ess.txt

Posted

So i am a bit confused. How exactly works the slavers task? I recieved his teleportation scroll, which worked as intended. I tested by capturing some female bandit using SL Defeat, tied her up, put her in a sack and used the scroll. Yeah, so just realized that SL Defeat and DCL didn´t notized each other that way. :D

 

So how is the player character able to beat an unlucky foe to get her captured for that event/Task?

Posted

@Kimy

Found another 2 bugs.

- My follower randomly has some devious devices in her inventory, and some of them can't be removed even though she is not wearing them.

-I had 2 corsets in my inventory. One equipped and one not and now I magically have them both equipped on me.

Posted

Hi! :)

 

Sasha is dominating me, and i tried to steal her key.  She caught me, and bind me tight with stadard DD items... The question is, She will release me in the future, or i "doomed" with these bondages? :D 

Posted
2 hours ago, TheArchlich said:

@Kimy

Found another 2 bugs.

- My follower randomly has some devious devices in her inventory, and some of them can't be removed even though she is not wearing them.

-I had 2 corsets in my inventory. One equipped and one not and now I magically have them both equipped on me.

Followers may be wearing restraints even if they don't actually show equipped in inventory (they will still visually show). You need keys to remove them. You can't actually give restraints to them without them locking on. And they shouldn't be looting them unless you have other mod i forgot which, DEC i think where follower gathers items you missed and then suggests you should try them on. I have to say i really liked that feature ?

 

Restraints with same name stack. You actually only have 1 of them equipped at the time, unless you can prove otherwise. Screenshot of your inventory where they're as separate equipped items?

Posted

Cursed Collar Quest Problem

 

Can anyone help me, please, work out how to get the map location marker for the first stage of the quest to show up?

 

The Quest shows up, with the first stage 'Look for Clues' type message, but there is no map marker, 'M' on the message does nothing, and a search for 'Deep Dark Dungeon' - which I think is the place it should be pointing at - returns nothing.

 

I have searched the support thread, but cursed collar returns 170+ pages.   LOL  Looked some way thro' those, and someone else reported a similar issue, but seemed to have given up trying to fix it

 

FWIW,

 

sqs on the quest shows that up to stage 10 is set at 1

I'm using the ATLAS Map Markers mod, all set top defaults

 

TIA for any suggestions, thanks

 

 

 

 

Posted
3 hours ago, Mart0206 said:

So i am a bit confused. How exactly works the slavers task? I recieved his teleportation scroll, which worked as intended. I tested by capturing some female bandit using SL Defeat, tied her up, put her in a sack and used the scroll. Yeah, so just realized that SL Defeat and DCL didn´t notized each other that way. :D 

 

So how is the player character able to beat an unlucky foe to get her captured for that event/Task?

No idea how I fixed it on my end, but I enabled Rape and the Combat Rape trigger. When you hit an enemy they will eventually capitulate and you can then abuse them. And if they're female you can bind them and sell them, but I would not recommend it. See below:

 

Once you go to any settlement with them in tow (incl. the inn) is when the problems will arise:

 

  • They're still flagged as enemies (and friendly NPCs will want to kill them)
  • While in combat you cannot talk to the Slaver and hand them over
  • This works fine with lower level enemies (considering the friendly NPCs level won't scale)
  • There's a chance when you leave again that all NPCs currently in the Riverwood Inn are killed

 

So, therefore, I'd recommend not doing this until it's been fixed.

Posted

After having no luck in getting it to work, I'm wiping my mods and doing a clean reinstall, since for all I know there is a mod made for SE that is in there. I'll let you guys know how that goes

Posted
4 hours ago, donkeywho said:

Cursed Collar Quest Problem

 

Can anyone help me, please, work out how to get the map location marker for the first stage of the quest to show up?

 

The Quest shows up, with the first stage 'Look for Clues' type message, but there is no map marker, 'M' on the message does nothing, and a search for 'Deep Dark Dungeon' - which I think is the place it should be pointing at - returns nothing.

 

I have searched the support thread, but cursed collar returns 170+ pages.   LOL  Looked some way thro' those, and someone else reported a similar issue, but seemed to have given up trying to fix it

 

FWIW,

 

sqs on the quest shows that up to stage 10 is set at 1

I'm using the ATLAS Map Markers mod, all set top defaults

 

TIA for any suggestions, thanks

 

 

 

 

It's been a while since I played through the Cursed Collar quest, but if memory serves the Collar, when equipped, comes with a note that points the reader to the dastardly Wizard's home.  If you, once collared and have read the note, open your map and search for a pointer to the Wizards home, you should find it.  There is no direct pointer to it as there is on many quests by pressing "M" when in the quest description area of the MCM), you have to manually search the map.

 

Hint:

Spoiler

Check the area around Falkreath.

Hope this helps, and good luck.

 

Posted

Can you be sent to the prison again after getting out, because I get the dialog to get sent to the prison, however after that nothing happens and the guard either attacks me again or acts like nothing ever happened.

Posted
14 hours ago, donkeywho said:

Cursed Collar Quest Problem

Spoiler

 

Can anyone help me, please, work out how to get the map location marker for the first stage of the quest to show up?

 

The Quest shows up, with the first stage 'Look for Clues' type message, but there is no map marker, 'M' on the message does nothing, and a search for 'Deep Dark Dungeon' - which I think is the place it should be pointing at - returns nothing.

 

I have searched the support thread, but cursed collar returns 170+ pages.   LOL  Looked some way thro' those, and someone else reported a similar issue, but seemed to have given up trying to fix it

 

FWIW,

 

sqs on the quest shows that up to stage 10 is set at 1

I'm using the ATLAS Map Markers mod, all set top defaults

 

TIA for any suggestions, thanks

 

 

 

 

Make sure that you are tracking the quest in journal. Otherwise the marker should show unless some of your mods hide it.

 

edit: Oh right, if the location is in Solstheim (very rare), the marker won't show until you change continent.

Posted

As far as i remember, the cursed collar has to be worn a certain bit of time before any map marker shows up.

Could be that it was just a specific time until the marker shows, or that you have to loot a few containers to find a note about the position of the first cursed collar device position.

As said, can't remember anymore which of both applies.

 

A little advice aside:

I'd set the possible positions of the cursed collar devices to surface only.

That way you dont have to enter dwemer ruins or other very dangerous places in a full bound state (which you will be during the last 1/3 of the quest.)

 

Cheers

Posted

game become uplayble

lot of freeze and long time in mcm and ctd x 50

when i remove this mod i get stable game again

i use all other heavy mod but this only mod that break my game

Posted
13 minutes ago, chevalierx said:

game become uplayble

lot of freeze and long time in mcm and ctd x 50

when i remove this mod i get stable game again

i use all other heavy mod but this only mod that break my game

Freezes is known problem. We expect Kimy will make a quick fix soon. 

Posted
11 hours ago, Rynnes Master said:

It's been a while since I played through the Cursed Collar quest, but if memory serves the Collar, when equipped, comes with a note that points the reader to the dastardly Wizard's home.  If you, once collared and have read the note, open your map and search for a pointer to the Wizards home, you should find it.  There is no direct pointer to it as there is on many quests by pressing "M" when in the quest description area of the MCM), you have to manually search the map.

 

Hint:

  Reveal hidden contents

Check the area around Falkreath.

Hope this helps, and good luck.

 

Yep.  It was that simple.  I'd missed the note

 

Thanks vm for the help

3 hours ago, Zaflis said:

Make sure that you are tracking the quest in journal. Otherwise the marker should show unless some of your mods hide it.

 

edit: Oh right, if the location is in Solstheim (very rare), the marker won't show until you change continent.

Thanks for the heads up on Solstheim

Posted
4 hours ago, Zaflis said:

Maybe you didn't fully understand my post? It's not a bug until proven bug. You reported 2 with 1 liners... What makes you think we can reproduce something so outlandish you describe easily, when the mod has been out for so long and you're the first one seeing it? You need to provide all the evidence you can! I only asked screenshot because that's the easiest, not going for your full load and install orders yet, which might give evidence to support high script load or incompatible mods.

 

"I cannot remove item from my follower" - again what does that even mean? Don't expect us to see what you are doing on computer with our crystal balls. Details, always. What items, what keys did you have? Did it not show on her outside?

I actually have the same bug. I got annoyed by all the dd's and used the "free me" button. Everything was removed but corsets from the followers. You can't see them in their inventory but they are still wearing them.

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