Jump to content

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


Recommended Posts

Posted

I don't know who did the textures for the high-security devices, but if I may suggest something.

 

Have you thought about instead of using the gradient metal look, which looks kinda hastily put together - sorry, keeping with the theme of the original DD textures and just adding either studs or draconic runes (glowing maybe)?

Posted

Some things I noticed:

1) I sometimes only get paid 10 gold for solicitation with the comment "you were worth every coin". Is that a bug or a feature (humiliation)? If it is a feature, could you add some dialogue to complain to that customer?

2) Although I disabled blindfolds, customers equip them on me (not that bad) and in at leat one intance they even left them on me as a gift (not that great ;-) )

3) parts of my previous post were obviously a bit hasty :angel: , because it seems that plants only trigger etrus, gas, flashbang already, which is great 

4) I find the slut collar (perhap the slave collar, too)  needs some mechanics that make it more immersive. As it is, my character does not really have a way of knowing how to remove the collar. She might think it makes everyone rape her, and thats it. My idea would be something like this:

  • On getting equipped, you receive the buffs and a message: "You feel an extremly tight sitting collar lock around your neck. It is uncomfortable but at the same time you feel very powerful."
  • Then any sex event could reduce the buffs with an appropriate message after a number of acts like "Somehow you feel like the collars magic effects are getting weaker. Could it be from all the sex?"
  • After a period of time without sex the buffs would regenerate to their former value ("A few hours/a day without sex seems to have retstored the collars magic effects")
  • Further  days might not increase the buffs but instead "loosen the collar" ("After not having sex for some time now you feel like the collar is not as tight as it used to be.")
  • Hardcore mode would replace reducing the buffs (which wouldn't be active anyway) with reducing your stats and ultimately strangling you to death.

I don't know if this is possible but I think it would make a great addition.

 

Posted

I had a question about the flower picking part. Is it any flower specifically, or any harvestable? Like, harvesting rabbits or pheasants for instance. Or harvesting clams, or barnacles.

 

Second question, will this have any problem with the Harvesting Overhaul mod? It changes how many flowers and such ya get, usually a random amount.

 

Third question, will this have any problem with Flora Respawn Fix? It changes how flora respawns and fixes the problem with Skyrim not properly and reliably respawning flowers and other "pickables".

 

Other than that, I downloaded the most recent version so Im excited about trying it out, Ill just have to make a new game~~~ again~~~

Posted

Can I suggest a modification for the plant traps. At present it seems to not trigger if the pc is over the restraint threshold for cursed loot. Could you change it so it fires regardless of the number of restraints (or give it its own threshold setting, whichever is easiest)?

Posted

Bug or feature? :)   Cursed Loot v3.4

 

 

I'd like to report a possible bug. I just noticed that there is a new version of the mod, so it might be already fixed (if it is a bug at all).

 

I managed to loot a Slave gag (the finding flavor text might be a bit more immersive IMO, I didn't even realize I have found something unusual until later). Anyway, I played alot gagged and found 2 sets of keys for the gag and the plug (I didn't use them at once). Btw, I have found one of the keys in a container tagged as "Empty" by the engine (aka Bug1).

 

When I opened th plug and the gag, 2 unexpected things happened:

 

Bug2: Both keys disappeared, my spares too. I expected to use up only 1-1 keys for the opening ceremony and keep a spare set for later emergencies.

 

Bug3: The Slave gag disappeared from my inventory too. I expected to keep it.

 

Request: Add more flavor texts while wearing the special loot. I really liked the ones with the Slave gag unlocking, it made that particular gag special. But it also came far too late, during the wearing it was just like any other gag (except for the more limited interactions of course).

 

Request2: All special loots should have a repeateble miniquest to open it. Of course it should be manageable with the actual restrain equipped (so no fighting for the armbinder for example). The randomly finding the keys in container is not really immersive. I think the most important to be completable is the gag quest, since the character can have other unlockables on her (like the armbinder). For example the player can't complete the armbinder quest because she can't talk to NPCs (unlockable gag). And she can't complete the remove gag quest becasue she can't fight (unlockable armbinder).

 

 

Thanks for reading,

M

'Bug1' is just the way Kimy populates containers. When you loot a container, the scripts check to see if there should be a key (dice roll), then when you exit the container, the scripts check to see if there should be an event (another dice roll).

 

'Bug2' is probably intended, though I'd prefer if it worked the way you expected it to. You can, however, store extra keys in a container while you take the 'special' devices off.

 

'Bug3' is also intended.

 

As far as I've seen, Kimy is interested in a feature like your 'Request2' as well. I believe there was mention of something being worked on for yokes? Though the collars all have their own special mechanics for unlocking already.

Posted

4) I find the slut collar (perhap the slave collar, too)  needs some mechanics that make it more immersive. As it is, my character does not really have a way of knowing how to remove the collar. She might think it makes everyone rape her, and thats it. My idea would be something like this:

  • Then any sex event could reduce the buffs with an appropriate message after a number of acts like "Somehow you feel like the collars magic effects are getting weaker. Could it be from all the sex?"
  • After a period of time without sex the buffs would regenerate to their former value ("A few hours/a day without sex seems to have retstored the collars magic effects")

Nice idea. Be careful with those two lines above though: As a player, I would be unsure whether they are positive or negative effects. The collar effects get weaker => Does it mean the buffs are weaker ("okay, I shouldn't do that")? Or does it mean the collar is more likely to come off now as it looses power ("I should do that to earn my freedom!")?

Posted

 

Just tested Flashbang on v4.2 and the bandits are working properly again :)

 

Same for me. However Estrus still doesn't work for me as in doesn't trigger neither from chests nor while harvesting. What i get is a lot of Skooma events when harvesting with chances for DCL events maxxed while Estrus is set to 100. Using the Nexus version instead of the one from here. Worked fine for me in 3.3 which was the last DCL version I'd tried before 4.0 was released.

 

Also: Solicitation works for me now, but glitchy:

1. When i get the "NCP invites friend" message no scene plays. "Twosome" scenes work correctly every time however.

2. When an NPC includes bondages they gift me the gear. And I don't mean in the wink, wink sense of gifting me their gear. They take it off, but it stays in my inventory.

 

same for me..Estrus still doesn't work, but bandit animation work properly

Posted

It is a Feature, but feels like a Bug. v4.2

 

I'm playing with CL in a quite safe way, there is a very low chance for a cursed event to happen. That being said, I managed to find a triple loot (which is the max with my settings), all High Security stuff. I got the Boots, the Armbands and the Yoke. This was the 1st time I've found a Yoke and wondered what will happen.

 

Well, nothing happened. The Boots and the Armbands got equipped, but the Yoke did not. Actually it seemed like it is equipped in the inventory, but my character had no restrictions doing her usual business (fighting, etc.).

 

I thought that the Yoke could not get equipped, because my character had a regular collar on her neck. As we know, curiosity killed the cat, so I unlocked the regular collar and tried to equip the Yoke. I got the equipping texts, but nothing happened again. The armbands blocked the Yoke this time.

 

I understand that 2 items can't be on the same slot, so a collar might prevent the Yoke being equipped. On the other hand the armbands and the Yoke look graphically compatible (somewhat), so IMO they may be equipped together (I might be mistaken here).

 

Anyway, the main issue here, that I got the Yoke flavor messages twice (once when the event triggered, once when i tried to equip manually) and yet nothing happened.

 

I'm not sure what would be the good solution here. DDs should not unequip already equipped DDs, this is what happened here. However it was a letdown, that I got away so easy from the High Security Yoke. A partial solution (it might work like this already) would be that the game tries to equip the DDs in a certain order, the most punishing 1st, the least punishing last. So in this case the game should try to equip the Yoke 1st, because it needs 2 slots.

 

Later I did some more experiementing and finally managed to equip the HS Yoke. Then I talked to a simple soldier and asked him to remove it - and he did. I thought this is not possible, maybe some other mod caused it? I will check it later.

 

Otherwise this mod really gives a new layer of excitement to the game, the danger always lurks nearby, just 1 dead body or container away. Keep up the awesome work!

 

Thanks,

M

Posted

 

But if my dragonborn leaves me, its all your fault, Kimy.

 

 

I gave you an inventory full of restraints and you're afraid that she might run off? You're doing it wrong! :P

 

Great update! And, just a little idea: trapped doors, there are some bandits, that make traps on doors, when you open the door, grenade BANG! And you are knocked out.

 

Great suggestion! It will happen!

 

I don't think this was suggested yet, and I'm not sure it is possible, but there is a bed animation for Estrus that would be cool if that could be integrated into the dangerous-night-ish functionality as one of the possible attacks.

 

Thanks for the awesome mod by the way! :D

 

Another great suggestion that also will happen!

 

So many new features. Awesome!

 

This mod has gone quite a long way during the last half year:

 

Random question: What was your personal rate of "figured it out myself" (aka read documentation / looked at other ppls. code) and "asked for help"?

 

Learning by doing really. That and reading a -lot- of other people's source code to see how it's done. The official Creation Kit Wiki is also really, really useful.

 

 

um in op you say you need 3.93b for estrus chaurus + but latest version is 3.91a, is this just a typo?

 

I am the Queen of Typos, so...yes.

 

About enslavement:

 

The master won't appear again, being enslabved via mod for example looting a barrell, enslaves you correctly withotu spawning a master, or well the quest Arrow points on the floor where you was enslaved.

 

and there is where you get teleported if you use teleport to master.

 

I know is supposed to be buggy, just trying to give feedback :D

 

ty

 

 

Thanks, will have a look at that!

 

I don't know who did the textures for the high-security devices, but if I may suggest something.

 

Have you thought about instead of using the gradient metal look, which looks kinda hastily put together - sorry, keeping with the theme of the original DD textures and just adding either studs or draconic runes (glowing maybe)?

 

The textures were done this way at my own request. I love shiny black things. I love shiny things in other colours, too. But I really love shiny!

 

I had a question about the flower picking part. Is it any flower specifically, or any harvestable? Like, harvesting rabbits or pheasants for instance. Or harvesting clams, or barnacles.

 

Second question, will this have any problem with the Harvesting Overhaul mod? It changes how many flowers and such ya get, usually a random amount.

 

Third question, will this have any problem with Flora Respawn Fix? It changes how flora respawns and fixes the problem with Skyrim not properly and reliably respawning flowers and other "pickables".

 

Other than that, I downloaded the most recent version so Im excited about trying it out, Ill just have to make a new game~~~ again~~~

 

I never tried either mod, but I can't see how they should conflict. Just try and report your findings, I'd be most curious! :)

 

Can I suggest a modification for the plant traps. At present it seems to not trigger if the pc is over the restraint threshold for cursed loot. Could you change it so it fires regardless of the number of restraints (or give it its own threshold setting, whichever is easiest)?

 

Will do one or the other. :)

Posted

I've done a search through this thread and still can't work out the answer so I do apologies if this is a stupid question, but if my male character orders his female follower to loot for him, will the follower be affected by cursed loot? I know if I have a female character and I loot a trapped item, then my followers are also affected, just not sure what happens if I get her to do all the looting (lazy-ass dragonborn that I am!).

 

Either way, thanks for an outstanding mod!  :)

Posted

I've done a search through this thread and still can't work out the answer so I do apologies if this is a stupid question, but if my male character orders his female follower to loot for him, will the follower be affected by cursed loot? I know if I have a female character and I loot a trapped item, then my followers are also affected, just not sure what happens if I get her to do all the looting (lazy-ass dragonborn that I am!).

 

Either way, thanks for an outstanding mod!  :)

 

Good question. I must admit that I never tried sending in a follower to loot boxes. IF an event triggers, she -will- be affected, if she's a properly tagged follower.

Posted

Noticed something odd while testing the Estrus trigger on a Shill job in Ysolda's house in Whiterun. The cupboard triggers estrus fine but the chest you put the stolen item in doesn't. With screen debug messages set to on it doesn't show anything for the chest so maybe they are treated a bit differently to standard plain chests

Posted

Noticed something odd while testing the Estrus trigger on a Shill job in Ysolda's house in Whiterun. The cupboard triggers estrus fine but the chest you put the stolen item in doesn't. With screen debug messages set to on it doesn't show anything for the chest so maybe they are treated a bit differently to standard plain chests

 

I am not sure I understand. What stolen item? When in doubt, post a log, so I can have a looksie!

Posted

It's the vanilla shill job for the Thieves guild, you plant an item in a chest in someone's house, I'll get you a log as I'm there.

 

I have run into another problem with the pregnancy slider, it does stop pregnancy at 0% but it also seems to stop the effect from the Dwemer Machine as well.

 

EDIT: Here's the log Papyrus.0.log

Posted

Seems you can still get odd behavior with the Arm Cuffs and Yokes if they're equipped in the same event. I can only guess they're not entirely equipped before the next one starts trying to equip, so they're bypassing your checks to make sure you don't already have Arm Cuffs on. I'm not sure what you can do to stop this, though.

 

Relevant portion of log:

 

[01/18/2015 - 02:11:22PM] [DCUR] Looted a container.
[01/18/2015 - 02:11:23PM] [DCUR] Cursed Loot event fired.
[01/18/2015 - 02:11:29PM] [Zad]: Node Scale: 1.000000
[01/18/2015 - 02:11:31PM] RNPC: Periodic update check.
[01/18/2015 - 02:11:32PM] [Zad]: OnEquipped(Pigtails: Heavy Yoke)
[01/18/2015 - 02:11:32PM] [Zad]: No menus are open. Equipping silently.
[01/18/2015 - 02:11:32PM] [Zad]: OnEquipped(Pigtails: Ebonite Cuffs (Arms))
[01/18/2015 - 02:11:32PM] [Zad]: No menus are open. Equipping silently.
[01/18/2015 - 02:11:32PM] [Zad]: Sending device event DeviceEquippedYoke(Pigtails:1)
[01/18/2015 - 02:11:32PM] [Zad]: OnEffectStart(armbinder-noLockpicks)
[01/18/2015 - 02:11:32PM] [Zad]: CleanupDevices() is working:1
[01/18/2015 - 02:11:32PM] [Zad]: OnEffectStart(): Yoke
[01/18/2015 - 02:11:32PM] [Zad]: OnEffectFinish(armbinder-noLockpicks)
[01/18/2015 - 02:11:32PM] [Zad]: OnEffectFinish(): Yoke
[01/18/2015 - 02:11:32PM] [Zad]: SyncInventory(): Equipping Yoke.
[01/18/2015 - 02:11:33PM] [Zad]: OnEffectStart(): Yoke
[01/18/2015 - 02:11:33PM] [Zad]: OnEffectStart(armbinder-noLockpicks)
[01/18/2015 - 02:11:36PM] [Zad]: Sending device event DeviceEquippedArm Cuffs(Pigtails:1)
[01/18/2015 - 02:11:36PM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[01/18/2015 - 02:11:36PM] [Zad]: RestraintScript OnEquippedPost Arms

 

 

This had the result of having only arm cuffs visually, but still being stuck in the yoke in terms of effects.

Posted

It's the vanilla shill job for the Thieves guild, you plant an item in a chest in someone's house, I'll get you a log as I'm there.

 

I have run into another problem with the pregnancy slider, it does stop pregnancy at 0% but it also seems to stop the effect from the Dwemer Machine as well.

 

EDIT: Here's the log attachicon.gifPapyrus.0.log

 

Yeah, judging from this log and the complete absence of any Cursed Loot related entries, it seems this particular chest isn't in the list of containers than can cause events.

 

Seems you can still get odd behavior with the Arm Cuffs and Yokes if they're equipped in the same event. I can only guess they're not entirely equipped before the next one starts trying to equip, so they're bypassing your checks to make sure you don't already have Arm Cuffs on. I'm not sure what you can do to stop this, though.

 

Relevant portion of log:

 

[01/18/2015 - 02:11:22PM] [DCUR] Looted a container.

[01/18/2015 - 02:11:23PM] [DCUR] Cursed Loot event fired.

[01/18/2015 - 02:11:29PM] [Zad]: Node Scale: 1.000000

[01/18/2015 - 02:11:31PM] RNPC: Periodic update check.

[01/18/2015 - 02:11:32PM] [Zad]: OnEquipped(Pigtails: Heavy Yoke)

[01/18/2015 - 02:11:32PM] [Zad]: No menus are open. Equipping silently.

[01/18/2015 - 02:11:32PM] [Zad]: OnEquipped(Pigtails: Ebonite Cuffs (Arms))

[01/18/2015 - 02:11:32PM] [Zad]: No menus are open. Equipping silently.

[01/18/2015 - 02:11:32PM] [Zad]: Sending device event DeviceEquippedYoke(Pigtails:1)

[01/18/2015 - 02:11:32PM] [Zad]: OnEffectStart(armbinder-noLockpicks)

[01/18/2015 - 02:11:32PM] [Zad]: CleanupDevices() is working:1

[01/18/2015 - 02:11:32PM] [Zad]: OnEffectStart(): Yoke

[01/18/2015 - 02:11:32PM] [Zad]: OnEffectFinish(armbinder-noLockpicks)

[01/18/2015 - 02:11:32PM] [Zad]: OnEffectFinish(): Yoke

[01/18/2015 - 02:11:32PM] [Zad]: SyncInventory(): Equipping Yoke.

[01/18/2015 - 02:11:33PM] [Zad]: OnEffectStart(): Yoke

[01/18/2015 - 02:11:33PM] [Zad]: OnEffectStart(armbinder-noLockpicks)

[01/18/2015 - 02:11:36PM] [Zad]: Sending device event DeviceEquippedArm Cuffs(Pigtails:1)

[01/18/2015 - 02:11:36PM] [Zad]: SyncInventory(): Equipping Arm Cuffs.

[01/18/2015 - 02:11:36PM] [Zad]: RestraintScript OnEquippedPost Arms

 

 

This had the result of having only arm cuffs visually, but still being stuck in the yoke in terms of effects.

 

It seems that the second item is getting equipped before the script finished equipping the first. I might add a slight delay to that function and see if that helps.

Posted

On the pregnancy slider, I've been doing a few more tests and the Dwemer Machine effects seems a bit hit or miss even at 100%. I'll rollback to an earlier DCL to check it out.

 

Log 1 is set to 0% pregnancy and log 0 is 100%

 

attachicon.gifPapyrus.1.log

attachicon.gifPapyrus.0.log

I didn't look at the logs, but are you using plant events or container events? Plant events are restricted to tentacles only, but containers should be 50/50.

Posted

 

On the pregnancy slider, I've been doing a few more tests and the Dwemer Machine effects seems a bit hit or miss even at 100%. I'll rollback to an earlier DCL to check it out.

 

Log 1 is set to 0% pregnancy and log 0 is 100%

 

attachicon.gifPapyrus.1.log

attachicon.gifPapyrus.0.log

I didn't look at the logs, but are you using plant events or container events? Plant events are restricted to tentacles only, but containers should be 50/50.

 

 

It's container events using Dwemer Machine not Tentacle

 

Posted

Last log for tonight I promise. This is with a new game V4.2 and it has the same problem with the Dwemer Machine effect not happening. It also seems to interfere with the animation in that the moisture effects aren't being shown on the body. Maybe it'll just be simpler to go back to how it worked in 3.4 I can always turn on pregnancy in EC+ manually if getting near a Chaurus

 

 

New game V4.2

Papyrus.0.log

Posted

I love the latest incarnation of your mod; especially the "courier in chains" quest. What you did with the wagon drivers is terrific.

A smallish suggestion: perhaps a small random chance that you might have to return to the quest giver the same way you arrived?

Posted

Can somone throw me a little bone on the cursed collar quest :D It only tells to learn more about it. No map markers to go. So far i tried:

 

 

1.winterhold since its hinted that its magical  - no help found

2. provoking it by  trying to force it open multiple times - didnt end well : P

3. Seeking help from blacksmiths - no help found

 

 

 

Posted

Can somone throw me a little bone on the cursed collar quest :D It only tells to learn more about it. No map markers to go. So far i tried:

 

 

1.winterhold since its hinted that its magical  - no help found

2. provoking it by  trying to force it open multiple times - didnt end well : P

3. Seeking help from blacksmiths - no help found

 

 

 

Have you read the note that was added to your inventory when you got collared?

Posted

Can somone throw me a little bone on the cursed collar quest :D It only tells to learn more about it. No map markers to go. So far i tried:

 

 

1.winterhold since its hinted that its magical  - no help found

2. provoking it by  trying to force it open multiple times - didnt end well : P

3. Seeking help from blacksmiths - no help found

 

 

 

You should have a quest for it. For me it wasn't active though so I had to go toggle it in the journal.

 

 

Edit: I just noticed an issue with the high-security harness: It prevents chastity bras from showing. My inventory says it's still equipped but my dragonborn's breasts appear to be exposed for the world to see.

 

Edit2: the RNG decided to be really evil to me tonight. I looted a skeleton in Shroudhearth Barrow and it put me, Lydia, and my custom follower into armbinders. This caused Deviously Helpless to signal that we were fair game for Draugr. No fewer than 6 of them ran in from adjoining rooms, stole all my gold ripped off my chastity belt then had their way with me and my custom follower while Lydia cheered. After it was over I find out that my armbinders are the High Security version. Unless I can sell what's in my inventory for a couple thousand gold, I'm a bit screwed. This is going to be fun lol

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...