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


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Posted
4 hours ago, permidion said:

Chloe dialog option doesnt show

It don't need show up.

Spoiler

After speak with Nazeem you got note from him in inventory, you need read it and then Chloe dialog option show up)

 

Posted
3 hours ago, Dregernaut91 said:

Is there a workaround or manual command I can enter for this? 

Open console and type:

Spoiler

help "Queen Sarah's Leg Cuffs" 0

player.additem ID 1

where ID is number  what shows up after first command. my is 140847F8

Your's  will be xx0847F8

where xx is your DCL load order.

 

Posted

Can i ask modders here? In LE version for armbinders is need key (in SE version key reference is null) Is this because of port to SE or all armbinders in LE too have null reference for keys?

 

Posted
17 hours ago, Elsidia said:

It don't need show up.

  Hide contents

After speak with Nazeem you got note from him in inventory, you need read it and then Chloe dialog option show up)

 

Thanks for thew answer, but that doesnt seems to be true.

I reloaded an earlier savegame and Nazeem dont add the note before the "event" trigger and the "event" trigger only if you have no device at all on you.

 

But my quest was broken ("the Chloe dialog option doesnt show anymore when talking to Nazeem again") because at some point I used the MCM option "free me" to remove some stuck device, and, of course but I didnt think about it then, this also terminate all DCL quest, including "Chloe", breaking the quest without removing it from the quest list...

 

By reloading the game before the point I used the "free me" MCM option, I could remove all device on the player character before talking to Nazeem, and the quest continued normally.

Posted
13 hours ago, Elsidia said:

Can i ask modders here? In LE version for armbinders is need key (in SE version key reference is null) Is this because of port to SE or all armbinders in LE too have null reference for keys?

 

Many armbinders do not need keys, indeed.

Posted
1 hour ago, Kimy said:

Many armbinders do not need keys, indeed.

Thanks for answer!)

I suggest that there may be armbinders without key reference for reason that blacksmith can add keylock without not taking off armbinder just in script add key reference to that armbinder.

But maybe it's because simply that reach key hole is so hard in armbinder because there take off need for restraint key) In that way chance to free from armbinder increases two times. You can try unlock armbinder or struggle out - even without key and it can't be break in lock.

Posted

Strange question: maybe someone know how can remove from save speed debuf? I don't use any debuf mods and from add mod is Laura bondage shop, devious followers and simple slavery. plus two more outfit replacers - luxury collection and vanilla armor replacer. But i found that on my PC somehow is speed debuf (in active effects not) I suggest is from boots left baked script or debuf. On maids boots slow value is 75 and character not move. My test show that my PC start move when debuf is 55. That means i have somehow at least additional debuf 20 units. When try to start new game or reload very long time ago save - this debuf not exsist and PC moves. I use fallrim tools but can't find where debuf are stored in save(

Posted
6 hours ago, Elsidia said:

Strange question: maybe someone know how can remove from save speed debuf? I don't use any debuf mods and from add mod is Laura bondage shop, devious followers and simple slavery. plus two more outfit replacers - luxury collection and vanilla armor replacer. But i found that on my PC somehow is speed debuf (in active effects not) I suggest is from boots left baked script or debuf. On maids boots slow value is 75 and character not move. My test show that my PC start move when debuf is 55. That means i have somehow at least additional debuf 20 units. When try to start new game or reload very long time ago save - this debuf not exsist and PC moves. I use fallrim tools but can't find where debuf are stored in save(

First check active effects in your Spells menus. If not seeing anything, you can also "vaguely" check what player has from the console.

I'd suggest to add or decrease to your speedmult with "player.modav speedmult XX", where XX is any number + or -. Command doesn't effect instantly, move around a little.

 

2 hours ago, Eblis Azadi said:

I set Basic Cursed Loot Chance zero

But still encounter cursed stuffs

What did i wrong? 

Set cursed traps chance to 0, then also set cursed loot chance to 0.

The loot is different from traps in that they just appear in chests but they don't force themselves on you unless you equip them yourself. Traps can trigger the moment you close a chest. They're all in MCM.

Posted

Is there a relatively simple way to remove items from the lists (or however it's set up) so they won't get picked as cursed loot? I hate the balloon hood for example and pretty much always reload whenever I get one, but there's a few more items and I'd rather not 'cheat' that way, especially since the traps of course get rolled again after I reload, so they often don't trigger, which is even more cheaty...

Posted
40 minutes ago, Phelan42 said:

Is there a relatively simple way to remove items from the lists (or however it's set up) so they won't get picked as cursed loot? I hate the balloon hood for example and pretty much always reload whenever I get one, but there's a few more items and I'd rather not 'cheat' that way, especially since the traps of course get rolled again after I reload, so they often don't trigger, which is even more cheaty...

No, there isn't. Given how many items there are in the library (several hundred), such a feature would be very hard to implement in a user-friendly way.

Posted
6 minutes ago, Kimy said:

No, there isn't. Given how many items there are in the library (several hundred), such a feature would be very hard to implement in a user-friendly way.

Hui, thanks for the fast reply :) I didn't really mean anything like an MCM menu or so, I'm perfectly fine using the Creation Kit or TESEdit or so, I'd just need to know what to look for (or, depending on the complexity, maybe a step-by-step guide ;) )

Posted
16 minutes ago, Phelan42 said:

Hui, thanks for the fast reply :) I didn't really mean anything like an MCM menu or so, I'm perfectly fine using the Creation Kit or TESEdit or so, I'd just need to know what to look for (or, depending on the complexity, maybe a step-by-step guide ;) )

You will need to change the script as the drop system is hard-coded. Look for dcur_equiprandomhood() in dcur_library.psc.

Posted
15 hours ago, Kimy said:

You will need to change the script as the drop system is hard-coded. Look for dcur_equiprandomhood() in dcur_library.psc.

What if there were formlists like Random_hoods, Random_armbinders, etc... ? Script could select random one from list?

(List namings were bad examples, maybe something like dcur_loot_hoods... in practise)

Posted
13 hours ago, Zaflis said:

What if there were formlists like Random_hoods, Random_armbinders, etc... ? Script could select random one from list?

(List namings were bad examples, maybe something like dcur_loot_hoods... in practise)

Yes, but this would mean losing DCL's theme support. I am doing just that for some items with similar features, e.g. the rope devices. But for other items, the drop chances aren't even, or the code wants to be able to pick items by features.

Posted
7 hours ago, Zaflis said:

What if there were formlists like Random_hoods, Random_armbinders, etc... ? Script could select random one from list?

(List namings were bad examples, maybe something like dcur_loot_hoods... in practise)

14 minutes ago, Kimy said:

Yes, but this would mean losing DCL's theme support. I am doing just that for some items with similar features, e.g. the rope devices. But for other items, the drop chances aren't even, or the code wants to be able to pick items by features.

 

Or do it the other way around: Add an empty "forbidden devices" formlist, anybody who wants to disable some devices adds them to this formlist (e.g. by creating a small plugin in TES5Edit).

 

[Edit] In theory that would even allow somebody to create a MCM where they can be disabled (using papyrus to modify the formlist), though it might be a lot of work. Or is there some kind of "registry" that allows getting all devious devices that are currently installed?

Posted
7 hours ago, Kharos said:

 

Or do it the other way around: Add an empty "forbidden devices" formlist, anybody who wants to disable some devices adds them to this formlist (e.g. by creating a small plugin in TES5Edit).

 

[Edit] In theory that would even allow somebody to create a MCM where they can be disabled (using papyrus to modify the formlist), though it might be a lot of work. Or is there some kind of "registry" that allows getting all devious devices that are currently installed?

Even fitting this into DCL would result in significant work, if done properly (because I'd need to make sure the unwanted item is getting replaced with another for EVERY function picking devices, of which there are a LOT in DCL). And it would still require users to possess at least basic Skyrim development skills to create that plugin.

Honestly, I'd rather work on something exciting and add features that a large part of DCL's audience enjoys. I suppose I am somewhat a victim of making DCL one of the most customizable mods out there, so apparently people expect literally EVERYTHING to be customizable. That's understandable, but thing is that customization is work. So I try to weigh when it's really important for users to customize their experience and invest that work where I believe it matters most.

 

If somebody hates a specific item really that much that they don't want to ever wear it, I'd recommend just spawning a key in the console and get rid of it whenever it equips. There are so many items in DCL's drop list that any one specific item has a fairly low chance to get picked, so it doesn't even happen all that often.

Posted
32 minutes ago, Kimy said:

Even fitting this into DCL would result in significant work, if done properly (because I'd need to make sure the unwanted item is getting replaced with another for EVERY function picking devices, of which there are a LOT in DCL).

That's a very valid point.

 

32 minutes ago, Kimy said:

I suppose I am somewhat a victim of making DCL one of the most customizable mods out there, so apparently people expect literally EVERYTHING to be customizable.

Just to clarify, I am not expecting you to make everything customizable. I just was seeing the discussion between you and Zaflis and wanted to point out that if you are ever going to do something like that, a blacklist might be a better choice than a whitelist, for multiple reasons ?.

 

[Edit] Reading that again it still looks like I was telling you how to write your mod - which was not my intention - so I will remove the foot from my mouth and be quiet ?. Sorry!

Posted

Hi,
just joining the 'crowd' who do not like certain 'presents' given bij DCL.
I noticed a filter system in DCL (MCM devices), where you can block items, but it only seems applied on loot containers.
And although I have disabled the DCL prison, the guards still apply for me game killing stuff, which makes me immediately go to the MCM and hit the debug 'free me!!!' option.
Can this existing filter system be extended to be applied in all cases in DCL where random stuff is given (the new guard/prison part especially ) ?

 

Posted
13 minutes ago, gdfll said:

Hi,
just joining the 'crowd' who do not like certain 'presents' given bij DCL.
I noticed a filter system in DCL (MCM devices), where you can block items, but it only seems applied on loot containers.
And although I have disabled the DCL prison, the guards still apply for me game killing stuff, which makes me immediately go to the MCM and hit the debug 'free me!!!' option.
Can this existing filter system be extended to be applied in all cases in DCL where random stuff is given (the new guard/prison part especially ) ?

 

If you mean the MCM controls to disable certain device types (e.g. armbinders), that indeed applies to traps, not quest content. Most quest content (and the prison counts as such) will use devices and sets specifically designed for it. I have no plans to ever make quest devices customizable.

 

PS: Do you mean you got sent to DCL's prison despite checking the "Vanilla prisons only" toggle? That shouldn't happen. Have me a log of such an event?

Posted
16 minutes ago, Kimy said:

If you mean the MCM controls to disable certain device types (e.g. armbinders), that indeed applies to traps, not quest content. Most quest content (and the prison counts as such) will use devices and sets specifically designed for it. I have no plans to ever make quest devices customizable.

 

PS: Do you mean you got sent to DCL's prison despite checking the "Vanilla prisons only" toggle? That shouldn't happen. Have me a log of such an event?

No, I do not mean quests, just the places where devices are applied at what I think are not quests.

Bondage dialogue outcomes which can end up in 'presents', as well as some 'solictation' outcomes, and when having very minor crimes (picked a spoon by accident i.s.o. a book etc.) the guards still seem to apply a random item, although not sending to prison.

 

Posted
29 minutes ago, Kimy said:

PS: Do you mean you got sent to DCL's prison despite checking the "Vanilla prisons only" toggle? That shouldn't happen. Have me a log of such an event?

I think they mean it's a possible outcome from combat surrender feature. Sometimes it could be city guard you surrender to as well.

It should be working as expected in MCM from regular arrest dialog.

(I used to get sent to prison from defeat by dwarven construct.)

Posted

You guys were right. The code sending the player to jail from surrender scene was missing the check for using vanilla prisons. I have fixed this! :)

Posted
On 6/10/2020 at 7:29 PM, Muriyari said:

Hello there... I've run in to a problem. I updated Cursed Loot today and now my body is not resizing with my character's arousal. Using Mod Organizer I first tried using the option to simply replace the mod and let it over write and update files, then I tried completely re-installing it since I thought the replace option might have caused a problem, but to no avail it's still not working. What should I do? 

Still need some help. this was my favorite part of the mod.

Posted

Yep, definitely best work on stuff you enjoy and that many others want rather than putting lots of effort into niche requests :) And really, thank you for doing what you're doing!

Oh, though yeah, while I kind of got used to it so I now tolerate it for the sake of the whole thing, the 'blocked items' only being blocked for traps is kind of annoying...

No, it's not just the relatively rare balloon hood, but I get those damn paw mittens locked on all the time (well, with some exceptions, but really overwhelmingly often compared to other gloves), and good luck getting rid of those even with a key without setting the difficulties to minimum. As much as I love bondage, the threat of these two (plus a few minor other ones, but these two really are my main issues) gets me to avoid a lot of the options (like the bondage option of solicitations, or the "gag-talk" communication option of DCL, ...) - pretty much everything except for the actual traps, which isn't just a huge waste of the mod's wonderful functionality, but makes it even harder to get back out since I of course avoid asking the NPCs for help as well ?

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