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


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Posted
1 hour ago, Zaflis said:

When you see the lightning icons it's when MO2

Ok i use Vortex and this works completely different as MO2.

I use vortex and as i say after uninstall and install new version Vortex can change mod load order. Vortex use as i heard application "loot" load order and do it automatically. Also there is manual mode to sort mod of what you want.

That means i need manually restore to previous as i understand.

 

 

Posted
1 hour ago, Zaflis said:

Your computer seems too weak for this and all other mods in Loverslab, mere npc removals is not going to be enough. But there is a lot you can do to stabilize your Skyrim, just have to search google.

I doubt my Computer is too weak. I have an RTX 2070 Super, an i7 9700k CPU and 16GB RAM. And I got a ton of stuff to stabalize my Skyrim aswell. Though something seems to be bothering my Skyrim in general. It freezes for a tiny bit every 10 seconds or so. Maybe it´s some mod that does scans for NPCs in the area and especially in the NPC-filled Inn it goes haywire and makes my game unstable. Or possibly BHUNP SMP because I have the Devious Devices BHUNP patch and maybe every NPC that wears them gets SMP physics which isn´t good for performance. Really not sure.

Posted
2 hours ago, hungvipbcsok said:

About that problem you can change the power of blindfold in DD MCM. Just set it to zero u will see everything around normally. The only thing will be disable with blindfold is the direction bar which cause following quest marker is extremely hard (but i found it more enjoyable that way).

Thanks @hungvipbcsok Yep, that is exactly what I do. I was mentioning that as an example of some of the restrictions that I don't like with some of the DD items.

Posted

Alright, I got a question regarding the Chloe/Courier in Chains/Supply and Demand quests in the Bound in Skyrim quest chain; you can technically take a break from doing the next stages in the quest chain by avoiding talking to Chloe, right?

 

I feel the Supply and Demand quest could be a bit better if you could either have a sense of direction where the Bandits took the quest objective to, or at the very list we don't get locked in to foot wear that makes us walk real slow.

Posted
23 hours ago, naaitsab said:

Well the beauty of a moddable game is that you can always make your own personal modifications to a mod on your own PC. Removing the fast travel limitations is just a matter of commenting a script line. And removing slowdown effects can be done with a few clicks in Tes5Edit or the CK. You simply can't have options on everything or the MCM will overload/crash.

 

The entire point of bondage is removing control by hindering someone in a specific way (movement, speech, visibility, pleasure etc) so the core of the quests are in line of that. It's quite hard to think of something else, just try it for yourself. I'm curious what you, and other people who think it's a bad design idea can think off for a DD quest :P (in a positive way, not trying to flame anyone or something just curious)

I think that @knots1353 provided some good answers to this. I agree and would say many of the same things.

 

- I don't think that the use of any of the restrictions are "bad" at all. In fact I'm glad that they are in the mod. Even the ones that I personally dislike, I am more than willing to partake in within reasonable amounts. I have no problem with a limited use of slow speed due to hobble skirts within a confined and manageable event. It is just that usually they go on for way to long or being placed in them when you are out in the boonies or in a dungeon could take an hour real time to hobble back to civilization. No thanks. I could enjoy a small blindfold event within a building, but don't want to lose vision every time someone throws a blindfold on me, which is often. I can take not being able to fast travel for a short event where you need to travel a set distance and fast travel would ruin it. Like "A Bondage Adventure" or S.L.U.T.S. runs are fine. But Chloe's Quest pushes it too far. That is a long quest and it doesn't seem necessary.  It really comes down to "too much of a good thing." We all have our differences in thresholds where what might be enjoyable becomes annoying and frustrating. That's why the more options with these, the better.

 

- Given what I said above, there are some restrictions that really seem to be universally hated, like slow walking. I doubt that there are many players who actually enjoy that constraint, and given a choice would easily turn it off.

 

- Someone else mentioned that not everyone can code or make the modifications that you mention. I'm one of those. I've tried a bit and am hopeless at it. Also, I don't have the time to learn everything that I would need to know to be able to do it. Maybe when I retire. Obviously anyone creating these mods are not obligated to adjust them in any way to meet the desires of others, but it is nice to make them as inclusive as possible when able.

 

- To the last point, I think knots made a nice distinction between the player and the character. Yeah, do all kinds of things to my poor character, but as the player of a game I don't want to be miserable. We do this for fun. My character may be miserable in prison, but I shouldn't be when I'm playing her.  Otherwise, your point is completely correct that a DD quest is about restricting things for the character. I think that it is usually just an issue of how much and for how long. I made a separate post about the prison included in DCL (I still use 8.4). I love almost all of the elements of it, but actually hate playing it because everything in it is way too much for way too long, and what starts off enjoyable very quickly makes me hate that aspect of the mod.

Posted
1 hour ago, cerebus300 said:

- To the last point, I think knots made a nice distinction between the player and the character. Yeah, do all kinds of things to my poor character, but as the player of a game I don't want to be miserable. We do this for fun. My character may be miserable in prison, but I shouldn't be when I'm playing her.  Otherwise, your point is completely correct that a DD quest is about restricting things for the character. I think that it is usually just an issue of how much and for how long.

I agree with all of your points, can't stress this enough: If my heroine suffers like hell - yes, that's what's this mod is for. If me the player suffers, that's wasted time.

I never played the Chloe quest - when I had to start gathering ingredients without being able to walk properly, I lost all interest. That quest is the reason why I installed LAL at long last, just to be able to avoid Helgen keep.

Tried supply and demand - sorry folks, I am a fetishist, and I really like sexy shoes. Having to watch my character waddling along in wellies was a no-go.

Managed to get to the point where I was asked if I wanted to be Leah's or Leon's slave. First thing they locked me in a chastity bra - game killer, reload an older save. There's a setting that I don't want bras, but that gets ignored in 95% of events.

 

Don't get me wrong, I really like this mod, but i avoid the quests.

 

About hobble skirt settings: you need to have an autosave and reload that to have the new slider values active.

 

 

Posted

Love the mod, but every time in that struggle mode, i can see the "E - talk to - name" prompt wich is annoying. Is there a mod that removes the name. Iactivation does not remove the name only the button prompt and "talk to"

Posted

For merchants, it might be useful to sell just the base item along with dyes/solutions to turn them into the other colors. That way instead of scrolling through hundreds of black/white/red leather/ebonite options, you get just the black leather options and the items to convert them. Do merchants with lots of DD items cause lag, if each item has a script attached?

 

Also, in the new inn, the high security chastity devices clipped and flew out of their display case for me.

Posted

Author, what do you think, is it worth waiting for the release by the New Year, or alas, the testing process is for a long time?

 

p.s I am writing through a translator, as I do not know English well, alas.

Posted

I happen to be a fan of the extreme restrictions provided by some devices, the idea of having to hobble from Markarth all the way to dawnstar sounds deliciously frustrating and I can't wait for the final version and an eventual SE conversion to try it myself. I tend to play the game pretty hardcore and like the idea, but considering I have many different characters I would definitely skip the questline with some, at least temporarily.

 

Having said that, if it hasn't been mentioned already the rope armbinder would be the reason you can't take the carriage as when your character wears any armbinder, activating some things (sitting on benches, riding carriages, using furniture are some examples) are disabled. My guess would be due to how animations would not look right.

 

One solution I would like to see to help alleviate the issue would be to allow some sort of hybrid walking/bunnyhopping system for the extreme hobble situations. Your normal walking speed would be hobbling, but you can"run" and you change to a bunnyhop with a pretty fast stamina drain. I know it's theoretically possible to pull off because if you look at followers who wear those devices, they will bunnyhop to you if they are far away to catch up to you then once they get close they slow down to the normal restricted walk.

 

I think that would be a nice addition to possible help with some of the really long walks from that quest and even from some devious traps.

Posted

After some cleaning up, I managed to stabilize my install enough to actually play the questlines without crashing. While the quests by themselves worked fine, all the way to the very last, there were two issues.

 

1) After Supply and Demand, I don't get the Whip and Chain Inn quest. I can go to the Inn of course, and could console-activate the next quest to continue (thus getting the objective marker to visit the Inn). But there was no natural transition, even though SoD marked as completed, I got all the restraints taken off, and Bound in Skyrim updated with said quest.

 

2) This might be a non-issue, but after that hurdle, I played to the very end of Cursed Collar...

Spoiler

...and then what? Melanie said she "wanted feedback" on the collar, but there's no dialogue for it. I can repeat the quest, but it's already completed. Bound in Skyrim says so. But was there supposed to be anything else? I know it's the last quest, but should BiS complete at that point or it just sits in the quest log forever? Is there no final message, no final dialogue? Feels like an abrupt ending. I feel like I missed something, even if just some line. Maybe it's related to the SoD to Whip transition?

 

Posted

Deviously Cursed Loot 9.0 Beta 1 + DCL v9.0 Beta1 temp patches

SSE port test

2 traps triggered on me before I reached Chloe, I was level 1-2.  I had all relevant toggles ticked to prevent this.  Fortunately I had also accumulated 3 lucky charms by this time. 

 

D.A.M.N. Surprise Box value 2500 does not disappear after using.  Abuseable. 

 

After Nazeem  trap, exiting The Hall of the Dead I lost all my keys.  (Should this have happened when I was equipped?)

 

Ran into the shine problem

ShineIssue.bmp

 

Arrival in Dawnstar proceeded with wolf attacks as usual.  Fortunately the driver fled but he did not return, I had to go find him.

 

Elda in Windhelm has no marker.  (I agree there should be some variety to the dialog with so many back to back)

 

All carriages were useable until the very last  rope restraints were applied and I had to return to the Dollmaker.  (I think this is intentional)  Thank god Chloe could ignore the restraints and fight because I could not.

 

I like the armbinder struggle anims,  (I don't care for the Gut punching one used with the premium line quest)

enb2020_12_2_01_28_13.bmp

 

No cooldown on Struggle or Cut,  Cooldown on Untie.

 

No quest chain ending dialog <---disappointing

Supply and demand stays in journal

Bound in Skyrim stays in journal <---Diary?

 

I had fun with this one, it was not full of degrading abusive dialog and was just a light bondage quest chain.  

enb2020_12_2_01_50_30.bmp

Thanks Kimy.

Posted
17 hours ago, Tikos_pony said:

Author, what do you think, is it worth waiting for the release by the New Year, or alas, the testing process is for a long time?

There is already a download link to DCL beta 1 a few pages back, you can play it. It's not ready for release though, lots of bugs.

Posted
On 11/30/2020 at 3:02 PM, philo221 said:

I tried to port it to SE. No CTD , for me, as yet.

 

Some things I've observed, that others here have also mentioned (that I've read in the last handful of pages).

 

Leon quest - I don't receive my party clothes and so I am stuck in the room.

 

Carriages - Only did the quest once, but only about 50% of them worked for me. Fortunately I know the 'coc' command!

 

Post Supply & Demand - no continuation, but not sure there should be one.

 

Shine on Catsuit - I had it disappear on an outfit; I got it back by save & reload (which I think was different from the other persons notes - and mine happened in Windhelm, not Whip & Chain). 

 

I also had:

 

Chloe's inventory wasn't reinstated after removing the premium catsuit in the quest.

  

Whip & chain - sometimes not everything loads (pillories in greatest lover game). I think I occasionally see this elsewhere - so maybe it's a hardware problem at my end.

 

 

Overall, great stuff from what I've seen so far - well done! 

 

Chloe's inventory was transferred to your inventory, just give her stuff back to her if you keep her, keep it if you dismiss her, your choice.

Posted

@Kimy

sasha is a good follower and with her as a dom follower there is some fun things and sayings from her. but i feel there should be more to having her as a follower/dom follower.

 

not sure if you feel that there should be more to do while she is a follower.

 

maybe she could have some quests that start only while she is a follower. different dialog depending on if she is in dom mode. could lead to doing some of the quests from her mother ie the arrears or the advertising quest. maybe even one that has her and the player go to each city and she locks the player in a piece of furniture while she goes to each of the vendors.

Posted
4 hours ago, Zaflis said:

There is already a download link to DCL beta 1 a few pages back, you can play it. It's not ready for release though, lots of bugs.

I'm surprised people would wait, Skyrim itself is full of bugs and barely works even without a single mod. I just play assuming there's a 100% chance my character will get borked by level 45-65 and I'll have to start over. I basically do 1 guild per play through, which makes for more fun roleplay wise, like making a thieves guild character, mage guild character, companion guild character etc. 

 

Dunno how people try to cram everything into one playthrough, it's so boring past like level 30-40 when you are OP as crap no matter how many difficulty mods you have

 

So far I've not had too many bugs from DD5 and DCL9 on SSE

Posted
10 hours ago, Primordial Instinct said:

Deviously Cursed Loot 9.0 Beta 1 + DCL v9.0 Beta1 temp patches

SSE port test

2 traps triggered on me before I reached Chloe, I was level 1-2.  I had all relevant toggles ticked to prevent this.  Fortunately I had also accumulated 3 lucky charms by this time. 

 

D.A.M.N. Surprise Box value 2500 does not disappear after using.  Abuseable. 

 

After Nazeem  trap, exiting The Hall of the Dead I lost all my keys.  (Should this have happened when I was equipped?)

 

Ran into the shine problem

ShineIssue.bmp 2.53 MB · 10 downloads

 

Arrival in Dawnstar proceeded with wolf attacks as usual.  Fortunately the driver fled but he did not return, I had to go find him.

 

Elda in Windhelm has no marker.  (I agree there should be some variety to the dialog with so many back to back)

 

All carriages were useable until the very last  rope restraints were applied and I had to return to the Dollmaker.  (I think this is intentional)  Thank god Chloe could ignore the restraints and fight because I could not.

 

I like the armbinder struggle anims,  (I don't care for the Gut punching one used with the premium line quest)

enb2020_12_2_01_28_13.bmp 7.36 MB · 11 downloads

 

No cooldown on Struggle or Cut,  Cooldown on Untie.

 

No quest chain ending dialog <---disappointing

Supply and demand stays in journal

Bound in Skyrim stays in journal <---Diary?

 

I had fun with this one, it was not full of degrading abusive dialog and was just a light bondage quest chain.  

enb2020_12_2_01_50_30.bmp 31.64 MB · 11 downloads

Thanks Kimy.

I do not know when, probably after game exit and restart, (Sleep-Next day), but the Supply and Demand left the journal.  thought I would add that.

Posted

Hi @Kimy, I have a request...
Is it possible to change the dcur_SlaveCollarScript in a future release?
This only applies to this line

RemoveDevice (akActor, destroyDevice = true)


change to

RemoveDevice (akActor, destroyDevice = false)

Unless, of course, this is true for version 9.0.
The thing is, I use custom collars in my mod that rely on the DCL Slave Collar script. And if this is not changed, then the collars from my mod will be removed from the player, which can break the immersiveness of my mod.
The collar code itself from your mod, I can hardly repeat it without losing functionality. And I don't want to use fewer functions.

Posted

So this is something that’s been a bit of a problem in DCUR combat surrender for a while but is there any way to set it so animals CAN’T lock you in restraints? I know the basic animals, wolves and bears and such, should just ignore you but the Falmer based insects keep forcing combat surrender, tying me up, immediately attacking again, rinse and repeat. It gets to the point where I either have to wait for a follower to kill them or use console commands.

Posted
2 hours ago, stas2503 said:

I can hardly repeat it without losing functionality.

You can made your own script, what depends on original script and in your script copy into only that par what you want to change. Change this line and then add it to your collars. All functions will be take from original script and only this from Your script.

Spoiler

first line of your script:

Scriptname yourscriptNAME extends dcur_SlaveCollarScript

 

part what need change:

 

function name

RemoveDevice (akActor, destroyDevice = true)

 

end of function

 

 

 

UpD: this line can't be changed in original DCL 9.0 because it will left cursed collar into inventory, what is bad as i see it.

Posted
24 minutes ago, Elsidia said:

You can made your own script, what depends on original script and in your script copy into only that par what you want to change. Change this line and then add it to your collars. All functions will be take from original script and only this from Your script.

Thanks, I'll try.

24 minutes ago, Elsidia said:

UpD: this line can't be changed in original DCL 9.0 because it will left cursed collar into inventory, what is bad as i see it.

Cursed Collar and Slave Collar are different collars. Even the settings in MCM are different for them. This will not affect Cursed Collar in any way.

Posted
6 minutes ago, stas2503 said:

Cursed Collar and Slave Collar are different collars.

Ok, Ok just terminology - but both are quest items what needs to disappear.

Posted
On 11/25/2020 at 8:43 PM, MrBig said:

Tried a few things for the whip and chain inn load screen issue I mentioned above.

Redownloaded and reinstalled the beta to see if it was an installation error then used wryebash to redo my load order. Once again started a new game went direct to riverwood and tried to enter and still same.

Papyrus.0.log 315.42 kB · 0 downloads

 

then had one last reshuffle of load order just on off chance, new game, riverwood and black screen once more

 

Papyrus.0 (2).log 237.73 kB · 1 download

 

one attempt I got white smoke on loadscreen but still couldn't enter

Your not alone with that issue MrBig. I'm also stuck at the loading screen when entering the Inn.

 

This is what I tried so far:

  • Reduced my mods to just the minimum required ones for DCL
  • Rechecked all the dependencies for all mods and read all install instructions in case I missed anything
  • Switched from UUNP to CBBE (Note: I realized during the switch, that the Bodyslide groups of DCL are much better grouped for CBBE, only one group for DCL)
  • Teleport directly to the Inn cell
  • Start the quest for the Inn first before going in
  • Installed DCL with reduced texture sizes
  • Started with and without an ENB
  • Redownloaded and reinstalled DCL and most of the dependencies
  • Teleport to the DCC Test Cell to see if the devices are a problem -> Everything works fine there
  • Check every log file for some hint. But there are no special messages anywhere near that moment I enter the Inn.

My current setup is:

  • Latest MO2 version
  • Mods sorted using LOOT -> No Loot Warnings
  • Base game esm files cleaned with TES5Edit (Also tried without doing this)
  • FNIS installed and executed with skeleton arm fix -> No Warnings
  • CBBE Body and Bodyslide installed and used Batch Build for DD and DCL Equipment with Morphs. Used the HDT variant whenever possible
  • HDT PE installed with no special configuration

All mods are up-to-date

 

Everytime I change something with the mods I start a new game and go with Patron in the Riverwood Inn LAL start.

My testing sequence looks like this

  1. Start new Game
  2. Create a female character
  3. Wait a few seconds
  4. Check for the DCL MCM entry (Go back to the main menu and start with step 1 if it doesn't appear)
  5. Wait until the message appears "Devious Cursed Loot initialized"
  6. Save and Load the Game
  7. Go with the Patron in Riverwood Inn start in LAL
  8. Use the Bed
  9. Place a white college dress in my inventory
  10. Try to enter the whip and chain inn
  11. Get stuck during the load screen. Either endless white smoke screen visible or game freezes.

My minimal load order looks like this

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
Schlongs of Skyrim - Core.esm
FNIS.esp
SkyUI.esp
RaceMenu.esp
RaceMenuPlugin.esp
Devious Devices For Him.esp
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
SOSRaceMenu.esp
Deviously Cursed Loot.esp
RaceMenuMorphsCBBE.esp
Alternate Start - Live Another Life.esp
Deviously Cursed Loot LAL AddOn.esp

I also tried without SOS.

 

My game runs very smooth so far for everything except the Inn. Also the other content of DCL like the traps and quests work very fine. I guess there must be some special NPC, device or clothing or anything in that cell that I haven't encountered elsewhere yet what's crashing my game.

 

Does anyone have another hint for me what I might have missed?

 

 

Posted
52 minutes ago, Elsidia said:

Ok, Ok just terminology - but both are quest items what needs to disappear.

Your method is more correct, since it would also be more convenient for me if the slave collar was deleted, but my collars are not, so I will use it ... and I will refuse to directly modify the script. Thanks again for the tip.

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