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


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Posted

Hi there @Kimy, I recently discovered a mod which spawns an invisible npc that sets up random traps around dungeons, I noticed a slight use of devious device here but is only limited to cuffs, gag, and blindfold and the rest are not yet included. I was wondering if you are gonna be able to use this technique in order to add some flavors to your mod by trying to apply physical traps instead of magical random number generator. The mechanics is spawning your own invisible & invincible unit to roam randomly around the dungeon and caves while laying magical traps in forms of bear traps, pressure plate, runes which will make exploration of the dungeon itself to be a very tricky experience, and if you fail to notice the traps, that is when devious devices attack your unsuspecting dragonborn into devious perils.

 

The mod I am referring to is: 

cc:

this is made by JimmyJimJim

 

I really see a big potential if ever you implement his or her mod mechanics into yours / It is also great if you team up and make another mod that focuses on devious devices related consequences. This is not a bug related report for the dcl but I just posted it here in case it might help you think of adding this feature in future updates ^_^

Posted

Combat Surrender flaw but not a bug:

During the combat surrender the captors / rapist are pacified. After the scene is done, they return to normal. Because there is no delay until the next script is executed, they immediatly are able to attack again. In legendary difficulty this will result in an instant death again. Without scriptlag, the second trigger of combat surrender will play, after the first one did his job and maybe started the left in the wilderness outcome. Because the rapescene now cannot start it is possible to have another outcome. What happend to my toon today was first time left in the wilderness and the second time I was sent to Simple Slavery, because one of the bandits was able to hit me with his Greatsword again.

 

I would like to suggest a grace period before the pacified enemies are able to attack again. Maybe just give them a few seconds before they are able to attack again to make sure, there is no second death in short order.

 

regards

Rogwar

 

Edit: horrible typos after far to much Skyrim ;)

Posted

Found what I assume is a minor bug.

 

When the heavy yoke gets unlocked by an NPC using "Can you help me out of this yoke please" dialogue, it consumes 1 hand restraints key. If you manage to unlock it yourself or if you unlock it from another NPC/follower, it will consume 2 standard restraints keys.

 

Edit: Another likely bug found just now. When I used a universal key, it did not remove the slave chastity belt my character was wearing (intended I assume) however, it did remove the plugs (unintended I assume).

Posted
11 hours ago, serranna said:

Edit: Another likely bug found just now. When I used a universal key, it did not remove the slave chastity belt my character was wearing (intended I assume) however, it did remove the plugs (unintended I assume).

I *think*, but haven't been able to confirm, that attempts to remove all devices like that are failing on devices which have a timer that hasn't elapsed.   I've had similar things happen at the end of A Little Bondage Adventure a couple of times.

 

Which reminds me... would love to have an MCM switch to disable those timers or change the probability of them happening.   They're happening far too frequently of late.  But I think that's a DD option, not a DCL one, because I'm getting them from other mods with DD5 as well.

Posted

Updated MCM menu not showing bug report on Version 9. 

 

Earlier I mentioned that SL animation loader may conflict with it.  It does not appear to be the case.  I did not have it installed and the MCM menu did not show up.

 

Also, I have Deviously Enslaved (DE) installed.

 

When I use DCL V0, DE's MCM menu also disappears.

 

I use the procedure where you exit game, deactivate the ESPs, run FNIS, load game, save game, active the ESPs, run FNIS, load game, wait for menus to appear, then save game.

 

After doing that, both MCM menus appear.

 

I am using MO2 if that makes a difference.

 

Anyone else having issues with other MCM menus not appearing?

 

Version 8.5 everything works fine.

 

Keep up with good work.

Posted
25 minutes ago, Xuvish said:

I use the procedure where you exit game, deactivate the ESPs, run FNIS, load game, save game, active the ESPs, run FNIS, load game, wait for menus to appear, then save game.

Color marked ones are by severity. Running FNIS or Bodyslide after changing load order has no effect whatsoever, you are wasting time if you always do it like this. FNIS will see what you have installed in the folders, it ignores the load order. (Changing install order could matter!) Deactivating, saving and reactivating a mod just potentially breaks your save, please don't do it.

 

What i do with new game? Same as with DD4; let mods load for 30 seconds, save and load game. Now it should be playable. Repeat save and load if it doesn't (i might have done this with current playthrough). And yeah MO2 although this doesn't matter to the point.

 

Kimy's post is now buried far behind but i think the suggestion was to make new game, wait 30 seconds, save and exit to menu. Start another new game, wait 30 seconds, exit to menu, load game.

Additionally what i've seen is that if you press ESC twice, just visiting the MCM and coming back to game acts as "MCM kicker". It initializes some mods that way, so wait 15 seconds, ESC+ESC and wait another 15 seconds in place of those 30 sec waits. This is Skyrim at its finest!

 

In other words: You will never need to exit Skyrim to get the MCM working. (Unless there's genuinely some conflicting mod that messes up DCL's MCM)

Posted
58 minutes ago, Zaflis said:

Color marked ones are by severity. Running FNIS or Bodyslide after changing load order has no effect whatsoever, you are wasting time if you always do it like this. FNIS will see what you have installed in the folders, it ignores the load order. (Changing install order could matter!) Deactivating, saving and reactivating a mod just potentially breaks your save, please don't do it.

 

What i do with new game? Same as with DD4; let mods load for 30 seconds, save and load game. Now it should be playable. Repeat save and load if it doesn't (i might have done this with current playthrough). And yeah MO2 although this doesn't matter to the point.

 

Kimy's post is now buried far behind but i think the suggestion was to make new game, wait 30 seconds, save and exit to menu. Start another new game, wait 30 seconds, exit to menu, load game.

Additionally what i've seen is that if you press ESC twice, just visiting the MCM and coming back to game acts as "MCM kicker". It initializes some mods that way, so wait 15 seconds, ESC+ESC and wait another 15 seconds in place of those 30 sec waits. This is Skyrim at its finest!

 

In other words: You will never need to exit Skyrim to get the MCM working. (Unless there's genuinely some conflicting mod that messes up DCL's MCM)

Thanks for the advice.  I will do that next time I start a new game.

Posted
1 hour ago, Zaflis said:

Kimy's post is now buried far behind but i think the suggestion was to make new game, wait 30 seconds, save and exit to menu. Start another new game, wait 30 seconds, exit to menu, load game.

In my experience, the issue only ever happens once, when starting a new game. And yes, the workaround for this is just quitting to menu and start another new game.

Posted

ok, dumb question.  where is the wip and chain inn?  like can someone give me a map location and a screen shot?  I'm starting to wonder if I've got another mod that's conflicting with DCL and putting something else where the inn should be

Posted
30 minutes ago, kaldwin said:

ok, dumb question.  where is the wip and chain inn?  like can someone give me a map location and a screen shot?  I'm starting to wonder if I've got another mod that's conflicting with DCL and putting something else where the inn should be

Spoiler

Inns.png.d9b5d88af69324cb428100fe5b76f82e.png

 

Posted
On 12/15/2020 at 6:28 AM, Racoonity said:

 ?@Kimy, Happy 1000th page! ?

????????????

Oh my! I didn't even notice until I saw your post! :)

Posted
14 minutes ago, Kimy said:

Oh my! I didn't even notice until I saw your post! :)

??

Posted

I have a tentacle quest stuck in my list. The creatur is gone but the quest remains unchanged. None of the debug options worked. What can I do?

EDIT: Ihad to get another parasit and removed him and this time the quest disappeared.

Posted
 

Color marked ones are by severity. Running FNIS or Bodyslide after changing load order has no effect whatsoever, you are wasting time if you always do it like this. FNIS will see what you have installed in the folders, it ignores the load order. (Changing install order could matter!) Deactivating, saving and reactivating a mod just potentially breaks your save, please don't do it.

 

What i do with new game? Same as with DD4; let mods load for 30 seconds, save and load game. Now it should be playable. Repeat save and load if it doesn't (i might have done this with current playthrough). And yeah MO2 although this doesn't matter to the point.

 

Kimy's post is now buried far behind but i think the suggestion was to make new game, wait 30 seconds, save and exit to menu. Start another new game, wait 30 seconds, exit to menu, load game.

Additionally what i've seen is that if you press ESC twice, just visiting the MCM and coming back to game acts as "MCM kicker". It initializes some mods that way, so wait 15 seconds, ESC+ESC and wait another 15 seconds in place of those 30 sec waits. This is Skyrim at its finest!

 

In other words: You will never need to exit Skyrim to get the MCM working. (Unless there's genuinely some conflicting mod that messes up DCL's MCM)

Kimy's suggestion worked.  Thanks for reposting.

Posted

I use LAL and addons for it, startup was fine for me just had to give it five minutes waiting for all the stuff to scroll by oh and I have estrus charus installed and estrus too. Getting the EC menu to show requires a save and exit game restart game to see it. My CTD probability according to fnis is 85% probably because of maria eden LE lol.

Posted

@Kimy

 

For some reason, the shine on the black corset suit looks really bronzy with ENB. It doesn't look much better when I look at the nif itself outside of the game either. I'm thinking to switch the cubemap on it to the one from the catsuit - will that be an issue?

 

Before:

image.thumb.png.336289496d633f8be5c1a0a6e0cb5098.png

 

After:

image.png.0132f676df553daa47cf4ba5bb4868a7.png

 

Here's the file I updated:

\CalienteTools\Bodyslide\ShapeData\Experimental Latex\Latex Corsetsuit

Latex Corsetsuit.nif

 

And for anyone - is it just me, or is the spoiler button gone?

 

Posted

Hi guys,

 

I was trying to run the DCL 9.0 beta and for some reason the MCM refuses to show up. Anyone else had this problem? Any known fix? Thx!

Posted

Using beta 9 and arousal based body resizing is not working? I have it checked in the menu but it doesn't do anything. I have sexlab aroused redux installed.

Posted

 

I reinstalled the game and There is no mod installed except REQUIRED MODS

but it still not show in MCM most of the time , and my new game always infinite loading when i go out of the room.

I used MO2 to install mod .

has this happened to anyone else?

help me thanks~~~~

Posted
 

Using beta 9 and arousal based body resizing is not working? I have it checked in the menu but it doesn't do anything. I have sexlab aroused redux installed.

Did you build your main body and all your installed armors (nexus mods etc...) with morphs enabled in Bodyslide? (Batch build does all that in 1 go) You also need XPMSE skeleton for that.

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