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


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Posted

I am not sure what it is that interferes, but the thing is touchy. The other guy in the room got in the way recently (after I took this mod off) and the scene froze because of that. (character stopped walking and nothing happened) I got it to work the second time through, though I still wish I knew why it was doing what it was before.

Posted

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. :huh:

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time :angel: )

Posted

So I'm trying out Leon as a dominant follower again and I've noticed some strange things.  I'm starting it through Simple Slavery so it skips the quest to get all the DD items and just starts immediately with Leon in the Bannered Mare and my pc in DD gear.  

 

First small issue is that I'm using Maria Eden Prostitution and the area where Leon stands in the Bannered Mare was replaced with a staircase leading down to a basement area.  He seems to get stuck on the stairs now.  I'd like to ask if Leon can be moved to some other corner of the inn.

I'm also using the DCL gag dialog options at 100% so that they completely replace the standard DDi dialog.  I'm currently still using DDi 2.9.2.  I've noticed that I have to go through a lot of clicks to eventually get to talk to him normally.  Sometimes he will go through dialogues where he says he can't understand me through my gag.  Sometimes he will give me gifts.  Perhaps he should be given the ability to skip most of the normal gag dialogue so he doesn't give out gold or keys via the DCL dialogue system.

Posted

Perhaps he should be given the ability to skip most of the normal gag dialogue so he doesn't give out gold or keys via the DCL dialogue system.

 

I ran into the same problem with Leah recently. She gave me a restraint key and then immediately punished me for having a restraint key. That was the only DD key I had on me at the time.

 

However, this seems to only happen prior to their actually joining you as a follower. You get a different set of dialogs once they officially join you.

Posted

 

Perhaps he should be given the ability to skip most of the normal gag dialogue so he doesn't give out gold or keys via the DCL dialogue system.

 

I ran into the same problem with Leah recently. She gave me a restraint key and then immediately punished me for having a restraint key. That was the only DD key I had on me at the time.

 

However, this seems to only happen prior to their actually joining you as a follower. You get a different set of dialogs once they officially join you.

 

 

Yes, I was actually going to to add an update about some differences now that I've asked Leon to follow me.  I'm still playing thru a bit more to see if it resolves all the issues.

Posted

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. huh.png

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time angel.gif )

A fair number of DD-Integration's API functions suffer from that same limitation... You're not the only developer that implementation detail has bitten!

Posted

 

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. huh.png

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time angel.gif )

A fair number of DD-Integration's API functions suffer from that same limitation... You're not the only developer that implementation detail has bitten!

 

Did you know that when you expand the number of parameters on an API but you provide default values for the new parameters that old mods do not need to be recompiled and can therefore maintain compatibility with both versions of the API call?

 

(I posted an example on Antono's thread for his mod. I didn't realize that so many developers were unaware of this though).

Posted

 

 

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. huh.png

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time angel.gif )

A fair number of DD-Integration's API functions suffer from that same limitation... You're not the only developer that implementation detail has bitten!

 

Did you know that when you expand the number of parameters on an API but you provide default values for the new parameters that old mods do not need to be recompiled and can therefore maintain compatibility with both versions of the API call?

 

(I posted an example on Antono's thread for his mod. I didn't realize that so many developers were unaware of this though).

 

 

That's not true, though. If you change the function declaration at all by adding or removing parameters (Even new parameters with default values), old scripts that were not compiled against the new declaration will fail.

 

For example, I just modified the core API function "EquipDevice", adding a new parameter "bool newParam=false" without recompiling everything that references this function. Future calls to this function fail, as expected:

[05/26/2016 - 07:44:16AM] ERROR: Incorrect number of arguments passed. Expected 6, got 7.
stack:
    [Item 3 in container  (00000014)].zadRestraintArmBinderScript.EquipDevice() - "zadEquipScript.psc" Line 285
    [Item 3 in container  (00000014)].zadRestraintArmBinderScript.SyncInventory() - "zadEquipScript.psc" Line 379
    [Item 3 in container  (00000014)].zadRestraintArmBinderScript.OnEquipped() - "zadEquipScript.psc" Line 102
Posted

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. :huh:

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time :angel: )

 

Ah, don't worry about it. But yes, you kept changing that particular function header lots. I think I had to adjust it pretty much every single time you updated SS. *giggles*  I had to use functions marked as "internal" to get my integration done, so you probably didn't even know that people would be using your API the way I did. I needed to use the mod events directly instead of using the wrapper function in order to get a notification when the actor is actually done stripping. Otherwise I wouldn't be able to continue my scenes properly.

Posted

So, all the doll gear and other items that share those models have no textures. a sky blue textures doll may be to some peoples fancies, but not me. Is there any clue what textures I am missing, I have reinstalled DD assets.

Posted

So, all the doll gear and other items that share those models have no textures. a sky blue textures doll may be to some peoples fancies, but not me. Is there any clue what textures I am missing, I have reinstalled DD assets.

 

These models need the textures from Cursed Loot itself. You need to install at least one of the bundled texture options.

Posted

Just installed this mod for the first time and I'm having an annoying albeit amusing problem with textures. A lot of them simply aren't working and give me the default purple texture. It affects a lot of the obsidian stuff (though not the corset), slave boots, yoke, and even Leon's skin!

 

I do have the data\textures\devious\CursedLoot directory, with the following files inside:

pink.dds (in mxw_catsuit folder)
black.dds (in zipsuit folder)
color.dds (in zipsuit folder)
silver.dds (in zipsuit folder)
zipper.dds (in zipsuit folder)
zipper_n.dds (in zipsuit folder)
ArmbPinkEbonite_d.dds
dcur_cursedboots_d.dds
dcur_cursedboots.em.dds
dcur_cursedboots_n.dds
dcur_metalblack_em.dds
dcur_metalblack_n.dds
MeltAway_n.dda
MetalRedRust01_em.dds
MetalRedRust01_n.dds
PLCS_n.dds
PLCSBlack.dds

The outfits seem to be completely fine in Bodyslide as well. Anybody have any idea what could be causing this?

Posted

@ Kimy

 

Might I make a suggestion?  Is it possible to set 'Lucky Charms' to sometimes 'fail'?  :P

 

Reason being that without having some with you, the game becomes almost unplayable when trying to fight one's way through a quest in some of the larger dungeons - eg the radiant quest for Shalidor's Insights played in the huge 'Forgotten Ruins', one of the 20+ additional dungeons added by http://www.nexusmods.com/skyrim/mods/57979/?

 

But at the same time as adding this sanity measure, you can end up with such a stock of charms that they never quite run out, even on an acceptably low chance setting, so too often you just end up with no actually adverse outcomes being triggered.  It would be nice to add back a bit of risk, and that would seem a very simple way of doing it.... I'm going to cringe with embarrassment if you tell me that there is some way of doing that in the MCM...LOL

 

It's no big deal, but I thought I'd mention it, just in case 1) it sounds like it might add something to the fun and 2) to see if anyone else might want to add any support for the notion

 

Otherwise, all seems to work pretty well, thanks, so I'm very much a Happy User  :shy:

Posted

@ Kimy

 

Might I make a suggestion?  Is it possible to set 'Lucky Charms' to sometimes 'fail'?  :P

 

Reason being that without having some with you, the game becomes almost unplayable when trying to fight one's way through a quest in some of the larger dungeons - eg the radiant quest for Shalidor's Insights played in the huge 'Forgotten Ruins', one of the 20+ additional dungeons added by http://www.nexusmods.com/skyrim/mods/57979/?

 

But at the same time as adding this sanity measure, you can end up with such a stock of charms that they never quite run out, even on an acceptably low chance setting, so too often you just end up with no actually adverse outcomes being triggered.  It would be nice to add back a bit of risk, and that would seem a very simple way of doing it.... I'm going to cringe with embarrassment if you tell me that there is some way of doing that in the MCM...LOL

 

It's no big deal, but I thought I'd mention it, just in case 1) it sounds like it might add something to the fun and 2) to see if anyone else might want to add any support for the notion

 

Otherwise, all seems to work pretty well, thanks, so I'm very much a Happy User  :shy:

If you do chance to fail, Id like to see chance to break when used [instead of always disappearing] and chance of losing extras. I have keys set similarly, where instead of always breaking on use it has a chance to break, and chance to lose extras. I have mine usually set to about 20 or 30% chance to break with 90% to lose keys I have on me but Im still tinkering with it. But normally I dont have the issue of too many charms, but my chance for charms is only 1%. You could stockpile a lot and then start wearing them true, but youd have to fall for a lot of traps before that point.

 

Actually that reminds me of something, I think itd be nice if each key you had, had its own chance to be lost or not when hit with a cursed event. Instead of a chance to keep or lose all the keys. Now that I think about it... is it possible to share our Cursed Loot settings with others? Thatd be cool if we could put up our settings so others could try them out.

Posted

@ Kimy

 

Might I make a suggestion?  Is it possible to set 'Lucky Charms' to sometimes 'fail'?  :P

 

Reason being that without having some with you, the game becomes almost unplayable when trying to fight one's way through a quest in some of the larger dungeons - eg the radiant quest for Shalidor's Insights played in the huge 'Forgotten Ruins', one of the 20+ additional dungeons added by http://www.nexusmods.com/skyrim/mods/57979/?

 

But at the same time as adding this sanity measure, you can end up with such a stock of charms that they never quite run out, even on an acceptably low chance setting, so too often you just end up with no actually adverse outcomes being triggered.  It would be nice to add back a bit of risk, and that would seem a very simple way of doing it.... I'm going to cringe with embarrassment if you tell me that there is some way of doing that in the MCM...LOL

 

It's no big deal, but I thought I'd mention it, just in case 1) it sounds like it might add something to the fun and 2) to see if anyone else might want to add any support for the notion

 

Otherwise, all seems to work pretty well, thanks, so I'm very much a Happy User  :shy:

Just raise the chance for a cursed loot event to occur and then you should get a better balance between charms and events.

 

You're asking for a complex fix to a simple problem.

Posted

I'm sorry, all. I looked and looked, literally making my character get on her hands and knees and comb the area around the Lover Stone, but I could not find the

patch of dirt

supposedly containing the second key fragment for the Bound Queen quest. I'm both out of ideas and time for the evening.

Can anyone point me right at it, please? Screenshot or video? Even some highly detailed instruction?

 

I've tried everything I can think of from combing inch by inch to disabling various land pieces hoping there would just be a floating

patch of dirt

so I could exclaim how obvious it was in hindsight. I even tried to look at it in creation kit, but I don't know near enough to have a clue what I'm looking at.

 

Once again, sorry everyone, and thanks for any help :)

 

Oh, and bit of a side note: I also didn't see any place to donate to Kimy. Is there such a place? This bound queen quest is the first time I can ever remember actually going out of my way to dungeon delve, so it must be a darn good quest and mod :D

Posted

I'm sorry, all. I looked and looked, literally making my character get on her hands and knees and comb the area around the Lover Stone, but I could not find the

patch of dirt

supposedly containing the second key fragment for the Bound Queen quest. I'm both out of ideas and time for the evening.

 

Can anyone point me right at it, please? Screenshot or video? Even some highly detailed instruction?

 

I've tried everything I can think of from combing inch by inch to disabling various land pieces hoping there would just be a floating

patch of dirt

so I could exclaim how obvious it was in hindsight. I even tried to look at it in creation kit, but I don't know near enough to have a clue what I'm looking at.

 

Once again, sorry everyone, and thanks for any help :)

 

Oh, and bit of a side note: I also didn't see any place to donate to Kimy. Is there such a place? This bound queen quest is the first time I can ever remember actually going out of my way to dungeon delve, so it must be a darn good quest and mod :D

 

This has come up before and it seems that there are some circumstances that may cause the second fragment quest to break, such that the target fails to appear. When it is there, it has a quest target pointing at it, so it's very obvious.

 

I'm not sure if there is a workaround for this, or if backing up to previous save (before receiving that objective) will help, but you could try that.

Posted

 

 Now that I think about it... is it possible to share our Cursed Loot settings with others? Thatd be cool if we could put up our settings so others could try them out.

 

 

As long as both have the same DCUR version, it should work if you just export your MCM settings (in the DCUR MCM debug tab) and then offer the freshly generated data\skse\plugins\DCUR\DCURConfig.json output file, shouldn't it?

 

Should we just test it? Here's my export for v5.5, put it in the folder mentioned above and click on "Import Settings" in the DCUR debug MCM tab. Don't foregt to backup your own file, if it's there.

 

Edit: I've forgot to update the Config after my latest MCM tweaks, that's the reason for those many standard values. Now, here are my current settings.

DCURConfig.json

Posted

 

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. :huh:

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time :angel: )

 

Ah, don't worry about it. But yes, you kept changing that particular function header lots. I think I had to adjust it pretty much every single time you updated SS. *giggles*  I had to use functions marked as "internal" to get my integration done, so you probably didn't even know that people would be using your API the way I did. I needed to use the mod events directly instead of using the wrapper function in order to get a notification when the actor is actually done stripping. Otherwise I wouldn't be able to continue my scenes properly.

 

 

Damn. Sorry about that.

 

As WaxenFigure and CGi suggested, I will add default values for the arguments further down the code, not only in the top funcitons as it is now. If the event SS is listening for (OnSerialStripStart) has defaults, it shouldn't break anymore. In fact, I've already coded it this way in v1.1.5 and I my tests show it's backwards compatible with v1.1.4.

 

In any case, don't hesitate to tell me if I do anything stupid again!

Posted

Kimy, another thing:

 

To keep things as they were previously, in v1.1.4 I restored the order of the arguments in the OnSerialStripStart() event as it was before (< v1.1.3). I promise I won't change it again, plus starting v1.1.5 it has default values, as I said.

 

But, since you're sending the event directly, the correct order of push should be:

ModEvent.PushForm(Handle, a)
ModEvent.PushForm(Handle, a)
ModEvent.PushBool(Handle, True)
; override and exception lists
ModEvent.PushString(Handle, "")
ModEvent.PushString(Handle, "")
i.e. PushBool() is the 3rd argument.
Posted

 

 

Hi Kimy,

 

I got some feedback today that, although you used to use SerialStrip with your mod, my recent update (v1.1.3) broke the API and it's not working for you anymore.

 

Ooops, sorry about that. huh.png

 

I don't have much of experience with API 's so I failed to foresee that my update would break it. Also, I didn't get any reports about any such issues in SerialStrip's thread, so I assumed all was fine.

 

In any case, I just released a new version (v1.1.4) which restores compatibility without you having to edit your code.

 

However, you need to re-compile any of your scripts that are accessing SerialStrip, because it's changed: the function SendSerialStripStartEvent() that starts it all now sends 5 arguments instead of 3 and, consequently, the event that SerialStrip is listening to has changed from 3 to 5 arguments. A re-compilation will allow your scripts to tap into the new function/event.

 

For more info, have a look here.

 

Also, I'd be happy to have a look at your code if you're still having problems with this.

 

(Let's hope I don't break it again next time angel.gif )

 

Ah, don't worry about it. But yes, you kept changing that particular function header lots. I think I had to adjust it pretty much every single time you updated SS. *giggles*  I had to use functions marked as "internal" to get my integration done, so you probably didn't even know that people would be using your API the way I did. I needed to use the mod events directly instead of using the wrapper function in order to get a notification when the actor is actually done stripping. Otherwise I wouldn't be able to continue my scenes properly.

 

 

Damn. Sorry about that.

 

As WaxenFigure and CGi suggested, I will add default values for the arguments further down the code, not only in the top funcitons as it is now. If the event SS is listening for (OnSerialStripStart) has defaults, it shouldn't break anymore. In fact, I've already coded it this way in v1.1.5 and I my tests show it's backwards compatible with v1.1.4.

 

In any case, don't hesitate to tell me if I do anything stupid again!

 

As I told WaxenFigure earlier in this thread, he is mistaken. Adding default values will not help if you change the function header by adding new parameters - old scripts will still break, and require recompilation to function properly. Do not rely on this method to avoid breaking backwards compatibility.

Posted

Ouch.

 

Then it's a good thing I've already formatted my header for features I plan to add in the future!

 

Thanks Min. :)

Posted

 

 

 Now that I think about it... is it possible to share our Cursed Loot settings with others? Thatd be cool if we could put up our settings so others could try them out.

 

 

As long as both have the same DCUR version, it should work if you just export your MCM settings (in the DCUR MCM debug tab) and then offer the freshly generated data\skse\plugins\DCUR\DCURConfig.json output file, shouldn't it?

 

Should we just test it? Here's my export for v5.5, put it in the folder mentioned above and click on "Import Settings" in the DCUR debug MCM tab. Don't foregt to backup your own file, if it's there.

 

Sure Ill try it out. Id offer my settings too but Im unsure how you uploaded a copy of yours... >.>

 

Edit= It worked :P After looking at yours I think it helped give me some insight into some slightly different settings. I noticed I still couldnt change the horny buffs threshold under the misc options though, thought Kimmy fixed that. Which also reminded me why I have a few of the settings the way I do to match it. Id like to put the buffs threshold to 90 or 100 but it always resets to 50 which is the lowest. But I like having Uncontrollable Lust and Self Bondage under Consequences set to the same level the buffs are, as well as having always equip full set under general to sorta balance it out. 50 is sort of a low area for all of that but to me it makes more sense that with great power comes great risk so all of that stuff is nice to happen at the same time.

 

I did notice you had a lot more settings default that I do, but admittedly I customize pretty much everything after I experience it... which is the only reason Rubber Doll stuff is still default because Ive yet to trigger it. Theres some things I've disabled though because I dont like the way they work like boots making you helpless or the disarm chance since as far as I know that was still broken and causes you to give up even if you have the options to not give up. I always have a couple different weapons, not counting the stuff Ive picked up for loot. But over all I think our settings are more similar than they are different, which is somewhat reassuring. :)

Posted

If you need to change function prototypes, just add alternate functions, leaving the old ones untouched, and pass default values from your old version to the new ones for the missing parameters.

Posted

If you need to change function prototypes, just add alternate functions, leaving the old ones untouched, and pass default values from your old version to the new ones for the missing parameters.

 

Thank you!

 

Although I dread the day when my code will be full of alternate functions, with progressively more complicated names, each one passing along default values to the next like a conveyor belt :lol: .

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