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


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Posted
7 hours ago, JuliusXX said:

Still haven't found a way to remove the iron shackles added by the Damsel in Distress quest. I think it is bugged because when I click the item in my inventory I get a message "You cannot unequip this item" in the top left of the screen (not in an info box). Is there any other way to remove it except the safeword command of DCL?

 

Yup. The Damsel in Distress quest is bugged. I have now removed all the items I can but no way to remove the iron shackles added by this quest. The shackles prevents the removal of rubber gloves, which prevents the removal of rubber suit etc. The only option to finish this quest is the safe word of DCL.

Posted
9 hours ago, Android1815 said:

Removed cages, and lovers hook. I only crash on a new save if i have configured the mcm menus. If i don't configure the menus on a new save i can travel and load the save as long as i didn't configure any of my menus.

Papyrus.0.log

Looking over your log, something is wrong with Zaz Animation Pack.  It's causing a host of problems, including for other mods such as SD and DD.  Did you recently update it or something?  It might something as simple as improper installation or updating.  If it's that, I would recommend uninstalling all mods that require ZAP and ZAP itself.  On a new game (this is critically important), install ZAP and ensure it installs properly.  If you weren't already, I would definitely recommend doing all this with a mod manager.  See if at that point then you can replicate your issue and see if this fixes it.  After doing so, then install all the other mods that you want to use that require ZAP.

Posted
On 12/19/2017 at 7:39 PM, Bobbert6996 said:

 

 

Here is how to solve this problem:

 

1. Open console

2. Click on customer

3. type "addtofaction XX0bf55a -1" EDIT: XX should be the ID of cursed loot in your load order, it is the same first 2 characters as any other id from this mod.

4. Now the quest dialogue will display.

 

@Kimy for some reason dcur_SubduedEvilGirls faction is set to have customers 0, 1, and 2 from this quest as members, which I guess is causing the dialogue to be unavailable when they are chosen. The dialogue from that faction kind of fits with the quest, so I didn't realize there was anything wrong at first.

 

While this does get the quest to continue for awhile, when I get to the part where the customer refuses to walk, although using the zapper whip says "<customer> will offer no more resistance" the customer still refuses to continue following, and just does idle animations thereafter.

 

Edit:  It may be a script timing issue.  Sometimes she responds to the zapper and starts moving again, sometimes no amount of zapping will break her out of her idle AI.  The only solution seems to be to save scum very frequently and reload if she stops responding to the zapper.  Also zapping her periodically seems to help prevent her from stopping in the first place.

Posted
On 13/03/2016 at 2:27 PM, nixnamed said:

I am having trouble using Leon's quest to become enslaved to Leah. Unfortunate, since I like the quest very much...

 

The issue is simply that Leah seems to disappear from the game at some point in the quest. She will not be at the Bannered Mare at the end, and if you had her as a follower and told her to wait at a particular location, she will not be there when you return from the party. She will also not be in Leon's house.

 

Using the prid command on the base and ref IDs supplied by the command "help Leah" returns invalid object errors in the console, which suggests to me that she no longer exists. Attempting to spawn her with the console creates a Leah who is apparently not scripted into the quest; she cannot enslave you, and she doesn't act as your owner, either.

 

However, the quest to be a good girl will continue to run, so text flairs will occasionally pop up stating her desire for your body or notifying you that she took away something of yours (which does work properly). It's like she's a ghost. :classic_confused:

 

Any help with making Leah appear correctly, besides "just skip the quest for now if you want to belong to Leah"? Or perhaps a confirmation that this is broken?

 

--

 

As a side: Sometimes, at the mansion, Claudius and/or the Pink Armbinder will fail to spawn, rendering the quest impossible to complete and the player stuck. It could be a coincidence, but this only happened when I had an active follower with me when securing transport to the mansion. The solution in either case was to go back to a save before I was taken to the mansion (not having a follower or telling the follower to wait there may be related if having a follower along was related to the failure).

was this every resolved 

 

also can someone actually tell me just how to bring the character back (i dont mind the interactions not being able to start through the quest if i need to finish the quest and then start them) unfortunatly i dont know the command to bring her to me or to spawn her

Posted
On 12/27/2017 at 12:55 AM, chaimhewast said:

With POP's latest version making it standalone, CheckOptionalMods() no longer detects it. The function is looking for "xazPrisonOverhaul.esp", whereas POP's merged plugin is called "xazPrisonOverhaulPatched.esp".

Can this be fixed simply by switching the name of the plugin in dcur_mcmconfig?

Posted
23 minutes ago, Ytheria said:

Can this be fixed simply by switching the name of the plugin in dcur_mcmconfig?

That is the fix, but you'll need to recreate Kimy's dev environment to recompile with the fix - the Papyrus compiler looks recursively through the scripts it references (e.g. it looks for dcur_library, which requires zadlibs, which requires slaUtilScr...) and requires them all to be present before it will work.

Posted
11 hours ago, JuliusXX said:

Still haven't found a way to remove the iron shackles added by the Damsel in Distress quest. I think it is bugged because when I click the item in my inventory I get a message "You cannot unequip this item" in the top left of the screen (not in an info box). Is there any other way to remove it except the safeword command of DCL?

 

 

Here is a method I used to rid myself of pesky devices with the behavior you cite:

 

First, use player.showinventory to look at your player contents.  Look for keyword Worn and the device ID that matches the number in your load order.  There will be two entries for the pesky device.  One with the right description, and one with no description but with an ID close to the other ID.  Execute a player.drop on both ID's.  One will cause the device to fall to the floor, the other will allow you to unequip it from your inventory.  You should be free of the pesky device.

Posted
4 hours ago, chaimhewast said:

That is the fix, but you'll need to recreate Kimy's dev environment to recompile with the fix - the Papyrus compiler looks recursively through the scripts it references (e.g. it looks for dcur_library, which requires zadlibs, which requires slaUtilScr...) and requires them all to be present before it will work.

Oh, I did that when I was fiddling around with the public indecency quest.  Here's the .pex file with that change, in case it's useful to anyone.  It superficially appears to work (in that Cursed Loot detects the new .esp), but I haven't play-tested it.  I take no liability if it breaks your game.

dcur_mcmconfig.pex

Posted
5 hours ago, magnet7 said:

was this every resolved 

 

also can someone actually tell me just how to bring the character back (i dont mind the interactions not being able to start through the quest if i need to finish the quest and then start them) unfortunatly i dont know the command to bring her to me or to spawn her

Note: this works for fixing pretty much any NPC you like, not just Leah. For example, you could use it to find a missing Claudius.

 

First, go to wherever you want to put Leah. Let's say, the Bannered Mare, though she should be fine in other places too, like Breezehome, or Leon's house, your fancy hall in Markarth, or your creepy custom slave-house loaded with Zap 8 furniture.

 

Next, you need to find the RefID of your Leah ... assuming she exists (which perhaps she does not).

This is easier said than done.

The base ID of Leah is easy to find: 'help Leah 4' in the console will tell you that, right away, but it's not the ID you need to move an existing Leah.

 

To get the RefID you need, go into the console and dump out all your RefIDs with:

save funclist 1

 

This will open a (large) file for you - unless you are using MO, in which case it will fail to find the file path because it's in the virtual tree.

With MO you have to go into the <MO-directory>\profiles\<profilename>\saves folder and open the text file manually.

 

Once you have the file open, search for "Leah", you will find a couple that are not the Leah you are looking for, they will be on lines that look (something) like this:

32095612    60/83    00000208  74 Leah                                    - AI Data(20)              NPC Skills(52) 

 

But you want a line that looks like this:

  320950AF   527/904   8A000C23  74 Leah                                    - Low(769)                 Flags(6)                 Moved(27)                Inventory(53)            Life State(0)            Package Data Extra(1)    Promoted(40)             Leveled Inventory(53)    Game Only

 

And in this case, the RefID of my Leah was 320950AF.

You will know you have the right one because when you type...

prid 320950AF

(substitute whatever your ID is) it will work, instead of complaining about the ID.

If it has worked "right", an info box for Leah should immediately pop up, with all her details, as if you'd selected an NPC by clicking on them.

 

With Leah still selected, you can now type:

moveto player

to teleport her to your location.

 

If trying to move Leah fails, she might not exist. She's marked essential, but even so, it can happen.

In that case, try:

help Leah 4

Note the ID you see for the Leah actor that ends in 094B48 (assuming DCUR 6.1) - that's the ID you need to type this time (you'll see two IDs, the other one is the LeahClone).

 

Enter into the console:

player.placeatme XX094B48 1 (basically, the entire ID you just found using help as above, where the XX is the ID of your DCUR mod. Mine is 32, yours probably isn't).

 

The above makes a new Leah, which might be bad if there already is one, and possibly may not function correctly due to some scripting quirk in DCUR, but will probably work fine, in the event that Leah has gone poof somehow.

 

If you are on DCUR 6.2, the ID above may be different (but probably isn't), just use whatever you found via help. The first Leah listed will probably be the 'proper' one.

 

For more help on the commands see: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Characters

Posted
4 hours ago, Mrod23 said:

 

Here is a method I used to rid myself of pesky devices with the behavior you cite:

 

First, use player.showinventory to look at your player contents.  Look for keyword Worn and the device ID that matches the number in your load order.  There will be two entries for the pesky device.  One with the right description, and one with no description but with an ID close to the other ID.  Execute a player.drop on both ID's.  One will cause the device to fall to the floor, the other will allow you to unequip it from your inventory.  You should be free of the pesky device.

 

Is 'drop' the (only) correct way to get these off?

 

I've used removeitem in the past, and while it makes the item go away, definitely releases the player from its effects, and otherwise seems to work, there seems to be some lingering script issue that causes other mods (Slaverun, basically) that try to equip to that slot to fail with a conflict.

 

I say seems, because something else could be the cause, like Slaverun might possibly be trying to equip two collars at once (one in a harness, and one restrictive collar), and it's simply a Slaverun bug ... but either way, I finish up with "half" a collar equipped (the scripting part) but not the "shows in regular inventory" part.

 

I fix this with removeitem on the broken piece, but the problem recurs. 

 

If I use drop from the console, will any removal script run?

It's my presumption that no removal related script runs if the item is deleted with removeitem?

 

Does any script need to run to clean these items up properly? Or is the script entirely for about popping up the UI dialog for removal/escape attempts?

 

I guess I'd like to clear up whether this is a Slaverun bug (it consistently fails to grasp that harnesses have collars in them) or a problem caused by using removeitem.

 

Or is DD doing some internal slot tracking that breaks when you nuke items out of existence?

Posted
5 minutes ago, Lupine00 said:

 

Is 'drop' the (only) correct way to get these off?

 

I've used removeitem in the past, and while it makes the item go away, definitely releases the player from its effects, and otherwise seems to work, there seems to be some lingering script issue that causes other mods (Slaverun, basically) that try to equip to that slot to fail with a conflict.

 

I say seems, because something else could be the cause, like Slaverun might possibly be trying to equip two collars at once (one in a harness, and one restrictive collar), and it's simply a Slaverun bug ... but either way, I finish up with "half" a collar equipped (the scripting part) but not the "shows in regular inventory" part.

 

I fix this with removeitem on the broken piece, but the problem recurs. 

 

If I use drop from the console, will any removal script run?

It's my presumption that no removal related script runs if the item is deleted with removeitem?

 

Does any script need to run to clean these items up properly? Or is the script entirely for about popping up the UI dialog for removal/escape attempts?

 

I guess I'd like to clear up whether this is a Slaverun bug (it consistently fails to grasp that harnesses have collars in them) or a problem caused by using removeitem.

 

Or is DD doing some internal slot tracking that breaks when you nuke items out of existence?

I seem to remember that the "recommended" way is to removeitem on the rendered device, and the just unequip the inventory item normally (via the inventory).

On the other hand, the latest DD now comes with a "remove all items" button builtin for cases where things break.

Posted
12 hours ago, Mrod23 said:

 

Here is a method I used to rid myself of pesky devices with the behavior you cite:

 

First, use player.showinventory to look at your player contents.  Look for keyword Worn and the device ID that matches the number in your load order.  There will be two entries for the pesky device.  One with the right description, and one with no description but with an ID close to the other ID.  Execute a player.drop on both ID's.  One will cause the device to fall to the floor, the other will allow you to unequip it from your inventory.  You should be free of the pesky device.

The problem with this one is that there's only one entry for this device. I have already tested all the "no description" items in my inventory. I don't know if it's a general bug with this item or did something weird happen when it was added in the beginning of the Damsel in Distress quest.

Posted

EDIT: HA! Finally found the culprit, completely my fault by having to many mods to keep track of. I'm starting a "checklist" for every mod I use now.

 

I'm having issues with the arousal breast and butt scaling, it doesn't do anything. It use to, and would cause hard frame drops, aka stuttering every 15ish seconds, but now after updating I can't even get it to work.

 

I have Milk Mod Economy and Estrus Chaurus that scale properly without issues, all the sliders in racemenu are there and work, I have the newest XP32[3.94] and all the dependencies of this mod and theres and so on are up to date. So I am really confused as to why Cursed Loots arousal scaling isn't working.

 

Tried Googling but can't find anything other than performance issues, I have been going at this since the update on the 15th, so maybe another set of eyes on the Load Order can help.

 

EDIT: Removed Load Order

 

I really don't think it's the mods fault I probably just overlooked something.. Any suggestions are appreciated.

Love the mod keep up the good work!

Posted

@Kimy

 

Just wondering if you have a rough idea as to when an update will be available to fix issues like the "Uh!" dialogue appearing on animals and children etc?

 

 

thanks,

Posted
21 minutes ago, njhar9 said:

the file has gone missing from this page. has anyone having the same problem ?

Have you tried the download button on the bottom-right?

Posted
12 minutes ago, Comrade Laura 'Lokomootje' said:

Have you tried the download button on the bottom-right?

the download this file button above the get support button existed but when i clicked on it the new window shows that there is 1 file but there is no file to download there

Posted
37 minutes ago, njhar9 said:

the download this file button above the get support button existed but when i clicked on it the new window shows that there is 1 file but there is no file to download there

I meant this one:

LL.thumb.JPG.2b695d609029c91459afa487e2a9a1c3.JPG

Posted

Unfortunately, I had to give up on this mod.  I installed it after updating all the Devious Devices as instructed, started a new game and had all kinds of issues.  Re-installed everything, got it to run then ran into every bug reported here, plus for some reason it would not let me pick up potions?

 

Princess quest (which I love the idea of), and removed all devices with keys from the noble, except my gag would not come off.  Blacksmith - nope.  Free me - nope.  tried every other button on DCL and DD to no avail.  Finally, the potion thing was literally killing me (Dark Elf wizard) so attempted to re-install.

 

Uninstalled DCL and tried re-installing.  Now I cannot get it to install.  Fails at 50% every time.  Tried deactivating virus scan, but same result.  Re-downloaded with same result.  I cannot get it to load at all now.

Posted
14 hours ago, Lupine00 said:

Note: this works for fixing pretty much any NPC you like, not just Leah. For example, you could use it to find a missing Claudius.

 

this is great information and works great.  there is another option for doing the same things if you have a space available in load order (it will use an ESP slot):

 

the mod "Are You There" ( https://www.nexusmods.com/skyrim/mods/76051/ ) will let you do the same things.   it does require SKYUI and SKSE (but most should

already have those installed).  that mod will let you teleport targeted NPC to you, you to the NPC, create a clone of the NPC (a new copy of the NPC), or even add

a marker to NPC.  using this mod you can look up the BaseID of NPCs (this is used for creating a clone), or the REF ID of NPCs.  someone else, here on LL ( i do not

remember who), suggested using this mod for finding a "lost follower" and it works.

i have been using this since it was pointed out to me for debugging lost (misplaced), or stuck NPCs (usually a "lost follower").

operating instructions for the mod are posted on its mod page (on nexus) but a quick recap:



install mod

open MCM and select "are you there"

init mod

wait for pop up window telling you how many npcs it finds

select mod (may have to change page located on upper right corner of mcm)

select section "Actors" (Actor Base is for creating clones)

choose NPC (whoever you want to find)

choose action from pop up window (teleport NPC to you, you to NPC or other options)

close MCM and the selected actionwill thenoccur

 

Posted

Can't help with #2, but the Dollmaker is in a home on the north-eastern edge of Dawnstar's harbor, near the boat transport.  If you have ETaC's Dawnstar you may not be able to see her house - the two locations conflict.

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