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


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Posted
56 minutes ago, Graphic67 said:

Looks to me like you found Kimy's secret lab / cloning facility ?

Oh yeah, it also had a falmer gate in one corner (left, out of shot) for some reason.  I thought it might lead to Kimy's private torture chamber or something but there doesn't look to be a way out. ?

Posted
1 minute ago, jigwigigx said:

Oh yeah, it also had a falmer gate in one corner (left, out of shot) for some reason.  I thought it might lead to Kimy's private torture chamber or something but there doesn't look to be a way out. ?

We still have to find out what "Kimys Ring" does. I saw it in the console but i never got what it does. "The Ring to bind them all" or something.

Posted
14 hours ago, Lupine00 said:

Wall of helpful text....

Thanks, I found what I was looking for in your information and have been able to work in several new rules. The first test rules I made were fairly simple "forced to wear a specific DD for a period of time".  Easy to code stuff just to make sure newly added rules triggered and worked.

 

However I also created two new always enforced rules. (@Kimy if you want the scripts for these rules to adapt/retool to your official version let me know.):

 

- The player is stripped while in town, even if the normal full time nudity rules isn't in effect. Also while in town if she if wearing a vibrating piercing/plug the master will randomly decide activate it. The master sometimes also decides to activate any vibrators after the player masturbates: can't have their sex slave not always horny, wanting and on the verge of an orgasm.

 

- The master will take any alcohol in the player's inventory and add it to their own. Every 2-4 game hours the master will decide to drink from their alcohol stash, or force the player to drink. For now no punishment is dealt for not providing the master alcohol: might add a separate, randomly enforced rule were the master commands you to restock them with a minimum amount of booze.

 

Posted

Just ran through the captured princess start again on my latest game and a couple of minor bugs to report:

  • Little Luke is still floating in the air in the tavern basement.
  • The Slaver's Armbinder is an elbowbinder but its inventory record (dcur_hq_armbinderinventory) has the armbinder struggle animations set instead of the elbowbinder ones, so whenever the player struggles against it - whether by event poll or manually - the arms pop out of the sides of the sheath.

One other odd occurrence I've never had before: a wolf was chasing a rabbit right next to the cart at the stage where I had to shuffle around checking the bodies for the hideout key. With no way to run or fight, and with Telrav - the most useless archer in the history of the universe - as my only "defence," I would certainly have been killed if I hadn't used the tgm console command. Amusingly, being in god mode turned her hobble dress shuffle all the way up to Ludicrous SpeedTM. She was racing back and forth, the wolf lunging at empty air, and Telrav spraying arrows everywhere except his target. It was like something out of a Benny Hill sketch. Great entertainment!

Posted
6 hours ago, illusk said:

Can somebody give me an advice on SL Defeat vs Cursed Loot Defeat system? Which do you prefer and why? What settings are you using?

I've used both quite a bit, but I prefer to use DCL if I can.

 

If you want all the bells and whistles to work right in SD+ you need both DAYMOYL + SL Defeat; otherwise SL Defeat or DCL is enough by itself and you can avoid DA (unless you want one of the DA scenarios to work).

 

SL Defeat's main points of difference:

 

Player as attacker:

  • you can make a subdue attack on NPCs, which is potentially silent and stealthy.
  • you can put captured NPCs in a sack!
  • you can try and sell captured NPCs anywhere and everywhere.

Player as victim:

  • player is not always essential, it tries to enable it dynamically (does not always work)
  • you can be defeated due to low stamina
  • you can easily be defeated by attacks from behind
  • there's a tiresome key-mashing game if you're knocked down and you want to get up
  • you can resist attacks with the key-mashing game
  • it can be picky about what NPCs can and can't rape you, but if they can't rape you, they typically just kill you
  • it fails to save you from death far too often
  • with all the options in it, it can be fiddly to set up.
  • it sometimes gets confused or does strange things - for example, sometimes leaves controls locked when it shouldn't or locks them for no obvious reason at all. In rare cases, controls end up perma-locked and no amount of voodoo will unlock them, and you have to reload.

 

DCL differences from Defeat:

  • DCL is much simpler to set up.
  • apart from running out of health, it just has the "weapon knocked away chance"
  • it used to have a box to not surrender on disarm, but that's gone now. No great loss
  • it works with any NPC; even if you don't get raped, you won't be killed, you'll still get the post-defeat scenario
  • it uses a range of its own post-defeat scenarios, including hog-tie game and bondage adventure (I'd  like to hope Whore Collar will be added to these soon)
  • selling captured NPCs is hard in DCL as there is only one slave trader, and he's in a fairly awkward spot
  • if the player is essential, it's always on and you never die. This always works reliably but sometimes it's a bit of a cheat
  • there is no key mashing game, and no way to stealth subdue NPCs or make an unarmed stealth attack

 

Overall DCL is lighter in terms of script load, more reliable more of the time, and much quicker and simpler to set up, but Defeat has more features overall.

 

Personally, unless I'm using SD+, I avoid Defeat, because... too often, Defeat doesn't stop you from dying when it probably should, and locks your controls when it probably shouldn't. It's not so unreliable that it's useless, but it fails often enough to undermine your trust in it.

 

In 7.1 the DCL combat defeat is quite dependable, though there are some new kinks, they mostly seem related to spurious messages that do no real harm.

 

The only glitch I frequently notice is when I enter a combat, and win, but lose a bit of health (20% for example) ... when I start healing (but only if I heal myself), then for no obvious reason I'll get a "You can't continue fighting" and play a surrender animation, despite being basically full health at that point. This is usually harmless (if annoying) as I won't be in combat and there will be no baddies to surrender to, so that is all that happens. This bug has been in forever, and still remains in 7.1

Posted
1 hour ago, SleepyJim said:

Just ran through the captured princess start again on my latest game and a couple of minor bugs to report:

  • Little Luke is still floating in the air in the tavern basement.
  • The Slaver's Armbinder is an elbowbinder but its inventory record (dcur_hq_armbinderinventory) has the armbinder struggle animations set instead of the elbowbinder ones, so whenever the player struggles against it - whether by event poll or manually - the arms pop out of the sides of the sheath.

One other odd occurrence I've never had before: a wolf was chasing a rabbit right next to the cart at the stage where I had to shuffle around checking the bodies for the hideout key. With no way to run or fight, and with Telrav - the most useless archer in the history of the universe - as my only "defence," I would certainly have been killed if I hadn't used the tgm console command. Amusingly, being in god mode turned her hobble dress shuffle all the way up to Ludicrous SpeedTM. She was racing back and forth, the wolf lunging at empty air, and Telrav spraying arrows everywhere except his target. It was like something out of a Benny Hill sketch. Great entertainment!

I have noticed and reported the elbowbinder issue as well. It has happened with every update since it was first put into DD. It annoys me because the elbowbinder would be my favourite restraint if it worked properly.

I hate the predators in skyrim, they just kill for sport instead of for food and then run off and kill something else, I wish there was some way to turn it off.

Posted
1 hour ago, SleepyJim said:

Just ran through the captured princess start again on my latest game and a couple of minor bugs to report:

When I played this in 7.0, Luke wasn't floating.

 

I notice that there seems to be some issue with things spawned at markers sometimes being in the air, or in the ground. SD+ Spriggan quest had issues with this and the "husks". It seems to impact quite a few mods. CD would sometimes put dust piles in the air, for example, and I know none of the markers were in the air.

 

I haven't looked into this, but I suspect it's caused by a marker that is slightly too low, so the spawned object may be partially in the ground, which Skyrim then sometimes "corrects" or sometimes doesn't. Or it may be that the spawned object has a physics flag it shouldn't, or is otherwise being spawned in not quite the right way to placate all the Skyrim voodoo Loa.

Posted
5 hours ago, ManlyMads said:

I accepted a quest to go shopping for some lady in an armbinder, no problem there. But I had to shop at a "Temple store/shop", where the hell do I find a "Temple store"?! I've searched through Whiterun, Solitude, and Markarth, and I found nothing. If I use the safeword command to get free a bunch of quests get bugged.

The quest would be better without the "Temple" requirement, as it makes the quest dramatically easier if you happen to be in Whiterun, dramatically harder anywhere else, and totally confusing when then biggest temple in Skyrim, in Solitude, isn't considered a temple. (Unless that is now fixed?)

Posted
1 hour ago, AkiKay said:

Whats the Slave Trader for ? I never got my hands on a slave in DCL. 

If you use combat defeat (in the rape section), you can set a surrender percentage for NPCs.

 

If you do this, some NPCs will surrender, and you can talk to them to make them follow. (There's another way to instantly subdue an NPC, but I won't spoiler that).

 

 

You can then sell them to the slave trader, if you can be bothered.

 

 

However, their factions are fixed only to make them non-hostile to you. NPCs in Whiterun will still be their enemies.

Spoiler

 

Fixing the factions on captured bandits is non-trivial. It would require a change to the base-object, which would break all NPCs of that kind. The only viable approach is run-time clone generation, where the NPC appearance is copied onto an instance of a "captured slave" base object. This would be quite a bother to get right, but as the captured slaves have their gear stripped, you only have to worry about the face and body. In terms of effort, its hard to justify in the context of DCL, but would make more sense in a dedicated slavery mod.

 

One way to sell is to port straight in to Whiterun late at night, and run to the trader and sell before somebody aggros on your captive.

 

Another way is to port the slave trader to you. This is the safest. You can use "Get Over Here" to do it conveniently.

Then you simply port the trader to somewhere half-way down the Riverwood road and do your deal.

 

People have been asking for the Slave Trader to be moved outside Whiterun.

 

To my mind, it would be nice if he went in the Bannered Mare at night, and then walked to part-way up the Riverwood road in the morning (where there are no guards patrolling), and stayed there until dark. As this is basic vanilla behaviour, it's not like it would be hard to add.

 

 

I guess, it would also be nice if there were more slave traders - one outside Windhelm, one outside Riften, and one outside Markarth at the least, with Falkreath as a maybe.

 

Also, if you could sell slaves to the Dollmaker, it would make a certain kind of sense - you'd have to be a bit careful getting them to her though, but you can port straight into her house.

Similarly with the SS slave house in Riften - you could simply COC in there and sell directly, if there was an actual buyer.

 

Arguably, you should be able to sell at Mistwatch, but only if you somehow get on their faction ... which is almost an inevitability if you have SD+.

 

 

As this feature is so much bother right now, I never use it. I'm not sure if I would if it were less trouble. Perhaps if the money was good enough, or you could sometimes be offered a "barter" trade for some Dollmaker item, then it would become quite desirable to capture and sell slaves.

Posted
2 hours ago, Lupine00 said:

When I played this in 7.0, Luke wasn't floating.

 

I notice that there seems to be some issue with things spawned at markers sometimes being in the air, or in the ground. SD+ Spriggan quest had issues with this and the "husks". It seems to impact quite a few mods. CD would sometimes put dust piles in the air, for example, and I know none of the markers were in the air.

 

I haven't looked into this, but I suspect it's caused by a marker that is slightly too low, so the spawned object may be partially in the ground, which Skyrim then sometimes "corrects" or sometimes doesn't. Or it may be that the spawned object has a physics flag it shouldn't, or is otherwise being spawned in not quite the right way to placate all the Skyrim voodoo Loa.

I've only seen a floating Luke with the SE version of the LAL start.

Posted

Just as a warning, you might want to consider shortening some of your file names. I had my steam folder located in a folder called "Non Essential Program Files", and this extra length in the path name (at least I'm assuming that whatever folder you have steam in has a shorter name) was causing too long file path name errors when I tried to install DCL, I had to rename the folder to something shorter to get it to install. (specifically "CBBE SpikeBall Suit - Black - Open Crotch - No Nipple Cover.nif" was what threw the first error)

Posted
8 hours ago, Lupine00 said:

I've used both quite a bit, but I prefer to use DCL if I can.

Thanks for the detalied response! I'm not using DA or SD, so I guess I'll stick with just the DCL.

Posted

There might be an issue in the Chloe quest. I am also running Deadly Pleasures and it uses Nazeem as well.

 

I was following the Chloe quest, have not started Deadly Pleasures. Met Nazeem and went to meet him later. Got to the Hall (trying to avoid spoilers) and waited. 24 hours, one hour at a time and then a full 24 hour wait for a total of 48 hours. No Nazeem. Left the game at that point.

Posted

Custom followers feature for XDFF is not working yet right? asking since kimy said that we can use custom followers with XDFF but seems that no one managed to get it work.

Posted
22 minutes ago, Jappa123 said:

Custom followers feature for XDFF is not working yet right? asking since kimy said that we can use custom followers with XDFF but seems that no one managed to get it work.

Well, this has just appeared...

 

 

Posted

I went ahead and created an add-on mod that allows you to turn any recruitable follower into a XDFF dom:

 

Good news is this mod doesn't actually alter any DCL files, so it should continue to be compatible with future DCL updates :)

 

Quote

Well, this has just appeared...

Good lord you are fast :P

Posted
14 hours ago, SleepyJim said:

Just ran through the captured princess start again on my latest game and a couple of minor bugs to report:

  • Little Luke is still floating in the air in the tavern basement.
  • The Slaver's Armbinder is an elbowbinder but its inventory record (dcur_hq_armbinderinventory) has the armbinder struggle animations set instead of the elbowbinder ones, so whenever the player struggles against it - whether by event poll or manually - the arms pop out of the sides of the sheath.

One other odd occurrence I've never had before: a wolf was chasing a rabbit right next to the cart at the stage where I had to shuffle around checking the bodies for the hideout key. With no way to run or fight, and with Telrav - the most useless archer in the history of the universe - as my only "defence," I would certainly have been killed if I hadn't used the tgm console command. Amusingly, being in god mode turned her hobble dress shuffle all the way up to Ludicrous SpeedTM. She was racing back and forth, the wolf lunging at empty air, and Telrav spraying arrows everywhere except his target. It was like something out of a Benny Hill sketch. Great entertainment!

Update on the elbowbinder struggle issue - I just uninstalled zap and anything that depends on it from my game yesterday, then re-ran fnis and now the elbowbinder works as it should, so the problem must be a conflict with zap. I realise some people might be reluctant to remove it but maybe moving it in the load order would help?

Posted

^ Hmm. Strange that it might be zap. I made the struggle animation edits to the dcur esp myself to try it out again so I'll see if it still does it on my next start.

 

2 hours ago, SleepyJim said:

Well, this has just appeared...

 

2 hours ago, MrEsturk said:

Good lord you are fast :P

 

One of those right time, right place things. I don't hang around here all day waiting for the next bit of digital porn content to titillate me. Honest... ?

Posted

So i've come to the conclusion that either im getting more nearsighted than i once was, or im just stupid, or both. I'm trying out the new version and Leon/Leah (SP?) have no submit dialogue although they can be recruited and i was able to start Leon's quest. I'm assuming that i might not have installed something. This mysterious XDFF which i am seeing being mentioned in the thread but cant find anywhere perhaps? Can someone help me deal with my ineptitude please? 

Posted
39 minutes ago, Teddar said:

So i've come to the conclusion that either im getting more nearsighted than i once was, or im just stupid, or both. I'm trying out the new version and Leon/Leah (SP?) have no submit dialogue although they can be recruited and i was able to start Leon's quest. I'm assuming that i might not have installed something. This mysterious XDFF which i am seeing being mentioned in the thread but cant find anywhere perhaps? Can someone help me deal with my ineptitude please? 

The ability to just walk up to Leon/Leah and say "Make me your slave" and then at any time to just say "Hey, don't want to be a slave now" and leave slavery, is gone, by design.

 

It was originally a debug function (if the comments were anything to go by) that was left in for people to play with.

Now, you have to do the quest to get them, or use MrEsturk's add any NPC as XDFF master toy, or write your own.

 

And once you are enslaved, the only way out is to get the collar off. Again, by design. Because if you can just leave, it's not slavery.

 

Similarly, if you put Sasha into Dom mode, she won't let you out easy like she used to, because now she is in charge, and she likes it!

 

 

 

You could write a mod to add via a dialog line that shows up for any NPC you can make into a follower in about five minutes. I'm not kidding.

 

But really that quest, and the slavery options in it, were made for Leon/Leah and I think it spoils things a bit to give their features to just anyone with zero effort involved to get it.

 

Other masters should have their own unique way of doing things, and their own ways to enable it.

 

If you don't agree you can add the option easily, but taking it away once added is harder, so it makes sense it's not there by default.

Posted

I have question about XDFF mechanics for example player was too far and follower equiped armbinder on player, do i have to unlock it by myself or there is some kind of scene after some time that unlocks armbinder? Thanks!

Posted

I see, thanks for the clarification on the slavery thing. I had an idea that i might need to do the quest now but i'm not far into it so wasn't sure. What is this XDFF that people are talking about? I can't find it here and it sounds like an abbreviation of something else. Where is it and what is its full title? Cheers! 

Posted
30 minutes ago, Teddar said:

I see, thanks for the clarification on the slavery thing. I had an idea that i might need to do the quest now but i'm not far into it so wasn't sure. What is this XDFF that people are talking about? I can't find it here and it sounds like an abbreviation of something else. Where is it and what is its full title? Cheers! 

From the changelog

 

Quote

Version 7.0

- Added: Extensible Dominant Follower Framework (XDFF): XDFF is a rule-based system for modelling Dom/sub relationships. It takes advantage of the circumstance that most aspects about such relationships are rules, e.g. "You need to kneel in my presence", or "You need to wear a blindfold when you sleep". With XDFF, these rules can be modeled in encapsulated scripts and attached to a handler that selects rules based on their type (e.g. permanent rules, random rule of the day, errand etc). The rules script contain all necessary code to evaluate compliance, hand out warnings or even punishments etc. No part of any rule code is located anywhere but its own script. Why is this cool? Because it's really easy to add rules or dialogue to a dominant follower, even from 3rd party mods. If it turns out that people don't like a certain rule, all I need to do is clicking on the rule and delete it. Or if If people want a dominant follower to behave differently, they can even write a plugin and make it happen! And the best thing is that XDFF works for arbitrary NPCs. Any character can be a dom, not just Leon or Leah.

 

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