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


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Posted
8 hours ago, Nothing Doing said:

I'm assuming the Total Crime Overhaul is incompatible with PO/POP?

Yes, they are incompatible. POP and DCL Crime hook in to the same vanilla system and only one mod can do it. It's not recommended to keep both in the same load order as things will go haywire.

Posted
1 hour ago, Max50005 said:

Might be a stupid question but how do I get inprisoned? I did a killing spree and had ~4000 bounty and only got a slap on the hand the guard saying it a "minor crime". Tried that a few times with other outcomes but none of them being inprisoned

Were you wearing DD items already? The prison cannot be used if the character is wearing quest or non-generic DD items.

Posted

Wait, i just had small bounty on me like few gold and i talk to guard and had vanilla dialogue (Wait i know you) and i was seneded to vanilla prison so it is actually compatible with POP(Oh you just said above that POP is incompatible), then i tried to attack guard and then i holstered weapon and had DCL arrest dialogue. 

 

@Kimy

Would love to see some explanation when arrest is handled by DCL and when by vanilla/(POP?) prison

 

Also

BUG REPORT

Basically right after arrest dialogue with guard no matter which outcome i've got (prison, walk of shame...etc) guard still trying to talk to me and arrest player second time then guards turn hostile  :/  

Posted

Hi i have the problem that the Game Crash as soon as i in the prison. I dont know why everthing is updatet POP is not install so that cant be the problem.

The Mods all the New versions. But also notice the game will crash when i will try on the maid boots. Can it be that this is the main problem ? 

 

Posted
41 minutes ago, Jappa123 said:

Wait, i just had small bounty on me like few gold and i talk to guard and had vanilla dialogue (Wait i know you) and i was seneded to vanilla prison so it is actually compatible with POP(Oh you just said above that POP is incompatible), then i tried to attack guard and then i holstered weapon and had DCL arrest dialogue. 

That's odd, because in both situations, the new DCL dialogue should be used, -except- when the character is male (the DCL prison is for females only), or when the player character is wearing quest/non-generic DD devices already (the prison needs the slots and won't function without them)

 

Posted
3 hours ago, Hylian_H said:

Cool update! just a quick question: When will the stuf made by Fuertin be added? That stuff looks amazing!

Feuertin's items aren't going into DCL, they will be going in the DD framework. :)

Posted
5 hours ago, schtrik said:

Many thanks to Kimy for this great mod!

I am already having a great time in the new prison. I love the concept with all the different restraints being used.

 

I encountered a bug. In the cooking quest, collecting a potato doesn't work for me (all other ingredients do), and therefore I am stuck there.

Make sure you pick the potato from the container the quest marker is pointing at. There are a few other potatoes that will NOT update the quest (I put them there as a backup in case somebody uses the wrong recipe...)

Posted

Just tested the new system with petty crime (stole some apples!) and I can confirm it working correctly. Those of you having issues, please make sure to have started a new game! Also, please note that the new system will pass crime through to the vanilla system if you are in Markarth and have NOT completed the Cidhna quest. This is needed so these quests are not broken by the crime overhaul system. This will also ensure compatibility with Devious Cidhna!

 

Posted
8 hours ago, Lupine00 said:

At this point, it probably is incompatible - either last in LO wins, or last to start wins.

Neither. DCL will process all crime, no matter where it is in your load order. It will pass crime processing to the vanilla system in certain situations (e.g. Cidhna, or when the character is male), but it will still go through DCL's code first.

 

If you have POP in your load order, the only time you will see it triggering is when a bounty hunter arrests you (DCL doesn't directly hook into that system), or when a 3rd party mod hands the player to POP directly.

 

I have added a note in the readme about this, and that people should refrain from using both mods in the same load order, for the same reason they should generally never install two mods doing the same thing.

Posted

Kimy, I've been using your mods pretty much from the very beginning, so thank you for your work.

I've got some critique though.

Base mod functionality really tied into base skyrim gameplay (adding danger to looting containers).

Most of your recent additions though (dollmaker stuff or this prison you just added) all seem kinda boring really. Most of it just tying pc up and interacting with npcs/collecting stuff at really slow pace. There's no interactivity, its just tedious. You could probably just describe it all in a pop up window with text and it would be pretty much the same.

Maybe I'm in the wrong here and most folks really enjoy this kinda gameplay and I know I can disable stuff I don't like. But I felt the need to express my opinion, sorry if it seemed hostile, I mean no offence.

Posted
5 hours ago, Kimy said:

Were you wearing DD items already? The prison cannot be used if the character is wearing quest or non-generic DD items.

 

Just vanilla dragonscale armor and dragonbone weapons. I also pushed all the weights in the conciqences settings down and arrested up still only got the just a minor crime consiquence. I know it's Skyrim but I think whiping a city would at least cost a fine xD

Posted
2 hours ago, qwerty31 said:

Kimy, I've been using your mods pretty much from the very beginning, so thank you for your work.

I've got some critique though.

Base mod functionality really tied into base skyrim gameplay (adding danger to looting containers).

Most of your recent additions though (dollmaker stuff or this prison you just added) all seem kinda boring really. Most of it just tying pc up and interacting with npcs/collecting stuff at really slow pace. There's no interactivity, its just tedious. You could probably just describe it all in a pop up window with text and it would be pretty much the same.

Maybe I'm in the wrong here and most folks really enjoy this kinda gameplay and I know I can disable stuff I don't like. But I felt the need to express my opinion, sorry if it seemed hostile, I mean no offence.

Interesting. The utter lack of interactivity offered by a certain other prison mod was what compelled me to create my own take, where control over your character is never really taken away from you. But...ok... *shrug*

Posted

wait there's an update to this great mod, I've been having problems that the server is down, cause their is a problem with loverslab. Anyways I just read the notes for 8.0 and it seems interesting to say the least, I will definitely download it and give it a try

Posted
2 hours ago, Prime66 said:

Well, I started a new game with nothing but the requirements but the Prison Supervisor won't talk to me. Any Idea what's going on? 

Where does the quest marker point to?

Posted

Hi, I was trying to download this mod a few days ago when it was on its 7.5 version and my game just CTDs after the bethesda logo. I unistalled the mod and the game worked again, anyone know what i need to do to make this mod work?
When i run FNIS it loads all the animations from DD 4.0 instead of 4,2, maybe thats the reason its not working?

Thank you guys for the good work here.

Posted
1 hour ago, Kimy said:

Interesting. The utter lack of interactivity offered by a certain other prison mod was what compelled me to create my own take, where control over your character is never really taken away from you. But...ok... *shrug*

Well, that other mod IS utter garbage, and I don't really see how to make pc actually interactive. But do you really  see crawling back and forward between two points interesting? At least you could make different scenarios toggleable (maybe they are, but mcm for that in its current state is kinda broken, tooltips are all wrong).

Posted
1 hour ago, Kimy said:

Interesting. The utter lack of interactivity offered by a certain other prison mod was what compelled me to create my own take, where control over your character is never really taken away from you. But...ok... *shrug*


Player is in control but it's like driving in rush hour. You're stuck and you can't really go anywhere which is kinda the nature of the prison but I get what he's saying.

He'd like more freeform content. Like let's say you implement all of the new ropes from FT's batch of stuff he's working on. Create a magic rope cursed loot trap, player gets entangled by a magic rope with a mind of its own that gradually grows and imposes stricter and stricter bondage on the player. The counter is to either pay a mage to remove the rope or craft a magic dagger to cut it off or something. That kind of stuff that is less structured and more up to the player how they deal with it on their travels.

Posted

Just tested it out and it's definitely better than the other prison mod, although it may be a bit too repetitive. I guess it all depends on how frequently someone goes to prison.

 

Anyway, two small bugs:

- When you're sent to the basement the quest marker points outside of the prison and not to the trap door.

- If you're getting freed and you attack the guard you get sent back to your cell but the quest marker pointing to your things remains.

Posted
1 hour ago, harakoni said:

Player is in control but it's like driving in rush hour. You're stuck and you can't really go anywhere which is kinda the nature of the prison but I get what he's saying.

He'd like more freeform content. Like let's say you implement all of the new ropes from FT's batch of stuff he's working on. Create a magic rope cursed loot trap, player gets entangled by a magic rope with a mind of its own that gradually grows and imposes stricter and stricter bondage on the player. The counter is to either pay a mage to remove the rope or craft a magic dagger to cut it off or something. That kind of stuff that is less structured and more up to the player how they deal with it on their travels.

Any existing DCL quest could have plot forks or additional escape options added, but I doubt it will happen.

Spoiler

Personally, I don't have this fixation on certain assets, rope bondage, pet suit, or whatever, but I suppose for some people the assets and the appearance are more important than the  actions you take, the choices you make, the story or the dialog.

 

DCL has a few quests already where you get increasing bondage: Queen Sarah, Cursed Collar, Rubber Doll. Having a rope visual is not central to the idea of having more than one way to do these quests.

 

There's a design style at play here: games like the original Fallout went to considerable effort to make it so you could solve any problem in multiple ways. This approach wasn't really captured in the newer Fallout games.

 

Kimy has never taken that kind of approach. Her design style is very much the single-solution railroad style quest. You start at point A, and you move to B, C, D, E, and F, in that order, no deviating, no choices, you either progress, or you don't, and at each step progress is made in one and only one way.

 

It's a style that makes most efficient use of the developer's time; there's no wasted effort; no content that a given player misses out on.

 

I'm fairly sure that Kimy could come up with choices in quests, or multiple solutions, if she cared to, but she doesn't do it. We can only conclude that she doesn't want to, or at least, hasn't wanted to up until now. It's a valid trade-off. If she'd put three times as much time into one quest, we wouldn't have two others.

 

OTOH, a good part of DCL's content is pure random sandbox. Sure, it would be nice if some of the random sandbox content was a little more 'aware', and some of the linear content, slightly less linear, so that the two blend together better, but I guess it's a work in progress. DLC has never evidenced a grand design. Rather it adds features here and there as Kimy's interest shifts. The mod reflects the author.

 

 

If there was a quest that sits at the junction between random sandbox and linear story, it's the LBA runs. It's likely that LBA could be made more fun if there were multiple ways to complete it, rather than it being a sort of SLUTS without the cart. Maybe that could happen in future.

 

But returning to the OPs suggestion... @harakoni touches on an interesting idea... DCL's random sandbox could be made more interesting by adding more mini-quest based ways to escape. Even a couple more small quests could do a lot to create a much bigger sandbox to play in.

 

Right now, you get captured by bandits, gagged, stuck in an armbinder, maybe some other restraints, and then you run away and you're on the run in the wilderness.

 

That is the setup. Now you have to get out of those devices... That's the real play.

A lot of the time now, my char just freezes to death, which is a gateway to Simple Slavery in most cases.

My last few games have had keys drops turned down to almost nothing, so "go home, get keys out of chest, get free" is not an option.

But that's not a bad option, and it could be enriched with additional perils and assistance to add some variation.

 

How cool would it be if there were more ways out of this dilemma. Currently it's either "find a lot of keys" (depends on the chances you set), or "get back to town and randomly get given an LBA run while asking for help"? Or maybe an NPC takes pity on you and releases you for nothing. More likely they just add devices.

 

OK, there's solicitation "keys for sex" - almost forgot about that - alas solicitation is so hazardous this almost never gets you out of restraints, it usually ends up with you wearing more. Or in prison. You can configure this, but for a long time now it seems customers never remove armbinders they put on you. (They used to).

 

Sure, you can configure it so that townsfolk might help you escape, but that's a slot machine where you're probably going to end up bound worse, or raped then arrested, or freeze to death, depending on what mods you have installed. It is totally random, skill-free, plot-free. So just asking random townspeople until something bad happens or you get released is ... not a huge bunch of fun ... particularly because you know you're just playing the chances you configured for yourself in the MCM.

 

 

So, some suggestions:

 

1) "Help" dialog outcomes with NPCs vary dramatically based on NCP relation to you. Thus, asking NPCs who like you gives much better results than ones who don't.

2) "Help" dialog outcomes with NPCs varies depending on NPC kinkiness - maybe determined by morality, or arousal, or you can just assign it in the MCM.

3) "Help" dialog outcomes vary depending on location. Ask in a palace, good chance of help, ask in the market, not bad, but ask in a tavern, you're more likely to get bound and raped. Possibly, asking in your player home results in your kinky follower enslaving you :) 

4) An escape game where the NPC will trade keys for potions - let's sink some of those nasty healing potions out of the game.

5) An escape game where you are set free and THEN charged with a quest. Fail the quest and end up in worse trouble.

6) A key stealing game where you can literally trade keys for bounty - would work well with new crime content.

7) LBA modified by addition of NPCs who you can interact with while on an LBA run (they are strategically positioned at road junctions). Play a "double or nothing" game with these NPCs. They might also trade heals, dose you with helpful (possibly addictive) potions (and I don't just mean SW drugs, but new potions with long durations made specially to help on LBA quests where you can't drink), help you unfreeze (Frostfall makes LBA kind of lethal), or possibly send you to prison, or enslave you.

8 ) Make keys for sex configurable to offer more keys, with actual useful keys always given.

9) Add optional run-around quest to get into player homes if you're in heavy bondage, so you can't just grab keys from chest.

10) Add MCM option so "keys only drop when bound" option is replaced with a slider that boosts key drop rates when bound.

11) Mini LBA that occurs completely within the town of origin, but involves more severe devices (pet suit for example).

12) Add "hazard" NPCs in certain locations. If you get too close while bound, they will attack, add restraints, enslave you, rape, whatever. Their detection radius is LOW, and they require LOS. Makes town navigation hazardous but still possible. Adds extra challenge and mini-game to moving around town while bound.

 

Any one or more of these would give the player more choice.

 

What I'm trying to show here, is that there are all kinds of ways to spice up the existing random sandbox content, which is the backbone of DCL. Small improvements there add a lot of replay value and expand the richness of the sandbox. As you can see, I made up several ideas in no time at all. So, if you''re Kimy, it can't be that hard to come up with something better along these general lines that you might actually want to implement :) 

 

That said, I think (7) is probably the only dodgy open-ended arbitrarily complex to implement suggestion here, the others would offer good return on effort, but of course, that doesn't mean they're trivial to implement. Nothing ever is in Skyrim. In any case, they're just ideas, starting points for consideration that may or may not inspire something down the line.

Posted
1 hour ago, Kimy said:

Interesting. The utter lack of interactivity offered by a certain other prison mod was what compelled me to create my own take, where control over your character is never really taken away from you. But...ok... *shrug*

I believe the idea he was trying to convey is that a good chunk of the content in DCL involves the player moving very slowing from one point to another.  The start of the LAL quest, the cursed collar and both the merchant quests (delivery and left outside bound) are examples of this. With all the enchants on the bondage gear the player is basically a slow moving tank walking across Skyrim. Would it be possible to trade speed for vulnerability?

 

For example: for the delivery quest there could be a chance for the player to be tied up in one of the beautiful pony outfits. The outfit is enchanted to allow the player to run at twice the normal speed at the cost of taking twice as much (or more) damage from enemies. Naturally the bindings would be inescapable until the delivery is completed.  In theory this could allow the player to explore Skyrim faster but at an increased risk. If the damage multiplier is high enough, the delivery quest would become a fast paced game for survival with the player trying desperately to not get hit by anything.

 

I believe that bondage is suppose to be about making the player feel vulnerable.  While making the player slower can have this effect, there may be other ways to achieve this.

 

As always, thank you for creating these awesome mods!

 

 

Posted

where do I have to bring the empty wine bottle in the prison?
to the quartermaster?
but I can not find a way there?
Thank you!

 

Posted
15 minutes ago, SirCrazy said:

For example: for the delivery quest there could be a chance for the player to be tied up in one of the beautiful pony outfits. The outfit is enchanted to allow the player to run at twice the normal speed at the cost of taking twice as much (or more) damage from enemies. Naturally the bindings would be inescapable until the delivery is completed.  In theory this could allow the player to explore Skyrim faster but at an increased risk. If the damage multiplier is high enough, the delivery quest would become a fast paced game for survival with the player trying desperately to not get hit by anything.

This has been suggested more than once. I can't be bothered to dig up my own post of almost exactly the same thoughts, but I'm sure it wasn't the first of its kind either.

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