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5 minutes ago, Viri1 said:

Still trying to figure out how to escape the prison, going crazy because I'm pretty sure I'm only missing one or two things. Argh!

 

This is pretty good, all praise to Kimy!

 

Spoiler

Get the crowbar from the Quartermaster's section. It's the first barrel on your left. You can shank the nearest prisoner, it might be dependent upon script lag, no idea.

 

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It's just my luck that I installed the previous version only a few days ago! XD I'm still fairly new to modding, so I was wondering what is the best way is to uninstall Deviously Cursed Loot SE BETA 2 6.4, as well as uninstalling the old devious devices. I'm using Vortex, which I guess is the new NMM (are we still calling it NMM?), but for the lovers labs, I've been copypasting the files into their correct folder paths manually.

Currently, my plan is to redownload the zip files from the versions I am currently using, and using them as references to find and delete everything from those mods file by file so that I don't remove something wrong by accident before installing the new version. (oh god, so many meshes)


This is also a really stupid plan and would probably be more trouble than starting over from a clean install of skyrim.

Is there a better way to do this, or should I just go ahead and start over? (If I could be redirected to a thread covering these sorts of basics, that would also be appreciated)

As a side question, what is the reason why this version doesn't use the Zaz znimation pack anymore? I'm curious because there were some minor issues I was having with it, chiefly being that I couldn't get the gagged sounds to loop passively while I was wearing them. It's hard to sort out what features are where and what conflicts there may between three seperate MCM menus. Were there bugs, or did the Zaz stuff just get integrated into 8.0?


By the way, I'm a huge fan of this mod, and even though I'm still using the old version and am hopping over to the new one soon, I absolutely adore what you are doing and all the lovely restraints and predicaments I've been finding myself in!!! ❤️This is exactly what I've been looking for, @Kimy, and I can't thank you enough.

20190312_233519.jpg

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Guest AthenaESIV

Really great to see this mod getting these excellent additions, and to see a POP alternative forming up (though POP is great, it suffers from trying to make something in the game that is intentionally and  inherently boring into something interesting...)

 

I've only had a chance to play the mod a few short times this past couple weeks, but the prison system is off to a great start, thank you! I really like the search for a key on an npc thing, it was a stroke of brilliance and exactly the kind of idea that deserves to be iterated on for punishment.

 

I see a bit of discussion here about how prison mods suffer from being a deterrent that wrestles control away from the player for extended periods of time and have a lot of repetition, and I agree, but do you have designs to use any loops similar to those listed below to alleviate this?

 

  • Before in this thread I suggested doing away with the main prisons in typical arrests (still using them for large bounties though), and instead having alternative  'mini prisons" or cages where the player is locked up instead, Mainly the idea here is to get rid of loading screens. But they could play into public humiliation and use punishments.
  • Maybe have a "work release" system where the player isn't detained, but forced to check in with outposts or barracks officers regularly. While on work release the player could be subject to public strip searches, orally servicing any townspeople who request it when they see some sort of mark on the player, being sent on bounty quests to pay their own bounty off (these quests could range from trivial radiant quests, to other DCL quests), and any other devious ideas you cook up!
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@Kimy

During the evening fashion show the prisoner was wearing a set prison_bra and prison_belt. The chastity set stayed overnight. And when in the morning the Foreman is going to rape before being sent to the mines he cannot take them off, they protect against rape and the quest logic stops. After deleting them by console everything goes on as usual.

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Ok, anything I need to do to update the mod... aside from uninstall POP? I didn’t see anything listed and I’d really rather not start yet another new game if I can avoid it. ?

@Kimy thanks for all the lovely work as usual. And yay, no more bloody bears or spiders leaving me tied up in the middle of nowhere anymore. I have a request if it’s at all possible, speaking of being left in the middle of nowhere. Is it possible to rig the armbinder hogtie up with a struggle animation so the PC doesn’t just lie there like a rock when one is trying to get free? There was a ZAZ furniture animation, hogtie hell, that I thought might work well. Thanks as always for the help and work.

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So i finished whole quest (9 days) player was released on parole after 6 days overall there is no "heavy" bugs except sometimes guards turn hostile after arrest dialogue - basically trying to arrest player second time then dialogue cancel itself because scene is ongoing already.

Also 2 bugs at the end first - i needed to pick up my stuff from chest but door was still locked so i used TCL to go through (Door was open but guard was out side "reception" and after i talked to him door closed) and second bug after i teleported from prison one of the guard teleported with me and just staying. 

 

Overall i really like it, it will probably become a bit too repeatable thats why i would love to see some updates. I have some ideas to add whole new type of day

So right now we have:

- normal work day - mines,cleaning,basement,display model etc

- Free day basically sleep whole day

And i would love to see 2 more type of days:

- Some noble want to rent few prisoners and guards for party - basically bondage maid/servant stuff - great playground for upcoming maid devices.

- Send player to Military Camp to raise soldiers morale. 

 

Anyway great update! Keep up the good work! 

 

@Kimy some bugs and ideas  :)

 

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15 hours ago, Lyrios said:

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.

So, I still need some help here, maybe anyone have an idea of what is going on?

Papyrus.0.log

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16 hours ago, Kimy said:

Where does the quest marker point to?

After the Warden restrained me the Journal says Talk to the Prison Supervisor after I walk up to him the Door closes behind me and nothing happens. If I try and talk to him also nothing.

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3 hours ago, MaikCG said:

@Kimy

During the evening fashion show the prisoner was wearing a set prison_bra and prison_belt. The chastity set stayed overnight. And when in the morning the Foreman is going to rape before being sent to the mines he cannot take them off, they protect against rape and the quest logic stops. After deleting them by console everything goes on as usual.

Will check this! Could be that I forget to call the routine that removes chastity, because chastity items aren't used that much in prison...

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6 minutes ago, Prime66 said:

After the Warden restrained me the Journal says Talk to the Prison Supervisor after I walk up to him the Door closes behind me and nothing happens. If I try and talk to him also nothing.

Can you please open a console and check the value of the global "dcur_prison_questcontrol"?

 

If its anything but 50, set it to 50.

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8 minutes ago, DarmanSejuk said:

for the prison. should add a function to tell if you were able to get out of your restraints during the night. I managed to on the 2nd night and by morning the foreman acted like I was still restrained.

Haha, right! Somehow it didn't occur to me that people would get out of the dress, but not the cell! :D

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1 hour ago, voberon said:

Hi. Just wanted to know if the new prison replaces the vanilla one or you can choose somehow?

It replaces the vanilla one, but there is a toggle that will allow you to continue using the vanilla one, if you don't like the DCL prison for some reason.

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15 minutes ago, Prime66 said:

 

It is 50 20190313164316_1.jpg.e7143d57e455bed5d257a0a4fea2439d.jpg

That's puzzling, because everything seems to be in order. If the door closed (which you wrote it did), this means the dialogue fired properly, even. Normally the guard will say a few lines and then escort you to your cell.

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49 minutes ago, Kimy said:

That's puzzling, because everything seems to be in order. If the door closed (which you wrote it did), this means the dialogue fired properly, even. Normally the guard will say a few lines and then escort you to your cell.

Well, don't I look like quite the fool. It seems in my recent change to Mod Organizer I deleted the Sound files of Fuz Ro Doh after redownloading it works perfectly. 

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the new content is amazing, as always!

 

I'm having trouble with the crime overhaul in some places though :

-after DCL arrest, guards are not pacified, and they become aggressive again/arrest player a second time (has already been written but just in case)

-in prison, if outfitted with chastity items, they're not removed and that will block the content at next foreman abuse.

 

Also about the prison escape, i'm somehow stuck but i think i've picked up everything i could :

Spoiler

-pickpocket a guardhouse key

-get the nails in the mine

-enter guardhouse and pick up utility knife, lock it back not to get caught

-position utility knife during cleanup punishment

-make nails into lockpick in basement

-get crowbar in basement

And now at night it's never "clear of guards" to make a break for it. What did I miss? That 20+ days sentence isn't going to feel great otherwise.

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Quote

-after DCL arrest, guards are not pacified, and they become aggressive again/arrest player a second time (has already been written but just in case)

 

Can people having this issue please tell me which outcome scenario (e.g. prison, walk of shame etc) was picked that didn't pacify the guards?

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1 hour ago, Prime66 said:

Well, don't I look like quite the fool. It seems in my recent change to Mod Organizer I deleted the Sound files of Fuz Ro Doh after redownloading it works perfectly. 

Haha, Fuz Ro Dah actually occurred to me as a possible source of the problem, but I dismissed that thinking that "Nah, everyone has THAT installed" :D

 

Glad that it works now!

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19 minutes ago, Kimy said:

 

Can people having this issue please tell me which outcome scenario (e.g. prison, walk of shame etc) was picked that didn't pacify the guards?

Yep happened to me however only if I skip dialogue. If i stay in the dialogue menu this does not happen (don't know if it is related but that was before I reinstalled Fuz Ro Dah)

 

22 minutes ago, Kimy said:

Haha, Fuz Ro Dah actually occurred to me as a possible source of the problem, but I dismissed that thinking that "Nah, everyone has THAT installed" :D

 

Glad that it works now!

Well, to be fair I had it installed well half of it anyways. I actually just finished my first Prison "visit" got out early because I got pardoned. 

I have a bug report maybe? 

At the end of my third day, the Guards had some fun at my Expense and locked me in a Chastity belt, Bra, and a Rubber Suit. The Suit was invisible and after they were done the Guard didn't unlock the chastity gear and also left the rubber suit unlocked in my inventory (Locked me back in my Pyjamas and stuffed me in my cell) this caused some "problems" later after two guards made a visit on my cell and they also didn't unlock the chastity gear so one of them ended up masturbating. however, the day after I was pardoned and the guard at the entrance removed everything that's why I'm not entirely sure if its a bug.      

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