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Devious Devices - Equip (LE)

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Description
With this mod you can equip and un-equip most of the devious devices available from Devious Devices Assets and Devious Devices Expansion (DDf) by using the MCM menu. You can also create and store (to a .json file) custom DD outfits.

Requirements
Required Mods (this mod will not work without these and their dependencies)


Optional Mods (more features available with these and their dependencies)


Installation

Install it using your favorite mod manager.

 

Installation Steps

   1. Install 'DDe’.
   2. Install the latest ‘DDe - CD Patch’ available in the download section, only if you have CD installed already.

 

Uninstallation Steps

   1. Uninstall ‘DDe - CD Patch’ if installed.
   2. Uninstall ‘DDe’.

 

Updating to the Latest Version

   1. Follow ‘Uninstallation Steps’, for the existing version. 
   2. Follow ‘Installation Steps’ for the new version. 

 

Versioning

For example, version No. 1.2.3

A change in,

3 -> Patch, can be installed on the previous version (uninstall old, install new).

2 -> Content update, clean save is recommended. 

1 -> Major update, clean save required, new save recommended. 


Features
See update log below for features.

API For Modders

See post No. 2 in the support thread.


Mod Status

  • So far the mod equips and un-equips DDs quite reliably on the PC.
  • ... not so much on the NPCs, I cannot seem to find an API to reliably detect worn DD by NPCs. Fixed as of 1.30
  • Be careful when equipping devious devices on NPCs - most of them will probably break or prevent you from finishing quests by acting all retarded.
  • Should be OK with followers, you can remove DDs from them by asking them to share items with you and just removing the DDs directly from their inventory - just make sure you have the keys first. :classic_tongue:

 

DDe For Skyrim Anniversary Edition (AE)

 

Translations
German -> by @CGi

 

Update Log

Spoiler

Version No. 6.3.6

  • Patched .::. Not able to set a new file name when saving the MCM settings, as mentioned by @Nymra.
  • Patched .::. Misc things to work with the newest SUM (Ver. No. 3.6.3).

Version No. 6.3.3

  • Patched .::. Un-equipping devices on NPCs affecting the PC as well.
  • Added .::. A more restrictive boxbinder and elbowbinder. (You need to run the included BodySlide (BS) slider sets for them). 
  • Added .::. Mech suit no fall damage.
  • Added .::. Mech suit disarm punch.
  • Changed .::. Some outfit textures.

Version No. 5.50.0

  • Patched .::. Nothing.
  • Added .::. Something or another.
  • Changed .::. Some outfit textures.
  • Changed .::. MCM saved configuration folder names. The old folder \Data\SKSE\Plugins\Devious Devices - Equip\Stuff\MCM\ now becomes \Data\SKSE\Plugins\Devious Devices - Equip\Player\SavedMCM\. If you want to use your old config files, you need to make the change.

Version No. 5.40.0

  • Added .::. Some things.

Version No. 5.39.4

  • Patched .::. Removed rubber sounds from non-rubber DDe catsuits. 
  • Patched .::. Arm shackles effects.
  • Patched .::. The mech suit outfit conflicting devices and the last option in the list passed in being ignored.
  • Patched .::. Misc. things.
  • Added .::. Option to auto load the crosshair actor into the MCM. When nothing is selected in the crosshair it will default to whatever was selected in the actor list (you have to select something in the list after the update first, tho). 
  • Added .::. Compatibility with DDf 5.2 hoods.
  • Added .::. Mech suit super punch/bash. Mech suits will send the punched/bashed flying. Power configurable in the MCM.
  • Added .::. Paging system for actor .jsons. 
  • Added .::. Belts in the device options.
  • Added .::. Other things.

Version No. 5.34.1

  • Note .::. This version can be used in place of DDe 5.34.0 for the mods requiring DDe 5.34.0. 
  • Patched .::. The DDe plugs not working as mentioned by @slonez1.

Version No. 5.34.0

  • Added .::. A feature that allows for multiple outfits selection/input of which one will be chosen at random and then equipped. When multiple outfits are selected, they will be put in an array (inside square brackets [Outfit01,Outfit02,Outfit03]). This array can be used directly in DDe or POP or it can be saved to a .json string list. This list can then be used instead of the array (less typing) by entering its name in parenthesis e.g. (MyRandomOutfits) and a random outfit will be chosen from the list and then equipped. 
  • Added .::. MCM options to save the random outfits array to a .json string list. (In DDe MCM ‘Setup’ page.)
  • Added .::. MCM options to be able to select individual DDs types to be equipped with a DDe outfit.
  • Added .::. FOMOD. 

Version No. 5.30.1

  • Patched .::. Consolidated all folders into the global folder. 
  • Added .::. Custom outfits can now also save inventory contents. 

Version No. 5.02

  • Patched .::. Actor list not saved right away. 
  • Added .::. MCM paging(as in multiple pages) system for actor and custom outfit lists. 
  • Added .::. System .json check. 
  • Added .::. Selective MCM text coloring. 

Version No. 5.01

  • Changed .::. Reworked the actor selection so it is now possible to set DDe actor selection hotkey and lists locally. The old SUM actor system still works. 

Version No. 5.00

  • Patched .::. MCM option to un/equip custom outfits directly from the ‘Device Interaction’ page without having to load them first.   
  • Patched .::. Misc. bug squashing.
  • Patched .::. MCM option to save everything worn (not just DDs) with a custom DD outfit. 
  • Patched .::. MCM option to toggle heavy bondage equip visual FX, as suggested by @Nymra

Version No. 4.61

  • Patched .::. DDe plugs not working as mentioned by @Herowynne.  
  • Patched .::. Misc. bug squashing.

Version No. 4.60

  • Patched .::. Bug where the dress would not get equipped with a hood in a DDx dress outfit.  
  • Patched .::. Compatible with DDf 4 & 5.
  • Added .::. Option to skip the ‘no device’ option when selecting random devices. In other words, the random devices option will always equip a device. 
  • Changed .::. Cat gloves will only equip with a cat-suit for pre-built DDe outfits. 

Version No. 4.52

  • Patched .::. Misc functions.  
  • Patched .::. Corrected some DDs mismatches in DDe outfits.
  • Patched .::. Being able to select and use objects after failing to successfully struggle out of heavy bondage or mittens. 

Version No. 4.50

  • Patched .::. Misc functions.  
  • Added .::. A transparent cat suit. (It’s the DDx trans cat suit with the zippers removed). 
  • Added .::. MCM options for the outfit boots and gags.
  • Added .::. MCM will now automagically load the last saved settings on update or reset. 
  • Added .::. MCM will now show all available saved .json configuration files.
  • Changed .::. Manual changes are required to transfer the previous custom settings to DDe 4.50 and beyond. -> 1. Move all files that start with ‘DDeMCM - ’ from the old ‘Data\SKSE\Plugins\Devious Devices - Equip\Global’ folder to the new ‘Data\SKSE\Plugins\Devious Devices - Equip\Stuff\MCM’. Optionally you can remove ‘DDeMCM - ’ from the files name. 2. Change ‘Data\SKSE\Plugins\Devious Devices - Equip\Global\Global - Custom Outfits.json’ to ‘Data\SKSE\Plugins\Devious Devices - Equip\Global\MCM\Custom Outfits.json’.

Version No. 4.44

  • Warning .::. This version will only work with SUM 1.44.
  • Patched .::. Misc functions.  
  • Added .::. MCM option to choose the type of collar or gloves (mittens) to be equipped with the DDe outfits. 
  • Changed .::. Stripe to Rusty. 

Version No. 4.42

  • Warning .::. This version will only work with SUM 1.41.
  • Patched .::. Single item removal bug.  
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 4.41

  • Warning .::. SUM 1.41 is required for this to work.
  • Patched .::. Recompiled scripts to work with SUM 1.41. 
  • Added .::. New functions required by POP 4.41 
  • Changed .::. Nothing. 

Version No. 4.40

  • Warning .::. SUM 1.40 is required for this to work.
  • Patched .::. Recompiled scripts to work with SUM 1.40. 
  • Patched .::. MCM and custom outfit manipulation not working correctly, as pointed out by @Nymra. 
  • Added .::. Blindfold MCM options. 
  • Changed .::. Nothing. 

Version No. 4.37

  • Warning .::. SUM 1.37 or higher is required for this to work.
  • Patched .::. Some functions to work with SUM 1.37. 
  • Added .::. A simpler way for POP to temporary remove devious devices during punishments. 
  • Changed .::. Nothing. 

Version No. 4.33

  • Warning .::. SUM 1.36 or higher is required for this to work.
  • Patched .::. Some functions to work with SUM 1.36. 
  • Added .::. A few more devices.
  • Added .::. Iron prisoner chains as suggested by @HarcegoAlegny.
  • Changed .::. The Inox texture to the one included in ZAP. Kinda chromy looking now. I might change it back.
  • Changed .::. Actor selection/storage is now done in SUM. 
  • Changed .::. Outfit ID/names. This change mostly applies to POP.  

Version No. 4.31

  • Patched .::. Some functions to work with SUM 1.31 and POP 4.31. 

Version No. 4.30

  • Patched .::. Some functions to work with SUM 1.30. 
  • Added .::. A few more items from DDi/DDx 4.20.

Version No. 4.21

  • Patched .::. More functions to work with DDi 4.20 better. 
  • Patched .::. An incorrect script name as mentioned by @Hylysi.
  • Added .::. A few more items from DDi/DDx 4.20.

Version No. 4.20

  • Warning .::. Cleaned save required if updating from DDi 3. 
  • Patched .::. A lot of functions to work with DDi 4.20.
  • Added .::. A whole lot of items from DDi/DDx 4.20.
  • Added .::. A bunch of MCM options for DDi/DDx 4.20 devices.
  • Changed .::. A whole lot of stuff to accommodate DDi/DDx 4.20 integration.  

Version No. 4.10

  • Patched .::. Player name staying blank after a name change, as indicated by @leddmirage.
  • Changed .::. The Mech world model will be deleted when dropped out of the inventory, since DDC does not provide a working one. 

Version No. 4.04

  • Patched .::. Some missing keywords.
  • Added .::. @MaikCG’s Dwemer Mecha (DDC) from here, Dwarven Devious Cuirass. You do not need to have it’s .esp checked. Do not forget to run BodySlide for all items starting with ‘DwarvenDD’. DDe includes the base files from DDC. Should @MaikCG decide to update DDC, override the old DDe files with the new ones from DDC. 
  • Added .::. MCM options to control the Mech Suit operation, e.g. no inventory, no sprint, no fight, no activate, etc. 

Version No. 4.03

  • Patched .::. Startup issue. 

Version No. 4.02

  • Patched .::. Custom outfits not equipping, as mentioned by @leddmirage.
  • Patched .::. Equip by keywords event. 
  • Changed .::. More SUM code optimization. 

Version No. 4.01

  • Patched .::. MCM toggle option not working. 

Version No. 4.00

  • Warning .::. Note the new requirement. 
  • Patched .::. Some of the code to work with the new requirement. 
  • Added .::. Global functions, see API.
  • Changed .::. Nothing. 

Version No. 3.51

  • Patched .::. Some minor bugs. 
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.50

  • Patched .::. Some functions required by POP. 
  • Added .::. Worn outfit saver. 

                          Have you ever walked by slave Kara or any tightly bound slave and thought to yourself, “... hmm, I wander what kind of devious

                          devices her master locked on her... they look quite restrictive and very secure... I bet she feels quite helpless and very

                          vulnerable... “ well wander no more. With this new DDe feature you can now select the subject of your envy (with the DDe actor

                          select key) and then save whatever devious devices are worn as a custom outfit, so you can try it out for yourself.

                          This should work with any devious devices even those not included in DDe.

  • Changed .::. Nothing. 

Version No. 3.47

  • Patched .::. An endless loop when trying to remove a previously removed device still in the list of worn items (in the MCM). 
  • Patched .::. More functions required by POP. 
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.46

  • Warning .::. Not tested with DDi/DDx 4.00. 
  • Patched .::. Existing DD removal off NPCs, as mentioned by @Punga.   
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.45 

  • Warning .::. Not tested with DDi/DDx 4.00 .  
  • Patched .::. Another issue required by POP. 
  • Patched .::. Update function not resetting all quests/variables, as observed by @worik. 
  • Patched .::. Key mapping bug, as mentioned by @OmegaSupremus.  
  • Added .::. Nothing.
  • Changed .::. Some device meshes. 

Version No. 3.44 

 

 


  • Submitter
  • Submitted
    10/31/2015
  • Category
  • Requires
    SkyUI, PapyrusUtil, DDa, DDi, DDx
  • Special Edition Compatible
    No

 

Edited by CPU
Link to comment

API For Modders

ModEvent - In
To equip devious devices by tags.

ActorRef.SendModEvent("iDDeEquipByTags", sTags, fEquip)
Where,
  • sTags = The tags required to equip the devious device/s.

Two tags are required for each device. All tags must be separated by a comma ( , ).

1. The first tag is the device itself i.e. "Bra" or "Belt".

    Valid first tags are - > "Gag, Collar, Bra, Nipple Piercings, Vaginal Piercing, Arm Cuffs, Leg Cuffs, Arms Restraint, Belt, Harness, Anal Plug, Vaginal Plug, Corset, Gloves, Boots, Blindfold".

2. The second tag is the device options i.e. "White Leather" or "Metal", "Falmer". This is exactly the same description/spelling as in the DDe MCM 'Devices Library' page.

  • fEquip = 1 -> Will equip the device/s.
  • fEquip = 0 -> Will unequip the device/s

 

Examples,
 ActorRef.SendModEvent("iDDeEquipByTags", "Bra, White Leather", 1)
This will equip a 'White Leather Bra' on ActorRef.

 

Whereas, 
 ActorRef.SendModEvent("iDDeEquipByTags", "Collar, White Leather Harness, Bra, White Leather, Harness, White Leather Locking", 1)

This will equip 'White Leather Bra, Collar and Harness' on ActorRef.

 

And this, 
 ActorRef.SendModEvent("iDDeEquipByTags", "Gag, White Leather Ball, Collar, White Leather Harness, Nipple Piercings, Shocking Soul Gems, Vaginal Piercing, Shocking Soul Gem, Bra, White Leather, Arm Cuffs, White Leather, Leg Cuffs, White Leather, Arms Restraint, White Leather Armbinder, Anal Plug, Shocking Soul Gem, Vaginal Plug, CD Thief, Harness, White Leather Locking, Belt, CD Silver Padded, Boots, White Leather Restrictive", 1)
This will equip most of the White Leather devious devices on ActorRef.

 

To equip a DDe pre-made devious devices outfit.

ActorRef.SendModEvent("iDDeEquipOutfit", sList, fEquip)
Where if,
  • sList = "iDDeAny" -> Will Un/equip a random outfit from bellow.
  • sList = "iDDeBkEbonite" -> Will Un/equip a black ebonite outfit.
  • sList = "iDDeWhEbonite" -> Will Un/equip a white ebonite outfit.
  • sList = "iDDeRdEbonite" -> Will Un/equip a red ebonite outfit.
  • sList = "iDDeMetal" -> Will Un/equip a classic outfit.
  • sList = "iDDeMCM" -> Will Un/equip the outfit set in the MCM.
  • sList = "iDDeFalmer" -> Will Un/equip the Falmer outfit.
  • sList = "iDDeWood" -> Will Un/equip the wood outfit.
  • sList = "iDDeIron" -> Will Un/equip the iron (ZaZ) outfit.
  • sList = "iDDeCDx" -> Will Un/equip the CD quest outfit.
  • sList = "iDDeCDxSv" -> Will Un/equip the CD silver outfit.
  • sList = "iDDeCDxBr" -> Will Un/equip the CD bronze outfit.
  • sList = "iDDeGoldZad" -> Will Un/equip a golden DDs outfit.
  • sList = "iDDeGoldZbf" -> Will Un/equip a golden ZAP outfit.
  • sList = "iDDeInoxZad" -> Will Un/equip a Inox DDs outfit.
  • sList = "iDDeInoxZbf" -> Will Un/equip a Inox ZAP outfit.
  • sList = "iDDeRandom" -> Will Un/equip random DD devices.
  • sList = "iDDeStripe" -> Will Un/equip a Stripe outfit.
  • sList = "iDDeHexCh" -> Will Un/equip a Chromo-Hex outfit.
  • sList = "iDDeHexRd" -> Will Un/equip red Hex outfit.
  • sList = "iDDeHyp" -> Will Un/equip Hypnotic outfit.
  • sList = "iDDeJade" -> Will Un/equip a Jade DDs outfit.
  • sList = "iDDeJadeZbf" -> Will Un/equip a Jade ZAP outfit.
  • sList = "iDDeFifa" -> Will Un/equip a Fifa DDs outfit.
  • sList = "iDDeFifaZbf" -> Will Un/equip a Fifa ZAP outfit.
  • sList = "iDDeFire" -> Will Un/equip a Fire DDs outfit.
  • sList = "iDDeFireZbf" -> Will Un/equip a Fire ZAP outfit.
  • sList = "iDDeRope" -> Will Un/equip a Rope outfit.
  • ... many, many more ...
  • fEquip > 0 -> Will equip outfit.
  • fEquip < 0 -> Will unequip outfit.
  • fEquip = 0 -> Will ignore the event. (useful when conditioned) 

 

If the above event does not have a reference passed (aka. ActorRef) the outfit will be equipped to the player.
 

Example, 

ActorRef.SendModEvent("iDDeEquipOutfit", "iDDeBkEbonite" , 7)
will equip the first 7 items from the all black ebonite outfit on the ActorRef. You can set this high, to say 66 to make sure all the items in the outfit will be equipped.

 

Whereas, 
ActorRef.SendModEvent("iDDeEquipOutfit", "iDDeBkEbonite" , -5)
will un-equip the first 5 items in the all black ebonite outfit from the ActorRef. Also if this number is something like -66 will remove all DD from the ActorRef.
 

Or, 

ActorRef.SendModEvent("iDDeEquipOutfit", "iDDeBkEbonite" , -66)
will un-equip all items in the all black ebonite outfit from the ActorRef.

 

To manipulate devious devices already worn.

ActorRef.SendModEvent("iDDeEquipWorn", sList, fEquip)
Here,
  • sList = Can be any string you choose, say "MyList". This string list will track the currently equipped DDs.
  • ActorRef - will be the actors display name.

When called the event will check ActorRef for all worn DDs and make a StorUtil form list and save it as "sList".

 

Next, it will remove all the DDs from the ActorRef.

 

  • fEquip < 0 -> Will unequip outfit. First call to this mod event has to be an unequip.
  • fEquip > 0 -> Will equip the previously made list outfit to the ActorRef.
  • fEquip = 0 -> Will ignore the event.

 

If the above event does not have a reference passed (aka. ActorRef) the outfit will be equipped to the player.

 

Example, 
LydiaRef.SendModEvent("iDDeEquipWorn", "MyList" , -66)
will remove all DDs off Lydia and create a StorUtil form list named "MyList".

 

Whereas,
LydiaRef.SendModEvent("iDDeEquipWorn", "MyList" , 66)
will re-equip all the previously removed DDs.

 

To make a list of devious devices currently worn.

ActorRef.SendModEvent("iDDeListAllWornDDs", sList, fMake)
Here,
  • sList = Can be any string you choose, say "MyList". This string list will track the currently equipped DDs.
  • fMake = 1 -> Will make the sList. If the list has some DDs in it already, this will add new DDs only, no duplicates. The list will be saved as a StorUtil form list named "sList".
  • fMake = 0 -> Will clear the sList.

 

If the above event does not have a reference passed (aka. ActorRef) the outfit will be equipped to the player.You can use the above to make the list and then you could equip or unequip it later.

 

To (un)equip an existing or previously made list of devious devices.

ActorRef.SendModEvent("iDDeEquipList", sList, fEquip)
Here,
  • sList = The already made StorUtil form list of DDs to be equipped or un-equipped.
  • fEquip > 0 -> Will equip list.
  • fEquip < 0 -> Will unequip list.
  • fEquip = 0 -> Will do nothing.

 

If the above event does not have a reference passed (aka. ActorRef) the outfit will be equipped to the player.You can use the above to make the list and then you could equip or unequip it later.

 

Examples, 
LydiaRef.SendModEvent("iDDeListAllWornDDs", "MyList" , 1)
will make the list of all DD Lydia is wearing now.

 

Then, 
LydiaRef.SendModEvent("iDDeEquipList", "MyList" , -66)
will remove the DDs from Lydia later.

 

To (un)equip stuff and armor currently worn.

ActorRef.SendModEvent("iDDeStrip", sList, fStrip)

Here,

sList -> the Json file to store the stripped/unstripped outfits.

sList = 'StripByMCM' will strip according to the MCM option.

fStrip > 0 -> will strip ActorRef.

fStrip > 10 -> will strip ActorRef and play a stripping animation.

fStrip < 0 will equip the previously removed outfit.

 

To lock the Devious Devices - Equip.
After you used some devices on the player or on some NPC, it won't be much of a challenge if the player can just use the MCM menu to remove them. So, to make sure the player goes through the "proper channels" to remove the DDs just send this mod event.

ActorRef.SendModEvent("iDDeLock", sMod, fLock)
Here,
  • ActorRef = The actor to lock the DDs on, it could be the player or any other NPC.
  • sMod = Your mod name, say "PO Patches". This string will show up in the DDe MCM to let the player know which mod has locked out the DDe MCM.
  • fLock > 0 -> Will lock out DDe.
  • fLock = 0 -> Will un-lock DDe.

 

DDe will still unlock itself when there are no DDs left on the player.

 

To lock any armbinder on the player.
After an armbinder has been equipped on the player it can be locked on like so.

ActorRef.SendModEvent("iDDeLockArmbinder", sMod, fLock)
Here,
  • ActorRef = The actor to lock the armbinder on, if none it will try the player.
  • sMod = Your mod name.
  • fLock > 0 -> Will lock the armbinder.
  • fLock = 0 -> Will un-lock the armbinder.

 

To un/equip DD's from given list by keyword strings divided by commas (,). 

ActorRef.SendModEvent("iDDeEquipOutfitByKeyword", sList, fEquip)
Here,
  • ActorRef = The slave.
  • sList = Outfit, keywords.
  • fEquip > 0 -> Equip.
  • fEquip < 0 -> Remove.
  • fEquip = 0 -> Do nothing.

 

Example,

  • sList = "iDDeFifa, zad_DeviousBra, zad_DeviousBelt"
  • fEquip > 0 -> Will equip only the bra and the belt from iDDeFifa outfit list.
  • fEquip < 0 -> Will unequip only the bra and the belt from iDDeFifa outfit list.
  • fEquip = 0 -> Will ignore the event.

 

 

ModEvent - Out
Done Event.
This mod will send out an mod event every time it finishes work on a received event, returning the event name. For example when the mod event "iDDeListAllWornDDs", finishes its work it will send out an event like so,

SendModEvent("iDDeDone", "iDDeListAllWornDDs", fDone)
Here,

To use this, you have to register this mod event within your own mod (usually a script attached to a PlayerRef alias).

Like so,

Event OnInit()     
   RegisterForSingleUpdate(2.0)
EndEventEvent 

OnPlayerLoadGame()     
   RegisterForSingleUpdate(2.0)
EndEventEvent 

OnUpdate()     
   RegisterForModEvent("iDDeDone", "iDDeOnDone")     
   UnregisterForUpdate()     
   GoToState("Idle")
EndEvent

State Idle     
   Event OnInit()          
    ; Do nothing ...     
   EndEvent
EndState
Then you need to listen for the event like so,
Event iDDeOnDone(STRING eventName = "iDDeDone", STRING sList, FLOAT fDone, Form eSender)     
   If (sList == "iDDeEquipOutfit")          
      ;do stuff when DDs have finished getting listed          
      ;like count them or something     
   EndIf
EndEvent
 

 

Stuff For Players

Spoiler

How To Map/Set A Hotkey

Spoiler

1. In the MCM go to the ‘System’ page.

2. Click on ‘Select Actor Key’.

Spoiler

1.jpg

3. Hit the key you wish to map to this action, in this example ‘i’. 

Spoiler

2.jpg

4. Done.

 

How To Add/Make An Actor List

Spoiler

1. Follow the instructions in the above ‘How To Map A Hotkey’ to set a select actor hotkey.
2. In the MCM go to the ‘Actor Selection’ page.
3. Make sure the ‘Set Added Actor To Slot’‘ is set to -1. 

Spoiler

3.jpg


4. Delete whatever text is in ‘Folder Path’. This will reset it to the default.

Spoiler

4.jpg


5. In the ‘Json Name’ type a .json file name for your new actors lists, in this example ‘My Actors’.

Spoiler

5.jpg


6. Next, select and type a name for the ‘Actor List Name’, in this example ‘The Bound’.

Spoiler

6.jpg


7. First, switch to the 3rd person view and open the console. Select your PC. 

Spoiler

7.jpg


8. Exit the console view and press your hotkey (in this example ‘i’). 

Spoiler

8.jpg


9. Walk up to other actors you want in the list until their name appears by your crosshair. Press your hotkey (‘i’) to add them to your list.

Spoiler

9.jpg

 

10.jpg


10. When done, all actors added will appear in the ‘Actor Selection’ page under your currently selected actor list.

Spoiler

11.jpg


11. Done.

 

How To Make A Custom Outfit

Spoiler

1. In the MCM go to ‘Custom Outfits’ page. Select and delete whatever text there is in ‘Folder Path’. Hit enter.  This will reset it to the default folder.

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2. Next, select and type in a ‘Json Name’ for your new outfits. It is a good idea to make your own .json for your outfits as the default (iDDeOutfits.json) will be overwritten with every DDe update. Also, other mods can ship their own .json outfits file (as long as it is in the same folder) and they will be used by DDe.

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3. Next, I will show you how to make a custom ‘Library Outfit’.

    For this type of outfit you can select different DDs available in the DDe’s own library under ‘Device Library’ page.

    In ‘Device Library’ page select your preferred devices. 

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4. When done, go to ‘Custom Outfits’ page. Here select ‘Save Library Outfit’. Enter a name for your new library outfit, in this example ‘Red Ebonite’. 

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5. Next, I will show you how to make a custom ‘Worn Outfit’.

    For this type of outfit you can save all worn by your PC or other NPCs as a custom outfit. This is very useful when you want an outfit from a different mod or see some devices that are not in the DDe’s device library.

    First, equip some devices on your PC or select a NPC from your actor list.

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6. When done, go to ‘Custom Outfits’ page. Here, there is an option you can select called ‘Save All Worn’. When ticked this option will make it so everything worn including clothing, armor, talismans etc.  (not just DDs) will be saved with your custom outfit. Select ‘Save Worn Outfit’ and type a name for it, in this example ‘CD Maid’. 

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7. The saved outfit will appear bellow in ‘Custom Outfits in [My Outfits.json].’ 

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8. Done

 

 How To Equip An Outfit On A NPC

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1. Select your NPC from your actor list, in this example it will be Aela. 

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2. Next, pick an outfit from the ‘Local Outfits’ page, in this example the ‘Rusty Dress’. This will load it for manipulation. 

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3. Go to the ‘Device Interaction’ page and select ‘Equip Outfit to Aela’. 

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4. The outfit should get equipped.

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5. Done.

 

More to come?

 

Older Versions

 

Version No. 4.20

 

  • Warning .::. Cleaned save required if updating from DDi 3. 
  • Patched .::. A lot of functions to work with DDi 4.20.
  • Added .::. A whole lot of items from DDi/DDx 4.20.
  • Added .::. A bunch of MCM options for DDi/DDx 4.20 devices.
  • Changed .::. A whole lot of stuff to accommodate DDi/DDx 4.20 integration.  

Version No. 4.10

  • Patched .::. Player name staying blank after a name change, as indicated by @leddmirage.
  • Changed .::. The Mech world model will be deleted when dropped out of the inventory, since DDC does not provide a working one. 

Version No. 4.04

  • Patched .::. Some missing keywords.
  • Added .::. @MaikCG’s Dwemer Mecha (DDC) from here, Dwarven Devious Cuirass. You do not need to have it’s .esp checked. Do not forget to run BodySlide for all items starting with ‘DwarvenDD’. DDe includes the base files from DDC. Should @MaikCG decide to update DDC, override the old DDe files with the new ones from DDC. 
  • Added .::. MCM options to control the Mech Suit operation, e.g. no inventory, no sprint, no fight, no activate, etc. 

Version No. 4.03

  • Patched .::. Startup issue. 

Version No. 4.02

  • Patched .::. Custom outfits not equipping, as mentioned by @leddmirage.
  • Patched .::. Equip by keywords event. 
  • Changed .::. More SUM code optimization. 

Version No. 4.01

  • Patched .::. MCM toggle option not working. 

Version No. 4.00

  • Warning .::. Note the new requirement. 
  • Patched .::. Some of the code to work with the new requrement. 
  • Added .::. Global functions, see API.
  • Changed .::. Nothing. 

Version No. 3.51

  • Patched .::. Some minor bugs. 
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.50

  • Patched .::. Some functions required by POP. 
  • Added .::. Worn outfit saver. 

Have you ever walked by slave Kara or any tightly bound slave and thought to yourself, “... hmm, I wander what kind of devious devices her master locked on her... they look quite restrictive and very secure... I bet she feels quite helpless and very vulnerable... “ well wander no more. With this new DDe feature you can now select the subject of your envy (with the DDe actor select key) and then save whatever devious devices are worn as a custom outfit, so you can try it out for yourself. This should work with any devious devices even those not included in DDe.

  • Changed .::. Nothing. 

Version No. 3.47

  • Patched .::. An endless loop when trying to remove a previously removed device still in the list of worn items (in the MCM). 
  • Patched .::. More functions required by POP. 
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.46

  • Warning .::. Not tested with DDi/DDx 4.00. 
  • Patched .::. Existing DD removal off NPCs, as mentioned by @Punga.   
  • Added .::. Nothing.
  • Changed .::. Nothing. 

Version No. 3.45 

  • Warning .::. Not tested with DDi/DDx 4.00 .  
  • Patched .::. Another issue required by POP. 
  • Patched .::. Update function not resetting all quests/variables, as observed by @worik. 
  • Patched .::. Key mapping bug, as mentioned by @OmegaSupremus 
  • Added .::. Nothing.
  • Changed .::. Some device meshes. 

Version No. 3.44 
 

 

 

Edited by Inte
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How do you start this mod?  I have it installed and ready to go but I can't seem to trigger it no matter how often I wait or sleep

 

Need to enter the MCM then exit, wait a minute or two - then it will show up in your MCM mods list.

 

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How do you start this mod?  I have it installed and ready to go but I can't seem to trigger it no matter how often I wait or sleep

 

Need to enter the MCM then exit, wait a minute or two - then it will show up in your MCM mods list.

 

 

 

I did all that,  set it up and everything but nothing is happening with my housecarl.   Is it only lydia that can do it or can any housecarl?

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Oh I see what you meant ... at the moment this is more of a self bondage mod, ...  Lydia or any other housecarl will not put your PC in extreme bondage ... yet.  However, you can put your housecarl or your PC in extreme bondage.

  1. Put your cursor on the actor you want bound until you see the activation option i.e. "Talk Lydia".
  2. Hit the actor selection key you configured in the MCM (default is Y).
  3. Go in the MCM page "Actor Selection" and on the left click from the list of actors. After you do the "selected actor's name" will appear to the right.
  4. Go in the MCM page "Device Interaction" hit "Make An All White Ebony Outfit"
  5. Go in the MCM page "Device Interaction" hit "Equip outfit to (your selected actor)" or your PC if that who you selected in 3 above.
  6. The selected actor will be helplessly in bondage.
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:P 

That scenario would be a lot of fun in RL, but in a game ... maybe not so much. I mean Lydia puts your PC in extreme bondage and then leaves the house, fairly easy to do ... but then what, you struggle for 12 hours in game to get free? Kind of tedious.   ^_^

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How about a bondage scavenger hunt, like Malkav's treasure hunt. Which has nothing to do with Devious Devices, but Lydia could lock you in items that require keys that are in treasure boxes, hidden around Skyrim.

 

Bondage quest...

 

The items you are locked in, would reduce your armour rating, as its not armour. Making the game very tough, as you'd have no armour, until you start removing bits of it. Long term items should not be extreme items, that mess up the game. No yokes, shackles, ballgags or blindfolds...

 

Then you could get a clue book, listing all key box locations, that are close to quest locations, towns or roads. So its possible to see them on your journeys.

 

Then you could spend the rest of the game trying to get all the keys to remove them, say 30 treasure boxes, 500 gold in each box...

 

It wouldn't work well with Deviously Cursed loot, as it could break bondage quests...

 

(You would have to end all quests, remove devious items and turn off all chances of getting devious items and keys. But you could still use other options in the Deviously Cursed Loot mod... )

 

 

Nice items... + possible debuffs and buffs

 

1. Ballet boots ( 2 keys needed ) ( -10% speed )

2. Transparent catsuit ( 5 keys needed ) ( - 20% female vendor sell price, -20 speech, +20% male vendor sell price, +20 speech )

3. Hood ( 2 keys needed ) ( -20% bow )

4. Gloves ( 2 keys needed ) ( -50% pickpocket )

5. Chastity bra ( 2 keys needed ) ( can't wear armour )

6. Chastity belt ( 4 keys needed )

7. Locked anal plug ( 1 key needed ) ( no fast travel, no horse riding )

8. Locked vaginal plug ( 1 key needed ) ( no fast travel, no horse riding )

9. Locked ring gag ( allow eating ) ( 2 keys needed )

10. Clit piercing ( 1 tool needed ) ( -10% speed )

11. Nipple rings ( 1 tool needed ) ( -10% bow )

12. Leg bands ( 2 key needed ) ( -10% carry weight )

13. Arm bands ( 2 keys needed ) ( -10% attack )

 

25 keys and 2 tools up to now, a 27 box hunt.

 

The main items are already in Deviously Cursed Loot, except the bondage keys box hunt.

 

The buffs and debuffs are not the same as Deviously Cursed Loot, I just wrote them in. They'd give a reason to escape your bondage gear, as fights would be tough...

 

If treasure boxes is too much work, you could just give 27 vendors, non - respawning custom bondage keys in their inventories, at 500 gold cost for each key. If standard vendors can sell keys, that is... If they can stay alive for that long, as vendors tend to die. Or you could just add treasure boxes to certain houses, in Skyrim. Which would be extremely easy...

 

Just some ideas... If you don't like them, then just ignore this post...

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:P

That scenario would be a lot of fun in RL, but in a game ... maybe not so much. I mean Lydia puts your PC in extreme bondage and then leaves the house, fairly easy to do ... but then what, you struggle for 12 hours in game to get free? Kind of tedious.   ^_^

Yes...of course the escape is tedious, that can be part of the fun for some of us (but I'm a weirdo...I spent the better part of a month in Second Life bound...on more than one occasion).  Lydia might have some ideas for keeping you entertained...or at least distracted while you try to escape.

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black out for a while and have it depend on a skill or "cast of the die"

just wait for a few real life minutes and have her come back in are just some options

 

it's a bloody shame i don't know jack about modding or scripting or i would've done it myself

 

I like the idea of a black out screen and it depending on either a skill or a cast of the die......but I'd also personally like an option to just "Give In" and submit to it too <3

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small suggestion if the housecarl is going out the house why not have it so they got in a freind of theres to make sure the dragonborn doesnt get hurt after all they didnt have fire alarms in them days ;)

 

the idea of the freind would be so if the dragonborns on the floor the freind goes upto them and starts jacking off over the player

 

and if the freind is sat in a chair looking at the player they can say you look a little bored lets fix that and the vibrators would kick in

 

if the freind of the housecarl is put into play the housecarl is to lock the doors so the freind cant leave until the housecarl returns

 

 

also why housecarls it could be good for followers as well they go out to work in the town at the blacksmiths or something

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Thanks :blush:

 

You're welcome!  :P

 

the 2nd best mod in my list

i love really ; i kiss you lot of

thank you very much

 

Now, I am blushing.

Thanks. :blush:

 

There are a lot of devices in this.

Oh, and I love that story, laying exhausted, defeated and helpless in your own piss.:-P

 

:P

 

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Thanks for the mod.

Some ideas:

 

Is it possible to initiate the bondage from dialog?

Like asking your housecarl or spouse to tie you up.

Or having it automatically tie you up when entering your own house, because slaves are supposed to wear it.

I may be asking too much.

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Thanks for the mod.

Some ideas:

 

Is it possible to initiate the bondage from dialog?

Like asking your housecarl or spouse to tie you up.

Or having it automatically tie you up when entering your own house, because slaves are supposed to wear it.

I may be asking too much.

 

Actually that is quite easy to do with this mod.

 

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