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Devious Devices Helpers SE v1.04.9

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About This File

Devious Devices Helpers SE


I DID NOT create this mod, nor do I claim any ownership of it or it's resources, or dependencies.

I merely converted this mod to Skyrim Special Edition for my personal use,

and decided to ask @TurboNerdfor permission to upload my conversion of his hard work.

If you like his mod, go to the original Oldrim Page and let him know!


Description copied from the original oldrim download page by TurboNerd: 





About This File

Followers help you out of and in to devious devices.


Upgrading from versions prior to 1.04: A clean save is required.


Motivation and Concept:

While playing with Deviously Cursed Loot and other Devious Devices mods, I found that my character being tied up and helpless was amusing for about five minutes.  I also found that NPC's could be tragically stupid when it came to restraints.  For example, when my character was doing the key fumble thing to remove "Paw Bondage Mittens" the follower would stand there, with his free hands at his side saying "Let's not waste time.", "Let's get going." and, dumbest of all, "We've stopped, what is it?".  So I decided to start on a mod.

First; followers would get smarter about removing debilitating restraints.  While the normal thing would be for the player to ask to have her hands freed and then free herself from any blindfold and gag, what happens when the wrist restraint is not removable because it either requires a special key, is time locked or a quest item?  I wanted the follower to be able to assist with blindfolds and gags too.

Second; a follower would, in a reasonably safe location, offer to help the player character have some fun by tying her up for a while.  When they are done having fun (after no more that five minutes real time), the follower would untie her, put the toys away and go off to hack and slay.  Related to this would be reluctance to remove restraints in "safe" areas.

I have decided to release this mod because the removal of "Can you help me?" from DDi 4.0 has left a vacuum for dungeon divers.

What this mod does:

Device unlocking:

Any items tagged "Heavy Bondage", bondage mittens, blindfolds, gags, restrictive corsets, and chastity bras can be removed by either a blacksmith or a follower subject to certain conditions.

Neither the blacksmith or the follower will attempt to remove items tagged as quest items or block generic so as not to break other mods.

A blacksmith will always charge a fee.  A blacksmith will use a key if the player has one, but will fall back to hammer, cold chisel and anvil otherwise.  Any device which is cut off is destroyed and your character can't play with it any more.

A follower will not charge a fee, but if the device requires a key then the player or follower should have that key.  If the correct type and number of keys is not available, and the device can possibly be cut, the follower will attempt to cut the device.  This uses the same base chances of success as DDi, but uses it's own success chance modifier in it's own MCM (after all it's the follower, not the player doing the cutting).  Again, any device which is cut off is destroyed and your character can't play with it any more.  Whether the follower will cut a device is controlled by a MCM setting.


If the follower decides it's "play time" (see below) the follower will be reluctant to remove a device when asked.  This reluctance can be overcome by being insistent.  The places where this can happen are selectable in the MCM menu.  Available locations are inhabited areas, dwellings, stores, player homes and cleared dungeons.  (The follower will always cooperate in a dungeon or the wilds.)  How often the follower is reluctant and for how long are controlled by MCM settings.  The defaults are that the follower will become reluctant to remove devices once every one to two game days and will persist in his or her reluctance for 1/2 to 2 game hours.  These times can be adjusted in the MCM.


Play time:

The play time system runs in a cycle:

Adventuring and work time:  The follower does not want to tie up the player and will willingly remove devices.  Lasts one to two in-game days by default, but is adjustable in the MCM.

Ready for Play time:  The follower wants to tie up the player but has not done so yet.  Usually this is because the player is in a location where being tied is not allowed.  When the player enters an eligible location the follower will force greet the player and ask to tie her up.  Ends with the beginning of play time.

Play time:  Starts when the follower ties up the player or the player, after asking to remove a device, is persuaded to continue wearing it by the follower.  The follower will borrow the player's devious keys.  By default play time lasts 1/2 to 2 in-game hours, but can be adjusted in the MCM.  If the player asks for a device to be removed the follower will attempt to persuade the player to continue wearing a device during play time.

Willing to untie:  Begins with the ending of play time.  The follower will force-greet the player, announce that play time is over and offer to remove all the devices added by the follower at the beginning of play time.  If the player consents then all keys are returned and all devices locked on by the follower are removed.  Once the player is free it's adventuring and work time again.  The player may, through dialogue extend the play time.


In order not to delay the game any more than the player wants, all bondage is fully consensual by the player.  When the follower asks to tie up the player, the player may allow it, hesitate, refuse, or ask the follower to wait two minutes.  If the player hesitates the follower will make a feeble attempt to persuade the player.  The player may end play time early by asking to be untied.


The follower will only approach the player for "play time" when in eligible locations such as Player homes.  When in the wilds or a dungeon the follower will not ask to tie up the player and will always cooperate in the removal of devices.


The eligible locations currently include Player homes, Stores, Inns, Dwellings, and Inhabited areas.  Dungeons, Forts and other locations tagged "LocTypeClearable" may be eligible after they have been cleared.  The categories Player homes, Stores, Inns, Dwellings, Inhabited outdoor areas and Cleared Locations can each be enabled or disabled in the MCM options.


As a blatant exception to the consensual bondage philosophy there is an MCM option (all the way at the bottom) called "Bondage lover" which defaults off.

When off (default), any and all bondage is fully consensual as described above.

When on, indicates that the player loves bondage and will not refuse to be tied up or ask to be untied early.  The dialogue options like "Can you help me out?" and "I'm not in the mood." are not present when the follower wants to tie up the player or during "play time".  Also, if the player walks away from the tie-up dialogue the follower will tie her up anyway.

The disruption to game progression that this causes has two adjustable mitigations:  The follower will only ask in eligible locations and the "play time" can be kept short.  This is adjusted in the MCM.


The player may start play time early by saying "I think it's time to relax for a while." or "I feel like being tied up." which will lead to the follower tying up the player.


Requirements: links provided below

The most current version of Devious Devices SE

And their requirements.


Devious Devices SE All-In-One installer



Known issues:

Some custom devices from other mods may not work and generate errors.

There are some items from other mods which the follower should be able to remove, but won't.  This is due to the item being tagged with block generic.

The lock jam state, time lock state and cool-downs are not respected.  This is actually symmetric since none of these apply to the player removing devices from a NPC.

Slaves acquired with Paradise Halls Enhanced will not function properly as "followers" with this mod.



The code which ties up the player is taken, with minor changes, from Deviously Cursed Loot by Kimy.

The users for their ideas and bug reports.



This is a Lovers' Lab exclusive.  Do not upload it anywhere else.

You may not use any part of this in a for-profit project.  Tips are fine provided they are voluntary.

This is an open source project.  You may use my code in your own project but if you do then your project must be open source too and you must allow others to use it in a similar manner.

If you publish a "fork" of this project with similar functionality, please make sure that no one is confused about which is which.

What's New in Version 1.04.8

Released May 5

Fix: No explanation was given for failure when attempting to remove high security armbinder without enough keys.
Fix: The "no items locked without key" option wasn't checked for "always gag" rule.


What's New in Version 1.04.7

Fix: Follower will not attempt to equip a corset when a harness is worn and vise versa.

Fix: Follower will now return the borrowed keys after unlocking the player so that if the player is wearing bondage mittens with “hard core” enabled the keys will not get dropped all over the floor.

Fix: Fill in omitted form list property to eliminate papyrus error traceback and turn off events properly.

What's New in Version 1.04.6

Added option to not strip player before tying (for Frostfall).

Fixed problem where asking to be untied resulted in the next play time not starting.


What's New in Version 1.04.5

Possible Fix: Another attempt to cure a race condition which resulted in back-to-back play times.


What's New in Version 1.04.4

This is a bugfix update.

New: Added Debug page MCM button to return all keys from safe in case play time does not end properly.

Change: Added a lot of logging to the papyrus log.
Fix: Updated the “Can you help me...” logic during play time to use keys which follower borrowed.
Fix: Mitigated a race condition when play time is over that allows a second play time to start before the adventure time gets reset.  The change did not work.  I will try again soon.
Fix: The MCM debug button to Force playtime to end now works as intended.


What's New in Version 1.04.3

This is a bugfix update.

Fix: Follower will not ask to tie up player when player is busy.

Fix: The "Follower assists with devices" MCM option being False will not longer stop Play Time from ending properly.


What's New in Version 1.04.2

New: Added MCM option "No keys consumed at end of play time."  No keys are consumed when unlocking all the devices at end of play time.  Overrides the consume keys setting and the per-device key destruction property, but only when the follower is removing items at the end of play time.  When enabled playtime will not result in the loss of numerous keys.

Fix: A dialog line complaining that the player had nothing to tie her hands with (which also fired when it was a gag or blindfold which was missing) has been replaced with a complaint that the player is not tied up enough.  This was done instead of adding seven more lines of dialogue each with an ugly mess of conditions.

Fix: A wild edit was removed.


What's New in Version 1.04.1

Hot fix:  Even more dogs are excluded from offering to tie up or untie the player.


What's New in Version 1.04


Note:  A clean save is required to upgrade due to adding quest aliases to start-game enabled quests.

New:  Follower borrows keys when tying player.

New:  Separate options for "Always tie hands", "Always gag player" and "Always blindfold player".


What's New in Version 1.03


Fixed: The Midden is now treated as a dungeon even though it has a dwelling keyword.  Nchuand-Zel, The Ratway and Potema's Catacombs did not have a problem with keywords.

Fixed: The "Consume Keys" toggle in the DDi MCM is now supported.


What's New in Version 1.02


Fixed: This should sort out the blindfold/gag/hood keyword mess resulting in the correct dialogue options showing up.


What's New in Version 1.01


Fixed: Support for the "DestroyKey" property on items will consume keys in the follower's possession if Player does not have enough.


What's New in Version 1.0


Fixed:  Dialogue condition which prevented removal of wrist restraints which required exactly one key.

New:  Support "DestroyKey" property on items so that this doesn't end up as a workaround for 3rd-party items with the property set.

New:  Separate blacksmith from "Follower assists with devices".  Blacksmiths have their own option.


What's New in Version 0.4.7


New: Added "No items locked without key" option.

Fixed: Added a missing dialogue link in DDH02

What's New in Version 0.4.6


Fixed: A bug introduced by fixing the Bondage Lover bug in 0.4.4


What's New in Version 0.4.5


Fixed: Blacksmith no longer has "Please unlock the stuff you locked on me." dialogue response.

New: Custom Follower Support.  It is now possible to mark custom followers who don't join the CurrentFollowers faction as DD Helpers.  It's on the MCM Debug page.

What's New in Version 0.4.4

New: Added remaining adventure & free time to MCM
Fixed: "Is there a bug with the "Bondage Lover" option since the latest update ? ... When i check it, my follower let me saying "I'm not in the mood" and doesn't "force" my character to be tied"
Changed: If the follower locks on items for which neither has a key a message box will appear and say so.



A clean save is required for versions before 1.02

For newer versions install over the top.  Use "Reset State" on the MCM menu if there is any weirdness.




@TurboNerd  for allowing me to share this conversion with all of you!

@Ash2Asherz for all the help, encouragement, and advice on my mod conversion journey.



What's New in Version v1.04.9




*Fixed ESP

* Generated new SEQ file

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