Starphyre Posted May 4 Posted May 4 1 hour ago, Elsidia said: It needs 5 "Body Restraints Key" [KEYM: XX04BB4D] Blacksmiths can open only high security restraints for money, what have high in restraint name. If high is in description, it just shows, that restraint can't be removed easily. Those restraints can only be removed by blacksmiths. No other way. Example: "High Security Chastity Belt" [ARMO: XX0166F7] DCL not updated for DD 5.2, so in DD 5.2 is new remove engine, so it not remove plugs or items, what don't have keys (not contain keyword zad_Lockable [KYWD:XX003894], so plugs you need remove manually. DD 5.2 updated plugs keywords, so it removes by different way. DCL cursed loot anal plug is bugged, don't have anal keyword, instead of that it have vaginal keyword. Solution for players: first remove anal plug - it will found vaginal plug keyword from vaginal plug, then remove vaginal plug. If you already remove vaginal plug, insert any vaginal plug (what can be easy removed) back, then remove anal and then vaginal. Thanks! I had a save in whiterun before talking to Adrienne, and enough body restraint keys stored at home in Breezehome to confirm this worked. Now to decide if I wanna play from the intermediate save, or bunny hop across skyrim....
Starphyre Posted May 6 Posted May 6 (edited) Ok, after having 3 events in a row come up with bondage mittens I've decided I despise this restraint. is there a way to disable JUST mittens and not other forms of wrist restraint? Multiple times now I've 'succeeded' in unlocking the device, and it says they fall off, then immediately say nope, you DIDN'T unlock them, so sad. It's just a hassle I'd rather not deal with Edited May 6 by Starphyre
zarantha Posted May 9 Posted May 9 (edited) On 5/5/2026 at 9:25 PM, Starphyre said: Ok, after having 3 events in a row come up with bondage mittens I've decided I despise this restraint. is there a way to disable JUST mittens and not other forms of wrist restraint? Multiple times now I've 'succeeded' in unlocking the device, and it says they fall off, then immediately say nope, you DIDN'T unlock them, so sad. It's just a hassle I'd rather not deal with No there is no option to disable just one particular device. I too hate that bug. the second time usually works iirc. It's one reason to use the newer Devious Curses NG instead - it can blacklist specific devices. I loved DCL, but I've moved on to other mods now. Edited May 9 by zarantha
Starphyre Posted May 15 Posted May 15 (edited) if I could ask, Zarantha, what is your kinky mod list look like? (and no, on the specific instance I was talking about, it happened 5 times before I got lucky and the planets aligned and let me out. I'm stuck in them again and if I'd have paid more attention I def would have save scummed that darepack opening.) Edited May 15 by Starphyre
zarantha Posted May 16 Posted May 16 17 hours ago, Starphyre said: if I could ask, Zarantha, what is your kinky mod list look like? (and no, on the specific instance I was talking about, it happened 5 times before I got lucky and the planets aligned and let me out. I'm stuck in them again and if I'd have paid more attention I def would have save scummed that darepack opening.) I've pretty much abandoned my own large list, not because of problems, but because wabbajack makes it easy to fix a lot of problems just be reinstalling it. So if I colossally fuck something up, i don't need to spend days fixing it again. I'm using the Masterstroke wabbajack list as a base with my own faves modded in and other things we're testing as possible additions, but it's currently down while we try to work on the next beta version. It was sorely in need of a visuals update as well tweaking the balance and other things.
Starphyre Posted May 16 Posted May 16 how come sometimes I try to open a darepack and it just 'equips' it without opening it?
zarantha Posted May 16 Posted May 16 (edited) 6 minutes ago, Starphyre said: how come sometimes I try to open a darepack and it just 'equips' it without opening it? It gets bugged sometimes. i think you have to drop one and then the next should work normally. If it's you're only one, you can console in another after dropping it. Edited May 16 by zarantha
potato565 Posted May 18 Posted May 18 Hi, is there a more up to date file for this mod? It doesnt seem to work on the up-to-date version of the game. Theres an AE version on schanken mods but it flags as malware when i attempt an install. I know there is one because i had it working before i did a full reinstall of all my mods.
Starphyre Posted May 23 Posted May 23 this is the most up to date version of DCL I've ever seen. If you found it from another site, perhaps someone else was modding it further? I don't think the original mod author allowed that. Does DCL play nice with dialog overhaul mods, like Lines Expansion?
dianaharuno Posted May 24 Posted May 24 Thank god for alternate start cause if i didnt have it i'd be stuck in the fresh hell that is the Bound in Skyrim questline each and every time i rode into helgen. There is ZERO reason every god-damn mission is this aggrevating. Way too much walking with slow movement. Supply and Demand im CONVINCED doesnt work i've reloaded the cell with the boss chest 37 times and still havent got... WHATEVER im supposed to get?!?!??! who knows could be a fucking pebble I DONT KNOW. im so done. Dodge the questline every time from here on out. Even using the Safeword still leaves bound in skyrim in your quest log so your screwed if you have OCD like me and just have to start a new game
crel Posted May 24 Posted May 24 (edited) My game had been perfectly stable without a single crash unitl I installed DD, DD NG, and DCL. With DCL it almost immediately put me on the Cursed Collar quest, and now I'm occasionally getting hard freezes while spending forever riding around in circles on this quest. I'm up to the Arm Cuffs part at least, so I hope this interminable imposition is at least nearing the end. Anyway, any suggestions on the freezes? Edited May 24 by crel
Elsidia Posted May 25 Posted May 25 8 hours ago, crel said: Anyway, any suggestions on the freezes? Have too many mods, PC performance, DCL is very heavy scripted every 30 seconds 1
ExtraLuckyMe Posted May 26 Posted May 26 This is a long shot, but I figure I at least ought to ask. I played a character for a while before installing devious devices and cursed loot. Is there a way to start the Chloe quest? It seems like it's tied to starting a new game, but if there's another way to trigger the mod's quest line I'd appreciate any guidance. I might just be out of luck, though.
Elsidia Posted May 27 Posted May 27 7 hours ago, ExtraLuckyMe said: Is there a way to start the Chloe quest? I'm not try it in middle game, but by entering in Helgen Keep Chloe quest should start. Like you hear something inside and need check.
ExtraLuckyMe Posted May 27 Posted May 27 3 hours ago, Elsidia said: I'm not try it in middle game, but by entering in Helgen Keep Chloe quest should start. Like you hear something inside and need check. Tried that, Bound in Skyrim starts, but Chloe doesn't. She's in Helgen Keep but already free from her post. I did check the 'disable all functions' box for a while after installing as I didn't want to deal with events at that moment, maybe that has something to do with it.
ExtraLuckyMe Posted May 27 Posted May 27 Update: I got it working! Although it was just by reloading the save I deliberately made right before I installed a bunch of sex mods, so I don't know what specifically fixed it. Lost a few hours of playtime but I'm okay with that.
zarantha Posted May 28 Posted May 28 On 5/18/2026 at 1:45 AM, potato565 said: Hi, is there a more up to date file for this mod? It doesnt seem to work on the up-to-date version of the game. Theres an AE version on schanken mods but it flags as malware when i attempt an install. I know there is one because i had it working before i did a full reinstall of all my mods. There is no need for an "AE" version of this mod. All it is, is scripts and plugins. The only reason for AE specific versions of a mod is if it has an SKSE DLL. If it's not working, you're either loading too many mods all at once and not allowing them time to load or not saving and loading the save so the mods this one requires can finish their own initializations (ie, sexlab and DD). DD does have an AE version, that is DD NG. You install that on top of DD SE.
moch_espresso Posted May 29 Posted May 29 So, I've been using the mod a lot, and it's been great, but whenever my character is gagged the gag is always invisible, though her mouth is open and it is equipped in the inventory! Now, this leads me to assume I'm just missing the asset models, but for the life of me cannot find the assets in any files! Does anyone have a link to models for gags, and/or let me know I'm stupid and that's just how it is, thanks! :3
moch_espresso Posted May 29 Posted May 29 On further playing it seems blindfolds have the same issue! Xp
zarantha Posted May 29 Posted May 29 15 hours ago, moch_espresso said: On further playing it seems blindfolds have the same issue! Xp What race and gender are you playing?
Elsidia Posted May 30 Posted May 30 On 5/29/2026 at 9:29 AM, moch_espresso said: my character is gagged the gag is always invisible, Gags are prebuild assets, so if it missing: 1) gags folders not correctly installed in game 2) you have custom mod, what block gag slot and don't allow equip. 3) Maybe you have custom facegen (just guess)
fightingbear Posted May 30 Posted May 30 Hi, I'm having a problem in Dagonaar prison. I'm get locked in a pillory but then after I can't leave but I'm able to walk around. If I press the activate button it just keeps bringing up the pillory escape menu. The quest kinda progresses if I wait long enough but it skips over releasing me from the pillory so I'm just stuck. I'd like to know if there is some way to force the game to release me, perhaps through console and if I do will it break the quest? Otherwise I have a save prior to being locked in the pillory but no matter what I do if I talk to the guard the pillory is what I get (not the mines or sorting items). So I was wondering if I can somehow just skip over it or perhaps fast-forward to being released. Thank you for any help.
fightingbear Posted May 30 Posted May 30 On 12/15/2025 at 11:32 AM, paradoxical131313 said: I did try saving and relaunching. I also tried unequipping and re-equipping the boots. I am not using a BHUNP conversion - I'm using 3BA only. I just tried equipping a pair of rusty iron ballet shoes from DDNG-Expansion, which I believe shares the same model as the prisoner leg restraints from DCL, and everything looked fine. I opened up the two armor records for the Rendered versions of those two items in SSEEdit, just to see where they were different, and the only relvant thing I noticed was that the ARMA record associated with each was different. I thought that was odd, since DCL was pointed at an ARMA record from DDNG-Expansion anyways. I made a backup of the DCL esp, then swapped out the ARMA record for the Prisoner Leg Restraints from whatever it was to instead match what the Rusty Iron Ballet Shoes ARMA was. Lo and behold, I loaded my game, and the boots rendered perfectly. It's such an obvious error, I have no idea how other people aren't experiencing it, so I assume it's something to do with my setup I guess, though I can't explain what that is. In any case, this worked for me, in case anyone else ever bumps into a similar issue. I don't know if you ever figured this out or not but I can say I had the same problem and I figured out why. Those boots are a part of Cursed Loot but they link to a mod that is supposed to be a part of Devious Devices titled Zariaboot7_1.nif in meshes/devious/expansion. For me this didn't exist so I simply took Zariaboot7_0.nif and renamed it to Zariaboot7_1.nif and it fixed itself. Just FYI this is after I already ran everything through bodyslide if you didn't do that then the meta data in the file might not work.
fightingbear Posted May 30 Posted May 30 (edited) On 4/22/2021 at 6:49 PM, Shaeris said: I've been consistently having an issue where when my PC gets locked up in the Dagonar prison pillory, both the static mesh and the 'replacer' during the animation vanish despite the game still treating my character as though they're locked inside. Anytime I hit 'E', it brings up the dialogue you'd normally get for being locked up in a pillory. The prison quest scripts don't progress, and for all intents and purposes I'm basically stuck and unable to progress anything. Well, figuratively stuck that is. I can walk around just fine. Only way I can cheese it is by attacking the guard or triggering something else that gets me sent to a cell early before I get shoved in a pillory. Though, sooner or later the foreman brings it up again and so it's been becoming a bit of a chore. Anyone else have similar problems to this? Edit: The problem isn't as dramatic as I thought ultimately. Even though the pillories are gone and I'm 'locked,' I found out that by just waiting the same duration you normally would that eventually the quest completes and I get to move on at least. On 4/23/2021 at 10:22 AM, zarantha said: I don't think you're meant to use the contraptions escape features for the prison punishments. That's probably a bug, or how it's handled after that would be a bug. You should be sitting through it or waiting it out until you're released and the next stage starts. @Kimy is this a bug? Found the same problem as my post 2 above, from way back when so maybe this has been resolved? I didn't see a reply from Kimy. I'd like to continue doing the prison stuff but if there isn't a fix, a command to just move the quest to right before being released would be great similar to this command to start it all startquest dcur_prisonquest. Edited May 30 by fightingbear
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