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Devious Devices - Laura's Bondage Shop (11-dec-2023) V3.43


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6 hours ago, verydarknut said:

Amazing mod, feels really immersive and the rope devices are fulfilling a wish i had since i installed DD the first time!

I just found a small incompabiity with Skyrim Landscape Overhaul https://www.nexusmods.com/skyrim/mods/53632

It's minor since you can still jump on the wall and enter, but the gap between the walls is too small to walk between.

Thanks for the kind words.

 

I try to avoid using mods like Skyrim Landscape Overhaul myself because it causes too many incompatibilities.

You can try disabling the wall using the Disable command in the console.

Just open your console, select the wall and type Disable. If you accidentally removed something you didn't want, don't click on anything and use the Enable command to undo it.

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11 hours ago, Laura 'Lokomootje' said:

I like the rope items, but I didn't use them because they don't seem to fit for me. I use CBBE slim and they look like this: 

 

  Reveal hidden contents

 

 


5ac34642b549c_enb2018_04_0310_55_51_67DD.JPG.913af363d4dce44bdab5ccdefda7a452.JPG
 

 

I had the same issue when I switched to the recommended CBBE Curvy. I'm not sure for which body they are intended.

:classic_wub: There is no such thing as "too much rope" You can always use it to wrap somethingone up.

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18 minutes ago, glebbus13 said:

On the second thought super restrictive items such as petsuit or hobble dress are too annoying to use on a long distances. The best option to implement them is within a relatively small location, like it was done in Live Another Life addon to Cursed Loot. Something like the size of a Thalmor Embassy, I guess.

I know, I have to very careful with implementing the movement restricting items.

 

16 minutes ago, worik said:

ETaC has a wall at the same spot :classic_biggrin: That's the price of placing anything near Whiterun in 2018 :classic_laugh:

All those large landscape mods seem to be intended to cause incompatibilities. I know they're not doing it on purpose, but avoiding incompatibilities with these mods seems nearly impossible.

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14 hours ago, Laura 'Lokomootje' said:

I like the rope items, but I didn't use them because they don't seem to fit for me. I use CBBE slim and they look like this:

 

  Reveal hidden contents

 

 


5ac34642b549c_enb2018_04_0310_55_51_67DD.JPG.913af363d4dce44bdab5ccdefda7a452.JPG
 

 

 

I had the same issue when I switched to the recommended CBBE Curvy. I'm not sure for which body they are intended.

I think the issue with the rope armbinders are that they don't seem to have weight slider support. They should fit the body you build them for in bodyslide, but if your character isn't max weight the ropes are baggy around the chest and arms. Also, the hands included in one of the meshes are massive on low weight characters. That's what I found with the UUNP version when I last built them at least, so I would assume it's the same for CBBE.

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30 minutes ago, SleepyJim said:

I think the issue with the rope armbinders are that they don't seem to have weight slider support. They should fit the body you build them for in bodyslide, but if your character isn't max weight the ropes are baggy around the chest and arms. Also, the hands included in one of the meshes are massive on low weight characters. That's what I found with the UUNP version when I last built them at least, so I would assume it's the same for CBBE.

I contacted the creator a while back and he said that the rope armbinder isn't changed when you build it in bodyslide. He said that is was a software limitation.

I noticed the same thing with the normal armbinders. You can clearly see that the higher edges of the armbinder aren't actually pushing the arms together, unlike real armbinders.

The problem is just a lot easier to spot with the rope armbinder.

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6 hours ago, Laura 'Lokomootje' said:

I know, I have to very careful with implementing the movement restricting items.

 

All those large landscape mods seem to be intended to cause incompatibilities. I know they're not doing it on purpose, but avoiding incompatibilities with these mods seems nearly impossible.

Maybe the easiest way is to recommend Jaxonz Positioner for the end users? It's simple to use and I use it to fix all these incompatibility issues. 

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I saw in the DDi Dev thread that you were looking for ideas for a quest, and you were considering something like a hobble skirt where the key is far away.

I would suggest that perhaps something more dynamic might be a bit fun, something similar to the Dark Bortherhood Quest where the NPC you have to kill moves around, or like in DCL where Jack the Belter constantly moves.

If you are in a hobble skirt you are slow, what if the keyholder is fast as hek. So you either have to learn the routes or get really creative with how you are going to get that key.

Food for thought, super stoked about the mod.

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2 hours ago, qawsedrftg765 said:

I saw in the DDi Dev thread that you were looking for ideas for a quest, and you were considering something like a hobble skirt where the key is far away.

I would suggest that perhaps something more dynamic might be a bit fun, something similar to the Dark Bortherhood Quest where the NPC you have to kill moves around, or like in DCL where Jack the Belter constantly moves.

If you are in a hobble skirt you are slow, what if the keyholder is fast as hek. So you either have to learn the routes or get really creative with how you are going to get that key.

Food for thought, super stoked about the mod.

That's a good one. I'll add it to my notes.

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23 hours ago, Laura 'Lokomootje' said:

I know, I have to very careful with implementing the movement restricting items.

One environment where the hobble dress might work well could be "market" or "PR" missions. Wear the dress, then walk up to Whiterun (the Bannered Mare, Dragonsreach, ...) and do your business (sell a few items, hand out leaflets, whatever). Then return home. It could even work for other places all over Skyrim if Laura kindly provided carriage transport to just outside the city gates and then picked you up again. Or not... that could be a crazy punishment for failing your mission.

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Just now, El_Duderino said:

One environment where the hobble dress might work well could be "market" or "PR" missions. Wear the dress, then walk up to Whiterun (the Bannered Mare, Dragonsreach, ...) and do your business (sell a few items, hand out leaflets, whatever). Then return home. It could even work for other places all over Skyrim if Laura kindly provided carriage transport to just outside the city gates and then picked you up again. Or not... that could be a crazy punishment for failing your mission.

Having the hobbledress in a city space as an advertising quest is a good idea. I was also thinking about something like that.

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23 hours ago, Laura 'Lokomootje' said:

I know, I have to very careful with implementing the movement restricting items.

I'm just writing up the plot for a prostitution oriented quest "The banquet".

As a spin-off trail of thought for restrictive but elegant bondage gear it could follow basically

  • be hired to serve at a noble's banquet (Jarl,.etc ...)
  • get gear (lend from Laura)
  • arrive at location
  • switch your clothing (timed devices could come in handy here!)
  • serve the dishes
  • depending on your taste the activities range from simple walking around and serving the meal (hobble dress?) to groping to being fucked by the odd guest or being the main course for the banquet
  • get released out of your gear
  • return stuff

My original plot is focused on the "escort" side with a mod like Radiant Prositution in mind.

But if the basic idea strikes your fancy, i will write a variant in the whole range from no-sex-at-all to whatever :classic_angel:

Just give me a basic hint of your preference and taste

 

Edit:

The first idea came in march. It's still unpolished, but a more detailed teaser here:

https://www.loverslab.com/topic/95304-radiant-prostitutiongigolo/?page=6&tab=comments#comment-2181352

 

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2 hours ago, worik said:

I'm just writing up the plot for a prostitution oriented quest "The banquet".

As a spin-off trail of thought for restrictive but elegant bondage gear it could follow basically

  • be hired to serve at a noble's banquet (Jarl,.etc ...)
  • get gear (lend from Laura)
  • arrive at location
  • switch your clothing (timed devices could come in handy here!)
  • serve the dishes
  • depending on your taste the activities range from simple walking around and serving the meal (hobble dress?) to groping to being fucked by the odd guest or being the main course for the banquet
  • get released out of your gear
  • return stuff

My original plot is focused on the "escort" side with a mod like Radiant Prositution in mind.

But if the basic idea strikes your fancy, i will write a variant in the whole range from no-sex-at-all to whatever :classic_angel:

Just give me a basic hint of your preference and taste

 

Edit:

The first idea came in march. It's still unpolished, but a more detailed teaser here:

https://www.loverslab.com/topic/95304-radiant-prostitutiongigolo/?page=6&tab=comments#comment-2181352

 

I don't think prostitution fits this mod, but I'll think about it. Don't get your hope up though.

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@Laura 'Lokomootje'

 

Tuppence worth on the quest ideas

 

An (optional) starter quest would be to give the PC a random, but fairly full, set of stuff on their first visit and tell them that they can only buy stuff if they first bring back a female follower NPC wrapped up in it, to be used as a shop model, who then has to be left there, with the player only able to buy stuff while the follower remains there neatly trussed up in it all

 

You could tell the player to either 1) specifically target either one of the game's own female followers, or 2) one of your own modded followers, but so as it's not too easy, NOT any eligible follower presently accompanying you/on your followers list, at the time you get into the shop.  You might need a bit of dialogue just to confirm that the player does have some eligible 'own' followers, and if not, the default would be to the base game ones

 

 

 

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Possible quest idea:

The shop received a special bondage item that has been impossible to sell due to a mysterious enchantment on it.  It seem the device keeps randomly changing to another device (for example a restrictive collar changes to ankle chains which later change to straightjacket and so on).  The shop owner has decided to try to get it unenchanted by a court wizard, but is afraid to touch the device which could equip itself.  This requires a willing volunteer/customer and some reward when complete.  The customer equips the device and needs to visit court wizards (not all of whom can do the job).  When the right wizard is found the enchantment is off and the device is locked/frozen into whatever it was last and must be returned to the shop to be removed and collect a reward.

 

The change device "enchantment " should happen fairly frequently ( 1 - 2 hrs)

Some really debilitating bondage could be used as the wearer just needs to wait a little while

Talking to a potential wizard about the enchantment should be done when the device is of a more innocuous type allowing easy travel

Of course, the device should be inescapable -- only remove by the shop owner when it has been "frozen"

This is a play on the timed-device idea and a means to use very strict bondage devices without too much punishment.

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2 hours ago, rjn said:

Possible quest idea:

The shop received a special bondage item that has been impossible to sell due to a mysterious enchantment on it.  It seem the device keeps randomly changing to another device (for example a restrictive collar changes to ankle chains which later change to straightjacket and so on).  The shop owner has decided to try to get it unenchanted by a court wizard, but is afraid to touch the device which could equip itself.  This requires a willing volunteer/customer and some reward when complete.  The customer equips the device and needs to visit court wizards (not all of whom can do the job).  When the right wizard is found the enchantment is off and the device is locked/frozen into whatever it was last and must be returned to the shop to be removed and collect a reward.

 

The change device "enchantment " should happen fairly frequently ( 1 - 2 hrs)

Some really debilitating bondage could be used as the wearer just needs to wait a little while

Talking to a potential wizard about the enchantment should be done when the device is of a more innocuous type allowing easy travel

Of course, the device should be inescapable -- only remove by the shop owner when it has been "frozen"

This is a play on the timed-device idea and a means to use very strict bondage devices without too much punishment.

I have something really similair already in my notes. Great minds think alike. ?

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How about a "sales person" job where you are given (or choose) a number of items to sell.  You wander around town trying to sell those items to the people in town and people are always more willing to buy items right off the display model (you) so the job goes faster and easier if you are wearing some or all of the items you are trying to sell.  The job of course isn't done until all the items are sold.

 

That could easily be extended by the player to use the carriages or fast travel then to get to other towns and cities if they want to sell the devices there.  Doing that saves you having to create your own traveling mechanism as suggested in an earlier post but gives you the same ability to sell everywhere.

 

You could then have different categories of customers:

 

  • Women who buy one or more items (matching of course) who then put them on.
  • Women who buy items "for use at home".
  • Men and women who buy items as gifts for others (married men buy them for their spouse, some spouses wear them publicly while others wear them privately).
  • And of course men who buy what you're wearing just so you end up naked in front of them.

 

Keeping track of who likes to be private and who likes to be public with the majority being private at first and as more people are public some people changing from private to public.  That would allow players to set personal goals of getting women wearing items publicly (again, you wouldn't have to write that so much as simply allow it as a possibility).   The more items worn publicly the less resistant people are to wearing them in public themselves and of course the sales person would have to be the very first one strutting around town in devices or no one else will dare go public.

 

Implementation of the public or private could be done as a Faction, when you sell an item to someone they are added to a faction where their resistance to wearing items in public is randomly set as their rank in that faction (min and max values as MCM settings) and each time they purchase items their rank is reduced by one. When their rank reaches zero they go public.  Optionally, if their rank is higher and they see as many women as their rank women wearing items at the time and point of the sale they will go public then (instant reduce to zero). 

 

In a similar fashion implementing whether people will buy from you or not can depend on a randomly generated value (again MCM settings for min and max) where you need to be wearing as many items or the buyer has to have previously purchased that many items (adding how many you are personally wearing) from you.

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1 hour ago, WaxenFigure said:

How about a "sales person" job where you are given (or choose) a number of items to sell.  You wander around town trying to sell those items to the people in town and people are always more willing to buy items right off the display model (you) so the job goes faster and easier if you are wearing some or all of the items you are trying to sell.  The job of course isn't done until all the items are sold.

 

That could easily be extended by the player to use the carriages or fast travel then to get to other towns and cities if they want to sell the devices there.  Doing that saves you having to create your own traveling mechanism as suggested in an earlier post but gives you the same ability to sell everywhere.

 

You could then have different categories of customers:

 

  • Women who buy one or more items (matching of course) who then put them on.
  • Women who buy items "for use at home".
  • Men and women who buy items as gifts for others (married men buy them for their spouse, some spouses wear them publicly while others wear them privately).
  • And of course men who buy what you're wearing just so you end up naked in front of them.

 

Keeping track of who likes to be private and who likes to be public with the majority being private at first and as more people are public some people changing from private to public.  That would allow players to set personal goals of getting women wearing items publicly (again, you wouldn't have to write that so much as simply allow it as a possibility).   The more items worn publicly the less resistant people are to wearing them in public themselves and of course the sales person would have to be the very first one strutting around town in devices or no one else will dare go public.

 

Implementation of the public or private could be done as a Faction, when you sell an item to someone they are added to a faction where their resistance to wearing items in public is randomly set as their rank in that faction (min and max values as MCM settings) and each time they purchase items their rank is reduced by one. When their rank reaches zero they go public.  Optionally, if their rank is higher and they see as many women as their rank women wearing items at the time and point of the sale they will go public then (instant reduce to zero). 

 

In a similar fashion implementing whether people will buy from you or not can depend on a randomly generated value (again MCM settings for min and max) where you need to be wearing as many items or the buyer has to have previously purchased that many items (adding how many you are personally wearing) from you.

That's a good one. A delivery like that is a populair suggestion. I already have it in the suggestions file, but I'll put your version in it as well.

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Now this suggestion would require its own worldspace for it to function like I imagine it, so I don't know how viable it would be.

 

Basically, a lesser noble is hosting a hunting party for himself and a couple of friends, but it's not the regular kind of hunt, they seek to hunt tied up damsels.

The quest is introduced by Laura having recieved a request from this noble to gather a group of willing women who would want to be this prey in return for rewards, and offers it to the player.

 

After this quest is accepted the player is transported to the nobles estate in the middle of a huge forest, the player is then equiped with some mobility impairing devices (But not too many) and told the rules:
They are given a headstart before the hunters come after them.

If a hunter catches up to them they have been caught and the hunt for them is over

The reward will increase the longer they evade capture (up to a cap)

There are caves that the player can take refuge in for a while, but they will become fewer and fewer as the hunters start camping in them as well. (Good places to put fires, food and bedrolls for those of us that play with frostfall and needs mods)

 

This forest is its own world space so that you have full control over what encounters might happen here, and potentially make the hunting grounds as large as you want without taking up half of skyrim.

 

Once the player has been captured she and the rest of the "Quarry" are brought back to the estate for the feast, which eventually turns into a giant orgie.

After this orgie is over the player is released, given her reward and teleported back to Lauras shop, at which point it becomes repeatable.

 

There might also be options to mingle before the race and "bribe" some of the hunters to give you an advantage by placing keys to some of the restraints in advance of the hunt, but these might also backfire and leave you locked up even worse than before if you push your luck too far (Cheating doesn't pay!).

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1 hour ago, Ursur1major said:

Now this suggestion would require its own worldspace for it to function like I imagine it, so I don't know how viable it would be.

 

Basically, a lesser noble is hosting a hunting party for himself and a couple of friends, but it's not the regular kind of hunt, they seek to hunt tied up damsels.

The quest is introduced by Laura having recieved a request from this noble to gather a group of willing women who would want to be this prey in return for rewards, and offers it to the player.

 

After this quest is accepted the player is transported to the nobles estate in the middle of a huge forest, the player is then equiped with some mobility impairing devices (But not too many) and told the rules:
They are given a headstart before the hunters come after them.

If a hunter catches up to them they have been caught and the hunt for them is over

The reward will increase the longer they evade capture (up to a cap)

There are caves that the player can take refuge in for a while, but they will become fewer and fewer as the hunters start camping in them as well. (Good places to put fires, food and bedrolls for those of us that play with frostfall and needs mods)

 

This forest is its own world space so that you have full control over what encounters might happen here, and potentially make the hunting grounds as large as you want without taking up half of skyrim.

 

Once the player has been captured she and the rest of the "Quarry" are brought back to the estate for the feast, which eventually turns into a giant orgie.

After this orgie is over the player is released, given her reward and teleported back to Lauras shop, at which point it becomes repeatable.

 

There might also be options to mingle before the race and "bribe" some of the hunters to give you an advantage by placing keys to some of the restraints in advance of the hunt, but these might also backfire and leave you locked up even worse than before if you push your luck too far (Cheating doesn't pay!).

That sounds really interesting and really difficult to make. It would require making something that hasn't been done yet, as far as I know. Right now this sounds impossible to me, but I'll put it in the notes.

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Every once in a while, you run across one of her couriers/agents who asks you if you have keys, and "requests" that you hand them over if you do.  And they might have something else for you.

 

They only show up in towns or on roads, and how often they appear can be adjusted.

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Big problem of speed-eating devices is that they simply hinder gameplay.

Especially if player has to deal with random rolls.

My own example. That one first and last time I've picked up DCUR Arrears quest.

Letter: "Indebted person sits in either Whiterun, Markarth or Windhelm."

Player is equipped with least dampening hobble skirt.

I thought. There's a boat right in front of her shop that can take me to the Windhelm docks. Then carriage to the Whiterun. Then Markarth. Shouldn't be too hard, and the quest is supposed to be passable, right?

Windhelm - no sell. I made a "run" that took me what felt like half a hour through general areas. Nothing.

I've ran out of stamina on the bridge that leads out of city seven times. That was nothing but a chore by that time.

Whiterun, a "run" towards main square, up to Gildergreen, back by the road that goes near Hall of the Dead, back to carriage.

Does anyone know just how actually far Whiterun carriage from the gates? I'll tell. It's around five stamina bars and a mild headache away. Twice.

Markarth. One minute in, here's the target. Near tavern doors. A little unpleasant talk.

Fade-in. Fade-out. Road back to Dawnstar. Even slower crawl.

Snap. Target simply disappears, yoke appears. Time limit.

Crawl to Dollmaker. "I'm sorry..."? I'm not sorry. I'm tired, maybe even angry, but in no way sorry. Timer was too damn short for these condit...

Punishment? Oh. This heretic garbage.

One "Take this garbage off me" button, please. What's your base ID, Dollmaker?.. setessential 0. Much better. Now, to remove heretic from my game... SSEdit, armors, HR*, delete, hmm, dozens of hours in, no issues, no regrets.

 

To finish it off, what I can suggest:

First, if you implement quests involving movement-restricting devices, leave them very contained. Don't rely on carriages, three out of five of them are actually pretty far from the city gates. And "free" roaming on the Skyrim roads? I think everyone understands why I don't even want to comment on that.

About that "rotating" device, the phrase "You'll just have to wait until it changes", exactly. You'll have to wait. Again. Then again. Then again. Then... To the point that it will be reliably faster to savescum device changes than to play it straight. Actually, to the second part.

Second, reliance on random. This is... A recipe of unfair-feeling failures, reloading and general annoyance. I'd suggest leaving it optional at worst, and not needing it at best. Writing > Generated fetch-quests.  And to the last part...

Third. Player failure and punishment. These are touchy subjects. Time limits, for example, mix poorly with speed-eating devices. Crawling for a real hour across countryside only to see "You failed! Enjoy even more crawling!" is not fulfilling experience, in my opinion.

At best, minimize the forced window for failure. Device saleswoman, for example - you sell as much as you can, get your cut of the sales and are free to go. No general failure condition. If you want it to exist, I suggest adding something like "Minimal sales" slider to MCM. Starting at zero, of course.

 

Tl,dr: If you are planning to add quests, I'm all for it, but please, in any and all of them, leave annoyances of failure possibilities and movement hindering devices as optional as possible.

 

Also I'll really appreciate if they will not be degrading towards PC. It hits me harder than it should. That's the main reason I removed CDS shortly after installing.

 

2 hours ago, Jayleia said:

Every once in a while, you run across one of her couriers/agents who asks you if you have keys, and "requests" that you hand them over if you do.  And they might have something else for you.

 

They only show up in towns or on roads, and how often they appear can be adjusted. 

 

I'd add an option to replace ["requests" that you hand them over] with [proposes to buy them for half the price listed in MCM], with [proposes] without suggestive air quotes. Scripted robberies are the most putrid kind of manure, aren't they?

 

I apologize if my post felt offensive, caused anyone mild headache, or gave any other negative feelings. It's main point was to state and explain my opinion on some of the topics touched there that, if added without major customization options, will make playing it unbearable for some. I also appreciate the patience you've shown by reading to this point. You rock.

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