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Devious Devices - Laura's Bondage Shop (16-aug-2025) v3.55 LE & SE


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Posted

I have made a patch for VR players. The patch only fixes a scene in the Origin quest which prevents the quest from progressing.

 

 

Posted
9 hours ago, iturbZ said:

at nightingale inn ive read the letter with the hint only hagtr inside and hes stuck saying i need to sleep??????

 

If I remember correctly the girl you're looking for is just chilling in one of the rooms of the main floor of the inn.

Posted
On 10/16/2021 at 5:37 PM, Taki17 said:

You should be prompted by the husband to prepare some rabbit haunch.

I tried many times ,but after I said l'd love to meet her ,no quest sign appeared. And I tried to make rabbit haunch ,but he doesn't react .

Posted

Ok i managed to get through th eorign dream sequence but when i return to the shop laura and KAtrina are gone, managed to locate them on the road from the cutscene but now cant proceed - is there a command to bring them back to the store?

Posted
2 hours ago, magnet7 said:

Ok i managed to get through th eorign dream sequence but when i return to the shop laura and KAtrina are gone, managed to locate them on the road from the cutscene but now cant proceed - is there a command to bring them back to the store?

Go to them on the road, open your console and click on them, rolling the mousewheel if neccessary to get to them through the layers of trees and effects that might be in the way.  Once you have one selected, write down her RefID.  Then get the other one.  Then go back to the store, if  you still have the second selected just type 'moveto player'.  Otherwise first you have to type 'prid xxxxxxx' where xxxxxx is one of their RefIDs, then 'moveto player'.  Rinse and repeat.

Posted
On 10/16/2021 at 4:12 AM, Taki17 said:

You may want to check this latest release out first. Or the changenotes for it.

That might be wise, yes. I thought I had read the change notes so I must have missed it somehow.

Posted
3 hours ago, Naps-On-Dirt said:

Go to them on the road, open your console and click on them, rolling the mousewheel if neccessary to get to them through the layers of trees and effects that might be in the way.  Once you have one selected, write down her RefID.  Then get the other one.  Then go back to the store, if  you still have the second selected just type 'moveto player'.  Otherwise first you have to type 'prid xxxxxxx' where xxxxxx is one of their RefIDs, then 'moveto player'.  Rinse and repeat.

unfortunatly when i moved them theyd keep wandering off back to the road, so i reloaded from a save in the house, redid the final bit and now all working again, thanks for the help.

 

Aside from the unlucky glitches I think this was a really good update, Loved the familiar face mission (I said before but honestly the potion content is really fun) once the main story with Sloan concludes it'd be cool to have some more similar missions that while perhaps more light hearted involve a fair bit of getting restrained

Posted
On 10/16/2021 at 11:34 AM, xxcb said:

After I serve Ranar in the quest Origin, nothing happened. What should I do next? 

The scene should progress there.

Are you on SSE?

Do you use Vanilla Script (micro)Optimizations?

Please also post the papyrus log.

 

 

 

 

 

On 10/16/2021 at 5:12 PM, magnet7 said:

sorry if this has already been asked but in the origin quest once im let out of the cell the guard gets stuck on the basement stairs and keeps circling ay idea how to get past (i went straight to the cell but then sloan doesnt arrive and unfortunatly I cant save and reload while in the dream sequence

 

as a different note really enjoyed the familiar face quest and the return of the familiar face - hope to see them again

Try using the wait function. Let me know if it helps.

Posted

So in Ghosts of the Past (version 3.32, SE) at stage 550 where Sloan and her guards are in the shop, when the player enters everyone just stands around and nothing progresses.  Waiting and other tricks to get scripts to fire don't seem to get the scene to trigger. 

 

Has there been a workaround or fix for this issue yet?

 

This doesn't seem to be a problem on the LE version, but I have run into this on SE several times on different versions of the mod (since this quest was introduced).

 

I know the mod is developed for LE and it seems the SE version probably needs more attention since (it isn't converted to a form 44 mod, for example).

Posted
1 hour ago, WaterRabbit said:

it isn't converted to a form 44 mod, for example

 

Just FYI - that is not necessary. Skyrim SE reads form 43 records just fine. There are many records older than form 44 in the game's own ESM files.

Posted
2 hours ago, Herowynne said:

 

Just FYI - that is not necessary. Skyrim SE reads form 43 records just fine. There are many records older than form 44 in the game's own ESM files.

 

When using MO2, it will flag a form 43 error which will obscure other errors.  So while not necessary, it makes it much more convenient to convert the mod to form 44 without having to mark each mod to ignore that error.  It also shows that someone has done a bit more troubleshooting on a mod than just running it through CAO and hoping for the best.

 

In my current game I have 304 mods loaded with 224 mods active.  However, with even a minimal mod load, I ran across this error at the end of the Ghosts quest.  I have tested it in both LE and SE with roughly the same equivalent mods load (to the extent one can) and have only seen the error in the SE version.  I have noticed that SE seems to have a higher script lag than LE, but it is difficult to pinpoint for sure.  Running a tool like Elephant's Script Latency Tester gives quite varied results from good script latency to high script latency depending upon what scripts are activated.  DCL tends to have a high latency when running for example. 

 

But I am not even sure that what I am seeing is script latency, so that is why I was asking if anyone had some trick to move the scene forward in SE.

 

 

Posted
On 10/19/2021 at 5:20 AM, WaterRabbit said:

When using MO2, it will flag a form 43 error which will obscure other errors.  So while not necessary, it makes it much more convenient to convert the mod to form 44 without having to mark each mod to ignore that error.  It also shows that someone has done a bit more troubleshooting on a mod than just running it through CAO and hoping for the best.

 

In my current game I have 304 mods loaded with 224 mods active.  However, with even a minimal mod load, I ran across this error at the end of the Ghosts quest.  I have tested it in both LE and SE with roughly the same equivalent mods load (to the extent one can) and have only seen the error in the SE version.  I have noticed that SE seems to have a higher script lag than LE, but it is difficult to pinpoint for sure.  Running a tool like Elephant's Script Latency Tester gives quite varied results from good script latency to high script latency depending upon what scripts are activated.  DCL tends to have a high latency when running for example. 

 

But I am not even sure that what I am seeing is script latency, so that is why I was asking if anyone had some trick to move the scene forward in SE.

I don't think there is a way to force the scene forward. Sorry.

I still don't know what's causing the SSE issues. I installed SSE myself and it worked fine. So I think it's either perfomance issue or mod conflict related.

Are you using Vanilla Script (micro)Optimizations?

Posted
3 hours ago, Laura said:

Are you using Vanilla Script (micro)Optimizations?

 

As I use that: is that important? And does it help or hinder?

Posted
2 hours ago, qawsedrftg765 said:

When "Doran" spawns for me he is lying down on his back and never moves.

tfc to him, select him, disable him and then enable him. A script already does that to fix that bug, but it seems like that didn't work in your game.

 

 

 

 

27 minutes ago, Mister X said:

As I use that: is that important? And does it help or hinder?

Someone had the issue where a scene got stuck in SSE. Disabling that mod fixed it for them. So it could be that it conflicts with my mod in some way or that that mod causes performance issues for them.

Are you on SSE? If so, do you have this issue too?

Posted
10 minutes ago, Laura said:

Are you on SSE? If so, do you have this issue too?

 

I do use SSE, but I didn't play lately, cause I had not much time. So I can't say whether I have that issue.

 

But TBH, it does sound strange to me: Micro-Optimizations does just that: it rewrites some scripts so they perform faster or use native instead of "convenience" functions. Nothing of that changes the outcome of such script, so when I call it, I always get what I expect, maybe just slightly faster.

On the other side, it's Skyrim after all ...

Posted (edited)

For some reason the Thotium in the first quest never actually equips me with anything. I receive it, get the dialogue box, strip, then do the Struggling against restraints animation. They're not invisible either, just missing entirely.

 

edit: Actually, none of the scripts that are supposed to equip me with something seem to actually do anything. I asked Laura about the collar on the counter, she had me strip, then talked to me about how she's equipping me with a collar and belt and whatnot while nothing happens.

Edited by Tockity
Posted
3 hours ago, Tockity said:

For some reason the Thotium in the first quest never actually equips me with anything. I receive it, get the dialogue box, strip, then do the Struggling against restraints animation. They're not invisible either, just missing entirely.

As you're not saying what you did and what not, some daft debugging questions:

Did you run bodyslide?

Do the items that should equip even exist in your game?

Can you equip them with either console or AddItemMenu

Is Laura's shop in LO after DDa,e,i?

Which MM do you use to bork your game?

Does this happen every time, even on a new game, or was it just this one instance of Skyrim being Skyrim?

 

Did you realise that my few questions are more text than your "bug report"?

It works for everyone else, so sit down on your lazy ass and do your bloody homework.

People.

Posted
18 hours ago, Laura said:

tfc to him, select him, disable him and then enable him. A script already does that to fix that bug, but it seems like that didn't work in your game.

 

 

I Had already tried that a few times, tried kill/resurrect, tried placing a copy of the actor; nothing.

Posted
11 hours ago, CaptainJ03 said:

As you're not saying what you did and what not, some daft debugging questions:

Did you run bodyslide?

Do the items that should equip even exist in your game?

Can you equip them with either console or AddItemMenu

Is Laura's shop in LO after DDa,e,i?

Which MM do you use to bork your game?

Does this happen every time, even on a new game, or was it just this one instance of Skyrim being Skyrim?

 

Did you realise that my few questions are more text than your "bug report"?

It works for everyone else, so sit down on your lazy ass and do your bloody homework.

People.

 

1. If bodyslide wasn't run, the meshes would not be built and would appear as invisible, but would still at least be given to the player, no?

2. No idea, as I have no idea what specific items are supposed to have been equipped, as no items were given to me. What devices I have tried between DD, DCL, and this have all worked fine though.

3. See #2

4. Yes

5. NMM Community

6. Every time. I even started a fresh game to retest in an attempt to figure this out on my own (before posting originally, while also re-downloading and re-installing the mod and rerunning bodyslide) and it happened again.

 

Thanks for your kind patience, it means so much to me. ?

Posted (edited)

So I'm also having the issue with the guard getting stuck in the origin quest in SE.

 

I finally managed to trigger the forcegreet but I'm not entirely sure how. I paused ABMM and Devious Followers, and disabled attacks in Deviously Helpless and most of the script-heavy events in DCL (particularly those that use forcegreets) then saved/reloaded before interacting with the object by the waterfall. After sleeping I also disabled the cell door to stand right next to the guard, then re-enabled the door when the forcegreet started. Hopefully this might help someone else trigger the forcegreet and progress the quest. I might have also just not done anything for a good 30-60 seconds after sleeping, I can't remember.

 

I kept the save but unfortunately I haven't been able to reproduce this yet so maybe I just got lucky, but if anyone experiencing this issue has any of the same mods or wants to try this out maybe we can figure out what the conflict is.

Edited by asdj1239
Posted
On 10/20/2021 at 3:01 AM, Laura said:

I don't think there is a way to force the scene forward. Sorry.

I still don't know what's causing the SSE issues. I installed SSE myself and it worked fine. So I think it's either perfomance issue or mod conflict related.

Are you using Vanilla Script (micro)Optimizations?

I wasn't, so I installed it and it didn't change the behavior.   I am not really seeing any script lag when entering the shop -- it show 80 latency for the most part.  It almost feels like a trigger isn't being hit.  I tried moving the character around using the setpos command and that didn't seem to do anything either.  Enableplayercontrols also doesn't work.

 

No worries, when AE comes out I will probably go back to LE for a bit and see what happens there.  Legacy of the Dragonborn has a better SE version than the LE version, which is mostly why I was on SE.  LE still has better mods overall, so it is a bit of a grab for which version to use.

Posted
On 10/20/2021 at 3:47 AM, tznvlw said:

So it is best to check whether there is a module conflict through the xEdit, and script conflicts between mods, and script overload

 

It is hard to imagine there could be that many conflicts between this mod and other ones.  But in SSEdit, I see 9 conflicts -- all just minor conflicts.  The most significant is between this mod and Babo Dialogue in the Nightgate Inn Cellar.

 

 

Posted (edited)
5 hours ago, WaterRabbit said:

It is hard to imagine there could be that many conflicts between this mod and other ones.  But in SSEdit, I see 9 conflicts -- all just minor conflicts.  The most significant is between this mod and Babo Dialogue in the Nightgate Inn Cellar.

And what exactly about them conflicts? If two mods affect the same area somehow, but one places a custom NPC while the other adjusts a light that was there in vanilla, the cell record is still going to show up as conflicting (if some of the base records for the cell, like its weather are different), and in that case the one lower in the load order is going the win the conflict. More often than not, it's usually a case of the mod (not) forwarding fixes from USLEEP or being compatible with interior lighting mods.

Edited by Taki17

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