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


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Posted
4 hours ago, Laura said:

If that doesn't work, try a new save. DD5 actually needs a new save if you updated from before DD5.

A purge and new save have worked flawlessly, looks liek DD Ex and Integration were causing the issue, Ive gotten Cursed loot to work and everything is great, thanks for all the help

Posted
On 1/18/2022 at 12:19 PM, Laura said:

I haven't seen that many reports of SE working with the fix.

I plan on testing it with and without the fix on SE, but my current install makes one of the earlier quests significantly harder than I can tackle at the moment.

Posted
3 minutes ago, chaimhewast said:

I plan on testing it with and without the fix on SE, but my current install makes one of the earlier quests significantly harder than I can tackle at the moment.

 

Honestly, please skip the normal version and use the Alpha Test.  So far it has fixed the problems with the Origin quest for everyone who has reported back (that's the "alpha" part, Origin, the only thing I changed), and we'd like to test it more thoroughly before Laura has me officially insert it into the next release.

 

I'll be testing the same changes on LE in the next couple of days as well; if everything works as expected that will give a unified code base going forward (and I can finally stop making cabbage stew).

Posted

Speaking of cabbages, would it be too much bother to add vegetables necessary to complete Origin with "Realistic Needs and Diseases"? The exacts were reported in other post before but i recall it was something simple like garlics or green apples? I don't remember anymore... Anyway many play with the mod and even if it was disabled from MCM during quest the recipes are still changed.

Posted
10 hours ago, xxjaltruthxx said:

A purge and new save have worked flawlessly, looks liek DD Ex and Integration were causing the issue, Ive gotten Cursed loot to work and everything is great, thanks for all the help

Glad I was able to help. :D

 

 

 

 

8 hours ago, Zaflis said:

Speaking of cabbages, would it be too much bother to add vegetables necessary to complete Origin with "Realistic Needs and Diseases"? The exacts were reported in other post before but i recall it was something simple like garlics or green apples? I don't remember anymore... Anyway many play with the mod and even if it was disabled from MCM during quest the recipes are still changed.

I didn't realise it would be as easy as adding the ingredients that that mod needs. Tell me what the extra ingredients are and I'll add them in the next update.

 

 

 

 

4 hours ago, xxjaltruthxx said:

Just finished the entire questline and Laura, your a legend. It was fun, engaging, and made me real sad seeing that I have beaten the last quest. Look fwd to the next update!

Thank you so much. :blush:

Posted (edited)
4 hours ago, Laura said:

I didn't realise it would be as easy as adding the ingredients that that mod needs. Tell me what the extra ingredients are and I'll add them in the next update.

I tried also CACO (Complete Alchemy and Cooking Overhaul) but it didn't even have the cooking recipes listed.. It's out of luck and needs ready products from console so don't worry about it.

But:

Quote

-- Realistic Needs and Diseases --

Apple Cabbage Stew:
- (1 nord mead, many at the inn already)
- 2 green apples (64B2F)

 

Cooked beef: (second kitchen by Sloane)
- 1 garlic (34D22)

 

Edited by Zaflis
Posted
1 hour ago, Zaflis said:

I tried also CACO (Complete Alchemy and Cooking Overhaul) but it didn't even have the cooking recipes listed.. It's out of luck and needs ready products from console so don't worry about it.

But:

-- Realistic Needs and Diseases --

Apple Cabbage Stew:
- (1 nord mead, many at the inn already)
- 2 green apples (64B2F)

 

Cooked beef: (second kitchen by Sloane)
- 1 garlic (34D22)

Okay, thanks. I put it in my notes. :)

Posted
11 minutes ago, Laura said:

Okay, thanks. I put it in my notes. :)

 

I can throw together a patch real quick that adds the missing ingredients, no reason to change the base files to accommodate a mod that not everyone uses.  Do you need it for LE or SE or both?

 

Posted

I still can't get an inventory to purchase from.   I can purchase keys.  My PC can be placed in restraints with plug.  Animations work.  Previously some good Samaritans have suggested a few fixes which I have tried to no avail.

I have DD5.1 installed and the BodySlide files are built.  All requirements have been installed and are working.  I've tested a few devices and they display correctly and require keys to remove.

I have Immersive Wenches installed and the merchant wenches' inventories show up for purchase.  So, I know another merchant's inventory should work.

I have removed, downloaded again, and reinstalled.  Still no inventories. 

I built a bashed patch.

 

I wonder about load order.  I loaded 
    SexLab.esm
    Devious Devices - Assets.esm
    Devious Devices - Integration.esm
    Devious Devices - Expansion.esm
    Devious Devices - Contraptions.esm
    SexLabAroused.esm (SexLab Aroused Redux Baka Edition V)
    .... 
            <bunch of mods>
    ....
    Laura's Bondage Shop v3.32 SSE
    ....
            <bunch of mods>
    ....
    Devious Devices - BRRF.esp
    Devious Devices SE patch.esp
    
    ....
            <bunch of mods>
    ....
    BodySlide output for DD-BRRF SE, DD Framework CBBE SE, and BS DD Framework HDT Chains
    

I am testing the shop early in game before starting main quest.  Does some event need to start before an inventory shows up?

 

Posted
2 minutes ago, remodel said:

I am testing the shop early in game before starting main quest.  Does some event need to start before an inventory shows up?

 

You should be able to buy restraints as soon as you enter the shop, by asking Laura "What do you have for sale."

 

What mods do you use that alter merchants or their inventories?

 

Posted
13 minutes ago, remodel said:

I still can't get an inventory to purchase from.   I can purchase keys.  My PC can be placed in restraints with plug.  Animations work.  Previously some good Samaritans have suggested a few fixes which I have tried to no avail.

I have DD5.1 installed and the BodySlide files are built.  All requirements have been installed and are working.  I've tested a few devices and they display correctly and require keys to remove.

I have Immersive Wenches installed and the merchant wenches' inventories show up for purchase.  So, I know another merchant's inventory should work.

I have removed, downloaded again, and reinstalled.  Still no inventories. 

I built a bashed patch.

 

I wonder about load order.  I loaded 
    SexLab.esm
    Devious Devices - Assets.esm
    Devious Devices - Integration.esm
    Devious Devices - Expansion.esm
    Devious Devices - Contraptions.esm
    SexLabAroused.esm (SexLab Aroused Redux Baka Edition V)
    .... 
            <bunch of mods>
    ....
    Laura's Bondage Shop v3.32 SSE
    ....
            <bunch of mods>
    ....
    Devious Devices - BRRF.esp
    Devious Devices SE patch.esp
    
    ....
            <bunch of mods>
    ....
    BodySlide output for DD-BRRF SE, DD Framework CBBE SE, and BS DD Framework HDT Chains
    

I am testing the shop early in game before starting main quest.  Does some event need to start before an inventory shows up?

 

The shop's inventory should always be available. I don't know what Devious Devices BRRF is though. And I'm not familiar with SE so I also don't know if the SE patch is the right one. But if the rest works it should be fine.

I vaguely remember someone with the same issue. I think it had to do with a bashed patch or something like that. I don't know how that stuff works, but I suggest trying it without it.

Posted (edited)
53 minutes ago, Laura said:

The shop's inventory should always be available. I don't know what Devious Devices BRRF is though. And I'm not familiar with SE so I also don't know if the SE patch is the right one. But if the rest works it should be fine.

I vaguely remember someone with the same issue. I think it had to do with a bashed patch or something like that. I don't know how that stuff works, but I suggest trying it without it.

 

BRRF is "Beast Race Refit", basically DD for Orcs, Argonians, etc.  It doesn't interfere with Laura's shop inventory.

 

(updated because I didn't have "beast races" or "for him" installed for myself, fixed that and checked the inventory)

 

Edited by aurreth
Posted
On 1/19/2022 at 5:44 AM, Laura said:

Are you using the fixed version or the regular one?

 

 

 

 

If they do work in other mods, something could be wrong with the install of LBS. Are you using the correct version of the mod? Like the SE version for Skyrim Special Edition.

 

I am using the version 3.32 in the download section, not the one on page 207.  Is this not the correct version? Regardless I will try the one on 207 to see if it resolves the problem.

Thanks!

 

Posted
On 1/19/2022 at 8:37 AM, aurreth said:

 

Quest stages probably won't help in Origin.  The quest is driven by a master script which coordinates and calls scenes.  Quest stages are set by that master script as a means of tracking progress.  If I'm reading the script correctly (and I've spent LOTS of time crawling through it) setstage will not cause the quest to advance but will more than likely cause things to get really screwed up.

 

So, first question, which LBS version are you using, the one from the main file download section, or the Alpha Test version from page 207 of this thread?  This is important, because the script is different for the two versions.

 

 

 

 

I'm using the 3.32 from the download section.

 

I will download the page 207 version (Alpha as you say) but I will refrain from applying it for the moment.

Posted
On 1/19/2022 at 11:43 AM, 1337DragonWolf said:

There's a mod for LE that fixes the infamous infinite loading screen bug. Perhaps you could look into a solution for SE?

 

I would love to find that solution! However, since I have never done any coding, it would have to search elsewhere. Sigh.

Posted (edited)
28 minutes ago, Civilizer said:

 

I'm using the 3.32 from the download section.

 

I will download the page 207 version (Alpha as you say) but I will refrain from applying it for the moment.

The fixed version is for SE users with freezing scenes. Not sure if it'll help your case.

If you can, please try the totem again a few times. If it keeps failing, send me the papyrus log.

Edited by Laura
Posted
22 minutes ago, Civilizer said:

 

I'm using the 3.32 from the download section.

 

I will download the page 207 version (Alpha as you say) but I will refrain from applying it for the moment.

 

Sigh, once more from the top.

 

We know that tznvlw's version is broken once you reach the Origin quest.  There is a bug in the MoveTo command in SE which results in NPC's being placed in the wrong locations, in this case one floor above where they are supposed to be.  As a result NPC's don't interact correctly and the player has to resort to numerous console commands to make the quest progress.  The Alpha Test version from page 207 corrects this by making sure NPC's end up in the correct location.  All feedback so far states that Alpha fixes the quest, and does not introduce any new errors.

 

The Alpha Test isn't "my" fix.  I found a solution and gave it to Laura, who chose to release the new version for testing under the name "Alpha Test".  For all intents and purposes it is the current, official SE build, and you should be using that. 

 

The only reason Laura hasn't moved it into the main download section is because we want to test the same solution on LE, so that it won't be necessary to maintain two separate code bases.  I just finished backporting the changes yesterday after buying a copy of LE and getting the CK set up, and I'm testing the changes now (I have to run through the entire mod quest sequence in LE, it takes time).  Once I verify Origin works with the changes on LE those changes will be integrated into the next release, and carried forward to SE.

 

Using the old, broken version tells Laura nothing, and will just frustrate you because it doesn't work, forcing you to replay from a point prior to Origin, and believe me you will get extremely tired of cooking cabbage.  Use the Alpha Test version, that's the one Laura needs bug reports on.

 

Now, if anyone is using LE and would like to help me test the backport I would appreciate the help and feedback.  Since I don't have test saves prior to every quest it will take me time to run through it even once, and the more eyes on things the better.

 

Posted
21 minutes ago, Laura said:

The fixed version is for SE users with freezing scenes. Not sure if it'll help your case.

If you can, please try the totem again a few times. If it keeps failing, send me the papyrus log.

 

I've looked at the code for that particular point, but I'm not seeing where a problem would occur.  Papyrus log might help, or at least let me see if anything else is interacting badly and causing the issue.

 

Posted (edited)
3 hours ago, aurreth said:

What mods do you use that alter merchants or their inventories?

"Rich Skyrim Merchants", should be benign to inventories.

 

3 hours ago, Laura said:

I vaguely remember someone with the same issue. I think it had to do with a bashed patch or something like that. I don't know how that stuff works, but I suggest trying it without it.

Thanks for the response.  I could try building the Bashed Patch without this mod and see what happens.

 

 

Edit: Excluding the mod from the Bashed Patch build fixed the disappearing inventory.  Thanks much.  Just have to get the textures for the Fetters, which is missing.  Everything else is good to go.

Edited by remodel
Suggestion fix problem.
Posted
23 minutes ago, remodel said:

"Rich Skyrim Merchants", should be benign to inventories.

 

I've used that, it doesn't cause problems with LBS.

Posted
1 hour ago, Laura said:

The fixed version is for SE users with freezing scenes. Not sure if it'll help your case.

If you can, please try the totem again a few times. If it keeps failing, send me the papyrus log.

 

I have updated to the "Alpha Test" and I am happy to report that yes indeed the issue was fixed and the quest started normally. Thank you.

 

However, it appears as though there is a missing character: Darius.  After being moved to the upstairs cage (normally), the scene proceeds with Sloan supposedly speaking with her husband BUT ... there is no husband present.  The dialogue I hear/see is from her alone. No dialogue is received from the missing husband, which I assume is Darius. After I finish making the cooked beef, I go back into my cell; Sloane says more dialogue then goes to bed. Then - nothing is happening.  I have waited various intervals, 1 2, 4, 12 hours and she still is sleeping.

 

I did go and try to find Darius in the house (using tfc), but he is not present.

 

So again I am search for help/solutions. 

 

Again, if this particular issue has been addressed in previous posts, I humbly beseech forgiveness.

Posted
1 hour ago, remodel said:

Edit: Excluding the mod from the Bashed Patch build fixed the disappearing inventory.  Thanks much.  Just have to get the textures for the Fetters, which is missing.  Everything else is good to go.

 

The primary purpose of Bash Patches is to merge leveled lists.  While there are, indeed, a few "leveled items" in LBS they only show up in Laura's shop inventory.  They aren't added to any NPCs.  So there is really no benefit to including LBS in a Bash Patch, and it has been known to create issues.  Better to leave it out.

 

As to the missing texture on the fetters, um, yeah, that's a thing.  I get purple ankle chains too.  I think that's a DD issue.  I've never been able to fix it myself.

Posted (edited)
4 minutes ago, Civilizer said:

 

I have updated to the "Alpha Test" and I am happy to report that yes indeed the issue was fixed and the quest started normally. Thank you.

 

However, it appears as though there is a missing character: Darius.  After being moved to the upstairs cage (normally), the scene proceeds with Sloan supposedly speaking with her husband BUT ... there is no husband present.  The dialogue I hear/see is from her alone. No dialogue is received from the missing husband, which I assume is Darius. After I finish making the cooked beef, I go back into my cell; Sloane says more dialogue then goes to bed. Then - nothing is happening.  I have waited various intervals, 1 2, 4, 12 hours and she still is sleeping.

 

I did go and try to find Darius in the house (using tfc), but he is not present.

 

So again I am search for help/solutions. 

 

Again, if this particular issue has been addressed in previous posts, I humbly beseech forgiveness.

 

Did you start from a point BEFORE receiving the Origin quest?  If Origin is already active, i.e. you've already given Glemme her sword back, you'll still have issues due to old data being stuck in your save file.  You need to go back to a save before the Origin quest script kicks in.

 

Laura:  there needs to be a break between those two quests, to make the transition (and fixes) easier.

 

Edited by aurreth
Posted
1 hour ago, aurreth said:

 

Sigh, once more from the top.

 

We know that tznvlw's version is broken once you reach the Origin quest.  There is a bug in the MoveTo command in SE which results in NPC's being placed in the wrong locations, in this case one floor above where they are supposed to be.  As a result NPC's don't interact correctly and the player has to resort to numerous console commands to make the quest progress.  The Alpha Test version from page 207 corrects this by making sure NPC's end up in the correct location.  All feedback so far states that Alpha fixes the quest, and does not introduce any new errors.

 

The Alpha Test isn't "my" fix.  I found a solution and gave it to Laura, who chose to release the new version for testing under the name "Alpha Test".  For all intents and purposes it is the current, official SE build, and you should be using that. 

 

The only reason Laura hasn't moved it into the main download section is because we want to test the same solution on LE, so that it won't be necessary to maintain two separate code bases.  I just finished backporting the changes yesterday after buying a copy of LE and getting the CK set up, and I'm testing the changes now (I have to run through the entire mod quest sequence in LE, it takes time).  Once I verify Origin works with the changes on LE those changes will be integrated into the next release, and carried forward to SE.

 

Using the old, broken version tells Laura nothing, and will just frustrate you because it doesn't work, forcing you to replay from a point prior to Origin, and believe me you will get extremely tired of cooking cabbage.  Use the Alpha Test version, that's the one Laura needs bug reports on.

 

Now, if anyone is using LE and would like to help me test the backport I would appreciate the help and feedback.  Since I don't have test saves prior to every quest it will take me time to run through it even once, and the more eyes on things the better.

 

 

Thanks. I am using the "Alpha Test" version now. Quest started normally. Another issue cropped up - detailed above in my response to Laura. Good day.

 

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