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


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Posted
19 minutes ago, Hellethia_ said:

I'm still stuck in Ivarstead ! Please help :(

 

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Spoiler

Walk around the lake east of Ivarstead.

 

Posted
43 minutes ago, Naps-On-Dirt said:

Ran into my first problem,

 

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When D. transports the player and J, J didn't arrive with us.  Luckily I had J already selected in my console because I had to use moveto player on her to get her across the river so I just moveto'd her again.  

 

Also, uh, it looks like D was unable to unlock that gate, I did it in the console and pushed him through.  Maybe I wasn't patient enough but he tried walking into it a few times before I acted.

 

And now D and H are talking and mention that J is wearing a chastity belt, but she's not.

 

Also the gate to our cage didn't unlock either, we just kept walking into it.  I did it in console. 

 

 

Are you using the right version? LE for LE and such.

Posted
Just now, carlos spicy wiener said:

Hey can someone help me a bit I dont know how to continue the new quest it said to go to Ivarstead but I have already talked to everyone and I dont know what to do next

 

Spoiler

Talk to people in the inn. One of them gives a hint where to look next.

 

Posted
34 minutes ago, aurreth said:

- For Devious Devices I'm currently using DD 5.2 beta 10 RC 1.  It's not easy to find due to the way the mod developers bury the links in the beta development thread.  However any 5.2 beta should work, more or less.  Use the latest one you can find until there is an official release of 5.2, which will be compatible with both SE and AE.  I'm not sure if there is a version of 5.1 that works with AE, I suppose I could give it a try.  In general DD development and release are kind of a mess.

 

Ok, installed DD 5.1 and it seems to be working.  I'll have to go to the shop and get tied up a couple times to make sure.

 

Posted
1 minute ago, Laura said:
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Talk to people in the inn. One of them gives a hint where to look next.

 

Ive already talked to everyone in the inn and still no idea where to go unless the journal pages are part of it either way I cant find the next one after 3

 

Posted
2 minutes ago, Laura said:

Are you using the right version? LE for LE and such.

 

I brought this up during testing, where I mentioned that Daubney didn't have the key to the gate.  Of course we kind of got distracted at the time by me killing everyone with magic ?

 

This is likely an SE issue.  I'd recommend just unlocking the gate, since I don't see any real purpose in having it locked to begin with.

 

Posted
1 hour ago, lordgdavid said:

Wait. I have been living under a rock, please help me out here. I thought SE - AE compatibility was far off, skse was problematic and I held out not buying nor updating anything. Stuff like DD works with AE? Is there a page tracking what works with AE and what does not?

Also, thank you for the update! Hopping in right now.

 

 

aurreth's advice is spot-on, but honestly, save yourself a headache and play on LE ? You can get everything working on AE, but the updates make it really hard work.

Posted
8 minutes ago, carlos spicy wiener said:

Ive already talked to everyone in the inn and still no idea where to go unless the journal pages are part of it either way I cant find the next one after 3

 

Spoiler

If I remember right, page 3 also has something written on the back. Try turning the page.

 

Posted
6 minutes ago, aurreth said:

I brought this up during testing, where I mentioned that Daubney didn't have the key to the gate.  Of course we kind of got distracted at the time by me killing everyone with magic ?

 

This is likely an SE issue.  I'd recommend just unlocking the gate, since I don't see any real purpose in having it locked to begin with.

It's already unlocked at the start, It stays closed to make it look like he unlocks it, but it should already be unlocked.

Posted
1 minute ago, Laura said:
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If I remember right, page 3 also has something written on the back. Try turning the page.

 

 

Spoiler

I already turned the page and can still not find it. Im pretty sure I have checked every waterfall between Ivarstead and windhelm.

 

Posted
9 minutes ago, carlos spicy wiener said:

 

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I already turned the page and can still not find it. Im pretty sure I have checked every waterfall between Ivarstead and windhelm.

 

Spoiler

From where you found the page under the bridge. Follow the north side of the lake eastwards.

 

Posted
18 minutes ago, carlos spicy wiener said:

 

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I already turned the page and can still not find it. Im pretty sure I have checked every waterfall between Ivarstead and windhelm.

 

 

You're looking in the wrong direction.  I did exactly the same thing, spent literally hours searching every waterfall and rapid to the west and north of Ivarstead.  

 

Follow the lake shore, the north side, you'll eventually find a waterfall.  You'll know you are getting close when you can see a small island with a ruin on it in the lake.

 

Posted (edited)
36 minutes ago, Laura said:

It's already unlocked at the start, It stays closed to make it look like he unlocks it, but it should already be unlocked.

 

Did you just reuse Valkenheim, or clone it for the new quest?

 

image.png.761964b52f4a71eed1b75935ca679b3e.png

Edited by aurreth
Posted
5 minutes ago, aurreth said:

 

Did you just reuse Valkenheim, or clone it for the new quest?

 

I reused it.

Posted (edited)

I'm going to bet that the gate was locked on the first visit to Valkenheim, where you have to read the journals.  The cell was then reused, and the lock state carried over.  

 

Locking it in the first part is necessary to keep the player from trying to leave the cave during the "free roam" portion of the quest.  But it needs to be specifically unlocked at the start of SQ10.

 

Here's a quick patch while that is sorted out.  It does make the gate unlocked during the earlier quest, so this is only a temporary fix for people who are continuing on from a previous save, post SQ09 (Origin).

 

Yanked so people will use the real fix ?

 

 

 

 

 

Edited by aurreth
Posted (edited)
7 minutes ago, Hellethia_ said:

I have the same issue reported here, and I'm using LE version

Just the entrance door and cage door? Or do the other doors also fail to open?

Edited by Laura
Posted

Sorry about leaving that out, I am using LE, standard DD version 5.1, I think thats the most recent non beta.  Besides what I wrote earlier about the 2 gates being locked and Jade missing the transporter beam ;) I had no further problems.  (oh except an invisible gag at some point.) Finished the quest (meant to go grocery shopping an hour ago, woops), excellent!  :)  Only slightly annoyed that I had to walk back to the shop, couldn't fast travel or ride a dragon (there was one circling that mountain that decided to attack me, and since I've already finished the Dragonborn DLC I used Bend Will on it and was gonna hitch a ride.)  I guessed that maybe it was because there was supposed to be a planned encounter on the way back but there wasn't, so maybe you could lift the fast travel ban for that step?

Posted
1 minute ago, aurreth said:

I'm going to bet that the gate was locked on the first visit to Valkenheim, where you have to read the journals.  The cell was then reused, and the lock state carried over.

 

 

Laura's Bondage Shop - Quick Patch To Unlock Valkenheim Gate.7z 750 B · 0 downloads

It's the same as we left it. But I unlock them when the quest starts so that shouldn't matter.

What did you change in that patch?

Posted

Alright, finished the playthrough. My review (LE version, all requirements are updated):

 

Spoiler

When the note mentioned the waterfall, I got sidetracked by going to the wrong one (northwest of Ivarstead) since that's the one more readily visible. Though I suppose the little line of bottles should've just made me walk around the lake, I blame my own dunceness.

 

When we are back at the cave, the first door is locked and no one opens it. Easy to fix with console commands, but yeah. Same for the cage we are initially led into, though it only happens the first time.

 

The overall minigame was a nice nostalgia of the first time we were in there. Though we can only interact with the chests after we set the other girl to distract Daubeny, otherwise, I get the "Karo is still around" message (even if he had wandered outside the tavern area). Everything works after I set the distraction, I'm just confused on whether that is intended or if Karo is breaking somewhere.

 

The whole plotline with the collar was very interesting. I guess that's one way to end the depravity in that cave. Good thing we can spare those two at the town. And the resolution via Thotium was funny. 

 

Before we choose Sloane's fate, she has a very interesting dialogue. The whole "Oh, you just helped them because it got you tied up every now and then" felt directly addressed at the player. Intended fourth wall break? Regardless, I was like "Just shut up man"

 

When I kill Sloane, Laura cowers and Katarina attacks me. This doesn't happen if I do a stealth kill, upon which the outcome plays out normally (I chose to uphold this, sorry, I know Laura gets a bit upset, but I wasn't going to let her live). Or was there an actual legit way to trigger the death? 

 

In terms of Laura character development, I loved the ending. How she frees herself from Sloane, wow

 

A few more League references. :P Evelynn, Nidalee and Neeko, lol

 

Overall, it looks like to me this was a well executed end to the storyline, with minimal technical issues.

 

I'm still not sure why Jade tested that Thotium Collar on us on the previous update. Felt like there was something there but it never materialized, unless I forgot something from that previous update. 

 

And while the key to Jade's belt was probably somewhere in the manor, I'm lowkey hoping she didn't actually find it and is pissed :P 

 

I'm hoping Laura, Katarina and the character get into more future adventures, this time with that dark burden cleared from those two!

 

And a special side note:

 

Spoiler

That final note from you when we finish it. Wow. I was floored. I hope this mod really did help you, and that me playing and reviewing contributed in any meaningful way.

 

 

 

Posted
5 minutes ago, Laura said:

It's the same as we left it. But I unlock them when the quest starts so that shouldn't matter.

What did you change in that patch?

 

I just unticked "Locked".

 

So, the gate is locked to keep the player from leaving the cave during Blending In.  Nothing ever happens to unlock it, because when Kata and the player leave the cave they never actually reach that gate.  The fade out and return to the shop happen before they ever reach it.

 

The sequence in Blending in is:

 

1.  Kata and player arrive at the cave.

2.  Guard opens the gate for them.

3.  Kata and player enter the cave.

4.  Gate is closed and locked behind them.

 

After that it is never unlocked, because there is never any reason to.  What this patch should do is have the gate closed behind Kata/player, but never locked.  At least I'm hoping, I'll need an hour or two to reach that point and make sure.

 

The best solution is to specifically remove the locked condition from the door at the start of SQ10.

 

Posted
4 minutes ago, Viri1 said:

Alright, finished the playthrough. My review (LE version, all requirements are updated):

 

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When the note mentioned the waterfall, I got sidetracked by going to the wrong one (northwest of Ivarstead) since that's the one more readily visible. Though I suppose the little line of bottles should've just made me walk around the lake, I blame my own dunceness.

 

 

 

Yup, I searched ever damn waterfall except the one I was supposed to the first time I tested it  ?   Imagine how bad it was before Laura fixed some clues!

 

4 minutes ago, Viri1 said:

When we are back at the cave, the first door is locked and no one opens it. Easy to fix with console commands, but yeah. Same for the cage we are initially led into, though it only happens the first time.

 

These glitches are apparently holdovers from the lock states at the end of Blending In.  SQ10 needs to be tweaked to specifically set all lock states at the start of the quest.

 

4 minutes ago, Viri1 said:

Before we choose Sloane's fate, she has a very interesting dialogue. The whole "Oh, you just helped them because it got you tied up every now and then" felt directly addressed at the player. Intended fourth wall break? Regardless, I was like "Just shut up man"

 

That's not a fourth wall break, that's Sloane directly talking to the player.  Is there any reason she shouldn't talk to another person who is standing there?

 

4 minutes ago, Viri1 said:

When I kill Sloane, Laura cowers and Katarina attacks me. This doesn't happen if I do a stealth kill, upon which the outcome plays out normally (I chose to uphold this, sorry, I know Laura gets a bit upset, but I wasn't going to let her live). Or was there an actual legit way to trigger the death? 

 

There was much discussion of this scene during testing, with several alternatives discussed.  Laura went with the one that she likes best.

 

Posted
30 minutes ago, Laura said:

Just the entrance door and cage door? Or do the other doors also fail to open?

 

The entrance door, but I unlocked it with console, and everything is working nice so far :)

Posted

Ah, I see.  Take a look at the picture.  "Respawns" is checked.  I think this means that even if you unlock the door at the start of SQ10 it will relock when the cell resets.

 

You want to unlock the door either immediately prior to transporting the character to the cave in SQ10, or immediately after.  Probably after, so the unlock occurs after the cell is loaded.

 

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