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


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Posted
1 hour ago, zwdragonbone8314 said:

Im in the same boat, talked to every NPC in Iverstead and while a few have the dialogue option, none give any sort of clue as to where to go

 

Hi, just need a help for the last quest "Taking conrtol". After I talk to Soren to confirm that Hinde left the town, what am I suppose to do? I cannot find any new dialogue with NPC in the inn. I cannot hear any other NPC to NPC dialogue relating to Hinde's location either.

 

Posted

I think I set stage that quest because I had a mod that affected Ivarstead Inn so any clues would have been missing (Soren was missing), but the innkeeper does imply that you to check her room, right? There should be a letter somewhere from Jade, I think.

Posted
41 minutes ago, philyb said:

I think I set stage that quest because I had a mod that affected Ivarstead Inn so any clues would have been missing (Soren was missing), but the innkeeper does imply that you to check her room, right? There should be a letter somewhere from Jade, I think.

You have the codes n such? or can tell us where to go?

Posted
1 hour ago, philyb said:

I think I set stage that quest because I had a mod that affected Ivarstead Inn so any clues would have been missing (Soren was missing), but the innkeeper does imply that you to check her room, right? There should be a letter somewhere from Jade, I think.

I already checked all the rooms but cannot find any letters.

Posted
3 hours ago, zwdragonbone8314 said:

 

 

Hi, just need a help for the last quest "Taking conrtol". After I talk to Soren to confirm that Hinde left the town, what am I suppose to do? I cannot find any new dialogue with NPC in the inn. I cannot hear any other NPC to NPC dialogue relating to Hinde's location either.

After you speak to both Soren and innkeeper you learn that she stayed in the inn in one of rooms. So you go into one of the small rooms and look carefully at table in it, there's letter on it. Could be hard to spot because it's color similar to the table's and it's close to wall, behind lantern. And oh boy, next hints are a lot of work...

Posted
38 minutes ago, kurotatsu said:

 

  Hide contents

After you speak to both Soren and innkeeper you learn that she stayed in the inn in one of rooms. So you go into one of the small rooms and look carefully at table in it, there's letter on it. Could be hard to spot because it's color similar to the table's and it's close to wall, behind lantern. And oh boy, next hints are a lot of work...

 

I already read the letter behind the lantern close to wall and went to the hint location. But I still cannot see anything relating to the quest. So I thought the letter is not relating to the mod.

Posted
4 minutes ago, zwdragonbone8314 said:

I already read the letter behind the lantern close to wall and went to the hint location. But I still cannot see anything relating to the quest. So I thought the letter is not relating to the mod.

Nevermind, I found it. I just realise that there are two bridges in Ivarstead and I am looking in the wrong one.

Posted

@Laura I just spent my New Years Eve playing the new release. Bravo! Your update was awesome!

At times I wasn't sure where you were leading us, or if I even wanted to go there, which seemed unusual for this mod. But when you left the final letter, I understood.

Biggest hugs to you my friend. And thank you once again for this great mod.  

Posted

Help! I'm stuck on the Taking Control quest.

 

Spoiler

I've already found the final journal entry of Hinde. From what I can tell, I should be looking around the cliffs near the waterfall at Ivarstead to find the collar she threw, but I've searched for a half hour and I'm coming up empty. Can someone help me out?

 

Posted
On 5/14/2022 at 2:55 AM, ihatemykite said:

Hello @Laura, I think I have found one bug (or 3). In script Laura_SQ08_QuestScript, functions Idol1(), Idol2() and Idol3(), use the following script (I will only use Idol1, but they all have the same issue)

If libs.playerRef.WornHasKeyword(libs.zad_DeviousGag)
  libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, Laura_ToughLeatherBallGagInventory, libs.zad_DeviousGag, true, false)
  Utility.Wait(0.5)
  libs.LockDevice(libs.playerRef, Laura_ToughLeatherBlindfoldInventory, true)
EndIf

 

If libs.PlayerRef.WornHasKeyword(libs.zad_DeviousBlindfold)
  libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBlindfoldInventory, Laura_ToughLeatherBlindfoldRendered, libs.zad_DeviousBlindfold, true, false)
  Utility.Wait(0.5)
  libs.LockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, true)
EndIf

 

Issue is that if Laura_ToughLeatherBlindfoldInventory get enough time to be locked before WornHasKeyword is called, it will get immediately unlocked and gag will be locked back. I have found it because my mode UD reworks the Lock/UnlockDevice to be blocking, so the thread only continues after the device is fully process. Because of that, this was causing the device to get swapped and then swapped immediately back.

For now, I created a patch which only modifies the code in the following manner:

 

If libs.playerRef.WornHasKeyword(libs.zad_DeviousGag)
  libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, Laura_ToughLeatherBallGagInventory, libs.zad_DeviousGag, true, false)
  Utility.Wait(0.5)
  libs.LockDevice(libs.playerRef, Laura_ToughLeatherBlindfoldInventory, true)
elseIf libs.PlayerRef.WornHasKeyword(libs.zad_DeviousBlindfold)
  libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBlindfoldInventory, Laura_ToughLeatherBlindfoldRendered, libs.zad_DeviousBlindfold, true, false)
  Utility.Wait(0.5)
  libs.LockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, true)
EndIf

 

To some extent, this is an issue with my mod, but it didn't take much creativity to see that this can also cause issue for users which have slower computer. If you intend to fix this issue directly, let me know, and I will remove the fix from my mode.

 

I can't speak to the interaction with UD, as you'd know better about that than I, but I think the main issue with this particular block of code is the double use of Laura_ToughLeatherBallGagInventory, when the second one should have been Laura_ToughLeatherBallGagRendered. Passing the Inventory device rather than the Rendered device causes the UnlockDevice call to fail. The UnlockDevice call for the Blindfold uses the correct parameters, as can be clearly seen.

 

@Laura, there are several instances of this same error, all for the Tough Leather Ball Gag, across 3 different files. They are found in: Laura_SQ08_QuestScript.psc, Laura_SQ10_QuestScript.psc and Laura_STC_QuestDeviceScript.psc.

Posted
1 hour ago, helplesslytied said:

Help! I'm stuck on the Taking Control quest.

 

  Hide contents

I've already found the final journal entry of Hinde. From what I can tell, I should be looking around the cliffs near the waterfall at Ivarstead to find the collar she threw, but I've searched for a half hour and I'm coming up empty. Can someone help me out?

 

 

She mentioned view, so go to the right of the waterfall and start to descend slowly while looking for barrel.

 

 

Posted

Sorry for double-posting, but I thought it might be useful for those who experience problems running this mod.

I've stumbled upon inability to go outside from buildings after finishing Origin quest. Skyrim was simply CTD.

So naturally I assumed my modlist was overloaded and trimmed it down heavily, disabling a lot of mods, unnecessary to run LBS.

Of course, I've started new game and it worked quite nice until that place in the Getting Control quest I've described earlier.

Only hicckup I've spotted was failure to unlock the tough ballgag, I think it's because of DD 5.2 Beta 10 changes.

After some investigation I've spotted loose esps, which weren't been disabled by mod manager and thus polluting the game.

I've disabled them and Skyrim hang was still there. So I've moved a bit back to save before Origin quest, replayed it and was able to finish the mod quest line completely!

Look like Origin after it's completion does a lot of things, which can break polluted game. My game version is LE.

 

Now feedback on the update itself - LOVE IT TO BITS! Level of work and love to small details put in here is absolutely mind-blowing, the perfect example how proper quest mod should be made!

And after reading message from author... *hugs tightly Laura the Author*

You are AWESOME!

Thank you very much for this mod, and I'm totally looking forward for the continuation!

 

And Katarina should try boxbinder outfit! *wink*

Posted
11 hours ago, kurotatsu said:

I'm on Skyrim LE and 3.41 version of this mod, and when

 

 

  Reveal hidden contents

 

 

Can I do something to circumvent this?

What version are you using? LE or SE?

 

 

 

11 hours ago, darktej said:

Hi @Laura. Awesome work. Really well done and interesting quests. Fun characters and I found that cathartic feeling seeing some characters get theirs.  It was an incredible journey, 2018 ? the mod was created ? phew....that was a great ride. The topics covered here had me rethinking a few things about stuff, but  I am glad along with others here to be able to play your creation. Congrats to you and all the testers.  You folks did great. And hugs to you  Laura :heart: ?

Thank you so much. You're too kind. ❤️ It was quite the journey.  :D

 

 

11 hours ago, philyb said:

Fantastic work, great characters, great ending. If I was gonna nit pick, I'd say that an alternative ending would have been fun - I bugged out cause I attacked Laura (!) when the dude told me to make her. Would have been interesting if there was more branching at the end (I thought there was, since I seemed to have a choice in killing Hilde), but I understand the story you wanted to tell and you told it very effectively. Great job! Hope we can hook back up with Jade in the future, another great character.

 

Just to add, I was impressed at the fact there was probably 4 or 5 different parts where you could have split this release into two but didn't, which led to a extremely long and fulfilling ending with most of the loose ties sorted out. I hope the women in the cave escape since there were still a few "bad guys" left who could continue or plot revenge. I really wanna see what happened to Jade too!

 

I guess that's a lot that could be left for a theoretical prologue, I don't really do the repeat missions so maybe I missed something there.

Thank you. This means a lot. :blush:

And yeah, I left some loose ends on purpose.

Spoiler

The women in the cave are fine by the way. Only Ademar is left and he's a good guy.

 

 

 

8 hours ago, zwdragonbone8314 said:

Hi, just need a help for the last quest "Taking conrtol". After I talk to Soren to confirm that Hinde left the town, what am I suppose to do? I cannot find any new dialogue with NPC in the inn. I cannot hear any other NPC to NPC dialogue relating to Hinde's location either.

6 hours ago, zwdragonbone8314 said:

I already checked all the rooms but cannot find any letters.

Do you have mods that alter Iverstead or the inn? If not, check one of the small rooms in the inn.

 

 

 

4 hours ago, JustMe469 said:

@Laura I just spent my New Years Eve playing the new release. Bravo! Your update was awesome!

At times I wasn't sure where you were leading us, or if I even wanted to go there, which seemed unusual for this mod. But when you left the final letter, I understood.

Biggest hugs to you my friend. And thank you once again for this great mod.  

:blush:

Thank you for playing it and for being so nice. :D

 

 

 

2 hours ago, Slagblah said:

I can't speak to the interaction with UD, as you'd know better about that than I, but I think the main issue with this particular block of code is the double use of Laura_ToughLeatherBallGagInventory, when the second one should have been Laura_ToughLeatherBallGagRendered. Passing the Inventory device rather than the Rendered device causes the UnlockDevice call to fail. The UnlockDevice call for the Blindfold uses the correct parameters, as can be clearly seen.

 

@Laura, there are several instances of this same error, all for the Tough Leather Ball Gag, across 3 different files. They are found in: Laura_SQ08_QuestScript.psc, Laura_SQ10_QuestScript.psc and Laura_STC_QuestDeviceScript.psc.

Good catch. I'll change it.

 

 

 

1 hour ago, kurotatsu said:

Sorry for double-posting, but I thought it might be useful for those who experience problems running this mod.

I've stumbled upon inability to go outside from buildings after finishing Origin quest. Skyrim was simply CTD.

So naturally I assumed my modlist was overloaded and trimmed it down heavily, disabling a lot of mods, unnecessary to run LBS.

Of course, I've started new game and it worked quite nice until that place in the Getting Control quest I've described earlier.

Only hicckup I've spotted was failure to unlock the tough ballgag, I think it's because of DD 5.2 Beta 10 changes.

After some investigation I've spotted loose esps, which weren't been disabled by mod manager and thus polluting the game.

I've disabled them and Skyrim hang was still there. So I've moved a bit back to save before Origin quest, replayed it and was able to finish the mod quest line completely!

Look like Origin after it's completion does a lot of things, which can break polluted game. My game version is LE.

 

Now feedback on the update itself - LOVE IT TO BITS! Level of work and love to small details put in here is absolutely mind-blowing, the perfect example how proper quest mod should be made!

And after reading message from author... *hugs tightly Laura the Author*

You are AWESOME!

Thank you very much for this mod, and I'm totally looking forward for the continuation!

 

 

  Reveal hidden contents

Thank you so much. You're too kind. :blush:

Posted (edited)
2 hours ago, kurotatsu said:

 

 

  Hide contents

She mentioned view, so go to the right of the waterfall and start to descend slowly while looking for barrel.

 

 

 


I appreciate the help but I'm still struggling. I've walked down the cliffs to the right of the Ivarstead waterfall as shown below:


20230101081119_1a.jpg.c4635f524872130b0524022a09511299.jpg

 

I've scoured up and down this path very far down, but I can't find any barrel. I've also explored the cliffs where my player is currently standing.... where is this thing??

Edited by helplesslytied
Posted (edited)
5 minutes ago, helplesslytied said:

I appreciate the help but I'm still struggling. I've walked down the cliffs to the right of the Ivarstead waterfall as shown below:


 

Spoiler

20230101081119_1a.jpg.c4635f524872130b0524022a09511299.jpg

I've scoured up and down this path very far down, but I can't find any barrel. I've also explored the cliffs where my player is currently standing.... where is this thing??

Spoiler

That's the wrong waterfall. There's a waterfall next to where you found the final letters.

 

Edited by Laura
Posted
2 minutes ago, Laura said:
  Hide contents

That's the wrong waterfall. From where you find the letter under the bridge, follow the north side of the lake eastwards.

 

*smacks head

Thank you :)

Absolutely love your mod by the way! You've got such a knack for storywriting! I hope you can do awesome things with it beyond our simple little kinky community!

Posted
Just now, helplesslytied said:

*smacks head

Thank you :)

Absolutely love your mod by the way! You've got such a knack for storywriting! I hope you can do awesome things with it beyond our simple little kinky community!

Glad I could help. And thank you. :blush:

Posted

For Taking Control:

 

1.  There is a note in the inn you are supposed to find.  Talk to people to get an idea where to look.  It's not exactly easy to find.  Be thankful, it used to be harder.

 

2.  There are two bridges leading out of Ivarstead.  You're probably looking around the wrong one.  I know I did ?

 

3.  Wrong waterfall.  When you find the right bridge, go East until you find the right one, not West, which leads you back into Ivarstead.  Otherwise you will spend hours, literal hours, searching, swimming and mountain climbing in the wrong places.  Oh, and fighting bears.  Lots and lots of bears.

 

 

Posted
3 hours ago, Slagblah said:

 

I can't speak to the interaction with UD, as you'd know better about that than I, but I think the main issue with this particular block of code is the double use of Laura_ToughLeatherBallGagInventory, when the second one should have been Laura_ToughLeatherBallGagRendered. Passing the Inventory device rather than the Rendered device causes the UnlockDevice call to fail. The UnlockDevice call for the Blindfold uses the correct parameters, as can be clearly seen.

 

@Laura, there are several instances of this same error, all for the Tough Leather Ball Gag, across 3 different files. They are found in: Laura_SQ08_QuestScript.psc, Laura_SQ10_QuestScript.psc and Laura_STC_QuestDeviceScript.psc.

 

Could you explain more?  I thought Inventory was the worn device, and Rendered was for placing it in the world, like on a shelf or something.

 

Posted (edited)
16 minutes ago, aurreth said:

 

Could you explain more?  I thought Inventory was the worn device, and Rendered was for placing it in the world, like on a shelf or something.

 

Inventory is the one you have in your inventory. The one you interact with and can throw on the ground.

Rendered is what shows on your character when you wear it.

 

From zadlibs:

; There are two items for each type of item in this system: An inventory item, and a rendered item.
; The inventory item is the user-facing item that the user may interact with. The rendered item is
; the item that actually shows up on characters. The reason for this two item system is twofold:
; Firstly, this permits us to allow the user to interact with the item freely, without seeing the
; item unequip every time / without resorting to spells/powers. Secondly, the rendered item acts
;  as an surrogate-state of sorts that is useful for internal scripts.

Edited by Laura
Posted (edited)

I'm on the latest version with the SE update and had that guard issue in the Origin mission. He'll make it to the ground floor, but right after the steps leading up from the basement it's like the AI is moving him from 2 short points causing him to get stuck with waiting not working. 

 

I'm not sure if its a fix but this is what worked for me

- Click on the guard with the console window open

- Go into the basement and use the command moveto player and he'll start moving again

- Wait, then he SHOULD spawn outside the cell in the bedroom where he would normally lead us.

 

Love this mod tho, it's super fun being tied up :D

Edited by NMidnight
Posted

So finally got past iverstead and the cave, think I might have found a hang, when I re entered the shop, laura talks to me but after says she cant she reverts back to normal shop dialogue and I cant leave the shop

Posted
3 hours ago, NMidnight said:

I'm on the latest version with the SE update and had that guard issue in the Origin mission. He'll make it to the ground floor, but right after the steps leading up from the basement it's like the AI is moving him from 2 short points causing him to get stuck with waiting not working. 

 

I'm not sure if its a fix but this is what worked for me

- Click on the guard with the console window open

- Go into the basement and use the command moveto player and he'll start moving again

- Wait, then he SHOULD spawn outside the cell in the bedroom where he would normally lead us.

 

Love this mod tho, it's super fun being tied up :D

I ran into this too, think I bruteforced it and then on another hand not following the guard super close seemed to work

Posted (edited)

What a great New Years surprise!!! I can hardly wait to get home so I can start a new playthrough with the latest version of LBS! I already remotely accessed my gaming rig to install the mod. I just wish I could play while I was away from home. 

 

Here's a big thank you to Laura for the wonderful mod and her commitment to support it. Its also great to see other community members helping out the people with issues and to see an SE/AE port so quickly. 

 

I wish everybody a happy, healthy and kinky new year!

 

Edited by fillfill

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