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


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Posted (edited)
12 minutes ago, steelmagpie said:

Good luck

Thanks for the fast reply. This helps a lot, if it isn’t there - I assume it is due to JK Skyrim (would need some research) or that I updated from 3.34 to 3.41 during a playthrough (to fix ORIGIN related issues). I already thoroughly searched the area you mentioned, but I’ll do it again after a good night sleep. 

thanks.

Edited by Straze
Posted
14 minutes ago, Straze said:

Thanks for the fast reply. This helps a lot, if it isn’t there - I assume it is due to JK Skyrim (would need some research) or that I updated from 3.34 to 3.41 during a playthrough (to fix ORIGIN related issues). I already thoroughly searched the area you mentioned, but I’ll do it again after a good night sleep. 

thanks.

 

There was never a 3.34 ?  The last version of 3.3x released was 3.32 SE Alpha Test.  Anyway updating wouldn't cause a problem as long as there wasn't an active LBS quest at the time.  For example, if you were already in the middle of Origin when you updated you will run into issues, due to the difference in NPC handling between the two versions.

 

Are you using LE or SE?  I can work on a patch for JK's Skyrim, but I only have SE installed currently.  And it might take a couple of days.

 

Posted (edited)
4 hours ago, IsolatedBadger said:

so the building wasnt there i dont no why my mod isnt workling

Is it enabled in the load order? There is also a small chance that some big Whiterun overhaul mod is messing with the stables area. Open Cities?

 

Also i finished all the quests on LE and also using Unforgiving Devices, only few minor issues i had:

 

- Tough Leather Harness Ball Gag was equipped twice during 2 different quests. If i itch my brain when it was...

First was after getting out of the mines and then back at the shop it should have removed all. Second maybe after removing the collar during last quest by Sona. Since in both cases i wasn't wearing anything else anymore i used DD's MCM menu to destroy all equipped devices. That gag isn't patched by UD and restraints key doesn't work on it so, it's the only way to get it off.

Edit2: I had LBS Patch for UD loaded before this mod... obviously that can lead to issues with this gag, wrong dependency order.

 

- Katarina doesn't get her armors back after they get taken off sometimes. So even after all the quests ended back at the shop she was without clothes. "equipitem" console command can be used to give her something as a workaround.

Edit: I did give her leather armor but next time i came back to shop she had taken it off too...

 

- During the shop raid only player got equipped chains. Dialogs hinted that Katarina too should have worn them but she was only naked. I think Laura was also free.

 

- DCL events (rape and traps) happened during the quests, i turned them off in MCM.

 

- NPC's that are set to follow player in wilderness are "scaredycats" ? Incapable of fighting. They run away to weird locations where they can't get out of, like Xayah i teleported to myself once. I guess they could be given a simple bow and made essential? Just this isn't very important, NPC's can get stuck anyway... and Skyrim might sometimes automatically teleport them to player.

Edited by Zaflis
Posted (edited)
9 hours ago, aurreth said:

There was never a 3.34 ?  The last version of 3.3x released was 3.32 SE Alpha Test.

3.32* my mistake. ?
"Laura's Bondage Shop v3.32 SSE version - by tznvlw" to be exact.
 

9 hours ago, aurreth said:

an active LBS quest

Yeah, I make sure to read on issues before updating. I don't like updating mods mid-playthrough, which is why I was still playing with v.3.32. 
What I read was that updating before giving the sword to the girl shouldn't give problems, so I updated and loaded up a save before interacting with the girl (Glemme?) in Dragonbridge. 

 

9 hours ago, aurreth said:

Are you using LE or SE?  I can work on a patch for JK's Skyrim, but I only have SE installed currently

I am using SE 1.5.97 (avoiding updating to AE).
As for JK Skyrim: I am using the "All in One" option (JK Skyrim.esp), so no separate .esp for towns/cities. 


Edit:
based on @steelmagpie directions, I went to take a look but couldn't find it, nor the table that was described.
Here some Images of the locations:
 

Spoiler

Iverstead Bridges:
 

Spoiler

ScreenShot70.png.df9df30ea4868984cd9fcdd2e6bbbfbf.pngScreenShot69.png.dd976eb492da522f3d09af4aac5eab28.png

 

 

Spoiler

Further North down the Waterfall
 

Spoiler

ScreenShot73.png.8f444fed18bd5420d3597456b516d447.pngScreenShot74.png.81f002a6e7621a24a135e80666c78c0b.png

 

 

Edited by Straze
Posted
54 minutes ago, Straze said:

based on @steelmagpie directions, I went to take a look but couldn't find it, nor the table that was described.

 

Spoiler

Under that rightmost bridge arc should be a note, but i can also see that your mods are adding a small dock and new building right next to it.

 

As for the waterfall, quest goes towards the lake side of that bridge, not downwards to Iverstead's waterfall.

 

Posted
48 minutes ago, Zaflis said:

 

  Reveal hidden contents

Under that rightmost bridge arc should be a note, but i can also see that your mods are adding a small dock and new building right next to it.

 

As for the waterfall, quest goes towards the lake side of that bridge, not downwards to Iverstead's waterfall.

 

Thanks, I have taken another look and found it.

Spoiler

It was right up against the wall under the bridge, and guess I missed it multiple times due to it blending into the surroundings and thinking JK Skyrim would be an issue.


I was wrong thinking that JK Skyrim would be an issue for this quest. Sorry!

Posted
19 hours ago, xyzxyz said:

So after the mainquest is done I hope for some new radiant quests. We had discussed model shows and such ages ago^^

I have a lot of ideas. New/updated radiant quests and modeling are also on that list. :)

 

 

 

 

17 hours ago, OkayBroSk said:

Hello i have finish the main story of the mod and at the end laura said she will "get those big bondage furniture" what does that mean ?
and are you going to make a end where we can enslave sloane ?

BTW it's one of my favorite mod i have ever played

They're talking about the new bondage furniture that was added to DD. I'm thinking of using them in future content. Not many mods use them.

We're not going to enslave Sloane though. The characters wouldn't do it and I don't like it.

 

 

 

 

17 hours ago, InfernalCantation said:

Seems like restarting the game has solved it for now... Spent ages in game trying to fix this then come back the next day and the quest fired as soon as I loaded the save. Hopefully will work from here.

Glad it works now. Skyrim is such a weird game.

 

 

 

 

14 hours ago, G-man² said:

Now that's a welcome gift to start off the new year, thanks @Laura !?

 

Just played through the latest version and it's still my favourite devious devices questline.

Small feedback: While playing detective was fun at first I think some markers on the worldmap would go a long way for most of the story (especially if your character has never been to any of the locations before)

 

  Hide contents

Regarding the final message at the end:

 

Wow, that one left me speechles. Feels quite surreal to even write about it, but I'm happy you were able to move on - and work on such an awesome mod in the process !

 

Can't wait how the story will continue. Personally I'm hoping for some more lighthearted cursed loot adventures but either way, I'm looking foward to see what you have in store for us in the future ?

Thank you so much. :blush:

About the searches, they're really hard to balance. Sometimes I could give clear directions because they're near landmarks, but I also had to reveal some on the map in the latest quest because I couldn't come up with good directions. It's really tricky but I think it's worth it to do it like that. Following markers gets boring.

Posted
17 hours ago, philyb said:

I'm just happy to see one of these mods in a complete state, if no more content was added then it'd still be the most complete of these mods. It didn't get abandoned like Dark Investigations, it was focused and polished rather than a mess, it didn't get bogged down with features and grinding like CD...So I'm really happy and I'll probably come back to this mod again in the future when I think SSE is finally safe. 

I was close to abandoning it a few times. I often couldn't work on it because of mental health issues and I would've quit if Taki and aurreth didn't step in to help me. I also sometimes considered quitting just because of how much work this is. I've spent atleast 4000 hours on this. It consumed all my free time for years and I think the main reason I kept going was because I really wanted to tell this story.

I'm really happy I was able to finish this story. :)

Posted
1 hour ago, Straze said:

3.32* my mistake. ?
"Laura's Bondage Shop v3.32 SSE version - by tznvlw" to be exact.
 

Yeah, I make sure to read on issues before updating. I don't like updating mods mid-playthrough, which is why I was still playing with v.3.32. 
What I read was that updating before giving the sword to the girl shouldn't give problems, so I updated and loaded up a save before interacting with the girl (Glemme?) in Dragonbridge. 

 

That version was a mess as far as Origin is concerned.  A lot of the work on 3.32 SE Alpha Test was fixing it.  It's definitely okay to do an inplace upgrade to 3.41 at the point you did.  All the new content for 3.41 occurs after Origin.

 

1 hour ago, Straze said:

I am using SE 1.5.97 (avoiding updating to AE).
As for JK Skyrim: I am using the "All in One" option (JK Skyrim.esp), so no separate .esp for towns/cities. 

 

I have that mod downloaded already.  I'll enable it and see about making a patch for Dragonbridge and Ivarstead.

 

1 hour ago, Straze said:

Edit:
based on @steelmagpie directions, I went to take a look but couldn't find it, nor the table that was described.
Here some Images of the locations:
 

  Hide contents

Iverstead Bridges:
 

  Hide contents

ScreenShot69.png.dd976eb492da522f3d09af4aac5eab28.png

 

 

This bridge, behind the right hand piling (closest to town).  Either you can't fit in there, or the note is under the new retaining wall.  I'll take a look.

 

1 hour ago, Straze said:
  Hide contents

Further North down the Waterfall
 

 

 

Wrong waterfall.  The one you are looking for is east of town along the north side of the lake.

 

Give me a day or so, I do actually have to work ?

 

Posted (edited)
24 minutes ago, Straze said:

Thanks, I have taken another look and found it.

  Hide contents

It was right up against the wall under the bridge, and guess I missed it multiple times due to it blending into the surroundings and thinking JK Skyrim would be an issue.


I was wrong thinking that JK Skyrim would be an issue for this quest. Sorry!

 

I'll still work on a patch.  Someone a few pages back mentioned pathing issues in Dragonbridge due to JK, and if the spot under the bridge is too tight I can shift the note a bit and maybe put a lantern in there with the bottles to make it a bit more obvious someone has been hiding out there to do some serious drinking.

 

Plus the AE fishing spot in Dragonbridge slightly interferes with the totem in Origin.  I've been meaning to move it.  Separate patch.  Sorry, mind wandering, serious storm here last night and I didn't get enough sleep.

 

Edited by aurreth
Posted
15 minutes ago, Laura said:

I would've quit if Taki and aurreth didn't step in to help me.

 

Maybe Taki.  I just post quick fixes and piss you off ?

 

Posted (edited)
21 minutes ago, aurreth said:

Give me a day or so, I do actually have to work

Don't worry, looks like the Taking Control quests works as it supposed to. My eyes just glazed over it multiple times because of the textures etc of my game. 

Not sure what the normal place would be, but this is with JK Skyrim. 

Spoiler

image.png.35572c91df7d2e81ec70e74cb9fd9a1a.png

 

Edited by Straze
Posted
17 minutes ago, Laura said:

I'm really happy I was able to finish this story. :)

 

Noooo, not finished!  There's still the Rubber Wars!

 

Spoiler

I think maybe there was a trade war in there with the Dollmaker in Dawnstar, with Kata leading mercenary armies against the Dark Brotherhood; maybe that's when they started calling her The Valkyrie.  That's also when Sona put on a dark green catsuit and became the master thief Jade, robbing both sides to fund the temples of Kynareth, who were forced to care for the wounded.

 

These are the fabled "Rubber Wars", remembered only in banned songs sung late at night by shame faced bards, along with "The Ballad of Eskimo Nell".  Many a defeated LBS fetish-commando or captured Dollmaker leather-assassin was sent to the Rubber Facility in those days, never to be heard from again.

 

They say the final battle was fought at Labyrinthian, and that, if the moon is right, you can still hear the squeak of rubber and the hum of vibrating plugs on the wind.

 

Of course eventually the Jarls put a stop to it, because the combatants were having way too much fun.

 

(I got very silly around the 6th or 7th beta)

 

 

 

Posted
3 minutes ago, Straze said:

Don't worry, looks like the Taking Control quests works as it supposed to. My eyes just glazed over it multiple times because of the textures etc of my game. 

Not sure what the normal place would be, but this is with JK Skyrim. 

 

 

That's the normal place.  There should be a few mead bottles there as well.  @Laura, placing a lantern there could help pinpoint the spot, even on an unmodded game.

 

Posted (edited)
3 minutes ago, aurreth said:

There should be a few mead bottles there as well. 

Yeah there are, it's on the right side of the picture - haven't picked them up :) 
Anyways, thanks for the help! Will continue the quest later when I have time. 

A lantern or anything slightly larger with the Mead Bottles should indeed help spotting it easier.

Edited by Straze
Posted
12 minutes ago, aurreth said:

Maybe Taki.  I just post quick fixes and piss you off ?

Don't you go all humble on me.

I wasn't doing well at that time and those Origin bugs were destroying my sense of selfworth because I saw bugs in my mod as proof that I was worthless. You investigated and fixed it for me. That had more impact than you think.

Posted
6 minutes ago, aurreth said:

Noooo, not finished!  There's still the Rubber Wars!

 

  Hide contents

I think maybe there was a trade war in there with the Dollmaker in Dawnstar, with Kata leading mercenary armies against the Dark Brotherhood; maybe that's when they started calling her The Valkyrie.  That's also when Sona put on a dark green catsuit and became the master thief Jade, robbing both sides to fund the temples of Kynareth, who were forced to care for the wounded.

 

These are the fabled "Rubber Wars", remembered only in banned songs sung late at night by shame faced bards, along with "The Ballad of Eskimo Nell".  Many a defeated LBS fetish-commando or captured Dollmaker leather-assassin was sent to the Rubber Facility in those days, never to be heard from again.

 

They say the final battle was fought at Labyrinthian, and that, if the moon is right, you can still hear the squeak of rubber and the hum of vibrating plugs on the wind.

 

Of course eventually the Jarls put a stop to it, because the combatants were having way too much fun.

 

(I got very silly around the 6th or 7th beta)

I love that last line.

Posted
25 minutes ago, Laura said:

Don't you go all humble on me.

I wasn't doing well at that time and those Origin bugs were destroying my sense of selfworth because I saw bugs in my mod as proof that I was worthless. You investigated and fixed it for me. That had more impact than you think.

 

Sometimes when discussing technical fixes I think I come off as taking a lot more credit for the mod than I'm due.  I hope people don't get the impression that I'm more than a troubleshooter (and not always a good one, I never did fix Doran).  You did all the work, I just found a couple places where SE screws up the LE coding.

 

Oh, and I yell at idiots in the forum ?

 

Posted
23 minutes ago, aurreth said:

Sometimes when discussing technical fixes I think I come off as taking a lot more credit for the mod than I'm due.  I hope people don't get the impression that I'm more than a troubleshooter (and not always a good one, I never did fix Doran).  You did all the work, I just found a couple places where SE screws up the LE coding.

You do tend to take over sometimes. But don't underestimate troubleshooting.

 

23 minutes ago, aurreth said:

Oh, and I yell at idiots in the forum ?

?

Posted
22 minutes ago, Laura said:

You do tend to take over sometimes. But don't underestimate troubleshooting.

 

Sorry ?

 

For the record I take no credit for Laura's wonderful work.  I'm just a girl with a wrench who tightens up loose bolts from time to time.  And yells at idiots.

 

Posted
On 1/2/2023 at 7:32 PM, aurreth said:

 

Try leaving the shop and re-entering.  If that doesn't work leave, wait a bit for the cell to reset, then go back in.

 

Hey you wouldn't, by chance, know of a good tutorial on mod development for Skyrim, would you? I can't make sense of Creation Kit 

Posted
6 minutes ago, Allen Harris said:

Hey you wouldn't, by chance, know of a good tutorial on mod development for Skyrim, would you? I can't make sense of Creation Kit 

Check out Darkfox127 on YT. I used his vids when I started.

Posted

What she said ? 

 

Honestly, I'm horrible at modding.  What I'm good at is identifying errors and then determining the logical flaws that cause them.  Things like, "Why is the door locked?  Because it was previously locked and the unlock code happens before the cell is actually loaded, so the door never gets the unlock code."  The Origin NPC placement options I just got lucky and found an obscure footnote mentioning how the MoveTo command in SE is broken; that let me come up with a logical fix to it, with a lot of help from @Tetras66 and @Taki17.

 

Oh, I can use the CK to move stuff around a bit (and it takes me 8 or 10 tries to get it right), or to alter an NPC (within serious limits), but I've never figured out how to do much more.  I mean I seriously broke vault gear doors in FO4 a hundred times before someone helped me out with actual working code ?  Scenes and dialog branches and whatnot are completely beyond me.

 

Posted (edited)
11 minutes ago, aurreth said:

What she said ? 

 

Honestly, I'm horrible at modding.  What I'm good at is identifying errors and then determining the logical flaws that cause them.  Things like, "Why is the door locked?  Because it was previously locked and the unlock code happens before the cell is actually loaded, so the door never gets the unlock code."  The Origin NPC placement options I just got lucky and found an obscure footnote mentioning how the MoveTo command in SE is broken; that let me come up with a logical fix to it, with a lot of help from @Tetras66 and @Taki17.

 

Oh, I can use the CK to move stuff around a bit (and it takes me 8 or 10 tries to get it right), or to alter an NPC (within serious limits), but I've never figured out how to do much more.  I mean I seriously broke vault gear doors in FO4 a hundred times before someone helped me out with actual working code ?  Scenes and dialog branches and whatnot are completely beyond me.

 

HOW DARE YOU NOT KNOW EVERYTHING THERE IS TO KNOW?!

Lol I understand. Figured it wouldn't hurt to ask; no one's ever been able to point me to anything useful, and it makes me wonder "How the heck did great modders like Laura figure this crap out?!" ? 

Edited by Allen Harris

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