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


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Posted (edited)

Just cleaned my last save from the papyrus log of this morning. Now if i try to re-clean it it doesnt show problem but i still get no dialog. My Fuzrohdoh is 1.7 as well.

 

Spoiler

image.png.ae8f6a097491bb32196b21f5228863c5.png

 

just to make sure this is what i check here

 

Spoiler

image.png.0fd88cfcd987084f4ee2d4157a9b0b4a.png

 

Edited by alexsl
Posted
3 hours ago, aurreth said:

 

Try cleaning your save to remove any vestiges of the voice pack, see if that helps.

 

Welp, I ran Fallrim tools to clean the save - no change, but I've never had much look using it.  but it's definitely an issue of some sort with that particular save. Things are running normal on 2 other saves, one did seeking the curse on the old version, and was able to do it fine after upgrade, and another brand new save going thru LBS for the first time, and was to go seeking right after completing strange rock.  I'll probly have to nuke that one save. thanks for the assistance all

Posted

First , this mod is really great nice Storytelling and i like the dialogue between Laura and Katarina.

 

But now a bug show up. After finsihing "Blending in" and back at Lauras Shop she asks me what happens, i can answer the chat between Laura and Katarina happens and thats it. Katarina only have "huh" as answer and no real dialogue. Laura has the regular Dialogue and if i tell her i want to help i get Response that i already helping her and need to focus on that. But there is no Quest from this Mod active in my Quest Log.

 

 

Posted

So apparently after finishing the "Taking Control" quest I am now immune to Thotium.

 

Spoiler

Specifically, the display case behind the counter is still open and has an active "touch" interaction, but touching the thotium doesn't do anything interesting.

 

Tiny bug/oversight, but figured it was worth mentioning. Really loved this update and I'm looking forward to seeing more soon.

 

Also a thought/suggestion:

 

Spoiler

It would be fun if the thotium collar was repaired/altered/whatever and given to the PC, with some sort of fun mechanic like those introduced in the story. Like maybe it spawns a restraint every so often, and adds an "Are you my master?" dialog option to certain NPCs that could trigger a sex scene that would drain the collar's power back by one level, with an alternate to just resist the collar's (now diminished) power which would achieve the same thing without requiring sex. Maybe have the option to go to Sona to have it removed completely and reset until the next time you want to play with it.

 

Could even have some quest to do the repairing, which sends you on some fun kinky adventure.

 

Posted (edited)

Two problems with origin, one minor and one major.


minor: new quest wants me to make apple cabbage stew, but with complete alchemy and cooking...it requires CACO's onion. which is not in the area for the quest. had to spawn one in. could use a compatibility patch I guess.
 

major (as in giant dealbreaker): origins calls Game.GetPlayer().removeAllItems() on lines ~370 and ~1057 (basement intro scene). for users of Automatic  Item Storage this is very, VERY bad. it removes the automatic storage fish which is a referenced inventory object used to manage item storage. I heavily recommend making it instead remove the items to a separate storage container, as that will allow the fish to go back to player inventory instead (plus allow for any other potential cases during the 'dream' segment to not get botched too bad...it'd at least make them recoverable.
 

Edited by Khe
tired
Posted (edited)
4 hours ago, Khe said:

minor: new quest wants me to make apple cabbage stew, but with complete alchemy and cooking...it requires CACO's onion. which is not in the area for the quest. had to spawn one in. could use a compatibility patch I guess.

Ha, i'm sure i checked CACO before when i went through missing ingredients of Realistic Needs which were added in this patch. Something still slipped...

Unless you meant that it's an ingredient that doesn't exist in vanilla game then it's not really fixable.

Edited by Zaflis
Posted

 

10 hours ago, Kludar said:

I finished the main story last night. Loved it! Had to dig through this topic a couple of times to get a hint, but that's because I got impatient to find out what was going to happen next. I consider this mod to be one of the best projects I've supported on Patreon!

 

  Hide contents

I sat stunned for quite a bit after reading the letter at the end. I can certainly understand why you might need to step away from creating this mod from time to time. Best wishes for your continued healing.

Thank you so much. ❤️

 

 

 

 

8 hours ago, crazyduck said:

First , this mod is really great nice Storytelling and i like the dialogue between Laura and Katarina.

 

But now a bug show up. After finsihing "Blending in" and back at Lauras Shop she asks me what happens, i can answer the chat between Laura and Katarina happens and thats it. Katarina only have "huh" as answer and no real dialogue. Laura has the regular Dialogue and if i tell her i want to help i get Response that i already helping her and need to focus on that. But there is no Quest from this Mod active in my Quest Log.

Try loading a save before it goes wrong and try it again a few times.

If it still doesn't work, check your installed requirements.

 

 

 

 

5 hours ago, FriedTm said:

i cant get karo to leave the tavern and 27 keeps saying this person is busy is there something I am missing?

There's a scene that's supposed to play there. Try loading a previous save and try that part again. Let me know if it works.

 

 

 

 

5 hours ago, Nicoya said:

So apparently after finishing the "Taking Control" quest I am now immune to Thotium.

 

  Hide contents

Specifically, the display case behind the counter is still open and has an active "touch" interaction, but touching the thotium doesn't do anything interesting.

Spoiler

The code that traps you is tied to the quest. So it doesn't do anything after that.

I just checked and I seems like I forgot to close the case after the quest. Oops.

 

5 hours ago, Nicoya said:

Tiny bug/oversight, but figured it was worth mentioning. Really loved this update and I'm looking forward to seeing more soon.

 

Also a thought/suggestion:

 

  Hide contents

It would be fun if the thotium collar was repaired/altered/whatever and given to the PC, with some sort of fun mechanic like those introduced in the story. Like maybe it spawns a restraint every so often, and adds an "Are you my master?" dialog option to certain NPCs that could trigger a sex scene that would drain the collar's power back by one level, with an alternate to just resist the collar's (now diminished) power which would achieve the same thing without requiring sex. Maybe have the option to go to Sona to have it removed completely and reset until the next time you want to play with it.

 

Could even have some quest to do the repairing, which sends you on some fun kinky adventure.

Spoiler

I really like the Thotium collar so it'll probably make a return. But not with the mind control stuff though.

 

 

 

 

4 hours ago, Khe said:

Two problems with origin, one minor and one major.


minor: new quest wants me to make apple cabbage stew, but with complete alchemy and cooking...it requires CACO's onion. which is not in the area for the quest. had to spawn one in. could use a compatibility patch I guess.

I can't do much if it needs a specific ingredient from another mod.

 

4 hours ago, Khe said:

major (as in giant dealbreaker): origins calls Game.GetPlayer().removeAllItems() on lines ~370 and ~1057 (basement intro scene). for users of Automatic  Item Storage this is very, VERY bad. it removes the automatic storage fish which is a referenced inventory object used to manage item storage. I heavily recommend making it instead remove the items to a separate storage container, as that will allow the fish to go back to player inventory instead (plus allow for any other potential cases during the 'dream' segment to not get botched too bad...it'd at least make them recoverable.

It already does that. It goes to a storage container and it gives all your stuff back afterwards. So I think you should get the fish back too.

Posted (edited)
2 hours ago, Laura said:

Try loading a save before it goes wrong and try it again a few times.

If it still doesn't work, check your installed requirements.

 

 

 

Already tried that, all needed mods are installed and everything else works fine.
 

But after the Blending inn Quest it simply stopped .

Tried loading a Save before Blending Inn was finished same happend again.

 

No new Quest show up after Katarina brings me back to Lauras Shop and Blending Inn ends, but Laura still tells me i already help her and need to focus on it.

 

Is there a quest stage i can check or a Papyrus value to query from Console to see if something is not set as it should and if yes could you tell me which one?

 

Oh and before i forget its the SE Version of the Mod not the LE Version.

 

 

Fixed it, i had one of my unfinished mods enabled in mod organizer it added a invisible wall inside the store so laura could not reach her position. for a test i disabled the invisible wall ingame and it startet to work again, so no Bug in your mod ?.

Edited by crazyduck
Posted

I'm starting over a new game again. I also remove DCL just in case. I hope to see more this time around. I really do love the mod so i dont mind. :)

Posted
8 hours ago, Khe said:

Two problems with origin, one minor and one major.


minor: new quest wants me to make apple cabbage stew, but with complete alchemy and cooking...it requires CACO's onion. which is not in the area for the quest. had to spawn one in. could use a compatibility patch I guess.
 

major (as in giant dealbreaker): origins calls Game.GetPlayer().removeAllItems() on lines ~370 and ~1057 (basement intro scene). for users of Automatic  Item Storage this is very, VERY bad. it removes the automatic storage fish which is a referenced inventory object used to manage item storage. I heavily recommend making it instead remove the items to a separate storage container, as that will allow the fish to go back to player inventory instead (plus allow for any other potential cases during the 'dream' segment to not get botched too bad...it'd at least make them recoverable.
 

 

These are not the mod's problem.  You are using mods which are incompatible with Laura's Bondage Shop.  It happens.  It is impossible for @Laura to make a mod that is compatible with everything, and quite frankly why should she try?

 

It is not the author's responsibility to make their mod compatible with your mod list.  It isn't the author's responsibility to research every cooking mod to make sure she includes all the right ingredients.  Her only responsibility is to make sure it works with the vanilla recipe.  It's not the author's responsibility to rewrite and test her scripts to make sure they don't conflict with some storage mod you use.  Her only responsibility is to make sure it works with vanilla storage.

 

It doesn't work with CACO?  Make a patch.  I have an entire area where I'm collecting and posting patches.  It doesn't work with Automatic Item Storage?  Make a patch.  It doesn't work with "This Awesome Mod I Found On Some Shady Latverian Web Site"?  You guessed it.  Make and test a patch and I'll add it to the list.

 

Posted
4 hours ago, Zaflis said:

Ha, i'm sure i checked CACO before when i went through missing ingredients of Realistic Needs which were added in this patch. Something still slipped...

Unless you meant that it's an ingredient that doesn't exist in vanilla game then it's not really fixable.

 

I know you did Realistic Needs and Laura added the missing item.  I remember 'cause I argued that doing so would open up a whole can of worms with people saying "what about this mod, what about that mod", which would lead to an infinitely expanding list of prerequisites.  But I don't think CACO was ever discussed.

 

Posted
1 hour ago, alexsl said:

I'm starting over a new game again. I also remove DCL just in case. I hope to see more this time around. I really do love the mod so i dont mind. :)

 

Consider the issues with DCL:  open a door, get trapped.  Open a quest chest, get trapped.  A cell to rescue someone during a quest?  Get trapped.  It happens, and you end up locked in restraints that are incompatible with restraints applied by LBS and break things.

 

Same for any other mod that causes, er, "involuntary sex scenes" due to equipped bondage items.  Sooner or later those catch up to you, you are assaulted during a critical mod scene, and everything breaks.

 

Most of these mods allow you to disable them in the MCM without completely uninstalling them.  At a minimum you should do that while playing story-centric mods like LBS, so that they don't interfere with quest progression.  You can re-enable them between quests.

 

Posted (edited)
5 hours ago, Laura said:
10 hours ago, Khe said:

Two problems with origin, one minor and one major.


minor: new quest wants me to make apple cabbage stew, but with complete alchemy and cooking...it requires CACO's onion. which is not in the area for the quest. had to spawn one in. could use a compatibility patch I guess.

I can't do much if it needs a specific ingredient from another mod.

I've put together a quick-n-dirty patch that swaps out two cabbages for CACO onions. Disclaimer for anyone who downloads: it's not packaged as ready-to-install, since the download has both LE (made in TES5Edit) and SE (made in SSEEdit and esl-flagged) versions.

 

Edited by chaimhewast
snipped download as aurreth added it to their patch repo
Posted (edited)
15 minutes ago, chaimhewast said:

I've put together a quick-n-dirty patch that swaps out two cabbages for CACO onions. Disclaimer for anyone who downloads: it's not packaged as ready-to-install, since the download has both LE (made in TES5Edit) and SE (made in SSEEdit and esl-flagged) versions.

 

I'll add it to the patch list (both versions, properly packaged ?).  One thing:  what exactly does CACO stand for?  So that I can link the patch back to the original mod.

 

Also, for future reference, Laura yells at me when I post files directly to this thread, 'cause they can create confusion about what is needed and what is optional.  I'm really trying to be better about it!  Anyway, maybe send me patches directly instead of attaching them in the main thread.  Or send them to Laura so she can check them out first.

 

Edited by aurreth
Posted
14 minutes ago, aurreth said:

 

I'll add it to the patch list (both versions, properly packaged ?).  One thing:  what exactly does CACO stand for?  So that I can link the patch back to the original mod.

 

Also, for future reference, Laura yells at me when I post files directly to this thread, 'cause they can create confusion about what is needed and what is optional.  I'm really trying to be better about it!  Anyway, maybe send me patches directly instead of attaching them in the main thread.  Or send them to Laura so she can check them out first.

 

 

Complete Alchemy and Cooking Overhaul

Posted
1 minute ago, Tetras66 said:

 

Complete Alchemy and Cooking Overhaul

 

Thanks, I chased it down ? 

 

I don't use many mods that completely alter vanilla game systems, just cause too many mod conflicts, so I don't keep up with the millions of devotee acronyms.

 

Posted

Hi Laura,

 

Thank you so much for the latest release. It's really exciting to have a finishing quest.

 

I have come across an error however that I can't seem to get around and that I don't think anyone else has mentioned so far. This is with the Taking Control quest. Firstly I had problem with Jade not appearing in Darkwater Crossing, I reloaded an earlier save and she then appeared. That seems to have been sorted.

However I then found the shack and was ambushed by Daubeny. The scene with the collar plays out and then it loads to the cave. When I get to the cave however is where I encounter an issue. I assume by context Daubeny and Jade are supposed to appear with me and a scene is supposed to trigger but they dont appear and nothing happens. I can wander around the cave but nobody has anything to say that triggers anything new  and Holden comes up as busy.

 

I have tried reloading multiple saves and tried fixing it with console commands but no luck so far. I have also reinstalled the mod a couple of times. My skyrim is quite buggy so it is undoubtedly my own fault. Do you have any ideas on how to progress or solutions?

 

Please don't take any of this as a criticism of your work which has been generally really cool and far far beyond my ability. I'm just hoping I can find a solution so I can continue enjoying it.

 

Thanks for your time 

Posted (edited)
6 hours ago, Laura said:

 

 

I can't do much if it needs a specific ingredient from another mod.

 

It already does that. It goes to a storage container and it gives all your stuff back afterwards. So I think you should get the fish back too.

I understand about the first case, but for the second you misunderstand:
the dream sequence transitions remove all items, period. not transferred. the fish moves itself, a specific script instance, to the player's inventory after it is moved to any storage container.  which means that those 2 counts of the quest script completely voiding player items will delete the fish permanently. (usually, on the first)

So to make it completely clear, a sequence example:
initial dream sequence entry moves player inventory to temp container
fish slides back into player inventory.

player completes first dream sequence

all player inventory is destroyed, including  fish

Khe becomes sad.

Edited by Khe
add sequence
Posted
53 minutes ago, Khe said:

I understand about the first case, but for the second you misunderstand:
the dream sequence transitions remove all items, period. not transferred. the fish moves itself, a specific script instance, to the player's inventory after it is moved to any storage container.  which means that those 2 counts of the quest script completely voiding player items will delete the fish permanently. (usually, on the first)

So to make it completely clear, a sequence example:
initial dream sequence entry moves player inventory to temp container
fish slides back into player inventory.

player completes first dream sequence

all player inventory is destroyed, including  fish

Khe becomes sad.

 

I'm sorry it messes up for you, but again it is impossible to write a mod that takes into account conflicts with every single mod ever written.  You are asking for changes to accommodate your specific use-case; if Laura did that she'd end up having to download hundreds or thousands of mods just to make sure she didn't break any of them.  It's simply not possible.  I appreciate you are pointing out a conflict, but asking the mod author to completely reprogram the mod is not the way to handle things.  

 

If the mods are incompatible you have to choose which one you want to use, or you have to find a patch that allows both mods to work together.  If you can't find one you have to create one, or find someone willing to take on the job.

 

Now, a simple workaround suggests itself:  before giving Glemme back her sword and kicking off Origin, transfer all of your inventory (except Glemme's sword) to a safe chest.  Give back the sword, run the quest, then return to your chest and get your stuff back.  That way you lose nothing.

 

Posted
10 minutes ago, aurreth said:

I appreciate you are pointing out a conflict, but asking the mod author to completely reprogram the mod is not the way to handle things. 

I haven't looked at the script in LBS, but presumably it uses RemoveAllItems to transfer player inventory.  The last parameter controls whether quest items are removed (by default, they are not).  If LBS does not remove quest items, the only change needed would be for the "fish mod" to make the fish a quest item, a reasonable request that hopefully that mod's author would agree to.  (On the other hand, if LBS does remove quest items, that might be worth reconsidering.)

Posted
24 minutes ago, HexBolt8 said:

I haven't looked at the script in LBS, but presumably it uses RemoveAllItems to transfer player inventory.  The last parameter controls whether quest items are removed (by default, they are not).  If LBS does not remove quest items, the only change needed would be for the "fish mod" to make the fish a quest item, a reasonable request that hopefully that mod's author would agree to.  (On the other hand, if LBS does remove quest items, that might be worth reconsidering.)

 

I honestly don't recall.  I haven't really had a reason to crawl through the new Origin script... and my CK got messed up so I'm missing like half the sources I need to actually do script work ?  I do agree that's something that @Laura needs to look at.

 

If quest items aren't being removed, then a patch would be rather simple, just changing the flag on one object.  Sounds like it should be set up that way to begin with, to keep it from being removed from the inventory.

 

Posted
52 minutes ago, HexBolt8 said:

I haven't looked at the script in LBS, but presumably it uses RemoveAllItems to transfer player inventory.  The last parameter controls whether quest items are removed (by default, they are not).  If LBS does not remove quest items, the only change needed would be for the "fish mod" to make the fish a quest item, a reasonable request that hopefully that mod's author would agree to.  (On the other hand, if LBS does remove quest items, that might be worth reconsidering.)

Quest items are not removed. I was in the cave naked - but with the Forgemaster's Fingers and Grimsever (and a maybe few more) so making that fish a quest item should solve it.

Posted
3 minutes ago, CaptainJ03 said:

Quest items are not removed. I was in the cave naked - but with the Forgemaster's Fingers and Grimsever (and a maybe few more) so making that fish a quest item should solve it.

 

So next question is LE or SE?  I can't do an LE patch at the moment.  I've got everything set up to deal with LBS in SE/AE.  I could download the offending mod long enough to try a patch for SE though.

 

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