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


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Posted
2 hours ago, Laura 'Lokomootje' said:

I chose to not include boots because hindering movement speed can get really annoying for the player.

I'm also not really into restrictive boots myself.

Wearing restrictive boots is really scary when your arms are bound. Struggling to walk when your arms are not available to catch a fall is dangerous.

But it's mostly because being slowed down isn't very fun.

So in this case maybe dont strip boots at all? I really like high heels and they looks great with other stuff, overall i would love to see option to not remove outfit before tying up or just change it to remove only chest slot that would be great! and it would not require to rewrite dialogues since you still stripping chest slot. 

 

About update: I like it its simple and cool are you planing to expand it ? like add more outcomes/endings? 

 

Or something like that "These devices are very delicate so i need to tie your hands to make sure you wont damage them" at the beginning.

 

Posted

@Laura 'Lokomootje' The new v2.0 contains 41 ITMs. Checked with TES5Edit.

The old v1.20 didn't have any oddities. ?

 

Are they accidental and is it ok to clean them? Or did you have something special in mind with these?

Posted
31 minutes ago, worik said:

@Laura 'Lokomootje' The new v2.0 contains 41 ITMs. Checked with TES5Edit.

The old v1.20 didn't have any oddities. ?

 

Are they accidental and is it ok to clean them? Or did you have something special in mind with these?

I forgot to clean the ITMs, they should be safe to clean yourself.

Posted
2 hours ago, Jappa123 said:

So in this case maybe dont strip boots at all? I really like high heels and they looks great with other stuff, overall i would love to see option to not remove outfit before tying up or just change it to remove only chest slot that would be great! and it would not require to rewrite dialogues since you still stripping chest slot. 

I don't want to exclude boots from the removal function.

I can make it a choice whether or not Laura removes your restraints before the quest. They'll still get removed when you find the restraints, but you get to wear your boots a bit longer.

 

2 hours ago, Jappa123 said:

About update: I like it its simple and cool are you planing to expand it ? like add more outcomes/endings? 

 

Or something like that "These devices are very delicate so i need to tie your hands to make sure you wont damage them" at the beginning.

 

The quest is made with expanding it in mind. So adding new branches, outcomes or even cities is doable.

 

The reason she removes them is to make sure that the player is free to do the quest. There is a chance that you'll have to fight, so binding the player's hands at the start is not what I want. That would mean that you start tied up, only to get tied up when you find them. There isn't much the player can do then. I want the player to be able to fight, sneak and run when they're getting the restraints.

 

 

34 minutes ago, hylysi said:

You should remove the .tga files from future uploads, they're an unused file created when building FaceGenData.

 

LOVE the mod. ❤️

Glad you're enjoying it. :blush:

 

I didn't know about the .tga files. Thanks for the tip.

Posted
4 hours ago, Laura 'Lokomootje' said:

Wearing restrictive boots is really scary when your arms are bound. Struggling to walk when your arms are not available to catch a fall is dangerous.

 :classic_blink:

Posted

Just dropped the new version in Skyrim Special Edition.
Tested the new quest a bit and it seems to work flawlessly in SSE as well.

Great work, much enjoying.

Posted
2 hours ago, Lynnig said:

Just dropped the new version in Skyrim Special Edition.
Tested the new quest a bit and it seems to work flawlessly in SSE as well.

Great work, much enjoying.

I'm still surpised that it works with SSE. I didn't change anything to make it compatible.

But, it's good to hear that you're enjoying it.

Posted

Had a chance to take a look at the new radiant quest, and it was fun, well done! Radiant quests are what give longetivity to mods, and this one also having a number of different setups and outcomes certainly won't be getting old anytime soon. They keep close to the dungeon crawling and/or fetchquest nature of the vanilla quests, so they don't even feel out of place whatsoever. The bindings aren't aggravatingly limiting either, where you'd have to crawl to the other end of the map at slow speed, while being incapable to doing anything. So it does not make the quest tedious - a big plus from a game design standpoint too.

 

I was also pleasantly surprised to see my main man Garen make an appearance. It was good reminiscing the countless hours of fun we had on the top lane. (and countless more hours of frustration as well...)

 

Something I notcied though, is when you fail to persuade the persons to give up the stuff and the price increases, the new price won't be reflected in the dialogues the next time you reinitiate the conversation with them, they will still ask for 200, even though the actual price is now higher. So the text will always remain on 200, because the global storing the actual price is not referenced.

 

Also, when starting the Seeking The Curse quest, and the interfering items get removed, they seem to be gone for good. Yeah, they'll get replaced by the preset items that are rewarded and any extra from the same type, based on the keywords. But if someone were to spend their hard earned Septims on something in Laura's shop, they might be missing that item sorely after the quest ends. Would it be possible to - optionally - place any interfering items into secure storage while the quest is active, and have them returned once it's over?

Posted

Are there plans for the locked rooms inside? Well, unless it's their private bedroom and/or warehouse, then I'd understand.

 

Also, what features do you plan for the future of your mod? However, if you plan on expanding, you might want to watch out, just in case, since the store is near where Elysium Estate is.

 

With all that said, nice mod. :)

 

EDIT: Now that I've been thinking about it, for some reason, I want to see the shopkeeper try to sell devices while wearing her ballgag. Not sure if that'll ever actually happen, though.

Posted
9 hours ago, Taki17 said:

Had a chance to take a look at the new radiant quest, and it was fun, well done! Radiant quests are what give longetivity to mods, and this one also having a number of different setups and outcomes certainly won't be getting old anytime soon. They keep close to the dungeon crawling and/or fetchquest nature of the vanilla quests, so they don't even feel out of place whatsoever. The bindings aren't aggravatingly limiting either, where you'd have to crawl to the other end of the map at slow speed, while being incapable to doing anything. So it does not make the quest tedious - a big plus from a game design standpoint too.

I'm really happy you like it. ?

I spent most of the time planning the quest. The balance was tricky, but I'm satisfied with how it ended up.

 

9 hours ago, Taki17 said:

I was also pleasantly surprised to see my main man Garen make an appearance. It was good reminiscing the countless hours of fun we had on the top lane. (and countless more hours of frustration as well...)

Introducing him by letting him spin out of a bush would have been a bit much. ?

 

9 hours ago, Taki17 said:

Something I notcied though, is when you fail to persuade the persons to give up the stuff and the price increases, the new price won't be reflected in the dialogues the next time you reinitiate the conversation with them, they will still ask for 200, even though the actual price is now higher. So the text will always remain on 200, because the global storing the actual price is not referenced.

I didn't expect people to back out of the dialogue there. There is no way to use variables or even any code in dialogue, so I can't have them say the amount.

But I'll see what I can do.

 

9 hours ago, Taki17 said:

Also, when starting the Seeking The Curse quest, and the interfering items get removed, they seem to be gone for good. Yeah, they'll get replaced by the preset items that are rewarded and any extra from the same type, based on the keywords. But if someone were to spend their hard earned Septims on something in Laura's shop, they might be missing that item sorely after the quest ends. Would it be possible to - optionally - place any interfering items into secure storage while the quest is active, and have them returned once it's over?

You're right.

Those restraints get destroyed because my testers found out that when you let Laura put the free set on you and then start the quest, she will remove them and you'll then get free restraints. You can then sell them back to her for a lot of gold.

So I made her destroy them to keep that from happening.

I want to make it a choice whether or not Laura frees you at the start of the quest.

 

 

 

2 hours ago, CovertDemon said:

Are there plans for the locked rooms inside? Well, unless it's their private bedroom and/or warehouse, then I'd understand.

The locked rooms are bedrooms and private quarters. I don't have anything planned for them. But I do want to add something to the interior.

 

2 hours ago, CovertDemon said:

Also, what features do you plan for the future of your mod? However, if you plan on expanding, you might want to watch out, just in case, since the store is near where Elysium Estate is.

I know the shop is in a populair spot. So I'll add a basement when I need more space.

 

2 hours ago, CovertDemon said:

With all that said, nice mod. :)

Thanks. :)

 

2 hours ago, CovertDemon said:

EDIT: Now that I've been thinking about it, for some reason, I want to see the shopkeeper try to sell devices while wearing her ballgag. Not sure if that'll ever actually happen, though.

I don't know when yet, but she'll definitely put on some restraints again.

Laura the shopkeeper is based on me. And I don't know about you, but if I had a large supply of restraints with me, I don't think I could stop myself from putting them on.

Posted
1 hour ago, Laura 'Lokomootje' said:

There is no way to use variables or even any code in dialogue, so I can't have them say the amount. 

One thing to try would be to cap the max price at some arbitrary limit (say, 1000) and assign a new line for each of those values.

 

Or put the asking price into a debug notificiation or message box, where text replacement is possible, though it's less 'immersive'.

 

EDIT: Scratch all of that, I think I've found a better solution!

 

Text replacement is not possible in npc responses (afaik), but it IS working in topic texts (what the player says). Same way room rental prices are able to be modified by the Realistic Room Rental mod, just by changing a global variable when entering an inn, and they player response will always display the correct price.

 

What I did was to assign the global that stores the price the npc wants for the stuff as a text display global for the STC quest. Then in the appropriate topic, I changed the topic info to 'I'll pay for them. (Pay <Global=Laura_STC_PriceGlob>)'. Also, in the quest script, under the RaisePrice function, I also added the line 'UpdateCurrentInstanceGlobal(Laura_STC_PriceGlob)', to update the global value in the current quest instance. It worked perfectly, the price in the dialogue options updated on failed persuasions.

 

Whole other topic: out of curiosity, is anything planned to have more under the 'special offers'?

Posted
1 hour ago, Taki17 said:

One thing to try would be to cap the max price at some arbitrary limit (say, 1000) and assign a new line for each of those values.

 

Or put the asking price into a debug notificiation or message box, where text replacement is possible, though it's less 'immersive'.

 

EDIT: Scratch all of that, I think I've found a better solution!

 

Text replacement is not possible in npc responses (afaik), but it IS working in topic texts (what the player says). Same way room rental prices are able to be modified by the Realistic Room Rental mod, just by changing a global variable when entering an inn, and they player response will always display the correct price.

 

What I did was to assign the global that stores the price the npc wants for the stuff as a text display global for the STC quest. Then in the appropriate topic, I changed the topic info to 'I'll pay for them. (Pay <Global=Laura_STC_PriceGlob>)'. Also, in the quest script, under the RaisePrice function, I also added the line 'UpdateCurrentInstanceGlobal(Laura_STC_PriceGlob)', to update the global value in the current quest instance. It worked perfectly, the price in the dialogue options updated on failed persuasions.

I think it's better if the NPCs say it. So I'll cap it at 1000 gold and make 8 different responses depending on the global.

 

1 hour ago, Taki17 said:

Whole other topic: out of curiosity, is anything planned to have more under the 'special offers'?

I have some rough ideas, but nothing concrete.

Posted

Hello there. I never commented this thread before, but now I had to pop in and thank you for the mod. It has been fun. ?

 

Question though. Is it safe to update with an ongoing game? I have only completed Strange Rock in this game and currently far away from the area.

 

Edit: Had a cup of coffee and read through release notes again. Sounds like it is safe to update, as far as those quests are not running. Thanks.

Posted
4 hours ago, Morferous said:

Hello there. I never commented this thread before, but now I had to pop in and thank you for the mod. It has been fun. ?

 

Question though. Is it safe to update with an ongoing game? I have only completed Strange Rock in this game and currently far away from the area.

 

Edit: Had a cup of coffee and read through release notes again. Sounds like it is safe to update, as far as those quests are not running. Thanks.

Thanks for the kind words. ?

 

 

3 hours ago, vic.music666 said:

Fantastic mod. I like the idea. Waiting for the future updates. And I hope it won't turn into another Captured Dreams.)) 

Thank you.

By the way, what do you mean with "I hope it won't turn into another Captured Dreams."?

Posted

New version is up.

It's just small update with a small change and a few fixes. No need for a new game.

 

 

Change Log for V2.01:


Changed: Having your devices removed at the start of the [Seeking The Curse] quest now is a choice.
She will ask you if you want her to remove them.
You'll still get restraints at the end of the quest if you wore them at the start. I do this to prevent the quest from becoming an easy escape option for devices.
Thanks to Taki17 for pointing it out.

 

Fixed: I cleaned some dirty edits with TES5Edit. They weren't causing problems, but they shouldn't be there.
Thanks to worik for pointing it out.

 

 

 

I also have an announcement.


I spent about 500+ hours on this mod so far and I realised that a little financial support would be a great help.
So I recently created a Patreon for donations.

You can support me and my work by donating here: https://www.patreon.com/LauraKata

Also consider supporting the site itself by donating here: https://www.patreon.com/loverslab

I love you all. ❤️

Posted
7 hours ago, vic.music666 said:

And I hope it won't turn into another Captured Dreams.

I wouldn't worry about that. So far Laura's mod is shaping up to be everything that CD is not - FUN. A lot of idling (among others) is what did CD in for me.

Posted

Downloaded 2.01 and looking forward to trying out the new content, thanks for the continued efforts (and the efforts of your testers).

 

If I had an expansion suggestion (based on the changelog since I haven't actually tried the update yet), it would be the addition of alternate starting points for the radiant quests, if you've met the prerequisites.  I'm thinking stuff like an extra innkeeper dialogue line asking if they've heard any rumors of cursed devices, or bound NPCs that have a chance to spawn in town.  That way the start point wouldn't need to always be Laura's shop, and a player could decide they feel like triggering a Laura quest and do so from any major settlement.  It would probably need to be considered a 4th "start" since Laura wouldn't be present, but hopefully it could link in with some of the other radiant options well.

 

I just know from other mods I've played in the past, radiant quests can be a great addition for a mod's longevity, especially if they can be triggered as a spur-of-the-moment thing when doing something unrelated. 

 

IMO that's why the Missives and Notice Board mods are so great, since you can check the board for quests while just passing through and get some extra side activities going (added bonus being those mods can pick up mod-added locations and dungeons you wouldn't get quests for normally, since they rely on location tags).  The SLUTS ponygirl mod is another good example of a mod that you can do as a spur-of-the moment thing, either as a radiant quest (random destination) or as a way to spice up travelling you'd do anyway (player-chosen destination) and can be started from NPCs in all the major towns.

Posted
On 1/8/2019 at 5:58 AM, Laura 'Lokomootje' said:

That's amazing to hear. I tried to make a more friendly DD mod. Pretty much all mods here come with abusive slavers. They have their appeal, but I was missing the warmth.

To me, bondage is about love and trust.

I'll probably make some kind of slavery quest for the shop, but I'll keep it friendly and consensual.

This is one of the reasons why I support this mod, as Devious mods are mostly about the violent aspect of a kinky lifestyle. While there's certainly a place for those things in fantasy, there aren't enough mods that teach/show a "kink-positive" lifestyle. While Laura's Bondage Shop certainly has its perils and non-consent moments, at the core of it, it teaches that BDSM can be better with love & trust, and positivity regarding those kinks. No matter how badly Skyrim can be scary place for women, it's always safe in the shop. Even when Laura ties you up like a slave :).

Posted
On 1/11/2019 at 7:11 AM, worik said:

a question for the big audience: Because I am an obsessed addicted narrow-minded fanatic, I try to merge everything. Anybody tried to merge this one ?

Perhaps anyone tried it merged with Devious Lore ? https://www.loverslab.com/files/file/7299-devious-lore-103/

I'm not sure exactly what you mean by merging, but I do run Laura's Bondage Shop and Devious Lore together. I haven't run into any issues between them.

Posted
11 hours ago, Laura 'Lokomootje' said:

 

Thank you.

By the way, what do you mean with "I hope it won't turn into another Captured Dreams."?

I mean I don't like when CD Shop become a small town with mines and those uninteresting quests when all you do is running and collecting minerals. It's exhausted. I'd prefer shop stays a small shop.

Posted
5 hours ago, SiegfreidZ said:

I'm not sure exactly what you mean by merging, but I do run Laura's Bondage Shop and Devious Lore together. I haven't run into any issues between them.

That's a good first :classic_smile: Thank you!

 

"Merging" is a technical thing where you take two or more independent mods, special tools and combine ("merge")  them into a single esp.

It was basically invented, ... back in the Oblivion days I think. ?To cope with the 255 mod limit.

To read a bit more substantial stuff about it : https://wiki.step-project.com/Guide:Merging_Plugins (much better than my own babbling :classic_blush:)

Posted
10 hours ago, Reesewow said:

Downloaded 2.01 and looking forward to trying out the new content, thanks for the continued efforts (and the efforts of your testers).

 

If I had an expansion suggestion (based on the changelog since I haven't actually tried the update yet), it would be the addition of alternate starting points for the radiant quests, if you've met the prerequisites.  I'm thinking stuff like an extra innkeeper dialogue line asking if they've heard any rumors of cursed devices, or bound NPCs that have a chance to spawn in town.  That way the start point wouldn't need to always be Laura's shop, and a player could decide they feel like triggering a Laura quest and do so from any major settlement.  It would probably need to be considered a 4th "start" since Laura wouldn't be present, but hopefully it could link in with some of the other radiant options well.

 

I just know from other mods I've played in the past, radiant quests can be a great addition for a mod's longevity, especially if they can be triggered as a spur-of-the-moment thing when doing something unrelated. 

 

IMO that's why the Missives and Notice Board mods are so great, since you can check the board for quests while just passing through and get some extra side activities going (added bonus being those mods can pick up mod-added locations and dungeons you wouldn't get quests for normally, since they rely on location tags).  The SLUTS ponygirl mod is another good example of a mod that you can do as a spur-of-the moment thing, either as a radiant quest (random destination) or as a way to spice up travelling you'd do anyway (player-chosen destination) and can be started from NPCs in all the major towns.

I planned to have to have it like that. Where the player would stumble upon a clue that led to this quest, but I want to give people a reason to visit the store.

It makes more sense to me the way it is now.

But I still want to make some kind of small quest where you can stumble upon something that you can take to the shop for a reward.

 

6 hours ago, vic.music666 said:

I mean I don't like when CD Shop become a small town with mines and those uninteresting quests when all you do is running and collecting minerals. It's exhausted. I'd prefer shop stays a small shop.

You don't have to worry about that. The massive CDS store is cool, but I want to keep mine small and personal.

I also don't have a choice. Expanding my shop is almost impossible because of the mods that place things near mine.

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