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


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Posted

Hello i have a problem on a first quest "A Strange Rock Quest" from Laura where when i take the rock from Faleesa and the rock began to activate and it suppose to bound me but it didnt i just get naked and start masterbating and thats it there was no bondage gear pop up to be force to equipped on me i need help fixing this thank you

Posted
Vor 11 Minuten sagte Shameii:

Hallo, ich habe ein Problem mit der ersten Quest „A Strange Rock Quest“ von Laura. Als ich den Stein von Faleesa nahm und der Stein anfing, sich zu aktivieren und er mich fesseln sollte, aber das tat er nicht, zog ich mich einfach aus und fing an zu mastern, und das war's Es gab keine Knechtschaftsausrüstung, die man mir mit Gewalt anlegen konnte. Ich brauche Hilfe bei der Reparatur, vielen Dank

 

Without the full list of your installed mods - in a spoiler please - we CANNOT help you.


I suspect that they forgot to install something important... but without a mod list we can't investigate.

Posted
4 hours ago, Miauzi said:

 

Without the full list of your installed mods - in a spoiler please - we CANNOT help you.


I suspect that they forgot to install something important... but without a mod list we can't investigate.

im sorry you are the first person who will help me and my first someone will help me. here is my list of my mods, thank you for helping me

Untitled.jpg

2.jpg

3.jpg

4.jpg

Posted
5 hours ago, Shameii said:

Hello i have a problem on a first quest "A Strange Rock Quest" from Laura where when i take the rock from Faleesa and the rock began to activate and it suppose to bound me but it didnt i just get naked and start masterbating and thats it there was no bondage gear pop up to be force to equipped on me

Do the items appear in your inventory, but are invisible on your body? - in that case you need to run BodySlide.

If nothing happens at all, make sure that your DD5.x is installed and running. Yes that comes with 4 esp's which all need to be installed and activated. Unfortunately you can still find the old, outdated DD assets, integration, and expansion as separate files - any of these will fuck up your installation.

 

And lastly: keep a small modlist for a playthrough of this mod. Anything prone for scriptlag will kill your experience.

 

5 hours ago, Shameii said:

 i need help fixing this thank you

Yup, punctuation and grammar, but that'd be offtopic here. ?

Posted
2 minutes ago, CaptainJ03 said:

Do the items appear in your inventory, but are invisible on your body? - in that case you need to run BodySlide.

If nothing happens at all, make sure that your DD5.x is installed and running. Yes that comes with 4 esp's which all need to be installed and activated. Unfortunately you can still find the old, outdated DD assets, integration, and expansion as separate files - any of these will fuck up your installation.

 

And lastly: keep a small modlist for a playthrough of this mod. Anything prone for scriptlag will kill your experience.

 

Yup, punctuation and grammar, but that'd be offtopic here. ?

it doesnt appear on my inventory or in my body bondage gears are missing when i collect the rock i also try to continue the other quest the gears that suppost to be equipped on me are not appearing on my inventory or on my body

Posted
Vor 52 Minuten sagte Shameii:

Es erscheint nicht in meinem Inventar oder in meinem Körper. Es fehlen Bondage-Ausrüstung. Wenn ich den Stein sammle, versuche ich auch, die andere Quest fortzusetzen. Die Ausrüstung, die ich tragen soll, erscheint nicht in meinem Inventar oder an meinem Körper

 

As @KapitänJ03 mentioned (and I suspected) - you are missing a clean installation of DD 5.X.


Since I see "Devious Devices NG" in the mod list...

 

Here the “hard” requirement is DD 5.2... the link to the download is provided

 

 

My advice to you:


First install DD 5.2 and check the mod's functions on a newly created player character

Remember - that the clothing (the "meshes") must be created using "bodyslide".


You use "alternative start"... in the dungeon cell, for example, you can "cheat" some items of clothing into your inventory using the mod "AdditemMenu" and then put them on or put them on


only when this actually works... your character can visibly wear a catsuit or a chastity belt from DD 5.2... carry out the installation of "Laura's Bondage Shop"... here too, clothing and equipment must be created using "bodyslide".


Since I also find "DCL" in the mod list... does it work?

Here too, clothing and equipment have to be created via “body slide”.


and yes - the mod list is quite long - I reiterate the advice I already gave you to shorten it

Posted

@Shameii

 

something else is also going on.  in the pics above where you posted your modlist there is a warning MO is giving you that needs attention.

when you look at MO in the upper right is a red triangle (around an exclamation point) with the number 2 on it.

 

this is MO telling you there is at least 2 issues that need attention.  if you click on that triangle it will tell you what the 2 issues are, it might

be short on details but at least it will be a starting point for those issues.  if it says "files in the overwrite folder" this is usually not a big deal.

but still should be checked. however if it say "missing masters" that is something that does need to be corrected.

 

if you have the missing masters warning it means that a master file is either not there at all or is loading after a mod that requires it.

 

Posted (edited)
On 11/5/2023 at 1:21 PM, OlegMokry said:

but i didn`t get a key. This strongbox is active when i don`t have any  of three keys. maybe i can use older versions of this mod. I will check my other mods. Maybe one of them caused it

Did you by chance get a letter or note from Jade at some point of this quest. I don't remember exactly where in that quest, but I do remember being stuck in that dungeon for a while and replaying it a second time, until I figured out, that I could only progress the quest by reading that note.

Edited by NoNickNeeded
Posted
Vor 3 Stunden sagte NoNickNeeded:

Hast du zufällig irgendwann während dieser Quest einen Brief oder eine Notiz von Jade erhalten? Ich weiß nicht mehr genau, wo in dieser Quest, aber ich erinnere mich, dass ich eine Weile in diesem Verlies feststeckte und es ein zweites Mal durchspielte, bis mir klar wurde, dass ich die Quest nur durch das Lesen dieser Notiz voranbringen konnte.

 

Kapitel13_10.png

 

exactly - you MUST read the note/letter...otherwise the key is NOT in the small box

 

Kapitel13_12.png

Posted
17 hours ago, valcon767 said:

@Shameii

 

something else is also going on.  in the pics above where you posted your modlist there is a warning MO is giving you that needs attention.

when you look at MO in the upper right is a red triangle (around an exclamation point) with the number 2 on it.

 

this is MO telling you there is at least 2 issues that need attention.  if you click on that triangle it will tell you what the 2 issues are, it might

be short on details but at least it will be a starting point for those issues.  if it says "files in the overwrite folder" this is usually not a big deal.

but still should be checked. however if it say "missing masters" that is something that does need to be corrected.

 

if you have the missing masters warning it means that a master file is either not there at all or is loading after a mod that requires it.

 

 

 

I was having the same problem.  It turns out to be Devious Devices NG.  I turned the mod off and the restraints were getting added again.  So far so good on that.

 

If I can help in other ways let me know.

 

Posted (edited)

 

On 11/10/2023 at 12:07 AM, durrik said:

 

 

I was having the same problem.  It turns out to be Devious Devices NG.  I turned the mod off and the restraints were getting added again.  So far so good on that.

 

If I can help in other ways let me know.

 

Also just found out I have the same problem. I have a lot other animations which require DAR or it's successor OAR though. I guess DD NG changes some RefIDs of props the mod is using, so the author somehow has to deal with that because FNIS is extremely old, Nemesis doesn't work well with everything DD or SL related and so the only option for me is DAR/OAR.

Then I checked the DD NG topic and by chance, I found a patch made by another user. I will link it here. It solves the problem

However, once again this is the same devolopment we all can already witness with the original DD and - even worse - DCL: people (sometimes even devs) stumble over bugs, report them and even create patches for them. Then one would expect that the authors apply these patches or include the improvements in following releases. But that does rarely happen. And for DCL in particular this is a shame as many glitches and bugs from March 2021 still persist and have never been addressed by devs but only by other users. So finding patches is sometimes really hard if you have to go through 100+ pages of a thread.

 

The current example proves that once more as the patch is for the last NG version, not the current one, but still solves an issue that has just been carried over to the current version.

Edited by postal192
Posted
Vor 3 Stunden sagte postal192:

 

Habe auch gerade herausgefunden, dass ich das gleiche Problem habe. Ich habe jedoch viele andere Animationen, die DAR oder dessen Nachfolger OAR erfordern. Ich vermute, dass DD NG einige RefIDs von Requisiten ändert, die der Mod verwendet, also muss sich der Autor irgendwie damit auseinandersetzen, weil FNIS extrem alt ist, Nemesis nicht gut mit allem funktioniert, was mit DD oder SL zu tun hat und daher ist die einzige Option für mich DAR /RUDER.

Dann habe ich das Thema „DD NG“ durchgesehen und zufällig einen Patch gefunden, der von einem anderen Benutzer erstellt wurde. verlinken Ich werde es hier . Es löst das Problem

Dies ist jedoch wieder einmal die gleiche Entwicklung, die wir alle bereits mit der ursprünglichen DD und – noch schlimmer – der DCL beobachten können: Leute (manchmal sogar Entwickler) stolpern über Fehler, melden sie und erstellen sogar Patches für sie. Dann würde man erwarten, dass die Autoren diese Patches anwenden oder die Verbesserungen in nachfolgende Releases integrieren. Aber das kommt selten vor. Und insbesondere für DCL ist das eine Schande, da viele Störungen und Bugs vom März 2021 immer noch bestehen und nie von Entwicklern, sondern nur von anderen Benutzern behoben wurden. Daher ist es manchmal wirklich schwierig, Patches zu finden, wenn man mehr als 100 Seiten eines Threads durchgehen muss.

 

Das aktuelle Beispiel beweist einmal mehr, dass der Patch zwar für die letzte NG-Version und nicht für die aktuelle Version gedacht ist, aber dennoch ein Problem behebt, das gerade auf die aktuelle Version übertragen wurde.

 

Schön - und was bitte hat das jetzt mit dem Mod von Laura zu tun?

 

Und bitte zu was soll sie ... verpflichtet sein?

 

ich wüsste nicht das "DD NG" in ihrer Anforderungsliste steht

Posted
37 minutes ago, Miauzi said:

 

Schön - und was bitte hat das jetzt mit dem Mod von Laura zu tun?

 

Und bitte zu was soll sie ... verpflichtet sein?

 

ich wüsste nicht das "DD NG" in ihrer Anforderungsliste steht


Easy there... I was not referring to this particular mod here. If you want to check the DD NG thread you will see that the issue so far has not been adopted by the devs, at least in no noticable way. I have the most current version at this moment and yet, this problem still exists and I have to use a patch for an older version. Such things annoy me because it makes an update in some ways at least questionable and also will not relieve the dev from recurring questions. Also, in that matter, it didn't look like witchcraft.

Posted
6 minutes ago, postal192 said:

 I have the most current version at this moment and yet, this problem still exists and I have to use a patch for an older version.

Can't confirm what you're experiencing, I use the latest version of NG and Laura got no problem with it.

 

I'd suggest going over to the NG thread to continue the discussion.

Posted
1 hour ago, krzp said:

Can't confirm what you're experiencing, I use the latest version of NG and Laura got no problem with it.

 

I'd suggest going over to the NG thread to continue the discussion.

 

No discussion needed, problem long time solved. I just wanted to point out that it's possible to use this specific mod with DD NG as opposed to the other guy who deleted the latter. The patch will contribute to that and it showed me that I am not the only one with this issue. If it worked out for you so far without doing anything, fine by me ?

Posted
1 hour ago, postal192 said:

The patch will contribute to that and it showed me that I am not the only one with this issue.

If you look at the contents of the patch you've linked to and compare it to the newer version, you'd find out that the files are identical. So if your game fixed itself because you copied the same file over the same file - good for you, but using outdated patches on a mod in active development is a practice that I'd recommend avoiding. ?

Posted
11 minutes ago, krzp said:

If you look at the contents of the patch you've linked to and compare it to the newer version, you'd find out that the files are identical. So if your game fixed itself because you copied the same file over the same file - good for you, but using outdated patches on a mod in active development is a practice that I'd recommend avoiding. ?

Then I don't know what exactly happened if all the files are the same releasewise. And also it doesn't explain why @durrik seems to have had the exact same problem as me. DD NG is not overwritten by anything but overwriting parts of the current DD version as it should.

Posted (edited)

Quick information for anyone looking on google or here for the quest Taking Control at Ivarstead for the 1st page, the mod The Great Town of Ivarstead or the district great Ivarstead interiors (i've disabled both so not sure wich one cause the issue) is incompatible.

Both of these mods are in the mods pack Nolvus so if you play with this modpack you have to disable these mods to do this quest.

You will not be able to find the letter.

 

But you can safely (at least it was my case) disable the mods then go back to your save to do the quest.

Edited by someoneis
Posted

So, I fnished the main quest line and I have to say, I really like it. The last time I played this was around 2020 or beginning of 21 IIRC and back then, a whole part of the main quest was still WIP. I have to say here that I played on SE at this time, maybe the conversion was one of the earlier releases. However, the mod has come a long way since then and especially the escape game sequences (the one in Embershard Mine in particular) I really celebrated as they reminded me of Aelie's point-and-click escape games. Also I have to say, I really like what has been done to the audio text lines. The VXa method normally produces a lot of robotic lifelessness. But here, apart form a few exceptions, this was already close to the original dialog of the game.

 

WIth all the good stuff and the bells and whistles also comes a bit of criticism. This is mostly technical.

1. I liked the approach to find most of the hints in a sequence by yourself and not through quest markers. However, some of the areas were a bit too big for my taste to use this kind of method and made me sometimes run around for half an hour and still not finding any clue (I am talking about Ivarstead here in particular as some of the hints are highly misleading, up to the point it gets frustrating).

 

2. The cave sequence in the hideout seems to be kind of buggy. I had to reload this cell very often because at some point scripts would stop to continue, performance would after a reload suddenly tank to 4-5 FPS, or after two or three reloads the game would simply CTD. The cave itself is borrowed from Lost Knive Hideout IIRC. I also admit that my base game is built upon Lexy's LOTD which amongst other things also uses LUX and uses a mixture of SE and AE elements and mods. And often enough I had notifications in NetScript Framework reports hinting to a conflict with LUX and the adaption of this dungeon. So the culprit definitely is to find somewhere there. I also sometimes had to deal with a "bodyless" Daubeny where only the legs were visible but the torso and the head were gone :) And in the second sequence, I got always stuck by the auto leash function when Holden puts the PC into the cage again for the first time: the PC was extremely fast turning left and right at the same time and not being able to get out of this loop. I had to PLAYER.MOVETO next to Holden to finish the walking sequence. Using this command on an already caged Jade seemed to break the script.

 

3. The cave sequences deal with partly extreme script lag. I have to say that devious mods are the only script heavy mods that I use. So there is something fishy going on. Very often after a script sequence I had to wait for more than 2 minutes to get the next script sequence to fire (e.g. Daubeny following 27 after ending the dialogue with her) or waiting in the cage to be approached again by Kata. Also sometimes, scripts wouldn't even start, like accessing the little storage behind the iron gate and opening the sack with the consequence of Jade trying to lock you up for another time simply didn't work in the first couple of playthroughs and I had to restart the whole cave sequence in the end to finally make her lose the shackles and come to the iron gate, only to be blown away by the collar.

 

4. Getting Jade to follow to the river shack took me 4 attempts and a lot of PRID commands as she immediately starts to run away as soon as you hit the shoreline. Every obstacle seems to be a challenge for her. The sequence with the trap still works but if she's not there, Daubeny has a lot of dialogue wihtout response because she's currently running around somewhere at the hotsprings which somehow kills the fun and the prupose.

 

5. Silisus still does the "Captain": he flies away and in my case was "under the ground" right from the start, so I had to TCL to find him and mark him for copy. This could be however due to my base game setup as I didn't find any clues in other posts here that he falls through the map. I also had him marked with a quest marker and it was quite funny that everytime I got close to him, the marker would shoot off into the distance. Unfortunately, of course I couldn't see him flying away because at this time, he was still under the map :D Only found out through PRID. When he flies away he also tends to end up in an extremely deformed mass at his next stop. And it is completely impossible to deal with the original Silisus as you don't have any chance to get near him with the MOVETO PLAYER command. He immediately flies away again. So the only way is to create a copy with a PLACEATME command like already someone else pointed out and then kill him. This is completely safe because as soon as Njadi turns up, the original body disappears for good.

 

Posted (edited)
On 11/19/2023 at 11:41 AM, postal192 said:

So, I fnished the main quest line and I have to say, I really like it. The last time I played this was around 2020 or beginning of 21 IIRC and back then, a whole part of the main quest was still WIP. I have to say here that I played on SE at this time, maybe the conversion was one of the earlier releases. However, the mod has come a long way since then and especially the escape game sequences (the one in Embershard Mine in particular) I really celebrated as they reminded me of Aelie's point-and-click escape games. Also I have to say, I really like what has been done to the audio text lines. The VXa method normally produces a lot of robotic lifelessness. But here, apart form a few exceptions, this was already close to the original dialog of the game.

 

WIth all the good stuff and the bells and whistles also comes a bit of criticism. This is mostly technical.

1. I liked the approach to find most of the hints in a sequence by yourself and not through quest markers. However, some of the areas were a bit too big for my taste to use this kind of method and made me sometimes run around for half an hour and still not finding any clue (I am talking about Ivarstead here in particular as some of the hints are highly misleading, up to the point it gets frustrating).

 

2. The cave sequence in the hideout seems to be kind of buggy. I had to reload this cell very often because at some point scripts would stop to continue, performance would after a reload suddenly tank to 4-5 FPS, or after two or three reloads the game would simply CTD. The cave itself is borrowed from Lost Knive Hideout IIRC. I also admit that my base game is built upon Lexy's LOTD which amongst other things also uses LUX and uses a mixture of SE and AE elements and mods. And often enough I had notifications in NetScript Framework reports hinting to a conflict with LUX and the adaption of this dungeon. So the culprit definitely is to find somewhere there. I also sometimes had to deal with a "bodyless" Daubeny where only the legs were visible but the torso and the head were gone :) And in the second sequence, I got always stuck by the auto leash function when Holden puts the PC into the cage again for the first time: the PC was extremely fast turning left and right at the same time and not being able to get out of this loop. I had to PLAYER.MOVETO next to Holden to finish the walking sequence. Using this command on an already caged Jade seemed to break the script.

 

3. The cave sequences deal with partly extreme script lag. I have to say that devious mods are the only script heavy mods that I use. So there is something fishy going on. Very often after a script sequence I had to wait for more than 2 minutes to get the next script sequence to fire (e.g. Daubeny following 27 after ending the dialogue with her) or waiting in the cage to be approached again by Kata. Also sometimes, scripts wouldn't even start, like accessing the little storage behind the iron gate and opening the sack with the consequence of Jade trying to lock you up for another time simply didn't work in the first couple of playthroughs and I had to restart the whole cave sequence in the end to finally make her lose the shackles and come to the iron gate, only to be blown away by the collar.

 

4. Getting Jade to follow to the river shack took me 4 attempts and a lot of PRID commands as she immediately starts to run away as soon as you hit the shoreline. Every obstacle seems to be a challenge for her. The sequence with the trap still works but if she's not there, Daubeny has a lot of dialogue wihtout response because she's currently running around somewhere at the hotsprings which somehow kills the fun and the prupose.

 

5. Silisus still does the "Captain": he flies away and in my case was "under the ground" right from the start, so I had to TCL to find him and mark him for copy. This could be however due to my base game setup as I didn't find any clues in other posts here that he falls through the map. I also had him marked with a quest marker and it was quite funny that everytime I got close to him, the marker would shoot off into the distance. Unfortunately, of course I couldn't see him flying away because at this time, he was still under the map :D Only found out through PRID. When he flies away he also tends to end up in an extremely deformed mass at his next stop. And it is completely impossible to deal with the original Silisus as you don't have any chance to get near him with the MOVETO PLAYER command. He immediately flies away again. So the only way is to create a copy with a PLACEATME command like already someone else pointed out and then kill him. This is completely safe because as soon as Njadi turns up, the original body disappears for good.

 

 

Dang. Well, I can assure you that LBS on SE/AE is supposed and is fully capable of being to be much smoother than what you described. You were unlucky and had a setup that didn't mesh well with it. Such are the woes of Modded Skyrim, I guess, but I don't think there is much here that the mod author can do anything about. EDIT: especially since the mod is for Oldrim to begin with, so converting it to SE and playing it alongside SE stuff (such as alternatives to the mods required for Devious Devices) is kinda of an "at your own risk" move.

 

Edited by Viri1
Posted
Vor 2 Stunden sagte Viri1:

 

Verdammt. Nun, ich kann Ihnen versichern, dass LBS auf SE/AE viel flüssiger sein soll und kann, als Sie es beschrieben haben. Sie hatten Pech und hatten ein Setup, das nicht gut dazu passte. Das sind wohl die Probleme von Modded Skyrim, aber ich glaube nicht, dass der Mod-Autor hier viel dagegen tun kann. BEARBEITEN: Vor allem, da der Mod ursprünglich für Oldrim gedacht ist, ist die Konvertierung in SE und das Spielen neben SE-Sachen (z. B. Alternativen zu den für Devious Devices erforderlichen Mods) eine Art „auf eigene Gefahr“-Schritt.

 

 

His problems are definitely NOT due to the SE conversion - but rather to the abundance of other mods he uses.

And it's not just scripts from mods that cause delays - the author of this mod explained this to me in detail a few pages ago.


Since I play on the SE version myself - I can confirm that the "conversion" runs smoothly... as long as you keep your setup "lean".

But if you have installed too many mods, the delays described will occur.

But you can't blame something like that on the mod or the work of its authors... because how are they supposed to know what users of their mod are installing?

Posted (edited)
2 hours ago, Miauzi said:

 

His problems are definitely NOT due to the SE conversion - but rather to the abundance of other mods he uses.

And it's not just scripts from mods that cause delays - the author of this mod explained this to me in detail a few pages ago.


Since I play on the SE version myself - I can confirm that the "conversion" runs smoothly... as long as you keep your setup "lean".

But if you have installed too many mods, the delays described will occur.

But you can't blame something like that on the mod or the work of its authors... because how are they supposed to know what users of their mod are installing?

 

To be honest, I'm not sure what is considered "lean" these days. I recently started an SE run with around 75 mods, no issues with LBS or anything else.

Edited by Viri1
Posted
Vor 22 Minuten sagte Viri1:

 

Ehrlich gesagt bin ich mir nicht sicher, was heutzutage als „schlank“ gilt. Ich habe kürzlich einen SE-Lauf mit etwa 75 Mods gestartet, keine Probleme mit LBS oder irgendetwas anderem.

 

I have about 200 - but it's not the "pure" number that's important - but rather whether the mods lead to delays... although you shouldn't just pay attention to the "script load".


Prefabricated mod images have now become quite popular - the esp limit is almost completely exhausted - a total of more than 1000 mods are installed.

You would then want to put “SexLab” and “DD” on something like that AND various “applications” like “LBS” or “DCL” or something similar.

There are already several threads here in the DForum where people can seek help.


Ultimately, you can only find out through intensive testing yourself.

Posted (edited)

Don't bother, in the end it all worked out. And it was not much more than the hassle of the Vanilla Nightingale quest (will the gate open or not?) that gave me a huge headache back in 2012 when I played this game the first time. In the end I had to console myself in.

LOTD base game runs nothing less than ~ 1150 mods of which around 70 are ESL flagged to keep the plugin limit. The chances that one or a couple of these might cause other mods going haywire is quite high - especially when like here, authors kept to LE for a very long time, with many still doing it and not developing at least on SE. I will play around a bit with the radiant quests but as soon as she unbelts my PC I think I will only visit her shop to sell scavenged toys.

And talking about a lean Skyrim: I see a lot of authors but also users here play on mod bases which are... asketic but not aesthetic to say it mildly (what somehow I don't understand). I just love this game because the community at Nexus was able to bring so much more spirit in it, with texture, polygon models, ENBs and additional lore as well as mechanics that the vanilla game to my eye simply looks horrible and also plays extremely clunky. For me, starting a Skyrim char also means playing the game in it's entirety. Which also caused me to stop using mods which overly randomize devices too much like DCL, DI or DC as they can really slow you down and cause frustration. These days I tend to stick more with quest-based stuff or domination mods like DFC or especially Submissive Lola. These challenge you but at the same time, they also give you some immersive, guidelined and well-proportioned interaction, letting you play the game and at the same time still don't end up in frustration.

Edited by postal192
Posted
Vor 3 Stunden sagte postal192:

Machen Sie sich keine Sorgen, am Ende hat alles geklappt. Und es war nicht viel mehr als der Aufwand der Vanilla Nightingale-Quest (wird sich das Tor öffnen oder nicht?), der mir im Jahr 2012 große Kopfschmerzen bereitete, als ich dieses Spiel zum ersten Mal spielte. Am Ende musste ich mich trösten.

Im LOTD-Basisspiel laufen nicht weniger als etwa 1150 Mods, von denen etwa 70 ESL-gekennzeichnet sind, um das Plugin-Limit einzuhalten. Die Wahrscheinlichkeit, dass eine oder mehrere davon dazu führen könnten, dass andere Mods durcheinander geraten, ist ziemlich hoch – vor allem, wenn wie hier die Autoren sehr lange an LE festhielten, viele es immer noch taten und zumindest nicht auf SE entwickelten. Ich werde ein bisschen mit den strahlenden Quests herumspielen, aber sobald sie meinen PC loslegt, werde ich wohl nur noch ihren Laden besuchen, um geplündertes Spielzeug zu verkaufen.

Und wenn wir gerade von einem schlanken Skyrim sprechen: Ich sehe viele Autoren, aber auch Benutzer hier, die auf Mod-Basen spielen, die ... asketisch, aber gelinde gesagt nicht ästhetisch sind (was ich irgendwie nicht verstehe). Ich liebe dieses Spiel einfach, weil es der Community bei Nexus gelungen ist, so viel mehr Geist hineinzubringen, mit Texturen, Polygonmodellen, ENBs und zusätzlicher Überlieferung sowie Mechaniken, dass das Vanilla-Spiel in meinen Augen einfach schrecklich aussieht und sich außerdem extrem klobig spielt . Für mich bedeutet das Starten eines Skyrim-Charakters auch, das Spiel vollständig zu spielen. Was mich auch dazu veranlasste, keine Mods mehr zu verwenden, die Geräte zu stark zufällig anordnen, wie DCL, DI oder DC, da sie einen wirklich verlangsamen und Frustration verursachen können. Heutzutage bleibe ich eher bei questbasierten Sachen oder Dominanz-Mods wie DFC oder insbesondere Submissive Lola. Diese fordern Sie heraus, bieten Ihnen aber gleichzeitig auch eine immersive, geführte und wohlproportionierte Interaktion, die es Ihnen ermöglicht, das Spiel zu spielen und gleichzeitig nicht in Frustration zu geraten.

 

Well - every player has their own preferences... especially when it comes to "kinky" content like "fetish" or "BDSM".


I've been playing Skyrim since it first came out more than 12 years ago - after "knocking Alduin" twice, the base game is absolutely no fun anymore... so I have to find my own fun in the game.


When I came across this forum less than 2 years ago - there was a clear push.


I now use Skyrim to tell the stories of my own head cinema... in the form of blog stories.

Since I really like this mod - I decided to make it a part of my story (with the consent of the mod creator).


When you create a chapter like this - you don't want to have to deal with game play problems - it just has to work smoothly.

But since I don't want to produce a pure picture story... the many possible optical "gimmicks" (which undoubtedly exist) are more of a burden to me than they are of any actual help.


I want to concentrate on the text to be written and not whether the lighting in a scene can be improved.

(I once estimated that I would have to invest about 1-2 years in order to acquire the necessary tools... I already know that after this time I will probably have no inspiration whatsoever to write my story)

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