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


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Posted

@Laura 'Lokomootje' thanks for update! This new quest is just stunning. Gives a real feeling like character being bound and little helpless - but not too much, especially if locked inside Strong or Tough ebonites. But also promise to remove by Laura, Katarina or Swain. Well, playing a little slutty character i always choose Swain - can't be helped - haha! ?

The "Red Leather Harness" which allows dildos to put in and out - works just fine with dildos and i have no problems with it at all - thats for sure. Would be great if it would allow Clitoral Piercings just like dildos... But thats just my suggestion here.

I was also curious about compatibility with Captured Dreams Shop v4.15 but already decided i'm not going to play CD Shop. I mean Veladarius made it a very cool mod but looking at his main mod page and his statement it confirms my predicament:

Quote
  • v4.15 Update
  • - added missing seq file to Part 1 files
  • ...
  •  
  • End of Development as of 8/19/2018

So probably there would be no fast updates for his shop and also while time passes by it's gonna be outdated much more. And his mod is "just" compatible with DD v4.0 and not DD v4.2 - while yours is! ?

That gave me some idea to share my mind with you. Please try to make the shops items variety as low as it is possible. Becouse when new versions of DD Assets, DD Integration, DD Expansion will come in the future - it could be a pain for you to make yours shop items compatible. And as i see it by watching LL comunity very often there are many problems with items Slots they are using for character to wear on...

Posted

And another question for @Laura 'Lokomootje' :classic_biggrin:

I thought I'd use the sunday to learn the next bit about (re-)positioning things in the world space. So, I try to solve my little shop overlapping problem with the mule farm by moving it a few steps to the west.

  • I move the house + a bit rotation to match the bend in the road
  • I move the door marker
  • I move the map marker
  • maybe I re-edit the navmesh for the new door position

Did I forget anything? ?

The new position would be sitting a bit on the cell border: I guess that shouldn't hurt?

Spoiler

ck-lbs.1.jpg.7ac784b7dc81745a3aea744262855182.jpg

 

Edit: Results

Spoiler

Well, it doesn't look that bad from this end.

S124360.jpg.bdd2badc680f407ca5fe4b29ebf9ca23.jpg

The Farm is interlocked with the shop, but the door is accessible again.

 

Its just that I forgot about the tree and the wall on the north side. But those things can be disabled.

S124361.jpg.010dcc149029fc682114e17ce7bce5af.jpgS124362.jpg.180e209098b74593c003f396718a84f0.jpg

Navmesh and door seem to be working fine.

 

:classic_happy: My first edits in the CK's Tamriel worldspace

 

Posted
3 hours ago, Laura 'Lokomootje' said:

Expanding my shop is almost impossible because of the mods that place things near mine. 

Adding a basement would be the only option I could think of ?

And that would have certain limitations in itself, without becoming absurd.

Posted
4 hours ago, worik said:

And another question for @Laura 'Lokomootje' :classic_biggrin:

I thought I'd use the sunday to learn the next bit about (re-)positioning things in the world space. So, I try to solve my little shop overlapping problem with the mule farm by moving it a few steps to the west.

  • I move the house + a bit rotation to match the bend in the road
  • I move the door marker
  • I move the map marker
  • maybe I re-edit the navmesh for the new door position

Did I forget anything? ?

The new position would be sitting a bit on the cell border: I guess that shouldn't hurt?

  Reveal hidden contents

ck-lbs.1.jpg.7ac784b7dc81745a3aea744262855182.jpg

 

Edit: Results

  Reveal hidden contents

Well, it doesn't look that bad from this end.

S124360.jpg.bdd2badc680f407ca5fe4b29ebf9ca23.jpg

The Farm is interlocked with the shop, but the door is accessible again.

 

Its just that I forgot about the tree and the wall on the north side. But those things can be disabled.

S124361.jpg.010dcc149029fc682114e17ce7bce5af.jpgS124362.jpg.180e209098b74593c003f396718a84f0.jpg

Navmesh and door seem to be working fine.

 

:classic_happy: My first edits in the CK's Tamriel worldspace

 

It looks good. But the bad news is that you'll have to do it again when I update the mod. ?

 

 

3 hours ago, worik said:

Adding a basement would be the only option I could think of ?

And that would have certain limitations in itself, without becoming absurd.

A basement would be the next thing to add. I already have a list of objects I need to use and I know what I want to do with it.

But a basement is as far as I'll go. Anything more than that will make it weird.

Posted
52 minutes ago, Laura 'Lokomootje' said:

It looks good. But the bad news is that you'll have to do it again when I update the mod. ?

I know :classic_laugh:

Primarily, It has been an experiment for myself and my first worldspace edit. :classic_blush:

Posted
1 hour ago, Laura 'Lokomootje' said:

A basement would be the next thing to add. I already have a list of objects I need to use and I know what I want to do with it.

But a basement is as far as I'll go. Anything more than that will make it weird.

You never know, maybe Laura will find some Dwemer or Draugr ruin while excavating the basement :P
Well, happy to see the update, will try it out now. Really looking forward to the radiant quest. Guess I will start a new save, gotta check out those changes you made to the existing quests :)

Posted
3 hours ago, Laura 'Lokomootje' said:

A basement would be the next thing to add. I already have a list of objects I need to use and I know what I want to do with it.

But a basement is as far as I'll go. Anything more than that will make it weird.

Word - if you need more sets for story purposes they could be in other locations down the road.  The shop can just be a shop, it doesn't need to be a bondage palace. :classic_tongue:

 

Great interior work btw, it really does come across as a shop with the armbinder displays and cases.

Posted
On 1/11/2019 at 10:22 AM, Laura 'Lokomootje' said:

Changed: The shop's interior and exterior has got an upgrade.
The inside looks a lot more like a shop now and the outside makes the shop look like it actually belongs there.

More decoration ideas :classic_blush:

 

Outside:

A few more crates in the corners, maybe a bench to sit on. Some flowers close to the walls.

AI package for the courier, shuttling back and forth between the shop, the carriage, and the city gate + a generic "sorry, urgent delivery for Laura" dialogue

 

Inside:

I could imagine an inspirational picture on the wall. Laura's mentor in bondage perhaps? ? A portait of an ancestor, gagged and bound?

And pots with flowers and a beautiful curtain left and right.

Posted

when i went to find swain on the great porch of dragonsreach. i got an arrow telling me he was behind me. which would be on the porch but either above me or below me. i went back into dragonsreach and it updated to be outside dragonsreach through the main doors. a suggestion, have him not enter whiterun itself, but remain in dragonsreach.

 

also, if possible, a toggle to make the other actors for seaking the curse, if there are any others like swain, an option to make them female. i play that my character is attracted to females.

 

it isnt something that should be added unless if you have time and can do it.

Posted
On 1/13/2019 at 7:21 PM, worik said:

I know :classic_laugh:

Primarily, It has been an experiment for myself and my first worldspace edit. :classic_blush:

You can also try to move the stuff from the mule mod. That way you don't have to move my shop after every update.

 

On 1/13/2019 at 8:03 PM, Frostgestalt said:

You never know, maybe Laura will find some Dwemer or Draugr ruin while excavating the basement :P
Well, happy to see the update, will try it out now. Really looking forward to the radiant quest. Guess I will start a new save, gotta check out those changes you made to the existing quests :)

I don't want to add to many things to the shop, but the ruin could be fun.

I spent 2 months on the new quest, so I really hope you like it. :D

The existing quests only had a few changes to the code, but they aren't different from the way they were.

 

On 1/13/2019 at 9:35 PM, Reesewow said:

Word - if you need more sets for story purposes they could be in other locations down the road.  The shop can just be a shop, it doesn't need to be a bondage palace. :classic_tongue:

 

Great interior work btw, it really does come across as a shop with the armbinder displays and cases.

Thanks, I spent a lot of time aligning the Armbinders and stuff. But I think it was worth the effort.

 

On 1/13/2019 at 10:02 PM, worik said:

More decoration ideas :classic_blush:

 

Outside:

A few more crates in the corners, maybe a bench to sit on. Some flowers close to the walls.

AI package for the courier, shuttling back and forth between the shop, the carriage, and the city gate + a generic "sorry, urgent delivery for Laura" dialogue

 

Inside:

I could imagine an inspirational picture on the wall. Laura's mentor in bondage perhaps? ? A portait of an ancestor, gagged and bound?

And pots with flowers and a beautiful curtain left and right.

Thanks for the suggestions. I agree that the outside could use some flowers or something.

 

 

On 1/14/2019 at 3:37 AM, shadowwolf2k7 said:

when i went to find swain on the great porch of dragonsreach. i got an arrow telling me he was behind me. which would be on the porch but either above me or below me. i went back into dragonsreach and it updated to be outside dragonsreach through the main doors. a suggestion, have him not enter whiterun itself, but remain in dragonsreach.

 

also, if possible, a toggle to make the other actors for seaking the curse, if there are any others like swain, an option to make them female. i play that my character is attracted to females.

 

it isnt something that should be added unless if you have time and can do it.

He is supposed to be on the great porch at all time. But he periodically respawns just outside of Dragonsreach. I set them to respawn to make sure that they won't get stuck in a broken state by another mod or disappear. But that does mean that the ones in another world space only respawn when you enter that worldspace. I'll see what I can do.

 

 

On 1/14/2019 at 4:00 AM, neosuduno said:

Just wondering, could you make it so the disabled fast travel is optional? I always hate that.

I tried to make it not annoying by giving it a reason and gameplay opportunity.

I added it because the bindings didn't feel helpless enough when you can fast travel back to the shop immediately. Having the chance that it's disabled makes it more interesting for me and the testers agreed.

 

Is there something I can do to make it more fun for you? Or do you want to have fast travel available at all times?

 

 

On 1/14/2019 at 4:00 AM, neosuduno said:

I found something called timed restraints in the code, but havn't found them in game. Are they rare, or not implemented yet?

I planned to add timed restraints, but I couldn't get them to work. The timer was really unreliable, so I'll either have to contact Kimy about this or make my own timer function.

Posted

Just add an option to the menu if you mod to allow the option to disable fast travel if the event triggers, or turn off that event. Also, what are the events in the mod?

Posted

Thx for your mod, runs smooth for me so far, and "seeking the cursed" is a nice repeatable quest.

One small request thou. When you open the chest with the cursed items, your boots are allways removed, even if they are locked devious devices.

And with your hands allways tied, you are not able to put on any boots/shoes again. Now you have to walk all the way back barefeet! Throu snow and grabble, sand and stones :)

So maybe add some boots to the restraining sets, or dont strip the boots when the event happens. regards

Posted
35 minutes ago, neosuduno said:

Just add an option to the menu if you mod to allow the option to disable fast travel if the event triggers, or turn off that event. Also, what are the events in the mod?

I'll see what I can do.

 

13 minutes ago, Hanshurtig11 said:

Thx for your mod, runs smooth for me so far, and "seeking the cursed" is a nice repeatable quest.

One small request thou. When you open the chest with the cursed items, your boots are allways removed, even if they are locked devious devices.

And with your hands allways tied, you are not able to put on any boots/shoes again. Now you have to walk all the way back barefeet! Throu snow and grabble, sand and stones :)

So maybe add some boots to the restraining sets, or dont strip the boots when the event happens. regards

It currently strips the clothing from your character and takes all generic restraints.

Do you want it to not take off your clothing? Or do you want it to not take your DD boots? Or both?

Posted
1 hour ago, Laura 'Lokomootje' said:

I'll see what I can do.

 

It currently strips the clothing from your character and takes all generic restraints.

Do you want it to not take off your clothing? Or do you want it to not take your DD boots? Or both?

Take of clothing is fine, i'd just like to have some boots on when walking back to the shop ^^

So you may either add some (DD) to the set of restrains that are equipped, or not undress the boots (only the boots).

Its nice that jewelery stays equipped, as it has some protection for my PC. regards

Posted
18 minutes ago, Hanshurtig11 said:

Take of clothing is fine, i'd just like to have some boots on when walking back to the shop ^^

So you may either add some (DD) to the set of restrains that are equipped, or not undress the boots (only the boots).

Its nice that jewelery stays equipped, as it has some protection for my PC. regards

I use SexLab's stripping function for the stripping there, so it should follow the settings in the SexLab MCM. You can disable boot stripping in there and it should no longer strip the boots when you open a chest.

But that also means that the boots stay equippped during a SexLab scene.

Posted
40 minutes ago, Hanshurtig11 said:

Take of clothing is fine, i'd just like to have some boots on when walking back to the shop ^^

So you may either add some (DD) to the set of restrains that are equipped, or not undress the boots (only the boots).

Its nice that jewelery stays equipped, as it has some protection for my PC. regards

If you favourite your boots and assign them a hotkey you can press their key to equip or remove them even when bound. A bit of an exploit, but I found it can be useful when mods strip things you don't want them to before tying your character up.

Posted
3 hours ago, Laura 'Lokomootje' said:

You also try to move the stuff from the mule mod. That way you don't have to move my shop after every update.

Thats my plan :classic_shy:... now that I learned how to do that :classic_laugh:

Posted
42 minutes ago, SleepyJim said:

If you favourite your boots and assign them a hotkey you can press their key to equip or remove them even when bound. A bit of an exploit, but I found it can be useful when mods strip things you don't want them to before tying your character up.

Hm, my hotkeys are rare ^^, but i'll consider this . Thx for the tip.

Else i will try what Laura said and see if i can keep my boots on in Sexlab scenes.

Posted
1 hour ago, Hanshurtig11 said:

Hm, my hotkeys are rare ^^, but i'll consider this . Thx for the tip.

Else i will try what Laura said and see if i can keep my boots on in Sexlab scenes.

Tip. With this mod you can add armor sets, weapon sets and more behind hotkeys. You can also use special combinations for hotkeys, like ALT+4 or CTRL+H, so that you don't change anything accidentally.

Posted

Idea for the expansion:
If Laura will transport the thief herself - what if they both will be kidnapped?
Katarina will send a note to the player via courier, so the player will search for the girls.
When the player will find them - he/she can decide their fate, help Laura or keep them both to him/herself,
If player will help Laura - she'll reward him/her with... I'll let the author decide it ?

Posted

Yes, i noticed no changes to the old quests so I assumed those changes must have been script optimization. Was still fun to do them again :D
I did notice something however. During "A strange Rock", when you receive the thotium and get tied up the message reads: "He gives you the rock, but the rock does something to me. " The rest of the message consistently uses I/me so you might want to adjust that. And I forgot to actually pay attention to what the messages during "What She deserves" use, but I expect you want to be consistent. And since your mod is obviously linked to Cursed loot I suggest using the same point of view for the messages as Kimy does.
Another thing I am actually not sure if it had been mentioned before is that the strong hood remains in your inventory after "what she deserves" and you can then immediatly proceed to sell it to Laura.

Now, for the new quest, I must admit I have done it only once so far. That count will rise sharply in the next few days though :)

Posted
6 hours ago, MadWhitWolf said:

Idea for the expansion:
If Laura will transport the thief herself - what if they both will be kidnapped?
Katarina will send a note to the player via courier, so the player will search for the girls.
When the player will find them - he/she can decide their fate, help Laura or keep them both to him/herself,
If player will help Laura - she'll reward him/her with... I'll let the author decide it ?

Thanks for the suggestion. I have other plans, but that sounds interesting.

 

2 hours ago, Frostgestalt said:

Yes, i noticed no changes to the old quests so I assumed those changes must have been script optimization. Was still fun to do them again :D
I did notice something however. During "A strange Rock", when you receive the thotium and get tied up the message reads: "He gives you the rock, but the rock does something to me. " The rest of the message consistently uses I/me so you might want to adjust that. And I forgot to actually pay attention to what the messages during "What She deserves" use, but I expect you want to be consistent. And since your mod is obviously linked to Cursed loot I suggest using the same point of view for the messages as Kimy does.
Another thing I am actually not sure if it had been mentioned before is that the strong hood remains in your inventory after "what she deserves" and you can then immediatly proceed to sell it to Laura.

Now, for the new quest, I must admit I have done it only once so far. That count will rise sharply in the next few days though :)

I'll take a look at the dialogue boxes again.

 

I looked at the script from What She Deserves again and it turn out that I forgot to add "destroyDevice=True" to the unequip function.

Now I'm wondering why me and the testers never noticed the hood in the inventory.

 

Thanks for the help by the way.

Posted
1 hour ago, Laura 'Lokomootje' said:

I looked at the script from What She Deserves again and it turn out that I forgot to add "destroyDevice=True" to the unequip function.

Now I'm wondering why me and the testers never noticed the hood in the inventory.

I did, I posted about it back in November about the Hood and Gag being in my inventory after the quest was completed. The gag seemed to be an anomaly from Strange Rock, but the hood was from WSD.

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