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


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Posted (edited)

Made a little thing for the first quest:

 

Spoiler

ezgif-4-175e03ea84.gif.11597544aaf3545df2507d74956a3a0f.gif

 

Made it as an OAR replacer for the standard SL undressing animation that plays after this dialogue between the two quest stages, so no FNIS lists were harmed in the making of this. ? I did have to edit one script to put a Utility.Wait there (or otherwise the animation would be cut a lil' short), so please be mindful of that in case Laura updates the Shop again and changes this script too, this was made on 3.42-3.43.

 

Requires OAR to work.

Don't know how it will look without DD NG and it's faster equips. ?

 

As this is OAR, you can even uninstall it after this quest completes without any harm.

 

LBS - You spin me right round.zip

 

 

Edited by krzp
Posted (edited)
30 minutes ago, uberorange said:

was there a mod that gave voice lines to all the NPCs in this one, or am I just remembering shit wrong?

I'm using this one. Might be some discrepancies with 3.43, if some dialogues have changed.

 

Edited by krzp
Posted
Gerade eben sagte krzp:

Ich verwende dieses.

 

 

The fact that Laura only updated her mod a few days ago... is the language package already adapted to this?

Posted
16 minutes ago, Miauzi said:

 

The fact that Laura only updated her mod a few days ago... is the language package already adapted to this?

The pack was made for 3.42, so at worst you might run into characters saying one thing and subtitles displaying something else, but other than that - it shouldn't breaak anything ? 

 

Don't think there are that many changes between 3.42 and 3.43 to call for a voicepack re-generation.

Posted
21 hours ago, Tetras66 said:

I recently wrote a quest that was inspired by Laura's quest and what I did, was add an optional objective where you can ask the quest giver for help and then you get a quest marker, so there's a pathway for both playstyles. But, I don't know if Laura would like that idea and it complicates the mod.

Adding that would always make it the obvious choice and negate the search. Maybe I could add more hints or reveal the marker after a certain time. Don't know yet.

 

 

 

 

21 hours ago, Tokyoghoul67 said:

I searched for over three hours for the third note and couldn't find it. I don't mind searching for things but for three plus hours??? Don't get me wrong, I love your mod and this story line, it just frustrated me a bit looking for this third note... Also, after reading the pages under the bridge I couldn't figure out where the second journal was located. After reading the blog I thought I had to head south along the road and up the mountains until I found it along a creek then look for a barrel up in the mountains by a waterfall. May have mis-interpreted his blog plus the journal. This is the reason why I was asking about markers... My apologies if I upset you in any way. Just got a little frustrated...

You didn't upset me, don't worry.

Three hours is crazy long though. While the journals are written kinda fruity (is that the right word?) they only ever mention 1 location and that's the one you need.

 

You also mentioned a bunch of technical issues. Playing through it while lots of things don't spawn or work would've frustrated me too. It maybe would've been better if we adressed those before you continued with the playthrough.

 

 

 

 

7 hours ago, krzp said:

The pack was made for 3.42, so at worst you might run into characters saying one thing and subtitles displaying something else, but other than that - it shouldn't breaak anything ? 

 

Don't think there are that many changes between 3.42 and 3.43 to call for a voicepack re-generation.

Please don't install a voice pack from a previous version. I don't think it's a problem in this case but I'm sure that can break things.

I never used one but since they change dialogue they need an .esp, which then needs to be loaded after the one from my mod. Which means they overwrite my mod. That will cause issues when using an outdated version.

Posted
5 minutes ago, Laura said:

I never used one but since they change dialogue they need an .esp, which then needs to be loaded after the one from my mod. Which means they overwrite my mod. That will cause issues when using an outdated version.

The one I've linked doesn't change anything, it's an empty esp to load the BSA file with all the fuz'es?

 

One can even unpack the BSA and just leave all the loose sound files, negating the need for a esp. ?

Posted
16 minutes ago, krzp said:

The one I've linked doesn't change anything, it's an empty esp to load the BSA file with all the fuz'es?

 

One can even unpack the BSA and just leave all the loose sound files, negating the need for a esp. ?

So it works directly with Fuz? That's clever. Thanks for the info.

Posted
8 hours ago, Laura said:

Adding that would always make it the obvious choice and negate the search. Maybe I could add more hints or reveal the marker after a certain time. Don't know yet.

 

Somewhat brainstorming, and while I know it's theoretically possible as long as the right data is exposed in Papyrus, I also don't know how hard it would be:

  1. If you ask [someone] without even trying, you get a response along the lines of "Don't look at me, I haven't got a clue."
  2. If you've gotten within X units (I don't remember exact details of Skyrim's measurements, but I'm thinking something like within 500m or so) you get an answer like "It's within a hundred meters of [landmark]," along with a quest marker at said landmark. It doesn't give the game away entirely, but gives a rough area (I've seen other RPGs add a circle to a map/minimap, but I know Skyrim doesn't have that functionality).
  3. After X period of time (half a day in game, perhaps?) it can move to the exact location of the item.

These are rough ideas that have come to mind for me. You'll still need to go looking, and get close, but there's an out if you're really struggling. I'm just not sure how hard this would be!

Posted
16 hours ago, Laura said:

So it works directly with Fuz? That's clever. Thanks for the info.

No worries, voicepacks do tend to get a bad rap for some of their past antics, but the modern ones are usually pretty harmless. ?

I even managed to voice all the player lines with Elevenlabs for my Dragonborn Voiceover, so the whole questline is fully voiced, and I like it so much more (i know, i know, not everyone's a fan of generated voices, but I don't like silent dialogues).

 

P.S. If you want that animation in 32-bit format, let me know, i'll re-export it for LE. DAR doesn't have IsQuestStageDone as a condition, but it can probably be done in a different way somehow ?

Posted

So apparently there is a new update that I have to download. Will I need to start a new game by chance?

 

also this would be so much easier to solve Laura’s Sloane problem if Kata would just let me off the metaphorical leash and kill the witch.

Me: “can’t we just kill Sloane?”

Kata: “She has an army.”

me: “You have a Godzilla-Born!” ?

Posted
12 hours ago, Scautura said:

 

Somewhat brainstorming, and while I know it's theoretically possible as long as the right data is exposed in Papyrus, I also don't know how hard it would be:

  1. If you ask [someone] without even trying, you get a response along the lines of "Don't look at me, I haven't got a clue."
  2. If you've gotten within X units (I don't remember exact details of Skyrim's measurements, but I'm thinking something like within 500m or so) you get an answer like "It's within a hundred meters of [landmark]," along with a quest marker at said landmark. It doesn't give the game away entirely, but gives a rough area (I've seen other RPGs add a circle to a map/minimap, but I know Skyrim doesn't have that functionality).
  3. After X period of time (half a day in game, perhaps?) it can move to the exact location of the item.

These are rough ideas that have come to mind for me. You'll still need to go looking, and get close, but there's an out if you're really struggling. I'm just not sure how hard this would be!

 

Yes, the possibility to ask someone would be really nice, not only for this mod. I don't know how often I've been looking for Amren in Whiterun for one-handed training. In vanilla Skyrim has has some kind of schedule, but with Immersive Citizens he can be anywhere. Roleplaying I'd ask someone - in reality it's player.moveto

 

Posted
21 hours ago, Scautura said:

Somewhat brainstorming, and while I know it's theoretically possible as long as the right data is exposed in Papyrus, I also don't know how hard it would be:

  1. If you ask [someone] without even trying, you get a response along the lines of "Don't look at me, I haven't got a clue."
  2. If you've gotten within X units (I don't remember exact details of Skyrim's measurements, but I'm thinking something like within 500m or so) you get an answer like "It's within a hundred meters of [landmark]," along with a quest marker at said landmark. It doesn't give the game away entirely, but gives a rough area (I've seen other RPGs add a circle to a map/minimap, but I know Skyrim doesn't have that functionality).
  3. After X period of time (half a day in game, perhaps?) it can move to the exact location of the item.

These are rough ideas that have come to mind for me. You'll still need to go looking, and get close, but there's an out if you're really struggling. I'm just not sure how hard this would be!

Not sure this is the way but your idea of being able to ask anyone is great.

 

 

 

 

12 hours ago, twsnider1138 said:

So apparently there is a new update that I have to download. Will I need to start a new game by chance?

Nope. My mod is simple enough to not need that.

 

12 hours ago, twsnider1138 said:

also this would be so much easier to solve Laura’s Sloane problem if Kata would just let me off the metaphorical leash and kill the witch.

Me: “can’t we just kill Sloane?”

Kata: “She has an army.”

me: “You have a Godzilla-Born!” ?

Killing her at quest 3 or something wouldn't be very rewarding. I get you though. ?

 

 

 

 

7 hours ago, CaptainJ03 said:

Yes, the possibility to ask someone would be really nice, not only for this mod. I don't know how often I've been looking for Amren in Whiterun for one-handed training. In vanilla Skyrim has has some kind of schedule, but with Immersive Citizens he can be anywhere. Roleplaying I'd ask someone - in reality it's player.moveto

The main issue with that is the dialogue used to start it. You could easily throw an actor in an alias and start a short quest. But you'd probably need massive preset list of characters you can ask about.

Posted
Vor 1 Stunde sagte Tokyoghoul67:

Nur mein Glück. Ich habe beschlossen, zwei Mods zu entfernen, die mir nicht gefallen, und jetzt ist mein Spiel beschädigt und ich muss von vorne mit Level 1 beginnen. LOL!!!!

 

Which is completely normal... if you remove a mod from a running game - an old save will usually no longer work with the now modified game.

Changing the loading order is often enough.


Even re-installing the removed mods doesn't help...unless you're able to restore the exact same loading order as before uninstalling.

(very experienced mod users can do this)


Why do you think I now have way more than 20-25 restarts of my game?

If you "play around" with mods, this is one of the consequences!

Posted
1 hour ago, Miauzi said:

 

Which is completely normal... if you remove a mod from a running game - an old save will usually no longer work with the now modified game.

Changing the loading order is often enough.


Even re-installing the removed mods doesn't help...unless you're able to restore the exact same loading order as before uninstalling.

(very experienced mod users can do this)


Why do you think I now have way more than 20-25 restarts of my game?

If you "play around" with mods, this is one of the consequences!

Usually this doesn't happen to me when I uninstall a mod or two... When I uninstall quite a few, then it becomes corrupted. Not from uninstalling just two mods...

Posted (edited)
18 hours ago, Tokyoghoul67 said:

Just my luck. Decided to remove two mods that I don't like and now my game is corrupted and have to start all over from level 1 LOL!!!!

Well... you already know where everything is. ?

Edited by Laura
Posted

Heyho,

I've just updated the voice pack for this mod! What's new?

  • xVASynth v3 usage, which should result in better sound quality, better pronounciation and more lifelike emphasis
  • LIP files generated with the Creation Kit
  • loose FUZ files, so it works without any conversions for both LE and SE
    • additionally, no plugin is needed anymore for bsa loading, so no concerns about compatibility problems with new updates!

https://www.loverslab.com/files/file/26758-xvasynth-voice-packs/

Posted

Hey Laura, any chance you could make a anal plugs with the Pleaser and Teaser effects, and maybe make a gag similar to the Workout gag from Toys and Love? The one from Shout like a Virgin can force orgasms, but it would be cool to have a set of plugs, piercings and gag that have the Pleaser and Teaser effects. Another idea I had was you could have an option for Laura tying you up, where you can ask her to tie you up in a full set of inescapable restraints, with a similar time frame to the chastity belt. It would be fun to get locked up in a belt, bra, collar, gag, blindfold, plugs, piercings, cuffs, and a yoke for a few days. It would also be cool if you could pay Laura to wear the full delivery set outside of the delivery jobs, maybe forgo the reward to keep them on? Just a few ideas.

Posted

Hey guys, Im having some issues and I dont know what the problems may be. The outfits and restrains work perfectly fine, however, when I get restrained by the game during the first mission, I just appear naked, with no restrains on me. And during the second mission, I can't get past through Xayah's dialogues. 

 

I don't know what the problem may be, so far it's only happening with this mod's missions, other missions where I get restrained work perfectly fine.

Posted
1 hour ago, Lenwd said:

Hey guys, Im having some issues and I dont know what the problems may be. The outfits and restrains work perfectly fine, however, when I get restrained by the game during the first mission, I just appear naked, with no restrains on me. And during the second mission, I can't get past through Xayah's dialogues. 

 

I don't know what the problem may be, so far it's only happening with this mod's missions, other missions where I get restrained work perfectly fine.

Check your version of Fus. If it is the right one, try sticking it at the end of your load order. That fixed that problem for me.

Posted
On 10/13/2023 at 1:42 PM, twsnider1138 said:

You’re supposed to wait patiently for a little bit and Jade should make you follow her after a while. When I found her, she was in the Blue Palace basement and I got stuck there for like 2 minutes while she completed her circuit and went to the bedroom. As much fun as the mod is, Laura does have a habit of yanking control away from the player a good deal in story missions. ?

Honestly, when it's working (which it does for me), that's part of the fun ?

Posted

On top of Fus, you might be using Improved Camera, which is a great mod and whatnot, but it really doesn't play nice whenever you disable/enable player controls. I've actually had to fiddle so much with that mod to play nice with others. And recently, playing Laura or CD, which have some of such scenes, the problems arose again.

 

In most cases, starting such scripted events while being in first person camera fixes them. I'm still on the "I prefer not having Improved Camera to dealing with this" boat.

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