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


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

WARNING2: Rape-like features like DCLs Public Indecency, DCLs Rape feature, Deviousy Enslaved and Deviously Helpless etc. can intefere with the [Seeking The Curse] quest.

Not sure if interfere only means regular activity as part of the mods mentioned or it something actually breaks but assuming the former, suggestion:

 

You should be able to lock all of the above mods completely using the dhlp system. the dhlp system is a double mod-event that was made by devious helpless that listens for other mods calling for it that they are busy and should not be interrupted (by DH, but any other mod can listen and send). Cursed loot listens for it, DH listens for it, DEC listens for it, I think there are more too.

 

As this uses the mod event system, this works without adding a dependency, not even SKSE is needed.

; 'we_ll want to store the current status so we can look it up when we want'
bool Property dhlpSuspendStatus Auto Conditional

Event OnInit()
  ; 'we need to catch the events, so tell the game to call our functions when the events go off'
  RegisterForModEvent("dhlp-Suspend", "OnSuspend")
  RegisterForModEvent("dhlp-Resume", "OnResume")
...
EndEvent

; 'these functions get called when another mod fires the events'
; 'also our own mod will fire them too'
Event OnSuspend(string eventName, string strArg, float numArg, Form sender)
  dhlpSuspendStatus = true
EndEvent
Event OnResume(string eventName, string strArg, float numArg, Form sender)
  dhlpSuspendStatus = false
EndEvent

; 'to tell other mods we need them to stop'
SendModEvent("dhlp-Suspend")
; 'to tell other mods we are done and they can start again'
SendModEvent("dhlp-Resume")

You can just suspend at the start of any really sensitive quest and block a lot of interfering mods, then resume when you're done. You could listen for it, and stop your quests from starting if its suspended too, probably just use questvariable lookup on dialogue conditions.

 

DEC shouldn't enslave the player during either of the two quests because DEC blocks enslavement if the player is wearing an armor piece with zad_BlockGeneric, which I think those items already have on them, so that shouldn't be an issue. If DEC's sex attack is causing an issue, but you don't want to use DHLP let me know I'll add an exception on DEC's end.

Posted
9 hours ago, SiegfreidZ said:

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.

That must have slipped past me, sorry about that.

 

1 hour ago, Verstort said:

Not sure if interfere only means regular activity as part of the mods mentioned or it something actually breaks but assuming the former, suggestion:

 

You should be able to lock all of the above mods completely using the dhlp system. the dhlp system is a double mod-event that was made for devious helpless that tells other mods listening for it that another mod (originally DH) was busy and should not be interrupted. Cursed loot listens for it, DH listens for it, DEC listens for it, I think there are more too.

 


; 'we_ll want to store the current status so we can look it up when we want'
bool Property dhlpSuspendStatus Auto Conditional

Event OnInit()
  ; 'we need to catch the events, so tell the game to call our functions when the events go off'
  RegisterForModEvent("dhlp-Suspend", "OnSuspend")
  RegisterForModEvent("dhlp-Resume", "OnResume")
...
EndEvent

; 'these functions get called when another mod fires the events'
; 'also our own mod will fire them too'
Event OnSuspend(string eventName, string strArg, float numArg, Form sender)
  dhlpSuspendStatus = true
EndEvent
Event OnResume(string eventName, string strArg, float numArg, Form sender)
  dhlpSuspendStatus = false
EndEvent

You can just suspend at the start of any really sensitive quest and block a lot of interfering mods, then resume when you're done.

 

DEC shouldn't enslave the player during either of the two quests because DEC blocks enslavement if the player is wearing an armor piece with zad_BlockGeneric, which I think those items already have on them, so that shouldn't be an issue. If DEC's sex attack is causing an issue, but you don't want to use DHLP let me know I'll add an exception on DEC's end.

Thanks for the tips.

The interferring I meant was just regular activity.

The STC items also have the zad_BlockGeneric keyword, so DEC shouldn't be a problem.

 

I haven't seen anyone report incompatibilities with those mods.

A lot of people like it when their character gets raped during this quest, so I don't want to disable them unless I have to.

Posted

Hi, love the mod to bits :D Im a kinkster myself and that is the best mod I ever played. New radiant quest is great, can't wait for next part about Jade and Sloane. Maybe we can't catch her and we can choose to go ourselfs and Laura will secretly escape? Oh can't wait :) (sorry for poor grammar, english is not my first language)

Posted
17 hours ago, Verstort said:

Not sure if interfere only means regular activity as part of the mods mentioned or it something actually breaks but assuming the former, suggestion:

The two events that I noticed are:

 

Deviously Helpless/Cursed Loot's rape event will kick in when you're walking around tied up. This means constant interruptions by force-greeting NPCs who perform actions that...well, can really slow you down. With the right combination of mods, I surmise that it could segue into the Slave Auction house or Sanguine's Debauchery slavery and that would grind Laura's quest to a full stop until the player can wriggle free of those mods and make it back to Laura's. Still, this might be fun. To each their own.

 

The more serious one is Cursed Loot and Public Indecency. Being naked/raped in view of town guards can lead to being jailed (depending on settings) and thus also slow the player's progress, especially with Prison Overhaul active. Swain is also in the path of a patrol or two, and his event will almost certainly end up with the PC getting arrested for public sex. Again, to each their own, but this makes the mod quest much more difficult than intended.

 

Of course, this is all dependent on one's mods and settings. Whenever I'm doing one of the STC quests, I just take 3 seconds to turn off Public Indecency, and it's no longer a concern :).

Posted

I have a small idea possibly. How about some lore on Thotium and it's effects? Your character was unable to hold it without being wrapped in bondage and it was hinted that Laura would likely suffer the same effects as you did if she did grab the stone. But Katarina and Adrienne (Women) were able to hold it without any adverse effect. I'm assuming Eorlund wouldn't be targetted by those effects because he was a guy. 

Posted

i have a suggestion for an update to locked away, i feel that there should be a random option. where you get a random choice between either the teasing or the orgasmic plug. the line could say something like "i want you to suprise me" and it could could have  a simple pick, either a 1 or a 2. and that would be the plug you would get. you wouldnt get more gold for the random plug, it would add some controlled randomness.

Posted
18 hours ago, rebeljion said:

Hi, love the mod to bits :D Im a kinkster myself and that is the best mod I ever played. New radiant quest is great, can't wait for next part about Jade and Sloane. Maybe we can't catch her and we can choose to go ourselfs and Laura will secretly escape? Oh can't wait :) (sorry for poor grammar, english is not my first language)

Thank you. ?

I have a rough concept of the story written down. It took a while because I have to plan ahead, but I know what I want to do with it now.

 

8 hours ago, Ryuujin83 said:

I have a small idea possibly. How about some lore on Thotium and it's effects? Your character was unable to hold it without being wrapped in bondage and it was hinted that Laura would likely suffer the same effects as you did if she did grab the stone. But Katarina and Adrienne (Women) were able to hold it without any adverse effect. I'm assuming Eorlund wouldn't be targetted by those effects because he was a guy. 

I definitely want to use the Thotium again. I have some plans for it, but nothing concrete yet.

And like you said, there is something weird about that rock. It behaves a bit like how Laura describes the curse itself.

 

2 hours ago, shadowwolf2k7 said:

i have a suggestion for an update to locked away, i feel that there should be a random option. where you get a random choice between either the teasing or the orgasmic plug. the line could say something like "i want you to suprise me" and it could could have  a simple pick, either a 1 or a 2. and that would be the plug you would get. you wouldnt get more gold for the random plug, it would add some controlled randomness.

That's a good one and it should be easy to implement.

Posted

Would it be possible to have the option to disable Fast Travel during the "looking for restraints" quest? As it is you can teleport right back to the shop...

Posted
1 hour ago, bubba999 said:

Would it be possible to have the option to disable Fast Travel during the "looking for restraints" quest? As it is you can teleport right back to the shop...

During the Seeking The Curse quest, there is a 60% chance that fast travel gets disabled when you open of the chests outside a city.

Do you want fast travel to always be disabled while wearing the restraints?

Posted
2 hours ago, bubba999 said:

Would it be possible to have the option to disable Fast Travel during the "looking for restraints" quest? As it is you can teleport right back to the shop...

I recommend "Fast Travel Cost" mod: https://www.nexusmods.com/skyrim/mods/93840?tab=description

I too only found it first time yesterday, but what it means is you set a travel cost multiplier in MCM and then on travel you lose gold or add to debt. It does mean fast travel is always enabled (unless mods disable it), but if you don't have enough gold you gain debt and the act of using fast travel downs you to 0 gold until it's paid off. For me at least the default multiplier was maybe too little. It was only around 150g from Whiterun to Winterhold.

Posted
1 hour ago, Laura 'Lokomootje' said:

During the Seeking The Curse quest, there is a 60% chance that fast travel gets disabled when you open of the chests outside a city.

Do you want fast travel to always be disabled while wearing the restraints?

Man, I got hit with that in the middle of a falmer cave. However the radiant-style quest is cool.

 

Posted
12 minutes ago, Cole745 said:

Man, I got hit with that in the middle of a falmer cave. However the radiant-style quest is cool.

 

Good to hear that you like it.

The randomness can really give you a hard time, that's why it's there. ?

Posted

For me it would be great to have the possibility to choose when to disable fast travel, too.

The thing is, I use DCUR to disable fast travel when wearing devious items in general, so a random deactivation just doesn't trigger for me or (here I'm not sure) can it even enable it again?

Posted
4 hours ago, Laura 'Lokomootje' said:

During the Seeking The Curse quest, there is a 60% chance that fast travel gets disabled when you open of the chests outside a city.

Do you want fast travel to always be disabled while wearing the restraints?

Oh, I didn't know there was a random chance. That'll work!

Posted
3 hours ago, Zaflis said:

I recommend "Fast Travel Cost" mod: https://www.nexusmods.com/skyrim/mods/93840?tab=description

I too only found it first time yesterday, but what it means is you set a travel cost multiplier in MCM and then on travel you lose gold or add to debt. It does mean fast travel is always enabled (unless mods disable it), but if you don't have enough gold you gain debt and the act of using fast travel downs you to 0 gold until it's paid off. For me at least the default multiplier was maybe too little. It was only around 150g from Whiterun to Winterhold.

That's cool, I'll have to try it. Thanks.

Posted

Seeking the curse review:

 

So I have done the curse run 4 times now and it has been pretty similar each time. So I think I see how it plays out.

For reference I got Sona 2 times, Garen 2 times. Once Laura opened the locks, twice Kata opened them and once Swain opened them. For Sona both times the chest was in the Catacombs in Whiterun and with Garen they were once outside the palace and once in the catacombs. The primary issue with this quest is that it is very similar each time you do it; moreover there isn't much difficulty or interesting part to being tied up.

Essentially they all play out like this:

 

  • Part 1: Laura tells you about some restraints somewhere.
  • Part 2: Go to (NPC X) NPC X will tell you to go to NPC Y. NPC Y Must be bribed/speech checked.
  • Part 3: NPC Y tells you about a box full of fun stuff.
  • Part 4: Go to the Box then return to NPC X, <--- this is what we are here for.
  • Part 5: then return to Laura. 


The issue with this loop is that Part 2+3 are not fun and part 4 is over way to fast most of the chests are really close to where NPC Y is and there is nothing to make the restrains interesting other than the restraints themselves.

 

Proposed Changes

 

  • Part 1: Laura tells you that some adventurer was seen going into a dungeon and came out head to toe in 'ebonite/chains/leather' therefore she knows it is a 'cursed' dungeon and wants the restraints from there.
  • Part 2: You go to the dungeon as you go through it you find more goodies to tie yourself up in. (The idea is that you progressively get more and more bound as you go through the final chest should bind your hands))
  • Part 3: Return to Laura, for every restraint she removes you get (n) gold

I have two ideas on how to handle part 2.

  1. Use hand placed chests and specific quest IDs. Having done a little modding myself half a lifetime ago, this will take a long time. But will give a more curated experience allowing you to decided just how helpless someone should be at any given moment.

 

       2. Use Radiant Quests

       2 a) Mark a random dungeon's endboss as a quest objective (Such as a bandit chief)

       2 b) Use DCLs progressive bondage system as you go through to equip theme'd devices to the player
       3 c) When the target is killed the new objective is return to larua.

This way would allow for infinite replay-ability.

 

 

These changes should weed out the busy work and make the whole 'being restrained' thing a bit more fun. Sure you start out in your legendary dragonbone armor. But by the end you are a drooling, helpless fool whom would do anything to get out.

Overall the mod is great but I was hoping for a little more bondage fun and a little less fetch quest.

Posted

@qawsedrftg765

Thanks for the feedback.

 

5 hours ago, qawsedrftg765 said:

Seeking the curse review:

 

So I have done the curse run 4 times now and it has been pretty similar each time. So I think I see how it plays out.

For reference I got Sona 2 times, Garen 2 times. Once Laura opened the locks, twice Kata opened them and once Swain opened them. For Sona both times the chest was in the Catacombs in Whiterun and with Garen they were once outside the palace and once in the catacombs. The primary issue with this quest is that it is very similar each time you do it; moreover there isn't much difficulty or interesting part to being tied up.

Essentially they all play out like this:

 

  • Part 1: Laura tells you about some restraints somewhere.
  • Part 2: Go to (NPC X) NPC X will tell you to go to NPC Y. NPC Y Must be bribed/speech checked.
  • Part 3: NPC Y tells you about a box full of fun stuff.
  • Part 4: Go to the Box then return to NPC X, <--- this is what we are here for.
  • Part 5: then return to Laura. 
Quote


The issue with this loop is that Part 2+3 are not fun and part 4 is over way to fast most of the chests are really close to where NPC Y is and there is nothing to make the restrains interesting other than the restraints themselves.

 

Talk to NPC1 > Convice NPC2 > Go to chest in city > get legbinding and go back to NPC1. Is one of the ways that this quest can play out. There is also a chance that NPC1 sends you to a dungeon. You then have to fight your way to the chest. When that chest binds you, you have to find you way back to the shop, but there is a chance that your fast travel gets disabled.

When you get fast travel disabled with objective to go back to the store is where the restraints should get interesting.

 

I agree that slowly walking back to the NPC isn't very challenging, but that's why it isn't used that much. (It's a 40% chance for the [Talk to NPC branch] and then a 50% chance that it's in a chest in the city).

There isn't really a way to make slowly walking to the npc challenging.

I could make the distance to travel longer, but that can get boring.

 

 

I understand that getting the same outcome 4 times in a row isn't fun. It seems like you just got unlucky.

You have a 40% chance for the [Talk to NPC in city] branch and a 60% chance for the [Chest is in a dungeon] and it seems like you got the [Talk to NPC in city] branch 4 times in a row.


 

Quote

 

Proposed Changes

 

  • Part 1: Laura tells you that some adventurer was seen going into a dungeon and came out head to toe in 'ebonite/chains/leather' therefore she knows it is a 'cursed' dungeon and wants the restraints from there.
  • Part 2: You go to the dungeon as you go through it you find more goodies to tie yourself up in. (The idea is that you progressively get more and more bound as you go through the final chest should bind your hands))
  • Part 3: Return to Laura, for every restraint she removes you get (n) gold

I have two ideas on how to handle part 2.

  1. Use hand placed chests and specific quest IDs. Having done a little modding myself half a lifetime ago, this will take a long time. But will give a more curated experience allowing you to decided just how helpless someone should be at any given moment.

 

       2. Use Radiant Quests

       2 a) Mark a random dungeon's endboss as a quest objective (Such as a bandit chief)

       2 b) Use DCLs progressive bondage system as you go through to equip theme'd devices to the player
       3 c) When the target is killed the new objective is return to larua.

This way would allow for infinite replay-ability.

This is already kinda what I did. There are a total of 18 chest spread across the map. 12 of them are in and near hideouts and caves.

There are only 2 chest per city for the legbinding branch.

 

But the idea of progressive bondage is really fun. I'll see what I can do.

 

Quote

 

 

These changes should weed out the busy work and make the whole 'being restrained' thing a bit more fun. Sure you start out in your legendary dragonbone armor. But by the end you are a drooling, helpless fool whom would do anything to get out.
Overall the mod is great but I was hoping for a little more bondage fun and a little less fetch quest.

 

The run in in full armor to fight enemies and then coming out as a drooling helpless mess is kinda what I was going for.

I also think that there is no way to make a repeatable quest more than a fetch quest. There is no way to give it a good new story everytime you play.

 

I understand that having the legbinding outcomes 4 times in a row is really boring, but the chance that that happens is super small.

I suggest that you play the quest a few more times, because there is a good chance that the next time will be different.

 

I'm still amazed at how you got the same outcomes 4 times in a row. Like I said, it's a 40% chance that an npc has the restraints and another 50% chance that they left it in a chest in the city. I'm not a math teacher, but a 40% chance and then a 50% chance gives us a 20% chance that this will happen. Getting the 20% outcome 4 times in a row is super small.

I don't have my calculator with me but a 20% chance is 1/5. So a 1/5 * 4 = 1/20. Which is a 5% chance that this will happen. Correct me if I calculated this wrong.

Looks like you spent all your bad luck. ?

 

 

Anyway, thank you for the feedback. :)

I suggest that you play the quest a few more times to get the other outcomes and I'll see what I can do with the progressive bondage idea.

Posted
1 hour ago, Laura 'Lokomootje' said:

I'm still amazed at how you got the same outcomes 4 times in a row. Like I said, it's a 40% chance that an npc has the restraints and another 50% chance that they left it in a chest in the city. I'm not a math teacher, but a 40% chance and then a 50% chance gives us a 20% chance that this will happen. Getting the 20% outcome 4 times in a row is super small.

I don't have my calculator with me but a 20% chance is 1/5. So a 1/5 * 4 = 1/20. Which is a 5% chance that this will happen. Correct me if I calculated this wrong.

Looks like you spent all your bad luck. ?

Actually it is again calculated like the 40% and theenh 50% outcome, so 20% four times in a row is (1/5)^4 = 1/25 = 4% which is actually 20% less likely than 5% :)

Posted
54 minutes ago, Frostgestalt said:

Actually it is again calculated like the 40% and theenh 50% outcome, so 20% four times in a row is (1/5)^4 = 1/25 = 4% which is actually 20% less likely than 5% :)

Thanks for the correction. Calculating probabilities isn't my strong suit.

Posted
1 hour ago, Frostgestalt said:

Actually it is again calculated like the 40% and theenh 50% outcome, so 20% four times in a row is (1/5)^4 = 1/25 = 4% which is actually 20% less likely than 5% :)

(1/5)^4 is actually 1/625 = 0.16%

Posted
17 minutes ago, bluring said:

(1/5)^4 is actually 1/625 = 0.16%

0.16%? That makes it even rarer.

That makes it a chance of 1 in 625 (I think). That's amazing.

Posted
11 minutes ago, Laura 'Lokomootje' said:

That makes it a chance of 1 in 625 (I think). That's amazing.

And that should make us wonder if the probability settings in the quest are effectively doing that what you expected them to do. ?.. or if there is some sort of wormhole that makes skyrim do the same thing too often.

Posted
2 minutes ago, worik said:

And that should make us wonder if the probability settings in the quest are effectively doing that what you expected them to do. ?.. or if there is some sort of wormhole that makes skyrim do the same thing too often.

Probabilities can seem weird sometimes.

We just found out that the chance that this happens is 1 in 625.

This mod currently has 14,600 downloads. There could be a lot of people playing this quest, so this could've happened to more people.

A 1 in 625 chance doesn't mean that it will never happen.

Posted

I am just wondering about how they did Skyrim/papyrus "random" and if we can do anything to compensate for it.

But thankfully our worst-case scenario is the bordeom of repeating 4x  the same  :classic_laugh:

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