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


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Posted
11 hours ago, Laura said:

I'm working on the basement player home right now. :D

 

A quick preview:

  Reveal hidden contents

Player Home Preview 1.jpg

 

 

 

Player Home Preview 2.jpeg

Let me know what you think.

 

Also let me know what you want from a player home. I never really use a player home when I play so let me know if anything's missing.

As long as you in that house, you have to be locked in a chastity set(belt+bra). 

Posted
22 minutes ago, cockroach666 said:

not sure if it's this mod or not, but whenever i try to 'use' a ceremonial urn/smuggled package, it says 'cannot equip this item' never had this problem last time.

They're from Devious Lore.

 

I've had the same issue with the recent version of Devious Lore SE atleast with that notification appearing but then the screen would go black and the items would be unpacked properly etc. If it's not doing the latter then it's definitely bugged, been awhile since I've played devious lore but I think I fixed that issue by putting the items into storage for a bit then taking them back out but only one of the items, not a whole stack. Same with the universal keys. If I had two or more in my inventory they often would not work properly when used, but if there was only one? worked most of the time. If you're using DD NG I can't help as I've not tried devious lore with DD NG yet and idk if it even works.

Posted
Am 15.10.2024 um 19:59 Uhr sagte Laura:

Ich arbeite gerade am Player-Heim im Keller. :D

 

Eine kurze Vorschau:

  Verborgene Inhalte aufdecken

Player Home Preview 1.jpg

 

 

 

Player Home Preview 2.jpeg

Teilen Sie mir Ihre Meinung mit.

 

Teilen Sie mir auch mit, was Sie von einem Spielerhaus erwarten. Ich nutze beim Spielen nie wirklich ein Spielerhaus, also lass es mich wissen, wenn etwas fehlt.

 

Since there are so many different mods for a "player home" - this question can only be answered very individually ... because your own style of playing influences the selection very strongly. The spectrum ranges from tiny huts to large castles worthy of a fairytale king ... there are also revisions/extensions of the official player houses (e.g. "Briesenheim" in Whiterun) ... and such special cases as my "Tardis" (a "movable house" -  https://www.nexusmods.com/skyrimspecialedition/mods/38420)

 

I'll take my own style of play as an example - what such a home has to do for me:

 

At the beginning of the game, my leveling up is very much influenced by trainers... I earn the money I need to do this by selling products I've made myself. So workplaces (enchantment, alchemy, smithing) and storage facilities are essential.

 

Since I actually never play without several of my own companions - unless I'm testing mods that require solo play - I obviously need space for them too.

However, the concept behind your player house requires a solo game in my view - with a companion, this basement wouldn't make any sense at all.

 

 

Posted
Vor 34 Minuten sagte bubba999:

Dumme Frage, ich weiß. Ich verwende die AE GOG-Version. Benötige ich die SSE-Version von Laura?

 

If at all, only the SE version will work... the conversion from LE up is done (as far as I know) on AE anyway.

So we will probably need "bees" as a tool to help us get around existing small "inconsistencies" between the GOG and Nexus AE versions.

Posted
On 10/16/2024 at 1:59 AM, Laura said:

I'm working on the basement player home right now. :D

 

A quick preview:

  Hide contents

Player Home Preview 1.jpg

 

 

 

Player Home Preview 2.jpeg

Let me know what you think.

 

Also let me know what you want from a player home. I never really use a player home when I play so let me know if anything's missing.

My irl room isn't even this furnished. Laura is a kind (and rich!) dom, indeed.

Posted
3 hours ago, bubba999 said:

Dumb question, I know. I'm using the AE GOG version. Do I need the SSE version of Laura's?

I converted it on the Steam AE version - but I don't think Laura put anything in the mod that would cause it to not work in the GOG SE version 

Posted
On 10/15/2024 at 1:59 PM, Laura said:

I'm working on the basement player home right now. :D

 

A quick preview:

  Hide contents

Player Home Preview 1.jpg

 

 

 

Player Home Preview 2.jpeg

Let me know what you think.

 

Also let me know what you want from a player home. I never really use a player home when I play so let me know if anything's missing.

I like what you got so far! 

 

Rent, purchase upkeep should require something or several somethings by Laura. 

 

Some ideas off the top of my head. 

 

Tiny Sapphires, gold or time locked in restraints. 

A house "uniform". 

Specific set of missions.

Requiring player to pleasure Laura. 

Player needs a to wear a remote control for Laura even when not in house. 

Costs, benefits and requirements vary if player is permanently locked in the thotium collar. 

 

No matter what, I am curious to see where this update to your mod goes! 

 

Posted
6 hours ago, Bahmont said:

I like what you got so far! 

 

Rent, purchase upkeep should require something or several somethings by Laura. 

 

Some ideas off the top of my head. 

 

Tiny Sapphires, gold or time locked in restraints. 

A house "uniform". 

Specific set of missions.

Requiring player to pleasure Laura. 

Player needs a to wear a remote control for Laura even when not in house. 

Costs, benefits and requirements vary if player is permanently locked in the thotium collar. 

 

No matter what, I am curious to see where this update to your mod goes! 

 

Cool idea, an easy implementation would be X number of device retrieval quests

Posted
On 10/15/2024 at 6:59 PM, Laura said:

I'm working on the basement player home right now. :D

 

A quick preview:

  Hide contents

Player Home Preview 1.jpg

 

 

 

Player Home Preview 2.jpeg

Let me know what you think.

 

Also let me know what you want from a player home. I never really use a player home when I play so let me know if anything's missing.

 

Oooooh. A fancy cage. I suppose since it's meant to be a "home" and if we're going to be locked for periods of time, it needs to be well equipped.

 

Honestly, I'd remove the display case and add a cooking station to make it more "livable-looking".

 

Maybe have the pillory facing in such a way that the player's rear is facing the bed, or the bars. From here, it looks like the opposite. But I could be looking at it wrong.

 

The empty wall there could get an X-cross, or something.

 

Posted
4 hours ago, deviant51 said:

Cool idea, an easy implementation would be X number of device retrieval quests

 

That would work well for most players. 

Perhaps "free" for those permanently locked in the thotium collar? 

Posted
On 10/15/2024 at 7:59 PM, Laura said:

Also let me know what you want from a player home. I never really use a player home when I play so let me know if anything's missing.

 

Heyho, I already like that first impression. Now for your question, as I'm like you and hardly ever use player homes:

 

the most difficult aspect for me, they have to tie into gameplay, like you need to earn them. I really don't like those "here's your home, the key is under the doormat" player house mods. For you, this already is accomplished by your questline, so all good.

Next thing is, at least for me, they should look "consistent". Take one style and stick to it, don't go like "basic farmer house in front, huge dwarven sex dungeon below as basement". That doesn't fit. A huge smelter inside your living room(which I've already seen by a mod)? Who does that?

And last, they should fit thematically. Do you want a late game home? Then something big and pompous could work. Is it just a place offered by a friend, like here? Keep it small and essential. Think of a room as part of a shared apartment. A bed, some storage space, a place to eat and maybe a small cooking corner.

 

If I had to try and put all that into one sentence, I'd say: think of a backstory and the purpose the room should have and try to tell that story with its looks.

Posted
On 10/15/2024 at 10:04 PM, Herowynne said:

An alchemy station would be helpful. ❤️

Already there. It's on a table next to the enchanting thing.

 

 

 

 

On 10/15/2024 at 10:12 PM, Allen Harris said:

A game aspect - maybe something like furniture that if you can't escape in time, you get locked in devices for a week, or are forced to do a number of runs for Laura.

That's on the list too. But I want to make the gameplay part optional. Maybe it'll be a regular home until you unlock the kinky version.

 

 

 

 

On 10/16/2024 at 1:34 AM, Hex Bolt said:

A lot depends on the feel that you're going for, but my first reaction is that it's more spacious and better furnished than Laura's own room.  Usually, guest quarters are more modest than the host's.  Removing the display case would let you reduce the room's depth by a third, but again, it depends on the atmosphere that you want.

 

Some of Elianora's house mods on Nexus are very small and cozy but still quite functional, really space efficient if you do decide to go with a reduced size.  You could get some good ideas just by looking at the screenshots, if that interests you.

It being better furnished does fit with her character. She's more likely to spoil a friend than herself.

I'll check Elianora's stuff. Thanks for the tip. :)

 

 

 

On 10/16/2024 at 1:57 AM, HyperonicX said:

Looks good, Laura.

One thing I'd like to see is a mannequin. I love having at least one in my player homes.

But they're creepy. 😅

 

 

 

 

On 10/16/2024 at 3:12 AM, JustMe469 said:

That one empty wall would be a great place for an x-cross. I like the looks of those.   🙂 

I'll probably let y'all choose between the pillory and the x-cross. It's kinda small and it don't want it to be too cluttered.

 

 

 

 

On 10/16/2024 at 5:37 AM, gamer098 said:

It looks good! I look forward to feeling like I belong in a cage. Is Laura going to make me get in the pillory before she unlocks the door?

A good addition would be a cooking spit. Maybe luxury features like the alchemy table, more storage, etc, would be unlocked with a reasonably large cost in tiny sapphires.

 

A couple other ideas I had -

Laura could have you try "experimental" devices during your stay. These could have unexpected positive or negative effects. More research on thotium maybe? This could be the motivation behind locking you inside for a long amount of time. Sona could make an appearance too.

Customers to the shop could pass by to admire you, maybe talking to you or asking you to demonstrate specific devices.

I'm still unsure what kind of kinky integration I want to add. Getting in the pillory before unlocking the door is a good one.

A cooking spit is really usefull, especially with The Game, But a fire in a basement doesn't make much sense.

 

 

 

 

On 10/16/2024 at 7:59 AM, thvedis said:

As long as you in that house, you have to be locked in a chastity set(belt+bra). 

I was thinking the other way around. Maybe you can unequip the collar, belt and bra as long as the door's locked.

 

 

 

 

On 10/17/2024 at 12:31 PM, Miauzi said:

Since there are so many different mods for a "player home" - this question can only be answered very individually ... because your own style of playing influences the selection very strongly. The spectrum ranges from tiny huts to large castles worthy of a fairytale king ... there are also revisions/extensions of the official player houses (e.g. "Briesenheim" in Whiterun) ... and such special cases as my "Tardis" (a "movable house" -  https://www.nexusmods.com/skyrimspecialedition/mods/38420)

 

I'll take my own style of play as an example - what such a home has to do for me:

 

At the beginning of the game, my leveling up is very much influenced by trainers... I earn the money I need to do this by selling products I've made myself. So workplaces (enchantment, alchemy, smithing) and storage facilities are essential.

 

Since I actually never play without several of my own companions - unless I'm testing mods that require solo play - I obviously need space for them too.

However, the concept behind your player house requires a solo game in my view - with a companion, this basement wouldn't make any sense at all.

Enchantment, alchemy and storage are already there. Maybe a bit more storage but that's easy. But smithing and cooking isn't gonna happen. A fire in a basement isn't a good idea.

And you're right. This isn't suited for followers but I don't really know how to make it suitable.

 

 

 

 

On 10/17/2024 at 2:03 PM, Tycho Brahe said:

My irl room isn't even this furnished. Laura is a kind (and rich!) dom, indeed.

We all need some nordic wallbaskets irl. :D

 

 

 

 

22 hours ago, Bahmont said:

I like what you got so far! 

 

Rent, purchase upkeep should require something or several somethings by Laura. 

 

Some ideas off the top of my head. 

 

Tiny Sapphires, gold or time locked in restraints. 

A house "uniform". 

Specific set of missions.

Requiring player to pleasure Laura. 

Player needs a to wear a remote control for Laura even when not in house. 

Costs, benefits and requirements vary if player is permanently locked in the thotium collar. 

 

No matter what, I am curious to see where this update to your mod goes!

I don't want to charge rent. It'll be given to you after the story as thanks.

Adding missions could be fun but I'm not sure what kind. Maybe you have to gather the pillory yourself?

Pleasing Laura isn't going to happen and I don't think remote controls fit.

Changing how things work when you're in the collar permanently is a good one.

 

 

 

 

13 hours ago, Viri1 said:

Oooooh. A fancy cage. I suppose since it's meant to be a "home" and if we're going to be locked for periods of time, it needs to be well equipped.

 

Honestly, I'd remove the display case and add a cooking station to make it more "livable-looking".

 

Maybe have the pillory facing in such a way that the player's rear is facing the bed, or the bars. From here, it looks like the opposite. But I could be looking at it wrong.

 

The empty wall there could get an X-cross, or something.

I don't want to lock the player in for too long. That gets boring. And a cooking station indoors in a basement is dangerous. I know it's a game but a big fire in a basement looks wrong to me.

The pillory is currently set up that the player faces the wall.

I'll probably let the player choose between an x-cross or a pillory.

 

 

 

 

1 hour ago, Mister X said:

Heyho, I already like that first impression. Now for your question, as I'm like you and hardly ever use player homes:

 

the most difficult aspect for me, they have to tie into gameplay, like you need to earn them. I really don't like those "here's your home, the key is under the doormat" player house mods. For you, this already is accomplished by your questline, so all good.

Next thing is, at least for me, they should look "consistent". Take one style and stick to it, don't go like "basic farmer house in front, huge dwarven sex dungeon below as basement". That doesn't fit. A huge smelter inside your living room(which I've already seen by a mod)? Who does that?

And last, they should fit thematically. Do you want a late game home? Then something big and pompous could work. Is it just a place offered by a friend, like here? Keep it small and essential. Think of a room as part of a shared apartment. A bed, some storage space, a place to eat and maybe a small cooking corner.

 

If I had to try and put all that into one sentence, I'd say: think of a backstory and the purpose the room should have and try to tell that story with its looks.

It's a basement that's lovingly converted into a slightly kinky home for a friend. That's the vibe I'm going for. I hope it'll feel that way.

Posted
15 minutes ago, Laura said:

A cooking spit is really usefull, especially with The Game, But a fire in a basement doesn't make much sense.

Maybe some dwemer oven that runs on... uhmm... dwemer power. Soulgems? Could be some dungeon delving fetch quest.

 

19 minutes ago, Laura said:

Adding missions could be fun but I'm not sure what kind.

I really liked the quests to free the slaves. Maybe one of the persons that give the Seeking the Curse quests have heard something, tell Laura and Kat, and you're asked to free them.

Posted (edited)
1 hour ago, Laura said:

 

That's on the list too. But I want to make the gameplay part optional. Maybe it'll be a regular home until you unlock the kinky version.

 

 

Oh hey - modder question: I've trying to figure out hwo to make devious devices not-unlockable or change their difficulty. I can't ever seem to find anything obvious in the properties or spell effects for the stock devices that come with DD (or other mods, for that matter) - but there's clearly a way to do it. Would you mind explaining how that works?

 

Edit: BTW, I just wanted to thank you for continuing work on this mod. Most of the quest modders have moved onto other games so the kinky fun has nearly dried out in Skyrim.

Edited by Allen Harris
Posted
42 minutes ago, CaptainJ03 said:

I really liked the quests to free the slaves. Maybe one of the persons that give the Seeking the Curse quests have heard something, tell Laura and Kat, and you're asked to free them.

 

The parts I really liked were where you go to free them but get locked up yourself - like the one where you get that yoke put on you. Or the To Catch a Thief quest.

Rescuing damsels is fun and all - but you get more than a couple and it starts feeling like garden-variety fetch quests.

Something better, or an upgrade to the "quest-iness" would be getting locked in devices - then having to figure out how to get out of them; maybe you have to find a key stashed somewhere, have to craft a special potion, or have to run around and touch things scattered all over the map.

Posted
3 hours ago, CaptainJ03 said:

Maybe some dwemer oven that runs on... uhmm... dwemer power. Soulgems? Could be some dungeon delving fetch quest.

Maybe but it would be too hightech.

 

3 hours ago, CaptainJ03 said:

I really liked the quests to free the slaves. Maybe one of the persons that give the Seeking the Curse quests have heard something, tell Laura and Kat, and you're asked to free them.

I like them too. They're like small stories. They've got backstory, character introduction and a twist. It was already on the list but other stuff has prio right now.

 

 

 

 

2 hours ago, Allen Harris said:

Oh hey - modder question: I've trying to figure out hwo to make devious devices not-unlockable or change their difficulty. I can't ever seem to find anything obvious in the properties or spell effects for the stock devices that come with DD (or other mods, for that matter) - but there's clearly a way to do it. Would you mind explaining how that works?

The options for the devices are in the script properties from the papyrus script attached to the inventory version of that device. There you can change stuff like BaseEscapeChance and LockpickEscapeChance. A warning though, only change the properties of your own custom devices or you'll accidentally mess with base DD items. If you create a custom device, don't forget to change the deviceInventory and deviceRendered properties to your custom device.

 

2 hours ago, Allen Harris said:

Edit: BTW, I just wanted to thank you for continuing work on this mod. Most of the quest modders have moved onto other games so the kinky fun has nearly dried out in Skyrim.

Thanks. :blush: By the way, what other games have they moved to? Starfield or something?

 

2 hours ago, Allen Harris said:

The parts I really liked were where you go to free them but get locked up yourself - like the one where you get that yoke put on you. Or the To Catch a Thief quest.

Rescuing damsels is fun and all - but you get more than a couple and it starts feeling like garden-variety fetch quests.

Something better, or an upgrade to the "quest-iness" would be getting locked in devices - then having to figure out how to get out of them; maybe you have to find a key stashed somewhere, have to craft a special potion, or have to run around and touch things scattered all over the map.

I loved making them but even 3 of them was really difficult. I had to come up with 3 versions of essentialy the same quest. They turned out fine but I don't know if I have enough ideas in the tank for more.

Posted
6 minutes ago, Laura said:

By the way, what other games have they moved to? Starfield or something?

 

Not sure - I just know there's a lot less "quest-y" mod work on here nowadays than there was like 5 or 6 years ago.

Posted
7 hours ago, Laura said:

A cooking spit is really usefull, especially with The Game, But a fire in a basement doesn't make much sense.

 

Dang, ok fine I'll settle for a microwave (kidding ofc)

Posted (edited)
23 hours ago, Allen Harris said:

Most of the quest modders have moved onto other games so the kinky fun has nearly dried out in Skyrim.


I’m more optimistic than that.
 

I still see several other kinky quest mods being developed for Skyrim:

 

Ancient Profession

Troubles of Heroine 

Deviously Accessible 

Dealing with Sexual Daedra

Bimbos of Skyrim

Balazar’s Bitch

Animal Research Insatiable Scholar

Vaermina’s Curse

Trappings of Fate

(and there may be others I’m missing)


Honorable mention for Submissive Lola. While not a quest mod per se, the Submissive Lola experience certainly feels like a quest.

 

 

Edited by Herowynne

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