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


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Posted

quick question. did you put a limit on how many of the restraint retreival quests you can do i a short period of time?

 

i also have a suggestion. if it is possible, is there a way to add in an option to check, via sex lab, a characters sexual orientation?  after it would check if being the option to go see swain to remove the items, laura could ask, "is something wrong with seeing swain?" the player could say "i dont like the idea of seeing a male to remove the items. but for you i will go and see him to get them removed."

 

the reason i am asking is, after picking the my choice from LAL i play my character as if she was mistreated by a male npc, unless if i pick the vampire start, then she of course will be attracted to and belong to serana.

Posted
16 hours ago, shadowwolf2k7 said:

quick question. did you put a limit on how many of the restraint retreival quests you can do i a short period of time?

 

i also have a suggestion. if it is possible, is there a way to add in an option to check, via sex lab, a characters sexual orientation?  after it would check if being the option to go see swain to remove the items, laura could ask, "is something wrong with seeing swain?" the player could say "i dont like the idea of seeing a male to remove the items. but for you i will go and see him to get them removed."

 

the reason i am asking is, after picking the my choice from LAL i play my character as if she was mistreated by a male npc, unless if i pick the vampire start, then she of course will be attracted to and belong to serana.

Sorry for taking so long to respond.

 

There is something like a cooldown for the Seeking The Curse quest. You can do it 3 times every 4 days.

 

The dialogue used there is very general on purpose. You can tell her what you want, but you can't tell her why you chose it. Laura also won't ask those kind of questions. She has been through a lot and knowns that you probably don't want to talk about it. She accepts your choice no matter what.

I also don't want to give the player a massive list of explanations they can use. It would make talking to her really annoying and it's a lot of work.

Posted

A possible way to tie in the testing of restraints with the Thotium ore. 

 

Story wise; After What She Deserves has finished, Katarina wants to look into Thotium by testing to see how/if worn restraints effect what the Thotium equips, as away to both help understand how to handle it safely, & to document it to help research where the Thotium came from.  

 

No items: Wearing no restraints = Full restraints. (Although this already happens just before returning the Thotium.  Katarina needs to see it happen to document it) 

With a cool-down of a day or so in between the testing of items.
1st item: Just wearing a collar = Pet Suit.
2nd: Just wearing heels = Latex gown/dress.
3rd: Arm & leg cuffs = Straitjacket.
4th: Hood (with eye & mouth holes) = Full rubber catsuit. (Gloves & boots included).
5th: Ball-gag = Handcuffs & ankle chains.
6th: Arm-binder = Chastity with plugs. (Gag can be added by talking to Laura)

Ect ect.

 

As a one off event on the 3rd item, Katarina has to go into the backroom to look up her notes on how to remove straitjackets, this is where a customer comes into the store.  This customer after seeing what the players character is wearing becomes interested in the straitjacket, starting dialogue between them (the customer) & character.  The players character is asked a few simple questions by the customer; what it feels like, how comfortable/uncomfortable the item is ect.  After the short dialogue ends the customer leaves & Katarina returns, where she unlocks the restraints.  After seeing the interaction between the character & customer, Laura offers a repeatable job as a store display model. 
 

 

 

As a possible add-on to the Thotium story, it could be that the more the Thotium is activated the stronger its effect gets.  After the 6th or 7th time of testing worn restraints against the Thotium its effect does not just equip items on the players character but everyone the store.  

 

A possible follow on for this could be;  After all three are bound, Katarina hops off to one of the back rooms (to get a safety release she made just in case), while Laura & the players character are left bound in the store.  This is where thieves come in, they then take advantage by; robbing the store, adding a few extra restraints before locking both of them in the cage/cell.  Katarina after a little while comes back out & releases the players character so they can start pursuit of the thieves while she unties Laura.  Laura protests this & wants both player & Katarina to go after the thieves as they'd be outnumbered if they go alone. (This just a excuse for Laura to stay bound longer, & Katarina could call her out on this to add abit of banter)

 

During this quest to kill the thieves (a random bandit camp) & return the goods, it might be a opening for Katarina to start sharing some of the backstory behind & between both herself & Laura's characters,  

Posted

not sure if anyone has mentioned this, sometimes laura will voice a generic line or a good bye line such as, "thats not something you see everyday" and even "good day". i have even had the rare "wow". the last one i hear more from my followers whenever my character is naked.

 

not sure if you consider that a bug or not. but i enjoy it. it is funny when you walk in and hear laura say "wow" makes her stand out :)

Posted
4 hours ago, CrazyOne said:

A possible way to tie in the testing of restraints with the Thotium ore. 

 

Story wise; After What She Deserves has finished, Katarina wants to look into Thotium by testing to see how/if worn restraints effect what the Thotium equips, as away to both help understand how to handle it safely, & to document it to help research where the Thotium came from.  

 

No items: Wearing no restraints = Full restraints. (Although this already happens just before returning the Thotium.  Katarina needs to see it happen to document it) 

With a cool-down of a day or so in between the testing of items.
1st item: Just wearing a collar = Pet Suit.
2nd: Just wearing heels = Latex gown/dress.
3rd: Arm & leg cuffs = Straitjacket.
4th: Hood (with eye & mouth holes) = Full rubber catsuit. (Gloves & boots included).
5th: Ball-gag = Handcuffs & ankle chains.
6th: Arm-binder = Chastity with plugs. (Gag can be added by talking to Laura)

Ect ect.

 

As a one off event on the 3rd item, Katarina has to go into the backroom to look up her notes on how to remove straitjackets, this is where a customer comes into the store.  This customer after seeing what the players character is wearing becomes interested in the straitjacket, starting dialogue between them (the customer) & character.  The players character is asked a few simple questions by the customer; what it feels like, how comfortable/uncomfortable the item is ect.  After the short dialogue ends the customer leaves & Katarina returns, where she unlocks the restraints.  After seeing the interaction between the character & customer, Laura offers a repeatable job as a store display model. 
 

 

 

As a possible add-on to the Thotium story, it could be that the more the Thotium is activated the stronger its effect gets.  After the 6th or 7th time of testing worn restraints against the Thotium its effect does not just equip items on the players character but everyone the store.  

 

A possible follow on for this could be;  After all three are bound, Katarina hops off to one of the back rooms (to get a safety release she made just in case), while Laura & the players character are left bound in the store.  This is where thieves come in, they then take advantage by; robbing the store, adding a few extra restraints before locking both of them in the cage/cell.  Katarina after a little while comes back out & releases the players character so they can start pursuit of the thieves while she unties Laura.  Laura protests this & wants both player & Katarina to go after the thieves as they'd be outnumbered if they go alone. (This just a excuse for Laura to stay bound longer, & Katarina could call her out on this to add abit of banter)

 

During this quest to kill the thieves (a random bandit camp) & return the goods, it might be a opening for Katarina to start sharing some of the backstory behind & between both herself & Laura's characters,  

Thanks again for the suggestions.

That sounds fun, I especially like the idea of having some kind of trap go off in the shop. Experimenting and researching the Thotium is also cool.

 

1 hour ago, shadowwolf2k7 said:

not sure if anyone has mentioned this, sometimes laura will voice a generic line or a good bye line such as, "thats not something you see everyday" and even "good day". i have even had the rare "wow". the last one i hear more from my followers whenever my character is naked.

 

not sure if you consider that a bug or not. but i enjoy it. it is funny when you walk in and hear laura say "wow" makes her stand out :)

I can't overwrite the lines they use when you bump into them or other similar greets. It's a bit weird when they say that because they don't actually talk, but I don't want to remove it because I also think that it's fun.

Posted

Hey all, I hope you're doing well.

 

I wanted to give you some info about how the next update is coming along.

The next update is focussed on continuing the story started by the What She Deserves quest.

 

I can't tell you when it will be released, but I can give you some info.

This roughly how long each step takes for me.

15% - Brainstorming

25% - Planning

30% - Creation Kit work

30% - Testing

 

I'm currently doing the Creation Kit work. So I know what I want, how I'll make and it's slowly taking shape in-game.

 

Also, I recently spent 2 hours trying to get an npc to sit on a chair. He refused to sit on that chair and he just stood there like an idiot while the rest was nicely walking around. I tried about 8 methods before I found the one that worked. When he finally walked to the chair and sat on it, I felt like a proud mother. ? Making a mod is terrible and amazing at the same time.

Posted
1 minute ago, Laura 'Lokomootje' said:

Hey all, I hope you're doing well.

 

I wanted to give you some info about how the next update is coming along.

The next update is focussed on continuing the story started by the What She Deserves quest.

 

I can't tell you when it will be released, but I can give you some info.

This roughly how long each step takes for me.

15% - Brainstorming

25% - Planning

30% - Creation Kit work

30% - Testing

 

I'm currently doing the Creation Kit work. So I know what I want, how I'll make and it's slowly taking shape in-game.

 

Also, I recently spent 2 hours trying to get an npc to sit on a chair. He refused to sit on that chair and he just stood there like an idiot while the rest was nicely walking around. I tried about 8 methods before I found the one that worked. When he finally walked to the chair and sat on it, I felt like a proud mother. Making a mod is terrible and amazing at the same time.

Take your time ! I love your mod !

Posted
7 hours ago, Laura 'Lokomootje' said:

Also, I recently spent 2 hours trying to get an npc to sit on a chair. He refused to sit on that chair and he just stood there like an idiot while the rest was nicely walking around. I tried about 8 methods before I found the one that worked. When he finally walked to the chair and sat on it, I felt like a proud mother. ? Making a mod is terrible and amazing at the same time.

Furniture/idlemarker related issues can be due to the npc not being an "owner" of the chair, bed, patrol-idlemarker etc. Something you can try if you have issues ;)

Posted
34 minutes ago, naaitsab said:

Furniture/idlemarker related issues can be due to the npc not being an "owner" of the chair, bed, patrol-idlemarker etc. Something you can try if you have issues ;)

I checked everything, there was no owner set for the marker or the location.

There is a scene in the What She Deserves quest where they successfully sit on chairs. Maybe it has to do with the fact that it's used as a package in a scene, maybe it just won't when it's their regular package.

I've gotten a lot better at modding, but a lot of stuff is still weird to me. I hope that Bethesda didn't use this version of the Creation Kit when they made Skyrim. The CK is strange.

Posted

There's a strange bug with i think only with specific CCAS starts of a new game. In LAL cell i chose an "Escaped Slave (Devious Devices optional)" from some bandits in Whiterun hold. So i run to the Laura's shop and try to start the Strange Rock quest but it doesn't actually start.

 

While typing the above i tried a different start, just a regular LAL start; patron in the inn of Whiterun. This time the quest "Live Another Life" actually started. In the above start and maybe others it only appears when you approach Helgen. Anyway i went to the temple first to check and Sona wasn't there, should she? I went to the shop and still couldn't start the quest.

 

In my current actual playthrough i started with the escaped slave too but i had to carry on the dragonborn quests as far as be done killing the first dragon, and only then the Strange Rock worked. Are there different instances of Whiterun where some npcs don't exist or what made it work only after dragon quests?

Posted
1 hour ago, Laura 'Lokomootje' said:

I checked everything, there was no owner set for the marker or the location.

There is a scene in the What She Deserves quest where they successfully sit on chairs. Maybe it has to do with the fact that it's used as a package in a scene, maybe it just won't when it's their regular package.

I've gotten a lot better at modding, but a lot of stuff is still weird to me. I hope that Bethesda didn't use this version of the Creation Kit when they made Skyrim. The CK is strange.

You can try to set the NPC that needs to use it as the owner, see if that helps. That's what I meant ;)

 

And yeah the CK is like a whole new level of sadomasochism...

Posted
9 hours ago, Laura 'Lokomootje' said:

Also, I recently spent 2 hours trying to get an npc to sit on a chair.

Since I will have the same (exactly!) situation, would you mind to post how you did it finally?

I must confess that it didn't occur to me in my brainstorming that this could be an issue ?

Posted
19 hours ago, Zaflis said:

There's a strange bug with i think only with specific CCAS starts of a new game. In LAL cell i chose an "Escaped Slave (Devious Devices optional)" from some bandits in Whiterun hold. So i run to the Laura's shop and try to start the Strange Rock quest but it doesn't actually start.

 

While typing the above i tried a different start, just a regular LAL start; patron in the inn of Whiterun. This time the quest "Live Another Life" actually started. In the above start and maybe others it only appears when you approach Helgen. Anyway i went to the temple first to check and Sona wasn't there, should she? I went to the shop and still couldn't start the quest.

 

In my current actual playthrough i started with the escaped slave too but i had to carry on the dragonborn quests as far as be done killing the first dragon, and only then the Strange Rock worked. Are there different instances of Whiterun where some npcs don't exist or what made it work only after dragon quests?

The quest not starting is 99% of the time caused by either a badly broken save or a game where Adrianne or Eorlund is dead.

But Sona not spawning can also be the cause. Sona should always be there and her not spawning is really strange. I don't use any scripts to spawn her, so there isn't much that could go wrong there.

 

I also don't really know how LAL works, but it could be that it changes some spawns.

 

I do have the NPCs set to respawn, that way they'll reset themselves after a while to resolve some issues. That's probably why she did spawn after some time, but I don't know why she didn't spawn the first time.

 

Have you had other NPCs that weren't spawning or other oddities in your game?

 

19 hours ago, naaitsab said:

You can try to set the NPC that needs to use it as the owner, see if that helps. That's what I meant ;)

 

And yeah the CK is like a whole new level of sadomasochism...

I'm pretty sure I tried that too.

And yeah, the CK is really mean.

 

19 hours ago, worik said:

Since I will have the same (exactly!) situation, would you mind to post how you did it finally?

I must confess that it didn't occur to me in my brainstorming that this could be an issue ?

I didn't really solve it, I kinda used a workaround. I just gave him a sandbox and set the chair as reference point. So he'll walk there and sandbox on the chair.

If you go find a good way to do it, I would really like to know.

Posted
3 hours ago, Laura 'Lokomootje' said:

I do have the NPCs set to respawn, that way they'll reset themselves after a while to resolve some issues. That's probably why she did spawn after some time, but I don't know why she didn't spawn the first time.

 

Have you had other NPCs that weren't spawning or other oddities in your game?

No oddities that i can remember. I just tried the same LAL start as patron in Riverwood inn, and Cursed Loot's Slave trader was there. Maybe he has some properties to use as an example.

Posted
21 hours ago, Richard1234 said:

Thank you for this cool mod. The quests are well written and fun to play. :)

Thank you. :blush:

 

19 hours ago, Zaflis said:

No oddities that i can remember. I just tried the same LAL start as patron in Riverwood inn, and Cursed Loot's Slave trader was there. Maybe he has some properties to use as an example.

I compared the DCUR npcs to mine, the only difference I found is that they don't have the respawn check ticked. So I searched for a while to see if it can cause any bugs or issues, but I didn't find any.

I did find that Open Cities can cause a lot of spawning problems, but I don't know if that's the case for you.

Posted

i got an idea for a multi stage quest. it starts with laura receiving a request for some strange items in a ruin. she asks the player to go and see what is there. when the player gets there they find an ancient book in a chest or on a podium. when the player picks up the book a collar is equipped on the player. with the collar equipped the player cant open the book to read it. so the player takes the book back to laura, who can open the book. after reading the book laura tells the player to remove the collar you will have to retrieve the rest of the set, but this book only tells where the next piece is which is arm cuffs. the player then goes and gets the next book and has the cuffs equipped. the process continues until the player has gotten the leg cuffs, plugs, belt and bra. after the player has returned with the book and the bra, the player then had to go and get one final book which has the removal phrase. while wearing the items the player cant wear any armor. but the items are enchanted to protect the wearer from damage (reduces all damage taken by 50% and absorbs the first hostile spell cast at them healing them for the amount of damage dealt) when the player returns with the final book laura can remove the items, and lock them away for the special client.

Posted
1 hour ago, Laura 'Lokomootje' said:

I did find that Open Cities can cause a lot of spawning problems, but I don't know if that's the case for you.

I play with world very close to vanilla to keep script load etc light, haven't tried Open Cities yet and based on what i've heard on its conflicts propably won't be trying either ?

 

@shadowwolf2k7 That sounds very closely to what Cursed Loot's "Bound Queen" quest does. Also "Cursed Collar" has very similar idea, both of which you should try if not already.

Posted
7 minutes ago, Zaflis said:

@shadowwolf2k7 That sounds very closely to what Cursed Loot's "Bound Queen" quest does. Also "Cursed Collar" has very similar idea, both of which you should try if not already.

i do have DCUR in my load order, and have done both quests, though it does sound close to both quests, along with an added touch from CD.

 

i feel that this work for laura's mod in the sense that she is selling restraints, and could have a mystery buyer that is looking for possible new items to restrain their slaves. it was an idea i have had for a while as well. it could fit with another mod as well. but not as well as it would here. CD is the mod. which laura talks about.

 

there is the seeking the curse quest as a repeatable quest, and i feel this one would be a 1 time quest with the possible rewards being either a fair amount of gold or a special set of restraints that only laura or katarina can remove, which asked will remove them with out question or remove them for a shop quest which the items would be incompatible with.

Posted

An idea for an extra repeatable quest:

 

You can ask any of the priests of the Arkay, if they happen to have found any devices lately on any of the bodies that got brought in. There is a chance, like 50%, that this is the case. Then he/she asks if you would like to have the devices if he/she would them lock onto you. Now it is possible that you only get one minor item, or several items, or a more hardcore one. (like a armbinder or blindfold)  You can ask multiple priests in a row, or you can decide you got enough items and go to Laura. She can then unlock them and she gives you gold for the items. This would be a quest that doesn't have to start in shop but can start anywhere in one of the major cities with a priest of the Arkay, but is still linked to the shop. You can add some dialogue where Laura tells you to maybe check if the dead have some devices they don't need anymore to guide players in the right direction. To keep it somewhat realistic, you can only ask this, like once a week per priest.

 

And alternative to the scenario where you have to go to Swain:

You have found a very rare cursed item that can't be unlocked by normal means. You need a special key for it. I don't really know where that key could be (in a dungeon, city), but you can probably figure something out. Now you might do need to unlock the armbinder, to enable combat. But you can keep the rest on until you have found that special key.

Posted
On 2/18/2019 at 11:09 PM, shadowwolf2k7 said:

i got an idea for a multi stage quest. it starts with laura receiving a request for some strange items in a ruin. she asks the player to go and see what is there. when the player gets there they find an ancient book in a chest or on a podium. when the player picks up the book a collar is equipped on the player. with the collar equipped the player cant open the book to read it. so the player takes the book back to laura, who can open the book. after reading the book laura tells the player to remove the collar you will have to retrieve the rest of the set, but this book only tells where the next piece is which is arm cuffs. the player then goes and gets the next book and has the cuffs equipped. the process continues until the player has gotten the leg cuffs, plugs, belt and bra. after the player has returned with the book and the bra, the player then had to go and get one final book which has the removal phrase. while wearing the items the player cant wear any armor. but the items are enchanted to protect the wearer from damage (reduces all damage taken by 50% and absorbs the first hostile spell cast at them healing them for the amount of damage dealt) when the player returns with the final book laura can remove the items, and lock them away for the special client.

That sounds interesting.

Like Zaflis said, it's really similair to DCURs Cursed Collar and Bound Queen. That's not a bad thing, they're both amazing. I really like the idea, I just need to make sure that mine will be different.

 

On 2/19/2019 at 12:28 AM, Zaflis said:

I play with world very close to vanilla to keep script load etc light, haven't tried Open Cities yet and based on what i've heard on its conflicts propably won't be trying either ?

I actually doubt that it's something I did wrong. I would've gotten a lot more reports about it if that was the case. I only got maybe 3 people saying that they're not spawning.

Spawning the NPCs is also something the game handles. I didn't have to write a script that does it.

But I'll keep looking for an answer.

 

On 2/19/2019 at 3:13 AM, kempo95 said:

An idea for an extra repeatable quest:

 

You can ask any of the priests of the Arkay, if they happen to have found any devices lately on any of the bodies that got brought in. There is a chance, like 50%, that this is the case. Then he/she asks if you would like to have the devices if he/she would them lock onto you. Now it is possible that you only get one minor item, or several items, or a more hardcore one. (like a armbinder or blindfold)  You can ask multiple priests in a row, or you can decide you got enough items and go to Laura. She can then unlock them and she gives you gold for the items. This would be a quest that doesn't have to start in shop but can start anywhere in one of the major cities with a priest of the Arkay, but is still linked to the shop. You can add some dialogue where Laura tells you to maybe check if the dead have some devices they don't need anymore to guide players in the right direction. To keep it somewhat realistic, you can only ask this, like once a week per priest.

 

And alternative to the scenario where you have to go to Swain:

You have found a very rare cursed item that can't be unlocked by normal means. You need a special key for it. I don't really know where that key could be (in a dungeon, city), but you can probably figure something out. Now you might do need to unlock the armbinder, to enable combat. But you can keep the rest on until you have found that special key.

I'm not sure about wearing the restraints of dead people, but I like the idea of asking for more restraints for a higher reward. The risk versus reward aspect could be really fun.

 

Having another Swain outcome could also be fun.

Posted
9 hours ago, Laura 'Lokomootje' said:

I'm not sure about wearing the restraints of dead people, but I like the idea of asking for more restraints for a higher reward. The risk versus reward aspect could be really fun.

I did not want you to be able to ask every NPC. That way you would only "farm" in Whiterun and walk back to the shop. Now it is possible you get rejected and have to go somewhere else. If you find an other way, you can do that of course. 

Posted
18 minutes ago, kempo95 said:

I did not want you to be able to ask every NPC. That way you would only "farm" in Whiterun and walk back to the shop. Now it is possible you get rejected and have to go somewhere else. If you find an other way, you can do that of course. 

I know that you didn't want it for every npc. I meant that I liked the part where you can ask for extra restraints for a higher reward. Having it as an option for every npc would be unbalanced and unrealistic.

 

Did I say something weird?

Posted

So here I'm again with another nitpicky suggestion: Have you considered smoothening out the flow a bit in Laura's generic dialogue? The topics you can ask her about or the services and goods she offers. There are a lot of topics that end up breaking off dialogue, should you exhaust the options in said topic, or when selecting the appropriate response. Though if someone just were to explore all the dialogue options (as there is quite a bit to explore, especially with the curse topic and all), they'll get repeatedly broken off from the dialogue and have to reinitiate and go through it again. Since Skyrim already has a button to instantly break off dialogue, goodbye responses from the player might not be necessary everywhere, and instead selecting them could loop back to the root topic.

 

Here are some specific examples:

Keys topic - "That's all" should take back to dialogue root topic.

Special offer - "Not interested" to root topic.

Jammed locks - Should loop back to root topic, not break off dialogue.

About restraints - First submenu could have a go back option to root, and when investigating about the curse further, "That's all" could take you one level up to said submenu instead of breaking off dialogue.

What did you do - "That's all" to loop back to root topic.

Is there something - Could have an option to go back to root when selecting quest.

Posted
1 hour ago, Taki17 said:

So here I'm again with another nitpicky suggestion: Have you considered smoothening out the flow a bit in Laura's generic dialogue? The topics you can ask her about or the services and goods she offers. There are a lot of topics that end up breaking off dialogue, should you exhaust the options in said topic, or when selecting the appropriate response. Though if someone just were to explore all the dialogue options (as there is quite a bit to explore, especially with the curse topic and all), they'll get repeatedly broken off from the dialogue and have to reinitiate and go through it again. Since Skyrim already has a button to instantly break off dialogue, goodbye responses from the player might not be necessary everywhere, and instead selecting them could loop back to the root topic.

 

Here are some specific examples:

Keys topic - "That's all" should take back to dialogue root topic.

Special offer - "Not interested" to root topic.

Jammed locks - Should loop back to root topic, not break off dialogue.

About restraints - First submenu could have a go back option to root, and when investigating about the curse further, "That's all" could take you one level up to said submenu instead of breaking off dialogue.

What did you do - "That's all" to loop back to root topic.

Is there something - Could have an option to go back to root when selecting quest.

All feedback is welcome, even the nitpicky ones. :P

I'm nitpicky too and I think I had this on my todo list, but I completely forgot about it.

I'll see if I can improve the flow of the dialogue.

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