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


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Posted
7 hours ago, Laura 'Lokomootje' said:

I really like the idea of a display model quest. I don't know exactly how I'll keep it interesting as a repeatable, but I definitely want to add something like that.

 

 

Yeah, there's a story behind that scar. Future story quests will reveal more about their backstory.

maybe you could have diff buyers say like 2 people come in 1 time time 1 is a master type of character the other is a slave type of character to the master the master character would look a diff option could be to have a single person come in looking to buy a gift for there wife that would be 2 types there you could add more like a gaurd has been given the task to find a new outfit for prisoners and comes to the shop

 

you could use vibrators and have it so the npc can control the vibrators to watch player squirm maybe add some item to the game to allow players to controll there own bought vibrators through options like how when you go to equip a device you get option to put on leave off manipulat the locks something like that to allow playersto toggle the vibs on and off with the power settings could be done through a book to use as a tool to bring up the interface

 

 

it would be nice to enable vibrations to set strenght and timer when player feels like it

Posted

 

10 hours ago, badbat111 said:

maybe you could have diff buyers say like 2 people come in 1 time time 1 is a master type of character the other is a slave type of character to the master the master character would look a diff option could be to have a single person come in looking to buy a gift for there wife that would be 2 types there you could add more like a gaurd has been given the task to find a new outfit for prisoners and comes to the shop

 

you could use vibrators and have it so the npc can control the vibrators to watch player squirm maybe add some item to the game to allow players to controll there own bought vibrators through options like how when you go to equip a device you get option to put on leave off manipulat the locks something like that to allow playersto toggle the vibs on and off with the power settings could be done through a book to use as a tool to bring up the interface

 

 

it would be nice to enable vibrations to set strenght and timer when player feels like it

It's going to be hard to keep a quest where the player waits and sometimes anwers a question interesting, but I'll see if I can make it work.

 

 

8 hours ago, MadWhitWolf said:

Laura, when is the release? ?

I gave the first beta version to the testers a few minutes ago. I can't tell you how long the testing will take, but it's soontm.

Posted
1 hour ago, Laura 'Lokomootje' said:

soontm.

? Featuring Kimy in a cameo scene?

 

Technical question for more spoiler-ish information: will it just be a 2.0.3, a 2.1 or a major leap forward v3.0 :classic_rolleyes::classic_happy:

And can we have some more spoilers?

*looks-very-cute-with-big-eyes*

Pleeeeeeeease? :classic_smile:

 

Posted
18 minutes ago, worik said:

? Featuring Kimy in a cameo scene?

 

Technical question for more spoiler-ish information: will it just be a 2.0.3, a 2.1 or a major leap forward v3.0 :classic_rolleyes::classic_happy:

I don't know yet, but I'm probably going with V3.00.

 

18 minutes ago, worik said:

And can we have some more spoilers?

*looks-very-cute-with-big-eyes*

Pleeeeeeeease? :classic_smile:

I'll see if I can cook up a teaser for the weekend.

Posted
17 minutes ago, Laura 'Lokomootje' said:

I'll see if I can cook up a teaser for the weekend.

? :classic_happy:

Posted
12 hours ago, MadWhitWolf said:

Laura, when is the release? ?

The release comes when the time is up for the Locked Away quest and she removes the belt. duh.

Posted
7 hours ago, Laura 'Lokomootje' said:

I don't know yet, but I'm probably going with V3.00

hold up! will it need a new save (even if the main quest hasnt been started)

Posted
42 minutes ago, johntrine said:

hold up! will it need a new save (even if the main quest hasnt been started)

No, it won't need a new save.

Posted
44 minutes ago, Laura 'Lokomootje' said:

No, it won't need a new save.

Cool to hear - altho I've been avoiding the shop completely on my current game knowing there's an update coming down the pipe. :classic_tongue:  Not that I expect older content to change much, but its a lot of fun to just dedicate some time to enjoy a mod in its entirety after an update.

 

Looking forward to it!

Posted

Just an idea for the belted quest. Two idea's actually, one for belted and one for the offer to tie the player up.

 

The first is the option for anal plugs, to mix things up.

 

The second is that when Laura ties up the character and places in the inflatable plug, she may pump it up to a random stage, making it kinkier.

Posted
4 hours ago, neosuduno said:

Just an idea for the belted quest. Two idea's actually, one for belted and one for the offer to tie the player up.

 

The first is the option for anal plugs, to mix things up.

I don't want to use the belt with the closed back, so an anal plug would be too easy to remove. But since it's an open back, you can always use one yourself.

 

4 hours ago, neosuduno said:

The second is that when Laura ties up the character and places in the inflatable plug, she may pump it up to a random stage, making it kinkier.

I don't think that that's something she would do. If she did, she would ask first.

 

I like the ideas, but I don't think it'll fit. Sorry. :/

Posted
57 minutes ago, Laura 'Lokomootje' said:

But since it's an open back, you can always use one yourself.

DD does not seem to differentiate between open and closed belts in that regard. So an open belt still prevents butt plug insertion. Looking at the plug scripts, I found no part that'd check for what sort of belt is it, only that if it has the zad_deviousbelt keyword, then no insertions (and removals). I guess something could be done if it checked for zad_permitanal and allowed it in that case, but that's for the DD devs to decide and implement.

Posted
29 minutes ago, Taki17 said:

DD does not seem to differentiate between open and closed belts in that regard. So an open belt still prevents butt plug insertion. Looking at the plug scripts, I found no part that'd check for what sort of belt is it, only that if it has the zad_deviousbelt keyword, then no insertions (and removals). I guess something could be done if it checked for zad_permitanal and allowed it in that case, but that's for the DD devs to decide and implement.

I always assumed that the open back version allowed it, but I never actually checked. ?

Posted

Hey all,

 

I promised @worik that I would post a new teaser, so here we go.
The update isn't just about quests. It adds some fancy stuff too. :D

 

Spoiler

2028945925_MainTeaser.png.d44e0351347fa8df0352f4796c938d12.png


All credit to @Taki17 for making these for me.

Posted
13 hours ago, Laura 'Lokomootje' said:

I promised @worik that I would post a new teaser, so here we go.

The update isn't just about quests. It adds some fancy stuff too. :D

:classic_happy:?

I would hug you, .. but... err.. :classic_blush: ... but ...hmmm, ...  No, no! Not what you think! Nothing against you .. it's ..

Spoiler

mnnnnnghhh!

d137_4109.jpg.f5d96cd646317d8937687b26ac23f687.jpg

 

Posted

 

On 5/28/2019 at 5:08 AM, badbat111 said:

a new repeatable quest type of thing where the player will have a option to be a display model for devices where laura will put them into devices like how the strange rock quest did

 

but the player would be put into the cell in the shop and have to wait for a set time until release not wait as in press a buton to skip time but ingame hours where you could have people come into the shop to ak about restraints laura then says we have some restraints to view with the shops model ie the player they see the restraints maybe get a feel then make a desion to buy or not

I like that idea ?

 

On 5/29/2019 at 7:27 PM, Taki17 said:

Not really sure what is there to do that'll both require enough player interaction while fulfilling the role of a static display model. The latter is giving me mad CDS vibes where the player is often forced into furniture/idle marker for a duration of an ingame day, and even with an accelerated timescale, that could take minutes of doing nothing but observing the events happening around thine own self.

To address this problem of the player not having any possibility to actually do anything anymore while in this state, perhaps it could be possible for the player to have some influence on what is happening around? Let's say as soon as you are the display model of the shop, you can observe the scene from some different views of perspective (or free floating) and get some basic options in a UI to take a bit influence on how the shop is frequented and the customers interest in the shop model. 

Perhaps you can progress to get better in being a model, so the more time you spend as model, the more customers are interersted (or something like that). Maybe you could advance in this progress faster by doing model "trainings" ?

It could be a possibility that the model is being rent to good customers for personal use as model in their places or in public, whatever the customer has in mind - this could be optional quests I guess. 

 

PS: Just came across this site a few days ago, haven't played Skyrim for some years now and at the moment I play through SE Version

@ Laura - this mod looks like awesome work, will try this mod some time ?

Posted

I got Error Message "Trader not identified" when Barter with Laura... I used "Player Exhibitionist" mods. but when

I tried use another mods like "Devious Lore or Captured Dreams" but they works normally...

Posted
1 hour ago, Black714 said:

I got Error Message "Trader not identified" when Barter with Laura... I used "Player Exhibitionist"

I happened upon that one as well myself. I assume you had the trader-related features (price variation) of PE enabled? And you got the error message shortly after installing that mod or this one, then loading into your save, and trying to trade? If so, I believe it's a case of the mod still initizalizing. Give it a few more seconds or a minute, and it should be fine after a 2nd or 3rd attempt of trying to trade again.

Posted
29 minutes ago, Taki17 said:

I happened upon that one as well myself. I assume you had the trader-related features (price variation) of PE enabled? And you got the error message shortly after installing that mod or this one, then loading into your save, and trying to trade? If so, I believe it's a case of the mod still initizalizing. Give it a few more seconds or a minute, and it should be fine after a 2nd or 3rd attempt of trying to trade again.

Just happened with Laura Bondage Shop. I test with captured dreams and Devious Lore all work fine...

Posted
38 minutes ago, Black714 said:

Just happened with Laura Bondage Shop. I test with captured dreams and Devious Lore all work fine...

Disregard my previous post. I found the issue. See, PE checks for the trader as a dialogue target with the following:

aktrader = Game.GetDialogueTarget() as actor
    
  if !aktrader
     close_barter_menue ()  ; Close menu asap

     Utils.Show_Game_Message ("Trader not identified")

     return true;         Should not happen bartermenue stays open
  endif

At the moment, Laura breaks off dialogue when the barter menu is opened, so she won't be detected as a valid dialogue target by PE. I have it on good authority that shop dialogue will loop and not break off in the next release of the mod, so you can rest easy. In the meantime, you can fix it yourself in TESVedit or the CK, by searching for the appropriate dialogue option, and removing the "goodbye" flag from it. Or just disable the "traders are voyeurs" option in the PE MCM when trying to trade with Laura.

Posted
18 minutes ago, Taki17 said:

Disregard my previous post. I found the issue. See, PE checks for the trader as a dialogue target with the following:


aktrader = Game.GetDialogueTarget() as actor
    
  if !aktrader
     close_barter_menue ()  ; Close menu asap

     Utils.Show_Game_Message ("Trader not identified")

     return true;         Should not happen bartermenue stays open
  endif

At the moment, Laura breaks off dialogue when the barter menu is opened, so she won't be detected as a valid dialogue target by PE. I have it on good authority that shop dialogue will loop and not break off in the next release of the mod, so you can rest easy. In the meantime, you can fix it yourself in TESVedit or the CK, by searching for the appropriate dialogue option, and removing the "goodbye" flag from it. Or just disable the "traders are voyeurs" option in the PE MCM when trying to trade with Laura.

I remove goodbye flag in xx008FB8 id. and it's works. thanks for the advice. 

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