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


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Posted
On 9/1/2019 at 9:37 AM, llokii70 said:

@tznvlw was curious if you had any plans to try and port 3.00

Oh, Hello :)

I have ported it to SE for you and other SSE users, you can try it.

Re-saved with 44 file header and re-generated SEQ file.

 

Laura's Bondage Shop V3.00 SSE.zip

 

@Laura 'Lokomootje' I'm waiting for your SE version?

 

Edited:

I forget this for All SSE user :

There are some new (rope) devices  in version 3.0 , but you need wait for DD 4.3 SE to see them

Posted
15 hours ago, naaitsab said:

As far as I know there isn't any reliable way  to measure walking distance as Skyrim is divided into load cells.

One way to do it is to place an invincible item on the ground near the player, measure the distance between the player and the item. If the distance is greater than X then remove the item and place it again. Repeat this procedure. This is quite messy and not really worth the hassle/load imho.

 

One thing that could be looked into is counting the amounts of times a "clocktick" function has been called. If somebody just plays the game it runs a lets say every 10 ingame minutes. So after 2 hours the counter is 12. If you wait 2 hours you skip the 12 cycles so the counter is 1.

I'm pretty sure Kimy uses the timer that counts seconds played, instead of in-game time.

Adding a timer myself means that there will be a script running in the background and I'm not a fan of that. It could impact performance and it could mean that an update after that will need a new save.

 

There is a timer feature I could use from DD itself. I couldn't get that to work last time, but I'll take a look at it again.

 

 

 

13 hours ago, johntrine said:

so, i tried the new 3.0 version (on my new laptop.... yeeeee it loads modded dkyrim in like 10 secs so... nice... XD remember when it took 30 secs for me)

overall, i like the new aesthetic updates. the new banners are swell and i REALLY like them. also, the friendly chatter b/w Laura and Katrina is a nice touch!

now... about the mod's missions. since i started a new save and thus a new main quest from start (i did the thotium mission before the update so.... T.T maybe i'll try it later when my save is finally broken beyond repair and i gotta start over)

1) the first mission to capture Jade, like a stated before in 2.02 version too, it still applies, ie, it's my favorite mission. (though i notice a funny thing since i havent made it so that i cannot access the inventory... Jade mentions ball gag but you are only hooded but have no gag is applied... XD) the only annoying part of the mod (which kinda applied to almost all mods) is when other npcs started talking, the subtitles from the mission npc got drowned out... but that is the limitation of skyrim...

2) the mission to go to the slave den was... i'll be honest, too maze-y for me... though in the end it was neat too. just having to run around to find tiny keys was VERY annoying. XD

3) i'll put the last three missions in one since they have the same core idea, just differently executed. it was neat albeit a bit boring for me since i had a similar mod that i've played through like 3 to 4 times... though the last one was the BEST of the three since it made me feel like an idiot savant who kinda figured the answer and also stumbled at it at the SAME TIME. XD

overall, i like the new direction the mod has taken. i was hoping to see more new types of recurring quests too like the collecting restraint ones... idk, maybe quest to collect debt and use the jade mission as a base with a chance of success or failure of capturing the npc. of having to either run the shop or help laura run the shop and having to equip restraints to "show off the goods" to customers... idk, these are the only ones i can think of right now...

overall, i like the idea the mod is going towards... my only wish is that we get to capture Jade (and who know, become allies [or enemies... your choice. XD] united by some common cause)...

oh right, the ONLY problem i have with the mod so far is with slone....the guy we are finding a slave for.... so far, the story tell us of no reason why katrina doesnt just goes to him and shanks the fool dead... XD

The reason I said that there's a gag under the hood is because you'll still be able to talk with just a hood on. A hood will block your sight and it's good for sensory deprivation, but you can still talk. Since DD's hood blocks speech, I felt like I had to justify that by saying that there's a gag under the hood.

 

About why Katarina doesn't just kill Sloane.

Sloane is a very influential and powerful person. Killing her won't solve their problems, it will make it even worse.

If killing Sloane was an option, Katarina would've already done it for threatening them.

 

I haven't forgotten the repeatable quests by the way. I like telling a story, but repeatable quests are still my favorite.

 

Posted

So, while finishing a seeking the curse instance I had a thought. It really depends on what you have planned with Sloane though. But if you have planned some kind of player enslavement to Sloane, why not make it a rare outcome for seeking the curse chests that they bind you so tight, you cant leave and get found and brought to Sloane, leading to a short episode in which the player has to regain her freedom. Alternatively, have one of the restraints (or maybe the only one) be one of her slvae collars forcing you to walk to her and again, leading to an episode of enslavement. Depending on your plans maybe even different severities for the two possibilities, with the collar being the more severe one. Not sure what you have planned, but a slave collar kind of makes sense to be used by Sloane, as far as what you told us about her. And let me be honest here, I really just hope Taki17 will make an awesome custom slave collar ?

Posted

Version 3.00 was work for me realy good , i like the talks between Katarina and Laura and the quests was works very good.

The quest with 27 was realy good , so good thats was even to short for my taste ^^ , would even like to go back there for some bondage time xD.

Repeatable quests are fun for me , since i like do stuff where get my char in bondage heavy.

 

For me its good thats Katarina doesn't just kill Sloane , would be just lame with killing only option.

All quest was works good , was not have any bugs so far , and lauras chastity belt textur nice too.

All in all very good update.

 

Posted
2 hours ago, Laura 'Lokomootje' said:

I'm pretty sure Kimy uses the timer that counts seconds played, instead of in-game time.

Adding a timer myself means that there will be a script running in the background and I'm not a fan of that. It could impact performance and it could mean that an update after that will need a new save.

 

There is a timer feature I could use from DD itself. I couldn't get that to work last time, but I'll take a look at it again.

From what I can tell it's designed out as follows:

You start a timer with the value of the current gametime ("hours played") and the hours you want to wait until you fire a function/set a global etc.

On a system of OnUpdate() the function will check if the current game time minus the previous recorded gametime. If that value times 24 (due to the way Skyrim's time ting is built) is larger than the set wait hours the function will return true. So the timer is "done".

 

The "problem" with this system is that it doesn't really care how you get to get the current gametime value to be larger. This can be done by waiting, sleeping or just playing. Not sure there is another script/mod that uses a different approach. Functions like OnUpdateGameTime ignore waiting but if the system stil relies on a time A and B check and does not really keep a check on how you get to time B that has 0 effect on the result.

 

Been looking for a cheatproof timer for a while now but sadly haven't found anything that is A reliable and B not cheatable. But is someone can post some working examples I've overlooked that would be great.

 

 

And a simple timer does little to impact the performance if you set the interval time to a descent one. So don't fire it every 5 seconds etc. DCUR's timer script (clockTick) is very large and I don't really encounter problems running it. Skyrim's vanilla scripts are also quite large. The key is working with interrupts, like 'registerforupdate' and keep things like while loops and script pauses to a minimum.

Posted
34 minutes ago, naaitsab said:

Been looking for a cheatproof timer for a while now but sadly haven't found anything that is A reliable and B not cheatable. But is someone can post some working examples I've overlooked that would be great.

I've seen some mods (like Prison Overhaul Patched) that impose a steady-but-imperceptible HP drain that prevent Fast Travel and Waiting (due to virtue of ongoing damage) when the option is ticked in the MCM. Would something like that work?

Posted
3 hours ago, Laura 'Lokomootje' said:

There is a timer feature I could use from DD itself. I couldn't get that to work last time, but I'll take a look at it again.

The easiest way (in terms of setting up in your mod) might be to use DD's escape system. You could choose from the Lock Shield or the Timed Lock, both behave slightly different in gameplay but are very similar in terms of how to set them up. Basically, all you'd have to do is create a new set of device (inventory + rendered device) and then adjust the properties to your liking.

 

The Lock Shield mechanism allows you to set min and max values (in full hours), LockShieldTimerMin and LockShieldTimerMax, and the player will not be able to even attempt an unlock of that device until the time is up. The timer is set at a random value between Min and Max when the device gets equipped. The only way out before the end of the timer is by scrpited removal.

 

The timed lock, on the other hand, boolean TimedUnlock (with LockTimerMin and LockTimerMax), creates a device that can be unequipped even without a key once the configured time has elapsed. There's even a custom device message for when the timer runs out: zad_DD_OnTimedUnlockMSG. You can find these and more in the annotations of zadEquipScript.psc.

 

If however you want to create your own timer, I think there's also a possibility to use game time instead of real time and still implement fairly simple anti-cheating measures by checking for hours slept and waited at the start of the process and during it and then factoring in the differences (https://www.creationkit.com/index.php?title=QueryStat_-_Game).

Posted
5 hours ago, Laura 'Lokomootje' said:

The reason I said that there's a gag under the hood is because you'll still be able to talk with just a hood on. A hood will block your sight and it's good for sensory deprivation, but you can still talk. Since DD's hood blocks speech, I felt like I had to justify that by saying that there's a gag under the hood.

ahhh... so you did think about it... i though you may have goofed and forgotten since hoods block speech. XD

5 hours ago, Laura 'Lokomootje' said:

About why Katarina doesn't just kill Sloane.

Sloane is a very influential and powerful person. Killing her won't solve their problems, it will make it even worse.

If killing Sloane was an option, Katarina would've already done it for threatening them.

i figured that. i was just wondering why that context is not given in game. maybe the dragonborn asks them after the slave den mission why katrina doesnt shank sloane to learn that sloane is influential. would make the story make more sense (though i believe people can connect the dots too... i mean i did it, others probably have as well.). its jiust seeing as you are focusing on story telling (and doing a good job at it), i pointed that out... little things like these in stories kinda annoy me at times

5 hours ago, Laura 'Lokomootje' said:

I haven't forgotten the repeatable quests by the way. I like telling a story, but repeatable quests are still my favorite.

noice! XD

i guess that will be the upcoming updates b/w 3.0 to 4.0 will be bug fixes and repeatable quest...

btw, during the first slave rescue mission from the fort, is the stormcloak courier spawing and taking half the bandit on a chase behind him is skyrim janking out or skyrim janking out due to mod mod? XD that kinda saved me... (though my arrogance in fighting an old orc looking for death killed me... :P)

Posted
5 hours ago, Frostgestalt said:

So, while finishing a seeking the curse instance I had a thought. It really depends on what you have planned with Sloane though. But if you have planned some kind of player enslavement to Sloane, why not make it a rare outcome for seeking the curse chests that they bind you so tight, you cant leave and get found and brought to Sloane, leading to a short episode in which the player has to regain her freedom. Alternatively, have one of the restraints (or maybe the only one) be one of her slvae collars forcing you to walk to her and again, leading to an episode of enslavement. Depending on your plans maybe even different severities for the two possibilities, with the collar being the more severe one. Not sure what you have planned, but a slave collar kind of makes sense to be used by Sloane, as far as what you told us about her. And let me be honest here, I really just hope Taki17 will make an awesome custom slave collar ?

I have plans for expanding Seeking The Curse, but I have other plans for Sloane. One of the plans for STC does involve a special collar though.

 

 

 

3 hours ago, Jessy2012 said:

Version 3.00 was work for me realy good , i like the talks between Katarina and Laura and the quests was works very good.

The quest with 27 was realy good , so good thats was even to short for my taste ^^ , would even like to go back there for some bondage time xD.

Repeatable quests are fun for me , since i like do stuff where get my char in bondage heavy.

 

For me its good thats Katarina doesn't just kill Sloane , would be just lame with killing only option.

All quest was works good , was not have any bugs so far , and lauras chastity belt textur nice too.

All in all very good update.

 

Thank you. :D

 

 

 

2 hours ago, naaitsab said:

From what I can tell it's designed out as follows:

You start a timer with the value of the current gametime ("hours played") and the hours you want to wait until you fire a function/set a global etc.

On a system of OnUpdate() the function will check if the current game time minus the previous recorded gametime. If that value times 24 (due to the way Skyrim's time ting is built) is larger than the set wait hours the function will return true. So the timer is "done".

 

The "problem" with this system is that it doesn't really care how you get to get the current gametime value to be larger. This can be done by waiting, sleeping or just playing. Not sure there is another script/mod that uses a different approach. Functions like OnUpdateGameTime ignore waiting but if the system stil relies on a time A and B check and does not really keep a check on how you get to time B that has 0 effect on the result.

 

Been looking for a cheatproof timer for a while now but sadly haven't found anything that is A reliable and B not cheatable. But is someone can post some working examples I've overlooked that would be great.

 

 

And a simple timer does little to impact the performance if you set the interval time to a descent one. So don't fire it every 5 seconds etc. DCUR's timer script (clockTick) is very large and I don't really encounter problems running it. Skyrim's vanilla scripts are also quite large. The key is working with interrupts, like 'registerforupdate' and keep things like while loops and script pauses to a minimum.

You're right, a proper simple timer won't affect performance. But if I add a timer, I'll use DD's timer feature. It would be a waste not to and I really don't like the programming aspect.

 

 

 

1 hour ago, SiegfreidZ said:

I've seen some mods (like Prison Overhaul Patched) that impose a steady-but-imperceptible HP drain that prevent Fast Travel and Waiting (due to virtue of ongoing damage) when the option is ticked in the MCM. Would something like that work?

Preventing waiting and fast travelling is a bit too much.

I want to keep them as simple as possible. I just want them to be like regular restraints, but ones that automatically unlock after a certain time. If I made them like quest devices, they'll conflict with my own quests. DD's timer feature is perfect for that.

 

 

 

1 hour ago, El_Duderino said:

The easiest way (in terms of setting up in your mod) might be to use DD's escape system. You could choose from the Lock Shield or the Timed Lock, both behave slightly different in gameplay but are very similar in terms of how to set them up. Basically, all you'd have to do is create a new set of device (inventory + rendered device) and then adjust the properties to your liking.

 

The Lock Shield mechanism allows you to set min and max values (in full hours), LockShieldTimerMin and LockShieldTimerMax, and the player will not be able to even attempt an unlock of that device until the time is up. The timer is set at a random value between Min and Max when the device gets equipped. The only way out before the end of the timer is by scrpited removal.

 

The timed lock, on the other hand, boolean TimedUnlock (with LockTimerMin and LockTimerMax), creates a device that can be unequipped even without a key once the configured time has elapsed. There's even a custom device message for when the timer runs out: zad_DD_OnTimedUnlockMSG. You can find these and more in the annotations of zadEquipScript.psc.

 

If however you want to create your own timer, I think there's also a possibility to use game time instead of real time and still implement fairly simple anti-cheating measures by checking for hours slept and waited at the start of the process and during it and then factoring in the differences (https://www.creationkit.com/index.php?title=QueryStat_-_Game).

I already tried to use DD's timer feature a while ago. Kimy also explained it to me, but I couldn't get it to work properly. It sometimes worked, but it was very unreliable. They're still in the mod and you can try them on, but they didn't work for me or the testers. I assume that I did something wrong, but I didn't know what. It has been a while and I've gotten much better at this, maybe I can get them to work now.

Posted
11 minutes ago, johntrine said:

ahhh... so you did think about it... i though you may have goofed and forgotten since hoods block speech. XD

You can always assume that I massively overthink everything. ?

 

11 minutes ago, johntrine said:

i figured that. i was just wondering why that context is not given in game. maybe the dragonborn asks them after the slave den mission why katrina doesnt shank sloane to learn that sloane is influential. would make the story make more sense (though i believe people can connect the dots too... i mean i did it, others probably have as well.). its jiust seeing as you are focusing on story telling (and doing a good job at it), i pointed that out... little things like these in stories kinda annoy me at times

noice! XD

I didn't directly say it, but I hoped that it was clear enough. I'll reveal more of their backstory and their relationship with Sloane in later story updates.

 

11 minutes ago, johntrine said:

i guess that will be the upcoming updates b/w 3.0 to 4.0 will be bug fixes and repeatable quest...

btw, during the first slave rescue mission from the fort, is the stormcloak courier spawing and taking half the bandit on a chase behind him is skyrim janking out or skyrim janking out due to mod mod? XD that kinda saved me... (though my arrogance in fighting an old orc looking for death killed me... :P)

The courier isn't from my mod, so something else put him there. It could also have been vanilla Skyrim that messed that up.

Posted
On 8/31/2019 at 5:32 PM, Laura 'Lokomootje' said:

It may be because I'm not good at the programming part, but I don't know how to do that.

Like I said back then, I like the way it is now. Thanks for the suggestion though. :)

I see ^^'

For the time being, could you implement an option in the menu to offer a dialogue to be untied? I like the feature, especially not knowing what DDs will be equipped this time, but after a short time I'm like "Okay, now back to playing..." and have to reload, so most of the times I avoid the feature alltogether, which is a shame :(

Or maybe offer the option to get untied once orgasm is reached ^^

Posted
17 minutes ago, Raresh said:

I see ^^'

For the time being, could you implement an option in the menu to offer a dialogue to be untied? I like the feature, especially not knowing what DDs will be equipped this time, but after a short time I'm like "Okay, now back to playing..." and have to reload, so most of the times I avoid the feature alltogether, which is a shame :(

Or maybe offer the option to get untied once orgasm is reached ^^

I'm sorry for asking a dumb question, but what feature are you talking about?

My mod doesn't leave you locked in restraints after a quest is done. The only exception is Seeking The Curse, but it will only do that if she removed restraints at the start.

Posted
26 minutes ago, Laura 'Lokomootje' said:

I'm sorry for asking a dumb question, but what feature are you talk about?

My mod doesn't leave you locked in restraints after a quest is done. The only exception is Seeking The Curse, but it will only do that if she removed restraints at the start.

Oh my bad, the option to let her tie you up while taking all your keys :)

I was so surprised by this, because it felt like something one would do just for fun or "trying out her gear", but with the option to get out (with a condition maybe) :P

In the current state it feels kinda incomplete, more like a dead end, because I have to reload a game :/

Posted
3 hours ago, SiegfreidZ said:

I've seen some mods (like Prison Overhaul Patched) that impose a steady-but-imperceptible HP drain that prevent Fast Travel and Waiting (due to virtue of ongoing damage) when the option is ticked in the MCM. Would something like that work?

Yeah that's a tried and tested way. But very messy and interferes with normal gameplay of course.

 

2 hours ago, El_Duderino said:

The easiest way (in terms of setting up in your mod) might be to use DD's escape system. You could choose from the Lock Shield or the Timed Lock, both behave slightly different in gameplay but are very similar in terms of how to set them up. Basically, all you'd have to do is create a new set of device (inventory + rendered device) and then adjust the properties to your liking.

 

The Lock Shield mechanism allows you to set min and max values (in full hours), LockShieldTimerMin and LockShieldTimerMax, and the player will not be able to even attempt an unlock of that device until the time is up. The timer is set at a random value between Min and Max when the device gets equipped. The only way out before the end of the timer is by scrpited removal.

 

The timed lock, on the other hand, boolean TimedUnlock (with LockTimerMin and LockTimerMax), creates a device that can be unequipped even without a key once the configured time has elapsed. There's even a custom device message for when the timer runs out: zad_DD_OnTimedUnlockMSG. You can find these and more in the annotations of zadEquipScript.psc.

 

If however you want to create your own timer, I think there's also a possibility to use game time instead of real time and still implement fairly simple anti-cheating measures by checking for hours slept and waited at the start of the process and during it and then factoring in the differences (https://www.creationkit.com/index.php?title=QueryStat_-_Game).

Hmm, maybe the "Hours Waiting" can be polled so it can be added to the end time. So if the timer is set to 3 hours, and you have waited 55 hours so far. At the time the timer should be over the wait count is now 59 so 4 hours have been waited in the mean time. So you can add 4 hours to the timer to compensate.

Interesting.

 

 

46 minutes ago, Laura 'Lokomootje' said:

You're right, a proper simple timer won't affect performance. But if I add a timer, I'll use DD's timer feature. It would be a waste not to and I really don't like the programming aspect.

Re-using already available functions is always best of course. But for quest-related scripting it's not usable. For simple wear item X for Y time it is.

Posted
1 hour ago, Raresh said:

Oh my bad, the option to let her tie you up while taking all your keys :)

I was so surprised by this, because it felt like something one would do just for fun or "trying out her gear", but with the option to get out (with a condition maybe) :P

In the current state it feels kinda incomplete, more like a dead end, because I have to reload a game :/

Oh, okay.

Someone else also pointed this out a while ago, but I forgot to put it in my todo list. ?

I'll either make sure that the player knows that she's not unlocking them or I'll make it like a proper trial. I'm not sure yet.

 

 

 

1 hour ago, naaitsab said:

Re-using already available functions is always best of course. But for quest-related scripting it's not usable. For simple wear item X for Y time it is.

Yeah, they're not part of a quest, so using DD's timer feature is the best option. It tried to use DD's timer a while ago and I couldn't get it to work, but I've gotten a lot better at this stuff, so I'll take a look at it again.

And if that still doesn't work, I'll probably keep it the way it is.

Posted
23 minutes ago, Laura 'Lokomootje' said:

Oh, okay.

Someone else also pointed this out a while ago, but I forgot to put it in my todo list. ?

I'll either make sure that the player knows that she's not unlocking them or I'll make it like a proper trial. I'm not sure yet.

 

Please make a trial! I like the feature and putting in some trials which are not too hard to do would be awesome :)

Thank you btw. I am currently trying out those quests and enjoying it so far :D

Posted

"Captured Dreams" (now defunct it seems) had a "free trial" where the player was locked in a chastity device with plug. How long the trial would last depended on initial settings and the players disposition in answering questions. If the player was deemed "submissive" the trial would go on indefinitely. The player could even complain "Why are you doing this to me" and was told "you need this". If you're a real submissive (or just roleplaying one) it's true. 

Posted
17 hours ago, tznvlw said:

Oh, Hello :)

I have ported it to SE for you and other SSE users, you can try it.

Re-saved with 44 file header and re-generated SEQ file.

 

Laura's Bondage Shop V3.00 SSE.zip 9.03 MB · 4 downloads

 

@Laura 'Lokomootje' I'm waiting for your SE version?

How do you port Skyrim LE mods over to Skyrim SE so quickly? Is there some kind of conversion program that can easily convert Skyrim LE mods over to Skyrim SE?

Posted
1 hour ago, Fenroo said:

"Captured Dreams" (now defunct it seems) had a "free trial" where the player was locked in a chastity device with plug. How long the trial would last depended on initial settings and the players disposition in answering questions. If the player was deemed "submissive" the trial would go on indefinitely. The player could even complain "Why are you doing this to me" and was told "you need this". If you're a real submissive (or just roleplaying one) it's true. 

That totally got me, I was doing what I thought I had to to get out.. but I was never getting released.

 

Lovely Mod Laura thank you so much. Actually saving the next mission for when I need a lift!

Posted
2 minutes ago, windlepoons said:

That totally got me, I was doing what I thought I had to to get out.. but I was never getting released.

That was the best part. The reward for behaving submissively was the enforcement of further submissive behavior. 

 

Posted
2 hours ago, Raresh said:

Please make a trial! I like the feature and putting in some trials which are not too hard to do would be awesome :)

Thank you btw. I am currently trying out those quests and enjoying it so far :D

They're on my todo list. :)

 

 

1 hour ago, Fenroo said:

"Captured Dreams" (now defunct it seems) had a "free trial" where the player was locked in a chastity device with plug. How long the trial would last depended on initial settings and the players disposition in answering questions. If the player was deemed "submissive" the trial would go on indefinitely. The player could even complain "Why are you doing this to me" and was told "you need this". If you're a real submissive (or just roleplaying one) it's true. 

Something like that could be cool. I didn't like how she forced you to wear the belt for so long, but I still liked it.

I was one of his testers by the way, so I played most of CDS' content about 20 times. You didn't have to explain it to me. :P

Posted
16 minutes ago, windlepoons said:

That totally got me, I was doing what I thought I had to to get out.. but I was never getting released.

 

Lovely Mod Laura thank you so much. Actually saving the next mission for when I need a lift!

Thank you. :)

By the way, what does "for when I need a lift!" mean?

 

 

 

13 minutes ago, Fenroo said:

That was the best part. The reward for behaving submissively was the enforcement of further submissive behavior.

Yeah, that was really well thought out. It slowly pushed you towards obedience and submission. But it didn't really push you, because you were the one asking for it.

Posted

Would this mod add some stuff that requires the character to be married in order to trigger in the future? I know CD had something similar, but I think it would be better if there was an option for a power exchange.

Posted
3 minutes ago, CovertDemon said:

Would this mod add some stuff that requires the character to be married in order to trigger in the future? I know CD had something similar, but I think it would be better if there was an option for a power exchange.

Others suggested something like this too, but I'm not sure.

I never get married in Skyrim and I don't even use followers. So this stuff isn't very interesting to me.

 

What kind of stuff did you have in mind?

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