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Devious Devices - Laura's Bondage Shop (11-dec-2023) V3.43


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4 hours ago, markdf said:

I always check a mod in Tes5Edit before I run it, and I noticed a couple of things.

 

1.) It needs to be cleaned. There are ITM records and deleted records, both are a bad idea.

2.) For no apparent reason, the Drunk Huntsman is being renamed to "Bondage Store".

3.) The location marker for Laura's Bondage Shop is part of the Drunk Huntman's location form. It should probably have its own.

 

For all I know, these are deliberate. People occasionally have reasons to do stuff like that. But if not, you might want to address them.

 

EDIT: Nevermind, I see that you're already on top of it! ?

 

Okay, a couple of better thoughts now that I've actually played it.

 

1.) It would make sense for the doors to the back room and upstairs to be locked, since this is presumably Laura and Katarina's home. Yes, the vanilla shops don't bother with this, but they should.

 

2.) If you sell Laura an item that is locked onto your body, you get the money but don't lose the item. However I'm not sure if it's even possible to fix that. I actually have no idea if Captured Dreams ever solved that problem either, it's been a while since I used it.

 

3.) The current location seems perfect! I have The People of Skyrim installed, which is about as conflicting as any mod could ever be. It conflicts EVERYTHING. But it doesn't conflict with yours.

 

4.) The dialog is well written, it's obvious you put care into it.

 

5.) It shouldn't be that hard to use a script to check for Captured Dreams and Cursed Loot and populate the shop inventory with items from those mods.

 

6.) You could add radiant quests to retrieve materials that Laura needs for crafting keys or repairing gear, in return for giving the PC keys. I'm not sure how much quest stuff you're interested in, but that would be a way to add reasons to keep visiting rather than just stocking up on keys once, stashing them in breezehome, and never coming back.

 

 

Thanks for the suggestions.

 

1) is a good one. I'll lock the doors.

 

2) is a known DD issue. Nothing I can do about it I think.

 

3) That's good to hear. It was a risk to put the shop near Whiterun, but I thought it made sense. It's a small shop so having it in the middle of nowhere doesn't seem fitting. It works for the large CDS, but not for this one. Whiterun is also the trading city of Skyrim.

 

4) Thanks, that means a lot. I spent the most time on the dialog I think. I wanted it to sound natural and I wanted them to have personality. I don't want to be mean to the other mod creators, but most of them are 1 dimentional.

I also kinda cheated while making them, because they're both just different versions of me.

English is also not my first language, so I had to see some lines like 6 times before I noticed how dumb some sounded.

 

5) I'm planning to add some interaction with CDS and DCL down the line. But I don't know what yet.

 

6) I'm also planning on adding a radiant quest with lots of random branches for replayability. Something like searching for a special restraint Laura wants.

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9 hours ago, steelmagpie said:

on the subject of time locked restraints.. 

 

Possible idea if able to be done..  Once the time runs out and the lock opens the player has a limited time to remove the item before it relocks..   The delay before relocking could be longer for easier game or shorter for harder game or random for a panic ridden mad dash to get it removed (MCM choice).  Now the need to get that pesky elbowbinder off as quickly as you can has added reason.  The timer for the lock could also vary or possibly be controlled via MCM..  it relocks for (MCM) x amount of hours or maybe a repeat of the original timer or once again the dreaded unknown random timer.

 

My personal prefference for time locked devices would restrict ones the bind the players hands for too long a time or (MCM maybe to block handcuffs and binders as a choice) but a well timed gag which can fully block talking to NPC's could be awesome fun..  

 

You could given time have several "trials" of devices which progress through the different ideas people have suggested appearing as if faults are being fixed but new faults are occuring.. 

 

Looking forward to see what Kimy comes up with for the new DD update and how you "play" with the new tools.  ..

 

7 hours ago, AleyColt said:

Hi

 

Interesting mod, liking that the shop keeper is a willing sub since it gives some difference between CD and DCL.

 

Since everyone else seem to be giving suggestions I thought I'd add my own.

 

1) since Laura was a willing sub it might be nice to have her opposed to enslavement and so help runaway slaves, but rather than releasing them from their bindings (since keys are expensive) she could introduce them to some of her former masters and ask the PC to help them out. If the PC and Master relationship increased (to 3 or something) then Laura would encourage the player to simply ask that person to be their master.

 

2) As Laura was a sub, she could be into self bondage and leave some 'toys' around to help her experience the fun. although not intended an overly curious Dragonborn might steal some of her 'fun' and end up bound or humiliated (depending on Lauras' preference) relying on someone else to help them out of their predicament. Given that the PC used Lauras toys, the consequences could be on any range. Ahh some ideas I thought of were like being locked in a cage until masturbating for 4 times/ or nneding to wear a certain bondage item to unlock the door. I think the idea of a playroom where the door just locks and randomly assigns 1 out of 6 (say) different criteria to unlock the door would be fun, although to prevent players from complaing you could have an npc come over and offer advice on how to unlock the door (not always the correct advice, it wouldn't be fun if you knew the answer) so that people have an idea on how to escape.

 

Unfortunetly I'm not a modder so I'm not sure on how feasable these ideas are, but I wish you all the best!

 

Thanks for the suggestions. I can't give an appropriate response to all of them. Because all I'm doing now is responding instead of working on the mod. But I see all your posts and I make notes of the suggestions. Keep them coming guys and gals.

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7 hours ago, Ripstop said:

Greetings and congratulations on your first mod. By the enthusiastic response, you've done very well.

 

As I have just discovered your mod, reading about the relocation of your shop filled me with a sense of foreboding. It is set down on a spot that is occupied by a deleted mod from the Nexus. Fantasy Style Followers with White's Bar (88269) is in exactly the same spot. I do not expect you to give any considerations to a deleted mod but I have been using White's Bar for a little while now and have grown fond of it. I would like to suggest though that the lot to the west of your shop is vacant from all mods already mentioned and (selfishly) I hope and wish that maybe sometime in the future I can have both mods running in my play list .

 

https://www.nexusmods.com/skyrimspecialedition/mods/14016

This is the SE edition of the mod if you care to view the grounds that are occupied by White's Bar.

 

Either way, I like where you are going with your mod and hope to experience it at some time.

Thanks for the kind words.

I found out that moving the shop in the CK is really easy. The only conflict I have heard for the new location is your deleted mod. I want to make it avaiable for everyone, but this spot seems to work really well. I don't want to run the risk of introducing more conflicts after moving it again.

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while you duplicated the drunken huntsman building design for your shop, you do not need to keep the original in your mod now, and should be able to safely remove it. I went into tes5edit, deleted Cell Block 5 (original Drunken Huntsman), and your shop is still working perfectly outside whiterun, and the drunken huntsman is back to its original name.

 

I appreciate the fact that you created a duplicate and modified it, as so many people just copy a building and retain its original formID in their mod and then i find the errors in Tes5Edit and have to fix them.

 

its a great mod and it is nice to have a convenient shop near whiterun i can sell excess bondage gear to as well from those devilishly cursed traps.

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44 minutes ago, Maddac said:

while you duplicated the drunken huntsman building design for your shop, you do not need to keep the original in your mod now, and should be able to safely remove it. I went into tes5edit, deleted Cell Block 5 (original Drunken Huntsman), and your shop is still working perfectly outside whiterun, and the drunken huntsman is back to its original name.

 

I appreciate the fact that you created a duplicate and modified it, as so many people just copy a building and retain its original formID in their mod and then i find the errors in Tes5Edit and have to fix them.

 

its a great mod and it is nice to have a convenient shop near whiterun i can sell excess bondage gear to as well from those devilishly cursed traps.

Thanks for the report. Others have also pointed this out and It's fixed on my end.

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The more shops with bondage stuff - the merrier! Thanks for that.

I don't have anything to suggestions already posted here, although you can count me as +1 for hardcore timed locks. :)

 

But one thing that rubs me the wrong way - min/max and step size for key price MCM. I was hoping to add it as another method of getting keys. I'm already using "key casino" from devious followers, and was hoping I could make Laura's shop a cheaper and/or more reliable option for more legwork than just walking up to your follower. But the limits and step size you've set in the MCM for the prices shattered that dream to bits. :(I understand you intended keys to be uncommon, but I'm using very high key break chances and key consumption on (I like seeing them more often and have them do nothing rather than finding one key per lifetime). Please reconsider those.

 

Also, since you have references to DCL in the dialogue, could she also sell the special keys used in DCL? I suppose you'd have to somehow make it a soft dependency though since not everyone likes how heavy DCL is, not sure how hard it would be for you to do that.

 

Thank you.

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25 minutes ago, Lowezar said:

The more shops with bondage stuff - the merrier! Thanks for that.

I don't have anything to suggestions already posted here, although you can count me as +1 for hardcore timed locks. :)

 

But one thing that rubs me the wrong way - min/max and step size for key price MCM. I was hoping to add it as another method of getting keys. I'm already using "key casino" from devious followers, and was hoping I could make Laura's shop a cheaper and/or more reliable option for more legwork than just walking up to your follower. But the limits and step size you've set in the MCM for the prices shattered that dream to bits. :(I understand you intended keys to be uncommon, but I'm using very high key break chances and key consumption on (I like seeing them more often and have them do nothing rather than finding one key per lifetime). Please reconsider those.

 

Also, since you have references to DCL in the dialogue, could she also sell the special keys used in DCL? I suppose you'd have to somehow make it a soft dependency though since not everyone likes how heavy DCL is, not sure how hard it would be for you to do that.

 

Thank you.

 

I made the min/max for the keys in an attempt to not trivialise the keys. But I should've known that restricting customisation wasn't a good call. I'll set the minimum to 500 so you can decide for yourself.

 

Adding DCL as a soft dependency is something I want to do down the line. But I want to get used to the basics first.

 

I was just about to do the last tests for the new release. So you caught me at a good time.

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Congratulations on your first mod. It really is very good. Thanks for sharing!

 

A couple of ideas, though I know you've had plenty offered already:

 

Given that Laura seems very happy to tie up a fellow sub to give them what they need (my kind of girl!) would there be a chance in the future of her offering that service for a follower if the dragonborn is dominant? I realise I could just buy devices and then equip them on a follower manually, but it struck me as a nice idea, and something it feels like she would be happy to do.

 

Also I've always thought a good mod idea would be to have a storage centre for submissive followers, where you could pay for cell rental and upkeep for a period of time and have a follower kept safe, secure and well cared for as you go adventuring alone (or with another follower.) Laura comes across as someone who would be happy to look after them, and know how to do it responsibly and with kindness provided she had the facilities. Might be a good gold-sink as well, for when the game showers you with septims at higher levels.

 

I know you're rightly focusing on getting the core features working first, but it might be food for thought in future.

 

Thanks!

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6 minutes ago, SleepyJim said:

Congratulations on your first mod. It really is very good. Thanks for sharing!

 

A couple of ideas, though I know you've had plenty offered already:

 

Given that Laura seems very happy to tie up a fellow sub to give them what they need (my kind of girl!) would there be a chance in the future of her offering that service for a follower if the dragonborn is dominant? I realise I could just buy devices and then equip them on a follower manually, but it struck me as a nice idea, and something it feels like she would be happy to do.

 

Also I've always thought a good mod idea would be to have a storage centre for submissive followers, where you could pay for cell rental and upkeep for a period of time and have a follower kept safe, secure and well cared for as you go adventuring alone (or with another follower.) Laura comes across as someone who would be happy to look after them, and know how to do it responsibly and with kindness provided she had the facilities. Might be a good gold-sink as well, for when the game showers you with septims at higher levels.

 

I know you're rightly focusing on getting the core features working first, but it might be food for thought in future.

 

Thanks!

Thanks for the kind words. ?

Having her tie up your follower sounds doable for me. I totally forgot about that because I don't use followers that much. I'll put it on the list.

 

I have noticed that managing followers is difficult for even the best of us. Not sure if I can do it. But I'll put it in the list for the future.

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3 minutes ago, Laura 'Lokomootje' said:

Thanks for the kind words. ?

Having her tie up your follower sounds doable for me. I totally forgot about that because I don't use followers that much. I'll put it on the list.

 

I have noticed that managing followers is difficult for even the best of us. Not sure if I can do it. But I'll put it in the list for the future.

Yes. With all the different follower frameworks available, and the potential to have more than one follower at a time, I can certainly see how it would be tricky, and perhaps impossible. Thanks for considering it, though!

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New version is up :D

 

V1.02

Added: Laura now takes your keys before tying you up. It's a lot less fun when you can easily get out. Trust me.
Thanks to Zaflis for the suggestion.

Added: A new MCM toggle for those that want to stop Laura from selling keys when they're restrained.
Thanks to MetZwerg for the suggestion.

Added: New MCM descriptions for clarity.

Changed: The key prices slider in the MCM now has a minimum of 500 and increments of 250 to allow for more customisation.
Thanks to Lowzar for the suggestion.

 

Changed: The doors to their bedrooms in the shop are now locked. It was weird that you could freely walk around in their house.
Thanks to markdf for pointing that out.

Fixed: The mod had now been cleaned by TES5edit. Something I should have done earlier.
Fixed: TES5edit wasn't very happy with me because I deleted some base shrubbery. I have moved them out of the way instead of deleting them.
Fixed: I accidentally edited some things in the Drunken Huntsman. These accidental edits have been removed.
Thanks to Krynn for pointing it out.

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46 minutes ago, Laura 'Lokomootje' said:

I have noticed that managing followers is difficult for even the best of us. Not sure if I can do it. But I'll put it in the list for the future.

You don't really have to manage the follower and you can only support 1 - which is the first hired - with multi follower frameworks w/o dependency.
Just equip them with restraints via DD's APi and the devices do the rest.

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9 minutes ago, CGi said:

You don't really have to manage the follower and you can only support 1 - which is the first hired - with multi follower frameworks w/o dependency.
Just equip them with restraints via DD's APi and the devices do the rest.

I know. Sorry, I should have been more clear. When I said manage followers I was talking about putting them in a cell. I know how to equip devices on NPCs, I did that by accident the first few times.

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8 hours ago, Laura 'Lokomootje' said:

Adding DCL as a soft dependency is something I want to do down the line. But I want to get used to the basics first.

If you need any assistance with that, just tell me!

8 hours ago, Lowezar said:

Also, since you have references to DCL in the dialogue, could she also sell the special keys used in DCL? I suppose you'd have to somehow make it a soft dependency though since not everyone likes how heavy DCL is, not sure how hard it would be for you to do that.

I already asked the author of Devious Helpers to remove a similar feature. While it's perfectly fine for DD content mods to drop or sell standard framework keys to their heart's content or equip and unequip any generic device, they should refrain from offering other mods' -custom- keys like that. The reason why content mods make custom keys is -exactly- to keep control over their availability. As common courtesy, mods are generally expected not to intentionally interfere with each other's content, and that's not different for DD mods just because they share the same framework.

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14 minutes ago, Laura 'Lokomootje' said:

I know. Sorry, I should have been more clear. When I said manage followers I was talking about putting them in a cell. I know how to equip devices on NPCs, I did that by accident the first few times.

Don't even go there. You would clash with follower frameworks (except for EFF), highly custom followers wouldn't work so well and need direct support and Serana is another beast. Just don't handle them at all except for equipping stuff. Value your sanity and trust me on this.

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42 minutes ago, CGi said:

Don't even go there. You would clash with follower frameworks (except for EFF), highly custom followers wouldn't work so well and need direct support and Serana is another beast. Just don't handle them at all except for equipping stuff. Value your sanity and trust me on this.

I now know enough to see what's possible and what's not. But I still had not figured out how I would store a follower. I see my hunch was correct. I'll keep far away from storing followers. Thanks for saving me the trouble.

 

54 minutes ago, Kimy said:

If you need any assistance with that, just tell me!

I will, thanks. :heart:

 

58 minutes ago, Kimy said:

If you need any assistance with that, just tell me!

I already asked the author of Devious Helpers to remove a similar feature. While it's perfectly fine for DD content mods to drop or sell standard framework keys to their heart's content or equip and unequip any generic device, they should refrain from offering other mods' -custom- keys like that. The reason why content mods make custom keys is -exactly- to keep control over their availability. As common courtesy, mods are generally expected not to intentionally interfere with each other's content, and that's not different for DD mods just because they share the same framework.

You don't have to worry about me. I will never let her sell your keys. Changing how someone else's mod works isn't part of my plan. I wouldn't want others to change key (heh) aspects my mod either.

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15 hours ago, Ripstop said:

As I have just discovered your mod, reading about the relocation of your shop filled me with a sense of foreboding. It is set down on a spot that is occupied by a deleted mod from the Nexus. Fantasy Style Followers with White's Bar (88269) is in exactly the same spot. I do not expect you to give any considerations to a deleted mod but I have been using White's Bar for a little while now and have grown fond of it. I would like to suggest though that the lot to the west of your shop is vacant from all mods already mentioned and (selfishly) I hope and wish that maybe sometime in the future I can have both mods running in my play list .

I had the same concern over White's Bar, but Laura's shop has already moved to the west from the original location, and yes just far enough that it looks right to be White's next-door neighbor (or the Store Next Door), both happily exist together in my build with no apparent conflicts or crossover, you're good to go ?

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Just wanted to stop in and say this is a cool little mod, and very well written.  Laura actually seems like an interesting character, and I like how she specifically talks about her experiences with other mod's content and reinforces them as part of the word.  Reminds me a bit of Sexlab Stories, but more focused.  Even if I don't currently have Captured Dreams installed, I played that mod long enough to have headcanon that the Master exists "somewhere" in Skyrim helping to spread the concept of bondage to the masses.  

 

Best of luck with your modding efforts, and have fun!

 

 

Edit: just to mention another mod that uses that space - Anna NPCs does *not* seem to have any conflict with the current location of the shop, instead it adds a bar directly north across the road.  Actually fits quite well and almost makes that part of the plains start to look like the beginning of an urban sprawl.

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2 hours ago, Kimy said:

I already asked the author of Devious Helpers to remove a similar feature. While it's perfectly fine for DD content mods to drop or sell standard framework keys to their heart's content or equip and unequip any generic device, they should refrain from offering other mods' -custom- keys like that. The reason why content mods make custom keys is -exactly- to keep control over their availability. As common courtesy, mods are generally expected not to intentionally interfere with each other's content, and that's not different for DD mods just because they share the same framework.

Hm, I see. I haven't thought about that.

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4 hours ago, S4WDU5T said:

I had the same concern over White's Bar, but Laura's shop has already moved to the west from the original location, and yes just far enough that it looks right to be White's next-door neighbor (or the Store Next Door), both happily exist together in my build with no apparent conflicts or crossover, you're good to go ?

 

That's good to hear. Looks like I found a sweet spot with this location.

 

4 hours ago, Reesewow said:

Just wanted to stop in and say this is a cool little mod, and very well written.  Laura actually seems like an interesting character, and I like how she specifically talks about her experiences with other mod's content and reinforces them as part of the word.  Reminds me a bit of Sexlab Stories, but more focused.  Even if I don't currently have Captured Dreams installed, I played that mod long enough to have headcanon that the Master exists "somewhere" in Skyrim helping to spread the concept of bondage to the masses.  

 

Best of luck with your modding efforts, and have fun!

 

 

Edit: just to mention another mod that uses that space - Anna NPCs does *not* seem to have any conflict with the current location of the shop, instead it adds a bar directly north across the road.  Actually fits quite well and almost makes that part of the plains start to look like the beginning of an urban sprawl.

That means a lot, thanks. ?

I spent a lot of time on the dialog. I don't want to be mean to other mod creators, but a lot of their characters are sometimes 1 dimentional. That's not a complaint, but I wanted to do it differently.

Laura and Katarina are actually just sides of me. Laura is the horny, (I bought an expensive self-bondage armbinder from the USA and spent a large fee for shipping, but I wanted it really badly) side of me. While Katarina is the protective (6′ 2″ woman that used to do boxing) side of me.

 

I also really like the world the DD mods have created for Skyrim and I wanted to use this mod to connect it a bit.

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3 hours ago, Laura 'Lokomootje' said:

 

Laura and Katarina are actually just sides of me. Laura is the horny, (I bought an expensive self-bondage armbinder from the USA and spent a large fee for shipping, but I wanted it really badly) side of me. While Katarina is the protective (6′ 2″ woman that used to do boxing) side of me.

 

Respect! ..  Scarey and Horny ... Awesome combination .. ?

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So on my second visit the shop was empty.
No npc's more there?

Edit:
after a restart they were back.

--------------------------------------------
Also it would be great if the menu would not always disappear, after having bought a key.
So if you want to have several, always click again and then the text comes with the prices, etc.

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35 minutes ago, Krynn said:

So on my second visit the shop was empty.
No npc's more there?

Edit:
after a restart they were back.

--------------------------------------------
Also it would be great if the menu would not always disappear, after having bought a key.
So if you want to have several, always click again and then the text comes with the prices, etc.

I don't know what could've caused the missing NPCs in the shop. I never had that happen to me while testing and you're the only one that reported something like that. I suspect that it has something to do with another mod you have.

Can you post a papyrus log when it happens again? That could clear up a few things.

 

The dialog doing away after a key purchase was a hard choice for me. I figured most people came there for just a few keys, but I'll change it.

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28 minutes ago, Laura 'Lokomootje' said:

I don't know what could've caused the missing NPCs in the shop. I never had that happen to me while testing and you're the only one that reported something like that. I suspect that it has something to do with another mod you have.

Can you post a papyrus log when it happens again? That could clear up a few things.

 

The dialog doing away after a key purchase was a hard choice for me. I figured most people came there for just a few keys, but I'll change it. 

 

I usually only need a few, as dramatic as that is not synonymous, you just have to click more often :classic_wink:

 

 

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15 minutes ago, Krynn said:

I usually only need a few, as dramatic as that is not synonymous, you just have to click more often :classic_wink:

I understand that people need multiple keys sometimes. I could make it loop back after buying a key. But I'm not sure what most people do. I'll have to make a choice between making it easier for single key buyers or multiple key buyers.

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