cockroach666 Posted June 2, 2025 Posted June 2, 2025 getting ctd whenever i try to equip ankle ball and chain.
Nethertale Posted July 3, 2025 Posted July 3, 2025 Since I've got Deviously Cursed Loot and Laura Bondage Shop mods I don't need the Mechanics part of this mod, but I still want the quest part, can anyone help me?
nomkaz Posted July 4, 2025 Author Posted July 4, 2025 15 hours ago, Nethertale said: Since I've got Deviously Cursed Loot and Laura Bondage Shop mods I don't need the Mechanics part of this mod, but I still want the quest part, can anyone help me? Deviously Cursed Loot has practically the same quests. I don't think you'll miss anything skipping this mod.
Nethertale Posted July 4, 2025 Posted July 4, 2025 52 minutes ago, nomkaz said: Deviously Cursed Loot has practically the same quests. I don't think you'll miss anything skipping this mod. Ahh cheers then
belonton Posted August 20, 2025 Posted August 20, 2025 Can't see any key in escape minigame. Could it be a mod conflict?
tlllp Posted September 7, 2025 Posted September 7, 2025 There is a bug in this mod (I don't know if it's something you've changed or if it's something the original author did): The quest _DL_Controller use the fill type "Unique Actor" and all of its actors are unique, but most actors doesn't have the persistent flag, so this quest never fill its aliases and its script won't run. At this point, no one should be able to open packages by selecting them in the inventory. In order to check this, create a new character, open the console command and type "sqv xx000D62", xx is the Devious Lore.esp load order, every alias should be NONE. You can easily fix this by putting the persistent flag on the references that this quest use, with CK or xEdit.
whatevs123 Posted September 9, 2025 Posted September 9, 2025 Okay, I don't know if I'm doing anything wrong (as far as I can see there's only one version of the mod uploaded currently?) but I'm mystified. Installation seems to go fine (no conflicts notifications or anything), Devious Devices and its animations are working fine otherwise, but none of this mod's contents seem to be showing up. Nothing in MCM, no loot in chests, no loremasters that I can find, nothing. Anyone got any ideas what might be wrong?
Benjy D Posted September 12, 2025 Posted September 12, 2025 Searched through this a bit, but, when I adjust the prices for the blacksmith and fences to get me out of the devices in the MCM, those changes are not being reflected in the game through the dialogue options. For example, if I have 50 gold to remove arm cuffs set in the MCM, I still get 250 gold deducted when using a blacksmith. Anyone have thoughts on fixing this? Thank you in advance!
serph90 Posted September 18, 2025 Posted September 18, 2025 good people, I cannot open dwarven vials. All other objects (crates, smuggled packages, grimoires etc) work fine, but the vials simply won't activate
Astral97 Posted January 3 Posted January 3 On 9/18/2025 at 10:42 AM, serph90 said: good people, I cannot open dwarven vials. All other objects (crates, smuggled packages, grimoires etc) work fine, but the vials simply won't activate I just encountered the same issue and seeing as the vials are related to potions I realized that there has to be some conflict with potion drinking animations. In my case it was "Ultimate Animated Potions NG" causing the issue. I have so far found two possible workarounds. Neither is perfect but it allows me to continue my playthrough. Workaround 1: Disable "Ultimate Animated Potions NG" using your mod manager (I use Vortex). Don't forget to regenerate Nemesis/Pandora. Start the game then open the dwarven vial(s) in your inventory. Save and exit. Enable "Ultimate Animated Potions NG" again (and generate Nemesis/Pandora). Start your game and continue on adventuring. Animation mods are just SKSE stuff so it shouldn't break your save game when disabled. Workaround 2: Enable "Ally Dialogue" in the Devious Lore MCM. Ask your follower to open the vials in your inventory. They are happy to do it. Disable "Ally Dialogue" afterwards (or keep it enabled if you want).
MysticDaedra Posted January 4 Posted January 4 I shut down the mod by accident... not entirely sure how or when, but I went to the MCM and it says the mod was shut down. How do I re-start the mod so that it is working in my save and I have access to the MCM again?
Rhiaj Posted February 5 Posted February 5 Any chance of an update to plugin form 44? I always get corrupted saves sooner or later with any form 43 plugins active, this one included.
MysticDaedra Posted February 9 Posted February 9 On 2/5/2026 at 8:05 AM, Rhiaj said: Any chance of an update to plugin form 44? I always get corrupted saves sooner or later with any form 43 plugins active, this one included. Placibo/hypochondria. There is one (iirc) extremely specific situation where having a Form 43 mod in SE can break things, but I don't think save corruption is one of them. And the chance that you have a mod that requires Form 44 is vanishingly small. Form 43 works just fine.
Shamyaza Posted March 24 Posted March 24 On 1/3/2026 at 9:49 AM, Astral97 said: I just encountered the same issue and seeing as the vials are related to potions I realized that there has to be some conflict with potion drinking animations. In my case it was "Ultimate Animated Potions NG" causing the issue. I have so far found two possible workarounds. Neither is perfect but it allows me to continue my playthrough. Workaround 1: Disable "Ultimate Animated Potions NG" using your mod manager (I use Vortex). Don't forget to regenerate Nemesis/Pandora. Start the game then open the dwarven vial(s) in your inventory. Save and exit. Enable "Ultimate Animated Potions NG" again (and generate Nemesis/Pandora). Start your game and continue on adventuring. Animation mods are just SKSE stuff so it shouldn't break your save game when disabled. Workaround 2: Enable "Ally Dialogue" in the Devious Lore MCM. Ask your follower to open the vials in your inventory. They are happy to do it. Disable "Ally Dialogue" afterwards (or keep it enabled if you want). No need for those workarounds, Ultimate Animated Potions NG has a blacklist that you need to add the Dwarven Vials to. In SKSE\Plugins\UAPNG.ini put _DL_MiscRubberDevices at the very bottom. 1
Plaguetard2.0 Posted July 29 Posted July 29 Was walking around and came across the Thalmor House near the border. The windows have texture, but the building itself is just flat blue, like it is missing textures. I don't have anything overwriting anything with this mod in MO2... what resources am I missing that are making the building not show properly?
nomkaz Posted July 31 Author Posted July 31 On 7/29/2026 at 8:23 AM, Plaguetard2.0 said: Was walking around and came across the Thalmor House near the border. The windows have texture, but the building itself is just flat blue, like it is missing textures. I don't have anything overwriting anything with this mod in MO2... what resources am I missing that are making the building not show properly? The house uses vanilla assets for everything other than the new NPC's, and this is the first report of this issue since the mod was updated in July of 2023. It's possible that the several game updates since 2023 did something weird with the texture/meshes reference codes. I'm not set up for Skyrim currently so I can't do anything right now, but I promise I will take a look at the esp in CK to see if there's a mismatch somewhere as soon as I can.
nomkaz Posted July 31 Author Posted July 31 On 7/29/2026 at 8:23 AM, Plaguetard2.0 said: Was walking around and came across the Thalmor House near the border. The windows have texture, but the building itself is just flat blue, like it is missing textures. I don't have anything overwriting anything with this mod in MO2... what resources am I missing that are making the building not show properly? I updated the form IDs and reference pointers with the latest version of creation kit, and reoptimized the textures meshes and animations with the current version of CAO.I Please try version 3.0.3 and see if that Thalmer house has the proper textures now.
nomkaz Posted August 1 Author Posted August 1 14 hours ago, t3mplarbot said: Is it safe to update the mod to version 3.0.3 midsave? Probably not, the Form ID was updated from Form 43 to Form 44, and the reference IDs updated. You might be ok with updating midsave if you run your save through FallRim Tools Save Cleaner. I don't think there too many significant changes but I'd suggest making a hard save, then disabling the old version, boot the game back up, make a new hard save, close the game, clean the save file with Save Cleaner then installing the new version. So if there's issues, you can evert back tot eh old save and reactivate the old version of the mod. 2
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