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  • 2 months later...
Posted
On 12/25/2023 at 2:37 PM, Cornoholio said:

Any chance of an SSE port? Or is there something similar around?

 

Hi! Sorry for late response. Mod should work on SSE.

  • 1 month later...
  • 6 months later...
Posted
5 minutes ago, muhavaux33 said:

This is some high quality shit. All 5 moan types from A through E. I'm tempted to ask where you got these from.

 

Hi! Various "adult-themed" videos. :) 

  • 5 months later...
Posted (edited)
57 minutes ago, Meeps said:

This dosent seem to work anymore with the latest DD NG gas masks. Anything to do to fix it?

 

Should be working. DD NG does not change anything in gasmasks that could cause this. Could you upload your log file? Devious Sounds writes down some info about what's it doing.

 

P.S. Oh, and full name (or base ID) of the gasmask in question.

Edited by AndrewLRG
Posted

Unfortunately, there are no sounds when wearing rubber. It should rustle and creak with every step. And I would like to choose the type and strength of sounds. This is not yet available.

Posted
3 hours ago, Rasha2 said:

Unfortunately, there are no sounds when wearing rubber. It should rustle and creak with every step. And I would like to choose the type and strength of sounds. This is not yet available.

Did you enable them in Devious Devices? There's no need for an extra mod. Most people hate it, so it's disabled by default.

 

Spoiler

DD_ScreenShot1151.jpg.1e9ed1362011f9d51946bea736d6c895.jpg

 

Posted
On 1/24/2025 at 10:54 PM, AndrewLRG said:

 

Should be working. DD NG does not change anything in gasmasks that could cause this. Could you upload your log file? Devious Sounds writes down some info about what's it doing.

 

P.S. Oh, and full name (or base ID) of the gasmask in question.


Sure thing ill do that once im able to. Currently doing a complete reinstall of my load order!

Posted
12 hours ago, shiagwen said:

Can you please delete the messages at top left corner DS Follower removing   DS Follower adding   at every zoning. thanks

Just untick the debug messages in the MCM - I've never even seen what you're complaining about, and I've been using this mod since the version 1.0

Posted (edited)
15 hours ago, shiagwen said:

Can you please delete the messages at top left corner DS Follower removing   DS Follower adding   at every zoning. thanks

 

Forgot to remove it. :) Temporary fix:

 

Devious Sounds 1.2 - 1.2.1 patch.7z-  This a patch, requires full mod. Please unpack and drop its content into your Data folder. It will overwrite couple of scripts.

 

1 hour ago, CaptainJ03 said:

Just untick the debug messages in the MCM - I've never even seen what you're complaining about, and I've been using this mod since the version 1.0

 

That notification was added in version 1.2 and shows up when follower gets too far away from the player or when player enters/leaves an interior cell. I was using it for testing and forgot to remove it.

Edited by AndrewLRG
Typo
Posted
On 27.01.2025 at 08:33, CaptainJ03 said:

Вы включили их в разделе «Коварные устройства»? Дополнительный мод не нужен. Большинству людей он не нравится, поэтому по умолчанию он отключен.

 

  Раскрыть скрытое содержимое

DD_ScreenShot1151.jpg.1e9ed1362011f9d51946bea736d6c895.jpg

 

Thanks! I didn't notice this new feature. I didn't really like the sounds, but I can replace them myself.

Posted
10 hours ago, CaptainJ03 said:

Just untick the debug messages in the MCM - I've never even seen what you're complaining about, and I've been using this mod since the version 1.0

In Debug sextion you can disable log, nothing more.

Posted
14 hours ago, LDUSE said:

Is there any way to make this work with slaves from Paradise Halls/Diary of Mine?

 

Right now the mod works only on player and active followers. I'm thinking how to add support for other NPCs without affecting game performance too much.

Posted
5 hours ago, AndrewLRG said:

 

Right now the mod works only on player and active followers. I'm thinking how to add support for other NPCs without affecting game performance too much.

Sounds good! I can only hope you find a solution because the mod is great.

  • 2 weeks later...
Posted

Experimental version 1.3. Adds NPC support. Currently available for SE/AE only. NPC processing is handled by a custom SKSE plugin. Now, I don't know C++ and would like to test this new version (and plugin) before publishing officially.

 

Devious Sounds 1.3 SE Experimental.7z

 

Additional requirements:

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

3) powerofthree's Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/51073

2) powerofthree's Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

Spoiler

ScreenShot11.jpg.e7ab0152cbdc1509892dd27e15f1f58d.jpg

ScreenShot12.jpg.ee911c0fceaf3518ba457a3e495c0f6e.jpg

 

About NPC support:

 

1) NPCs have fewer customisation options compared to Player or Followers. NPCs can use both Gasmask and Gag sounds, but Gag sounds will not differentiate by type - there are no separate options for Ball and Ring gags.

2) You can select Sound Type for each vanilla NPC voice type. For example, all characters with "Female Young Eager" voice will use "Sound Type A" for gagged moaning, while "Female Dark Elf" voice - different one. This should add some variety in played sounds. I'm planning to add more customisation options in the future. For example, choosing a specific Sound Type for a specific NPC, or randomizing and saving sounds for different actors.

3) Supports up to 5 nearby NPCs.

4) Chain and "gag unequip" sounds are currently disabled.

 

How it works:

 

Mod will scan nearby NPCs every 5 seconds and look for equipped gags and gasmasks. As long as equipped armour has a word "Gag" or "Gas mask" in its name Devious Sounds should detect it. This means that Non-Devious Devices from Corsec's Non-DD patches are also supported. I've also added a workaround to NPCs not equipping Devious Inventory Devices properly (lets see how it works). :)

  • 2 weeks later...
Posted (edited)
On 2/21/2025 at 11:42 AM, AndrewLRG said:

Experimental version 1.3. Adds NPC support. Currently available for SE/AE only. NPC processing is handled by a custom SKSE plugin. Now, I don't know C++ and would like to test this new version (and plugin) before publishing officially.

 

Devious Sounds 1.3 SE Experimental.7z 29.11 MB · 11 downloads

 

Additional requirements:

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

3) powerofthree's Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/51073

2) powerofthree's Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

  Reveal hidden contents

ScreenShot11.jpg.e7ab0152cbdc1509892dd27e15f1f58d.jpg

ScreenShot12.jpg.ee911c0fceaf3518ba457a3e495c0f6e.jpg

 

About NPC support:

 

1) NPCs have fewer customisation options compared to Player or Followers. NPCs can use both Gasmask and Gag sounds, but Gag sounds will not differentiate by type - there are no separate options for Ball and Ring gags.

2) You can select Sound Type for each vanilla NPC voice type. For example, all characters with "Female Young Eager" voice will use "Sound Type A" for gagged moaning, while "Female Dark Elf" voice - different one. This should add some variety in played sounds. I'm planning to add more customisation options in the future. For example, choosing a specific Sound Type for a specific NPC, or randomizing and saving sounds for different actors.

3) Supports up to 5 nearby NPCs.

4) Chain and "gag unequip" sounds are currently disabled.

 

How it works:

 

Mod will scan nearby NPCs every 5 seconds and look for equipped gags and gasmasks. As long as equipped armour has a word "Gag" or "Gas mask" in its name Devious Sounds should detect it. This means that Non-Devious Devices from Corsec's Non-DD patches are also supported. I've also added a workaround to NPCs not equipping Devious Inventory Devices properly (lets see how it works). :)

I recently got this crash while approaching fort Fellhammer randomly. Now at first I never thought to blame this mod because in my mcm settings I wasn't even using the new NPC support features but when I opened my crash log "DeviousSoundsUtil.dll" was returned multiple times. Now it might be an incompatibility rather than a problem with this mod and since im still fairly new to modding I wouldn't know how much to actually trust these crash logs, but I'm going to leave it here just in case the CTD might actually be caused by this dll

https://justpaste.it/a7v19

 

Suffice to say that I switched to the previous 1.2 stable version and didn't get the crash again at the same location. And I will edit this message if I discover anything else

 

Edited by muhavaux33
Posted
8 hours ago, muhavaux33 said:

I recently got this crash while approaching fort Fellhammer randomly. Now at first I never thought to blame this mod because in my mcm settings I wasn't even using the new NPC support features but when I opened my crash log "DeviousSoundsUtil.dll" was returned multiple times. Now it might be an incompatibility rather than a problem with this mod and since im still fairly new to modding I wouldn't know how much to actually trust these crash logs, but I'm going to leave it here just in case the CTD might actually be caused by this dll

https://justpaste.it/a7v19

 

Suffice to say that I switched to the previous 1.2 stable version and didn't get the crash again at the same location. And I will edit this message if I discover anything else

 

 

Hi!

Thanks for reporting. Crash was indeed caused by the new version of my mod. My plugin treated all worn items as Armor and crashed when stubbled upon an equipped arrow which counts as Ammunition. Apparently, I have never encountered NPCs with equipped arrows during testing. :) This should fix it. Just install version 1.3 and then use this patch to overwrite some files.

 

Devious Sounds Patch 1.3 - 1.3.1 SE.7z

 

 

  • 4 weeks later...
Posted

It would appear the quest aliases for the players followers are flagged as Reserved, preventing them from being aliased by other quests that don't explicitly allow reserved aliases. Given what this mod does, I do not believe the followers need to be flagged as reserved.

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