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Posted
On 4/6/2025 at 7:50 PM, Forgetandeatcake said:

Can you lower the "max number of restrains to be considered fully bound" lower limit?

I can, however the min value of said setting is the same that the number of restraint types that are always allowed, so I don't really see a use-case for it to go lower.

  • 2 weeks later...
Posted (edited)

Hello everyone!

 

Devious Interests SE with a lot of new changes is now available on its own download page:

Here's what changed:

Devious Interests LE will now go into maintenance-only mode, meaning no new features will be added. Issues will continue to get addressed, and I'll see if I can't backport some of the fixes and changes from the new version sometime in the future.

 

Thanks to everyone who had enjoyed and supported the mod so far! I hope to see all of you enjoying the new version too! 😊

 

Edited by Taki17
  • 2 months later...
Posted

I installed this mod and the MCM stuff were just too similar with Deviously Cursed Loot, how does this mod vary from DCL and to anyone who played, does it worth changing from DCL to this? I mean I disabled this mod since I already have DCL, but I'd like to listen to what you guys (and Taki) have to say

 

*I also sent this comment to SE thread too*

Posted (edited)
On 7/3/2025 at 4:46 PM, Nethertale said:

I installed this mod and the MCM stuff were just too similar with Deviously Cursed Loot, how does this mod vary from DCL and to anyone who played, does it worth changing from DCL to this? I mean I disabled this mod since I already have DCL, but I'd like to listen to what you guys (and Taki) have to say

 

*I also sent this comment to SE thread too*


DCL, to me anyways, is trap-oriented, meaning you open the end-of-dungeon lootbox just like always and boom bondaged up, sucks to be you. Simple but effective, but also not fun IMHO.

This mod you can toggle finding things, if they auto lock onto you, and so much more - as far as I can tell *everything* in this mod can be turned on/off, most things can be tweaked, etc. to suit you preferences and playstyles.

If you like DCL's setup, you can set up DI to be DCL++
If, like me, you want DCL Lite + some other features, DI has you covered
heck, you can even set DI up to not find items or auto-bind at all, leaving that to DCL, and then let DI handle aftermath + side effects etc.

Edited by necrontyr525
  • 2 weeks later...
Posted

Hoe does prostitution work ?

1. I Have mcm 100 sucess chance. 

2. i have aroused threshold at 1, multiplier 0.5

3. people have arousal 32

4.  everybody say i am not in the mood for that. i did not get one positive answrer

 

maybe you are able to explain how prostituioon works, and what to do in numbers to gain sucess. 

Posted (edited)
21 hours ago, shiagwen said:

maybe you are able to explain how prostituioon works, and what to do in numbers to gain sucess. 

Your rolls fail. I dunno why, based on that alone.

 

Here's the relevant code snippet from the SE version as it is currently:

Spoiler
;calculate the chance for the prostitution attempt to succeed
Function CalcWhoreSuccess( String SexType )
	;roll a random number as a base
	RandomRoll()
	TypeOfSex = SexType

	;being naked (not wearing clothing) adds bonus success chance
	If !libs.PlayerRef.WornHasKeyword( Keyword.GetKeyword( "ClothingBody" ) )
		Roll_Outcome -= 10.0
	EndIf

	;wearing any restraint adds bonus success chance
	If libs.PlayerRef.WornHasKeyword( libs.zad_Lockable )
		Roll_Outcome -= ( din_util.GetRestraintNum( libs.PlayerRef ) as Float )
	EndIf
	
	;certain offered sex types can add bonus success chance
	If ( TypeOfSex == "bound" || libs.PlayerRef.WornHasKeyword( libs.zad_DeviousHeavyBondage ) )
		Roll_Outcome -= 10.0
	ElseIf TypeOfSex == "anal"
		Roll_Outcome -= 5.0
	ElseIf TypeOfSex == "vaginal"
		Roll_Outcome -= 7.0
	EndIf

	;if Love Sickness is installed, being love sick adds bonus success chance
	If din_cfg.IsLVSKInstalled && GetIntValue( libs.PlayerRef, "LVSK_IsLovesick" ) == 1
		Roll_Outcome -= 10.0
	EndIf

	;if BMLE is installed and whore license is a requirement, take it into account
	;only on SE
	If HasBMLE && din_cfg.BMLEWhoreLicenseRequired
		;if licenses are only checked in cities, return if the player is not in a city or town location
		If din_cfg.BMLEWhoreLiceneseCityOnly
			din_util.LogInfo( "'Check Whore License Only In Towns' is enabled, checking location type" )
			If !( libs.PlayerRef.GetCurrentLocation().HasKeywordString( "LocTypeCity" ) ||  libs.PlayerRef.GetCurrentLocation().HasKeywordString( "LocTypeTown" ))
				din_util.LogInfo( "Player is not in a city or town, don't check for BMLE Whore License" )
			Else
				din_util.LogInfo( "Player is in a city or town, BMLE Whore License check can be performed" )
			EndIf
		EndIf
		;roll to perform the license check or not
		If Utility.RandomFloat( 0.0, 100.0 ) < din_cfg.BMLEWhoreLicenseCheckChance
    		; -2 : Missing variable / mod
    		; -1 : License feature is disabled
    		; 0 : Player doesn't have the requested license
    		; 1 : Player has the requested license
			Int HasWhoreLicense = StorageUtil.GetIntValue( None, "LPO_WhoreLicense", Missing = -2 )
			;check for the presence of the license
			If HasWhoreLicense == -2
				din_util.LogError( "Couldn't find BMLE, aborting license check" )
			ElseIf HasWhoreLicense == -1
				din_util.LogInfo( "Whore License is disabled in BMLE" )
			ElseIf HasWhoreLicense == 0
				;if no license is found, flag the dialogue with a special roll value
				din_util.LogInfo( "BMLE Whore License is expired or not found, overriding roll value to proceed with appropriate dialogue" )
				Roll_Outcome = -1.0
			ElseIf HasWhoreLicense == 1
				din_util.LogInfo( "BMLE Whore License is valid" )
			EndIf
		EndIf
	EndIf
EndFunction

 

In short, a random number is rolled between 0.0 and 100.0. Modifiers are applied based on conditions, and this number is tested against the set success chance. A success chance of 100% guarantees that the number after modifiers are applied is always smaller than 100.

 

Edited by Taki17
Posted
2 hours ago, Taki17 said:

Your rolls fail. I dunno why, based on that alone.

 

Here's the relevant code snippet from the SE version as it is currently:

  Reveal hidden contents
;calculate the chance for the prostitution attempt to succeed
Function CalcWhoreSuccess( String SexType )
	;roll a random number as a base
	RandomRoll()
	TypeOfSex = SexType

	;being naked (not wearing clothing) adds bonus success chance
	If !libs.PlayerRef.WornHasKeyword( Keyword.GetKeyword( "ClothingBody" ) )
		Roll_Outcome -= 10.0
	EndIf

	;wearing any restraint adds bonus success chance
	If libs.PlayerRef.WornHasKeyword( libs.zad_Lockable )
		Roll_Outcome -= ( din_util.GetRestraintNum( libs.PlayerRef ) as Float )
	EndIf
	
	;certain offered sex types can add bonus success chance
	If ( TypeOfSex == "bound" || libs.PlayerRef.WornHasKeyword( libs.zad_DeviousHeavyBondage ) )
		Roll_Outcome -= 10.0
	ElseIf TypeOfSex == "anal"
		Roll_Outcome -= 5.0
	ElseIf TypeOfSex == "vaginal"
		Roll_Outcome -= 7.0
	EndIf

	;if Love Sickness is installed, being love sick adds bonus success chance
	If din_cfg.IsLVSKInstalled && GetIntValue( libs.PlayerRef, "LVSK_IsLovesick" ) == 1
		Roll_Outcome -= 10.0
	EndIf

	;if BMLE is installed and whore license is a requirement, take it into account
	;only on SE
	If HasBMLE && din_cfg.BMLEWhoreLicenseRequired
		;if licenses are only checked in cities, return if the player is not in a city or town location
		If din_cfg.BMLEWhoreLiceneseCityOnly
			din_util.LogInfo( "'Check Whore License Only In Towns' is enabled, checking location type" )
			If !( libs.PlayerRef.GetCurrentLocation().HasKeywordString( "LocTypeCity" ) ||  libs.PlayerRef.GetCurrentLocation().HasKeywordString( "LocTypeTown" ))
				din_util.LogInfo( "Player is not in a city or town, don't check for BMLE Whore License" )
			Else
				din_util.LogInfo( "Player is in a city or town, BMLE Whore License check can be performed" )
			EndIf
		EndIf
		;roll to perform the license check or not
		If Utility.RandomFloat( 0.0, 100.0 ) < din_cfg.BMLEWhoreLicenseCheckChance
    		; -2 : Missing variable / mod
    		; -1 : License feature is disabled
    		; 0 : Player doesn't have the requested license
    		; 1 : Player has the requested license
			Int HasWhoreLicense = StorageUtil.GetIntValue( None, "LPO_WhoreLicense", Missing = -2 )
			;check for the presence of the license
			If HasWhoreLicense == -2
				din_util.LogError( "Couldn't find BMLE, aborting license check" )
			ElseIf HasWhoreLicense == -1
				din_util.LogInfo( "Whore License is disabled in BMLE" )
			ElseIf HasWhoreLicense == 0
				;if no license is found, flag the dialogue with a special roll value
				din_util.LogInfo( "BMLE Whore License is expired or not found, overriding roll value to proceed with appropriate dialogue" )
				Roll_Outcome = -1.0
			ElseIf HasWhoreLicense == 1
				din_util.LogInfo( "BMLE Whore License is valid" )
			EndIf
		EndIf
	EndIf
EndFunction

 

In short, a random number is rolled between 0.0 and 100.0. Modifiers are applied based on conditions, and this number is tested against the set success chance. A success chance of 100% guarantees that the number after modifiers are applied is always smaller than 100.

 

In short :  I gave it up

  • 2 weeks later...
Posted
8 hours ago, xyzxyz said:

Sexlab is never triggering animations when this mod calls for it like in the prostitution dialogue.

Post log.

Posted (edited)
1 hour ago, Taki17 said:

Post log.

I have an older version of DD. Could that be the reason?Papyrus.0.log

Yeah, must be the DD versions. Works fine on other saves.

Edited by xyzxyz
Posted

So my followers use the player extensivly in the "free use" scenario (which is a bt annoying) but I've never seen them beeing used besides the player. Is that an extra setting?

Posted
3 hours ago, xyzxyz said:

Yeah, must be the DD versions. Works fine on other saves.

Looks like you were trying to run this on DD4? The file page says it explicitly requires DD5.2!

 

2 hours ago, xyzxyz said:

Can I heal the bondage addiction?

It'll decay over time (0.5 units per hour) when the player is not wearing any restraints.

 

43 minutes ago, xyzxyz said:

So my followers use the player extensivly in the "free use" scenario (which is a bt annoying) but I've never seen them beeing used besides the player. Is that an extra setting?

As far as I remember, there is a setting that prevents them participating altogether. In Devious Interests SE, you can configure how they'll participate - wheter they'll use the player, will get used alongside the player, or both.

Posted (edited)
7 minutes ago, Taki17 said:

Looks like you were trying to run this on DD4? The file page says it explicitly requires DD5.2!

 

It'll decay over time (0.5 units per hour) when the player is not wearing any restraints.

 

As far as I remember, there is a setting that prevents them participating altogether. In Devious Interests SE, you can configure how they'll participate - wheter they'll use the player, will get used alongside the player, or both.

There is an on-off setting button for followers, yes. I'm just curious because I've only ever seen them using the player but never them beeing used with the player.

I guess the SE version doesn't work on LE?

Edited by xyzxyz
Posted
On 8/1/2025 at 6:33 PM, xyzxyz said:

Can this mod recognize multiple followers from f.e. AFT?

Only the base game follower system is supported.

  • 9 months later...
Posted

I hope you have fixed in the SE version that they still steal your keys despite having that dialogue outcome set to 0 in the menu.

Posted
On 8/1/2025 at 5:33 PM, xyzxyz said:

Can this mod recognize multiple followers from f.e. AFT?

 

@xyzxyz

 

Given the answer to your follower status question (I'm assuming you use AFT or iAFT - I use the iAFT myself). have you seen any interaction with ANY followers in any events initiated by this mod?  Either in the 'Sex (as an) Outcome' in the events section of the 2nd main MCM section, or in the 3rd MCM section's ''Free Use" option?

 

I was wondering if I had set things up wrongly, as so far I can't think on ever having seen followers involved at all in this mods's interactions. 

 

My iAFT Followers are 'called into action' OK, so to speak, in the 'Sexy Adventures' mod, and it seems strange that they don't seem to work here

 

Any thoughts on this would be welcome!

 

DQW

Posted
18 hours ago, DonQuiWho said:

 

@xyzxyz

 

Given the answer to your follower status question (I'm assuming you use AFT or iAFT - I use the iAFT myself). have you seen any interaction with ANY followers in any events initiated by this mod?  Either in the 'Sex (as an) Outcome' in the events section of the 2nd main MCM section, or in the 3rd MCM section's ''Free Use" option?

 

I was wondering if I had set things up wrongly, as so far I can't think on ever having seen followers involved at all in this mods's interactions. 

 

My iAFT Followers are 'called into action' OK, so to speak, in the 'Sexy Adventures' mod, and it seems strange that they don't seem to work here

 

Any thoughts on this would be welcome!

 

DQW

It isn't even working without AFT for me. I have it enabled in the menu but followers are never getting used.

Posted
10 hours ago, xyzxyz said:

It isn't even working without AFT for me. I have it enabled in the menu but followers are never getting used.

 

Thanks for the reply. 

 

That's a pity, though, as the rest of the mod is fairly good. 

 

Although I do see the odd occasion where it seems to 'step on itself', or 'get stepped on' by other mods - with messages appearing to the effect that an encounter will take place, but no animation is then followed through, even though subsequent dialogue inticates it supposedly 'did'

 

But beggars can't be chosers, I suppose, and as most of the rest of it seems to function OK, it's not a total disaster area 🙂

 

DQW

Posted
On 5/5/2026 at 10:05 PM, DonQuiWho said:

have you seen any interaction with ANY followers in any events initiated by this mod?  Either in the 'Sex (as an) Outcome' in the events section of the 2nd main MCM section, or in the 3rd MCM section's ''Free Use" option?

Given that you are writing this in the thread of the LE version, don't expect this version to do anything more to followers than allow/disallow them for being considered a valid sex partner for the player during a Free Use event. SE version has more options regarding how they participate, and they can be involved in other events too, but not this one.

 

As to how followers are/aren't detected, the check is done via the IsPlayerTeammate() function - this returns true for every base game follower system follower and any NPCs temporarily following the player around, but not having full follower functionality.

 

19 hours ago, xyzxyz said:

I have it enabled in the menu but followers are never getting used.

They never will be on the LE version. The relevant config menu hint says "Allow/disallow followers participating in free use of the player. This includes free use attempts and joining in non-consensual threesomes.", but do tell if you think it can be misread to think otherwise and needs to be rephrased?

 

8 hours ago, DonQuiWho said:

Although I do see the odd occasion where it seems to 'step on itself', or 'get stepped on' by other mods - with messages appearing to the effect that an encounter will take place, but no animation is then followed through, even though subsequent dialogue inticates it supposedly 'did'

Fetch me a log of these occurances and I see if they can't be improved!

Posted
1 hour ago, Taki17 said:
20 hours ago, xyzxyz said:

 

They never will be on the LE version. The relevant config menu hint says "Allow/disallow followers participating in free use of the player. This includes free use attempts and joining in non-consensual threesomes.", but do tell if you think it can be misread to think otherwise and needs to be rephrased?

Sorry, I guess my expectations got the better of me. I was used to things to be handled like in DCL and other mods.

Posted
8 hours ago, Taki17 said:

Given that you are writing this in the thread of the LE version, don't expect this version to do anything more to followers than allow/disallow them for being considered a valid sex partner for the player during a Free Use event. SE version has more options regarding how they participate, and they can be involved in other events too, but not this one.

 

As to how followers are/aren't detected, the check is done via the IsPlayerTeammate() function - this returns true for every base game follower system follower and any NPCs temporarily following the player around, but not having full follower functionality.

 

They never will be on the LE version. The relevant config menu hint says "Allow/disallow followers participating in free use of the player. This includes free use attempts and joining in non-consensual threesomes.", but do tell if you think it can be misread to think otherwise and needs to be rephrased?

 

Fetch me a log of these occurances and I see if they can't be improved!

 

Thanks for the comprehensive reply!

 

First, I am indeed on the wrong thread.  I've followed both since whenever and had just forgotten that there were 2 and stuck my nose in on seeing something interesting pertaining to my current game!

 

TBC, I'm presently really using (my MO2 mod installation descriptions) :

 

Devious Interests_v0933b DIN

Devious Interests Voicepack v0.93 SE.7z

 

So my comments above did relate to the SE version

 

I see that there's a DIN v0.934 available, which I had totally missed, so I've added that and I'll see what happens next - installing it on MO2 shows a total overwrite of 0.933b which is a good start!

 

I'll post any subsequent comments / logs (if needed) etc to the SE thread, and also confirm if the update made the issues go away.  Just give me a few days to test it out

 

Thanks very much for the helpful comments

 

DQW 

 

Posted

@Taki17

 

Hi there!  I have been trying out v0934 today and still have not seen any follower inclusive activity.  Can I check that I have not mistnderstood anything?  In particular

 

1) that Followers are supposed to be INCLUDED in the action when I 'tick' the MCM Follower boxes, as opposed to leaving them unticked? and....

2) Is 'Free Use' still supposed to include follower action EVEN IF I have also ticked and set a chance on the conversation sex outcome?

 

I just want to be sure that I have got these the right way round

 

I have found a recurrent log error in the form shown below.  I don't think that it stoips the main interaction, but I have mentioned it here so that you can tell me if there is anything else that I might want to look for if it might help you

 

Hope that's of use

 

Look forward to hearing from you

 

DQW

 

------------------------------- 

 

Line 14118:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14119:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14122:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14123:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14126:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14127:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14130:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14131:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14134:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14135:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51
    Line 14138:     [din_Main (FE08BD62)].din_utility.ValidateContainer() - "din_Utility.psc" Line 147
    Line 14139:     [alias din_PlayerRef on quest din_Main (FE08BD62)].din_PlayerScript.OnItemRemoved() - "din_PlayerScript.psc" Line 51  

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