Hex Bolt Posted Sunday at 11:39 PM Posted Sunday at 11:39 PM (edited) 39 minutes ago, HereBeTentacles said: It still works that way, that's why it would need to be done through some sort of magic effect. Anything you do to the player speedmult directly is likely to get reset at some point. If you do it through a magic effect or some other indirect method it should be fine. Plus if you do it that way you can condition the effect to only apply when the player is wearing something with the petssuit keyword. Less scripting that way depending on what you are doing. I have a similar sort of thing in my mod where I overencumber the player because I don't want them running/sprinting, but that leaves them too slow for my liking so I add an ability that ups their speedmult a bit to make up for that. The same idea could work for your mod. Well, to back up a bit, I already handled the pet suit's speed debuff for DD 5.2 by temporarily changing the value for the hobble dress speed debuff (which is used for the pet suit enchantment's speed debuff). That value came the MCM and it's stored as a script property, easy to access. That works great, because DD's own logic maintains the desired speed so that it's not too slow. Fire & forget, DD handles it. However, DD NG removed that logic from zadx_HobbleSkirtEffectScript. The speed value seems to come from afMaxSpeedMult in DeviousDevices.ini, so my assumption (always risky, those) is that the periodic updates moved into the dll. That's an unfortunate loss of accessibility, because the ini setting is not exposed to a script. Now, I'm confused. I might have misunderstood, but I thought you had suggested adding a speedmult modifier to counter the pet suit's debuff, but you also told me that DD NG still periodically adjusts the speed of the pet suit's wearer. That's what DD 5.2 does; every 5 seconds, it compares the current speedmult actor value to a target speed and adjusts the debuff to make the current speed comply. So, if it still works the same way with periodic updates, my adding an increase to speed through a magic effect will just get countered by DD NG a few seconds later. I definitely don't want to add a periodic update of my own to fight with DD NG's. That is why I had asked how to access DD NG's speed debug value from a script, so I can temporarily adjust it for my event and then restore the original value afterwards. So, what am I missing? Edited Sunday at 11:42 PM by Hex Bolt
HereBeTentacles Posted Monday at 12:16 AM Posted Monday at 12:16 AM (edited) 50 minutes ago, Hex Bolt said: Now, I'm confused. I might have misunderstood, but I thought you had suggested adding a speedmult modifier to counter the pet suit's debuff Little misunderstanding, this is not what I am suggesting or what would happen, think of it more like ad DD is adjusting the players base speedmult via script and then the speedmult magic effect I am suggesting is just getting added to it at a later step. Like how right now if I set my charcters health from 130 to 100 while wearing a +30 health ring, it will still say it was 130 after the change because the ring +30 is separate from my characters health. It would the same way for you except instead of a ring its a magic effect and instead of health its speedmult. Just to make sure this works properly I just tried it in my game. I made it so if I press middle mouse my character gets a 400 speedmult from a an ability I set up. I put on a pet suit, press middle mouse, and off I go. You could do the same except instead of needing to be pressing middle mouse the ability just checks if you are wearing a petsuit. The perk does need to periodically check if you are wearing a petsuit or not, but theres no scripting there, its all done through the engine which is a non-issue for a simple keyword check. The only scripting you would need for that is a script to add the ability to the player. This is just what I do though, could be other ways. Only issue I have seen with this method is the engine only seems to poll conditions twice a second so it can only update the speedmult that fast. Not too big of an issue though. Edited Monday at 12:32 AM by HereBeTentacles 1
Hex Bolt Posted Monday at 12:37 AM Posted Monday at 12:37 AM (edited) 1 hour ago, HereBeTentacles said: DD is adjusting the players base speedmult via script and then the speedmult magic effect I am suggesting is just getting added overtop of it. Like how right now if I set my charcters health from 130 to 100 while wearing a +30 health ring, it will still say it was 130 after the change because the ring +30 is separate from my characters health. Okay. Since the logic for that moved out of zadx_HobbleSkirtEffectScript in DD NG and I couldn't find it elsewhere, I couldn't be sure what DD NG is doing with that. DD 5.2 constantly corrected speed to match its own target (add a speed buff and DD would cancel it with its own debuff seconds later). From you've told me, it seems that DD NG doesn't keep correcting for speed buffs, so I can modify the wearer's speed once after the pet suit is equipped and have the wearer move faster, then remove the speed adjustment at the end of the event when the suit comes off. Thank for the explanation and for your test. Edited Monday at 01:29 AM by Hex Bolt
HereBeTentacles Posted Monday at 12:54 AM Posted Monday at 12:54 AM 15 minutes ago, Hex Bolt said: Okay. Since the logic for that moved out of zadx_HobbleSkirtEffectScript in DD NG and I couldn't find it elsewhere, I couldn't be sure what DD NG is doing with that. DD 5.2 constantly corrected speed to match its own target (add a speed buff and DD would cancel it with its own debuff seconds later). From you've told me, it seems that DD NG doesn't keep correcting for speed buffs, so I can modify the wearer's speed once after the pet suit is equipped and have the wearer move faster, then remove the speed adjustment at the end of the event when the suit comes off. That's easy. Thank for the explanation and for your test. From what I tried 300 seemed to be a little under normal walk/run/sprint speed. The petsuit animations weren't really made for higher speeds so I think if you go past 450ish the sprint animation is going to look a bit off.
Hex Bolt Posted Monday at 02:01 AM Posted Monday at 02:01 AM (edited) 1 hour ago, HereBeTentacles said: From what I tried 300 seemed to be a little under normal walk/run/sprint speed. The petsuit animations weren't really made for higher speeds so I think if you go past 450ish the sprint animation is going to look a bit off. Hold on, now I'm confused again. NG's handling of this is really not transparent. Why do you need to apply a speedmult of 300 to 400 to reach average speed? That's extreme, right? Speedmults are additive. If DD NG adjusts the player's speed to 15 (afMaxSpeedMult = 0.15 in the ini file), adding 85 is all that's needed to get to 100, normal speed. Now, if DD NG is instead multiplying the multiplier, things get messy. My mod doesn't know what multiplier DD NG is using because that moved from being a script property to an SKSE INI setting. As far as I can tell, DD NG does not expose the afMaxSpeedMult value, so mods can't see it. All I can see is the player's current speedmult actor value, which got multiplied by a hidden factor to its current value. Players are free to change DD NG's afMaxSpeedMult, but my mod can't see that, so it won't know how much to increase the player's speedmult if DD NG is going to multiply that addition. I could use 300 and hope for the best, but I've had some players tell me that they've increased afMaxSpeedMult a lot because they dislike being so slow. Players who have done that will move crazy fast if I buff their speedmult by 300 or 400. I do appreciate all the time you've taken to respond. Maybe I'm dense, but how this works just isn't clear to me. I'd like to understand how I can work with the system to achieve a specific desired speed. Edited Monday at 02:31 AM by Hex Bolt 1
HereBeTentacles Posted Monday at 02:31 AM Posted Monday at 02:31 AM 12 minutes ago, Hex Bolt said: Hold on, now I'm confused again. Compared to 5.2, NG's handling of this is really not transparent. Why do you need to apply a speedmult of 300 to 400 to reach average speed? That's extreme, right? Speedmults are additive. If DD NG adjusts the player's speed to 15 (afMaxSpeedMult = 0.15 in the ini file), adding 85 is all that's needed to get to 100, normal speed. Now, if DD NG is instead multiplying the multiplier, things get messy. My mod doesn't know what multiplier DD NG is using because that moved from being a script property to an SKSE INI setting. As far as I can tell, DD NG does not expose the afMaxSpeedMult value, so mods can't see it. All I can see is the player's current speedmult actor value, which got multiplied by a hidden factor to its current value. Players are free to change DD NG's afMaxSpeedMult, but my mod can't see that, so my mod won't know how much to increase the player's speedmult if DD NG is going to multiply that addition. I could use 300 and hope for the best, but I've had some players tell me that they've increased afMaxSpeedMult a lot because they dislike being so slow. Players who have done that will move crazy fast if I buff their speedmult by 300 or 400. I would just leave it up to a button in an MCM or something like that so they can toggle on/off in case they already adjusted the speed elsewhere. I don't think it would be impossible to expose the modifiers DDNG is using to a script for more fine control though, pretty sure the SKSE should be able to do that.
Hex Bolt Posted Monday at 02:38 AM Posted Monday at 02:38 AM Just now, HereBeTentacles said: I would just leave it up to a button in an MCM or something like that so they can toggle on/off in case they already adjusted the speed elsewhere. I had considered that, but it's kind of clunky for another mod to have to add an adjustment toggle when it might have simply calculated the precise adjustment needed and applied that without player intervention. It seems as if there should be a straightforward way to do that. Prior to the zadx_HobbleSkirtEffectScript change, it wasn't hard. I'm just trying to figure out how to achieve the same result with the change. Again, thank you for the responses.
CaptainJ03 Posted Monday at 06:36 AM Posted Monday at 06:36 AM 4 hours ago, Hex Bolt said: Players are free to change DD NG's afMaxSpeedMult, but my mod can't see that, so it won't know how much to increase the player's speedmult if DD NG is going to multiply that addition. I could use 300 and hope for the best, but I've had some players tell me that they've increased afMaxSpeedMult a lot because they dislike being so slow. Players who have done that will move crazy fast if I buff their speedmult by 300 or 400. Yes, that would be me... The very odd thing is: Sometimes your approach works. Mistress puts Lola in a petsuit and the speed is much slower than my usual (which I changed in DD.ini) and when it's changed to let me move faster, it's back to normal-ish (can't tell exactly because there's no speedometer on my petsuit) But as we are talking hobbleskirts: There's still a bug which has been present since... some years. The last step is always a stagger. With the last NG version it's smooth when the dress is freshly put on, but loading a save with the hobbleskirt worn, the stagger is back.
Hex Bolt Posted Monday at 07:28 AM Posted Monday at 07:28 AM 50 minutes ago, CaptainJ03 said: there's no speedometer on my petsuit Player.getav speedmult 1
Lady Wintrish Posted Monday at 07:42 PM Posted Monday at 07:42 PM (edited) Some of the heels are going under the ground with heels fix and DD NG 0.4 Edited Monday at 07:43 PM by Lady Wintrish
CliftonJD Posted Monday at 07:52 PM Posted Monday at 07:52 PM (edited) On 9/10/2026 at 10:41 PM, DonQuiWho said: FYI - in case it's not been mentioned before Using this version with these settings: Devious Devices NG v0.4.3 + FeuerTin + Small Steps + Hop is Sprint + FH + No Dyn Armour Straitjacket ; HobbleDress: Red Ebonite doesn't hide hands whhich seem to be posed as in an armbinder Pics In situ and + Console below Hope that's of use DQW Reveal hidden contents at this ive found that dd straitjackets dont mark the hand slot as used so slaves will often either show the hands or additionally equip gloves. pahe includes fixes for that, but agreed it would be better handled from dd On 9/10/2026 at 10:09 AM, DonQuiWho said: @TrollAutokill 's Diary of Mine (DOM), his NPC slavery mod developed from Paradise Halls Extended (PAHE) makes for excellent gameplay with respect to the more emotional aspects of NPC training However, as it has developed further from the original PAHE, its handling of NPC restraint/s has changed so that, to a large extent, it no longer allows the player to easily directly control worn restraints, either ZAZ or DD/DDNG based. Consequently it has lost some of its 'playability' for those of us who, lacking relational finesse, would really want to use it more as a 'Trading Entity' of the sort of 'Catch, Train and Sell' variety. Sort of like when it first appeared on NEXUS a dozen years or so ago. (The joys of being🧓) The post linked to at the end sets out the sort thing that can happen in DOM presently - eg restraints vanishing as NPCs poses etc change - and which right now seem to be beyond the player's ability to properly control. It's NOT a reflection on poor mod development - far from that! - but rather the author's greater interest in the emotive aspects, and as TAK has said, he doesn't use DDs, and I guess that his use of ZAZ items is pretty much picking up on the PAHE legacy. He seems happy about being willing to try to help on this - see the post I referred to - but basically it seems that any primary mechanism to do that might require some identification of ZAZ & DD items by keywords so that they can be identified as some sort of 'no strip' inventory items, and as you can see from the post attached, also able would need to ensure that for DD items BOTH the 'worn' Equipment and 'unworn' Inventory items are left in situ - at present once can disappear 😊 I have had a good search through some of the varied items my player has commanded NPCs to wear - from manacles, armbinders and the full set of chains - but I can't see any readily common way of identifying them directly from the DD individual device keywords. The only thing that I could see that was common overall was that the keywords' ultimately link back to the base DD mods., but I don't see how even looking at load orders could actually do that too easily when 2 lead characters are variable from set-up to set-up BUT, a lot of mods out there can detect worn DDs so that they don't strip them, or at least quest DDs, from players or NPCs inadvertently eg Simple Slavery etc So is there some magic that can be done in this regard? I am the ultimate non techie. What would allow TAK to add something to devices applied to DOM slaves that he could then use as a means to check items worn by DOM NPC which would prevent his other functions - eg pose animation changes etc - from inadvertently removing them? I have had a look through the thread for 'keyword' uses, in case there really was some simple catch all, but there wasn't anything that I could identify - or understand - as being particularly useful. But what would I know ...😜 The real gurus on this eg @krzp are here, so any suggestions for something simple that would help in this would be gratefully received! DQW On 9/11/2026 at 7:13 PM, DonQuiWho said: Thanks very much for the prompt, and succinct, reply! I'll pass that on, and see if that helps with this conundrum! DQW for that hes welcome to look back how pahe handles it. pahe already checks for the devious keywords and works accordingly Edited Monday at 07:57 PM by CliftonJD
DonQuiWho Posted Monday at 08:05 PM Posted Monday at 08:05 PM 10 minutes ago, CliftonJD said: at this ive found that dd straitjackets dont mark the hand slot as used so slaves will often either show the hands or additionally equip gloves. pahe includes fixes for that, but agreed it would be better handled from dd for that hes welcome to look back how pahe handles it. pahe already checks for the devious keywords and works accordingly Thanks very much I'm sure @TrollAutokill will be watching this thread and have noted those helpful remarks Much appreciated DQW 2
sacattack93 Posted yesterday at 12:39 AM Posted yesterday at 12:39 AM (edited) Crash whenever I try to start a new game or load a game with DDNG. Build works perfectly fine without DD/DDNG installed. Anybody know of a fix? Crash log: https://pastebin.com/Grr66MFs Load order: https://pastebin.com/uzpivUrQ thx!! Edited yesterday at 01:03 AM by sacattack93
billypark2192 Posted 12 hours ago Posted 12 hours ago I remember using a DD mod in the past where, if the player was wearing a gag, trying to use a Shout would not actually perform the attack. Instead, the character would make muffled moaning sounds. Does anyone know which DD mod or feature does this?
WWWGONA Posted 1 hour ago Posted 1 hour ago On 8/21/2026 at 9:07 PM, bondjamesbond said: Does anyone else have an issue with device manipulation not working? When removing the device, the message will say the device has been removed, but then the device will re-equip. I've had this issue for the last few versions of DD NG now, but cannot find anything overwriting the mod. Devices will remove if an animation plays out and the attempt was sucessful, but that can take numerous times, even on the easiest difficulty. I have same problem. I identified the problem with the rope restraints and the plug. By any chance, have you solved this problem? The only DD-related mod I use is Devious Curse.
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