WeeeWEeee Posted September 21 Posted September 21 I have a bug for contraptions, where when i move to lock my player character into it, the contraption disappears and my player is left standing. I am still able to interact with the contraption as well as play the minigame. When it lock NPCs into the contraption it still works as per normal. The contraption works a few saves back but it suddenly broke. anyone got a fix for this?
TrollAutokill Posted September 21 Posted September 21 (edited) 22 hours ago, Frayed said: DD has two Armor entries for each restraint: one that is visible in the inventory and has a script attached to make it lockable, and one that is invisible from the inventory and is rendered on the character while equipped. zad_inventoryDevice should be on every script-carrying restraint Armor, and zad_Lockable on every corresponding lockable rendered Armor. The easiest way to check whether an item is a DD item is to check for those keywords. (Some devices, like plugs, are not lockable but do have scripts, and so will have zad_InventoryDevice on the inventory Armor but no zad_Lockable on the rendered Armor. However since they are not lockable, they are considered free to remove.) The question is: When should a mod force a DD item to be equipped on a slave? From what I understand: zad_Lockable means the item can be equipped, and since it is a slave it should be equipped if the item was added to the inventory (OnItemAdded event). zad_inventoryDevice means the item is already equipped and we should let DD handle it. Is that correct? Edited September 21 by TrollAutokill
Taki17 Posted September 21 Posted September 21 54 minutes ago, TrollAutokill said: Is that correct? "zad_Lockable" means it requires a key to be removed. It's frequently used as a generic catch-all to determine worn restraints on a character. It's also only present on rendered items (sometimes suffixed with _scriptinstance instead of _rendered or _ren in the formID). "zad_inventoryDevice" is one half of a DD item. If I were to simplify it, the inventory device is the one that you see in your character's inventory. When you "equip" it, it pops up the "what to do with this device" messagebox, where you can lock it or inspect it. etc. If you choose to lock it, a separate rendered device is equipped on the character. Basically, DD is setup so that it listens to the "equipping" of an inventory device to determine what to do with its rendered device counterpart. 1 hour ago, TrollAutokill said: The question is: When should a mod force a DD item to be equipped on a slave? Could you tell what is the exact use-case here? I may be able to give you a better answer with that in mind. 2
stukov111 Posted September 21 Posted September 21 On 9/20/2026 at 1:50 PM, DeadOnKeyboard said: Patch for 1.7.104.0. The original mod is still required. DeviousDevicesNG-1.7.104.0-test.zip 11.72 MB · 2 downloads Thanks, you're a hero
BlackBoxFun Posted September 21 Posted September 21 52 minutes ago, stukov111 said: Thanks, you're a hero Many Thanx from me too... Fixed this: Now I get this error: Thank you for working on it !
BlackBoxFun Posted September 21 Posted September 21 On 9/20/2026 at 3:50 PM, DeadOnKeyboard said: Patch for 1.7.104.0. The original mod is still required. DeviousDevicesNG-1.7.104.0-test.zip 11.72 MB · 2 downloads Many Thanx from me too... Fixed this: Now I get this error: Thank you for working on it ! Sorry, for accidently quoting wrong message .. I'm not good on forum thingies
TrollAutokill Posted September 21 Posted September 21 6 hours ago, Taki17 said: "zad_Lockable" means it requires a key to be removed. It's frequently used as a generic catch-all to determine worn restraints on a character. It's also only present on rendered items (sometimes suffixed with _scriptinstance instead of _rendered or _ren in the formID). "zad_inventoryDevice" is one half of a DD item. If I were to simplify it, the inventory device is the one that you see in your character's inventory. When you "equip" it, it pops up the "what to do with this device" messagebox, where you can lock it or inspect it. etc. If you choose to lock it, a separate rendered device is equipped on the character. Basically, DD is setup so that it listens to the "equipping" of an inventory device to determine what to do with its rendered device counterpart. Thanks that clarifies it, somehow. 6 hours ago, Taki17 said: Could you tell what is the exact use-case here? I may be able to give you a better answer with that in mind. Use case is: Player spawn a DD item in their inventory and move it to a slave inventory. So that would be an item with a Zad_inventoryDevice keyword, I guess. Slave receives OnItemAdded event and should decide whether to equip the device or not. To my understanding, if it has the zad_inventoryDevice keyword, the item should be equipped, other DD items should be ignored.
bondjamesbond Posted Tuesday at 10:56 AM Posted Tuesday at 10:56 AM 21 hours ago, WeeeWEeee said: I have a bug for contraptions, where when i move to lock my player character into it, the contraption disappears and my player is left standing. I am still able to interact with the contraption as well as play the minigame. When it lock NPCs into the contraption it still works as per normal. The contraption works a few saves back but it suddenly broke. anyone got a fix for this? I have had this problem as well in a couple of playthroughs. If I remember right, I found that this happened after I had interacted with a trap from the mod Traps Need Trappy Reality. I did not find a fix for it except to load an older save and stopped using TNTR for now.
DonQuiWho Posted Tuesday at 01:21 PM Posted Tuesday at 01:21 PM (edited) On 9/21/2026 at 3:20 PM, Taki17 said: Could you tell what is the exact use-case here? I may be able to give you a better answer with that in mind. I'd like to contribute a little about that from the perspective of a user, in the hope that it helps, and maybe adds to the understanding of anyone here who knows nothing of the mod(s) being discussed. Also please forgive grandpa for trying to teach other old gits how to suck eggs +++++++++++++ At its simplest, the distinct steps in getting to where we are now were basically as follows 1 - On NEXUS, Layam developed the original 'Paradise Halls' (PAH) mod - NPCs could be enslaved - and sold with a long dead add on - (IIRC DRE) Working in the Slave Trade 2 - Subsequently this was transferred to LoversLab, under the custody of someone whose name escapes me 3 - PAH became PAHExtended (PAHE) and managed by @CliftonJD 4 - Addons to PAH/PAHE were developed by @Musje to let PAHE transport slaves, use Player Homes & Custom Camps, & create additional training & slave trading capability 5 - Other modders created infrastructure facility mods with all mod cons - normally ZAZ based - to also house slaves in custody/training 4 - Diary of Mine (DOM) has been built by @TrollAutokill , basically based on PAHE and custom adaptations of Musje's addons, with patches for other existing infrastructure/gameplay mods egs TDF/SBC +++++++++++++ The basic gameplay is fairly consistent, and configurable by which of the various mods you choose to have in your game Capture / Restrain / Add to a Training Regime with some form of measurable stats to assess progress / with possible subsequent sale to Innkeepers or other NPCs, both good and bad The basic mods in that process are 'Capture' - PAHE; DOM 'Transport' - PAHE Slave Cart; DOM Slave Cart 'Storage/Training Locations' - PAHE Home Sweet Home : DOM version Home Sweet Home; other Infrastructure mods 'Training Regime' - PAHE Base Mod + Home Sweet Home(HSH) ; DOM Base Mod + DOM version Home Sweet Home(HSH) 'Sales' - PAHE AndYouGetASlave (AYGAS) : DOM version AndYouGetASlave (AYGAS) That might appear confusing, but isn't once you get the hang of it ++++++++++++++++++ So in what Universe is anyone wanting to understand the 'Use Case' for DDs? The original PAHE mod was fairly simple to use. Leaving aside some basic Skyrim Engine quirks, you commanded the newly captured slave to wear what you told him or her, applied the ZAZ or DD of your choice and they would wear that until you 'removed' it and took it back from them. You could even sell slaves with specific clothing and restraints and they would continue to wear those after sale, or if still under your command in AYGAS. A female modded Ulfric(a) wandering round Solitude in her finery with DD armbinder, Anal belled plug + vag plug, selling her oral services (the animations chosen still respect the DD filter) could be very funny When we get to DOM, though, it gets more complicated as the mod development has - and I hope TAK sees this as a fair description - concentrated on his and other players interests in slaves' emotional responses and development throughout their training - the range of individual slave training indices, kinks, and - most significantly here - outfit and apparel, pose and behaviour control, etc is now immense. However, the features which are now used in achieving that - including the addition of ZAZ restraints included in some basic mod functions - have tended to result in the player losing control on their choice of restraints as the mod will 'rip off/replace/just ignore' the DDs that they player has commanded the slave to wear. And sometimes a 'disappeared' DD restraint will actually even stay in the slave's inventory, but the visual model will be 'disappeared' as also, seemingly, does its functionality. At the moment, it's a bit of a lottery, as I get variable results with different DD items. Some seem to persist, eg a topless straitjacket, but others are disappeared, eg the Steel Manacle set. It's probably all down to keyword use, and ensuring that DD's applied are not stripped acciidentally, and their functionality is not overridden by DOM's other actions, even where this MIGHT limit what DOM itself does. And credit should go to TAK for actually taking the trouble to ask the question, given that 'slave trading' may not really behis main mod objective at all 👏 This is the Crux of the Matter: the ideal end point should be that a new slave can be equipped by the player with a DD from the player's inventory, which remains on the enslaved NPC, with its DD functionality intact, until the player, NOT the mod, removes it. And when the player decides to sell the enslaved one, eg the sale of a comprehensively carnally trained Carlotta, courtesy of DOM, to Embry, if she is sold wearing an Armbinder and a Gwelda Outfit, Embry should be able to parade Carlotta up and down Riverwood main street, looking both chic and well controlled, to the ultimate annoyance of both Sven and Faendal! 😉 Apologies for length etc Hope that helps DQW EDIT: PS: I forgot to mention that DD's aesthetics also far exceed those of random ZAZ ones. You just need to compare the range of DD Armbinders to that now terribly rudimentary ZAZ thing to see what I mean Edited Tuesday at 02:56 PM by DonQuiWho
TrollAutokill Posted Tuesday at 04:31 PM Posted Tuesday at 04:31 PM 3 hours ago, DonQuiWho said: Also please forgive grandpa for trying to teach other old gits how to suck eggs My brain autocorrected 'gits' into 'girls'... 1
drmalpractice Posted Tuesday at 05:18 PM Posted Tuesday at 05:18 PM The requirements say "Pandora/Nemesis/FNIS" -- do I need all three? I used to use FNIS was back in the day, but I haven't done Skyrim modding in 7+ years, so I know news this have been released, but I don't know if these are required or if only one is needed.
CaptainJ03 Posted Tuesday at 06:10 PM Posted Tuesday at 06:10 PM 46 minutes ago, drmalpractice said: The requirements say "Pandora/Nemesis/FNIS" -- do I need all three? I used to use FNIS was back in the day, but I haven't done Skyrim modding in 7+ years, so I know news this have been released, but I don't know if these are required or if only one is needed. Just one, although FNIS must be installed to run Pandora. I've switched over to Pandora six months ago, should be even easier if you've never run FNIS before. Calculating all the animations in FNIS took quite a while, Pandora does the same in 0.4 seconds.
drmalpractice Posted Tuesday at 06:41 PM Posted Tuesday at 06:41 PM 30 minutes ago, CaptainJ03 said: Just one, although FNIS must be installed to run Pandora. I've switched over to Pandora six months ago, should be even easier if you've never run FNIS before. Calculating all the animations in FNIS took quite a while, Pandora does the same in 0.4 seconds. Thanks -- this is the one mod I want to get going; it's my favorite. Appreciate it.
DrunkenCow Posted Tuesday at 06:48 PM Posted Tuesday at 06:48 PM 24 minutes ago, CaptainJ03 said: Just one, although FNIS must be installed to run Pandora. FNIS does not need to be installed to use Pandora. The fnis.esp is only there for backwards compatibility. 2
TrollAutokill Posted Tuesday at 07:57 PM Posted Tuesday at 07:57 PM 1 hour ago, DrunkenCow said: FNIS does not need to be installed to use Pandora. The fnis.esp is only there for backwards compatibility. I never managed to get animations working with Pandora alone. FNIS once and then Pandora as many times as I want is what works for me. But then I have 50k+ animations with creatures and other stuff that shouldn't be named.
CliftonJD Posted Tuesday at 10:40 PM Posted Tuesday at 10:40 PM (edited) On 9/21/2026 at 8:19 AM, TrollAutokill said: The question is: When should a mod force a DD item to be equipped on a slave? On 9/21/2026 at 3:57 PM, TrollAutokill said: Thanks that clarifies it, somehow. Use case is: Player spawn a DD item in their inventory and move it to a slave inventory. So that would be an item with a Zad_inventoryDevice keyword, I guess. Slave receives OnItemAdded event and should decide whether to equip the device or not. To my understanding, if it has the zad_inventoryDevice keyword, the item should be equipped, other DD items should be ignored. to summarize it another way you need to disable force-equip for zad_inventory so that when the player gives that to the slave, it swaps with the rendered item that was the original thoughts on it, but ended up changing it, cant remember why. i think its because not all items are lockable and only lockable items need the rule exceptions On 9/21/2026 at 8:19 AM, TrollAutokill said: zad_Lockable means the item can be equipped, and since it is a slave it should be equipped if the item was added to the inventory (OnItemAdded event). had to recheck the actoralias to remember, disable force equip for zad_Lockable i guess a better summary is that it was never about which items to force equip, but more about which to exclude Edited Wednesday at 05:01 AM by CliftonJD 1
CliftonJD Posted Wednesday at 05:37 AM Posted Wednesday at 05:37 AM 16 hours ago, DonQuiWho said: I'd like to contribute a little about that from the perspective of a user, in the hope that it helps, and maybe adds to the understanding of anyone here who knows nothing of the mod(s) being discussed. Also please forgive grandpa for trying to teach other old gits how to suck eggs +++++++++++++ At its simplest, the distinct steps in getting to where we are now were basically as follows 1 - On NEXUS, Layam developed the original 'Paradise Halls' (PAH) mod - NPCs could be enslaved - and sold with a long dead add on - (IIRC DRE) Working in the Slave Trade 2 - Subsequently this was transferred to LoversLab, under the custody of someone whose name escapes me 3 - PAH became PAHExtended (PAHE) and managed by @CliftonJD 4 - Addons to PAH/PAHE were developed by @Musje to let PAHE transport slaves, use Player Homes & Custom Camps, & create additional training & slave trading capability 5 - Other modders created infrastructure facility mods with all mod cons - normally ZAZ based - to also house slaves in custody/training 4 - Diary of Mine (DOM) has been built by @TrollAutokill , basically based on PAHE and custom adaptations of Musje's addons, with patches for other existing infrastructure/gameplay mods egs TDF/SBC +++++++++++++ The basic gameplay is fairly consistent, and configurable by which of the various mods you choose to have in your game Capture / Restrain / Add to a Training Regime with some form of measurable stats to assess progress / with possible subsequent sale to Innkeepers or other NPCs, both good and bad The basic mods in that process are 'Capture' - PAHE; DOM 'Transport' - PAHE Slave Cart; DOM Slave Cart 'Storage/Training Locations' - PAHE Home Sweet Home : DOM version Home Sweet Home; other Infrastructure mods 'Training Regime' - PAHE Base Mod + Home Sweet Home(HSH) ; DOM Base Mod + DOM version Home Sweet Home(HSH) 'Sales' - PAHE AndYouGetASlave (AYGAS) : DOM version AndYouGetASlave (AYGAS) That might appear confusing, but isn't once you get the hang of it ++++++++++++++++++ So in what Universe is anyone wanting to understand the 'Use Case' for DDs? The original PAHE mod was fairly simple to use. Leaving aside some basic Skyrim Engine quirks, you commanded the newly captured slave to wear what you told him or her, applied the ZAZ or DD of your choice and they would wear that until you 'removed' it and took it back from them. You could even sell slaves with specific clothing and restraints and they would continue to wear those after sale, or if still under your command in AYGAS. A female modded Ulfric(a) wandering round Solitude in her finery with DD armbinder, Anal belled plug + vag plug, selling her oral services (the animations chosen still respect the DD filter) could be very funny When we get to DOM, though, it gets more complicated as the mod development has - and I hope TAK sees this as a fair description - concentrated on his and other players interests in slaves' emotional responses and development throughout their training - the range of individual slave training indices, kinks, and - most significantly here - outfit and apparel, pose and behaviour control, etc is now immense. However, the features which are now used in achieving that - including the addition of ZAZ restraints included in some basic mod functions - have tended to result in the player losing control on their choice of restraints as the mod will 'rip off/replace/just ignore' the DDs that they player has commanded the slave to wear. And sometimes a 'disappeared' DD restraint will actually even stay in the slave's inventory, but the visual model will be 'disappeared' as also, seemingly, does its functionality. At the moment, it's a bit of a lottery, as I get variable results with different DD items. Some seem to persist, eg a topless straitjacket, but others are disappeared, eg the Steel Manacle set. It's probably all down to keyword use, and ensuring that DD's applied are not stripped acciidentally, and their functionality is not overridden by DOM's other actions, even where this MIGHT limit what DOM itself does. And credit should go to TAK for actually taking the trouble to ask the question, given that 'slave trading' may not really behis main mod objective at all 👏 This is the Crux of the Matter: the ideal end point should be that a new slave can be equipped by the player with a DD from the player's inventory, which remains on the enslaved NPC, with its DD functionality intact, until the player, NOT the mod, removes it. And when the player decides to sell the enslaved one, eg the sale of a comprehensively carnally trained Carlotta, courtesy of DOM, to Embry, if she is sold wearing an Armbinder and a Gwelda Outfit, Embry should be able to parade Carlotta up and down Riverwood main street, looking both chic and well controlled, to the ultimate annoyance of both Sven and Faendal! 😉 Apologies for length etc Hope that helps DQW EDIT: PS: I forgot to mention that DD's aesthetics also far exceed those of random ZAZ ones. You just need to compare the range of DD Armbinders to that now terribly rudimentary ZAZ thing to see what I mean just keep @me anytime ive solved a mystery problem, most times i remember why 😂 3
rufuswalker Posted Thursday at 02:52 AM Posted Thursday at 02:52 AM The MCM for this mod, as well as ZaZ, are not working. AFIAK neither rely on the other. I am on 0.4.3 DDNG, and ZaZ 8+. I use AE 1170 version of skyrim, and my MCM related mods are MCM Memory, and MCM super SEEDED.
adragtobearound Posted Thursday at 03:17 AM Posted Thursday at 03:17 AM Hey, should I let this overwrite my ZaZ 8 assets and files? It's mostly textures and meshes, and FYI I do use ZaZ 3ba patches.
enrythiere Posted Friday at 12:10 PM Posted Friday at 12:10 PM Is there an slsb conversion for this mod?
NeroEnjoyer Posted Saturday at 07:50 AM Posted Saturday at 07:50 AM anyone else getting a Xaudio2_7.dll crash randomly while the vibe sounds are playing?
ZombieEater Posted Saturday at 07:15 PM Posted Saturday at 07:15 PM I want to make an integration with my mod. Is source code of this mod avaliable?
johntrine Posted Saturday at 09:13 PM Posted Saturday at 09:13 PM i am trying to run this mod with unforgiving devices 3.2 and keep getting ctd. does someone know what the problem is or any solution? edit- so, something about this mod alongside ud 3.2 is incompatible with FDE Jenassa. crash-2026-09-26-23-43-36.log
CaptainJ03 Posted 17 hours ago Posted 17 hours ago 14 hours ago, ZombieEater said: I want to make an integration with my mod. Is source code of this mod avaliable? You may want to read the legal: Quote You can NOT bundle/re-distribute any parts of this mod with your own. (Yes, that's from DD 5.2 but still valid for any DD framework)
Taki17 Posted 17 hours ago Posted 17 hours ago 15 hours ago, ZombieEater said: I want to make an integration with my mod. Is source code of this mod avaliable? Source scripts are bundled into the installer, if you select the option they'll be placed into the Data\Source\Scripts folder. Do keep that in mind that only the updated scripts of DDNG are here, depening on where your compiler is pointed to for the sources, you either need to copy the rest of DDs scripts from Data\Scripts\Source or these to that folder. Alternatively, the source for DDNG is also on its github repo: https://github.com/IHateMyKite/DeviousDevicesNG
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