LynErso666 Posted September 27 Posted September 27 What is with the black textures on Silver cuffs and fetters? And the chains STILL don't connect? I remember that years ago when I used Devious Devices on several installs. Sad as hell to see DD is still way too much of a mess
CaptainJ03 Posted September 27 Posted September 27 1 hour ago, LynErso666 said: And the chains STILL don't connect? They should. Are you using the current FSMP - Faster HDT-SMP?
LynErso666 Posted September 27 Posted September 27 7 hours ago, CaptainJ03 said: They should. Are you using the current FSMP - Faster HDT-SMP? Yes, I am. It seems to be only silver fetters that suffer from this. So I replaced them with the iron fetters that work properly, and recolored them to be silver with different cubemaps. It seems after alllllll these years DD also locks out animations, with devices on, when there are now specific animations for when you have an armbinder or something on that can never be used because of this scripted list. I remember running into that years ago, but then I didn't have ClaudeAI eager to recompile it with checks for specific animation packs and rewrite half the dam scripts with safety checks and guards etc. etc.. It seems to work great now. I wish I had AI years ago. Thx anyways tho. I'll fix any further issues myself for now. DD is simply too primitive in its present state. I'm going to have to go thru it optimizing it for months. 1
abcd99 Posted September 28 Posted September 28 (edited) I recompiled Devious Devices NG's dll for Skyrim v1.7.104. I attached the source code as well (GPLv3 licensed due to linking to CommonLibSSE-NG v9.1.0). Edit (Oct 5, 2026): I updated the package WITH PartialAnimationReplacer.dll recompiled for Skyrim 1.7.x. Shoutout to LinusXu who pointed me to the source repo. DeviousDevicesNG-3.0.0.1-Skyrim-1.7.104-source.zip Devious Devices NG-Skyrim-v1.7.x.rar PartialAnimationReplacer-0.2.0-Skyrim-1.7.x-source.zip Edited October 5 by abcd99 Updated for a slimmer version of the source code by redownloading dependencies 7
MalicoVuckovic Posted September 29 Posted September 29 (edited) On 9/25/2026 at 8:10 AM, enrythiere said: Is there an slsb conversion for this mod? Not sure if this AI response is correct? 1. Why you don't need a separate SLSB Conversion file The reason the old v0.4+ automated conversion file was recalled from the SexLab Framework P+ page is that the Devious Devices NG (v0.4.3) team natively integrated the new SLSB animation registry into their framework. How it works now: DD NG v0.4.3 is built to dynamically detect whether you are running a traditional SexLab ecosystem (like v1.63) or the modern SexLab P+ ecosystem. It handles its own animation routing internally. You do not need any external "SLAL to SLSB" script or patch for DD NG itself. If it is true this description on download page really should be updated: Sexlab P+ users: If you are using NG 0.4 - I do not recommend using the SLSB conversion for DD NG 0.2.9, as most of these animations got removed in the new update. Edited September 29 by MalicoVuckovic
NativeEngoyer Posted September 29 Posted September 29 12 hours ago, MalicoVuckovic said: Not sure if this AI response is correct? 1. Why you don't need a separate SLSB Conversion file The reason the old v0.4+ automated conversion file was recalled from the SexLab Framework P+ page is that the Devious Devices NG (v0.4.3) team natively integrated the new SLSB animation registry into their framework. How it works now: DD NG v0.4.3 is built to dynamically detect whether you are running a traditional SexLab ecosystem (like v1.63) or the modern SexLab P+ ecosystem. It handles its own animation routing internally. You do not need any external "SLAL to SLSB" script or patch for DD NG itself. If it is true this description on download page really should be updated: Sexlab P+ users: If you are using NG 0.4 - I do not recommend using the SLSB conversion for DD NG 0.2.9, as most of these animations got removed in the new update. There is a slsb conversion patch for ddng0.4 on the discord, so I doubt this is true 2
DonQuiWho Posted September 29 Posted September 29 OOIC, how are you supposed to climb up stairs, or jump even over raised door entrances, when your character is wearing the 'extreme' version of a hobble dress? I've tried both the 'Small Steps' and 'Bunny Hops' animation versions, with medium and lowest speed limiters, and none of those combos seem to allow one to climb stairs. Anyone got a solution/suggestions as to how to overcome this? DQW
CaptainJ03 Posted September 30 Posted September 30 6 hours ago, DonQuiWho said: Anyone got a solution/suggestions as to how to overcome this? Edit the DD.ini file in SKSE/plugins to a manageable speed. i.e. afMaxSpeedMult = 0.50 lets you walk with half the normal speed, adjust that to your liking.
RianJuan Posted September 30 Posted September 30 On 9/28/2026 at 7:47 PM, abcd99 said: I recompiled Devious Devices NG's dll for Skyrim v1.7.104. I attached the source code as well (GPLv3 licensed due to linking to CommonLibSSE-NG v9.1.0). DeviousDevicesNG-Skyrim-v1.7.104.zip 461.3 kB · 2 downloads DeviousDevicesNG-3.0.0.1-Skyrim-1.7.104-source.zip 1.26 MB · 2 downloads That’s not enough. PartialAnimationReplacer.dll also needs to be recompiled. And there might be something else, I don't know.
Icetoseeyouu Posted September 30 Posted September 30 Hi, got a question for anyone that can help me. I applied the mod, followed all the recommendation, ran bodyslide then Pandora, everything got smoothly. I started a new game and tried to equip some DD on NPC, no problems. They look fine, and the npc struggle from time to time. My problem is that said npc continue their daily routine afterward. Like if i tie up a girl at a saw mill, she will continue hauling heavy logs with her arms behind her back (with a tool floating where her arms should be) and then activate the saw mille while it should be impossible. In the case of petsuits, npc just stand up before sitting on a chair for example. Is there something i'm missing? A step i forgot? I'd appreciate it greatly if someone could give me some pointers here because i'm at a loss. TLDR: Devious devices work on npc, but it doesn't prevent them to grab things, drink, sit or work at a sawmill, which i believe is not normal behavior.
DonQuiWho Posted September 30 Posted September 30 6 hours ago, CaptainJ03 said: Edit the DD.ini file in SKSE/plugins to a manageable speed. i.e. afMaxSpeedMult = 0.50 lets you walk with half the normal speed, adjust that to your liking. Thanks Unfortunately, I'm not sure that I was as clear as I might have been about what I see happening. My problem doesn't seem to be related to the 'speed' of the forward movement. It's about being unable to 'move forward and upward' at all, when on a set of stairs I have tried the basic hobble dress, both with the 'bunny hop' and 'small steps' animations, with speed reduction set both the MCM slider default value of 50%, and as adjusted to 25%. Both of those options DO allow my player to negotiate stairs, ie start at the bottom and progress to the top I have tried the 'extreme' version of the hobble dress, again both with the 'bunny hop' and 'small steps' animations, with speed reduction set both the MCM slider default value of 50%, and as adjusted to 25%. NONE of those options for that particular device allow my player to then negotiate stairs at all Sure, with the 'extreme' version, one can move forward in basic 'steps' or 'hops' on a sloping surface, and gain elevation, eg on a road or a hillside. However seems impossible to move forward on a set of stairs. That is true when both trying to walk or hop 'up the stairs'. And if one tries to progress by holding keys to both 'jump' and 'move forward' simultaneously, the player character will jump higher into the air than the height of the next step on the stairway, but NOT move forwards on to that next step. So one is stuck on the original step So, how was I on a step in the first place? What you can do is move upwards on any slope beside a set of stairs and gain height that way, and then move 'sideways' on to the stairs at the level you reached on the slope - eg, because the slope beside the stairs is blocked by a wall etc and you can go no further up that and then move sideways on to the stairway - one is then stuck on whichever step you entered the stairway at It's just weird 🙂 But thanks again for the suggestion DQW
CaptainJ03 Posted September 30 Posted September 30 59 minutes ago, DonQuiWho said: Unfortunately, I'm not sure that I was as clear as I might have been about what I see happening. I understood your problem, but I thought my tip would solve it. I don't have the problem, that stairs cannot be navigated while wearing a tight hobble dress, also jumping while moving forward actually gets me forward. (*) Any other mods that modify DDs? Using MO2 with some overwrite shenanigans that doesn't use your edited file, but something it pulls from its sleeve? -- (*) tested that on the stairs near Whiterun gate, and on the wooden staircase in the Drunken Huntsman.
DonQuiWho Posted September 30 Posted September 30 3 hours ago, CaptainJ03 said: I understood your problem, but I thought my tip would solve it. I don't have the problem, that stairs cannot be navigated while wearing a tight hobble dress, also jumping while moving forward actually gets me forward. (*) Any other mods that modify DDs? Using MO2 with some overwrite shenanigans that doesn't use your edited file, but something it pulls from its sleeve? -- (*) tested that on the stairs near Whiterun gate, and on the wooden staircase in the Drunken Huntsman. Thanks, Again 🙂 There is one file in my MO2 set up that could do that. It's in the mod: Devious Devices NG Knee Spreader Bar by 912s4dd (PAR) v1.0 which overwrites DD NG 0.4.3 's SKSE/Plugins/PartialAnimationReplacer.dll I'll try to remove this when I next find a safe spot to do so and let you know if it makes a difference! Ta for persisting! DQW
abcd99 Posted September 30 Posted September 30 (edited) 11 hours ago, RianJuan said: That’s not enough. PartialAnimationReplacer.dll also needs to be recompiled. And there might be something else, I don't know. Where did you get the source of that DLL? Do you know the Github? I compiled things out of this Github (https://github.com/IHateMyKite/DeviousDevicesNG), BTW. I don't see the source code of that DLL over there. Edit: Even the alpha build there only includes DeviousDevices.dll and not PartialAnimationReplacer.dll. So I don't know. Could it be that dll is being phased out? Edited September 30 by abcd99
krzp Posted September 30 Author Posted September 30 No, Partial Animation Replacer is not being phased out. 1.7 support will be added properly in due time (there's already a merged pull request on the main repository), when the modding ecosystem will fully catch up to that new version.
abcd99 Posted September 30 Posted September 30 11 minutes ago, krzp said: No, Partial Animation Replacer is not being phased out. 1.7 support will be added properly in due time (there's already a merged pull request on the main repository), when the modding ecosystem will fully catch up to that new version. Thanks for the clarification. The latest version of Sexlab P+ (2.18.1) has an experimental Skyrim 1.7.x support (still buggy, but at least somewhat stable). So I hope you could add 1.7.x support pretty soon. Thanks! If you don't mind: Could you please point out where the source code for that Partial Animation Replacer DLL? Thanks!
Psalam Posted October 1 Posted October 1 I hate to intrude but I have been led to believe that this is the best place to ask this question. I am a big fan of SLUTS Redux 2. I had asked it's author about a small, but cosmetically interesting, incongruity in the mod. At some points the dispatcher tells the pony girl "I am going to remove your bit". Sadly, given the textures involved currently, it isn't possible to remove the bit without removing the entire bridle. I was wondering if some talented soul here could help with this issue. A couple o things that should be noted before anyone seriously considers this. First, SLUTS Redux 2 is an LE mod and making changes would require working with LE (or doing it with SE and using CAO to convert). Second, this is a strictly cosmetic thing and runs, in one sense at least, contrary to the purpose of the bit in DD. The bit is meant as a gag - which another texture wouldn't function as. In the mod the removal of the bit is temporary - it gets replaced quickly so the spirit is still there. Anyway, TYIA to anyone willing to look at this. Here is where this discussion stands on the SLUTS Redux 2 Thread. 1
MMn3e Posted October 1 Posted October 1 GetInventoryObjectPropertyType` / `GetInventoryObjectPropertyExists` registered in C++ but missing from `zadNativeFunctions.psc` (0.4.3) Environment - Skyrim SE/AE 1.6.1170, SKSE64 2.2.x - Devious Devices NG v0.4.3 - SexLab p+ 2.18.1 Description In DD NG 0.4.3 the DLL registers two native Papyrus functions under the `zadNativeFunctions` class, but the shipped `zadNativeFunctions.psc` does not declare them. This produces a Papyrus binding error at load time. Papyrus log: ``` error: Native static function GetInventoryObjectPropertyType could find no matching static function on linked type zadNativeFunctions. Function will not be bound. ``` Root cause `src/Papyrus.cpp` registers the function in `RegisterFunctions`: ```cpp int GetInventoryObjectPropertyType(RE::StaticFunctionTag*, RE::Actor*, RE::TESObjectARMO*, RE::BSFixedString, RE::BSFixedString) { ... } bool GetInventoryObjectPropertyExists(...) { ... } REGISTERPAPYRUSFUNC(GetInventoryObjectPropertyType, false); // (GetInventoryObjectPropertyExists is defined in C++ but not registered either) ``` But `zadNativeFunctions.psc` only declares the sibling functions: ```papyrus Form Function GetInventoryObjectPropertyObject(...) string Function GetInventoryObjectPropertyString(...) int Function GetInventoryObjectPropertyInt(...) float Function GetInventoryObjectPropertyFloat(...) bool Function GetInventoryObjectPropertyBool(...) ; GetInventoryObjectPropertyType <- MISSING ; GetInventoryObjectPropertyExists <- MISSING ``` Because the function exists in the DLL but not in the `.psc`, any mod compiled against a `zadNativeFunctions.psc` that *does* declare it fails to bind at runtime, logging the error above. Impact Low severity — a single log line; the rest of DD NG works. But it means the function is effectively dead code that can't be used cleanly by dependent mods. Suggested fix Add the missing declarations to `zadNativeFunctions.psc` (and register `GetInventoryObjectPropertyExists` in C++ if it's meant to be public): ```papyrus int Function GetInventoryObjectPropertyType(Actor a_actor, Armor a_armor, string script, string p) global native bool Function GetInventoryObjectPropertyExists(Actor a_actor, Armor a_armor, string script, string p) global native ``` Then recompile the script so the shipped `.pex` matches the DLL.
naaitsab Posted October 1 Posted October 1 6 hours ago, Psalam said: I hate to intrude but I have been led to believe that this is the best place to ask this question. I am a big fan of SLUTS Redux 2. I had asked it's author about a small, but cosmetically interesting, incongruity in the mod. At some points the dispatcher tells the pony girl "I am going to remove your bit". Sadly, given the textures involved currently, it isn't possible to remove the bit without removing the entire bridle. I was wondering if some talented soul here could help with this issue. A couple o things that should be noted before anyone seriously considers this. First, SLUTS Redux 2 is an LE mod and making changes would require working with LE (or doing it with SE and using CAO to convert). Second, this is a strictly cosmetic thing and runs, in one sense at least, contrary to the purpose of the bit in DD. The bit is meant as a gag - which another texture wouldn't function as. In the mod the removal of the bit is temporary - it gets replaced quickly so the spirit is still there. Anyway, TYIA to anyone willing to look at this. Here is where this discussion stands on the SLUTS Redux 2 Thread. If I understand it correctly. You are trying to modify the bridle to remove the bit part? The bridle nif needs to be modified to remove the bit itself. This can quite easily be done from 'Outfitstudio' by using the mask feature. It would also need a modification to remove the 'zad_deviceGag' keyword from the item. Otherwise it will trigger the gag system of DD. Both would require to use a custom armor addon and armor in the mod itself. Haven't touched LE in years so not sure if that mod currently already uses custom armor objects. Or did I misread your question? 1
Icetoseeyouu Posted October 1 Posted October 1 I'll ask again since my post seems to have been passed over, but that's ok. I tried to use Pandora, Nemesis and FNIS to generate the animation for Devious Devices NG, and they work, that's not a problem. What doesn't work is the fact that NPC can still go about their daily routine like sweeping the floor or eating bread while fully bound and gagged, and i believe it is not normal behavior. So once again, i ask respectfully if someone have any pointer on what i am doing wrong?
Miauzi Posted October 1 Posted October 1 Vor 6 Minuten schrieb Icetoseeyouu: Ich frage noch einmal nach, da mein Beitrag anscheinend übersehen wurde, aber das ist in Ordnung. Ich habe versucht, mit Pandora, Nemesis und FNIS die Animation für Devious Devices NG zu generieren, und sie funktionieren, das ist kein Problem. Was nicht funktioniert, ist die Tatsache, dass NPCs, obwohl sie vollständig gefesselt und geknebelt sind, immer noch ihren Alltag bestreiten können, wie zum Beispiel den Boden fegen oder Brot essen, und ich glaube nicht, dass dies normales Verhalten ist. Deshalb frage ich nochmals respektvoll, ob jemand einen Hinweis darauf hat, was ich falsch mache? The way I see it: - Actually, all that stuff was designed for the player, not for NPCs... for NPCs, it often just serves as a "costume"—altering the behavioral AI of standard NPCs could potentially break the entire system. - However, you *can* restrict additional NPCs (i.e., those added via mods) independently of the base game, since the mod author can define the behavioral AI themselves in those cases.
Icetoseeyouu Posted October 1 Posted October 1 4 minutes ago, Miauzi said: The way I see it: - Actually, all that stuff was designed for the player, not for NPCs... for NPCs, it often just serves as a "costume"—altering the behavioral AI of standard NPCs could potentially break the entire system. - However, you *can* restrict additional NPCs (i.e., those added via mods) independently of the base game, since the mod author can define the behavioral AI themselves in those cases. Maybe you're right, but i do believe the intended behavior was to block the normal routine once tied up. Also i can put npc in bondage furnitures, and they won't be able to move. I swear a few months ago, it used to work fine actually, to the point NPC couldn't even get to bed because the restraints were preventing them, but then it suddenly stopped working.
naaitsab Posted October 1 Posted October 1 20 minutes ago, Icetoseeyouu said: I'll ask again since my post seems to have been passed over, but that's ok. I tried to use Pandora, Nemesis and FNIS to generate the animation for Devious Devices NG, and they work, that's not a problem. What doesn't work is the fact that NPC can still go about their daily routine like sweeping the floor or eating bread while fully bound and gagged, and i believe it is not normal behavior. So once again, i ask respectfully if someone have any pointer on what i am doing wrong? NPC's use packages with different priorities. DD has always had some compatibility issues with NPC's. If a mod has a higher priority package than something DD 'activates' on the NPC then their normal package will play. It's built for an older version of NG but you could try the update file for this mod see if it works for you. 2
HereBeTentacles Posted October 1 Posted October 1 8 hours ago, Psalam said: I hate to intrude but I have been led to believe that this is the best place to ask this question. I am a big fan of SLUTS Redux 2. I had asked it's author about a small, but cosmetically interesting, incongruity in the mod. At some points the dispatcher tells the pony girl "I am going to remove your bit". Sadly, given the textures involved currently, it isn't possible to remove the bit without removing the entire bridle. I was wondering if some talented soul here could help with this issue. A couple o things that should be noted before anyone seriously considers this. First, SLUTS Redux 2 is an LE mod and making changes would require working with LE (or doing it with SE and using CAO to convert). Second, this is a strictly cosmetic thing and runs, in one sense at least, contrary to the purpose of the bit in DD. The bit is meant as a gag - which another texture wouldn't function as. In the mod the removal of the bit is temporary - it gets replaced quickly so the spirit is still there. Anyway, TYIA to anyone willing to look at this. Here is where this discussion stands on the SLUTS Redux 2 Thread. It has been done. Peep the original thread. 1
Icetoseeyouu Posted October 1 Posted October 1 (edited) 1 hour ago, naaitsab said: NPC's use packages with different priorities. DD has always had some compatibility issues with NPC's. If a mod has a higher priority package than something DD 'activates' on the NPC then their normal package will play. It's built for an older version of NG but you could try the update file for this mod see if it works for you. Ah, thanks a lot! I had the version 0.6 but i didn't see there was a version 0.7. It work somewhat better, NPC still go into their regular AI package but less than before so i consider that a win. Thanks! Edited October 1 by Icetoseeyouu 1
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