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Devious Devices NG


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Posted
15 minutes ago, namelessfellow said:

That's probably an Open Animation Replacer issue, not FNIS one. Do you have the former installed?

You're right I had forgotten to install that one. Thanks a lot

Posted (edited)

Silly old me decided to clear the cache from AppData and ProgramData since my space was running out, and I broke many, many things.

I fixed most of it, but Skyrim won't launch with v0.4.1 of DDNG anymore, and the crashlog specifically points at DDNG:
 

Unhandled native exception occurred at 0x7FFACE0CCF7B (DeviousDevices.dll+10CF7B) on thread 7120!

v0.4.0 works just fine. Tried reinstalling NVIDIA drivers, .NET Framework, Visual C++ Redistributable and DirectX, none of it worked.

There's also this specific system .dll I saw in both Windows Event Viewer and .NET Script Framework crashlog:

Probable callstack
{
  [0]   0x7FFACE0CCF7B     (DeviousDevices.dll+10CF7B)    
  [1]   0x51786FF890                                      
  [2]   0x7FFB5ACDFDE6     (ucrtbase.dll+FDE6)            
}


Any clues? The game launched fine after I cleared the cache, but it stopped after restarting my PC. There was also a Windows update, but not sure if it's related. Every other .dll works fine.

Edit: I think I fixed it? Finally after like 12 hours? While reinstalling a 600+ load order, I managed to launch the game with the latest DDNG. Then, I enabled a few mods and it stopped working, same as before. Then, I disabled Deviously Vanilla and suddenly, it launches without any issues. Not the first and not the second time I am experiencing issues with that mod. 

Edited by namelessfellow
Posted
On 5/22/2025 at 3:34 AM, Frayed said:

 

1. No, how it works is that the min/max settings in the MCM define the range of minimum time you need to hold a button down, i.e. if you set min=0 and max=5, each button gets assigned a time X between 0 and 5 seconds it needs to be held, but holding it longer than X is also fine. The idea was that your character needs some minimum amount of time messing with the restraints to progress towards freeing themselves, and this time may vary for each step.

I can see how you could conclude it worked the way you describe, though. I should probably make that a little clearer.
 

2. I'm guessing this is due to the misconception in 1., since if it rolled the max time and you're trying to stay below that you'd always miss it. In case it isn't and you get another situation where you think you're getting stuck, turn on logging in the DD MCM and it'll log a bunch of things about the minigame to your papyrus logs. Then just post that log here or send it to me and I'll see if I can find any issues.

 

 

I'll need a bit more information. Did the minigame start properly i.e. do the tutorial messages pop up when you select the "struggle" escape option from a contraption and then pressing buttons does nothing, or do the messages not appear either?

 

If it's the latter, I found out recently that there are a few mods that ship their own contraptions objects that use DD's contraption script, but currently the minigame will not work on those because they're won't have the variable pointing to the minigame set on them. I'm working on a fix for that for next DD NG version which should make them compatible again. You should still be able to just get to the contraption menu and use the "pick lock" or "break device" options to escape, though.

Ater tap struggle,nothing shows up,including the turorial,but later I reinstall all mod in a new save,it works normally again.Thanks for the replying!

Posted (edited)
On 5/22/2025 at 11:10 AM, Frayed said:

 

Actually (struggle minigame technique spoiler):

  Reveal hidden contents

there's an audio cue you can use, and then there's no guesswork involved for the timing 😉

 

Actually, the minigame isn't nearly as random as it might first appear. There's a few nuances to it that I intentionally left unexplained (though the changelog sort of spoils a few), because they're intended for players to figure out themselves - you can play it without knowing them, but you can learn them if you pay attention and actually get good at the minigame that way. 

 

 

I got another question on contraptions:

 

Is escalation chance really dependent on on critical fails? Because I set Crit fails to 1% but Escalation to 35% (initially because I misread the tooltip) and max actions due to escalation to 16 (11 above the initial of 5 actions required). And the last I placed myself on a contraption I hit 10 actions required to free myself, which would imply that not only did I hit the 1 in 100 chance to crit fail more than 5 times when attempting to struggle, but got escalation on each of those crit fails.  Now, I am not saying that it's impossible to get 5 or more crit fails in so little attempts, but the math seems sus to me. Does escalation chance effect crit fail chance?

Edited by Seph64
Posted
8 hours ago, Seph64 said:

I got another question on contraptions:

 

Is escalation chance really dependent on on critical fails? Because I set Crit fails to 1% but Escalation to 35% (initially because I misread the tooltip) and max actions due to escalation to 16 (11 above the initial of 5 actions required). And the last I placed myself on a contraption I hit 10 actions required to free myself, which would imply that not only did I hit the 1 in 100 chance to crit fail more than 5 times when attempting to struggle, but got escalation on each of those crit fails.  Now, I am not saying that it's impossible to get 5 or more crit fails in so little attempts, but the math seems sus to me. Does escalation chance effect crit fail chance?

 

Escalation is a % chance of each crit fail, yes. Those number do seem a little bit sus, but there is one way in which it could've happened quite easily (another semi-intentionally hidden devious detail, though maybe I should actually put this in the instructions somewhere):

Spoiler

If you fail an input while a DD vibration event is playing (and base crit fail chance is not 0), the crit fail chance is increased, currently by 10% + half of arousal, which is always a fairly significant increase.

 

Also, wrong input during a DD orgasm event is an instant crit fail, but that one has its own notifications and actually interrupts the game briefly, so that one should be obvious.

 

Dunno if that applied to your particular case though.

Posted
On 3/24/2025 at 11:30 PM, tanukiexe said:

hello this is just in case ur like me and cant run neither Devious Devices NG v0.3.7.7 or Devious Devices NG v0.4.0.7 swap the dll from 2.9.7 to the one u want to use and it should work then i dont use armour variant just in case cause that crashed my game as well hope this helps if somebody needs it

 

Hello! Just to bump this a bit - 

 

This works - but I discovered a different way if you're uncomfortable ripping files apart to fix things. The alternate version of this (IF YOU'RE USING VORTEX) is:
Go to the the manage rules area at the top of vortex then earch for Devious Devices < - > DDNG. Then hit 'conflict files' - it'll pull a list of what's conflicting. Ignore the list and just scroll to the bottom, hit 'edit individual files' that should be orange. In the search bar at the top of the list of conflicts, search for the '.dll' file and switch that to DD NG. Save. Exit. DEPLOY MODS AGAIN. Hit the button to launch game. HOPEFULLY profit. Happy Devious Desiring. 

Posted

I am trying to figure out why the new Extreme Hoods aren't working. The only thing visible is the blindfold part. Other parts are invisible. (I built everything that appears in bodyslide).

Posted

Does anyone know how I could set a device to always be hidden? In DD 5.2 I was always able to set items to hide from slot 41 - Long Hair and that would make them always hidden even when nude, but using DD NG for the first time and that no longer seems to work. 

Posted

Can't get a script to compile. This is the code and the error. Been through the CK INI files. Found missing things like MCM, RaceMenu, MfgFix, etc. source files. Not sure what else I'm missing.

It's for an Alternate Perspective DD & UD start mod.

 

[General]
bAllowMultipleMasterLoads=1

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"
sCompilerFolder = "Papyrus Compiler\"
iMaxAllocatedMemoryBytes = 76800
sPerforceWorkspace=
sPerforceUsername=
sDLCPrefix=

[MESSAGES]
bBlockMessageBoxes=1

[Archive]

 

Starting 1 compile threads for 1 files...
Compiling "QF_AP_UD_InTheMidden_Chair_00000800"...
...Data\Scripts\Source\sslBaseExpression.psc(437,48): GetFaceItems is not a function or does not exist
...Data\Scripts\Source\sslThreadModel.psc(691,23): DisableOrgasm is not a function or does not exist
...Data\Scripts\Source\sslThreadModel.psc(696,29): IsOrgasmAllowed is not a function or does not exist
...Data\Scripts\Source\sslThreadModel.psc(700,29): NeedsOrgasm is not a function or does not exist
...Data\Scripts\Source\sslThreadModel.psc(705,23): DoOrgasm is not a function or does not exist
...Data\Scripts\Source\SexLabFramework.psc(1715,37): ForceOpenMouth is not a property on script sslactoralias or one of its parents
...Data\Scripts\Source\SexLabFramework.psc(1715,14): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\SexLabFramework.psc(1735,37): ForceOpenMouth is not a property on script sslactoralias or one of its parents
...Data\Scripts\Source\SexLabFramework.psc(1735,14): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\zadInterfaceVRIK.psc(7,29): cannot convert to unknown type _vrikaction_qust_mcm
...Data\Scripts\Source\zadInterfaceVRIK.psc(7,29): cannot cast a quest to a _vrikaction_qust_mcm, types are incompatible
...Data\Scripts\Source\zadInterfaceVRIK.psc(7,54): _vrikaction_qust_mcm is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(7,16): unknown type vrikactions
...Data\Scripts\Source\zadInterfaceVRIK.psc(8,9): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(8,8): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\zadInterfaceVRIK.psc(9,9): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(9,8): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\zadInterfaceVRIK.psc(10,9): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(10,8): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\zadInterfaceVRIK.psc(11,9): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(11,8): type mismatch while assigning to a none (cast missing or types unrelated)
...Data\Scripts\Source\zadInterfaceVRIK.psc(12,9): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,15): cannot convert to unknown type _vrikaction_qust_mcm
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,15): cannot cast a quest to a _vrikaction_qust_mcm, types are incompatible
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,40): _vrikaction_qust_mcm is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,56): cannot cast a none to a vrikactions, types are incompatible
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,72): vrikactions is not a known user-defined type
...Data\Scripts\Source\zadInterfaceVRIK.psc(17,71): type mismatch while assigning to a none (cast missing or types unrelated)
No output generated for QF_AP_UD_InTheMidden_Chair_00000800, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_AP_UD_InTheMidden_Chair_00000800


 

zadcLibs clib = Game.GetFormFromFile( 0x0022FD, "Devious Devices - Contraptions.esm" ) as zadcLibs
ObjectReference fDevice = clib.BobTheBuilder( clib.zadc_BondageChair )
Utility.Wait(0.5)
clib.LockActor( Player, fDevice, OverridePose=None )

 

Posted (edited)
12 minutes ago, jbezorg said:

Not sure what else I'm missing.

At a glance you're missing sources from Sexlab (check if you've got the latest src's) and VRIK Actions

Edited by krzp
Posted

Are there any mod or a method within DD itself where I can change the conditions of the various equipment?

 

For example, is there a way to change the Shield Lockout Timer? Or change if this item is completely locked except to struggle out of. Or perhaps make some item impervious to anything but cutting i.e. no struggle or lock picking.

Posted

certain devices appear invisible for me, like ballgag without harness. my character has her mouth open, but no gag is visible. does anyone have anything similar happen to them?

Posted
9 hours ago, Bane Master said:

I've just jumped this hurdle - you'll also need the base mod VRIK Player Avatar to support VRIK Actions.

I like this handy little tool to keep the source hunting to minimum: https://github.com/IHateMyKite/PapyrusSourceHeadliner

It creates 'stubs' from whatever source files you'll feed to it, which helps not to search for any additional sources from pre-reqs 😊

 

ihatemykite also has a handy repository of already stubbed scripts that are needed to compile anything NG-related.  

Posted
14 hours ago, krzp said:

At a glance you're missing sources from Sexlab (check if you've got the latest src's) and VRIK Actions

 

9 hours ago, Bane Master said:

 

 

 

I've just jumped this hurdle - you'll also need the base mod VRIK Player Avatar to support VRIK Actions.


Thanks. Got everything sorted.

I also decided to create a symbolic link between /Source/Scripts/ & /Scripts/Source/ w/in the SSE game directory that MO2 picked up on.

Posted
On 2025/5/19 at AM12点58分, loonetrooper said:

新的长手套/连指手套不会像原来的爪子手套那样阻止施法等。

I also encountered the same problem, and gags can't prevent the use of dragon shouts.

Posted

I cant get DDNG to work with UD 3.0. The only devices that have UD mechanics are the Abadon restraints, all the normal non UD restraints are still using the wonky DD mechanics. Additionally, UD isn't updating the Debug list, dont have any restraints equipped, but it says on debug that i have a gas mask and nipple piercings on, despite not having them.

Posted
9 hours ago, jbezorg said:

 


Thanks. Got everything sorted.

I also decided to create a symbolic link between /Source/Scripts/ & /Scripts/Source/ w/in the SSE game directory that MO2 picked up on.

I've made a Powershell script to loop trough all the mod folders in MO2, and if it finds the old standard (../Scripts/Source) it converts them to the new standard (../Source/Scripts). Not sure why they changed it, but it's done on an early version of the CK 1.6 so it's been like this for quite some while. So seems better to move forward than to cling to old standards.

 

If I find some spare time might look into creating a MO2 plugin that does this on install of the mod, bit like the BSA plugin. But that's in Python and not my favourite code language. But at least it's not Pascal used in xEdit

Posted
30 minutes ago, naaitsab said:

I've made a Powershell script to loop trough all the mod folders in MO2, and if it finds the old standard (../Scripts/Source) it converts them to the new standard (../Source/Scripts). Not sure why they changed it, but it's done on an early version of the CK 1.6 so it's been like this for quite some while. So seems better to move forward than to cling to old standards.

 

If I find some spare time might look into creating a MO2 plugin that does this on install of the mod, bit like the BSA plugin. But that's in Python and not my favourite code language. But at least it's not Pascal used in xEdit

Once again you post misinformation regarding the scripts location.

The correct place for the scripts source is in ../Scripts/Source. This is not the 'old standard' as it is the same place where FO4 and Starfield puts them.

Posted

Has the issue about plugins automatically being removed for sex been resolved? I've looked around for a patch, maybe I missed it, so I'm asking now. This was made automatic in the original DD and was, in my opinion, a mistake because it messes with other mods. I understand it being a default setting, but there should be toggles - one for vaginal and one for anal - so the user can adjust the setting based on other mods in their load order. Or just their own preference. 

Thank you.

 

Posted

Hello, I have problem with bodyslide,

When i build the body and devicess i always end up with badly created bodyslide as shown on screen. IDK what im doing wrong, if im using wrong body or what... Im using CBBE 3BA (3BBB) body from nexus uploaded by Acro748 but still i have this problem... Im building armor and body in bodyslide with the build morph check on, cuz i play with more than one character and they are looking different from each other.  image.jpeg.913757f0269ee26e71eeea08ce9ed54c.jpeg 

 

Can somebody help my with some advices? Thank you all

Posted
10 hours ago, Inte said:

Once again you post misinformation regarding the scripts location.

The correct place for the scripts source is in ../Scripts/Source. This is not the 'old standard' as it is the same place where FO4 and Starfield puts them.

Let me once again answer the same. The Skyrim SE 64bit Creation Kit, shipped from 2016 onwards. Places the scripts by default in ../Source/Scripts out of the box. As the latest build of the CK 64bit 1.6.1378 bundled with Skyrim SE/AE still places scripts in that directory, so that is the default used by Bethesda for Skyrim SE. Unless you modify the CK ini config, by using the parameter "sScriptSourceFolder" or use a patched exe and change that config. And last I checked we where disusing Skyrim SE, not LE, Starfield or FO4. So unless a new update of the Skyrim 64bit CK changes it's default paths out of the box on a new game install, it indeed is the new(er) standard compared to Skyrim LE. It might not be to your liking but that is irrelevant in discussing a how it's shipped by the developer.

 

So if you could stop spreading misinformation when discussing the Skyrim SE/AE CK, that would be great.

 

2 hours ago, Seeker999 said:

Has the issue about plugins automatically being removed for sex been resolved? I've looked around for a patch, maybe I missed it, so I'm asking now. This was made automatic in the original DD and was, in my opinion, a mistake because it messes with other mods. I understand it being a default setting, but there should be toggles - one for vaginal and one for anal - so the user can adjust the setting based on other mods in their load order. Or just their own preference. 

Thank you.

 

If you have one of the latest builds it should hide the item instead of unequip it. So it should only be a visual thing not mess with any attached scripts/keywords. The newer builds also ship with a better device filter script that makes it a bit less crude. So that could also help.

Posted (edited)

The crotchlessharnessBody NIF and OSD files seem to be missing for "Devious Devices NG\CalienteTools\BodySlide\ShapeData\DeviousDevices - 3BA"

Is there a resource file I can download?

crotchlessharnessBodync also

Edited by jbezorg
Posted
22 minutes ago, jbezorg said:

The crotchlessharnessBody NIF and OSD files seem to be missing for "Devious Devices NG\CalienteTools\BodySlide\ShapeData\DeviousDevices - 3BA"

Is there a resource file I can download?

crotchlessharnessBodync also

 

You can use the ones shipped in the SE version of DD 5.2. And let NG overwrite any files, so if they are modified by NG BS will build that version.

Not all 5.2 BS files are included in NG to keep filesize down. One of the caveats of not having a full repack/release I guess.

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