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Devious Devices NG


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Posted

Ended up running into a new issue I don't think I've seen before and it's about my lack of... fingers. Entirely.

Ended up getting stuck in mittens and after an unfortunate amount of time, I finally got them off. But off came my hands with them. All first person instances of my hands are totally botched, putting them back on, reloading, nothing seems to be fixing it.

 

It's fine in third person, but first person looks awful now. Any ideas? I've made a chunky bit of progress since getting mitten'd and would prefer not to reload, though I can if need be.
image.thumb.png.40bac51ca28e3b83f1cc81d317a96183.png

Posted
On 9/3/2025 at 10:57 PM, UnEvenSteven said:

That'd probably be the best way to start with a revamp, using a QTE event to remove randomness, but it could have more depth so escaping devices wouldn't seem trivial. 

 

 

 

Just an idea, it might stepping on the toes of Unforgiving Devices a lot, though.
 

 

 

Thanks for the ideas. Might need some game-ready checks. For example don't know if something like StorageUtil can track an individual inventory item persistently, so it can have a 'dull' level assigned to it.  Going to add some of the flows into a flow chart. See what comes of it. IHMK is game with any changes that are similar to UD. The goal is not to create a UD clone but taking inspiration or reusing some parts of it is fine.

 

If we are going to use QTE it will always be possible to switch those off. As we are aware not everyone likes them and we'd like to keep DD inclusive for people with disabilities. This might fit well in the 'brute force' category or a 'technical' escape?

Posted (edited)

I'm not sure which update implemented this, guessing with the extreme hoods. When I equip a hood (any devious hood), it gives an audio effect that muffles the game sounds, like a constant rumbling noise. I know it makes sense for that to happen with the extreme hoods of course, but it happens with all of them. Either way, I don't like the effect at all and I'm hoping there's something I can do on my end to remove that effect (from all hoods). If someone could give me a step by step of what to do, that would be very much appreciated. 
Thank you

Edited by slatemissin
  • 2 weeks later...
Posted (edited)

Hello!

I have been using DD + NG latest for quite some time. I am happy with the quality/animations, and I have integrated on all the major Wabbajack modlists I played with great success. 

 

But, there is a but. While If I apply the DD on my main character, I get 100% effectiveness (locking and animations), I have had some mix results on applying on female NPCs. I know there are quite many parameters in play, but no matter what the modlist I am using, I end up always with some head scratching. 

 

For instance, if I have Diary of Mine, I always have a failure on applying 90% of the DD for the locking behavior. I have tried using some utilities to "add gear" to the NPC, with very mixed results. The dialogue with the NPC to "I decide what you wear" would fail as well.

 

So, I have been wondering if there is a patch out there that would guarantee the "locking" behavior of DD --or if there are some parameters to change?.

 

I want to repeat the issue, I apply the "shaker/cuffs" for instance, and the NPC is still free (and there is no clicking sound like for many items on DD) and while the item appears to be "equipped" is actually not visible. I give you an example of a very successful patch released for this goal - Ostim path for DD. Once the patch was released, OStim standalone animations do respect the DD locking status.

 

If anyone has had the same issue and/or a solution, please let me know. 

 

Many thanks!

Edited by SkyrimOne
Posted

hi, when cuffs/yokes are equipped, i get female walking animations on males. it's very funny but a bit ridiculous.

 

I thought this was due to OAR sexy move, but OAR sexy moves doesn't trigger on males when they have a yoke/cuffs. so I think it must be DD NG

 

Thanks in advance if you have any tips to solve males walking sexily when they are cuffed.

 

 

Posted
21 hours ago, SkyrimOne said:

If anyone has had the same issue and/or a solution, please let me know. 

Double make sure all DD items are built properly in Bodyslide and to the correct game path, also posting a log couldn't hurt.

 

11 hours ago, Fraying9981 said:

Thanks in advance if you have any tips to solve males walking sexily when they are cuffed.

OAR has functionality to monitor which animation is being played at any given time, I suggest approaching from there and checking the conditions and priorities for them.

Posted (edited)
On 9/15/2025 at 6:44 PM, SkyrimOne said:

Hello!

I have been using DD + NG latest for quite some time. I am happy with the quality/animations, and I have integrated on all the major Wabbajack modlists I played with great success. 

 

But, there is a but. While If I apply the DD on my main character, I get 100% effectiveness (locking and animations), I have had some mix results on applying on female NPCs. I know there are quite many parameters in play, but no matter what the modlist I am using, I end up always with some head scratching. 

 

For instance, if I have Diary of Mine, I always have a failure on applying 90% of the DD for the locking behavior. I have tried using some utilities to "add gear" to the NPC, with very mixed results. The dialogue with the NPC to "I decide what you wear" would fail as well.

 

So, I have been wondering if there is a patch out there that would guarantee the "locking" behavior of DD --or if there are some parameters to change?.

 

I want to repeat the issue, I apply the "shaker/cuffs" for instance, and the NPC is still free (and there is no clicking sound like for many items on DD) and while the item appears to be "equipped" is actually not visible. I give you an example of a very successful patch released for this goal - Ostim path for DD. Once the patch was released, OStim standalone animations do respect the DD locking status.

 

If anyone has had the same issue and/or a solution, please let me know. 

 

Many thanks!

 

I was having similaR problems

 

DOM seems to have added its 'own' equipment after taking off dependency on ZAZ and IIRC, TAK says somewhere in the intor page that as far as use of DDs goes, we're on our own

 

The sort of thing that I was seeing was that if I added a DD Steel Yoke, it was instantly replaced by a WORN wooden one, but both appeared in the inventory.  The coNsole shows the DOM one as coming from DOM itself.  But on taking away the wooden one, the DD one would become visible, but shortly after get replaced again by the DOM one again.  I NOW have a collection of those... 😊

 

Now, to be totally fair, I pointed out to TAK that I was getting duplication of 'his' restraints and any ZAZ ones that I was telling slaves to wear - those were where I first saw the issue - and he said that he would, and in 7.9.5 has, added some toggles on the settings pages.  Think most of these are on the Animations and one, I think, on the Equipment list.

 

I was trying them out last night, and so far the DD item has not been 'automatically' replaced yet, and that includes on cell changes etc.  (Not sure about 'locking' as TBH I had never even thought about that!).  I was going to check if this was consistent behaviour with a set of ZAZ items and see what happens with them - things added by additemmenu in particular, as they are not in the present ZAZ crafting mods - before I added any feedback on the DOM thread

 

You should try fiddling about with the settings - assuming that you are using 7.9.5 - and see what happens

 

Hope that helps

 

DQW

Edited by DonQuiWho
Posted
2 hours ago, Taki17 said:

Double make sure all DD items are built properly in Bodyslide and to the correct game path, also posting a log couldn't hurt.

 

OAR has functionality to monitor which animation is being played at any given time, I suggest approaching from there and checking the conditions and priorities for them.

 Thanks for the feedback. As I mentioned, the DD devices work 100% for the player. The issue I was reporting is I have mixed behavior when I apply them to female NPCs. Some NPCs do get locked, other don't. And it is not for all items. The dresses like the boxbinder outfits work 99% on NPCs. The Elbow shackler does not work most of the time, only on the main PC char. So to repeat the process and the issue, I am trying to "enslave" an NPCs and having fun making them wear DD stuff. I use Diary of Mine, and both with the dialog the other "wearing" tools, I get to move the DD item, which will not lock and do not show on the NPC. Last point, I have the Follower Slavery mod, and sometime my followers get enslaved. And they come back to me in a full DD costume set -- in that scenario it works 100%.. Confusing? Yes, I am. I do not know why it does not work when I do dress up my NPCs, but it works in auto by other tools. (also I tested with Slaverun and it does work ok).

 

Posted
2 minutes ago, DonQuiWho said:

 

I was having similaR problems

 

DOM seems to have added its 'own' equipment after taking off dependency on ZAZ and IIRC, TAK says somewhere in the intor page that as far as use of DDs goes, we're on our own

 

The sort of thing that I was seeing was that if I added a DD Steel Yoke, it was instantly replaced by a WORN wooden one, but both appeared in the inventory.  The coNsole shows the DOM one as coming from DOM itself.  But on taking away the wooden one, the DD one would become visible, but shortly after get replaced again by the DOM one again.  I NOW have a collection of those... 😊

 

Now, to be totally fair, I pointed out to TAK that I was getting duplication of 'his' restraints and any ZAZ ones that I was telling slaves to wear - those were where I first saw the issue - and he said that he would, and in 7.9.5 has, added some toggles on the settings pages.  Think most of these are on the Animations and one, I think, on the Equipment list.

 

I was trying them out last night, and so far the DD item has not been 'automatically' replaced yet, and that includes on cell changes etc.  I was going to check if this was consistent behaviour with a set of ZAZ items and see what happens with them - things added by additemmenu in particular, as they are not in the present ZAZ crafting mods - before I added any feedback on the DOM thread

 

You should try fiddling about with the settings - assuming that you are using 7.9.5 - and see what happens

 

Hope that helps

 

DQW

Thanks! I am glad I am in good company... Let me know if there is a solution to this puzzle :)

 

Posted

Moving on to a different subject, does anyone know of any patch, anywhere, that can get rid of those accursed gas masks?  You know, the ones which look like they wandered into the game when Dr Who and the Tardis landed in Skyrim's DD NG factory after the 'Empty Child' episode

 

I would be ever so grateful to know if such a thing exists

 

TIA for any help that might be offered

 

DQW

 

Empty Child.jpeg

Posted
5 hours ago, SkyrimOne said:

Thanks! I am glad I am in good company... Let me know if there is a solution to this puzzle :)

 

 

Best we now take this to the DOM thread?  I've opened up a query there, referring back to this, that you're more than welcome to add to!

 

☺️

 

DQW

Posted (edited)
On 8/7/2025 at 1:20 AM, naaitsab said:

If the original author provides permission we can include it. If you want it added you could always ask if they will allow it.

Hi? me again. if you recalled, i was begging to add the reverse prayer boxbinder from Devious Device Equip mod on the 6th August 2025.

 

Yeah, the author Inte had finally replied and said he/she has no problem to adding their DDe boxbinder to NG.

 

Can't wait to see them in the update if all goes well.

permitted.PNG

Edited by flim
updating detail
Posted
On 9/16/2025 at 7:28 PM, SkyrimOne said:

Thanks! I am glad I am in good company... Let me know if there is a solution to this puzzle :)

 

 

Have a look at the DOM thread and see where else I got to,  Basically, everything I tried worked OK, except the Heavy Duty (2 keys) yoke, and then only if yopu removed it without having the necessary keys.  Weird stuff ..... 🙄

Posted (edited)

can someone tell me what I can do?
I have ctd always with any random animation, when I have ng enabled.
as soon as my character finishes an animation 
I am eating or reading a book, as soon as the animation ends the game closes and I always get the error "IdleForceDefaultState"

 

-I disabled some interaction mods for test, but I noticed that when a sexual interaction ends the game also close and the same error appears

 

already tried to do only with FNIs and only pandora and both together I have the error

Edited by Lilith Valentine
Posted

I was tied up in a chian animation where my characters hands were bound and she was suspended from a chain from the ceiling. The animation got interrupted and I think something in the script got stuck. Now, whenever I try to use any crafting bench, my character immediately stands back up. I see the following entry in the papyrus logs:

[09/21/2025 - 08:38:18PM] [Zad]: [ObjectReference < (0010D3D7)>] contains blocked keyword [Keyword <CraftingSmithingSharpeningWheel (00088108)>]. Not OnSitting.

Is there some way to nudge the script to realize that I'm no longer bound? Maybe some way to trigger the animation and re-trigger it again, or a debug command in the MCM or something?

Posted

I'm having some troubles with DD on my Male character, some devices work, some don't, other it said to work but don't show up (like the chastity belt). I'm really confused, i did do a Batch Build on bodyslider but still some don't work. How make devices are supported on male bodies? Like this is what happens with this devices (Using the Self-bind from DDEquip) i really don't get it or is just that the majority is not supported to male characters?

devices.PNG

result.PNG

Posted

I just found this and got installed to try out, but now i have a small problem that my character now only walks with i think blindfold animation? hands out in front and im not sure how i go to make it stop, I hiden the line asForceWalkKeywords = zadNG_EffectWalk in the ini file but im not sure if thats the cause.  Any advice to help would be much appreceiated thanks :)

Posted
7 hours ago, Sarionte said:

I'm having some troubles with DD on my Male character, some devices work, some don't, other it said to work but don't show up (like the chastity belt). I'm really confused, i did do a Batch Build on bodyslider but still some don't work. How make devices are supported on male bodies? Like this is what happens with this devices (Using the Self-bind from DDEquip) i really don't get it or is just that the majority is not supported to male characters?

devices.PNG

result.PNG


Did you install DD for Him in the DD 5.2 fomod?
That needs to be done in addition to selecting DD for Him in DD NG.


There are no bodyslides for the male stuff. it fits the SOS body (Or TNG with the SOS body) and that's it.

So if things aren't showing, you're likely missing the DD for Him BSA.

Posted
9 hours ago, zarantha said:


Did you install DD for Him in the DD 5.2 fomod?
That needs to be done in addition to selecting DD for Him in DD NG.


There are no bodyslides for the male stuff. it fits the SOS body (Or TNG with the SOS body) and that's it.

So if things aren't showing, you're likely missing the DD for Him BSA.

Yes, i did but still some of the stuff don't work. I don't know if is like stuff from DDe or from another mod but still they don't show up.

Posted

hi i have an issue, the black oil face mask specifically is invisible for me on all characters, but not the other colors of the same item. not sure why this is. 

Posted (edited)

whenever a  plug equip  it's floating in air toward the ground it happen to any plug that try to equip to my character 

Edited by mr wolf
Posted

Im having an issue

 

With Boxbinder Outfit

 

when attempting to unlock it, it says requires multiple keys.

Dont remember it needing more than a restraint key so looked it up in TESedit an it says the key is a restraint key.

 

Im on DDNG .40, so I am aware the new one is .41

 

Any idea's?

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