shrtjsrtj Posted November 29, 2025 Posted November 29, 2025 4 hours ago, naaitsab said: On the DDNG Discord @Frayed has posted a test build of a revamp of the system to try out. Whilst not perfect does make it a less annoying system. For those of us not on Discord, how does it work?
naaitsab Posted November 29, 2025 Posted November 29, 2025 2 hours ago, shrtjsrtj said: For those of us not on Discord, how does it work? The main changes make it less annoying especially during combat, make the anims skippable. Adds a few new idles and the idles will no longer break contraption idles. 1
jbezorg Posted November 29, 2025 Posted November 29, 2025 7 hours ago, naaitsab said: On the DDNG Discord @Frayed has posted a test build of a revamp of the system to try out. Whilst not perfect does make it a less annoying system. I've added a tweak a while ago that does allow vibrations to fire when in furniture and lock the actor as it can bypass the "IsValidActor" checks. Think it's called LockActorV2 Cool. I'm working on some extensions to the AP In the Midden scenarios so I can't upgrade now but I'll take a look at "LockActorV2" and see if I can work it into what I have. function lockInCDevice( Actor akTarget, ObjectReference akDevice ) ; DDNG if main.zadConf.libs.IsVibrating( akTarget ) main.zadConf.libs.StopVibrating( akTarget ) Utility.Wait(0.25) endIf ; SexLab sslThreadController rThread = ThreadSlot.GetActorController( akTarget ) if rThread Int iSanity = 50 ; 2.5 seconds while rThread.GetState() != "Locked" && iSanity > 0 iSanity -= 1 Utility.Wait(0.05) endWhile rThread.EndAnimation( True ) endIf main.zadConf.clibs.LockActor( akTarget, akDevice, OverridePose=None ) endFunction
pangxie250 Posted November 29, 2025 Posted November 29, 2025 10 hours ago, Taki17 said: 是的,就是它上面那一行…… Thank you so much. This problem has been bothering me for a long time.Can I talk while wearing the gag? It seems only child NPCs can understand me. Is there any pattern to this?
redrootcat Posted November 30, 2025 Posted November 30, 2025 After equipping the bondage mittens, I couldn't pick up the key, and it didn't drop on the ground either. The quest-given key disappeared, making it impossible to progress the quest. In version 5.2, the key would drop on the ground and could be picked up again. Was this behavior intentionally changed in NG?
CaptainJ03 Posted November 30, 2025 Posted November 30, 2025 29 minutes ago, redrootcat said: After equipping the bondage mittens, I couldn't pick up the key, and it didn't drop on the ground either. The quest-given key disappeared, making it impossible to progress the quest. In version 5.2, the key would drop on the ground and could be picked up again. Was this behavior intentionally changed in NG? That's even older behaviour. In LE sometimes the key got lost, and sometimes you could try picking it up. I hated that, so I always make sure to disable "shaky hands" and options like that. Aaand as I usually travel with my Mistress, I ask her to remove the complicated devices (which needs other mods, of course) 1
redrootcat Posted November 30, 2025 Posted November 30, 2025 36 minutes ago, CaptainJ03 said: That's even older behaviour. In LE sometimes the key got lost, and sometimes you could try picking it up. I hated that, so I always make sure to disable "shaky hands" and options like that. Aaand as I usually travel with my Mistress, I ask her to remove the complicated devices (which needs other mods, of course) Alright, I actually quite liked the feature where items drop to the ground and can be picked up again. It's a bit of a shame to see it gone.
bamaboy891 Posted December 2, 2025 Posted December 2, 2025 On 9/21/2025 at 6:43 PM, paradoxical131313 said: 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? I'm also having this issue. It was during one of the pillar escapes.
NoodleMyAsian Posted December 2, 2025 Posted December 2, 2025 19 hours ago, bamaboy891 said: I'm also having this issue. It was during one of the pillar escapes. Currently having this issue as well. Got locked in a pillory, wasn't able to escape, but it notified me it would unlock in one (in-game) hour, so I just waited it out. Pillory is gone, I was able to do everything as normal, except later I found it was not "everything" that was okay. I can interact, and sit down on, a grindstone - but then after a moment or two it vanishes after a Pillory briefly appears before disappearing. I can get stuck in 3rd or first person, but can jump just fine, and jumping causes the pillory to disappear and return me to normal. The same thing happens with the Anvil (haven't tried a "proper forge" just yet, as it has the anvil for a (probably modded) player home of Tundra Homestead. Same thing with the tanning rack, but oddly enough, the smelter works just fine. Main problem appears to be a so-called "phantom pillory" preventing me from using: -Anvil (Will edit this if I test a proper "Blacksmith Forge" in just a few moments.) -Grindstone -Tanning Rack And again, oddly enough, the Smelter works just fine. As well as other things, such as beds, chests, and all that other sort of stuff.
NoodleMyAsian Posted December 2, 2025 Posted December 2, 2025 (edited) 1 hour ago, NoodleMyAsian said: Currently having this issue as well. Got locked in a pillory, wasn't able to escape, but it notified me it would unlock in one (in-game) hour, so I just waited it out. Pillory is gone, I was able to do everything as normal, except later I found it was not "everything" that was okay. I can interact, and sit down on, a grindstone - but then after a moment or two it vanishes after a Pillory briefly appears before disappearing. I can get stuck in 3rd or first person, but can jump just fine, and jumping causes the pillory to disappear and return me to normal. The same thing happens with the Anvil (haven't tried a "proper forge" just yet, as it has the anvil for a (probably modded) player home of Tundra Homestead. Same thing with the tanning rack, but oddly enough, the smelter works just fine. Main problem appears to be a so-called "phantom pillory" preventing me from using: -Anvil (Will edit this if I test a proper "Blacksmith Forge" in just a few moments.) -Grindstone -Tanning Rack And again, oddly enough, the Smelter works just fine. As well as other things, such as beds, chests, and all that other sort of stuff. I'm also gonna try and see if, just maybe, getting locked in another pillory but actually escaping will fix it or not. Will report back my findings, after probably tweaking with the settings to increase Pillory chances and what-not. EDIT/STATUS REPORT: Hail, fellow Deviants!~~ Alright so here's what I did to fix it! Load your game, no need to go back to past saves, as all you need is a locked chest! -Pause game, and open the MCM. -Set Devious Curses Event Chance from 6.5% to 100%. -In the Devious Curses MCM< find "Contraptions", specifically "Contraptions Weight" and set to 500 to ensure it's a pillory/gallows/contraption. (Sorry for the 'large' post, but I felt it was better to space out the steps below, compared to the steps above, as otherwise It'd appear as a wall of text. And for anyone that encountered the same issue, I hope my fix helps!) Not sure if this is exact, but here's at least what I did, after clearing Halted Stream Camp. -I found a locked chest, underneath a guard stand close to the wall and entrance of the palisade wall. -Changed MCM settings to the above, and made a save. -Reloaded that save, just to make sure the MCM settings were being loaded, and proceeded to pick the chest's lock. -Given a notification about my character's head being dizzy, and feeling themselves strung up in a contraption. -You could back out and deal with the pillory, but I went ahead and picked the locked to loot the contents before dealing with the contraption. -Once done looting, I position my camera away from my PC, so that I could press "E" to interact with the Pillory, without constantly reopening the chest. (For context, I had switched to 3rd person before picking the lock, to keep a 3rd person perspective in the pillory. If you are in first person, it locks you in first person, and if you are in 3rd person, it locks you in 3rd person.) -Press "E" to interact with the pillar, and chose to examine the pillory. (Not sure if Contraptions can "Impossible" to struggle out of, but it's always good to make sure it can be struggled out of. If you managed to get a contraption that is -> Reload that save from before you opened the chest, but after you made the setting changes.) -Pressed "E" again, to reopen the context menu/HUD, and then selected "Struggle" to start the struggle minigame. (At first I didn't understand it lol, but I eventually got the hang of it.) -Struggled out of it, and successfully got free. (Note: I also did changes the Devious Devices MCM Settings to be lower, setting the struggle, difficulty, and keybreak settings to either "First Time" or "Experimenting." I'm not new to LoversLab/SL Mods, but am fairly new to Devious Devices, and as such am not as experienced. This step is not required, unless you also struggle with the default [KINKY] difficulty. I hope to one day be able to reach that difficulty, but sometimes you gotta start small. Could also be because my PC is still level 7, and has hardly any lockpicking levels.) -Walked over to the Halted Stream Camp Grindstone, and was able to use it correctly, without getting kicked out by a "Phantom Pillory." TL;DR: Essentially, the best fix I have found for this is to "refresh the script", by getting locked in a pillory or other contraption again, and actually struggle out of it without interruption. (Also why I specified I cleared Halted Stream Camp before doing this, as if the bandits were present... Well my PC wouldn't be in for a good time. Or maybe, still "designing" my PC's personality.) EDIT 2: I don't feel like it needs to be said, but there's also the potential it may need to, so when finished and fixed - It's up to you whether you want to revert those changes back to normal. If I remember correctly, the "Contraption Event Weight" was around 20 or 25. (I think 25? But again I don't remember EXACTLY, I just know it was in a similar range as the other events on the list.) Again, your personal choice, but don't forget to change the Devious Curses global event chance back to 6.5%, from 100%, unless you want to change it to some other probability. (I personally like the 6.5%, as it keeps me on my toes, and to me just feels like it's in that "Just Right" zone. If I get too complacent and just spam open things? I get abruptly reminded to be cautious. Though there are times I debate raising it, but I just left this here to inform others that run into this issue what the "original/default" setting was.) Edited December 2, 2025 by NoodleMyAsian 1
sikamikanico78 Posted December 3, 2025 Posted December 3, 2025 (edited) hello in the DD Device hider menus i only get ############ and random numbers...is this normal? Edited December 3, 2025 by sikamikanico78
Taki17 Posted December 3, 2025 Posted December 3, 2025 2 hours ago, sikamikanico78 said: hello in the DD Device hider menus i only get ############ and random numbers...is this normal? Is this a clean install? I mean, is this a new game you started and not an existing one where you installed/updated DDNG midgame? 1
Fraying9981 Posted December 3, 2025 Posted December 3, 2025 2 hours ago, sikamikanico78 said: hello in the DD Device hider menus i only get ############ and random numbers...is this normal? you need to get a clean copy of DD. Pirated versions of DD are not supported
sikamikanico78 Posted December 3, 2025 Posted December 3, 2025 1 hour ago, Taki17 said: Is this a clean install? I mean, is this a new game you started and not an existing one where you installed/updated DDNG midgame? it was a midgame...but i tried a new game and it worked fine...so i had to roll back some saves in my mid game and everything now is ok! thanks!
Seeker999 Posted December 4, 2025 Posted December 4, 2025 I saw the notice about not being able to upgrade to 0.4.2 from earlier versions. So normally I wouldn't even ask as I'm on v. 0.4.0 BUT ... I checked the previous change log and did not see a similar notice for v. 0.4.1. Does this mean I can update to 0.4.1, save, quit, and then update to 0.4.2?
Taki17 Posted December 4, 2025 Posted December 4, 2025 5 hours ago, Seeker999 said: Does this mean I can update to 0.4.1, save, quit, and then update to 0.4.2? Nope. If you check, none of the previosu changelogs mention if the update can be performed on an existing save or not, the page only says so for the latest version. However, if you go back in time for when the 0.4.1 version was still new, you can see it requires a new game to be started.
Seeker999 Posted December 4, 2025 Posted December 4, 2025 Thanks @Taki17. I thought I remembered something about that, but when I didn't see it in the change log thought (hoped) I misremembered. Got another question - I removed the zadMufflingStateScript.pex so global volume settings won't be changed and saved. Without upgrading the mod, would it be okay to use the one from 0.4.2? Or that with the updated zadMufflingEffect.pex? If not, it's no big deal. I've been playing without it for some time now.
Gamora1435 Posted December 5, 2025 Posted December 5, 2025 Hello, I just updated DD NG from version 0.3.7.7 to the current version 0.4.2.7 for a new playthrough and also installed two new mods (Naked Defeat & ZAP - No Collision Furnitures (improves camera and whipping) 1.1). I am currently testing whether the installation worked. While testing the pillory in Whiterun, I noticed the new “struggle” minigame. 1. question: does the minigame end on its own after a certain number of attempts, or does it go on forever until you free yourself? I had the impression that it never ends. (I just found the instructions in the change log and the new MCM menu item “contraceptions”). 2. Also, I no longer have the option to manipulate locks, either for myself or when I lock an NPC in. Lock manipulation is active in the MCM and also works with yokes and other DD devices, just not with the pillory in Whiterun. Could it be that bystanders interact more with the person in the pillory? I was used by almost every second person, and in cursed loot MCM I actually configured a 24-hour cooldown for rape and there was also no messeage from cursed loot rape. It could also be due to naked defeat or no collision, but I don't think so. In any case, it wasn't like that in my last playthrough. There, I was always ignored by bystanders when I locked myself in. 4. After rape in the pillory, I am always automatically equipped with a weapon. I can this easily remove via inventory even though I'm still in the pillory?????? (I can the inventory open at all???)😟 Great mod and good work thanks to all developers. 😍 Translated with DeepL.com (free version)
Lilith Bloodmoor Posted December 6, 2025 Posted December 6, 2025 Hi there, is there a quick and easy way to disable gag speech (as in allowing normal dialogue to play while gagged)?
Fraying9981 Posted December 6, 2025 Posted December 6, 2025 (edited) Hi, Is there a way to find which devices have which keywords? Asking because: using mods such as Quick Armor Rebalance to check armor keywords, such as "zad_Lockable" doesn't give you the answer. My understanding is because of how DD is made: 1 armor/visual piece + one secret slot right? so the secret slot must have the keyword, and the visual piece doesn't have it. Ultimate goal: I'm trying to find which devices fall into the excellent Scrappies MatchMaker's categories: Bound" → zad_Lockable OR zbfWornDevice OR ToysToy "Bound Heavy" → zad_DeviousHeavyBondage OR zbfEffectWrist OR ToysEffect_ArmBind OR ToysEffect_YokeBind "Collar" → zad_DeviousCollar OR zbfWornCollar OR ToysType_Neck I'm trying to find out which devices are considered heavybondage, and whether a collar is a zad_Lockable or just a zad_DeviousCollar (not both) Edited December 6, 2025 by Fraying9981
Frayed Posted December 7, 2025 Posted December 7, 2025 (edited) 12 hours ago, Fraying9981 said: Hi, Is there a way to find which devices have which keywords? Asking because: using mods such as Quick Armor Rebalance to check armor keywords, such as "zad_Lockable" doesn't give you the answer. My understanding is because of how DD is made: 1 armor/visual piece + one secret slot right? so the secret slot must have the keyword, and the visual piece doesn't have it. Ultimate goal: I'm trying to find which devices fall into the excellent Scrappies MatchMaker's categories: Bound" → zad_Lockable OR zbfWornDevice OR ToysToy "Bound Heavy" → zad_DeviousHeavyBondage OR zbfEffectWrist OR ToysEffect_ArmBind OR ToysEffect_YokeBind "Collar" → zad_DeviousCollar OR zbfWornCollar OR ToysType_Neck I'm trying to find out which devices are considered heavybondage, and whether a collar is a zad_Lockable or just a zad_DeviousCollar (not both) You've got it right. Quoting my own guide with the relevant part highlighted: Quote How does DD make something lockable? Clicking the equipment menu is coded at an engine level to equip/unequip armor. To make equipment lockable, DD uses a trick: there are actually two pieces of Armor for each device: one that is displayed in your inventory, and one that is rendered onto your character. 1. The inventory device is invisible on your character (it has no attached meshes) but has scripts attached that handle the locking, unlocking, escape and device interaction logic. 2. The rendered device has meshes that display on your character and keywords that describe the device type, but it is set up to not display in your inventory. This is how a devious device becomes lockable: because you cannot unequip the rendered device from the inventory, you have to go through the inventory device, and it is here that DD applies all of its logic. All inventory devices have zad_InventoryDevice, but no device-specific keywords. All rendered devices that are lockable have zad_Lockable, regardless of type. zad_DeviousBondage is used for anything that restrains the arms: these are arm-/elbow-/boxbinders, yokes, straitjackets, shackles/manacles. On top of that devices have a type keyword e.g. zad_DeviousArmbinder, zad_DeviousCollar, etc. So a lockable collar would have zad_Lockable and zad_DeviousCollar. If you need a full list of which devices carry which keywords, probably easiest is to go into SSEEdit, load DD, click the keyword you're interested in and click the "referenced by" tab. That'll give you the list of each and every instance where the keyword is used. Edited December 7, 2025 by Frayed
Fraying9981 Posted December 7, 2025 Posted December 7, 2025 2 hours ago, Frayed said: You've got it right. Quoting my own guide with the relevant part highlighted: All inventory devices have zad_InventoryDevice, but no device-specific keywords. All rendered devices that are lockable have zad_Lockable, regardless of type. zad_DeviousBondage is used for anything that restrains the arms: these are arm-/elbow-/boxbinders, yokes, straitjackets, shackles/manacles. On top of that devices have a type keyword e.g. zad_DeviousArmbinder, zad_DeviousCollar, etc. So a lockable collar would have zad_Lockable and zad_DeviousCollar. If you need a full list of which devices carry which keywords, probably easiest is to go into SSEEdit, load DD, click the keyword you're interested in and click the "referenced by" tab. That'll give you the list of each and every instance where the keyword is used. thank you! I wonder why SMM picks these categories then...they seem redundant/not the most appropriate since collar overlaps with both zad_deviouscollar and zad_lockable. 15 hours ago, Fraying9981 said: Bound" → zad_Lockable OR zbfWornDevice OR ToysToy "Bound Heavy" → zad_DeviousHeavyBondage OR zbfEffectWrist OR ToysEffect_ArmBind OR ToysEffect_YokeBind "Collar" → zad_DeviousCollar OR zbfWornCollar OR ToysType_Neck Is there a particular risk to add zad_lockable keyword to any non DDmod device?
Frayed Posted December 7, 2025 Posted December 7, 2025 3 hours ago, Fraying9981 said: thank you! I wonder why SMM picks these categories then...they seem redundant/not the most appropriate since collar overlaps with both zad_deviouscollar and zad_lockable. Is there a particular risk to add zad_lockable keyword to any non DDmod device? Presumably it's there to cover the possibility of non-locking collars. Just because DD doesn't add many non-locking devices, mods that use the framework may add non-locking variants as they please. Adding the keyword by itself will do nothing, the actual locking mechanism is not derived from the keyword but from the scripts on the inventory device. However, adding the lockable keyword to devices that aren't actually lockable isn't a very good idea, because any mods that scan for the keyword will expect a device to be lockable if it has the keyword. What do you actually want to accomplish? I might be able to give you a better suggestion based on that. 1
Fraying9981 Posted December 7, 2025 Posted December 7, 2025 54 minutes ago, Frayed said: Presumably it's there to cover the possibility of non-locking collars. Just because DD doesn't add many non-locking devices, mods that use the framework may add non-locking variants as they please. Adding the keyword by itself will do nothing, the actual locking mechanism is not derived from the keyword but from the scripts on the inventory device. However, adding the lockable keyword to devices that aren't actually lockable isn't a very good idea, because any mods that scan for the keyword will expect a device to be lockable if it has the keyword. What do you actually want to accomplish? I might be able to give you a better suggestion based on that. thanks! i just want to have non DD objects fall into scrappies matchmaker keyword conditions. i guess i will use the other keyword options (zbfworndevice) then? Bound" → zad_Lockable OR zbfWornDevice OR ToysToy "Bound Heavy" → zad_DeviousHeavyBondage OR zbfEffectWrist OR ToysEffect_ArmBind OR ToysEffect_YokeBind "Collar" → zad_DeviousCollar OR zbfWornCollar OR ToysType_Neck best would be to edit the mod and recompile the scripts but i'm afraid a change in one line might not be sufficient and break the mod
Frayed Posted December 7, 2025 Posted December 7, 2025 1 hour ago, Fraying9981 said: thanks! i just want to have non DD objects fall into scrappies matchmaker keyword conditions. i guess i will use the other keyword options (zbfworndevice) then? Bound" → zad_Lockable OR zbfWornDevice OR ToysToy "Bound Heavy" → zad_DeviousHeavyBondage OR zbfEffectWrist OR ToysEffect_ArmBind OR ToysEffect_YokeBind "Collar" → zad_DeviousCollar OR zbfWornCollar OR ToysType_Neck best would be to edit the mod and recompile the scripts but i'm afraid a change in one line might not be sufficient and break the mod If what you want is just to have some other items trigger those conditions, especially if it's only for your own use, then I'm over-complicating things and you can probably just reuse any of those keywords tbh. Smallest chance of any side effect is probably using zbfWornDevice, as I think ZAP has the least amount of scripting associated with its devices, and so also the least chance any mod assumes specific behavior associated with that keyword other than vaguely being animated BDSM equipment. 1
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