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Devious Devices NG


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Posted

Still have some problems. Plugs doesn't appear when wearing breast yoke. Managed to make the plug with bitch sign appear but other plugs still not appearing.

Also sometimes the ring and panel gag becomes invisible on npcs.

 

Posted

Hello, it has been a while since i played/modded skyrim and with the switch to AE i needed to do all my mods from scratch. I got it working pretty well now, but when I go into first person view (using "improved camera") it seems I have two meshes for the same device (see screenshot) and one of them just hangs in the air. This also happens for other devices like the catsuit. Normal armor works fine, that is why I think it is a DD issue. 

Has anyone any idea how to fix this?

 

Spoiler

image.thumb.png.31c5b346e7decac89b2b76f1fe4c857c.png

 

Posted
11 hours ago, JHancock45 said:

DI and DH and have yet to see any strapon F+F animations

If these two mods happen to be Devious Interests and Deviously Helpless Redux, then both have built-in preference for true lesbian animations, only falling back to using M+F animation with a strapon if there is no applicable F+F animation available.

Posted (edited)

I testing a build based on SL P+ and DD NG.
Use Billyy's 9.7 animations (animation filter is enabled)

Put a gag in the character's mouth and start random animation
Expectation: Start animation without "Oral" tags; if there are no suitable animations, the scene will reset
Reality: Start  inappropriate scene, with characters positioned incorrectly in relation to each other; after a few seconds, the scene resets, freeing the player, while the NPCs continue to participate in the scene indefinitely. But sometimes everything works as it should and the scene resets.

The same thing happens with other devices; instead of resetting scene they freeze in it.  Perhaps it's a problem with the DD, which doesn't filter tags correctly? (Although I think that in this case, the scene without the necessary tags would start without any errors in the placement of the actors)

I would be grateful for a hint on which logs to check.

Edited by treshholder50
Posted
On 12/21/2025 at 3:31 PM, Herowynne said:


My understanding is that SkyUI feature is not compatible with Devious Devices, and when it strips apparel from your character, it will break any equipped Devious Devices.


I think I sorted it out.  I re-equipped the plugs after stripping and they worked fine and also store properly now. 

Posted
On 12/13/2025 at 11:49 PM, chuyuchuyu said:

I'd like to release a new EboniteBoxbinder NG model. The model is the DD-CBBE SE Inte Mod-EboniteBoxbinder from -Devious Devices-Equip. Like the original EboniteBoxbinder, this DDE model takes up all the slots, making it impossible to wear clothes. I'd like to create a model that only occupies the arm slots, based on the DDE Inte Mod-EboniteBoxbinder. (I tried modifying the slots myself, but failed, probably due to insufficient understanding.)

 

So how does it goes? i tried too but i make it worse. so i actually suggest to both authors to work together but i don't know how to convince them

Posted (edited)

Does any one know if there's a way to move or remove contraptions (aka furniture)? if not are there any mods that work?

edit: I found out you can move some but the one I need to move is the bandage poll and that one does not have an option to pick up.

Edited by DJCRENSHAW
Posted (edited)

Do I need to have both "CBBE" and "3BA" installed and active for this mod to work?
My confusion stem from these nested-dependencies:
DDNG requires 3BA + DD 5.2.
DD 5.2 page says it need CBBE but can also use 3BA, explicitly saying must choose either one.
Then 3BA Nexus page says it need CBBE as it's dependency, forcing me to choose both CBBE and 3BA, going against DD 5.2 instruction.
I read the installation guide for DDNG and it says to build bodyslide using 3BA, making me confused as to whether or not CBBE is even needed.

I really wish there is a compilation of list of mods that are explicitly required to install & run this mod instead of saying this mod requiring other mod, which also require other mod and that other mod requiring another mod.
It gets quite confusing seeing duplicate dependencies on different mod page, nested within each other.

Edited by tuyulgugel
Posted
1 hour ago, tuyulgugel said:

Do I need to have both "CBBE" and "3BA" installed and active for this mod to work?

Yes. CBBE is a requirement for 3BA. 

 

1 hour ago, tuyulgugel said:

It gets quite confusing seeing duplicate dependencies on different mod page, nested within each other.

Welcome to modding, that's just how it goes.

 

If you think that's complicated, open CK, get a flashback to being 30 again and be thankful for everything any modder ever achieves.

Posted (edited)

Well that isn't exactly the most pleasant response to what I think is a positive feedback.
Giving out reason and feedback doesn't equate to being ungrateful.

Both the developer and the user has their side of story and reason to want or not want things be a certain way.
But feedback is there to achieve common ground for both parties.
Elitist mindset is only going to push people away if I might say.
Well, not like the voice of one user like me matters anyway. I know my place and I do not wish to push my agenda. Just merely dropping a piece of my mind that may or may not be worth considering for any developer out here.

Edited by tuyulgugel
Posted
39 minutes ago, tuyulgugel said:

Well that isn't exactly the most pleasant response to what I think is a positive feedback.
Giving out reason and feedback doesn't equate to being ungrateful.

I'm just not wrapping it up. Modding is quite complicated, and mods like this carry a lot of luggage for trying to be downward compatible.

There's not much use in trying to give a complete list of mods and their dependencies, because in the moment of writing it might already be outdated. That's one of the reasons "we" don't like those wabbajack modlists.

 

I wasn't implying that you are ungrateful. Just telling that after I created one simple mod, which only works 80% of what I thought I programmed, I'm looking in a quite different way on other people's mods.

Posted
6 hours ago, tuyulgugel said:

DD 5.2 page says it need CBBE but can also use 3BA, explicitly saying must choose either one.

 

You read it wrong for DD 5.2 at least. It basically says pick one of the 'families' of bodies AND their requirements. Pick either the CBBE or UNP type body - these two types are mutually exclusive. It doesn't say pick 3BA or CBBE. If you pick 3BA, then you need its requirement of CBBE.

 

This is what the page says:

Quote


• BodySlide for CBBE/UNP compatible body: https://www.nexusmods.com/skyrimspecialedition/mods/201
          ONE of the following bodies and their requirements (variants like 3BA or BHUNP can be used as well):
          • CBBE SE - https://www.nexusmods.com/skyrimspecialedition/mods/198
          • UNP - https://www.nexusmods.com/skyrimspecialedition/mods/1699
 

 

 

This is what the installer says - not 'pick one' but 'you get both' if you're using either CBBE or 3BA

Spoiler

image.png.519332b320b4bb6804cd26e6e65f0368.png

 

I tried to list all the requirements for DD 5.2 so you didn't have to chase down requirements for requirements, but there's a point where you need to stop or the list gets very unwieldy. Where I stopped is probably too far, but what's in that list is where most of the new to modding users had problems. And at some point, you need to get in the habit of reading the requirements for each mod, so you know what you're installing. I think you're the only one to have a problem with the bodies. Normally people trip up on the SMP or MFG requirements.

 

The main issue with DD 5.2 requirements currently is it's not up to date with the current game version. Right now, it doesn't matter what DLL is picked for 1.6.1170 because none work, which is why DD NG is recommended. It fixes that issue. 

 

iirc, DD NG trimmed its requirements list down because a lot of it is redundant. It's only listing what is new or updated from DD 5.2.

Posted (edited)

Mod seems to work for the most part with some odd issues:

 

- armbinder and yoke animations don't seem to work, the assets show up but my character acts normal. for armbinder, the hands disappear

- nipple piercing physics seem to not work with SoftBody mod. SoftBody seems to make the boobs more bouncy but I guess the piercing physics are hard set and were synced with the original physics

 

EDIT: did some testing on the first one and it seems I was using legacy objects, other armbinders and yokes work correctly

Edited by deletemyaccount
Posted
16 hours ago, deletemyaccount said:

- nipple piercing physics seem to not work with SoftBody mod. SoftBody seems to make the boobs more bouncy but I guess the piercing physics are hard set and were synced with the original physics

I'm fairly sure they'd need to be reweighted by hand in Outfit Studio.

Posted (edited)

Hi, it seems i seem to have a problem with making npcs wear devices. The mod work fine and all, the devices work as intended on the player and build in bodyslide. So far so good, but when i try to make an npcs wear an item (armbinder for exemple) by putting in in the inventory and removing all armor or clothing pieces noting happen, no animation or armbider showing. It is like all the clothes and armors have higher priorities than the devices and refuses to equip them or when they are force to equip them they are acting like they aren't equipped. The only method i could use to make them wear is by using the mod simple outfit systeme to create an outfit for them and evrything work liike like intended as long that it is their outfit. I also tried with other follower modded and not and they seem to be able to equip them but their clothes (non removable because base armor) are still there clipping with de devices. Any ideas what i could do to make them wear the devices in priority or if i need another mod except dd and dd ng too make it work ?

 

ps : the only itme that they are willling to equip are a specific blindfold!!! Is there a mod where i can craft every devices too?

 

Edited by Zer0all
Posted

In a future update, please add an option for the fatigued pose when wearing devices. It's too much for small devices that don't weigh you down and gets annoying with time.

Posted
On 1/1/2026 at 5:54 PM, Taki17 said:

I'm fairly sure they'd need to be reweighted by hand in Outfit Studio.

How would one go about doing that, i tried the guide linked in the modpage but it didnt change anything

Posted
8 hours ago, Omnishade said:

add an option for the fatigued pose when wearing devices

The option already exists. Go into your OAR config and untick the unwanted replacement animation.

 

1 hour ago, PervertDragon2001 said:

How would one go about doing that

Look for a (video) guide that tells you how to match body weights and item weights in Outfit Studio.

Posted (edited)

To those of you that have managed to get Devious Devices NG working with VR, what dependencies are you using? The only way to get the mod to not CTD upon starting the game is to remove the DeviousDevices.dll, which kind of defeats having the mod.

 

Usually a CTD before the main menu is related to a missing master, but I've triple-checked all requirements/dependencies. I've also combed through this thread and attempted to use tangibly related solutions with no luck.

 

Things I've done/tried:

  • Ensuring all mod dependencies/sub-dependencies are installed (including making sure that Devious Devices NG overwrites Devious Devices 5.2/nothing overwrites Devious Devices NG), including running FNIS for the animations/Bodyslide to generate the outfits (no issues there)
  • Disabling the Devious Devices SE patch.esp
  • Ensuring that I'm using ConsoleUtilsSSE-NG (I've also tried ConsoleUtilsVR) as referenced in this thread

 

Devious Devices SE 5.2 works fine on VR, but VR does not seem to like the DD NG DeviousDevices.dll. At this point I'm pretty much entirely at a loss. I've attached my crash log in hopes that someone more knowledgeable about this can point me in the right direction.

 

edit: posted the correct most recent crash log

 

crash-2026-01-04-00-15-25.log

Edited by MyNameIsnt
Posted

Hi, first off the mod is working great so far, the best experience with DD i had in a long time, however i encountered a small issue.

 

I`m using this mod together with Cursed Loot and so far my experience was really good but i noticed that whenever i get the trap that puts my pc in a contraption my weapons and armor are not getting stripped. Worked fine with the "normal" DD mod before swapping to DD NG, thats why i'm asking here first. Started a new game after installation und traps that put devices on my char also strip her properly. Is there a hidden setting i'm missing or something else  i can do?

Posted
11 hours ago, Lightturus said:

I`m using this mod together with Cursed Loot and so far my experience was really good but i noticed that whenever i get the trap that puts my pc in a contraption my weapons and armor are not getting stripped. Worked fine with the "normal" DD mod before swapping to DD NG, thats why i'm asking here first.

The problem with Cursed Loot is, that it's an LE mod which had been 'translated' to SE, but NG and OAR don't exist on the 32-bit side of things. DCL hasn't been updated in ages, I never even considered having it in my LO on my AE setup. You might consider using Devious Curses NG instead. If you like the special items like slave- or striptease collar, there is a new mod for that, too, but I can't remember the name right now (because I'm quite happy without them)

Posted
7 hours ago, CaptainJ03 said:

If you like the special items like slave- or striptease collar, there is a new mod for that


Yes, that is Devious Wicked Devices.

 

 

Posted

Just FYI, I use DCL, Devious Curses NG, and Devious Wicked Devices all together in my load order. With careful MCM configuration, they can co-exist.

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