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Devious Devices NG


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Posted
10 hours ago, GregariousGibbon said:

On new game, DD sometimes does not initialize correctly (...)

Just to be on the safe side here:

DD doesn't even load properly on the first startup. You need to start a new game, wait a while for the various MCMs etc. to load. Save, exit to desktop, resume.

Posted
9 hours ago, CaptainJ03 said:

Just to be on the safe side here:

DD doesn't even load properly on the first startup. You need to start a new game, wait a while for the various MCMs etc. to load. Save, exit to desktop, resume.


Yes, that is all correct, and also, after the save/exit/reload steps, you need to repeatedly check the Devious Devices MCM Events page until the list of events appears on that page.

 

On my system, that typically takes about 30 seconds after the save has finished loading.

 

Sometimes, the MCM Events is never populated with the list of events. That means Devious Devices did not initialize correctly, and you need to discard that save and start over with a new save.

Posted
2 hours ago, Herowynne said:


Yes, that is all correct, and also, after the save/exit/reload steps, you need to repeatedly check the Devious Devices MCM Events page until the list of events appears on that page.

 

On my system, that typically takes about 30 seconds after the save has finished loading.

 

Sometimes, the MCM Events is never populated with the list of events. That means Devious Devices did not initialize correctly, and you need to discard that save and start over with a new save.


That seems extreme but I gave it a go, but no, still not initialising DDNG properly. Its not just a case of the events taking a while to initialise, the base quest and variables it relies on seem not to initialise, so the MCM menu is completely blank. Without menumaid, the MCM doesn't even show up.

Posted
4 minutes ago, GregariousGibbon said:


That seems extreme but I gave it a go, but no, still not initialising DDNG properly. Its not just a case of the events taking a while to initialise, the base quest and variables it relies on seem not to initialise, so the MCM menu is completely blank. Without menumaid, the MCM doesn't even show up.


I don’t know why it is not working for you, but I can say that if the DD MCM doesn’t show up, or the MCM Events page is never populated, that means DD is not initialized properly and nothing that depends on DD will work.

Posted
14 hours ago, Herowynne said:


I don’t know why it is not working for you, but I can say that if the DD MCM doesn’t show up, or the MCM Events page is never populated, that means DD is not initialized properly and nothing that depends on DD will work.

Sometimes its load or install order that makes certain MCMs not show up. I would try that first before going down other rabbit holes.

Posted

There are some devices that force complete undress.

For example:

  • armbinders
  • Iron elbow shackles

 

Is there a clean, simple way of removing this "undress all" effect so they can be worn with other clothes?

Posted (edited)

Some of my contraptions arent being created in the game.

 

Two playthroughs ago with slightly smaller modlist (i had about 420, now i have around 440) i had a Devious Devices contraption (as i understand its from that - with minigame to move up down left right and critical failures) in Whiterun, Bannered mare.

 

Im using JKs Bannered Mare mod, so my tavern has 4 poles around the central fireplace in Bannered Mare, after entering the pole that is on the right had a contraption that looked like two U letters shaped iron restraints where my PC hands were bound and i had to play minigame to get out of them.

 

Now this contraption is no longer there, ive noticed some other devices are not where they were as well and new ones have appeared (not sure if its from Cursed Loot mod, but i havent heard that Cursed Loot adds contraptions).

 

Could this be a load order issue? Only contraptions that ive seen are wooden (i think) Pillories, they are one next another in each city, two or three next to each other. But nothing else. Also message "This could be fun..." dissapeared when i come to one of these pillories and point my cursor to them. Same with the ones created by Bondage Furniture world or Model Display - those ones i can get into and out without the minigame, so they are very likely not from Devious Devices. (but i think they are from Bondage Furniture World, because if i steal something that that mod makes vigilanties lock me into one of them and whip me).

 

Are those pillaries from Devious Devies contraptions? Because if they arent, then none of the contraptions are working...

Edited by Seallv
Posted
32 minutes ago, Seallv said:

Bannered Mare mod, so my tavern has 4 poles around the central fireplace in Bannered Mare, after entering the pole that is on the right had a contraption that looked like two U letters shaped iron restraints where my PC hands were bound and i had to play minigame to get out of them.

 

Now this contraption is no longer there,

IIRC those were from Lazy Palm's Binding mod, not original DD framework. AFAIK this mod doesn't add a single contraption to the game world, that's only done by others, depending on this to provide the mechanics.

Posted
On 2/14/2026 at 8:50 AM, CaptainJ03 said:

IIRC those were from Lazy Palm's Binding mod, not original DD framework. AFAIK this mod doesn't add a single contraption to the game world, that's only done by others, depending on this to provide the mechanics.

Oh i see! I did remove Binding from my current playthrough, because it was interfering with Naked Defeat system last playtrough. Thanks!

Posted
32 minutes ago, ChandraArgentis said:

Has anyone taken a crack at getting slim fit Zaria's Slave Boots to work with DDNG yet?  I kind of miss these on my current playthrough.

 

Why do you think they aren't there? They're in there already since base DD, named 'iron ring slave boots'.

If you mean the slim fit rather than what's in DD, all you would need to do is build the bodyslide and make sure to replace the DD bodyslide output with the slim fit output. at most rename three files if they aren't already made as a replacer.
 

Posted
2 hours ago, zarantha said:

 

Why do you think they aren't there? They're in there already since base DD, named 'iron ring slave boots'.

If you mean the slim fit rather than what's in DD, all you would need to do is build the bodyslide and make sure to replace the DD bodyslide output with the slim fit output. at most rename three files if they aren't already made as a replacer.

 

Yes, that's what I mean.  I was wondering if anyone had done that update yet - because I haven't the faintest clue about how to do that.

Posted
5 minutes ago, ChandraArgentis said:

 

Yes, that's what I mean.  I was wondering if anyone had done that update yet - because I haven't the faintest clue about how to do that.

 

I cracked open the file. it's a drop-in replacement with only bodyslide files. install it and build the bodyslide, then equip the slave boots, that's all you need to do. Should be named "@Rogg DDX - CBBE - SlaveBoots".

Posted
51 minutes ago, zarantha said:

 

I cracked open the file. it's a drop-in replacement with only bodyslide files. install it and build the bodyslide, then equip the slave boots, that's all you need to do. Should be named "@Rogg DDX - CBBE - SlaveBoots".

 

Yes, I've done that - it worked with DD, but seemingly not DDNG.

Posted
16 minutes ago, ChandraArgentis said:

 

Yes, I've done that - it worked with DD, but seemingly not DDNG.

 

I don't see why not. The path hasn't change between DD and DD NG for those items. 
I'm looking at xedit and the bodyslides, and they're all the same path.

 

if you installed DD NG and built it's bodyslides after installing the slim boots, then you'd need to build the slim boots one more time in bodyslide.

 

 

Spoiler

CBBE - SlaveBoots.osp

 

<?xml version="1.0" encoding="UTF-8"?>
<SliderSetInfo version="1">
    <SliderSet name="@Rogg DDX - CBBE - SlaveBoots">
        <DataFolder>@Rogg\DDX</DataFolder>
        <SourceFile>ZariaBoot7.nif</SourceFile>
        <OutputPath>meshes\devious\expansion</OutputPath>
        <OutputFile GenWeights="true">ZariaBoot7</OutputFile>
        <Shape target="Feet" DataFolder="CBBE">Feet</Shape>

 

Genweights true means it will build high and low weights and append _0 and _1 to the output file name. 

For xedit the high weight mesh is used in the model output if the weight slider is enabled. It's a bit offscreen here, but that option is enabled. 

 

image.thumb.png.dfabe2916b65c42f505be5135088cf91.png

 

Posted

As some newer mods require DD NG, but me and myself would like to avoid abandoning my 1500h+ save game (with DD 5.2 etc.): is there any chance to get DD NG to work on an exisiting save? With issues? Or not at all? 

Posted
7 hours ago, Gudulba said:

As some newer mods require DD NG, but me and myself would like to avoid abandoning my 1500h+ save game (with DD 5.2 etc.): is there any chance to get DD NG to work on an exisiting save? With issues? Or not at all? 

You can try a save cleaner to remove references (scripts) to DD first if you or any NPC aren't wearing devices. But that has various results. But worth a try on a save copy I guess?

If you are going to do a drop in upgrade to NG without a new game. It won't work. Or at least with so many issues I'd mark is as unusable for regular play.

Posted
On 2/17/2026 at 5:44 PM, naaitsab said:

You can try a save cleaner to remove references (scripts) to DD first if you or any NPC aren't wearing devices. But that has various results. But worth a try on a save copy I guess?

If you are going to do a drop in upgrade to NG without a new game. It won't work. Or at least with so many issues I'd mark is as unusable for regular play.

Ok thanks for your reply! I guess I will try it out if I ever get bored with other Skyrim modding, which probably won't happen anytime soon... 🙂

Posted (edited)

I have a quick question on something, about which I hope someone can enlighten me.

 

Starting Base: Current Game uses DD 5.2 and DD NG v0.4.2.  I use iAFT as my follower framework

 

Question is: Can I make a non follower NPC equip a DD by merely adding it to its inventory?

 

Now, Everything DD works fine If I use AFT and make an NPC my follower.  I can use iAFT's outfit management and add/give the follower, for example, an armbinder and iron boots.  They then proceed to wear those, until I remove them, which I can if I have the relevant DD key 

 

But say I wanted to deck out Camilla Valerius with the same items.  Can this be done without first making her a follower?  I have tried the following dialogue based  (ie no console activation required)  NEXUS outfit managers ....

 

- Outfit NPCs Converted for SSE-16194-1-03

- Outfit Changer SSE (ESL Flagged)-50066-1-21-1629899218

 

... and while both will take the items from my Player's inventory and add them to Camilla, she does not equip or 'wear' the DD's

 

So is what I am trying to do just something that can't be done, or is there some simple way of achieving it?  And will it work if I just used the console to add the DD item, which I am loathe to do as it really screws with the gameplay by effectively 'cheating', something I try really hard not to

 

Of course, if anyone knows of any mod, or other separate outfit manager, that will do this, just let me know! (excluding, please, DOM/HAHE which have built in mechanisms to force equip items on NPCs turned into 'slaves', which is something that I don't want to do here)

 

Any help/advice would be welcome 

 

DQW

 

Edited by DonQuiWho
Posted
1 hour ago, DonQuiWho said:

Can I make a non follower NPC equip a DD

(...) 

if anyone knows of any mod, or other separate outfit manager, that will do this, just let me know

 

Deviously Cursed Loot has an option to ask female NPCs "what do you think of bondage" and with luck you get the response "I love it" giving you the option to equip them with DDs from your inventory.

But honestly, that feels like buying a 500$ tool cabinet because you need a hammer... and you'll be using the big spanner to bash things anyway.

 

Posted
4 hours ago, CaptainJ03 said:

 

Deviously Cursed Loot has an option to ask female NPCs "what do you think of bondage" and with luck you get the response "I love it" giving you the option to equip them with DDs from your inventory.

But honestly, that feels like buying a 500$ tool cabinet because you need a hammer... and you'll be using the big spanner to bash things anyway.

 

 

😂😂😂😂😂

 

That's a great description!

 

I love DCL, and @Kimy, and have played her mod since forever, but I eventually got to the point where I decided that I had played through the Chloe start quest so often that, even if I know that I can leave her in her Helgen cell, I'd probably kill her on sight if I ever saw her again.  So, as other mods can now carry out fairly similar DD sale/purchase functions to The Dollmaker and The Whip & Chain Inn, I now skip the mod, even if it's just to save Chloe's neck

 

But, unless anyone out there knows better, or has some really bright ideas, playing 'Dress Up the NPC in DDs', even if only unique NPCs, still seems to be outside our grasp - which is a terrible pity 

 

Thanks for taking the trouble to answer though.  Much appreciated 😊

 

DQW

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