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Devious Devices NG


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Posted

Having an issue where I can't walk while in 3rd person when in heavy bondage sometimes. It usually lets me walk if I change to 1st person but other than that nothing works. I have tried turning true directional movement off and it still happened. Also tried making carry weight 9999 and still didn't work. 

Posted
30 minutes ago, domy said:

Having an issue where I can't walk while in 3rd person when in heavy bondage sometimes.


That is a known Skyrim issue. The workaround is to switch to first person mode, start walking, then switch back to third person while walking.

Posted
3 hours ago, Herowynne said:


That is a known Skyrim issue. The workaround is to switch to first person mode, start walking, then switch back to third person while walking.

Thank you, I've tried doing that and my character continues walking for a second and then stops again unless I go back into 1st person. Sounds like I might have to chalk it up to skyrim being borked.

Posted
On 10/16/2023 at 7:00 PM, krzp said:

Devious Devices NG

View File


A collaborative revamp of Devious Devices internals for SE, AE, and VR that aims to expand it’s functionality, overhaul animation, performance, compatibility and usability.

 

Improvements include:

  • Full support of the latest Skyrim versions
  • Improved performance and eliminated script lag for device/limb hider, expression switching, gagged eating/drinking and bound looting/equip prevention, movement manager through the new SKSE plugin
  • Multiple new devices and contraptions
  • Complete conversion of DD's bound movement system to OAR for significantly faster idle switching and no script lag
  • Greatly expanded library of movement, Sexlab, and furniture animations
  • Fully remade Sexlab filtering mechanism & a SKSE-based arm offset applying technology, that allows DD NG to use your own animations and not built-in ones - including support for multi-actor scenes
  • All of the SE Patch, For Him and Beast Race refits changes merged in
  • SMP/meshes/texture improvements to a wide array of devices
  • Hundreds of smaller edits and bugfixes

A full list of changes can be found at the end of this page, source code for the plugin and scripts can be found here

You can discuss the project, check out preview builds, and find accompanying mods on the Devious Devices Development Discord.

 

Compatibility

Skyrim AE/SE/VR are all supported thanks to Clib-NG. LE is unsupported.

DD NG is compatible with all the mods that required Devious Devices SE.

Compatibility for SLIF, OSL Aroused, VRIK is built in.

Compatibility patches for MCO/BFCO/TK Dodge are available in the FOMOD

Experimental patch for latest version of OStim Standalone (allows OStim to be aware of DD’s devices, does not replace SL with OStim)

 

Requirements

Recommended:

Non-3BA body mods conversions:

Please note that DD NG's main development team only supports 3BA, and cannot guarantee support to the other body mods - if you are using any of the other bodies, please report any issues with meshes to the respective conversions mod threads, not the main support thread.

Installation guide

  1. Get the following prerequisites: (if you have issues, first check you have them all and that they are the correct version for your game). 

    A working game. Do not start messing with big mods like this if your game does not work.

    A Mod manager. Mod Organizer 2 is highly recommended.

    Sexlab SE (SexLab P+ 2.x has some ongoing issues with the current animation filter and other things, use at own risk).

    Sexlab Aroused / OSL Aroused /  SLO Aroused NG

    BodySlide

    CBBE 3BA Body

    XP32MSE

    MFG Fix

    FSMP

    Papyrus Tweaks NG

    Address Library

    Open Animation Replacer

    Nemesis / Pandora / FNIS

  2. Download and install the base DD SE 5.2 from here https://www.loverslab.com/topic/99700-devious-devices-se/page/110/#comment-3077930 Choose either the Mega or Gdrive link at the "SE conversion of DD 5.2". Install the mod, the game version choice does not matter. Pick anything. 
  3. Install DD NG. Activate both mods in your mod manager. DD-NG should be as low on your priority (= win every conflict) on the list so it overwrites everything from the base DD SE, OSL, SLIF, etc. Do not let the base DD, or anything else, to overwrite anything from the DD NG mod.
  4. Disable "Devious Devices SE patch.esp" from the plugins list. It's no longer required.
  5. Open Bodyslide, select the group "DD Framework 3BA", batch build it, then select the group "DDNG 3BA " and batch build it afterwards. The older CBBE Bodyslide files are not updated and will probably be removed in the future. NG ships only with updated 3BA meshes.
  6. Run Pandora/Nemesis/FNIS to register the new animations.
  7. Look over the settings file Data/SKSE/Plugins/DeviousDevices.ini file for things that you may wish to tweak.
  8. Start a new game, activate Sexlab, save the game. Load that savegame and wait 2-3 minutes for DD to initialize

Unforgiving Devices users:

If you are using UD 2.1.1, do not use it with NG - it will break things!

 

Use the new Unforgiving Devices 3.0 and create a new patch for your load order using the Synthesis patcher (make sure to re-run it whenever you update DD NG, so any new devices get patched)

Sexlab P+ users:

If you are using NG 0.4 - I do not recommend using the SLSB conversion for DD NG 0.2.9, as most of these animations got removed in the new update.

 

Credits:

  • @ihatemykite for SKSE development and script enhancements
  • @krzp for OAR conversion, new movement and furniture animations, and QA
  • @Taki17for multiple fixes, complete re-imagining of the animation configuration and SL filter
  • @naaitsab for script fixes and NG community management
  • ponzipyramid for SKSE development and script enhancements
  • @andbgame for SKSE development and script enhancements
  • @naitro2010 for SKSE development and script enhancements
  • @Min for VR support
  • @audhol for mesh & SMP fixes
  • @Koffii for the new & updated meshes & textures
  • @Predator-RJ for the new & updated meshes, and SMP fixes
  • @Frayed for multiple plugin and script fixes
  • @CheddarTrauma for multiple plugin and script fixes
  • @Nuascura for script fixes and the BFCO conversion
  • @Billyy, @factoryclose, @Leito86, @SirNibbles, psyche, and @iivanvv for various SL and furniture animations
  • @Kimy and @zarantha for maintaining Devious Devices SE
  • Everyone who's contributed to DD in the past

  • Submitter
  • Submitted
    10/16/2023
  • Category
  • Requirements
    Devious Devices SE 5.2, Address Library, Open Animation Replacer, CBBE 3BA
  • Regular Edition Compatible
    No
  • Install Instructions
     

 

It's conflicting with Zaz 8.0+, not sure why or how to stop it? It's incompaitable too so I think this is listed in the mod to do this? 

https://gyazo.com/f7e6f01142912f3ea6ae915774ffe976

Posted (edited)
1 hour ago, tgr5e4gs3 said:

It's conflicting with Zaz 8.0+, not sure why or how to stop it? It's incompaitable too so I think this is listed in the mod to do this? 

https://gyazo.com/f7e6f01142912f3ea6ae915774ffe976

 

It's DD 5.2 not DD NG that conflicts with ZAZ. And it's two textures, nothing earth shattering. They're the same files as are used in ZAZ, just added to DD to help remove the ZAZ dependency a while back. It doesn't matter which file wins, just pick one.

 

The important bit is that DD NG absolutely has to overwrite DD 5.2.

image.png.3ab6c942aaf6d39acd23bb887b34bcff.png

Edited by zarantha
Posted
On 4/14/2026 at 7:38 PM, JuliusXX said:

 

I have this same problem with my new game, except I have 5 devices not properly converted. If I leave DDx out when building the UD patch I have no error message but then UD doesn't seem to recognize any non abadon DD items. My previous game is ok with the same DD mods and versions IF I don't re-run the UD patcher. If I do re-run the patcher the same problem occurs also with it. I have updated some mods after I made the working UD patch for my previous game, so the reason can be one of those. I just can't find which one causes this.

 

EDIT: I finally managed to find the reason for this when I actually looked the files more closely in SSEdit. I'm using ParallaxGen and when I built the ParallaxGen Output the latest version of it also added some items from DDx, unlike before. This overwrote the changes made by UDPatcher because LOOT moves the ParallaxGen file (PG_1.esp) as low as possible. Just moving the created UDPatcher.esp below the PG_1.esp fixes the problem. 

 

OP: Your load order doesn't have PG*:esp file in the end. So the best solution in your case is also use SSEdit, select all files and then in the left side open the UDPatcher.esp and check what it shows under the "armor".

 

sorry for replying this late, but I dont really understand what I have to look for, I see alot of armor but I nothing that seems to cause the issue?

Posted
19 hours ago, salty_wizard_10240088 said:

sorry for replying this late, but I dont really understand what I have to look for, I see alot of armor but I nothing that seems to cause the issue?

 

If you mean the last sentence (OP:) then in SSEdit you should check if any "non-UD" mod overwrites an armor. The winning mod is the rightmost one. If there is such a mod there then build the UDPatcher.esp with that mod's esp unactivated, then activate the problematic esp and place the created UDPatcher.esp below that in the load order.

 

p.s. I'm not an expert with SSEdit and I wrote this from memory. 

Posted
6 hours ago, JuliusXX said:

 

If you mean the last sentence (OP:) then in SSEdit you should check if any "non-UD" mod overwrites an armor. The winning mod is the rightmost one. If there is such a mod there then build the UDPatcher.esp with that mod's esp unactivated, then activate the problematic esp and place the created UDPatcher.esp below that in the load order.

 

p.s. I'm not an expert with SSEdit and I wrote this from memory. 

alright thanks for the advice sadly, there isnt any armor overwriting the patch so it seems like the issue probably lies somewhere else.

Posted

This mod has a compatibility issue with latest "SLO Aroused NG" over at Nexus. The issue is that this mod doesn't detect SLO Aroused NG because it's not looking for the right esm file name in zadPlayerScript.psc.

 

I've locally changed the beginning of the function below and now everything works much better.

Function CheckForSoftDepends()
	If Game.IsPluginInstalled("OSLAroused.esp") || Game.IsPluginInstalled("SexLabAroused.esm") || Game.IsPluginInstalled("SexLabAroused.esp")
		libs.config.GotOSLA = True 		;OSL / SLO Aroused is here
	Else
		libs.config.GotOSLA = False     ;not here
	EndIf

 

Without this fix the effect was that vibration events would seemingly go on forever. I asked an AI what was wrong and it proposed the change above.

Posted

I'm not using SLO Aroused, but I've been having the endless vibration issue. I'm using Ponzi's version and the .esp is 'SexLabAroused.esm'. @Astral97, would you please send me your fixed .psc and .pex scripts so I can test them out on my setup? Even if I understood scripting, I have issues with Creation Kit.  *sigh*

Posted
4 hours ago, Seeker999 said:

I'm not using SLO Aroused, but I've been having the endless vibration issue. I'm using Ponzi's version and the .esp is 'SexLabAroused.esm'. @Astral97, would you please send me your fixed .psc and .pex scripts so I can test them out on my setup? Even if I understood scripting, I have issues with Creation Kit.  *sigh*

I know what you mean. Before a few days ago I had never compiled a Papyrus script in my life and setting up the toolchain to make everything work was just pure horror.

 

Here's my changed psc and pex files. I've been testing it out today for about 6 hours and it's much better but far from perfect. The vibration event can still take a very long time.

In my case they are triggered from the Sub Lola mod. If it goes on too long I can always use puppet master in aroused MCM and set the legacy value to 100. That always aborts the vibration event.

 

zadPlayerScript.psczadPlayerScript.pex

Posted
9 hours ago, Astral97 said:

This mod has a compatibility issue with latest "SLO Aroused NG" over at Nexus. The issue is that this mod doesn't detect SLO Aroused NG because it's not looking for the right esm file name in zadPlayerScript.psc.

This will break this script for everyone using the non-skse versions of SL Aroused (i.e. SL Aroused Redux and the other few).

 

It's not looking for that esm because the default way is setup for SexLabAroused.esm, the only reason for the separate OSL check was there because it did things differently.

 

I'd suggest taking this to SLO's author.

 

8 hours ago, Seeker999 said:

I'm not using SLO Aroused, but I've been having the endless vibration issue. I'm using Ponzi's version and the .esp is 'SexLabAroused.esm'. @Astral97, would you please send me your fixed .psc and .pex scripts so I can test them out on my setup? Even if I understood scripting, I have issues with Creation Kit.  *sigh*

 

Ponzi's version was based on SLAM, so it suffered from the same bug - I did mention it to him, but he departed quicker than this was fixed.

Though, when crajjj took over, I've talked to him about that particular bug, and he fixed it: 

https://github.com/crajjjj/SexlabArousedNG/commit/9f45b7c6cd71fc51e253145437711b8cf96fd312

Posted
19 hours ago, Astral97 said:

Here's my changed psc and pex files. I've been testing it out today for about 6 hours and it's much better but far from perfect. The vibration event can still take a very long time.

Thank you. Even if it doesn't work becaue I'm using a different Aroused I appreciate it. You know, once as a test I went afk and made myself breakfast. When I was done my DB was still reacting to the plugs/piercings.

16 hours ago, krzp said:

Though, when crajjj took over, I've talked to him about that particular bug, and he fixed it: 

https://github.com/crajjjj/SexlabArousedNG/commit/9f45b7c6cd71fc51e253145437711b8cf96fd312

Thanks for the info. I followed the link and ... I felt like a minion trying to understand a martian. If I'm right I can download the .psc's but I don't see anything to download for .pex files. If I need to compile them myself, what do I use? I can't install C.Kit, if that even compiles papyrus scripts.

Posted

All right, forget zadPlayerScript.psc. Everyone please revert it back to its original.

 

After suffering from the infinite vibration bug for almost four years I believe I finally cracked it. I've experienced this issue with at least four different arousal mods as well as with original DD (5.2) and DD NG.

 

Me and Gemini have been adding debug logic, dumping and scanning Papyrus logs and we believe the root cause is a while-loop inside zadlibs.psc hangs when devices are vibrating.

Most arousal mods have an update script that runs periodically and should it happen to trigger while devices are being vibrated you're pretty much screwed (no pun intended).

 

Gemini proposed a safer option to read exposure that doesn't trigger the bug.
 

int Function GetActorExposureFast(actor akRef)
	If (akRef == None)
		return 0
	EndIf
	float val = StorageUtil.GetFloatValue(akRef, "SLAroused.ActorExposure", -1.0)
	if val < 0.0
		return Aroused.GetActorExposure(akRef)
	EndIf
	return val as Int
EndFunction

 

I tested this locally by triggering 10 device vibrations in a row (by setting 100% chance in Spank That Ass for bump vibrations) and now the while-loop exits 10 times out of 10.

Before, we could see it enter the while loop but never exit with extremely high frequency (yes I have 1100 mods and I live in Papyrus overload hell but I like my modlist).

 

@krzp, could you take a look at the proposed solution and give your opinion?

 

Attached are the modified script with extra debug logs around the while loop. @Seeker999 you're free to test it out but please note that this is a debug build that generates debug notifications when it enters, exits, and iterates through the while-loop. Also, I have only tested it with SLO Aroused NG and I have no idea if it works with other arousal mods.

 

IMPORTANT! The changed script also contains a fix in the function UpdateExposure which the AI claims should be safe for both old and new arousal mods. This is separate from the while-loop issue and is there to make the mod work with SLO Aroused NG. I learned today that exposure and arousal are apparently two different things in these mods.

 

Finally, here's the bug report that the AI itself generated. I'm really amused how casually it uses the word "horny" in conversation. 🙂

 

Issue: 

VibrateEffect loop in zadLibs.psc occasionally hangs indefinitely while playing horny idle animations or during exposure checks, requiring an MCM or console toggle to resume execution.

Root Cause:

Calling Aroused.GetActorExposure(akActor) inside the VibrateEffect loop (in both exposure checks and ApplyExpression for horny idles) invokes slamainscr / sla_Main in SexLab Aroused.
When SexLab Aroused performs an area actor scan (slamainscr.UpdateActorArousals() -> GetAllActors()), it acquires an internal Papyrus script lock (lockID: 2).
Calling Aroused.GetActorExposure(akActor) from zadLibs.psc while SLAroused holds that lock causes the Papyrus VM thread running VibrateEffect to block/freeze waiting for SLAroused's scan to complete.

Solution: 

Read exposure values directly from PapyrusUtil/SKSE memory using StorageUtil.GetFloatValue(akActor, "SLAroused.ActorExposure", -1.0) instead of calling Aroused.GetActorExposure(akActor) inside the VibrateEffect loop.
This performs a 0ms native read that bypasses SLAroused's Papyrus script lock entirely.

 

zadLibs.psczadLibs.pex

Posted

I seem to be having a problem with the prostitution option in deviously cursed loot when I installed NG.. I successfully solicit my targeT but then the animation doesn’t trigger. I am using the New Gentleman instead of Schlongs if that makes any difference? I think I am missing papyrus NG but will install that when I get home.

Posted
18 hours ago, twsnider1138 said:

I seem to be having a problem with the prostitution option in deviously cursed loot when I installed NG.

Post log.

Posted
2 hours ago, Taki17 said:

Post log.

Here is my log and the error message I'm getting regarding Curst Loot's solicitation.

 

[dcur_solicitation (230650E5)].dcur_solicitationquestscript.CalcSuccess() - "dcur_solicitationquestscript.psc" Line 119
    .dcur_scquest_calcsuccess.Fragment_3() - "dcur_scquest_calcsuccess.psc" Line 9
[08/06/2026 - 11:22:39AM] error: Cannot call LocTypeInn() on a None object, aborting function call

Papyrus.0.log

Posted
38 minutes ago, twsnider1138 said:

Here is my log and the error message I'm getting regarding Curst Loot's solicitation.

A fair bit too many script errors there for my liking, you definitely should sort out/throw out the mods that are throwing this many of them.

 

Otherwise, your problem is a DCL problem I think, since you posted it to the appropriate thread a well, I'll respond to you there!

Posted

Do I understand point 8 of the installation guide correctly?

 

So I have to start a new game with deactivated Sexlab.  Save and exit the game. Activate Sexlab. Load the game. Save and exit again, Load again and wait DD to initilize.

Posted
10 minutes ago, Juffo78 said:

Do I understand point 8 of the installation guide correctly?

 

So I have to start a new game with deactivated Sexlab.  Save and exit the game. Activate Sexlab. Load the game. Save and exit again, Load again and wait DD to initilize.

Sexlab starts uninitialized in the MCM, they mean activate it in the MCM.

 

So start game and and wait for it to load everything, activate Sexlab in the MCM, Save, load that save and let DD initialize.

 

As for restarting the whole game between saves, that's up to you. I personally don't. 

Posted
1 hour ago, _testset_ said:

what's the ID for the devious smithing perk? i don't wanna have to steal the tome, especially given what the quest does

 

Just steal and read the book. The quest was removed from base DD 5.0 or around that time. It's impossible to trigger now unless you have a mod that adds it back in.

Reference the discussion on if the book should be removed too just before DD 5.0 Beta 3. I've linked kimy's response, but you can just read from the top of this page too.
https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/page/126/#findComment-3157092

Posted
7 hours ago, zarantha said:

 

Just steal and read the book. The quest was removed from base DD 5.0 or around that time. It's impossible to trigger now unless you have a mod that adds it back in.

Reference the discussion on if the book should be removed too just before DD 5.0 Beta 3. I've linked kimy's response, but you can just read from the top of this page too.
https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/page/126/#findComment-3157092

 

@_testset_

 

FWIW, you can still play out the Urag's Library game even using DD5.2 and DDNG

 

Sure Kimy talked about removing it, but long ago I persuaded her to leave it in and, kindly, she did.  So the gameplay is still there

 

That is, broadly,  you go to Winterhold, join the College, and then go to the Arcaneum, steal the key and note from Urag's desk, use the key to steal the books from the Forbidden cupboard, read them, and you can smith DDs 

 

It has the advantage over the other crafting mods in that

 

1 - there is some gameplay involved - I always do it at the outset of each game

2 - this form of DD key crafting requires only IRON ingots, whereas the other mods generally require STEEL ingots.

 

So the material are easier to find and cheaper to get  

 

Of course, you can just get the books from DD 5.2 with Additem Menu or similar mods, but 'cheating' is less fun 😜

 

DQW

 

 

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