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Posted
7 hours ago, LordSpaz12 said:

Anyway I can get the original DHLPRedux_v131.7z file? I need it for a modlist on wabbajack and the new version isn't being accepted even with a file rename.

 

7 hours ago, balzybob69 said:


Same

Get whoever made the Wankajack list to update that...

Posted (edited)
On 5/7/2026 at 6:54 PM, Taki17 said:

Deviously Helpless Redux v1.40 has been released!

 

Some fixes and optimizations as usual, but some new features as well, I've been excited to share this update, so let's see what's in it: ☺️

 

Changes:

  • Overhauled item stealing and greatly expanded the list of items the attackers can steal from the player
  • Improved sex animation selection and filtering
  • Removed unused, leftover legacy code
  • Issue and code logic fixes
  • Code optimizations

Additions:

  • Added a vulnerability system titled Helplessness, similar to the one introduced in Deviously Helpless Extended by @Hex Bolt:
    • Sex attacks will now only happen if the player's Helplessness level is above the Helplessness threshold set in the config menu
    • Restraints and certain conditions (like nudity) now have configurable values as to how much they contribute to the total Helplessness
    • Added an optional mod integration with Love Sickness - being Love Sick can now also make the player vulnerable to sex attacks!
  • Added the possibility for the player to drop her weapons when her plug gets inflated, similarly to the existing vibration event
  • Added a chase distance for attackers:
    • they won't chase the player everywhere until the timer makes them give up the chase
    • once attackers are sufficiently far away from their starting place, they'll also give up the chase - for example, bandits will chase the player until a bit outside their camps and forts

 

Should be fine on an ongoing save, provided no DHLP events are currently active!

 

v1.40 has been redeployed a few minutes after the original release for addressing some minor issues, recommend downloading it again!

 

 

Could you please reupload DHLPRedux_v131.7z?

Edited by shrunk547
Posted
On 5/7/2026 at 11:54 AM, Taki17 said:

Deviously Helpless Redux v1.40 has been released!

 

Some fixes and optimizations as usual, but some new features as well, I've been excited to share this update, so let's see what's in it: ☺️

 

Changes:

  • Overhauled item stealing and greatly expanded the list of items the attackers can steal from the player
  • Improved sex animation selection and filtering
  • Removed unused, leftover legacy code
  • Issue and code logic fixes
  • Code optimizations

Additions:

  • Added a vulnerability system titled Helplessness, similar to the one introduced in Deviously Helpless Extended by @Hex Bolt:
    • Sex attacks will now only happen if the player's Helplessness level is above the Helplessness threshold set in the config menu
    • Restraints and certain conditions (like nudity) now have configurable values as to how much they contribute to the total Helplessness
    • Added an optional mod integration with Love Sickness - being Love Sick can now also make the player vulnerable to sex attacks!
  • Added the possibility for the player to drop her weapons when her plug gets inflated, similarly to the existing vibration event
  • Added a chase distance for attackers:
    • they won't chase the player everywhere until the timer makes them give up the chase
    • once attackers are sufficiently far away from their starting place, they'll also give up the chase - for example, bandits will chase the player until a bit outside their camps and forts

 

Should be fine on an ongoing save, provided no DHLP events are currently active!

 

v1.40 has been redeployed a few minutes after the original release for addressing some minor issues, recommend downloading it again!

 

 Need the old version for a modlist

Posted
5 hours ago, shrunk547 said:

 

Could you please reupload DHLPRedux_v131.7z?

 

1 hour ago, Johnwatts said:

 Need the old version for a modlist

 

1 hour ago, SUpeerMario said:

same

 

You could also request the modlist maker to update their modlist...

Posted (edited)
1 hour ago, ebbluminous said:

 

 

You could also request the modlist maker to update their modlist...

Yea but its a thousand times easier for the mod authors to list older versions than for the modlist author to update the Wabba every time 1 of hundreds of mods gets even a tiny update and changes the hash. kinda obvious my guy.

To that point I also am here to request 131 be available as I couldnt find a way to brute force Wabba and this is the only mod stopping me from downloading a modlist that itself just updated. That author prob wont realize this got updated for a while as they only just updated themselves.

Edited by Raiseumhigh
Posted
2 hours ago, Raiseumhigh said:

Yea but its a thousand times easier for the mod authors to list older versions than for the modlist author to update the Wabba every time 1 of hundreds of mods gets even a tiny update and changes the hash. kinda obvious my guy.

To that point I also am here to request 131 be available as I couldnt find a way to brute force Wabba and this is the only mod stopping me from downloading a modlist that itself just updated. That author prob wont realize this got updated for a while as they only just updated themselves.

 

Have you considered letting the author of the modlist know this has been updated? It's their responsibility to keep on top of this kind of thing, and they should be making that clear to users, so individual mod authors don't get bombarded with requests/demands for old versions, as is happening here.

 

Obviously it's up to Taki17 whether to make the old version available again, but it's the modlist author who should be getting asked about it.

Posted

Thank you so much @Taki17 for the continued development and support of this awesome mod! Starting with Srende's orginal, it has been a part of my plugin list ever since I first started playing Skyrim all those years ago. 

 

Some really interesting changes you've made there for 1.4! 

Posted

I don't support any other mod versions except for the latest. 

 

You chose to use a curated modlist maintained by someone else. That means your support goes through them, not through me. If the list is broken, bother the person maintaining the list instead of spamming my thread with demands. Request for older versions in this thread and in my DMs will be ignored and thrown out unread.

Posted
On 5/8/2026 at 6:29 AM, aziko____ said:

Is there a way to make bandits run faster than you? currently its very easy to outrun

Chasing enemies get a 30% speed boost when they start going after the player. During my testing, I've found it to be reasonably easy to get away in open terrain when the player is not slowed by restraints, but a large number of enemies, additonal enemies joining in, being indoors or in difficult terrain can still prove to be a challenge. And if the player is wearing something like DD slave heels or ankle shackles that limit her mobility, they are pretty much guaranteed to catch up.

 

I'm pretty happy with this setup of still having a good enough chance when not bound too much, but still keeping you away from a place you could go normally when not bound. How's it in your experience?

Posted
5 hours ago, Raiseumhigh said:

Yea but its a thousand times easier for the mod authors to list older versions than for the modlist author to update the Wabba every time 1 of hundreds of mods gets even a tiny update and changes the hash. kinda obvious my guy.

To that point I also am here to request 131 be available as I couldnt find a way to brute force Wabba and this is the only mod stopping me from downloading a modlist that itself just updated. That author prob wont realize this got updated for a while as they only just updated themselves.

To me it is more obvious that someone who wants to releae a list in the wild should take on the responsiblity of keeping it up to date.

 

Even better, people should upskill and learn how to sort their mods without crap like Wankajack. Then it becomes a non issue as they'll be able to update or not. Might also leanr some things about modding in the process...

Posted
8 minutes ago, Taki17 said:

Chasing enemies get a 30% speed boost when they start going after the player. During my testing, I've found it to be reasonably easy to get away in open terrain when the player is not slowed by restraints, but a large number of enemies, additonal enemies joining in, being indoors or in difficult terrain can still prove to be a challenge. And if the player is wearing something like DD slave heels or ankle shackles that limit her mobility, they are pretty much guaranteed to catch up.

 

I'm pretty happy with this setup of still having a good enough chance when not bound too much, but still keeping you away from a place you could go normally when not bound. How's it in your experience?

I find it quite easy to outrun them overall. Maybe i'll find a mod that adds more bandits. is there a way to edit the speed boost?

Posted
1 hour ago, aziko____ said:

is there a way to edit the speed boost?

Currently, not without recompiling the "WD_Util" and "WD_Creatures" scripts with different values for the "ModAV" function calls. If that's no issue for you, feel free to experiment with different values, they will work without starting a new game or requiring a clean install of the mod.

 

Otherwise, I'd like to have some more input from you and anyone else who wants to chime in: Do you find the chasing enemies too fast or too slow? Do you think a configurable speed boost would be useful? The current 30% boost is just about the sweet spot I think, because anything above 40% starts looking noticeably silly, 50% is borderline very silly and above that, well they'll just be zooming around like ultra silly 😅

Posted
19 minutes ago, Taki17 said:

Currently, not without recompiling the "WD_Util" and "WD_Creatures" scripts with different values for the "ModAV" function calls. If that's no issue for you, feel free to experiment with different values, they will work without starting a new game or requiring a clean install of the mod.

 

Otherwise, I'd like to have some more input from you and anyone else who wants to chime in: Do you find the chasing enemies too fast or too slow? Do you think a configurable speed boost would be useful? The current 30% boost is just about the sweet spot I think, because anything above 40% starts looking noticeably silly, 50% is borderline very silly and above that, well they'll just be zooming around like ultra silly 😅

Haha yeah it probably would look very silly, though a configurable option would be nice if possible.

Posted
8 hours ago, ebbluminous said:

 

 

You could also request the modlist maker to update their modlist...

that is a bigger ask than asking for a single file my guy

Posted
6 hours ago, swords and sandals said:

 

Have you considered letting the author of the modlist know this has been updated? It's their responsibility to keep on top of this kind of thing, and they should be making that clear to users, so individual mod authors don't get bombarded with requests/demands for old versions, as is happening here.

 

Obviously it's up to Taki17 whether to make the old version available again, but it's the modlist author who should be getting asked about it.

I did consider it for a split second until I common sense kicked in. The mod author simply has to keep older versions on their page, which the vast majority do. While the mod author has to look at every major or minor patch, even if it went from 140 to 140.1 they would need to update the modlist for every one of their mods in the list which usually number in the better part of a thousand. math says 1< 500+.

 

3 hours ago, ebbluminous said:

To me it is more obvious that someone who wants to releae a list in the wild should take on the responsiblity of keeping it up to date.

 

Even better, people should upskill and learn how to sort their mods without crap like Wankajack. Then it becomes a non issue as they'll be able to update or not. Might also leanr some things about modding in the process...

I know thats what seemed more obvious to you thats why I posted that. Out of nearly 100 of the mods that needed to be downloaded manually, the vast majority of them had older versions to download even if there was only a couple versions so clearly not this isnt only possible but common practice. the level of an ask between these two is not even close to the same. Also I went years without modlists curating mow own lists with maybe half of these modlists and wasted countless hours of my life simply troubleshooting before switching to Wabba. For how old this game is and how broken a lot of mods are nowadays I dont suggest anyone other than Wabba modlist authors to do this anymore unless youre trying to runs 150ish mods max then its easier. This might be a little complicated for you but ill include it anyway: 1 < 500+

 

3 hours ago, Taki17 said:

I don't support any other mod versions except for the latest. 

 

You chose to use a curated modlist maintained by someone else. That means your support goes through them, not through me. If the list is broken, bother the person maintaining the list instead of spamming my thread with demands. Request for older versions in this thread and in my DMs will be ignored and thrown out unread.

This is a huge L. I would skip this mod in a heartbeat if the modlist didn't demand it. All the good mods have a huge list of older versions, why does this insignificant mod need to be special?

Posted
1 hour ago, Raiseumhigh said:

[snip]

 

Your initial request is not unreasonable, but with all due respect, your response here is. You didn't like "wasting countless hours of your life simply troubleshooting"? Try making a mod, providing tech support, pouring even more time into updating it, and the first thing people respond with when you give them more free content is demands and then insults because you didn't keep an older version around. Be patient. Kindly ask the mod list author to update their list - yes, it may seem like that's a weird way to do it but they signed on for this: many mod list communities explicitly ask their users not to bother mod authors for older versions. Mod authors keep older versions around almost exclusively because they get pestered to hell about it if they don't. We generally don't want to do that - people could download older versions and complain about things that we already fixed. Maybe you knew  all that already, maybe you didn't. Finally, let me quote this forum's rules, which have been in place since 2011:

 

Quote

 

1. The biggest and most important thing of this community, is that the modders come first. They are the ones who make this community worth coming to, they are the ones enabling you to even play these mods.  Meaning if you don't like the way a mod is going, don't be a jerk about it, they can take the mod in whatever direction they want. Don't like it? Then make your own release and put the work in yourself. Find a bug or issue that needs to be fixed? Don't be a jerk about it and raise your concerns and feedback in a constructive manner.

 

2. Don't be a jerk. Seriously, does this really need to be said? 

 

 

Mod authors provide you shit for free, and we really don't ask much in return, only that you're civil. Please abide by that and we can all have a good time.

Posted

Awesome update taki btw ❤️ quite enjoying the return/reimplementation of the helplessness system, and everything seems to be working great so far. As for the enemys chasing feedback, (and I acknowledge this would probably be much more complex to code/implement than what the return would be worth!), potential integration with Unforgiving devices "sentinet" modifier seems like it could be a possiblity, i.e.: Enemies "activate" vibes/ankle/leg cuffs or heels ect. Might be able to do this without adding UD as a dependency too but suspect that would be a massssssive pain lol, just a few thoughts xD. Anyway luck and quite enjoying it again! ❤️ 

 

Posted
7 hours ago, Taki17 said:

Otherwise, I'd like to have some more input from you and anyone else who wants to chime in: Do you find the chasing enemies too fast or too slow? Do you think a configurable speed boost would be useful? The current 30% boost is just about the sweet spot I think, because anything above 40% starts looking noticeably silly,

Hi, a configurable speed boost might be helpful if it's not too much extra work on your end. I think there are mods out there that modify default NPC or player movement speeds, which I suppose could affect that sweet spot for the chase.

Posted

As one of the maintainers of said Wabbajack lists, I will say that it is against EVERY LIST'S rules as well as Wabbajack rules to ask mod authors for old versions of their mods.


Ask the list maintainer for an update.  We value being notified of things like this, if we aren't already aware, and will get to it as soon as we can. Updating a single mod in a list not that hard, but it does take time, and like everyone else we have a real life. So, updates are not instant, but they will be done. Just be patient and the list will be updated as soon as possible. 


Until then, you can install a different list, or learn how to mod Skyrim yourself if you're that impatient.

Your continued pestering of authors is more likely to get a list removed than anything else. Don't be that person that ruins it for everyone just because you couldn't wait a few days.
 

@LordSpaz12 @balzybob69 @shrunk547 @Johnwatts @SUpeerMario @Raiseumhigh

Posted
1 hour ago, zarantha said:

As one of the maintainers of said Wabbajack lists, I will say that it is against EVERY LIST'S rules as well as Wabbajack rules to ask mod authors for old versions of their mods.


Ask the list maintainer for an update.  We value being notified of things like this, if we aren't already aware, and will get to it as soon as we can. Updating a single mod in a list not that hard, but it does take time, and like everyone else we have a real life. So, updates are not instant, but they will be done. Just be patient and the list will be updated as soon as possible. 


Until then, you can install a different list, or learn how to mod Skyrim yourself if you're that impatient.

Your continued pestering of authors is more likely to get a list removed than anything else. Don't be that person that ruins it for everyone just because you couldn't wait a few days.
 

@LordSpaz12 @balzybob69 @shrunk547 @Johnwatts @SUpeerMario @Raiseumhigh

Thank you for putting across a view from a list maker :)

Posted
13 hours ago, El_Duderino said:

Hi, a configurable speed boost might be helpful if it's not too much extra work on your end. I think there are mods out there that modify default NPC or player movement speeds, which I suppose could affect that sweet spot for the chase.

Adding a config option for this is really easy, so that's never going to be an issue. With that being said, I think I will cap out the speed boost at 50% max, because I recall seeing a 100% speed boosted enemy launch himself off the slope of a small hill and hitting the ground dead in the next exterior cell 😅

 

13 hours ago, Annaleah said:

potential integration with Unforgiving devices "sentinet" modifier seems like it could be a possiblity, i.e.: Enemies "activate" vibes/ankle/leg cuffs or heels ect. Might be able to do this without adding UD as a dependency too

Truth be told, UD never was quite my jam so I honestly have no idea how that works - however if there's a reference I can use, and mod events or keywords setup, that makes it a whole lot easier, but again since I'm not a UD user, I'm not promising anything in advance.

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