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Devious Carriages Redux


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Posted (edited)

1st time trying this mod.

 

It seems it works well with Convenient Carriages too.

 

I also downloaded AI voice from here (for redux v1.0.5), but that doesn't work for some reason. I know that is not the problem with this mod, I'm just curious if anyone else has similar problem.

Edited by monsta88
Posted
On 10/14/2025 at 4:06 AM, monsta88 said:

I also downloaded AI voice from here (for redux v1.0.5), but that doesn't work for some reason. I know that is not the problem with this mod, I'm just curious if anyone else has similar problem

Did you try the voice pack available with this mod's downloads?

Posted
3 hours ago, Seeker999 said:

Did you try the voice pack available with this mod's downloads?

 

I installed it yesterday, but couldn't play Skyrim. Also, the one from here is much smaller (21MB vs 263MB) than the one I linked above. I wonder why the size is so different.

Posted

The size is different because I've included only the voices types that bandits and drivers use in mine, and I'd assume the other voicepack included every voice type that there is in Skyrim - that's how the voice export script operates by default. 🙂

 

Haven't tried the other one, though, so could be wrong.

Posted

 

On 10/15/2025 at 3:37 PM, monsta88 said:
On 10/15/2025 at 11:48 AM, Seeker999 said:

Did you try the voice pack available with this mod's downloads?

 

I installed it yesterday, but couldn't play Skyrim. 

 

I could find the time to try it, it works.

  • 2 weeks later...
Posted

I noticed some typos in the 1.0.5 version.
The script QF_PBDC_CarriageQuest_070012C4 contains several mentions of "valualbes", which probably should be "valuables".

Posted

Question:

Is all/most of the script sources a result of decompiling PEX files?
or is the structure and formatting "as intended"?

I am making a small modification, adding MCM toggle to ignore followers when it comes to adding restraints, and the formatting almost hurts my eyes :)

I am tempted to reformat everything, but if the current state is as intended, or maybe to keep it as it was to allow for easier comparison with the old original sources, then i guess i'll leave it be.

Posted (edited)
8 hours ago, Roggvir said:

Question:

Is all/most of the script sources a result of decompiling PEX files?
or is the structure and formatting "as intended"?

I am making a small modification, adding MCM toggle to ignore followers when it comes to adding restraints, and the formatting almost hurts my eyes :)

I am tempted to reformat everything, but if the current state is as intended, or maybe to keep it as it was to allow for easier comparison with the old original sources, then i guess i'll leave it be.

at least parts of them are from Champollion, yea 😀 I took the Continued version as a base, and it had only like 2 source files available, so I had to get creative! So some unorthodox code bits that you can find in there is Champolions doing (it's also very possible that some might be mine...😁

 

Though, iirc, most of the fragments were left untouched from PB's original version both by me and the Continued author.

Edited by krzp
  • 2 weeks later...
Posted

When normally using carriages, some passes. With this mod, when an event occurs, time passes before and after the event. Is it possible to remove one of these timeskips as if you're using a survival mod you can starve/dehydrate with both of these timeskips.

Posted (edited)

@krzp

 

I find that this mod works just great on my AE setup, and makes every carraige trip an 'exciting prospect' 🫠 

 

If I could make one suggestion/request though, could you please, if possible, look again briefly at how it handles player's, and followers', keyholdings? 

 

I'm not certain if the mod is SUPPOSED to remove ALL those held at capture - I thought it was - but I am finding that it doesn't seem to take away everything that might be held in (player+followers) inventory. 

 

It would add some extra challenge if they were 'all' removed as it can be too easy to 'get free', so to speak, if just one follower or the player do not have bound/useless hands, when using something like Devious Helpers (which still works just great, after all these years) as a 'possible freedom' mod

 

BUT: Why have any keys in the first place? 

 

My Player and followers all have a minimum number so that they are there for the start of any interesting dungeon crawl that I might come across, so that there is always a chance of being able to complete it, despite DEC (and/or DCL etc) festooning the party members with DDs on the way through.  Without some means of removing some restraints - one needs to make tactical decisions as to which you choose to remove and/or leave in place, even when it might disable one or more followers completely - you can otherwise find that there will almost certainly be no other solution than just to totally back out the way you came, and go and look for help elsewhere.  With a minimal keyholding list to start with, (eg 4x Restraint, 1x Chastity, 1xPiercing), you might still get to that point, but it is not quite as almost certain an outcome as it is otherwise.  And there is no fun in knowing that you will almost certainly 'lose'  

 

Having no keys after a Devious Carriages event is different, though, in that you and your party are starting out 'in the country' with more chances of being able to find keys/travel to locations where you might find others to help you regain their freedom.  So no keys after the ride is much more tenable for ongoing gameplay

 

So, if there is any glitch in the mod wrt to keyhandling, or a way to ensure that they are all removed, if it's an EASY fix, is there any chance of maybe a small patch, please? 🤔  Of course, if it's anything that would require a load of effort, forget it.  Life's too short to fiddle around on niceties   ☺️

 

DQW

Edited by DonQuiWho
Posted
On 11/16/2025 at 9:45 AM, DonQuiWho said:

BUT: Why have any keys in the first place?

You can select the 'steal keys' option in the MCM, under OTHER. I don't use it, but you might try it.

Posted
1 hour ago, Seeker999 said:

You can select the 'steal keys' option in the MCM, under OTHER. I don't use it, but you might try it.

 

Thanks for the response.  Much appreciated 

 

I have had that set to 'steal' for some time.   So I was just surprised that it had never happened

 

I looked again just now to check that nothing had caused the option to revert, and I noticed that the chance I had set was 85%.  So whilst it's possible I've just been lucky on every trip in yonks, I've reset that to 100% and I'll try it out a bit more later when I get a chance

 

If it goes fine, I'll amend the original post to reflect that.  It's a super mod & I doubt if @krzp gets enough thanks/credit for the conversion etc, and that was one of the reasons for 'pussy footing' about a bit in my original post!

 

tyvm again

 

DQW  

 

  • 2 weeks later...
Posted

Great mod, its fun to use and adds an extra bit of risk to skipping travel. But I've run into two issues with the mod.

 

Firstly is the double timeskip mentioned by Blue Astra, if the timeskip could be tweaked to only occur once then this mod would be far more compatible with needs mods but also with other NSFW mods that act as goldsinks like devious followers.

On 11/13/2025 at 10:08 PM, Blue Astra said:

When normally using carriages, some passes. With this mod, when an event occurs, time passes before and after the event. Is it possible to remove one of these timeskips as if you're using a survival mod you can starve/dehydrate with both of these timeskips.

 

Secondly is a bug thats also present in the original devious carriages, sometimes the player is placed into a specific set of devices (chastity belt, chastity bra, collar and armbinder) regardless of mcm settings such as setting outfits and chastity to both have a 0% chance.

 

 

  • 3 weeks later...
Posted

Hi, I found some incompatibilities....  I had a new game and DCR worked fine, but then installed DHLP Redux and DIN

 

and voila DCR stopped to work. I don't know which one is a problem, maybe both of them. This two mods come from same author. Could you check? 

  • 4 months later...
Posted

Is there any chance to make the chances scale with distance? It always seems a bit weird when I take the short trip from Winterun to Riverwood, and the driver decides to take a break to ask for sex in the vicinity of solitude ;)

  • 4 weeks later...
Posted (edited)

Soo... this mod has worked. I started over, mostly just because I updated to Pandora finally, which did get to me update a handful of mods, but mostly just combat AI stuff... for whatever reason, when this triggers, I get sent to the scene of the bandit attack, but the LEAD bandit that initiates dialogue is not there. I let it run for a bit, nada. Anyone run into this before? Just has the 4 supporting bandits, and not the lead bandit. Since my last save, I updated...

 

Nemesis to Pandora

Combat Pathing Rev

BFCO

SlaveTatsNG

Bathing in Skyrim

Pandit Paradise

 

That would be it, everything else was already current and up to date. I'm certain it is something I've done, because like I said, the mod was working fine.

 

**Edit - In the event anyone comes across this... this specifically seems to happen when going to Whiterun, but you haven't been there before, and they are discussing the dark brotherhood jester outside. It would seem, because as you arrive and then get ported to the DC event, but that quest is still triggering, you cannot begin the DC quest and Chief Mayhem or whomever his name is won't spawn. If you go to Whiterun and acquire the jester quest first, then it is a non issue the next time you go to Whiterun and use the carriages. At least for me. **

Edited by Plaguetard2.0

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