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Posted

Devious Eyecandy NPCs

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Description

This mod adds various "decorative" slave NPCs to Skyrim, all of them are clad in lovely Devious Devices or in various states of undress, of course! ☺️

Maids tending to the homes, palaces and inns, doing the cooking, cleaning or serving the guests, slaves doing labor or accompanying their Masters, and pony girls running between cities, towns, warehouses, shops and docks, delivering goods to their destinations!

 

All of these NPCs have their own daily routines, and as the title suggest, they meant to serve as background characters to bring that certain devious touch more into the world of Skyrim - meaning they don't have quests or dialogue trees for them, aside from a bit of flavor dialogue.

 

Requirements

Devious Devices NG

There is also an optional download for users of Dynamic Feminine Female Modesty Animations. This will make sure the slaves only cover their visible delicate parts. This requires SPID and KID to be installed. Please see the .ini files for more configuration options!

 

Compatibility

This mod should be compatible with most other mods. Town and city overhaul mods might cause issues if they make fundamental structural changes.

Please report any conflicts or issues you might find! Please let me know in the support thread if you run into any issues!

 

Permissions and Credits
The permissions for this mod are open and it can be modified, patched, forked or tweaked according to your heart's content. Crediting me for the original is welcome.
Any assets taken from other mods is marked as such and the permissions of the original mod apply to it.
Under no circumstances should this mod in its original, unmodified form be redistributed or reuploaded elsewhere, outside of loverslab.com. Modified versions or patches and tweaks to it need to be available on loverslab.com as well.
Using any part of this mod in closed source or for-profit projects is strictly forbidden.
Any modified version of this mod or mods derived from this one need to have the same permissions as the original does.


My thanks to every contributor for making Devious Devices and DDNG possible!

Special thanks to @El_Duderino , the original author, for thinking up this wonderful concept, creating the first version and trusting me with continuing the work! ❤️


 

Posted
2 hours ago, Ixmore said:

It does what its supposed to, my only complaint is that nearly all the "slaves" wear catsuits

It appears that all the maids have catsuits.  Move away from there and you will see other outfits.

Posted

@El_Duderino I wonder, would it be possible to make Corsec's Non-Devious Devices Masterlist a dependency? This way, Devious Eyecandy NPCs won't need to duplicate the DD items for scriptless versions. Kaxat's SES2 also uses this non-dd masterlist.

Posted
4 hours ago, myhouseatl said:

.ESL this please!

To be honest, I hadn't thought about that. But wouldn't .eslifying break compatibility with LE?

In any case, if you don't want to wait for an update, it's very easy to convert this yourself: https://www.nexusmods.com/skyrimspecialedition/articles/3862

 

1 hour ago, laenes002 said:

Botox Pach need  )

I don't understand what that means. What or who is Botox Pach? :O 

 

3 hours ago, Nuascura said:

wonder, would it be possible to make Corsec's Non-Devious Devices Masterlist a dependency?

Thanks and oof! I must admit that I had completely forgotten about the Non-Devious devices. That might have saved me a bit of work...

In any case, now that the custom "non-devices" are already included, I don't think switching over to a dependency would yield any benefits.

 

7 hours ago, Ixmore said:

my only complaint is that nearly all the "slaves" wear catsuits

Yeah, that's due to personal preference. Doing a "naked patch" should be easy enough; I'll try to whip something up.

Posted

I'd like to use this, but my game is 'esp full', after even merging almost everything safe to do so,

 

So is there anybody out there who can do an esl file of this for the mod author, please?

 

I had a look at the instructions as to how to do that, and whilst I could probably get by on the SSEEDIT stuff, I really haven't got a clue about messing around in the CK. (I did try it once long ago on LE, and made such a pig's ear of it, I'm not too keen to try again, even on something said to be simple 😏)

 

So, 'Hopefully yours'

 

DQW

Posted

@El_Duderino I would both compress and post an esl here. However, I think it's best if you were the one to do it because future updates may lead to inconsistency among formIDs if people are compressing plugins on their own or using ones from different sources. But if you want, I or someone else can compress one and share it here for you to carry forward.

Posted (edited)
2 hours ago, DonQuiWho said:

I'd like to use this, but my game is 'esp full', after even merging almost everything safe to do so,

:O I must not be using enough mods. :D Even back in LE, I always had a couple of free load order slots.

 

@Nuascura Thanks much for kind offer!

 

I have just uploaded an extra .zip file which contains the two plugins ".eslified". To install, simply extract the version (F, MF) from the archive, drop it into the folder where you installed the mod and overwrite the original .esp from the main installer.

 

Please note that I haven't had time to test this in-game myself and I'd welcome a heads-up if something doesn't work. I used xEdit for the conversion. Also, this might require a new game, or at least rolling back to your last savegame from before you first installed the mod, as xEdit warned me that a lot of record numbers were changed in the process.

Edited by El_Duderino
Posted

Hi,

this mod looks great so far, but I have an issue.

I play with the other mod "Submissive Lola". Sometimes you get a task to talk with random NPCs. When the NPCs from this mod get's randomly selected, I can't talk with the NPC. (and so can't complete the quest / need to chancel the quest)

 

Posted (edited)
17 minutes ago, Battle_Hamster said:

Sometimes you get a task to talk with random NPCs. When the NPCs from this mod get's randomly selected, I can't talk with the NPC.

Oh wow, that's a rather serious oversight on my part. Thank you very much for the heads-up! I will fix this.

 

Edit:

 

A Patch for these issues is now available in the downloads section of the mod.

 

The second optional .zip which contains the .eslified plugins with a couple of patches for testing: I removed the Blocking flag from the dialogues in the mod, and added the ZadDisableDialogue faction to all NPCs.

 

This might require yet another new (or rolled back) save for the changes to the NPCs to take effect.

 

Please let me know if that patch solves the issues and I'll upload a new full version of the mod. My apologies for the somewhat bumpy launch of this mod!

Edited by El_Duderino
Posted (edited)
3 hours ago, El_Duderino said:

Oh wow, that's a rather serious oversight on my part. Thank you very much for the heads-up! I will fix this.

 

Edit:

 

A Patch for these issues is now available in the downloads section of the mod.

 

The second optional .zip which contains the .eslified plugins with a couple of patches for testing: I removed the Blocking flag from the dialogues in the mod, and added the ZadDisableDialogue faction to all NPCs.

 

This might require yet another new (or rolled back) save for the changes to the NPCs to take effect.

 

Please let me know if that patch solves the issues and I'll upload a new full version of the mod. My apologies for the somewhat bumpy launch of this mod!

 

Hi

 

If I install the mod in MO2, and also add these additional files, in MO2, sure, the additions overwrite the original esps in the L/H Pane, but they ALL still appear in the R/H pane as 'main load order' 'esp' files, not 'esl' files

 

Anyone got any ideas what I might be doing wrong, please?

 

FWIW, its easy for me to see that it shows up like that because, with my esm/esp files already being maxxed out at FE, the original file installs as an esp in FF, but installing the later 'elsified' files, whilst they overwrite the original file in the L/H pane, when they appear in the load order R/H pane, the load order still includes the mod as an esp in FF, NOT as an esl on FExxx, and hence the game is over the base load order limit

 

Anyone any ideas on this, please?

 

DQW

Edited by DonQuiWho
Posted (edited)

@El_Duderino A couple mistakes in the compression process:

  1. Under xEdit, the plugin's file header has to have the ESL record flag attached after compression
  2. The NPC facegen data has to be re-exported after compression

I've done both and attached my ESL version of your mod here. I've also included the source files (prior to compression into bsa) in case I did anything wrong there. Using CAO, I selected necessary optimization for meshes and textures. And under meshes, process headparts. Feel free to re-compress into bsa if I chose incorrect settings. I also noticed you left some identical outfit meshes outside the bsa, which are also found inside said bsa. I've deleted them.

 

If this file looks right to you: de-compress the archive, delete the source files, and re-compress for release.

 

 

Edit: This plugin is based on ESLifiedPluginsPatched.zip femaleonly

Edited by Nuascura
Removed Attachment
Posted

@Nuascura thank you so much! I didn't even know there was a flag in the plugin to mark it as .esl

 

I'll retrace your steps for the male+female plugin and then hopefully I can upload a (more or less?) final version soon.

 

Question: I've just read that one can flag .esps as .esl without compacting them. (If I understood this correctly in the first place, that is.) Might this not be a better solution that won't require re-genning the faces (and thus throw another hurdle in the way of LE users?)

Posted
8 hours ago, El_Duderino said:

Question: I've just read that one can flag .esps as .esl without compacting them. (If I understood this correctly in the first place, that is.) Might this not be a better solution that won't require re-genning the faces (and thus throw another hurdle in the way of LE users?)

From what I can see in your male+female plugin, your records stretch way beyond the esl-range. Flagging your plugin as is should render it invalid. Under CK where the window header indicates: A light-possible plugin does not equate to a light plugin. You can also try it yourself with xedit: flag plugin as ESL, check for errors.

 

[00:00] ARN_O_Pony_EboBlueOutfitBackpack [OTFT:09345437]
[00:00]     OTFT -> ObjectID 345437 is invalid for a light module.

 

Posted

@Nuascura Thank you so much for your continued invaluable help! I'm learning very much here.

 

I just discovered the xEdit script that checks which plugins can be eslified. It says that my original version of the mod can be flagged without compacting records. That's good news.

 

I don't quite understand why the male+female is beyond the records limit as I thought that plugin was identical to the only-female version. I changed the gender flag on several NPCs and updated their face, but didn't add or change anything else. I'll double check and I'm sure there are some unused records (armor variants) which I can delete.

 

One thing which I still don't see a way to avoid is that there'll be two conflicting versions of the mod. One with the esl flag (or even compacted) and its facegens, and a second one as standard .esp for LE users or those who might want to create overrides to change the outfits, appearance, ... . Can somebody think of a more elegant solution than to offer two (or really four, if we include the FM / F-only split)? In any case, I should probably turn  the installer into a fomod.

Posted (edited)
On 2/11/2025 at 4:55 PM, El_Duderino said:

I don't quite understand why the male+female is beyond the records limit as I thought that plugin was identical to the only-female version. I changed the gender flag on several NPCs and updated their face, but didn't add or change anything else. I'll double check and I'm sure there are some unused records (armor variants) which I can delete.

I think we have a misunderstanding here. What I'm saying is that your original plugin, if flagged as-is without first compacting the records, will pop an error and render the plugin invalid. If you compact it first and then flag as ESL, then it'll be all fine. In other words, the "male+female is beyond the records limit", but once compacted and properly ESL-flagged, that won't be the case. The difference in record ranges (between ESL and non-ESL) would be why we'd need an LE-compatible version and an SE-specific ESL one.

 

TL;DR: whatever you do, making an ESL version will require re-exporting the facegen meshes and textures.

 

Here's the male + female ESL version for the one bundled under ESLifiedPluginsPatched.zip. Again, we probably will need two different versions of the mod unless you want to cut off LE support.

 

Edited by Nuascura
Removed Attachment
Posted
23 hours ago, Nuascura said:

What I'm saying is that your original plugin, if flagged as-is without first compacting the records, will pop an error and render the plugin invalid. If you compact it first and then flag as ESL, then it'll be all fine.

Hi and thanks again. Yes, I did indeed misunderstand you as I thought that only affectec the mixed gender version.

 

23 hours ago, Nuascura said:

TL;DR: whatever you do, making an ESL version will require re-exporting the facegen meshes and textures.

Thanks for that helpful clarification!

 

I'll look through the two "classic" .esp versions and delete any unused records. This will be the main version for LE users and probably also the one that OAR users may want to use as the OAR xml looks for the tradition record ID of the keywords. And then I'll give the plugins the esl treatment and re-export the faces for that version.

Posted (edited)

All right,

 

Update Time! :) 

 

The mod is now available in both .esp and .esl versions. Esl version now has its own facegens. All versions have had all unused records removed. 

 

There's a separate download for each of the four, pick and install only one of them.

 

Swapping between .esp and .esl versions in a running game is likely not possible. It should however be possible to update from an older to the latest .esp version. All previous fixes/updates are included.

 

Huge thanks to @Nuascura for the kind and invaluable help with eslifying the mod!

Edited by El_Duderino
Posted

I've been following this mod since it released last weekend, and I must say, I'm liking the concept of it, well done! Also your dedication to continually improve and listen to feedback is nice to see as well!

 

I have some observations/suggestions/requests (in no particular order), if you are interested:

  • Consider moving the one-line dialogues to misc dialogue greetings instead of player dialogue with blocking topics. That will behave like the comments and greetings from any base game NPC, and it's just much cleaner and easier that way because you don't need that many conditions to ensure them firing properly either because of priorities and such.
  • Please add the slaves to the "zadDisableDialogueFaction"! My mod Devious Interests - and some others too - use this as a quick and easy way to determine if the NPC is eligible to participate in DD-based mod events, so they won't get picked up as participants in DIN's Free Use event or trigger dialogue events either.
  • I noticed the gagged slaves are speaking normally. An "OR" condition for worn gags on the pony dialogue would be a quick and easy fix for that I think.
  • The Battle-Born Farm slaves never seem to come out of the house? Could it be because they don't have their behavior packages assigned? I noticed there being a "ARN_WRBattleBornSlaves_00_24" and a "ARN_WRBattleBornSlavesSandboxMulti_06_21" package in the plugin that are unused.
  • Somewhat related to the previous point, some of the slaves only leave their homes once the player unlocks the door (with a key or lockpicking), even if their packages are supposed to take them outside, maybe they need keys in their inventory to the door as well?
  • "ARN_O_Slave_CatsuitRedGreyGagOutfit" has a gold catsuit. Is that intentional or an oversight?
  • Several of the outfits are duplicates, containing the exact same restraints and clothes, these are:
    • "ARN_O_Maid_BlackGoldOutfit", "ARN_O_Maid_BlackOutfit", "ARN_O_Maid_BlueBlackOutfit", "ARN_O_Maid_MaidBlackOutfit" are the same
    • "ARN_O_Maid_CollegeLower" and "ARN_O_Maid_CollegeUpper" are the same
    • "ARN_O_Slave_ClothedPrisonerOutfitBlack" and "ARN_O_Slave_ClothedRagsOutfitBlack" are the same
    • "ARN_O_Slave_ClothedBeggarOutfitBlack" and "ARN_O_Slave_ClothedSmithOutfitBlack" are the same
  • Have you considered making some or all of the outfits the slaves wear dynamic/random with leveled lists?
  • Entirely subjective and opinionated request, but I wouldn't mind having some more of the slaves gagged...~ ☺️
  • What do you think about distributing some vibrating plugs for some of the slaves (like those wearing chastity)? I guess it'd have an impact on DD's NPC polling, but 1-2 per area on hand-picked NPCs wouldn't be that much of a strain, plus it'd add to the whole feeling if we could see them vibrated sometimes!
  • Your custom DD-clothes still use the DD AA-records, so they won't be considered as full-covering clothes for Aroused, and afaik each NPC is evaluated anyway? So unfortunately, having them covered won't do much for lessening the load on Aroused... so I guess feel free to undress some more of them, haha 😀

And keep up the nice work, I'd love see this mod be the best it can be!

Posted

Hi @Taki17 and thank you so much for the detailed and incredibly helpful feedback!

 

moving the one-line dialogues to misc dialogue greetings instead of player dialogue with blocking topics

"Good Gods", yes! I am using that functionality in another mod and I don't understand why I didn't think of it here. I'll change that.

 

zadDisableDialogueFaction

Huh, that one is strange. I'll have to double check if I didn't roll back some changes by mistake. I'm sure that I already added that faction in one of the previous patches to the mod.

 

I'll also double check the package use for the slaves and add keys to their inventory. I simply forgot about the keys, even though I'm fairly sure that I read in the Wiki that the NPCs need the keys to unlock doors via packages.

 

Several of the outfits are duplicates

This (and some other) peculiarities you found are because I originally didn't plan to release this mod and tailored it specifically to my own load order. That includes some custom armors which I created over the years but can't share because of unobtainable permissions and the added complication that I'm one of the last dinosaurs who's still using UUNP in their game (with the .nifs "cathedralized" to work in SE).

 

Have you considered making some or all of the outfits the slaves wear dynamic/random with leveled lists?

I like that idea. The only thing that kind of stands in its way is that the mod now exists in four separate plugings, uh. Four times the fun, eh?

 

Your custom DD-clothes still use the DD AA-records, so they won't be considered as full-covering clothes for Aroused

Very interesting! So that's the real reason why the neighbors all comment on me being naked when I stroll through town in my catsuit. :D 

 

 

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