El_Duderino Posted July 17, 2025 Author Posted July 17, 2025 6 hours ago, qwrsafca said: Some bandits are not hostile to me, and the event dialogue doesn't start. Ths is likely as intended; please refer to the main mod page for details about how the bandits behave with this mod. Also, I need way more details if what you experience doesn't match the intended behaviour of the mod.
MeForRealThisTime Posted September 19, 2025 Posted September 19, 2025 So to confirm: - Bandits in camps along roads that will not attack you on sight, and have the cool (really cool) conversation mechanics. - Bandits not in camps along roads that also will not attack you on sight, but also don't have the cool conversation mechanics? - Bandits that are in static locations attack you on sight and remain unchanged from vanilla (I'm not sure what you mean by this, are all of these bandits ones that you hand-picked to be hostile by default?) And a couple questions: - Are incompatibilities with mods that change bandits come down to just forwarding the hostility changes? (Unless the bandit mod is doing something real weird, I assume) - Same question for mods that add new bandit camps altogether - Same question for mods that add new bandits to existing camps This mod seems super cool, and I'm very excited to give it a try.
El_Duderino Posted September 20, 2025 Author Posted September 20, 2025 Hi! 9 hours ago, MeForRealThisTime said: - Bandits in camps along roads that will not attack you on sight, and have the cool (really cool) conversation mechanics. - Bandits not in camps along roads that also will not attack you on sight, but also don't have the cool conversation mechanics? - Bandits that are in static locations attack you on sight and remain unchanged from vanilla (I'm not sure what you mean by this, are all of these bandits ones that you hand-picked to be hostile by default?) Yes on all three points. Roadside/roaming bandits are neutral by default and ignore you completely unless you attack them. They will however enter combat with passing guards or any other NPC whose faction is hostile to bandits (which does not include ordinary citizens btw). That's the default behaviour for ALL bandits -- the only ones who attack on sight are found in hand-picked (vanilla) locations like Bleak Falls Barrow. Basically, I went through the list of bandit locations on UESP and added a trigger to each of them where I thought it makes sense to have the bandits hostile, or is desirable to not nerf vanilla quests (like Bleak Falls). 9 hours ago, MeForRealThisTime said: - Are incompatibilities with mods that change bandits come down to just forwarding the hostility changes? (Unless the bandit mod is doing something real weird, I assume) - Same question for mods that add new bandit camps altogether - Same question for mods that add new bandits to existing camps The main combatibilty issue lies in the required aggression setting for the bandit NPCs. All bandits except a few like Valtheim or Robber's Gorge have that set so that they attack anybody who isn't allied with them. This is what most likely requires a patch with any mod that adds bandits to the game world, unless that mod uses only the existing vanilla leveled bandit actors. There's also a conflict with any other mod that edits the vanilla bandit faction relationships, but I don't think too many others do that. Any mods that place bandit camps might need a patch, too, unless you want those camps to be neutral without custom dialogue (the default bandit behaviour with this mod). This is the most tricky bit to make compatible and can only be done in the CK. So yes, compatibility is really not this mod's strong side. However, it seems to be fairly stable. I haven't seen any reports of game braking issues or side effects and have been using it in my ongoing playthrough without any issues so far (currently at 13 game-time months). 1
Fraying9981 Posted September 20, 2025 Posted September 20, 2025 4 hours ago, El_Duderino said: The main combatibilty issue lies in the required aggression setting for the bandit NPCs. All bandits except a few like Valtheim or Robber's Gorge have that set so that they attack anybody who isn't allied with them. This is what most likely requires a patch with any mod that adds bandits to the game world, unless that mod uses only the existing vanilla leveled bandit actors. There's also a conflict with any other mod that edits the vanilla bandit faction relationships, but I don't think too many others do that. is this visible in overwrites?
El_Duderino Posted September 20, 2025 Author Posted September 20, 2025 1 hour ago, Fraying9981 said: is this visible in overwrites? No, you'd need to load the mods in xEdit and check for conflicts there.
Fraying9981 Posted September 20, 2025 Posted September 20, 2025 1 hour ago, El_Duderino said: No, you'd need to load the mods in xEdit and check for conflicts there. Thanks. Any thoughts about compatibility with the following? More Bandit Camps SSE https://www.nexusmods.com/skyrimspecialedition/mods/1994 Bandit Boys Club https://www.nexusmods.com/skyrimspecialedition/mods/68976 Enemy Plus (I think this one just adds mobs, but not bandits per se. not sure) https://www.nexusmods.com/skyrimspecialedition/mods/21572 Wrt to your point on OBIS: do you mean there could be a real compatibility issue, or simply that the bandits added by OBIS will not be impacted by your mod and therefore retain the aggressive behavior? https://www.nexusmods.com/skyrimspecialedition/mods/4145
Black714 Posted September 20, 2025 Posted September 20, 2025 (edited) I saw this mod, then I have a Suggestion, since my english bad I use GPT as translator, my bad: What if the interaction is happen with Skyrim Guard? I hope this could work as a long-term system integrated with gameplay. Guard Interaction System for Devious Devices: I would like to propose an idea for a guard interaction system that involves Devious Devices, with different behavior depending on the guard’s location (outside city walls vs. inside the city). As far as I know, there are always guards patrolling outside Skyrim’s cities. This system could be triggered via location-based dialogue. Concept: Guards outside the city walls (Outer Guards) and guards inside the city walls (Inner Guards) serve different functions. If the player character is female, guards can enforce restrictions using Devious Devices. Device Flow: Initial Collar Application (Outer Guards): If detected, the guard equips the player with a special Detection Collar. can be "Pet Collar" mod, or enchant by Equip detection (Curias, Boots, Gloves). While wearing this collar, the player cannot equip weapons, armors, enchanted clothing, or cast spells. The collar acts as a “control device” and introduces the system. Exchange to Belt + Plug (Outer City Guards): Talking to an outer guard again will allow the collar to be exchanged for a chastity belt and a vaginal plug. This represents “security” or “safety enforcement”. if player use rape mod, parasite etc, it can be reasonable. Swap Back to Collar (Inner City Guards): When entering the city and speaking to an inner guard, the guard will remove the belt + plug and put the collar back on. This represents that the Dragonborn is still under restriction but allowed to move inside the city more freely. First Time vs. Repeat: The first time this system triggers, it can function like a mini intro quest where the guard explains the rules. If the player is caught later without a device (breaking the rules), it counts as a violation. Punishment can involve additional restraints (e.g., adding a butt plug) or even a bounty. Why This Could Be Fun: Creates a dynamic cycle of device enforcement depending on where the player is (outer vs. inner walls). Adds immersion by connecting the guard system to Devious Devices and roleplay scenarios. Supports punishment mechanics, such as adding a bounty. since some player using Pee and Fart or Private need Disease, I think Vaginal plug + Belt is the best combo. at least Player still can roaming entire Skyrim even use island DLC mod. Edited September 20, 2025 by Black714
Fraying9981 Posted September 20, 2025 Posted September 20, 2025 58 minutes ago, Black714 said: I saw this mod, then I have a Suggestion, since my english bad I use GPT as translator, my bad: What if the interaction is happen with Skyrim Guard? I hope this could work as a long-term system integrated with gameplay. Guard Interaction System for Devious Devices: I would like to propose an idea for a guard interaction system that involves Devious Devices, with different behavior depending on the guard’s location (outside city walls vs. inside the city). As far as I know, there are always guards patrolling outside Skyrim’s cities. This system could be triggered via location-based dialogue. Concept: Guards outside the city walls (Outer Guards) and guards inside the city walls (Inner Guards) serve different functions. If the player character is female, guards can enforce restrictions using Devious Devices. Device Flow: Initial Collar Application (Outer Guards): If detected, the guard equips the player with a special Detection Collar. can be "Pet Collar" mod, or enchant by Equip detection (Curias, Boots, Gloves). While wearing this collar, the player cannot equip weapons, armors, enchanted clothing, or cast spells. The collar acts as a “control device” and introduces the system. Exchange to Belt + Plug (Outer City Guards): Talking to an outer guard again will allow the collar to be exchanged for a chastity belt and a vaginal plug. This represents “security” or “safety enforcement”. if player use rape mod, parasite etc, it can be reasonable. Swap Back to Collar (Inner City Guards): When entering the city and speaking to an inner guard, the guard will remove the belt + plug and put the collar back on. This represents that the Dragonborn is still under restriction but allowed to move inside the city more freely. First Time vs. Repeat: The first time this system triggers, it can function like a mini intro quest where the guard explains the rules. If the player is caught later without a device (breaking the rules), it counts as a violation. Punishment can involve additional restraints (e.g., adding a butt plug) or even a bounty. Why This Could Be Fun: Creates a dynamic cycle of device enforcement depending on where the player is (outer vs. inner walls). Adds immersion by connecting the guard system to Devious Devices and roleplay scenarios. Supports punishment mechanics, such as adding a bounty. since some player using Pee and Fart or Private need Disease, I think Vaginal plug + Belt is the best combo. at least Player still can roaming entire Skyrim even use island DLC mod. you should check these mods (and many more...): 1
Black714 Posted September 20, 2025 Posted September 20, 2025 (edited) 40 minutes ago, Fraying9981 said: you should check these mods (and many more...): Thanks for the suggestions! I’ve actually tried all of them, and here’s what I’ve found: LMAO – Tolls and Crimes: Supports Devious Devices, but applies them randomly, which can get annoying. On top of that, they can be avoided just by paying the toll. Licenses – Player Oppression: I asked the author about this before. Currently, it only supports generic/random collars, not specific devices. SexLab Survival: This one locks the city gates completely, which can cause conflicts with mods like Civil War Overhaul or during Siege of Whiterun. My opinion: If devices are too easy to avoid or too predictable, it becomes boring. But if they disturb the player too much, most people will just avoid the feature or reload their game. Since Devious Devices are usually heavy restraints that replace equipment slots (gloves, gauntlets, outfits), they can easily slow down the gameplay. From my experience, the best “sweet spot” is Belt + Vaginal Plug + Collar without additional restraints. This combo doesn’t replace important equipment, so the player can still roam and adventure freely. It also works very well when combined with animation/expression/effect mods. My setup for dynamic and unpredictable events (without disrupting quests too much): Blush When Aroused Expression Extended Dripping When Aroused Toys Framework (only for animation + spontaneous orgasm, mixed with packs like Billy, etc.) With this setup, I get modular events, animations, and expressions at unpredictable times—enough to keep things dynamic without forcing a reload. (Unlike mods such as POP Overhaul, Combat Defeat, or other random equip mods that can be more disruptive.) It feels like something “mandatory but still avoidable,” and it doesn’t slow down progression too much. Unfortunately, mods that enforce Devious Devices in a mandatory, long-term way are still very rare. Edited September 20, 2025 by Black714
Fraying9981 Posted September 20, 2025 Posted September 20, 2025 (edited) 3 hours ago, Black714 said: My opinion: If devices are too easy to avoid or too predictable, it becomes boring. But if they disturb the player too much, most people will just avoid the feature or reload their game. Since Devious Devices are usually heavy restraints that replace equipment slots (gloves, gauntlets, outfits), they can easily slow down the gameplay. From my experience, the best “sweet spot” is Belt + Vaginal Plug + Collar without additional restraints. This combo doesn’t replace important equipment, so the player can still roam and adventure freely. It also works very well when combined with animation/expression/effect mods. 100% agree! 3 hours ago, Black714 said: Toys Framework (only for animation + spontaneous orgasm, mixed with packs like Billy, etc.) How compatible is this with DD? I thought they clashed and therefore never tried Toys Framework 3 hours ago, Black714 said: It feels like something “mandatory but still avoidable,” and it doesn’t slow down progression too much. Unfortunately, mods that enforce Devious Devices in a mandatory, long-term way are still very rare. Have you checked Devious Training? It has some good simple mechanisms to create benefits of wearing DD. In early game I found it quite fun to use because of the risk reward aspect. My main issue with most mods, similar to what you said, is that it's too unforgiving. Even if you don't add many mods, most of the time, as soon as you get 1 DD, the game shifts completely and quickly gets frustrating. If you are open to more "mandatory but still avoidable" options, here are some broader additional options I have tried: Scrappies Matchmaker: this goes a lot into customization of how (non-)consensual sex events can happen to NPCs and the player. In particular, you might want to check the arousal threshold for what you are looking for: when mixed with location + clothing + line of sight + day/night requirements, it's a lot of fun to try to avoid running into problems. And you can set CDs, so even if something bad happens, the worst you can get as a FPC is pregnancy. Unforgiving devices: still too hardcore for me, but interesting orgasm mechanics. Speaking of which, are there mods where you can go see someone to get an abortion? with debuffs etc. Edited September 20, 2025 by Fraying9981
El_Duderino Posted September 20, 2025 Author Posted September 20, 2025 (edited) 6 hours ago, Fraying9981 said: Any thoughts about compatibility with the following? More Bandit Camps SSE Bandit Boys Club Enemy Plus (I think this one just adds mobs, but not bandits per se. not sure) Wrt to your point on OBIS: do you mean there could be a real compatibility issue, or simply that the bandits added by OBIS will not be impacted by your mod and therefore retain the aggressive behavior? Hi, I don't know any of the former three. I've basically always played only with vanilla bandits and sometimes with Populated. I've never played with OBIS either, but judging by the mod's description on Nexus it seems to me that it is a major overhaul of the bandits and their behaviour. I can't say what will actually conflict, but the two mods seem like they're are almost polar opposites as a "bandit overhaul". What I mean is, why add a mod that adds thousands of bandits to experience more battles and then another one which makes bandits a largely neutral faction, for the most part removing them as an enemy? 5 hours ago, Black714 said: What if the interaction is happen with Skyrim Guard? I hope this could work as a long-term system integrated with gameplay. I like the idea in principle, but I don't think I can come with anything fundamentally different (or even just different at all) from the mods that @Fraying9981 already mentioned. Edited September 20, 2025 by El_Duderino
Black714 Posted September 20, 2025 Posted September 20, 2025 @Fraying9981 I also use Devious Training. What I like the most about it is the buffs and the skin mark effect you get after wearing a chastity belt for some time (I also uploaded my patch for CBBE body for better belt and mark positions here). And yeah, it’s pretty flexible – you can disable certain body changes or effects if they don’t fit your setup. As for Toys Framework, it actually has its own devices, but it works fine alongside Devious Devices. What makes it interesting for me are the extra features like: Spontaneous Orgasm Oversexed Fondle Self Rousing Self-Masturbation Animations These are separate from Devious Device, but can run alongside and even blend with combo animation events. This makes the whole event generation feel a lot more lively and less predictable. In my setup, most events, animations, expressions, and effects get triggered when the player is wearing a plug. For example, fondling animations and expressions can even play while the character is moving, which makes the experience feel more dynamic. That’s why, I also mix the mod with this for Detail: Blush When Aroused Expression Extended Dripping When Aroused Wet or Sweat Effect (Wet Function) …the combo never feels obsolete, no matter what quest, city, or land mod I add on top. The only thing I feel is still missing is a way to make radiant, long-term wearing more like an enforced regulation or mandatory system. I currently use Devious Regulation and Pet Project. They’re good mods, but they still depend on player-triggered events after following certain quests. I’ve also looked at City Bondage and Deleted Devious Guard before, but in my opinion players rarely roam inside cities for long. Most of the time (at least 90%), they’re roaming in wilderness or dungeons, so those mods feel a bit limited in impact.
Black714 Posted September 20, 2025 Posted September 20, 2025 17 minutes ago, El_Duderino said: I like the idea in principle, but I don't think I can come with anything fundamentally different (or even just different at all) from the mods that @Fraying9981 already mentioned. I think what makes this idea different is that it’s basically security without surveillance. The belt and plug are mandatory only outside the city, while inside the city you swap back to the collar. No gate locking, no random device, no payment avoidance – it’s a consistent long-term cycle. That’s why I think it could still bring something fresh compared to existing mods.
Fraying9981 Posted September 20, 2025 Posted September 20, 2025 2 hours ago, El_Duderino said: What I mean is, why add a mod that adds thousands of bandits to experience more battles and then another one which makes bandits a largely neutral faction, for the most part removing them as an enemy? Thanks. That's a very good point! X) 2 hours ago, Black714 said: As for Toys Framework, it actually has its own devices, but it works fine alongside Devious Devices. What makes it interesting for me are the extra features like: Spontaneous Orgasm Oversexed Fondle Self Rousing Self-Masturbation Animations Great to know. How different is it from devious interests? I also use wet function, its really good. 2 hours ago, Black714 said: I think what makes this idea different is that it’s basically security without surveillance. The belt and plug are mandatory only outside the city, while inside the city you swap back to the collar. No gate locking, no random device, no payment avoidance – it’s a consistent long-term cycle. That’s why I think it could still bring something fresh compared to existing mods. The easiest would be to use skyrimnet with actions for guards to equip said devices on you. 1
Black714 Posted September 21, 2025 Posted September 21, 2025 4 hours ago, Fraying9981 said: The easiest would be to use skyrimnet with actions for guards to equip said devices on you. When I tried modifying some mods via TES5Edit, I noticed that many dialogs can be triggered by a combination of "condition functions". and vanilla default location keywords such as LocTypeTown or LocTypeCity. This makes me think that if another author adds a custom city and tags it properly with the vanilla keywords, the same system could still work. Of course, it still needs a Story Manager or Quest Alias to handle the actual trigger. Regarding Devious Interest, I experimented with it as well. From what I understand, its events are triggered by random chance through dialogue, similar to Devious Enchanted Chests or Mimics. In my experience, even if the chance is configurable, many players tend to quickload if they get an outcome they don’t like. Because of that, the random system sometimes feels less impactful in the long run. That’s why I think a good approach might be to design something that feels more unavoidable, Enforced/Mandatory, and long-term—while still not slowing down player progression. This way, the events stay immersive and engaging without being too easily bypassed.
Fraying9981 Posted September 21, 2025 Posted September 21, 2025 27 minutes ago, Black714 said: When I tried modifying some mods via TES5Edit, I noticed that many dialogs can be triggered by a combination of "condition functions". and vanilla default location keywords such as LocTypeTown or LocTypeCity. This makes me think that if another author adds a custom city and tags it properly with the vanilla keywords, the same system could still work. Of course, it still needs a Story Manager or Quest Alias to handle the actual trigger. Regarding Devious Interest, I experimented with it as well. From what I understand, its events are triggered by random chance through dialogue, similar to Devious Enchanted Chests or Mimics. In my experience, even if the chance is configurable, many players tend to quickload if they get an outcome they don’t like. Because of that, the random system sometimes feels less impactful in the long run. That’s why I think a good approach might be to design something that feels more unavoidable, Enforced/Mandatory, and long-term—while still not slowing down player progression. This way, the events stay immersive and engaging without being too easily bypassed. check skyrimnet. tbh most of the mods we are talking about will soon be obsolete because of skryimnet 1
Black714 Posted September 21, 2025 Posted September 21, 2025 1 hour ago, Fraying9981 said: check skyrimnet. tbh most of the mods we are talking about will soon be obsolete because of skryimnet I just checked his Patreon – it’s indeed the same author behind Devious Devices Integration. From what I read, SkyrimNet should connect to OpenRouter/VastAI for cloud AI, or run an offline LLM if we have a powerful GPU. The challenge I see is that Skyrim itself can already be quite GPU-demanding with 4K resolutions and ENB. Unless dual-GPU setups (with one dedicated only for the LLM) are possible – like the old CrossFire approach – running both at once might be difficult. So realistically, I think there are two paths: use an enthusiast-level PC build for offline LLM, or rely on a stable internet connection for cloud AI. Well, it’s a bit far from something like a Devious Guard/Surveillance mod for now, but I do see his vision. Even for next-gen open world games, it might become possible to use AI for every single NPC. And if dual or even quad-GPU setups make a comeback, that hardware could be dedicated to AI calculations.
Fraying9981 Posted September 21, 2025 Posted September 21, 2025 5 hours ago, Black714 said: I just checked his Patreon – it’s indeed the same author behind Devious Devices Integration. From what I read, SkyrimNet should connect to OpenRouter/VastAI for cloud AI, or run an offline LLM if we have a powerful GPU. The challenge I see is that Skyrim itself can already be quite GPU-demanding with 4K resolutions and ENB. Unless dual-GPU setups (with one dedicated only for the LLM) are possible – like the old CrossFire approach – running both at once might be difficult. So realistically, I think there are two paths: use an enthusiast-level PC build for offline LLM, or rely on a stable internet connection for cloud AI. Well, it’s a bit far from something like a Devious Guard/Surveillance mod for now, but I do see his vision. Even for next-gen open world games, it might become possible to use AI for every single NPC. And if dual or even quad-GPU setups make a comeback, that hardware could be dedicated to AI calculations. You'd be surprised how easy it is to install, and configure the prompts to get what you want in game!
Fraying9981 Posted September 21, 2025 Posted September 21, 2025 15 hours ago, El_Duderino said: I don't know any of the former three. I've basically always played only with vanilla bandits and sometimes with Populated. Bandit Boys Club changes most Bandits to male. More Bandit Camps just adds more bandit camps everywhere (additional spawns and outdoor locations). Wdyt? Should it be alright if I just remove OBIS?
El_Duderino Posted September 22, 2025 Author Posted September 22, 2025 20 hours ago, Fraying9981 said: Wdyt? Should it be alright if I just remove OBIS? I'm afraid I can't answer this. I never looked at OBIS in detail and don't know if the two mods can be patched in xEdit, or how tricky it would be.
Fraying9981 Posted September 23, 2025 Posted September 23, 2025 On 9/22/2025 at 5:40 AM, El_Duderino said: I'm afraid I can't answer this. I never looked at OBIS in detail and don't know if the two mods can be patched in xEdit, or how tricky it would be. ok so I had OBIS installed but never enabled it in MCM -> tried to remove it (didn't add DBO yet) from load order -> save didn't load. Conclusion: you can't remove OBIS and just put DBO instead. From what I understand, the enable button in the MCM just enables additional spawns. It seems the mod is enabled anyway and makes changes to bandits even if you don't tick that. So that's probably why my save refused to load without it. OBIS is quite popular so I may not be the last to ask about compatibility with DBO, especially given that DBO looks really cool and I want to try it, but of course, this is just a suggestion and I'm sure you may have other priorities for the mod that looking into OBIS compatibility.
El_Duderino Posted September 24, 2025 Author Posted September 24, 2025 15 hours ago, Fraying9981 said: ok so I had OBIS installed but never enabled it in MCM -> tried to remove it (didn't add DBO yet) from load order -> save didn't load. Conclusion: you can't remove OBIS and just put DBO instead. Oh, I misunderstood your question then about removing OBIS. It is generally not a good idea to disable (any) mod's .esp during a playthrough. OBIS (and DBO) must by nature make a ton of edits in the base game, including edits to the world tiles. 15 hours ago, Fraying9981 said: OBIS is quite popular so I may not be the last to ask about compatibility with DBO I understand that, which is why I put that warning on the mod's page in the first place. However, I won't create a compatibility patch myself as I don't see the need for one. Making OBIS adhere to DBO's rules (if that's even possible) would essentially make OBIS useless. What are all those extra bandits and clans good for when all they do is stand around all day long, talk about getting an island, and pick an occasional fight with a guard who might be happening by? 1
Mashi Posted October 28, 2025 Posted October 28, 2025 This is what the guts of it look like, simply a load order change might make it work since OBIS is resetting the aggression and confidence levels. I'm pretty much at the end of my ability to load mods so I really can't test it.
Fraying9981 Posted October 29, 2025 Posted October 29, 2025 8 hours ago, Mashi said: This is what the guts of it look like, simply a load order change might make it work since OBIS is resetting the aggression and confidence levels. I'm pretty much at the end of my ability to load mods so I really can't test it. Thanks! Are you saying dbo should be above or below (after) obis in load order?
Mashi Posted October 29, 2025 Posted October 29, 2025 4 hours ago, Fraying9981 said: Thanks! Are you saying dbo should be above or below (after) obis in load order? Try DBO under OBIS and see what happens. Can't say it will or won't work,
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