Zaflis Posted September 19, 2025 Posted September 19, 2025 29 minutes ago, Guitarmageddon said: Ever since updating to version 0.7.1 a couple of days ago, I've been having issues between Devious Curses and Unforgiving Devices. I haven't seen any errors at all with UD compatibility. Using UD 3.0 and none of its patches. I let Synthesis generate all the devices, and make sure it is last in the load order.
Guitarmageddon Posted September 20, 2025 Posted September 20, 2025 1 hour ago, Zaflis said: I haven't seen any errors at all with UD compatibility. Using UD 3.0 and none of its patches. I let Synthesis generate all the devices, and make sure it is last in the load order. Hmm, I hadn't thought about that, but I checked and I *did* have UD's DD patch enabled without realizing. Tried disabling it and repatching but I'm still having the issue. I also have a UD patch for Security Overhaul, DD's BRRF patch, some DD-NG patches for device model replacers, and DC's UD patch enabled. I didn't think they would be causing an issue, because they don't affect Curses directly, and I assume DC's UD patch is still required to be able to only use UD devices with Curse events. But I'm having an issue *somewhere* so maybe they are. This is my load order currently for them
DonQuiWho Posted September 20, 2025 Posted September 20, 2025 8 hours ago, Guitarmageddon said: ........... some DD-NG patches for device model replacers,...........  Where do these come from, please? Are they on the DD NG Discord?  TIA for any pointers you can provide  DQWÂ
Guitarmageddon Posted September 20, 2025 Posted September 20, 2025 12 hours ago, DonQuiWho said:  Where do these come from, please? Are they on the DD NG Discord? They are just included as optional replacers in Devious Devices NG's FOMOD installer They require 'Dynamic Armor Variants', so maybe the options are only visible in the FOMOD if it detects that mod is installed
DonQuiWho Posted September 21, 2025 Posted September 21, 2025 52 minutes ago, Guitarmageddon said: They are just included as optional replacers in Devious Devices NG's FOMOD installer They require 'Dynamic Armor Variants', so maybe the options are only visible in the FOMOD if it detects that mod is installed  Thanks vm  I don't have that installed  I'll have a look and see if it might be worthwhile adding to this current game - been going long enough to not want to take any chances unduly! - or try it on the next one  DQW
vert lizard Posted September 21, 2025 Posted September 21, 2025 the madness plug says it needs a madness key. what is that and how do i get it
Vollkornstulle Posted September 21, 2025 Posted September 21, 2025 1 hour ago, verticalizard said: the madness plug says it needs a madness key. what is that and how do i get it You don´t get it. These kind of keys are only there as flavor text. The plug removes itself after the events are done.
Zaflis Posted September 22, 2025 Posted September 22, 2025 On 9/20/2025 at 5:46 AM, Guitarmageddon said: This is my load order currently for them The topmost there is DD-NG's changes (DD SE patch), you should turn it on. Also after all those should be the Synthesis, i assume you just didn't show. But as always you still need to repatch Synthesis when changing load order with any DD mod.
shrtjsrtj Posted September 22, 2025 Posted September 22, 2025 1 hour ago, Zaflis said: The topmost there is DD-NG's changes (DD SE patch), you should turn it on. Also after all those should be the Synthesis, i assume you just didn't show. But as always you still need to repatch Synthesis when changing load order with any DD mod.  From the DDNG page: disable "Devious Devices SE patch.esp" from the plugins list. It's no longer required.  If you check DD SE 5.2 it's actually from there, what DDNG did was add a blank .esp with the same name in case people didn't disable it. 1
angrykiwi Posted September 23, 2025 Posted September 23, 2025 (edited) On 9/10/2025 at 3:23 PM, 3LVN said: Healslut cause a float underflow on destructionMod actorValue and is not erased after the magic effect ends. The fortify destruction used (0007A0F6) only modify the magicka cost of spells not their damage (0003EB26). Can confirm this bug, that's the only effect that gets stuck, had to use console to revert values Also unsure the intention behind sheogorath piercings since they do no disappear once the event is over, and they are set up to only require a key since every other escape chance is 0 and attempts are set to false. Edited September 23, 2025 by angrykiwi
MysticDaedra Posted September 24, 2025 Posted September 24, 2025 (edited) Dwarven Cuirass questions: Â 1. What filter group is this in Bodyslide? I managed to find it by searching for it, but I didn't see it in Unassigned or the DDNG categories. 2. Is the Dwarven Cuirass as included in DCNG converted for 3BA? My Zeroed Sliders preset didn't show up for it, which in my experience usually means the mesh was either not converted for 3BA or was converted incorrectly. Â EDIT: The cuirass is listed under 3BA, and does seem to be converted properly for 3BA as well. It might be useful to add an additional category, for easy of finding. A DCNG or something category, perhaps. I also had to add my slider preset to it for some reason, so something there isn't configured properly. Edited September 24, 2025 by MysticDaedra
MysticDaedra Posted September 24, 2025 Posted September 24, 2025 (edited) The Dwarven Cuirass, can this oppressive device come with a massive carry weight boost? My character was near her max weight, and now that the cuirass was equipped, she can barely move. I can't open inventory or anything due to it being a heavy bondage device as well. Â Also, what kind of items should I be picking up for the cuirass to take? Does it take anything that I can find in a dwemer ruin that is of dwemer origin, or does it need the regular smeltable items? Edited September 24, 2025 by MysticDaedra
hddgmon Posted September 25, 2025 Posted September 25, 2025 I want to ask, if a large restraint device is triggered, like being hoisted up, and there's no menu to access, how can I free myself?
Vollkornstulle Posted September 26, 2025 Posted September 26, 2025 10 hours ago, hddgmon said: I want to ask, if a large restraint device is triggered, like being hoisted up, and there's no menu to access, how can I free myself? You have to use the mechanics of DD or DDNG. In DD you just have something similar to the normal DD item escape, where you pick different options and it is luck based whether you escape or not. DDNG is a bit strategy based: You press a random key until the menu pops up. Then you select struggle and then you should get a notification that you have to use wasd to get free. You need to hit a specific number of successes in a row, with you having to brute force the right combination. You press one of the keys for 1 or 2 seconds and release. After that you get either a green expanding circle as a sign of success, red particles as a sign of failure or pink particles as a sign of a big failure that resets all your progress and might even increase the number of successful hits you need to land in a row. I believe with 4 required hits and below (default is 3) you always get 4 different keys you need to hit in a row (like wdas, awds and similar are possible, but not wasw, for example) and I think never 2 times the same in a row, but I rarely get 5 and above, so I can´t really give advice on that. It´s a bit bland compared to the mechanics in UD, but still better than default DD. 1
pickonemore Posted October 4, 2025 Posted October 4, 2025 (edited) Ok... the madness plug, it dosnt seem to do anything for me, i am using the List Nefaram from Wabbajack but with my limited knowledge i do not see an issue why it wouldn't do anything, all the other devices act accordingly. any tips would be great, thank you all in advanced. i have made sure each mod dependency is followed as well  Edited October 4, 2025 by pickonemore 1
hungvipbcsok Posted October 8, 2025 Posted October 8, 2025 Do I still need the UD patch if I have synthesis?
Cerral Posted October 9, 2025 Posted October 9, 2025 The mod doesn't seem to be working for me. My game crashes as soon as the mod triggers an event, regardless of which one. I'm posting my last 3 crash reports in case anyone can figure out what the problem is.  crash-2025-10-09-16-21-27.log  crash-2025-10-09-16-37-16.log crash-2025-10-09-16-50-08.log  Thank you in advance.
jbezorg Posted October 10, 2025 Posted October 10, 2025 The House of Horrors would be a good quest to integrate. In the start to compel the player to complete the quest quickly. At the last stage of the quest. If the player asks for more from Molag Bal their wish should be granted. Â
Omnishade Posted October 10, 2025 Posted October 10, 2025 Can you add this mod to an existing save or do you have to start a new game?
himanshushah Posted October 12, 2025 Posted October 12, 2025 thanks for the wonderful mod.  I just have 2 questions.  1) Why this Mod Not Equips/Trigger armbinder or Yoke or Elbow binder ?  2) I trigger Living Latex & Equip aswell but then after why Living Latex not Equip any Other Device as Mentioned in MCM ?
CaptainJ03 Posted October 13, 2025 Posted October 13, 2025 7 hours ago, himanshushah said: 1) Why this Mod Not Equips/Trigger armbinder or Yoke or Elbow binder ?  2) I trigger Living Latex & Equip aswell but then after why Living Latex not Equip any Other Device as Mentioned in MCM ?  1) maybe you haven't allowed Heavy Bondage in the MCM? I think it's off by default.  2) did you wait long enough? The grace period where nothing happens is quite long, and the next equip will happen only in battle when you (and the living latex) get hit.  1
lovalter Posted October 19, 2025 Posted October 19, 2025 On 10/4/2025 at 5:30 PM, pickonemore said: Ok... the madness plug, it dosnt seem to do anything for me, i am using the List Nefaram from Wabbajack but with my limited knowledge i do not see an issue why it wouldn't do anything, all the other devices act accordingly. any tips would be great, thank you all in advanced. i have made sure each mod dependency is followed as well  Can confirm, it vibrates and nothing else. Doesn't raise my arousal or anything
Emmixert Posted October 21, 2025 Posted October 21, 2025 On 8/14/2025 at 9:39 AM, Emmixert said: The Tattoos ain't working for me, I do have SlaveTats, LewdMarks and RapeTattoos installed, yet they're disabled, what am I missing? Folow up, Finally fixed it, dumbass me had SlaveTats SE when I needed the NG version, my bad.
petterparker Posted October 22, 2025 Posted October 22, 2025 Will this mod integrate with Skyrimnet? That would be great
MysticDaedra Posted October 25, 2025 Posted October 25, 2025 Does Curses NG work with Devious Wicked Devices yet? I seem to recall that support was on the table a few months ago?
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