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Devious Slavery and Servitude


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Posted
6 hours ago, bubba999 said:

It seems to be asking me to get iron from four different people. 

All right, so I've inspected how this was set up in the mod and it's as simple as speaking to certain NPCs. In Dawnstar, that's the whole crew of the Ironbreaker mine: Beitild, Karl, Irgnir, Fruki. Each of them should have a dialogue option "I'm here for the smith's order of iron ore." They'll give you the ore which you can then bring to the blacksmith.

 

I think I only tested this mission in Riverwood (where Lucan is your "ore guy"). From what you wrote, it sounds that Karl might have some other dialogue that's set to blocking -- did you try to speak to one of the other three people?

  • 1 month later...
Posted

I chose 30 days in the pop up and I don't get any dialogue to negotiate with the blacksmith after 30 days. I would appreciate it if you let me know if there is any other requirement for the dialogue to appear or is there anyway to find out if it is just bugged? 

Posted
On 6/18/2025 at 10:25 PM, bubba999 said:

So, Karl's option doesn't show up. 

Sorry for the ultra-late reply! I completely missed your post. :( 

 

I've checked the dialogue conditions and can't find anything wrong. All relevant NPCs for that task use the very same dialogue branch/topic. Karl is one of numerous GetIsID OR condition checks, so I don't understand why it works with the others but not with him. 

 

15 hours ago, thegoodbuoy0 said:

I chose 30 days in the pop up and I don't get any dialogue to negotiate with the blacksmith after 30 days. I would appreciate it if you let me know if there is any other requirement for the dialogue to appear or is there anyway to find out if it is just bugged? 

 

The dialogue to start the "free me" topic starts with the "Sir, can I ask you a delicate question?" prompt.

 

There are some hidden conditions that all have to be met to be set free eventually (caution: actual spoilers inside!)

Spoiler

- you must ask at least three times for your freedom before the smiths agree

- you must not have an active task

- you must have completed the minimum time set at the start of the quest

- punishments for failing tasks, etc., typically extend your enslavement duration (+1 day per punishment)

 

 

Posted (edited)
1 hour ago, El_Duderino said:

 

There are some hidden conditions that all have to be met to be set free eventually

 

Would have been good to know before I panic wiped my save, thinking that I softlocked my player character lol. Anyway, it was a very good mod for it does, although I wish it had some varied tasks which involved actual forging more (like forge and deliver 5 steel daggers to some x person, 2 iron armor to y person and so on). All I got were fetch quests involving ore, firewood, hide, some leather making tasks and stuff like that. Also sprinkle in some unique scripted kinky forging stuff every few days like forging a special sex toy for some customer, with funny dialogue during delivery and it would have been brilliant. Thanks for the mod.

 

Edit: forget to mention one thing. This was the first time I tried CACO and have to say that it isn't for everyone, atleast not for me. Playing in survival mode and I noticed that cooking something as simple as a stew now requires fire salts. That was ..... a very weird choice by the mod developers.

Edited by thegoodbuoy0
  • 2 weeks later...
Posted
9 hours ago, bd88291 said:

im  having an issue where the cloths are loading in so there is only a floating head 

Hi, that sounds like an issue with Bodyslide for the armors. This mod uses the armors directly from Devious Devices. You should start trouble shooting there -- Bodyslide must be run for Devious Devices before you can use the vast majority of the devices. The DD installation instructions have more information about that.

 

On 8/18/2025 at 12:05 PM, thegoodbuoy0 said:

This was the first time I tried CACO and have to say that it isn't for everyone, atleast not for me. Playing in survival mode and I noticed that cooking something as simple as a stew now requires fire salts.

Sorry for the late response. I never had that issue with CACO myself. (Normal) salt is required for most of the more "advanced" recipes, but I haven't encountered a single recipe requiring fire salts yet. Then again, I'm not using Survival mode (iNeed and good old Frostfall is my weapon of choice), so maybe that's where the fire falts come from?

 

In any case, I do hear you and the others who have posted before that CACO isn't everybody's cup of tea. To be honest, it came as a surprise to me that the mod would be contentious. Maybe I can do a "lite" version of my mod some day with no CACO and a slimmed down array of recipes. No promises though I think it would be a lot of work to remove all the CACO references.

Posted
On 8/31/2025 at 11:28 AM, El_Duderino said:

Hi, that sounds like an issue with Bodyslide for the armors. This mod uses the armors directly from Devious Devices. You should start trouble shooting there -- Bodyslide must be run for Devious Devices before you can use the vast majority of the devices. The DD installation instructions have more information about that.

 

Sorry for the late response. I never had that issue with CACO myself. (Normal) salt is required for most of the more "advanced" recipes, but I haven't encountered a single recipe requiring fire salts yet. Then again, I'm not using Survival mode (iNeed and good old Frostfall is my weapon of choice), so maybe that's where the fire falts come from?

 

In any case, I do hear you and the others who have posted before that CACO isn't everybody's cup of tea. To be honest, it came as a surprise to me that the mod would be contentious. Maybe I can do a "lite" version of my mod some day with no CACO and a slimmed down array of recipes. No promises though I think it would be a lot of work to remove all the CACO references.

i have triple check both dd download and install requirement and sluts download and install requirement. and really cant think of anywhere i have gone wrong. im 99.999999% sure that i have follwed every instructions of both pages

Posted
17 hours ago, bd88291 said:

i have triple check both dd download and install requirement and sluts download and install requirement.

To narrow it down, you could try equipping a hobble dress and/or suit from DD itself and see if that works. It's very likely that the issue is somewhere in your installation as otherwise I think (hope) there would be several similar bug reports in this thread.

Posted
1 hour ago, El_Duderino said:

To narrow it down, you could try equipping a hobble dress and/or suit from DD itself and see if that works. It's very likely that the issue is somewhere in your installation as otherwise I think (hope) there would be several similar bug reports in this thread.

thx for the help. figured out the problem was that i didn't know how to properly use body slide had to go watch a couple video to learn how it actually works

 

Posted
On 9/9/2025 at 10:46 AM, e4twt4 said:

they offer me work in the inn but cant start working

I'd like to help, but I need more details to try and figure out what's happening. Which dialogue prompt do you click? What does the innkeeper respond?

Posted
3 hours ago, crstfll said:

May I ask if this is intended: when this mod's voicepack was installed, the dialogue (in text subtitle) does not show anymore.

To be honest: I don't know. It should behave the same as vanilla dialogue, but let me double check.

Posted
4 hours ago, El_Duderino said:

To be honest: I don't know. It should behave the same as vanilla dialogue, but let me double check.

I tried again. Without the voicepack, the text will always be there. With the soundpack, by enabling subtitles the text will show. I think that is it!

Posted (edited)

there is a bug when Black Ebonite Restrictive Boots are rendered as Black Ebonite Restrictive Gloves. please fix this.

Edited by SpaceSurfer
Posted
22 hours ago, SpaceSurfer said:

there is a bug when Black Ebonite Restrictive Boots are rendered as Black Ebonite Restrictive Gloves. please fix this.

Thank you for the heads-up!

 

This should now be fixed. Note that you'll have to remove the devices and then get the smith re-equip your devices if you already started playing the mod.

Posted
1 hour ago, El_Duderino said:

Thank you for the heads-up!

 

This should now be fixed. Note that you'll have to remove the devices and then get the smith re-equip your devices if you already started playing the mod.

I really like your mods, thanks for the quick support!

Posted
4 hours ago, KuunBoongTuul said:

I like the conceipt of this mod, would this also work in SE?

I don't know. I'm playing on 1170 myself but my CK is in a separate installation of the game that's version 1130. But I can't say what that means in terms of backwards compatibility.

Posted
2 hours ago, El_Duderino said:

I don't know. I'm playing on 1170 myself but my CK is in a separate installation of the game that's version 1130. But I can't say what that means in terms of backwards compatibility.

 

Nevermind, it seems there is no problem starting quests from this mod in SSE(1.5.97).

  • 2 weeks later...
Posted

Mod looks like an awesome addition to my current modlist but Cooking and Blacksmith overhauls are dragging a lot of additional mod requirements after them
Did anyone tried to play without Cooking/Alchemy/Blacksmith Profession Overhauls? How playable is it?

Posted
On 10/4/2025 at 9:04 AM, Partel said:

Mod looks like an awesome addition to my current modlist but Cooking and Blacksmith overhauls are dragging a lot of additional mod requirements after them
Did anyone tried to play without Cooking/Alchemy/Blacksmith Profession Overhauls? How playable is it?

Can't because they are hard requirement. Mo2 will notice you Error missing master.

Posted
On 10/4/2025 at 4:04 AM, Partel said:

Mod looks like an awesome addition to my current modlist but Cooking and Blacksmith overhauls are dragging a lot of additional mod requirements after them
Did anyone tried to play without Cooking/Alchemy/Blacksmith Profession Overhauls? How playable is it?

 

On 10/11/2025 at 5:40 AM, hungvipbcsok said:

Can't because they are hard requirement. Mo2 will notice you Error missing master.

 

So I've just ran the mod through xEdit again, and it seems that Complete Crafting Overhaul is not a requirement, after all. Not even a soft one. I've adjusted the mod description accordingly. I always thought I used some of its parts in the smithing quest, but apparently not so.

 

Cooking and Alchemy overhaul is going to remain a dependency. I may do an optional version without it later on, but only once I'm entirely sure that no further development will happen with this mod. I am slowly working on one or two new mission types and I don't want to maintain two parallel versions with different requirements. 

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