NightmareMoose Posted October 26, 2025 Posted October 26, 2025 Having a strange issue. When my PC is gagged, none of the Interest dialogue or events start and it just goes through the normal gag speak "Mmmpph" options leading to normal NPC dialogue. I've tried changing the gag speak options in Cursed Loot, etc, but nothing seems to work.
Taki17 Posted October 27, 2025 Author Posted October 27, 2025 16 hours ago, NightmareMoose said: When my PC is gagged, none of the Interest dialogue or events start and it just goes through the normal gag speak That does look like DD's own dialogue indeed. There is a non-zero chance DCL is interfering (though I cannot say for certain as I never tested them together for obvious reasons), so see/check the following: is the "disable mod dialogue" checkbox ticked in the config menu? what happens if DCL is disabled? does the rest of the mod's functionality work well? use console commands (sqv din_Main) make sure the "din_Main" quest is active and running
NightmareMoose Posted October 27, 2025 Posted October 27, 2025 11 hours ago, Taki17 said: That does look like DD's own dialogue indeed. There is a non-zero chance DCL is interfering (though I cannot say for certain as I never tested them together for obvious reasons), so see/check the following: is the "disable mod dialogue" checkbox ticked in the config menu? what happens if DCL is disabled? does the rest of the mod's functionality work well? use console commands (sqv din_Main) make sure the "din_Main" quest is active and running Turns out it was mostly user error I never disabled Basic Gag Dialogue in ZaZ settings on this save...I think this was the real culprit because DI still seems to work fine when I turned DCL gag speak on to test. (Though I think to be safe I'll just keep DCLs gag speak to 0%...your gagged consequences are more...fun.)
PolskiHusarz20 Posted October 31, 2025 Posted October 31, 2025 I've got a suggestion for both Devious Interests and Helpless - struggling attracts nearby NPCs. All these chains, locks and other stuff propably will make lots of noice, not to mention wearer moaning while trying to stuggle out. When PC starts to struggle there should be a chance for NPC(s) to check what he/she is up to and then do something about it (or not). In case of DI NPC should greet the PC and either help, make it harder for PC, stare, use a chance to fuck her/him or enjoy the show With helpless it would be even simplier - struggling should attract nearby bandit (if there are any) and trigger the regular DH scenario. Sorry if it was posted previously, I rarely visit forums.
Taki17 Posted October 31, 2025 Author Posted October 31, 2025 4 hours ago, PolskiHusarz20 said: I've got a suggestion for both Devious Interests and Helpless - struggling attracts nearby NPCs. I think this idea has potential, however not in either mod I maintain, unfortunately... Devious Interests doesn't got NPC approaches, since that's a step above the complexity I want for the mod, and if Deviously Helpless already got enemies in range, well, they won't wait for anyone to start struggling anyway haha 😊 If someone happend to reboot Deviously Enslaved, this is pretty much what I can imagine as a fitting scenario for the mod!
vanas_1111 Posted November 5, 2025 Posted November 5, 2025 Alternate perspective's first room causes my stats to go uncontrollably wild
Taki17 Posted November 5, 2025 Author Posted November 5, 2025 1 hour ago, vanas_1111 said: Alternate perspective's first room causes my stats to go uncontrollably wild I need more information than that, and a log too.
vanas_1111 Posted November 5, 2025 Posted November 5, 2025 (edited) 10 hours ago, Taki17 said: I need more information than that, and a log too. which log would you need EDIT: was an unrelated conflict, sorry for spamming this thread. Edited November 5, 2025 by vanas_1111 update info
Taki17 Posted November 5, 2025 Author Posted November 5, 2025 3 hours ago, vanas_1111 said: which log would you need EDIT: was an unrelated conflict, sorry for spamming this thread. I'm glad the issue has been resolved! For future reference to anyone browsing this thread, when I ask for log, I mean the Papyrus log. Enable logging in the DIN MCM and follow the instructions here: https://www.nexusmods.com/skyrim/articles/368
belegost Posted November 5, 2025 Posted November 5, 2025 (edited) On 10/26/2025 at 8:39 AM, MysticDaedra said: With the latest version of the mod, bondage addiction is increasing even with no devices equipped or contraptions encountered. Bug, I presume? Check if you're not using Fertility Mode and SL Fertility Mode Arousal while your character in ovulating. Arousal goes through the roof with that combination. Edited November 5, 2025 by belegost
Siudhne Posted November 6, 2025 Posted November 6, 2025 (edited) So, I've set prostitution success chance at 100%, but no matter who I ask, they are never in the mood. What gives? Edit: Version 0933b. Edited November 6, 2025 by Siudhne
Taki17 Posted November 6, 2025 Author Posted November 6, 2025 1 hour ago, Siudhne said: they are never in the mood. What gives? That means the target's arousal is below the Arousal Threshold value set in the config menu.
Siudhne Posted November 7, 2025 Posted November 7, 2025 (edited) 13 hours ago, Taki17 said: That means the target's arousal is below the Arousal Threshold value set in the config menu. Well, that's a bit unfortunate. For stripping&self-bondage I'd like to keep the threshold high, but for prostitution I'd like to have it low. Oh well. Regardless, I've tested it with arousal threshold = 0 and both arousal multiplier = 1.0 and multiplier = 0. Most people are still not in the mood - but at least now some of them are! Is there anything else that could prevent them from accepting? (prostitution success chance is 100%, obviously) Edit: Happens with NPC that I've never talked to before either, so it's not that I've recently solicited them. Edited November 7, 2025 by Siudhne
Taki17 Posted November 7, 2025 Author Posted November 7, 2025 (edited) 10 hours ago, Siudhne said: Regardless, I've tested it with arousal threshold = 0 and both arousal multiplier = 1.0 and multiplier = 0. Most people are still not in the mood - but at least now some of them are! Is there anything else that could prevent them from accepting? (prostitution success chance is 100%, obviously) Arousal multiplier is not used in this calculation. The way prostitution success chance is determined is the following: a random float is rolled between 0.0 and 100.0 the roll is decreased by 10.0 if the player is naked the roll is decreased by the number of restraints the player wears the roll is decreased by either 5.0, 7.0 or 10.0, depending on what type of sex the player offers The end result of this roll is then compared against the number you set as success chance in the config menu, however the target's arousal is the first thing that's checked for, since regardless if you failed or succeeded in the roll, if their arousal is not at or above the Arousal Threshold level, the attempt will fail. That is when they say they are not in the mood. If the roll is larger than the number you set, the attempt will fail and the target will say they are not interested, or any of the bad outcomes happen. If the roll succeeds and their arousal is at sufficient level, they'll proceed to have sex with the player. Since the type of sex offered ALWAYS applies its modifier to the roll, even if it rolls a 100.0 against 100.0% success chance, the highest you can get is comparing a 95.0 against 100.0, and since 95.0 is smaller than 100.0, the attempt will succeed, provided arousal is in order. If your targets say they are not in the mood, that means something is up with their arousal. What arousal mod do you use? Edited November 7, 2025 by Taki17
Siudhne Posted November 8, 2025 Posted November 8, 2025 12 hours ago, Taki17 said: Arousal multiplier is not used in this calculation. The way prostitution success chance is determined is the following: a random float is rolled between 0.0 and 100.0 the roll is decreased by 10.0 if the player is naked the roll is decreased by the number of restraints the player wears the roll is decreased by either 5.0, 7.0 or 10.0, depending on what type of sex the player offers The end result of this roll is then compared against the number you set as success chance in the config menu, however the target's arousal is the first thing that's checked for, since regardless if you failed or succeeded in the roll, if their arousal is not at or above the Arousal Threshold level, the attempt will fail. That is when they say they are not in the mood. If the roll is larger than the number you set, the attempt will fail and the target will say they are not interested, or any of the bad outcomes happen. If the roll succeeds and their arousal is at sufficient level, they'll proceed to have sex with the player. Since the type of sex offered ALWAYS applies its modifier to the roll, even if it rolls a 100.0 against 100.0% success chance, the highest you can get is comparing a 95.0 against 100.0, and since 95.0 is smaller than 100.0, the attempt will succeed, provided arousal is in order. If your targets say they are not in the mood, that means something is up with their arousal. What arousal mod do you use? Thanks for your thourough explanation. If there really is nothing more to it, I'll have to look into my arousal mod. I'm using Sexlab Aroused Extended. Player-side is definitely working though: If arousal threshold is set to 90, stripping and self-bondage start at 90.
Taki17 Posted November 8, 2025 Author Posted November 8, 2025 2 hours ago, Siudhne said: I'm using Sexlab Aroused Extended Hold up, afaik that was made for Skyrim LE only and has been abandoned for over 6 years now?? I know some arousal mods had issues that they stopped working after several dozen hours into a save or failed to update NPC arousal status until you manually checked their arousal state. For reference, I'm using OSL Aroused and arousal has been working just fine, although seeing how the last comment in the thread is also you not being satisfied with it: in the past, I've also used SexLab Aroused NG and it did the job fine, though now it seems to have a successor. 1
Siudhne Posted November 9, 2025 Posted November 9, 2025 23 hours ago, Taki17 said: Hold up, afaik that was made for Skyrim LE only and has been abandoned for over 6 years now?? I know some arousal mods had issues that they stopped working after several dozen hours into a save or failed to update NPC arousal status until you manually checked their arousal state. For reference, I'm using OSL Aroused and arousal has been working just fine, although seeing how the last comment in the thread is also you not being satisfied with it: in the past, I've also used SexLab Aroused NG and it did the job fine, though now it seems to have a successor. Nah, I'm using this version for SE that has been abandoned for only 3 years now. 😆 So yeah, maybe that's totally on me. Still pretty weird that so many NPC are not in the mood even if threshold is set to 0 - maybe Aroused fails to retrieve an arousal value at all? I suppose I will try SLO Aroused NG next, thanks for the tip and also for your help, appreciated. 🙂
gamer098 Posted November 11, 2025 Posted November 11, 2025 Are there any plans to add configuration options to control which device themes are equipped on the player? I mean like black vs red vs white vs metal. Really enjoying the mod but it really peeves me when mods equip a mishmash of different colors and materials which don't match. I end up saving & reloading repeatedly until I get something that matches.
RavnaRiikr Posted November 11, 2025 Posted November 11, 2025 (edited) Do you have any plans to add integration SLSF Reloaded? What if events in this mod could have bigger chance of happening if player have high level of particular fame? For example bondage offers when bondage fame is high, or bigger success chance and rewards from prostitution with high whore fame. Edited November 11, 2025 by RavnaRiikr
Taki17 Posted November 12, 2025 Author Posted November 12, 2025 11 hours ago, gamer098 said: Are there any plans to add configuration options to control which device themes are equipped on the player? There are no such plans. I don't think it's worth the added complexity. 11 hours ago, RavnaRiikr said: Do you have any plans to add integration SLSF Reloaded? Haven't considered it yet. I know of the existence of this mod, but I always kinda glossed over it, so I'll have to see if it's something that syngerizes with what I have and what I want.
Drakath13 Posted November 24, 2025 Posted November 24, 2025 Would it be possible to add a feature that lets you blacklist specific NPCs from participating in events from this mod? In particular, I don't think slaves from Diary of Mine should be attempting to equip restraints on the player, especially while they're busy being tied to a wooden horse...
Taki17 Posted November 24, 2025 Author Posted November 24, 2025 10 hours ago, Drakath13 said: Would it be possible to add a feature that lets you blacklist specific NPCs from participating in events from this mod? Would be, however it's infinitely more easier to whip up a SPID file to add said specific NPCs to the "zadDialogueDisable" faction.
wareware Posted November 29, 2025 Posted November 29, 2025 Edited the MCM script to add an auto load settings feature when starting a new game. Feel free to merge it with the base mod if you like. Devious Interests Settings Loader.7z 1
nopse0 Posted November 29, 2025 Posted November 29, 2025 (edited) In my game, the jail stuff often gets screwed up, and the story manger 'onServedTime' callback seems not to be called, the din_main variables DINDialogueSupended_var and IsPlayerJailed_var stay both True after I have been released. Can this be made more reliable, are there other methods to check if the player is jailed ? Or maybe you could set this variables to False when the player is not inside an interior cell as a last resort perhaps ? (all prisons in Skyrim are inside buildings, I think). I think it gets screwed up, when the following happens: BodySearch mod: First search Guard: "You have commited crimes against Skyrim, what do you say in your defense?" => emprisonment BodySearch: Second search JailRape: First attempt to serve time is aborted, instead you get raped by a guard (sometimes also Aroused Creatures kicks in, and you get raped by a horny skeever, too) At the end, you finally can really serve your time, and get released I guess, the problem is, that JailRape is also handling 'OnStoryJail', maybe something gets messed up, when multiple mods are doing this. Edit: JailRape: _JR_ServedTime.psc Scriptname _JR_ServedTime extends Quest ... Event OnStoryServedTime(Location akLocation, Form akCrimeGroup, int aiCrimeGold, int aiDaysJail) if JailRapePC.ScenePlayed DecreaseSkills(aiDaysJail) JailRapePC.ShowReleasedMessage() endif Stop() EndEvent DeviousInterests: din_ServedTime.psc Scriptname din_ServedTime extends Quest ... Event OnStoryServedTime(Location akLocation, Form akCrimeGroup, int aiCrimeGold, int aiDaysJail) DoDINServedTimeEvent( akLocation, aiDaysJail ) Self.Stop() EndEvent Can there only be one ServedTime quest, is the event only send to one of the quests, when multiple mods try to handle this ? Will try to disable the JailRape ServedTime quest, I don't use the DecreaseSkills penalty anyway. Another idea, maybe the problem is, that JailRape and DeviousInterests both create their own "Story Manager Event Node" of type "Served Time", and link their "Story Manager Quest Nodes" to this SMEN. But I don't think the Story Manager Root can have multiple event node childs of the same event type. JailRape and DeviousInterests should instead use the same SMEN, and link their SMQN's to this single SMEN. Will make a patch, and try if this works. Edit: Yes this was it. I created a SMEN "Served Time" in an extra esp file, and then pointed the SMQN (Story Manager Quest Nodes) of JailRape and DeviousInterest to this SMEN node, then both quests receive the story manager Served Time event. The underlying problem is, that in Skyrim.esm there is no SMEN for Served Time (probably had been forgotten), so both JailRape and DeviousInterests created their own SMEN node, but this is wrong, there must be only one SMEN node for Served Time in the Story Manager tree. As you can see in this screenshot, there is no SMEN event node for "Served Time" in the CK, but creating multiple event nodes for "Served Time" is wrong, there must be only one, otherwise the story manager gets confused.: Edited November 30, 2025 by nopse0
Taki17 Posted November 30, 2025 Author Posted November 30, 2025 16 hours ago, wareware said: Edited the MCM script to add an auto load settings feature when starting a new game. Feel free to merge it with the base mod if you like. That's nifty. Will add it to considerations. 16 hours ago, nopse0 said: The underlying problem is, that in Skyrim.esm there is no SMEN for Served Time (probably had been forgotten), so both JailRape and DeviousInterests created their own SMEN node, but this is wrong, there must be only one SMEN node for Served Time in the Story Manager tree. Patching and/or using the events is unavoidable if you want multiple prison mods working off the same node. This mod does the same: https://www.loverslab.com/files/file/29357-licenses-player-oppression/
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