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Posted

I've been having issues with the masturbation cooldown. 
I've set it to 24 hours, but the event is still occurring regularly. The shortest gap was around 4 hours.
I have also turned the arousal multiplier down to zero to see if it's arousal that is affecting the cooldown length, but it still seems to be ignoring what I've set the cooldown to.
This occurs on a fresh save as well.

Posted
22 hours ago, dan_5959 said:

I looked through the MCM menu and enabled logging for a few that weren't turned on, most notably Devious Interests. Which I've now attached a log for.

 

I'm a noob and don't really understand how to read these logs. However, I note that the many XPMSE lines mention "FNIS". I'm not sure if it matters, but I'm using Pandora, not FNIS. Also, I can see Pandora comes with an XMPSE patch already built-in:

Looks like nothing is happening, which is odd. The mods print their logs, but no event is firing whatsoever, nor does it mention if it'd be suspended.

 

Since you mentioned that it started happening when you installed additional mods on an ongoing save (a very much not recommended thing to do btw), do try if you start a new game with all the mods enabled that you want, is everything working correctly?

 

As for the XPMSE script errors, you can turn off XPMSE.esp unless you got some mod that absolutely requires it. Pandora should entirely superseed FNIS anyway.

Posted
4 hours ago, DeadLockElli said:

I've been having issues with the masturbation cooldown. 
I've set it to 24 hours, but the event is still occurring regularly. The shortest gap was around 4 hours.
I have also turned the arousal multiplier down to zero to see if it's arousal that is affecting the cooldown length, but it still seems to be ignoring what I've set the cooldown to.
This occurs on a fresh save as well.

Please fetch me a log.

Posted (edited)

Hi! I found it very sexy, if the PC isn't able to wear clothes when wearing restraints (e.g. you have to get rid of your ballet boots, hand cuffs etc. before you can wear clothes/armor again). I changed 'OnObjectEquipped' in din_PlayerScript.psc thusly:

 

Event OnObjectEquipped( Form akBaseObject, ObjectReference akReference )
	Utility.Wait( 0.5 )
	;check only if the player's hands are unbound and she wants to equip armor or clothing
	If din_mn.IsNakedTime
		If !libs.playerRef.WornHasKeyword( libs.zad_DeviousHeavyBondage ) && akBaseObject.HasKeyword( Keyword.GetKeyword( "ClothingBody" ) ) || akBaseObject.HasKeyword( Keyword.GetKeyword( "ArmorCuirass" ) )
			Debug.Notification( "You want to be naked right now!" )
			libs.playerRef.UnequipItem( akBaseObject )
		EndIf
	Else
		If (akBaseObject.HasKeyword(Keyword.GetKeyword("ClothingBody")) || akBaseObject.HasKeyword(Keyword.GetKeyword("ArmorCuirass"))) &&\
			(libs.playerRef.WornHasKeyword(libs.zad_DeviousGloves) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBoots)\
			|| libs.playerRef.WornHasKeyword(libs.zad_DeviousCorset) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHarness)\
			|| libs.playerRef.WornHasKeyword(libs.zad_DeviousGag) || libs.playerRef.WornHasKeyword(libs.zad_DeviousHood)\
			|| libs.playerRef.WornHasKeyword(libs.zad_DeviousBlindfold) || libs.playerRef.WornHasKeyword(libs.zad_DeviousBlindfold)\
			|| libs.playerRef.WornHasKeyword(libs.zad_DeviousLegCuffs) || libs.playerRef.WornHasKeyword(libs.zad_DeviousArmCuffs))
			Debug.Notification( "You can't put on clothes while wearing restraints!")
			libs.playerRef.UnequipItem( akBaseObject )
		EndIf
	EndIf

 

Maybe other users will like this change, too. :) The keyword check is a bit lengthy, because some mods require you to wear a collar, and I wanted to exclude this from the condition.

Edited by nopse0
Posted
1 hour ago, Taki17 said:

Looks like nothing is happening, which is odd. The mods print their logs, but no event is firing whatsoever, nor does it mention if it'd be suspended.

 

Since you mentioned that it started happening when you installed additional mods on an ongoing save (a very much not recommended thing to do btw), do try if you start a new game with all the mods enabled that you want, is everything working correctly?

 

As for the XPMSE script errors, you can turn off XPMSE.esp unless you got some mod that absolutely requires it. Pandora should entirely superseed FNIS anyway.

 

Thanks. Yep, looks like another New Game for me.

Posted (edited)
2 hours ago, nopse0 said:

The keyword check is a bit lengthy, because some mods require you to wear a collar, and I wanted to exclude this from the condition.

Here, this should be a bit cleaner I think:

Event OnObjectEquipped( Form akBaseObject, ObjectReference akReference )
	Utility.Wait( 0.5 )
	;check only if the player's hands are unbound and she wants to equip armor or clothing
	If din_mn.IsNakedTime
		If !libs.playerRef.WornHasKeyword( libs.zad_DeviousHeavyBondage ) && akBaseObject.HasKeyword( Keyword.GetKeyword( "ClothingBody" ) ) || akBaseObject.HasKeyword( Keyword.GetKeyword( "ArmorCuirass" ) )
			Debug.Notification( "You want to be naked right now!" )
			libs.playerRef.UnequipItem( akBaseObject )
		EndIf
	ElseIf libs.PlayerRef.WornHasKeyword( libs.zad_Lockable )
		If din_util.GetRestraintNum( libs.PlayerRef ) == 1 && libs.PlayerRef.WornHasKeyword( libs.zad_DeviousCollar )
			Return
		Else
			Debug.Notification( "You can't put on clothes while wearing restraints!" )
			libs.playerRef.UnequipItem( akBaseObject )
	EndIf

What it does is check if there's any restraints worn  by the player, and you still get reprive for the collar only, since if there is only 1 restraint worn by the player that is a collar, any clothes or armor won't be unequipped. ☺️

 

Edited by Taki17
  • 3 weeks later...
Posted
28 minutes ago, unstattedcommoner said:

Checking the suspend mod dialogue box in the MCM does not always suspend mod dialogue.

Post log.

Posted

Amazing mod! I really enjoy it and always add it for a playthrough. I'm running into an issue where if I ask a guard for help with restraints, after following the guard and getting said help the dialogue option 'I can't walk there' remains with the guard. Any ideas on how to get it to reset after succesfull help?

Posted

Are there any known issues with the device filter not filtering out certain devices? I received a bondage offer from an NPC, asked for light restraints, and was equipped with a chastity corset when I have chastity corsets disabled in the MCM. See below - 

 

Spoiler

image.thumb.png.bbc92dde095a6268fe2559d17d2775ae.png

 

I didn't have logging enabled when this happened so no log yet, but I'll grab one if/when it happens again. Figured I'd ask in the meantime.

Posted
17 hours ago, Willywonkwonk said:

after following the guard and getting said help the dialogue option 'I can't walk there' remains with the guard.

I'm afraid that's not from my mod! It might be Devious Lore, but don't quote me on that. In Devious Interests, there's no following anyone anywhere, all the restraint help happens on the spot.

 

13 hours ago, noctred said:

Are there any known issues with the device filter not filtering out certain devices? I received a bondage offer from an NPC, asked for light restraints, and was equipped with a chastity corset when I have chastity corsets disabled in the MCM

If you can get me a log, that'd be very useful!

Since it's a random event, I recommend turning up the event chance for bondage offer and turning down the chances of all other events, and disabling most of the available restraints aside from corsets, so that you may be able to catch it occuring again.

Posted
2 hours ago, Taki17 said:

If you can get me a log, that'd be very useful!

Since it's a random event, I recommend turning up the event chance for bondage offer and turning down the chances of all other events, and disabling most of the available restraints aside from corsets, so that you may be able to catch it occuring again.

 

Log is attached.

 

There are several save reloads in there so it's a bit bloated, but I didn't cut anything in case there'd be something of use to you. The suspect event is down at the bottom. DIN doesn't actually seem to log very much but you can see the chastity corset being equipped from Naked Defeat's logging. Scenario was the same - chastity corset disabled, light bondage requested, chastity corset equipped.

 

I'll also note that I couldn't get this to happen with any other device. I spent around an hour just reloading and getting tied up with various combinations of devices enabled/disabled, and the chastity corset is the only device I saw getting equipped when it shouldn't have been.

Papyrus.0.log

Posted
On 2/10/2026 at 3:15 AM, noctred said:

was equipped with a chastity corset when I have chastity corsets disabled in the MCM.

Just an FYI that the issue has been found and resolved, will be published in the next version!

Posted
6 hours ago, Taki17 said:

Just an FYI that the issue has been found and resolved, will be published in the next version!

 

Thank you!

Posted

Hi. I am testing this mod alongside Sanguine Debauchery and Parasites.

 

Any what could cause a gag added to the player by SD+ to not show in the list of removable devices dialogue options?

The dialogues showed an option for the collar and the leg cuffs the player was also wearing, but the gag was not there.

Posted (edited)

I'm experienced with coding, but never dipped my toes in skyrim modding. I wanted to try my hand at tweaking this mod's scripts to hook into the Devious Curses NG API when equipping restraints, to leverage its theming capabilities.

 

But, I'm running into a dependency resolution nightmare with thousands of papyrus errors. I've noticed the scripts are split between two directories - Some are in Data/Source/Scripts, while others are in Data/Scripts/Source. Either directory I try, I get different errors, and some files exist in both but with different content, some only in one.

 

I tried searching for guides online but found nothing. ChatGPT just leads me in circles when I ask it for help. Am I missing something obvious? Could anyone point me to a reliable getting started guide?

Edited by gamer098
Posted
14 hours ago, muhavaux33 said:

I believe I sometimes trigger a "sex scenario" after interactions even though the MCM setting is set to 0%

I'm gonna need more information than that - which sex scenario, in what circumstances, and a log too!

 

6 hours ago, DeepBlueFrog said:

Any what could cause a gag added to the player by SD+ to not show in the list of removable devices dialogue options?

This is for the blacksmiths, I presume?

The conditions for said dialogue line to appear are the player wearing something with the "zad_DeviousGag" keyword and having the required amount (set in the config menu) of gold to pay for removal. 

 

1 hour ago, gamer098 said:

But, I'm running into a dependency resolution nightmare with thousands of papyrus errors. I've noticed the scripts are split between two directories - Some are in Data/Source/Scripts, while others are in Data/Scripts/Source. Either directory I try, I get different errors, and some files exist in both but with different content, some only in one.

Data\Scripts\Source is the legacy, Skyrim LE structure.

Data\Source\Scripts is the one for Skyrim SE - this is where the Creation Kit script sources will unpack too, so I'm using this for simplicity's sake, but both can be set for editors to read/write to.

 

As for the dependencies, there is no other way but tracking down and installing the immediate dependencies that DD and SexLab and Skyrim require. If those have further script dependencies for compilation, I recommend using this tool to stub some script sources so that the variable and function definitions stay intact, but they don't got more things going on in them that'd actually require more scripts, so you can compile away.

Posted
Quote

This is for the blacksmiths, I presume?

The conditions for said dialogue line to appear are the player wearing something with the "zad_DeviousGag" keyword and having the required amount (set in the config menu) of gold to pay for removal. 

 

That makes sense. I was short on gold so it probably didn't show up. Thanks.

Posted
7 hours ago, Taki17 said:

Data\Scripts\Source is the legacy, Skyrim LE structure.

Data\Source\Scripts is the one for Skyrim SE - this is where the Creation Kit script sources will unpack too, so I'm using this for simplicity's sake, but both can be set for editors to read/write to.

 

As for the dependencies, there is no other way but tracking down and installing the immediate dependencies that DD and SexLab and Skyrim require. If those have further script dependencies for compilation, I recommend using this tool to stub some script sources so that the variable and function definitions stay intact, but they don't got more things going on in them that'd actually require more scripts, so you can compile away.

 

This helped a lot! Thanks so much.

I ended up just stubbing absolutely everything, even the direct dependencies.

I got it working for now with just simple patches to din_BondageOffer_Light.psc etc to call SendModEvent and trigger the DCurses API.

Once I get something more complete, would it be alright if I uploaded a mod with just the patched pex files here? Or I guess I should maybe make my own thread at that point.

Posted
2 hours ago, gamer098 said:

Once I get something more complete, would it be alright if I uploaded a mod with just the patched pex files here? Or I guess I should maybe make my own thread at that point.

That's all within permissions, so do as you'd like! ☺️

Posted

For anyone interested, I posted my patch here. It changes the behavior of Devious Interests to equip devices matching the user's theme that is configured via Devious Curses NG.

Posted
On 2/10/2026 at 4:58 PM, Taki17 said:

I'm afraid that's not from my mod! It might be Devious Lore, but don't quote me on that. In Devious Interests, there's no following anyone anywhere, all the restraint help happens on the spot.

!!, thanks for the response - and thank you for clarifying! I'll try and find the culprit. And excuse me for the wrongful accusation. I really enjoy the mod 😃.

  • 4 weeks later...
Posted (edited)

Recently, I was looking at the changenotes I compiled for the next version of Devious Interests, and it had occured to me that it's looking rather light - meaning there's not much to adjust and only a small amount of them are issues to be corrected.

 

That had me thinking, if there's any features you'd like me to consider adding, that'd fit the mod's current theme and scope? Be it from a long-abandoned mod for Skyrim LE or something that you tought of that'd enhance the integration of Devious Devices into the game in fun new ways and events?

 

Edited by Taki17
Posted (edited)

There's a long-forgotten mod, because it was deleted over drama, called Devious Guards. Granted Interests does some similar things but Guards was based around events. 

 

Basically whenever your character entered a walled city there was configurable chance they'd be accosted by the guards. The guard would give one of several reasons (event) to equip devices on your character. Your character could try to run away but would result in the event devices being equipped anyways. Now events would last for X amount of hours and would be enforced for the duration. Escaping the devices while in town and getting caught would result in punishment. Your character also couldn't simply leave town, ask for the devices to be removed and re-enter and avoid the event. Your character will have the devices re-equipped while the event is running. All these events had configurable chances to happen on top of the configurable chance a guard approaches your character.

 

The types of events:

  • Random Binding Event
    • Simply the guards wanting to see your character wear some devices for their entertainment. Fairly heavy overlap with Interests but this is considered an event so these devices shouldn't be removed while in-town. Your character did have a small chance to refuse, the guard would let you go. Failing to resist the guard would want to equip more devices to teach your character a lesson. Resisting a third time would result in having a large number a devices equipped. The number of devices for each stage was configurable. It wasn't part of the mod but it would be interesting to see the duration of the event increased for each time you failed to resist. If your character has Bondage Addiction from Interests you can't refuse.
  • Belt Event
    • Guards simply equip a belt with some plugs to keep your character horny. The whole reason for this event was because the guards complained your character is making them horny by shaking your goods around town and they couldn't act on it. So they punish you by making you horny because you made them horny and now neither of you can do anything about it. Potential integration with Advanced Nudity Detection would do wonders here, perhaps even Fame Reloaded.
  • Pony Event
    • Similar to Random Binding event but focused on Pony Gear, plus some other restraints. Your character could refuse this event without any repercussions, the only reason your character might accept this event is getting paid some gold.
  • Pet Event
    • A "Pet Festival" is going on and guards are making sure newcomers are in appropriate attire. Not optional so you're character can't refuse this event (they can try). Obviously a pet suit is used among some other devices.
  • Thief Event
    • Guards are on alert for a thief in the area and your character matches the description. Your character is simply locked in some arm restraint to keep your thieving hands at bay. This didn't actually stop your character from being able to steal anything. Using a perk like I uploaded here (check spoiler) would work well for this event. Add the perk at the start of the event then remove the perk when the your character leaves town or the event is over. Also be nice if this event only happened if your character was recently caught stealing or have stolen a lot without getting caught. Nice consequence for kleptomania, you little sneak-thief.
  • Bounty Event
    • Your character has a bounty in a different hold so the guards want to make sure you won't cause any trouble in their hold. The types of devices used were based on the severity of the bounty. A low bounty would net you some minor restraints while a high bounty would equip several chain devices, among other devices, on your character.

There was "Hardcore" option that when enabled would have the guards refuse to remove event devices after said event was over. There was no configurable chance, just True/False.

 

There was also this other feature called "Damsel Assist Service". This simply gave your character the ability to approach a guard and ask to have non-event devices removed from your character. This service wasn't free and a debt with the city would accumulate. If the debt wasn't paid off after several days your character would get their first set of inescapable devices equipped whenever they're in the city they have debt. Continuing to fail to pay the debt would result in more inescapable devices being equipped until your character is fairly heavily bound every time they are in town.

 

Some ideas from a long-forgotten mod that would probably fit well with Interests. Of course there's plenty of room for other potential events.

Edited by UnEvenSteven

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