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Posted

Looks good. How script heavy is it? Had to finally remove DCL since it's script load doesn't play nice with trying to run CoS too.

Posted
52 minutes ago, threp said:

How script heavy is it?

Depends on what the metric of "script heaviness" is?

 

Scripts in this mod run often, but  - depending on the active features - mostly on the player. I guess what really matters is the impact of said scripts, and I think I was considerate enough in my design of the scripts to not have them perform needless operations, but I also never profiled any script performance with the mod installed. That being said, also never noticed any issues relating to them either~

 

Of course, disclaimer: ymmv based on your game and mod setup.

Posted

I'll give it a go then! Shame I'm going to have to boot unforgiving devices from that MO instance, but DD NG doesn't work with it yet.

Posted (edited)

How about linking the "Can't drop restraints" setting to your bondage addiction level? It'd be no issue at first, but eventually you really don't wanna part with your toys~ (Maybe at the highest level your character wouldn't simply refuse, and instead just lock them on herself. Best friends forever! :classic_tongue:)

Edited by AlyssaAwoo
Posted
1 hour ago, AlyssaAwoo said:

How about linking the "Can't drop restraints" setting to your bondage addiction level?

I like the idea! Although I'm a bit hestitant to enforce this setting even if it's turned off - and I guess it's turned off for a reason for anyone who does it, although given it also requires the Bondage Addiction feature to be active, I guess it's not that much of an issue after all? 🤔

 

1 hour ago, AlyssaAwoo said:

Maybe at the highest level your character wouldn't simply refuse, and instead just lock them on herself. Best friends forever! :classic_tongue:

This is precisely the devious line of thinking I'm hoping to see from anyone using my mod, glorious, full marks, I'll see about adding that, thank you! :love:

Posted

Would be nice to see anyone wearing lockable devices to be filtered out of device comments and bondage offers, as they are usually quite helpless themselves.

Being commented and bound by completely helpless slave feels a bit off :)

Posted
1 hour ago, kurotatsu said:

Would be nice to see anyone wearing lockable devices to be filtered out of device comments and bondage offers, as they are usually quite helpless themselves.

Being commented and bound by completely helpless slave feels a bit off :)

That's fair, however do tell who or what this NPC was?

All actors in the zad_DialogueDisable faction are excluded by default, so that leads me to think this NPC was either from the mod that does not respect the convention on that, or was someone who was never really intended to be restrained in the game "by default"?

 

Also, since it's a dialogue starter topic, the options to allow dialogue or not are rather limited, so I'm pretty much limited to simple condition functions, like if the actor in question has a single piece of zad_Lockable keyword worn - and I feel that's bit broad to exclude everyone like that, because that means if you snap a collar or arm cuffs on a vanilla NPC, they'll be out of the question for these as well~ 🤔

Posted

Hey! Very nice mod! Love it and its customizability!

I do have a problem though. I am running p+, and dd ng with upscaled textures. The npcs equip me with dd, and then my body looks like this:

image.png?ex=682642f8&is=6824f178&hm=c0206adcdbbc9d2f4989be4744ef4e97f96bc6e8c8e9702940ba19966c42e1fb&=

I opened up to see what the item is, and this is not to be found in my mo2 data tab. Could it be that the mod is looking for models in the old dd se, but there are no meshes for it in ng?

 

Cheers

Posted
44 minutes ago, SaladDressings said:

I opened up to see what the item is, and this is not to be found in my mo2 data tab. Could it be that the mod is looking for models in the old dd se, but there are no meshes for it in ng?

 

Cheers

Just a reminder that you do still need to have DD 5.2 if you use DD NG. It's a base requirement.

Posted
16 minutes ago, threp said:

Just a reminder that you do still need to have DD 5.2 if you use DD NG. It's a base requirement.

Yeah, I do have that installed. Followed the dd ng instructions and stuff is working when i equip the versions that do have a mesh

Posted

okay i checked in xedit. inside dd integration esm there is a shitload of ARMA that point to meshes that just simply do not exist in the load order. I guess the mod is loading these and doesn't find the mesh (duh). Now the question is if i am just missing the meshes or they are just not included? in the latter case i guess a fix would be to just delete all the ARMA and ARMO entries that are not pointing to a mesh that actually exists.

Could someone please confirm if they have the ARMA entry editor ID display in the screeshot above point to a mesh that exists in their load order?

Posted

okay solved. for anyone that ran into this issue:

 

in 5. of the isntallation instructions for dd ng it says "Open Bodyslide, select the group "DDNG 3BA " and batch build everything. The older CBBE Bodyslide files are not updated and will probably be removed in the future. NG ships only with updated 3BA meshes. "

But you also need to select the group DD Framework 3BA. Didn't have that group selected so i didnt have the meshes generated from the bodyslides

Posted
12 hours ago, Taki17 said:

That's fair, however do tell who or what this NPC was?

All actors in the zad_DialogueDisable faction are excluded by default, so that leads me to think this NPC was either from the mod that does not respect the convention on that, or was someone who was never really intended to be restrained in the game "by default"?

 

Also, since it's a dialogue starter topic, the options to allow dialogue or not are rather limited, so I'm pretty much limited to simple condition functions, like if the actor in question has a single piece of zad_Lockable keyword worn - and I feel that's bit broad to exclude everyone like that, because that means if you snap a collar or arm cuffs on a vanilla NPC, they'll be out of the question for these as well~ 🤔

 

It was captured bandit via Touch of Control from DCL. Yes, zad_lockable would do just fine, despite obvious limitations.

Posted (edited)
20 hours ago, SaladDressings said:

I opened up to see what the item is, and this is not to be found in my mo2 data tab. Could it be that the mod is looking for models in the old dd se, but there are no meshes for it in ng?

Alright, I'm glad it's been solved while I was asleep, however for future reference for anyone else: invisible items/body means missing bodyslide output in the overwhelming majority of cases. Devious Interests does not "look" for models, nor does it have any custom models either, restraints are equipped and unequipped through DD's API, so any issues with specific restraints failing to equip correctly should be first approached from DD's side - is the install correct, is the bodyslide output correct, and so on. Also, if you are suspecting an equip issue, turn on logging, that's the least that is needed for anyone to start debugging it!

 

16 hours ago, SaladDressings said:

But you also need to select the group DD Framework 3BA. Didn't have that group selected so i didnt have the meshes generated from the bodyslides

This should be raised either in the DDNG topic or discord, so it could be corrected!

 

9 hours ago, kurotatsu said:

It was captured bandit via Touch of Control from DCL. Yes, zad_lockable would do just fine, despite obvious limitations.

Usually the onus is on most other mods to conform to conventions, and I'd prefer to not limit my own because of that, but I'll see how filtering could be improved... 😕

Edited by Taki17
Posted

I feel like something went wrong in my game. I got the Night to Remember Quest which Devious Curses spices up a bit, and shortly after discovering that I'm locked in devices I got the message that I'm now horribly addicted to bondage from your mod. It shouldn't instantly jump to that, I assume? :classic_wacko:

Posted
4 minutes ago, AlyssaAwoo said:

I'm now horribly addicted to bondage from your mod. It shouldn't instantly jump to that, I assume? :classic_wacko:

If the player is locked into restraints before the blackout happens, time is fast-forwarded, then - based on the number of devices and days passed - it's entirely feasible to gain high level of bondage addiction, yes, because it checks for ingame hours passed.

Posted
23 hours ago, Taki17 said:

If the player is locked into restraints before the blackout happens, time is fast-forwarded, then - based on the number of devices and days passed - it's entirely feasible to gain high level of bondage addiction, yes, because it checks for ingame hours passed.

Hm, I'm not sure honestly, I just got hit with a random event from that mod as well and like after an hour of ingame time at most I got horribly addicted as well

Posted

My character has restraints in her inventory, but whenever the self-bondage event triggers, it says that she doesn't have any valid restraints. I did run the Synthesis patcher to add Unforgiving Devices compatibility to all devices. Is it possible that this is causing DIN to not detect these restraints?

Posted
9 hours ago, AlyssaAwoo said:

 after an hour of ingame time at most I got horribly addicted as well

This is the formula for Bondage Addiciton:

Float BondageAddictionIncrease = din_cfg.BondageAddictionRate + ( ( RestraintNum - 1 ) * 0.25 )

This means if you wear at least one piece of restraint, you will be gaing the value set for Bondage Addiction gain in the config menu (1.0 by default), and for any additional restraint, a gain of 0.25. You get 1.0 additional gain if you have love sickness from the mod of the same name, also 5.0 gain if you are locked in a DD contraption.

 

That reminds me, that the additional gain should be a percentage of the rate instead, I'll change that for the next version!

 

43 minutes ago, MysticDaedra said:

My character has restraints in her inventory, but whenever the self-bondage event triggers, it says that she doesn't have any valid restraints. I did run the Synthesis patcher to add Unforgiving Devices compatibility to all devices. Is it possible that this is causing DIN to not detect these restraints?

I don't know what UD does or how does it change the restraints.

 

As for equipping them, only restraints that are able to be equipped on the player AND are enabled on the Restraints page of the config menu are equipped. If both of these conditions are met, and the equip is still not happening properly, I'm going to need a log to tell more about what might be happening.

Posted

Hi, this is a cool mod and I really love it, but am having a problem where I can't ask for help removing restraints, even when I set my arousal to 0. Am I missing something obvious? Sorry if this was covered before but I couldn't find anything.

Posted
On 4/26/2025 at 6:31 AM, Nuascura said:

racemenu conversion of the Queen Marika wig

I would like that as well, please.

 

Hopefully it won't tank my performance.

Posted (edited)
4 hours ago, Taki17 said:

I don't know what UD does or how does it change the restraints.

UD is the GOAT.

 

Makes wearing Devious Devices an actually interesting experience. Adds minigames for escaping that one can actually engage in and influence, and provides feedback on progress and even the chances of success. Much better implementation than the standard "choose one of three options and stare blankly while RNG does something while you die of boredom."

 

UD is the future of DD. I've had it for more than 8 months now in my load order and not only did it rekindle my interest in DD-heavy mods, but it became a staple and I am not removing it, ever.

My only regret is not having it installed much, much sooner.

 

Having said all that, DIN 0.926a worked fine with UD without any patches, since it used generic devices from DD/DDNG. Only if there are custom devices a patch is needed, and one can be made easily with UD's xEdit patching script. There is a Synthesis method but I never used Synthesis, son't know how it works and xEdit is easy, quick and "just works (tm)".

Edited by belegost
Posted
5 hours ago, Intothisshit said:

I can't ask for help removing restraints, even when I set my arousal to 0.

Player arousal does not affect that. What matters is the following:

  • enable Restraint Unlock Help in the config menu
  • talk to an NPC who you didn't try to ask for restraint help or prostitution recently
  • the NPC is not a current follower
  • if the NPC is a blacksmith:
    • have at least as much gold as you set for Restraint Unlock Cost in the config menu
    • ask the blacksmith during "working hours", meaning between 8 AM and 8 PM
Posted

Devious Interests v0.932 has been released!

 

Here's a small collection of additions and fixes for Devious Interests, and since I released my updated version of Deviously Helpless Redux recently, it was important to get this compatibility update out as well! Here's everything that's new:

 

Changes:

  • Bondage Addiction: changed all additional Bondage Addiction gain to be based on the configurable gain rate - now each extra restraint after the first adds 25% of the gain rate, being Love Sick adds 100% of the gain rate and contraptions add 500% of the gain rate
  • Config Menu: decimal value display adjustments
  • Config Menu: removed the warning about limited creature support in DD, since DDNG now supports them fully
  • Prostitution: fixed the arrest dialogue not working when standing up to a guard who refused to pay the player for Prostitution
  • Restraint Unlock Help: excluded members of the 'zadDialogueDisable' faction from being asked to help with the player's restraints
  • code optimizations

Additions:

  • added built-in compatibility with Deviously Helpless Redux: actors participating in DHLP scenes (chasing or sex) will not be picked up by DIN for events like Free Use
  • Bondage Addiction: regardless of the "Can't drop restraints" setting, trying to drop a restraint while having level 3 Bondage Addiction will be prevented and the player will instead lock it on herself, if she can wear it
  • Free Use: added tracking of the latest sex partner, so they'll not be selected for the immediate next followup sex scene

Should be fine to use on an ongoing save!

Posted
6 hours ago, Taki17 said:

Devious Interests v0.932 has been released!

 

Here's a small collection of additions and fixes for Devious Interests, and since I released my updated version of Deviously Helpless Redux recently, it was important to get this compatibility update out as well! Here's everything that's new:

 

Changes:

  • Bondage Addiction: changed all additional Bondage Addiction gain to be based on the configurable gain rate - now each extra restraint after the first adds 25% of the gain rate, being Love Sick adds 100% of the gain rate and contraptions add 500% of the gain rate
  • Config Menu: decimal value display adjustments
  • Config Menu: removed the warning about limited creature support in DD, since DDNG now supports them fully
  • Prostitution: fixed the arrest dialogue not working when standing up to a guard who refused to pay the player for Prostitution
  • Restraint Unlock Help: excluded members of the 'zadDialogueDisable' faction from being asked to help with the player's restraints
  • code optimizations

Additions:

  • added built-in compatibility with Deviously Helpless Redux: actors participating in DHLP scenes (chasing or sex) will not be picked up by DIN for events like Free Use
  • Bondage Addiction: regardless of the "Can't drop restraints" setting, trying to drop a restraint while having level 3 Bondage Addiction will be prevented and the player will instead lock it on herself, if she can wear it
  • Free Use: added tracking of the latest sex partner, so they'll not be selected for the immediate next followup sex scene

Should be fine to use on an ongoing save!

Damn, I downloaded the new version today and was about to install it once my LOD generation concludes. Guess I'll have to dl it again now...

 

New voice pack still compatible?

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