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Posted
11 hours ago, bboy64 said:

Here's the log

I think I have a clue of what's going on, but confrim something for me first: did you install/turn bondage addiction on well into a playthrough?

 

If that's the case, the magnitude of the addiction gain seems to be that high because the script thinks the last check was at 0.0, when you started this game, and if there is a long time since then, so it adjusted the gain accordingly. This'll be addressed for the next version.

Posted
17 hours ago, Taki17 said:

I think I have a clue of what's going on, but confrim something for me first: did you install/turn bondage addiction on well into a playthrough?

It's actually been on since I started the run. Does it only run checks when the player is bound? This was the first gear I had gotten stuck in that I wasn't able to immediately remove.

Posted
5 hours ago, bboy64 said:

Does it only run checks when the player is bound?

Runs checks once every ingame hour if the Bondage Addiction feature is enabled. If there are no restraints equipped and there is accumuluated addiction, it will decrease the addiction level, but if there are no restraints worn and there isn't any addiction for the player, it'll do nothing.

 

Relevant code snippet, if you are interested:

Spoiler
If din_cfg.BondageAddictionEnabled && ( ( LastHourlyUpdate - LastBondageAddictionCheck ) * 24 >= 1.0 )
	;restraints with a manipulated lock won't count
	If libs.Config.UseItemManipulation && CheckForManipulatedRestraints()
		din_util.LogInfo( "One of the player's restraints has manipulated locks, addiction effects will not be fulfilled." )
	EndIf
	;increase bondage addiction values if:
	;the player is not at full bondage addiction value
	;the last check for bondage addiction was at least over 1hr ago
	;the player wears restraints or is locked in a DD contraption
	If ( GetFloatValue( libs.PlayerRef, "BondageAddictionLevel" ) < 168.0 ) && ( RestraintNum > 0 || clibs.GetDevice( libs.PlayerRef ) )
		;increase the player's bondage addiction by:
		;+1.0 for the base value of wearing at least one restraint (by default, configurable)
		;+0.25 for any other restraint worn
		Float BondageAddictionIncrease = din_cfg.BondageAddictionRate + ( ( RestraintNum - 1 ) * ( din_cfg.BondageAddictionRate * 0.25 ) )
		;five times the base gain for being locked in a contraption
		If clibs.GetDevice( libs.PlayerRef )
			BondageAddictionIncrease += ( din_cfg.BondageAddictionRate * 5.0 )
		EndIf
		;double the base gain for being love sick
		If din_cfg.IsLVSKInstalled && GetIntValue( libs.PlayerRef, "LVSK_IsLovesick" ) == 1
			BondageAddictionIncrease += din_cfg.BondageAddictionRate
		EndIf
		;final adjustment value is multiplied by the number of hours passed since the last check
		BondageAddictionIncrease *= ( ( LastHourlyUpdate - LastBondageAddictionCheck ) * 24.0 )
		AdjustFloatValue( libs.PlayerRef, "BondageAddictionLevel", BondageAddictionIncrease )
		din_util.LogInfo( "Bondage addiction level increased by: " + BondageAddictionIncrease + ", current level is: " + GetFloatValue( libs.PlayerRef, "BondageAddictionLevel" ) )
		BondageAddiction()
		LastBondageAddictionCheck = LastHourlyUpdate
	ElseIf ( GetFloatValue( libs.PlayerRef, "BondageAddictionLevel" ) > 0.0 ) && ( RestraintNum == 0 && !clibs.GetDevice( libs.PlayerRef ) )
		;bondage addiction will decrease at half of the base increase rate if no restraints are worn (-0.5 with every hour passed)
		AdjustFloatValue( libs.PlayerRef, "BondageAddictionLevel", -0.5 * ( ( LastHourlyUpdate - LastBondageAddictionCheck ) * 24.0 ) )
		din_util.LogInfo( "Bondage addiction level decreased by 0.5, current level is: " + GetFloatValue( libs.PlayerRef, "BondageAddictionLevel" ) )
		BondageAddiction()
		LastBondageAddictionCheck = LastHourlyUpdate
	EndIf
EndIf

 

Looking at this, I think storing the last time it was checked regardless if there was a change to the addiction level or not is the issue here.

Posted

Hi All,

I am building a new looad order for sse after a few years away from the game, meaning I haven't started a real playthrough yet, i only play a bit to test some mods. I've tried Devious interests, and it looks very interesting, i like a lot of it's ideas and options. There is, however, one incompatibility with Sluts resume that pushed me to disable Devious Interests mod in my load order for the time being:

The mod "overwrites" the guard dialogue when someone reports you, and as a consequence one of the dialogue options that would normally turn up sending you to Sluts, doesn't show. I've fiddled around with th load order, but nothing's helped so far. Disable Devious Interests, the dialogue is there, enable it, the dialogue's gone.

Now my question is twofold

A: does someone have an idea how to solve the issue

N: would it be possible to have a version (or a patch?) that doesnt involve overwriting the guard dialogue?

 

Same problem exists with Deviously Cursed Loot that also overwrites the guard dialogue. I have had one suggestions there by a helpful soul, but it involves modyfying the mod in XEdit, and being the noob I am, I don't see myself fiddling around with XEdit and potentially fuck things up further

 

Any help would be appreciated

Posted (edited)
16 hours ago, Diziet said:

Now my question is twofold

A: does someone have an idea how to solve the issue

N: would it be possible to have a version (or a patch?) that doesnt involve overwriting the guard dialogue?

There is no other way of solving this but creating a compatibility patch plugin that forwards edits to the dialogue topic from both mods.

 

16 hours ago, Diziet said:

it involves modyfying the mod in XEdit, and being the noob I am, I don't see myself fiddling around with XEdit and potentially fuck things up further

Well, if you ever wanted to know more about how to resolve mod conflict, this is the best opportunity, although I'd advise against modifying either mod, but instead you should create a conflict resolution plugin for yourself. There are plenty of resources on how to do this and you literally are unable to fuck this up and risk damaging your mod installs.

 

What you need is to look for the dialogue topic edited by both mods, copy it as override to a new plugin, add both mods as masters to it and make it so that both mods' topics are available under it as responses.

Edited by Taki17
Posted
5 hours ago, Taki17 said:

There is no other way of solving this but creating a compatibility patch plugin that forwards edits to the dialogue topic from both mods.

 

Well, if you ever wanted to know more about how to resolve mod conflict, this is the best opportunity, although I'd advise against modifying either mod, but instead you should create a conflict resolution plugin for yourself. There are plenty of resources on how to do this and you literally are unable to fuck this up and risk damaging your mod installs.

 

What you need is to look for the dialogue topic edited by both mods, copy it as override to a new plugin, add both mods as masters to it and make it so that both mods' topics are available under it as responses.

Thank you for that answer. The way you explain it makes it sound relatively straightforward and certainly less daunting.

I am, however, a bit of a slacker 😎 so ill need a few days off and muster up the courage to dive into this.

Again, thx for the reply, much appreciated.

Posted

Don't know if this has been brought up yet, but the Self-Bondage event trigger is not working properly. Whenever it fires off, character goes through an animation, then the status message of "no devices were found" displays. Wondering if anyone else has had this issue? 

 

 

There are many restraints in my inventory. Wondering if it's the Unforgiving Devices patcher which makes the items incompatible? Or the load order? 

 

Will try to post a log at some point whenever I get a chance

Posted
On 6/27/2025 at 12:35 AM, Taki17 said:

Please install this script, this is from the upcoming version and contains a possible fix to the issue: din_Utility.7z

 

If the issue still persists, get me a log!

I was having this same issue and this little fella fixed it tyvm. 

Posted (edited)

I'm currently running DIN alongside DCL and had to do some careful setting up in both mods to not have them get into each other's way, but the results are interesting. I did it mostly because I wanted to play DCL's amazing "Bound in Skyrim" questline  which so far no mod has even come close to replicate (not even LBS, sorry Laura). I'm still experimenting and tuning stuff though.

 

Please remind me, is there a way to disable DIN's arousal gain when wearing devices? The MCM toggles do not affect it. A console command perhaps?

Edited by belegost
Posted
1 hour ago, belegost said:

is there a way to disable DIN's arousal gain when wearing devices?

Not without making script edits.

Posted
41 minutes ago, Taki17 said:

Not without making script edits.

Would you consider adding a function like that to the next version, please?

Posted

Hi

 

FWIW, I was having a problem with animations between the player and the assailants initiated by Free Use encounters terminating immediately, with the logs showing that the assault condtions were apparantly met, an assailant selected, but the animation would terminate

 

I have one possible cause, and I've covered it at the link below, and in the immediately preceding posts there

 

Basically, the animation was being terminated as if the assailant was, for whatever reason, being 'hit'.  Disabling Defeat's Animation setting 'interrupt on hit' fixed it  

 

Hope that's helpful

 

DQW

 

 

Posted (edited)

Hello! I like the mod, but I have some issues. Bondage addiction, self-strip and masturbation give me notifications constantly, even before I leave the starting room (from Alternate perspective). For example, my character played an idle, stripped and hopped into the bed into that room, playing an animation, and the notifcations are like "you can't resist your urge anymore" or something like that. Also, when my character was bound by Devious Carriages Redux, I got the pop-up for addiction instantly. I have the script posted in the tread a while back. I am also running Sexlab P+ (though this happened as well with the regular Sexlab version) and OSL Aroused. Other featurres seem to work, such as bondage offer (I set it low because it would also pop  up quite often).Will post additional details if required. Thanks for the help in advance!

Edit: forgot to mention I have timescale set to 12 in my bashed patch, but the problems also occured with timescale 20

 

Edited by 3125Balaur
Posted
On 9/7/2025 at 11:26 AM, belegost said:

Would you consider adding a function like that to the next version, please?

I added a toggle to enable/disable all periodic arousal increases. That's about as granular as it gets.

 

7 hours ago, 3125Balaur said:

Bondage addiction, self-strip and masturbation give me notifications constantly, even before I leave the starting room (from Alternate perspective).

Explicit compatibility for Alternate Perspective compatibility needs to be built in. The now-stripped out prevention of events was only considering Alternate Start, but now even I stopped used Alternate Start, so I wonder if there is even a need to take it into account anymore?

 

7 hours ago, 3125Balaur said:

I got the pop-up for addiction instantly

I found a potential issue related to this, fix is coming in the next version.

 

7 hours ago, 3125Balaur said:

I have timescale set to 12 in my bashed patch, but the problems also occured with timescale 20

Very fucking not recommended to mess with timescale btw, if a quest, script or NPC behavior breaks, this is likely to be one of the first suspects.

Posted
1 hour ago, Taki17 said:

I added a toggle to enable/disable all periodic arousal increases. That's about as granular as it gets.

That should be sufficient, thank you.

Posted (edited)
17 hours ago, Taki17 said:

I added a toggle to enable/disable all periodic arousal increases. That's about as granular as it gets.

 

Explicit compatibility for Alternate Perspective compatibility needs to be built in. The now-stripped out prevention of events was only considering Alternate Start, but now even I stopped used Alternate Start, so I wonder if there is even a need to take it into account anymore?

 

I found a potential issue related to this, fix is coming in the next version.

 

Very fucking not recommended to mess with timescale btw, if a quest, script or NPC behavior breaks, this is likely to be one of the first suspects.

I set back the timescale to 20 and toggled off those options imediately on game start, then reenabled them after all other mods finished setting up... for now it seems to have fixed itself, no more notifications every few minutes. Will return if something comes up again.

Update: it seems I was wrong, it randomly played an  idle and I got a message like "No matter how much you want, you don't have any devices" or something similar

Edited by 3125Balaur
Posted

Not sure if this is a me issue or something with the mod, but one thing I've noticed is restraint keys never seem to spawn. I have the mod set to always spawn keys (not just when restrained or not restrained) and I've played around with the location bias in either direction, but keys simply do not appear as loot anywhere. For perspective, I've been using Devious Interests for months so I'm not reporting this with minimal playtime.

 

For a while I used Deviously Enchanted Chests to deal with this since the key spawns from that mod were more than sufficient, but I recently ditched DEC while slimming down my mod list and the lack of keys from DIN was immediately felt. The only keys I've seen after many days of looting containers inside and outside of dungeons have been from DIN's NPC dialogue. Maybe DIN's default chance for a key to spawn is just incredibly low? I dunno. DEC has options to control key drop rates - something similar would be welcome with DIN.

 

I'm on AE 1.6.1170, DIN 0.932, DDNG 0.4.1, Scrab's Papyrus Extender 2.1.5. My current mod list is attached. I'd attach a papyrus log but I'm not sure how useful that would be in this case, since without any way to control drop rates I have no idea whether any given container is "supposed" to spawn a key.

modlist.txt

Posted (edited)
4 hours ago, noctred said:

Maybe DIN's default chance for a key to spawn is just incredibly low?

Default drop chance is 2.5%, which is pretty low by design, so there is a fair chance you've been unlucky with the rolls, and it's working as intended.

 

You can increase that chance to 25% maximum in the config menu, see if setting it the max will not get you a noticeable increase in key drops! Also note, that the last 25 containers you looted are stored and won't spawn keys on repeated interactions, so you need to move on to different containers to rotate some previously checked ones out of the list!

 

4 hours ago, noctred said:

My current mod list is attached. I'd attach a papyrus log

A mod list contains little information to me and sorry not sorry, I'm just NOT going to go through a list of 1000+ entires to check it for you.

 

What I ask you instead is to install this script: din_Main.pex

Then enable logging, and try to loot some containers. This contains expanded logging information about if a key should spawn.

 

Edited by Taki17
Posted
53 minutes ago, Taki17 said:

A mod list contains little information to me and sorry not sorry, I'm just NOT going to go through a list of 1000+ entires to check it for you.

 

What I ask you instead is to install this script: din_Main.pex

Then enable logging, and try to loot some containers. This contains expanded logging information about if a key should spawn.

 

 

The only reason I posted a mod list is because you literally ask for it in your FAQ when reporting an issue.

 

I'll try the script though, thanks.

Posted (edited)

Seems to be a bug with the MCM "Arousal multiplier" slider. You can slide it in steps of 0.1, but after you press "Accept" it's either 0 or 1, nothing else. Looks like the "Arousal multiplier" slider value is rounded to an Int. Edit: But seems to be only a display problem, if I export the settings to "DINConfig.json", the .json shows 

"arousalmultiplier" : 0.20000000298023224,

which is the value I set it to (but the MCM shows 0). Edit #2: No, after exporting the settings, the MCM gets updated, it now shows 0.2 (LOL, a bit clumsy this way, but it works)

Edited by nopse0
Posted
On 9/19/2025 at 8:56 AM, Taki17 said:

What I ask you instead is to install this script: din_Main.pex

Then enable logging, and try to loot some containers. This contains expanded logging information about if a key should spawn.

 

 

Figured it out - DIN seems to be incompatible with QuickLoot.

 

The keys actually are spawning but they don't appear in the QuickLoot window when hovering over a corpse/container. They do, however, appear in the QuickLoot window if you fully open the container first, close it, and then hover over it. I'm assuming QuickLoot bypasses whatever trigger DIN is relying on to spawn items. Same thing goes for the restraints that DIN spawns in containers.

 

Dunno how feasible it is to make these compatible.

Posted
On 9/24/2025 at 11:23 PM, nopse0 said:

But seems to be only a display problem

I've addressed a number of text display issues for the next release, this seems to be among them as well already, so it should be fine for the next version!

 

2 hours ago, noctred said:

Dunno how feasible it is to make these compatible.

Ah then it's the same as the issues DCL and DEC were having with Quickloot as well, afaik there wasn't a solution for the former and some 3rd party utility was created for the latter, so I assume it cannot be done on the current script level in my mod alone, since item and key distribution only happens when a container is actually opened and not hovering over to view their contents won't fire the events needed to place them.

So unfortunately, as of right now, these features are thoroughly incompatible with Quickloot. 😕

Posted
10 hours ago, o0shamus0o said:

how does this interact witht eh other Devious genre of mods like, unforgiving devices, devious lore, devious curses etc?

Doesn't have integrations with any of them, if that's what you are asking.

As for how they synergize generally, I couldn't tell you, since I'm not using any of those listed.

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