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Posted

Devious Death Hound Collar

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CMOT Dibbler
 

Quote

 

Step right up! Step right up! Brave hero, wandering sellsword, or individual of questionable decision-making ability! Have I got something for you today—straight from the frostbitten kennels of Oblivion’s more exclusive neighborhoods! Behold! The Deathhound Collar—Adventurer’s Edition! Refitted, repurposed, and only lightly cursed!


Now, I can see you’re a person of refinement and possibly poor judgment. You don’t want ordinary enchantments—no, you want something with a bit of… presence. With this, you won’t just walk into a dungeon—you’ll arrive.
 

Now, in the spirit of complete honesty—and I pride myself on honesty when it’s absolutely unavoidable—there is a very small chance the collar may attract the attention of a… ah… Dremoric associate.
 

Not possession in the traditional sense, mind you! More of a… collaborative arrangement. Shared occupancy. Like having a lodger! Or a collaborative workspace. Very modern! A lodger who whispers naughty things, occasionally makes you horny and scream, and expresses strong opinions about the nature of your soul.

 

 


With one piece of leather and the collar from a Deathhound you can create a very nice collar that is magically enchanted to make the wearer resistance to frost (33%) and move silently (Vampire muffle).

There's just a small chance (5%) that it may lock a Devious version of itself on you every time you put it on.


  • Submitter
  • Submitted
    05/01/26
  • Category
  • Requirements
    https://www.loverslab.com/files/file/5878-devious-devices-se/
  • Regular Edition Compatible
  • Install Instructions

 

Posted (edited)
12 hours ago, ChandraArgentis said:

IMO, that 5% chance needs to be adjustable - I won't even mind a 100% variant.

 

I can set up a global you can set in console but I'm not creating a MCM

Or you can just open up the single script file in the CK and make it what ever you want.

Edited by jbezorg
Posted

Thanks for sharing this mod, but i found out that my protagnist (with all smithing perks) cannot find it when using the forge, and the ones I found using searching mod provide +15 frost resisitance, not fitting the picture you posted. Any idea about it?

 

Posted
6 hours ago, jbezorg said:

 

I can set up a global you can set in console but I'm not creating a MCM

Or you can just open up the single script file in the CK and make it what ever you want.

 

Either works - doing it as a global would be more convenient, I suspect.

Posted (edited)
6 hours ago, DEA009 said:

Thanks for sharing this mod, but i found out that my protagnist (with all smithing perks) cannot find it when using the forge, and the ones I found using searching mod provide +15 frost resisitance, not fitting the picture you posted. Any idea about it?

 

 

You have to have leather and the collar in inventory.

 

Also, I may have uploaded the wrong one. Since I'm reuploading, might as well add the Global

Edited by jbezorg
Posted
22 hours ago, DEA009 said:

Thanks for sharing this mod, but i found out that my protagnist (with all smithing perks) cannot find it when using the forge, and the ones I found using searching mod provide +15 frost resisitance, not fitting the picture you posted. Any idea about it?

 

 

18 hours ago, ChandraArgentis said:

 

Either works - doing it as a global would be more convenient, I suspect.


Reuploaded with the global "DDHC_Chance" added.

Posted

Thanks for updating the percent chance.  When it triggers though, it unequips the original and makes a second (locked) copy in your inventory, and equips it.  Also, looking at both in your inventory, the sell value seems different, the tooltip is different, and even though the armor value should be the same, the game thinks that the original (non-locked) variant has more armor for some reason.

Posted
1 hour ago, ChandraArgentis said:

Thanks for updating the percent chance.  When it triggers though, it unequips the original and makes a second (locked) copy in your inventory, and equips it.  Also, looking at both in your inventory, the sell value seems different, the tooltip is different, and even though the armor value should be the same, the game thinks that the original (non-locked) variant has more armor for some reason.

 

They're intentionally not the same. There's also no enchantments on the devious device.

Posted

So this might be a silly question, but, I have the locked version of the collar on but how do I know its like. working? or is it just a fun "this locks a collar on you suddenly" item

Posted
On 5/4/2026 at 6:20 PM, silly-go-round said:

So this might be a silly question, but, I have the locked version of the collar on but how do I know its like. working? or is it just a fun "this locks a collar on you suddenly" item

 

If it's the collar you made at the forge, you'll have a buff to frost resistance, the vampire muffle, and it'll have an armor rating of 11.

If it get's swapped to a DD item, you're original collar will go back in you inventory and the player will be wearing the DD item.

 

Posted
8 hours ago, jbezorg said:

 

If it's the collar you made at the forge, you'll have a buff to frost resistance, the vampire muffle, and it'll have an armor rating of 11.

If it get's swapped to a DD item, you're original collar will go back in you inventory and the player will be wearing the DD item.

 

Okay, thank you, the additional flair of the description had me looking for like, some additional text or audio stuff

Posted
18 hours ago, silly-go-round said:

Okay, thank you, the additional flair of the description had me looking for like, some additional text or audio stuff

I was just feeling silly and could see CMOT Dibbler from Diskworld trying to sell it.

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