ktova Posted yesterday at 07:08 AM Posted yesterday at 07:08 AM Devious Strike Continued View File DEVIOUS STRIKE CONTINUED This is a continuation of Devious Strike by Cursed Raccoon. He put the mod up for adoption in August 2025, so I've picked it up to fix the bugs that piled up and keep it working. All credit for the mod itself goes to him. Original mod: https://www.loverslab.com/topic/168956-devious-strike-lesse-unsupported/ It uses the same plugin as 0.4.4, so you can update an existing save. Tested on Skyrim SE 1.6.1170 with Devious Devices NG. ABOUT (Mostly from the original page, since it still describes the mod perfectly.) This mod adds a new enemy to the world of Skyrim, found amongst various factions. They're called Strikers, and they carry deviously enhanced weapons and spells. Their sole purpose is to wrap up the dragonborn in Devious Devices. How? Their weapons and spells transfer devices from attacker to target. The Strikers, who are already covered in devices from top to bottom, will make you more and more helpless with every hit you take. Get hit often enough and ALL their devices are transferred at once. And when they get your health low enough, you get an extra punishment: heavy bondage or devious furniture. Kill a Striker and it drops device keys and some other loot. If you're lucky you'll get one of their weapons, and you can turn the tables and put devices on other folk. Running away isn't always an option either, they're faster than normal bandits. Pretty much everything can be tuned in the MCM. WHAT'S NEW IN CONTINUED The short version: things that were broken now work. Single transfers work on LE and SE 1.5.97 again (for some people only the Transfer-All ever happened) Punishment actually triggers. The "Temporarily Set Essential" option didn't work properly, so you usually just died instead Punishment is now furniture OR a heavy bondage device (you pick the odds), and it never takes off devices you already wear Disabled punishment devices stay disabled, no more surprise petsuits Enemies don't stay passive after you escape furniture New options: strip armor on Transfer-All and punishment, latex hoods instead of gas masks for rubber Strikers Full list in the changelog below. FEATURES Striker enemies that attack you with devious weapons (or give normal enemies those weapons instead) Devious weapons transfer devices onto their victim Device outfits and every device type can be toggled in the MCM Strikers show up amongst bandits, forsworn, necromancers, silver hand and warlocks Striker types: mage, archer, dual wield, one handed and two handed melee Transfer-All: after enough hits, all remaining devices at once Punishment at low health: heavy bondage (armbinders, yokes, straitjackets, petsuits...) or devious furniture Key drops, the odd devious weapon drop, follower integration Hardcore mode, and a semi-hardcore option that locks the MCM while you're restrained REQUIREMENTS Devious Devices (SE: DD NG or DD 5.2 SE / LE: DD 5.2) and all of its requirements SKSE (SKSE64 for SE) SkyUI for the MCM INSTALLATION Install with a mod manager like any other mod. Updating from the original 0.4.4: uninstall (or disable) the original, install this, done. The plugin is the same file, so your save keeps working and your MCM settings carry over. You'll see a "version 50" notification on load. If you want to be extra careful, the original clean-update steps are in the spoiler below. clean update steps, from the original page Spoiler Teleport to an unused cell, for example: 'coc qasmoke' Make a new save and quit out Use a save cleaner like Fallrim Tools' ReSaver to clean the new save Uninstall Devious Strike Go back in game and load the clean save Wait about 3 days ('T'), so things reset Make a new save and quit out again Check this save for orphaned scripts in your save cleaner, clean again if needed Install the new version, load, make a new save Check that save once more, then start playing LE The scripts are checked against LE's DD 5.2, PapyrusUtil 3.3 and SKSE 1.7.3, but I haven't played it on LE. If you're on LE, please let me know how it goes in the thread, good or bad. KNOWN ISSUES One-hit kills and killmoves skip the punishment If Strikers spawn while you're in your inventory, DD may pop up a message box If transfers stop happening at some point, check "Are events blocked?" on the Debug page. If it says yes and no other mod is currently doing something, "Reset Block Flags" fixes it. Careful, this can break other mods mid-scene, so ask if unsure Strikers may redraw their weapon after a single transfer when "Remove Striker's Devices On Transfer" is on Devious Heatrise (soft incompatibility, from the original page): Strikers can force extra plugs/piercings through chastity. If a vibration event runs with two plugs/piercings and the game autosaves, the save can get corrupted Hair shows through latex hoods: DD's latex hoods don't hide hair that uses slot 41 (many KS Hairdos styles). Pick a different hair or use the gas mask option. BUG REPORTS Post in the support thread with as much detail as you can. A Papyrus log helps a lot: In Skyrim.ini under [Papyrus], set bEnableLogging=1 and bEnableTrace=1 (before the bug happens) The log ends up in Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log (LE: My Games\Skyrim\...) Attach it to your post Devious Strike's own log lines are tagged [DeviousStrike], and "Log Messages" on the Debug page must be on PERMISSIONS Same as the original: the source is included, use what you like, just credit Cursed Raccoon (and link his page) along with this one. CREDITS Cursed Raccoon, for making Devious Strike and letting it live on. Everyone in the original thread who reported the bugs fixed here (kurotatsu, LA_k1, LinksSword, Zaflis, BYJE137, Caralis, magaliroleplay, SidoRaven and PNclarity001). All the people behind Devious Devices. original credits, from Cursed Raccoon's page Spoiler @Hylysi - The whole of version 0.4.2/0.4.3 - improving the spawn method and some other minor stuff for scripts @Tron91 - suggestion: destroying devices when they dont get swapped - allowed me to use some of there script for the new spawn method, HUGE THANKS! - told me about the wait time after locking/unlocking devices for keyword updates - solved wonky gender detection issue @HexBolt8 - telling me that this mod should work on SSE and their two suggestions: Key drop chance & transfer-single chance @BYJE137 - reminded me of hardcore option - reported the Transfer bug and tested the fixed version @CaptainJ03 - PC as only target option @MTB - his SCB script and helping me understand the function I needed @mrdoodle - telling me about SCB and its author MTB @Averagedann - pointing out the disappearance of important keys on Striker death/vanishing @Lupine00 - Suggested the usage of Formlists for multiple purposes @El_Duderino - told me that DD has its own premade formlists Hungvipbcsok & Tron91 & rjn - convincing me to change the fundemantel spawn method of strikers @shiftbitlogic - suggested themed Device sets with color/Type @misterx - Told me how to make DHLP-blocking and the code work @hungvipbcsok - Reported a compatibility issue between DS and DMC, which lead to the DHLP-blocking method @Player80 - suggestion: MCM setting for device removal on striker death @Yanme - Notified me about the Transfer functions blocking themselves via DHLP-Block event in ver-0.3.0, and tested the fixed version @ihatemykite - discovored a mistake in while loops @AshitakaOkita - striker spawns for only interior or exterior - Custom outfit slot @nimawi - Device equipping sound @Crota - Player can use devious weapons regardless of player only option @Arthacs - reported weird xEdit errors @RedDotGecko - reported Strikers not using their wepaons @pursona - reported Strikers not using their wepaons @ck2modfan - reported reanimate corpses turn into Strikers @SorryLag - werewolf bug report @ssonly - Transferall bug report @Richard1234 - Striker class bug @kaiteyc - hard to see ghostly remains @Slitpipes - Devious Furniture as punishment @A.Okita aka Caralis - interior & exterior spawn chances @Siudhne - feedback on overpowered strikers Full Changelog Spoiler Transfers Single transfers work again on LE and SE 1.5.97. They relied on a PapyrusUtil function those versions don't have, so only Transfer-All ever happened Gas masks and latex hoods no longer stay on a Striker after being transferred Forced swaps respect DD quest items and follow "Destroy Unequipped Devices" everywhere New: Strip Armor. Transfer-All and punishment unequip armor and clothing first (off in the MCM if you don't want it) Punishment A punishment is now either a contraption or a heavy-bondage device, set by the new Contraption Chance slider (replaces the two old toggles, old settings carry over) The punishment device never replaces something you already wear, so no more Striker cuffs being swapped for a ball and chain Disabled punishment device types (petsuits, yokes...) actually stay disabled "Temporarily Set Essential" works again. It never did anything before because of a broken plugin condition, which is why punishments often ended in death instead Enemies no longer stay passive after you escape the furniture Strikers and loot Only enabled Striker classes and weapons are used, and essential or unique enemies are never replaced Striker gender "Random" works for restraining devious weapon wielders Archers get extra arrows Enemies no longer turn into Strikers mid-fight. Each enemy gets one spawn roll (outdoors the same enemies used to be re-rolled on every cell change), and enemies already fighting you are left alone Replaced enemies' loot keeps its stack sizes (gold, arrows...) instead of dropping to 1 of each Looted Devious Bolt scrolls work again New: rubber mask option (Devices page). Gas mask, latex hood, or random per Striker. Gagged/blindfolded hoods follow the Gag and Blindfold toggles MCM Fixed descriptions and a few broken labels ("$RANDOM", the Hardcore confirm box) Lock Menu / Hardcore Mode now also lock the Devices page and grey out the debug "free me" options Load Settings applies imported device and furniture choices right away Debug page: spawn a test Striker of any class in front of you Other fixes A few possible script hangs and half-built furniture on failed punishments The player's controls are always given back if a contraption fails to lock New defaults (new games only, existing saves keep their settings) Striker spawns on, Temporarily Set Essential on Exterior spawn chance 20% (was 10%), since each enemy is only rolled once now Transfer-All off for normal hits but on as part of punishment Console debug messages off Submitter ktova Submitted 09/29/26 Category Adult Mods Requirements Devious Devices (SE: DD NG or DD 5.2 SE / LE: DD 5.2) and its requirements, SKSE, SkyUI Regular Edition Compatible Yes Install Instructions 7
zhenmika Posted 23 hours ago Posted 23 hours ago The Chinese MCM translation Devious Strike_CHINESE.txt
serph90 Posted 9 hours ago Posted 9 hours ago what happens when you reach low health and forniture is spawned? enemies are pacified? also the normal bandits?
badbat111 Posted 7 hours ago Posted 7 hours ago i tryed your mod i have a odd problem in the mcm menu for devious strike continued it has $ before all text like $ranged $spawn chance for example how do i correct it ?
ktova Posted 3 hours ago Author Posted 3 hours ago 20 hours ago, zhenmika said: The Chinese MCM translation Devious Strike_CHINESE.txt 17.12 kB · 1 download Thanks! I'll add that to the next version. 6 hours ago, serph90 said: what happens when you reach low health and forniture is spawned? enemies are pacified? also the normal bandits? Yes enemies are pacified, and there is an option for nearby enemies to use you, but it's experimental. I am currently in the process of reworking it to be more reliable (For instance, ensuring chosen furniture has available scenes, and fixing some bugs I found around enemies attacking after a scene). That will be in the next update. 4 hours ago, badbat111 said: i tryed your mod i have a odd problem in the mcm menu for devious strike continued it has $ before all text like $ranged $spawn chance for example how do i correct it ? That means the MCM's translation file isn't loading. What language is your game set to? Do other mods' MCM menus look normal, or do they also show $ everywhere? There are files in there for the following: English/French/German/Italian/Spanish/Polish/Russian/Japanese/Chinese/Czech
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