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Posted
38 minutes ago, zarantha said:

 

You'll probably want to ask on the DD NG thread or hop onto DD NG's discord server. They've done some work with hiding nodes in DD NG, but it's all magic to me. 

 

Appreciate you pointing me in a direction thanks! 

Posted (edited)
On 12/19/2025 at 6:39 PM, Sir Artorias said:

quiplease someone help, i tried to install this with vortex but it says i have no permission, i can't unzipp the dan thing.

 

I think there is an option in Vortex\settings\workaround, in Symlinks try enabling "Allow Symlinks without elevation".  "Elevation" is "asshole" programmer lingo for "write access to protected area", in this case are the NTFS structure database using the NTFS symlink libraries.  They could explain it better, there's a lot of unused space in that page.  The option may not work if you issue requires "local administrator" access, and your account is standard user.  For that, you need to move as an admin all the game files from protected area to standard user folder accessible area.  Steam has a move option, but a new storage folder is required be created outside the Windows protected area.  Do not know about other game distributors.

 

Spoiler

I'm guessing because you did not provide any info.  Likely your Windows account do not have local administrator access and the game is installed in a protected area of the Windows folder structure like "c:\program Files\" or "c:\program Files (x86)\".

 

If the game path is behind the folders "c:\program Files\" or "c:\program Files (x86)\" it will have higher security in newer Windows since Windows 7.

By default, game delivery systems like Steam will create the default storage path inside those two folders. Create a new one outside; something like "C:\Steam", so is outside the protected areas of Windows. 

Then move or reinstall the game to that new storage. The security will be lower and writable by standard user account.  

 

 

 

Edited by safado
Posted (edited)
2 hours ago, spartan0078 said:

Does anyone know much about how nodes and hidden devices work? I've fumbled my way through it before but I struggling with this instance now. I want genital piercings to be hidden under panties/bikini armor instead of clipping through them, but I can't find which nodes to tamper with

 

First, you need to know the standard or assignment for usage of the "Slots" in Devious Devices. Other mods likely use a different layout, that why there are conflicts, like with bikini "armors", armor in parts, or outfits in parts collections mods.

 

In DD MCM Device Hider menus should show the equip slots and under it the slots assigned to behave like they are under it. 

Slot-32 defaults has the following slots assigned in the hider parameters: (hider feature needs to be enabled and slots assignment followed)

  •      51 ; When slot 32 is equipped, hide slot 51 (Nipple Piercings).

  •      56 ; When slot 32 is equipped, hide slot 56 (Chastity Bra's).

  •      58 ; When slot 32 is equipped, hide slot 58 (Corsets).

  •      49 ; When slot 32 is equipped, hide slot 49 (Belts).

If the nipple piercing assets are using a different slot, like slot 57, then it will not hide and will instead conflict with vaginal plugs.  Something like that happens with original TAWOBA assets messing with DD slots conflicts. TAWOBA-remastered tries to follow DD slots assignment, but there are too few slots to make it work proper. 

 

 

Spoiler
  • Inventory Item – One of the two parts to a device. This piece contains the scripts that control the locking and unlocking of the device and the only part to show in your inventory.
  • Rendered Item – The second part to a device. This contains the Meshes and Textures that will show on the wearer and contains a number of keywords that controls a number of effects but does not show up in the wearers inventory. It is also referred to the Script Instance item in the Creation Kit.


 

Spoiler

The Devious Device hiding feature works by having hidable assets split in two:  The one shown in inventory (Inventory Item) run a script when activated\equipped, but do not have any visual assets.  The other part (Rendered Item) is also in the inventory but hidden, and it has the slot and 3d mesh, it gets equipped\visible or unequipped\hidden by the core script. It is a nice trick, but is Skyrim engine deficiencies make it fail when multiples of the dame assets are in the inventory. (in my opinion the scripts needs to not allow for multiple, but it is likely not that simple). DD-NG replaced the scripts with a monitoring SKSE64 add-on, and it can override the Skyrim inventory behavior issues in original DD. 

 

The hiding parameters are sets in DD MCM to hide or show the second part (Rendered Item), basically the MCM pages will show the slot assignment for the part that is equipped, and you have to assign under it the slots that are supposed to be hidden because are suppose to be under it.  Suppose if the usage standard was followed, but may have a different effect with mods that follow a different slot assignment. There could be a weird effect where visually it looks like the wrong part is hidden but actually is because it follows a different slot assignment and the slots are the ones being hidden\unequipped. 

 

 

 

 

 

Edited by safado
Posted
6 hours ago, safado said:

 

First, you need to know the standard or assignment for usage of the "Slots" in Devious Devices. Other mods likely use a different layout, that why there are conflicts, like with bikini "armors", armor in parts, or outfits in parts collections mods.

 

In DD MCM Device Hider menus should show the equip slots and under it the slots assigned to behave like they are under it. 

Slot-32 defaults has the following slots assigned in the hider parameters: (hider feature needs to be enabled and slots assignment followed)

  •      51 ; When slot 32 is equipped, hide slot 51 (Nipple Piercings).

  •      56 ; When slot 32 is equipped, hide slot 56 (Chastity Bra's).

  •      58 ; When slot 32 is equipped, hide slot 58 (Corsets).

  •      49 ; When slot 32 is equipped, hide slot 49 (Belts).

If the nipple piercing assets are using a different slot, like slot 57, then it will not hide and will instead conflict with vaginal plugs.  Something like that happens with original TAWOBA assets messing with DD slots conflicts. TAWOBA-remastered tries to follow DD slots assignment, but there are too few slots to make it work proper. 

 

 

  Reveal hidden contents
  • Inventory Item – One of the two parts to a device. This piece contains the scripts that control the locking and unlocking of the device and the only part to show in your inventory.
  • Rendered Item – The second part to a device. This contains the Meshes and Textures that will show on the wearer and contains a number of keywords that controls a number of effects but does not show up in the wearers inventory. It is also referred to the Script Instance item in the Creation Kit.


 

  Reveal hidden contents

The Devious Device hiding feature works by having hidable assets split in two:  The one shown in inventory (Inventory Item) run a script when activated\equipped, but do not have any visual assets.  The other part (Rendered Item) is also in the inventory but hidden, and it has the slot and 3d mesh, it gets equipped\visible or unequipped\hidden by the core script. It is a nice trick, but is Skyrim engine deficiencies make it fail when multiples of the dame assets are in the inventory. (in my opinion the scripts needs to not allow for multiple, but it is likely not that simple). DD-NG replaced the scripts with a monitoring SKSE64 add-on, and it can override the Skyrim inventory behavior issues in original DD. 

 

The hiding parameters are sets in DD MCM to hide or show the second part (Rendered Item), basically the MCM pages will show the slot assignment for the part that is equipped, and you have to assign under it the slots that are supposed to be hidden because are suppose to be under it.  Suppose if the usage standard was followed, but may have a different effect with mods that follow a different slot assignment. There could be a weird effect where visually it looks like the wrong part is hidden but actually is because it follows a different slot assignment and the slots are the ones being hidden\unequipped. 

 

 

 

 

 

 

You're a godamn gem thanks a ton for the explanation! I'd just been fumbling my through it with trial and error till now.

Posted

Is there a keyword or a faction that determines if a merchant will purchase devices?

 

I know of only Laura from Laura's Bondage Shop and Dollmaker from DCL who can purchase devices from the player. I don't have LBS or DCL in my current load order and can't get rid of the devices which keep clogging my inventory, therefore I would like to have one, select vanilla merchant accept them. 

 

Is that something that can be done via xEdit by adding keywords or factions?

Posted (edited)
8 hours ago, belegost said:

Is that something that can be done via xEdit by adding keywords or factions?

Unlock trader perk what allows sell all items to traders and you can. This is just as blacksmiths not buy other items as swords and armor. 

Edited by Elsidia
Posted (edited)
4 hours ago, Elsidia said:

Unlock trader perk what allows sell all items to traders and you can. This is just as blacksmiths not buy other items as swords and armor. 

I am not going to waste perks on that. And it doesn't work on devices, since they all have VendorNoSale keyword.

It works the other way around: Laura only purchases devices until you get the perks and will purchase other stuff as well. Regular merchants will still not purchase devices.

 

I need an access to a merchant from the start. If Laura and Dollmaker can purchase them, there must be a way to add a regular merchant to whatever faction allows for it.  Looking through DD plugins in xEdit there is nothing that jumps to me as obvious, therefore I am asking here.

Edited by belegost
Posted
4 hours ago, belegost said:

And it doesn't work on devices, since they all have VendorNoSale keyword.


I always get the Master Trader perk and I am always able to sell all devices to any merchant.

Posted
1 hour ago, Herowynne said:


I always get the Master Trader perk and I am always able to sell all devices to any merchant.

Doesn't matter, I'm not wasting perk points on an otherwise useless skill. Not to mention I do not use vanilla perk trees and had not used vanilla for years.

Posted
1 hour ago, belegost said:

Doesn't matter, I'm not wasting perk points on an otherwise useless skill. Not to mention I do not use vanilla perk trees and had not used vanilla for years.

 

That is the solution though. Just because you don't like it doesn't invalidate it.

I think merchants that buy stolen items also work.

 

Looks like Laura is part of the fence faction, so that's probably what does it. Or it could be the that she's in her own faction, that doesn't only buy stolen items, idk.

if you don't want to spec into the tree/perk that allows you to sell stolen items to any merchant, try selling to tonila or another fence or just cheat adding the perk to yourself. 

You're cheating no matter what anyways try to use xedit around it.

 

Laura's factions:

image.png.c8d456ab951bd0e0299b38513ce3850f.png

Posted (edited)
1 hour ago, zarantha said:

You're cheating no matter what anyways try to use xedit around it.

That's not cheating, that's immersion. One merchant that accepts devices from the get go, no perks, no console commands, that's all I ask for. I have a specific vanilla merchant in mind, and it would fit thematically.

 

All I need to know is how to make them recognize DD's as valid merchandise. Without perks, without having to join Thieves Guild and so on. I don't want them to sell devices, I'm not going to fuck around with Leveled Lists. I want to sell devices to them to get rid of junk that clogs my inventory.

I do have DDNG as well, is there something in there that could be of use?

And I'm not just going to hoard it for myself. If I could make it work, I would be able to release it as a modlet for DD5.2/DDNG for those that also would like a similar solution but can't be bothered installing entire LBS or whole of DCL just for that one, specific functionality.

 

Unrelated question:

What does zadDisableDialogueFaction do? Is that the one that allows for bypassing speech debuff when gagged?

Edited by belegost
Posted
1 hour ago, belegost said:

What does zadDisableDialogueFaction do? Is that the one that allows for bypassing speech debuff when gagged?

 

Quote

; Adds the actor to the faction that disables the built in gag
; and armbinder dialogue.

Function AddToDisableDialogueFaction(Actor akActor)
    akActor.AddToFaction(zadDisableDialogueFaction)
EndFunction

 

Maybe. It's related to the gag and armbinder dialogs at least.

 

 

 

Posted (edited)

@belegost

You might look at this and see if it suits your needs for a vendor. I'm asking frayed to confirm if it does normal DDs too. 

 

Edit: alright, these vendors do not buy normal DDs. Sorry for jumping the gun and pinging you. But leaving here for others (whom i don't recall the names for) who were asking about where to get contraptions.

 

Edited by zarantha
Posted
1 hour ago, zarantha said:

@belegost

You might look at this and see if it suits your needs for a vendor. I'm asking frayed to confirm if it does normal DDs too. 

 

Edit: alright, these vendors do not buy normal DDs. Sorry for jumping the gun and pinging you. But leaving here for others (whom i don't recall the names for) who were asking about where to get contraptions.

 

I appreciate the thought nevertheless.

Posted

I have been building a mod list and doing testing. Im almost done but DD is giving me problems. First off I dont see a way to disable certain devices all together. I have tried to turn a few off (one of the harnesses is invisible for some reason). But nothing seems to change the settings. 

 

Also i have only twice gotten a device off without the debug. Its mostly Devious Cidhna that uses the devices in my mod list. I was able to get my blind fold and gag off in Cidhna Mine using a pick axe, and when I escaped some bandits a guard helped me.

 

This most recent time I am currently with the Devious Cidhna (bandit quest) sent there by simply slavery and each time they have a go at me they Equip a new device. I had like 10 devices on me. In all my test runs not once have I ever gotten them off with a struggles, lock pick, keys break.

 

Its one thing if fails 2 or 3 times, if your really unlucky 5. But failing 20 times in a row? That is absolutely obnoxious and pig headed. It also doesn't seem to notice if I escaped my slavery or not.

 

I sat there in my house stash of chastity keys and went through 20 keys. I had to use the debug like almost every other time.

 

This time currently. The bandits keep stacking the devices on. 10 or so, and I don't have the Dialogue to ask them to take some off the Dialogue is missing. 

 

Is there a setting to limit it to like 3 devices or something, it just gets stupid and Obnoxious after a while?

Posted
2 hours ago, Burensc said:

I have been building a mod list and doing testing. Im almost done but DD is giving me problems.

Most everything you mention is an issue of mods using DDs, not DD itself.

Posted
5 hours ago, Burensc said:

when I escaped some bandits a guard helped me.

Guards helping to get rid of Devices is from Devious Lore. Never heard about bandits doing so.

 

5 hours ago, Burensc said:

In all my test runs not once have I ever gotten them off with a struggles, lock pick, keys break.

 

Its one thing if fails 2 or 3 times, if your really unlucky 5. But failing 20 times in a row?

Depends on your settings in this mod's MCM menu, which ranges from easy to handcuff girl. I always take easy and disable key break, because in 40 years of real life bondage I've never broken a single key. But as Taki17 already said, any other mod is likely to change these settings, Cursed Loot is one of those that overwrite anything sensible and doesn't even tell you so.

Posted
10 hours ago, Burensc said:

Its one thing if fails 2 or 3 times, if your really unlucky 5. But failing 20 times in a row? That is absolutely obnoxious and pig headed. It also doesn't seem to notice if I escaped my slavery or not.

 

I sat there in my house stash of chastity keys and went through 20 keys. I had to use the debug like almost every other time.

 

Turn the DD difficulty down next time you don't have any devices on you or get devious lore or unforgiving devices. devious lore adds a mini game in addition to the the normal rng (and skyrim's rng sucks which is what you encountered here). but you have to assign and use a hotkey to use the minigame, it doesn't start automatically when you click the device. unforgiving devices completely changes the escape mechanism to a minigame so it will start automatically when you click on a device to remove it.

 

You can also make it so keys aren't consumed/broken and that locks don't jam in the DD MCM.

 

Bandits unlocking is some other mod, not the framework as the others said.

Posted
On 12/25/2025 at 3:23 PM, CaptainJ03 said:

because in 40 years of real life bondage I've never broken a single key

In my real life i put inescapable handcuffs on girl and give her a key. She escaped - break key and handcuffs)

Posted
3 hours ago, blackkatt said:

I added the Kidnapped mod and now am stuck in a black leather corset. Anyone know the key code to get this corset off of me?

No, but there's a "normal" way to get rid of DDs. Put all your stuff in a chest you own. Open the console and type 'player.inv' and read through the items that are still in your inventory. Find the corset, and find the adjacent lock, which has the same number +/-1. Type "removeitem xxx 1" with xxx being the number of the lock. Now you can remove the corset w/o having to deal with keys or quests. Might break a quest, though, never heard of that kidnaped mod.

Posted
On 2/9/2022 at 11:46 PM, Straze said:

Good Day,

 

I have been running into a problem with the device: Genital Piercing (Soulgem) (0B047566)

After using the search engine, I may have found the solution to my problem but I'm not sure what he meant with the "3BA DD Compatible 60 slot".

Does anyone happen to know what he meant and knows how to fix it? 

I'm currently equipped with the Cursed Collar from Deviously Cursed Loot, and got stuck where you require to equip a Genital Piercing (So far most Piercing are broken for me).

Quote from the person who experienced the same issue.

 

Image of the item in question inside of the DCL Chest.

  Reveal hidden contents

ScreenShot74.png.ede8b29aa62e5c264504f5a912cfc6c0.png

 

 


I have  come from the future and this text from you helped me fix mine, the same, problem.

 

Thank you

Posted

I'm having a curious issue that comes up occasionally almost at random.

 

I'll talk with some NPC and when the dialog closes that NPC will suddenly be equipped with prisoner chains (Zadx_PrisonerChainsRendered to be exact). Then If I go back to an earlier save and repeat the same dialog with the same NPC this will NOT happen.

 

I've also had this occur when using Relationship Dialog Overhaul's MCM. I'll make an adjustment to an NPC - and when the MCM closes that NPC is spontaneously equipped with prisoner chains. And again if I go back to an earlier save and use the MCM to make the same adjustment to the same NPC it will behave normally and the chains will NOT appear. 

 

Is anyone else seeing this? Does anyone know how to fix it?

Posted

I tried the remove item idea but it doesn't seem to work... I type in the removeitem (item number) 1 and the item is still there so not sure what to do from here. 

Posted
3 hours ago, firebinder said:

I'm having a curious issue that comes up occasionally almost at random.

 

I'll talk with some NPC and when the dialog closes that NPC will suddenly be equipped with prisoner chains (Zadx_PrisonerChainsRendered to be exact). Then If I go back to an earlier save and repeat the same dialog with the same NPC this will NOT happen.

 

I've also had this occur when using Relationship Dialog Overhaul's MCM. I'll make an adjustment to an NPC - and when the MCM closes that NPC is spontaneously equipped with prisoner chains. And again if I go back to an earlier save and use the MCM to make the same adjustment to the same NPC it will behave normally and the chains will NOT appear. 

 

Is anyone else seeing this? Does anyone know how to fix it?

 

I remember in the times of playing with old SkyrimLE, that the mod "Sex Lab - Sexual Fame 0.99" could do that with default config.  But it was ZAP collars and assets, not DD.    If you find what mod in your load list is doing it with DD, please post your finds. 

 

Good luck

 

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