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Posted
14 minutes ago, SullenMan said:

It's not entirely clear how to add new clothing items. Deleting is easy. Adding is unclear.

 

Try the outfit builder.  Action menu -> settings -> outfit builder. 

Posted (edited)
6 hours ago, Lazy Palm said:

 

Was that in the mcm or outfit builder?

I was in Outfit builder.

 

Edit: Another problem. in Outfit MCM I cannot find Walking event. (hope I'm not locally blind).


BTW where are 0.5.10 outfits and config stored? I tried overwrite folder, where was 0.5.9, but cannot find anything except backups?

Edited by jouda1212
Posted
2 hours ago, bubba999 said:

Ok, I successfully built and outfit and saved it. How do I change into the outfit and keep it on until I want to change it?

I don't understand the question. Let's try to get some things untangled first.
You can create bondage sets (outfits) in the outfit manager. You can also include non-bondage items (i.e. regular armor, clothing and jewelry).
If you say you build an outfit, I assume you created a bondage outfit (with or without regular items, doesn't really matter). Those are usually applied automatically under the right circumstances, assuming you got a dom and set a location or event for that outfit to be applied. Without a dom, Binding is not going to do much (aside from things that will end you up with a dom, i.e. pre-enslavement event and the SimpleSlavery++ integration).

Posted
38 minutes ago, bubba999 said:

I was under the impression that I could make outfits and then put them on. So I guess it's only automatic?

Yes, in various flavors (i.e. magical/instant, needing the dom to approach you first, etc.). You could make an outfit that fits (almost) every situation, but it would still require having a dom to trigger it. 
There is Binding - Gear of course, which does what you expected ... but only for mundane items, not DD's (you could use ZAZ items though).
 

Posted (edited)

Hmm, another possible bug in 0.5.10

 

With "Leash: permanently on in safe areas" - after selecting "Travel" after hotkey, every control freezes, except console. After pressing ESC, it return to usual, Dom standing and I on leash.Using dialogue "Lets go traveling" during kneeling, Dom asks where we should go and dialogue ends here.

Spoiler

 

 

 

    "lines": [
      {
        "line": "I've got your back.",
        "wav": "Sound\\Voice\\Skyrim.esm\\FemaleYoungEager\\DialogueFo_DialogueFollowe_000D235F_1.wav"
      },
      {
        "line": "May I ask you a question?",
        "wav": ""
      },
      {
        "line": "Speak.",
        "wav": "Sound\\Voice\\Fuz Ro Doh\\Stock_1.xwm"
      },
      {
        "line": "Could we go somewhere?",
        "wav": ""
      },
      {
        "line": "Perhaps. Where do you want to go?",
        "wav": "Sound\\Voice\\Fuz Ro Doh\\Stock_4.xwm"
      }
    ]

 

This is saved dialogue in Whiterun

Situation in Riverwood is pretty different, after selecting Travel, it opens menu, where. But, after selection, leash was unequiped (as item), but still leashed (as a effect and in leash framework debug). Another use of hotkey are disabled, with "False action key: 43" in console log. According to Binding, no event is running. Safeword works BTW

What is more interesting, in Whiterun (where i got no display of target locations) works test event Walking - it walks around all targets without problem.
On the contrary, in Riverwood i got menu (from hotkey - travel, NOT from kneel - can i ask - travel), but test event rejects to start, something like "cannot in <TAMRIEL> something.

Edited by jouda1212
Posted (edited)
5 hours ago, jouda1212 said:

Hmm, another possible bug in 0.5.10

 

With "Leash: permanently on in safe areas" - after selecting "Travel" after hotkey, every control freezes, except console. After pressing ESC, it return to usual, Dom standing and I on leash.Using dialogue "Lets go traveling" during kneeling, Dom asks where we should go and dialogue ends here.

  Reveal hidden contents

 

 

 

    "lines": [
      {
        "line": "I've got your back.",
        "wav": "Sound\\Voice\\Skyrim.esm\\FemaleYoungEager\\DialogueFo_DialogueFollowe_000D235F_1.wav"
      },
      {
        "line": "May I ask you a question?",
        "wav": ""
      },
      {
        "line": "Speak.",
        "wav": "Sound\\Voice\\Fuz Ro Doh\\Stock_1.xwm"
      },
      {
        "line": "Could we go somewhere?",
        "wav": ""
      },
      {
        "line": "Perhaps. Where do you want to go?",
        "wav": "Sound\\Voice\\Fuz Ro Doh\\Stock_4.xwm"
      }
    ]

 

This is saved dialogue in Whiterun

Situation in Riverwood is pretty different, after selecting Travel, it opens menu, where. But, after selection, leash was unequiped (as item), but still leashed (as a effect and in leash framework debug). Another use of hotkey are disabled, with "False action key: 43" in console log. According to Binding, no event is running. Safeword works BTW

What is more interesting, in Whiterun (where i got no display of target locations) works test event Walking - it walks around all targets without problem.
On the contrary, in Riverwood i got menu (from hotkey - travel, NOT from kneel - can i ask - travel), but test event rejects to start, something like "cannot in <TAMRIEL> something.

Sorta a bug, though not really. Leash is highly experimental and very, very incomplete, even the format for the required data is not finalized yet (you can see that if you compare the two jsons, which is the reason for the differing behaviours). Still thanks for reporting, probably better to limit it to just one of those locations and have it fully work there or disable completely for the time being.

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

Sorta a bug, though not really. Leash is highly experimental and very, very incomplete,

Oh, thank you, i look to source and realize that i was excited too early ;-)

 

Anyway, it will be very nice feature, thank you for effort.

Edited by jouda1212
Posted
15 hours ago, bubba999 said:

I was under the impression that I could make outfits and then put them on. So I guess it's only automatic?

 

We worked out magic self bondage (in the pre quest before needing a dom) that should work for this. Will be available in the 0.5.11 update when it is ready to push out.

Posted
4 hours ago, jouda1212 said:

Oh, thank you, i look to source and realize that i was excited too early ;-)

 

Anyway, it will be very nice feature, thank you for effort.

 

So this is a bug (two half working quests), the riverwood json works with the leashed rule, the whiterun json works with the walked event. They both probably should have gotten disabled before this got uploaded to LL, but hopefully, should have this fixed by the next minor release.

Posted (edited)

tbh I managed to make it work on both cities :) and probably find reason for my strange "blocked" behavior when sometime Dom went nowhere with blocked ActionKey.

 

function MoveDomToMarker(float x, float y, float z)
    ; this is needed in case marker is in another region than Dom
    moveToMarkerRef.MoveTo(sub1)
    moveToMarkerRef.SetPosition(x, y, z)  

 

Edit: And can I suggest 3rd option for SafeWord MCM, which cleans-up all children quests (e.g. bindc_EventWalkedQuest, bindc_EventDanceQuest and so on), which, when struck (very easily, for example bad POI json can sometime cause it) are blocked forever.

(unless, of course, one do ResetQuest bindc_EventWalkedQuest from console, which disqualifies 99% users ;-) )

Edited by jouda1212
Posted
8 hours ago, jouda1212 said:

tbh I managed to make it work on both cities :) and probably find reason for my strange "blocked" behavior when sometime Dom went nowhere with blocked ActionKey.

 

function MoveDomToMarker(float x, float y, float z)
    ; this is needed in case marker is in another region than Dom
    moveToMarkerRef.MoveTo(sub1)
    moveToMarkerRef.SetPosition(x, y, z)  

 

Edit: And can I suggest 3rd option for SafeWord MCM, which cleans-up all children quests (e.g. bindc_EventWalkedQuest, bindc_EventDanceQuest and so on), which, when struck (very easily, for example bad POI json can sometime cause it) are blocked forever.

(unless, of course, one do ResetQuest bindc_EventWalkedQuest from console, which disqualifies 99% users ;-) )

 

Thanks for catching that! Added that line. I tend to test without moving around the map much, so I was blissfully ignorant of that issue.

 

The safeword from main should be telling the running event quest to stop also. I will go back and look at those two and make sure the logic is all in order.  The walked quest is only like 1/3 built, so it is likey I am missing things on it still :)

Posted
On 9/7/2026 at 3:54 PM, jouda1212 said:

I was in Outfit builder.

 

Edit: Another problem. in Outfit MCM I cannot find Walking event. (hope I'm not locally blind).


BTW where are 0.5.10 outfits and config stored? I tried overwrite folder, where was 0.5.9, but cannot find anything except backups?

 

Missed the second question here.

 

So the outfits use storageutil so just in the game save. Doing an MCM backup will export all of the outfit data also, and those should be in \overwrite\SKSE\Plugins\StorageUtilData\bindingupdated\mcm.

Posted
3 hours ago, Lazy Palm said:

The safeword from main should be telling the running event quest to stop also. I will go back and look at those two and make sure the logic is all in order. 

Yes, safeword would work this way in case underlying logic works perfectly. But in this case we don't need Safeword from the start ;)

Instead, we have @#$%^&*() Papyrus on buggy SkyrimSE, which is binary patched by possibly 3+ essential mods and many tweaks, most gaming PC's without ECC RAM, hundreds mods in LO with millions bugs so sh*t can happens very often, and some weapon of mass destruction cleaning can help pretty well.

Posted

If I lose and become a DOM slave, the camera glitches out, and subsequently, the character becomes unable to move at all.
Occasionally, the hair color even turns pink.
I am using version 5.10; is this considered normal behavior?
I have met all the mod requirements.

Posted
31 minutes ago, haman4545 said:

If I lose and become a DOM slave, the camera glitches out, and subsequently, the character becomes unable to move at all.
Occasionally, the hair color even turns pink.
I am using version 5.10; is this considered normal behavior?
I have met all the mod requirements.

Never seen that one, going to test to double-check, but it might be something else than binding. What you describe (minus the pink hair) is something I encountered occasionally with ZAZ in the past if you left the furniture while in free cam mode. Had something to do with the camera mod I was using at the time.

Posted

Was this developed and tested with SexLab P+?  Every time a SexLab scene starts there's a long pause and a ton of comments in console starting with "[bind....".

Posted (edited)

Another problem (5.10),

If you are in quest, and receive DHLP-Suspend and DHLP-Resume, then Bindings hardcoded starts Slavery mod, even in case of DHLP-safe, when running event should be preserved instead. Slavery then very  soon starts other event mod, and original event is blocked forever.

 

This would be my previous problems with running more quests.
 

event OnDhlpResume(string eventName, string strArg, float numArg, Form sender)
...
    if thePlayer.IsInFaction(bindc_SubFaction)
            if !bindc_SlaveryQuest.IsRunning() && !bindc_PauseQuest.IsRunning()
                bindc_SlaveryQuest.Start()   ; <-------this runs Slavery quest and leave DHLP Safe adventuring running too
event OnDhlpSuspend(string eventName, string strArg, float numArg, Form sender)
...
        if EventIsRunning == 1
            if eventQuest
                if eventQuest.IsRunning()
                    if !((eventQuest as bindc_EventQuest).IsThisEventDhlpSafe())
...
                    else
                        (eventQuest as bindc_EventQuest).GotDHLPRequest(sender.GetName(), sender.GetFormID())
                    endif  ; ^^^^^^ there Adventuring quest remain running...

 

 

Edited by jouda1212
Posted

I tried it again under the same conditions.

The location was the wrecked wagon just north of Rorikstead along the road.
I let the bandits that appear there defeat me.

Since I had previously designated Erik the Slayer as my future Dom, a dialogue box appeared stating that Erik had become my Dom.
However, Erik did not actually show up.
It proceeded to the scene where I had to choose between becoming a slave or paying 100 gold.
I didn't have 100 gold, so I was enslaved, but since the Dom was missing, nothing happened.
A prompt telling me to "extend my hand" appeared, partially cut off at the left side of the screen, but pressing the action key did nothing.
After a while, a dialogue box appeared stating that I had failed to extend my hand.

When I went to the inn in Rorikstead, Erik was there, but he was behaving like a normal NPC rather than a Dom.
Even though Erik was right in front of me, a message appeared in the top-left corner of the screen saying he was "invisible to the Master."

I wasn't sure what was going on, so I quit the game.

Addendum: It doesn't happen every time, but my hair turns pink only during the scene where I have to choose between slavery or paying 100 gold; the hair color returns to normal once the scene ends.
It turns pink specifically during the variation of the scene where I am restrained in a chair.

I'm not sure what is causing this.
Is there anything I can do to help?

Posted

I’ve discovered a few things after testing it out a few times:

・Performing any action while the screen is blacked out after a defeat seems to cause glitches (e.g., the DOM goes missing, or a different DOM appears instead of the designated one).
・The "Offer your hand" message always gets cut off at the left edge of the screen.
・The action key is disabled while the "Offer your hand" message is displayed.
・If you are told to strike a pose, you become unable to move even after the scene ends.
・Unconfirmed, but the "set up camp" scenario might also prevent movement; I haven't verified this yet because it always occurred after being told to strike a pose.

Do mods like "Defeat" mods cause issues?
I have "Naked Defeat" and "SexLab Defeat" (used for changing animations) installed.

20260911173206_1.jpg

Posted (edited)
10 hours ago, jbezorg said:

Was this developed and tested with SexLab P+?  Every time a SexLab scene starts there's a long pause and a ton of comments in console starting with "[bind....".

No and no, it uses standard sexlab calls. Those should work with P+ unless that has by now given up any pretense of being backward compatible. To be honest it's in my opinion ludicrous that it's up to mod authors to make their mods P+ compatible, unless they are doing something non-standard, in that case, fair. If a mod only makes regular SL calls however, it is, in my opinion, the job of P+ to be sufficiently backward compatible to handle those.

And no, I'm not anti-P+, in fact I was on Scrabs Patreon for a good while specifically for that. In my opinion it was on a good way too (i.e. phase one aka 1.x), but then came phase 2 and a lot of achievements in backward compatbility (as well as existing patches) went down the drain for no good reason IMHO. Yes might have made the code better, cleaner, etc., but that's not the altar to sacrifice backward compatibility on and instead force every mod author to bend their mod to your framework. That's the point when I gave up on P+, doesn't look like Scrab has much time to work on it anymore too, so might end up a sunset rider anyway.

Rant over, sorry. ^^


All that stated, Binding might still have some p+ detection code in the "souls from bones" event/quest, perhaps test that and see if it works any different with that.

Thanks for reporting ... we will try to test, but getting P+ to work, I don't have time for that right now.
 

Edited by Talesien
Posted (edited)
2 hours ago, haman4545 said:

I’ve discovered a few things after testing it out a few times:

・Performing any action while the screen is blacked out after a defeat seems to cause glitches (e.g., the DOM goes missing, or a different DOM appears instead of the designated one).
・The "Offer your hand" message always gets cut off at the left edge of the screen.
・The action key is disabled while the "Offer your hand" message is displayed.
・If you are told to strike a pose, you become unable to move even after the scene ends.
・Unconfirmed, but the "set up camp" scenario might also prevent movement; I haven't verified this yet because it always occurred after being told to strike a pose.

Do mods like "Defeat" mods cause issues?
I have "Naked Defeat" and "SexLab Defeat" (used for changing animations) installed.

20260911173206_1.jpg

Will need to check, generally NakedDefeat is a bit volatile at the best of times and combining it with SL Defeat, while possible, adds yet another layer of complexity. Generally though, they should not cause issues, as long as they send and respect DHLP events (NaDE should, no clue on SL Defeat). Only time when there could be a direct clash is if you have the pre-slavery events ticked in the MCM. While that starts so early precisely to avoid a clash with Death Alternative mods, it is, especially at lower levels, still possible. Perhaps make sure pre-slavery is unchecked in the MCM.

Also could you post a Papyrus log please?

Edited by Talesien
Posted
18 hours ago, jouda1212 said:

Another problem (5.10),

If you are in quest, and receive DHLP-Suspend and DHLP-Resume, then Bindings hardcoded starts Slavery mod, even in case of DHLP-safe, when running event should be preserved instead. Slavery then very  soon starts other event mod, and original event is blocked forever.

 

This would be my previous problems with running more quests.
 

event OnDhlpResume(string eventName, string strArg, float numArg, Form sender)
...
    if thePlayer.IsInFaction(bindc_SubFaction)
            if !bindc_SlaveryQuest.IsRunning() && !bindc_PauseQuest.IsRunning()
                bindc_SlaveryQuest.Start()   ; <-------this runs Slavery quest and leave DHLP Safe adventuring running too
event OnDhlpSuspend(string eventName, string strArg, float numArg, Form sender)
...
        if EventIsRunning == 1
            if eventQuest
                if eventQuest.IsRunning()
                    if !((eventQuest as bindc_EventQuest).IsThisEventDhlpSafe())
...
                    else
                        (eventQuest as bindc_EventQuest).GotDHLPRequest(sender.GetName(), sender.GetFormID())
                    endif  ; ^^^^^^ there Adventuring quest remain running...

 

 

 

Good catch. Should not be restarting that if a DHLP safe event is running. Will get that updated!

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