Talesien Posted October 1 Posted October 1 2 hours ago, jouda1212 said: Can I please humbly ask for MCM option, to completely disable "Your party is under attack" dialogue (or, at least skip this dialogue unless with a heavy bondage, or answer like "No, and don't ask again")? It can be sometime pretty annoying (at least in 5.11), and calling Safeword dialogue (from Adventuring at least) does not helps too. As I see in bindc_EventQuest, test for Adventuring was removed, but probably applies to other event quests too Reveal hidden contents function EnteredCombat() if dom == none dom = StorageUtil.GetFormValue(none, "bindc_dom") as Actor endif ;bindc_Util.WriteInformation("entered combat - adventure check: " + StorageUtil.GetIntValue(dom, "bindc_adventure_running", 0)) ;if StorageUtil.GetIntValue(dom, "bindc_adventure_running", 0) == 0 if StorageUtil.GetIntValue(sub, "bindc_in_furniture", 0) > 0 || StorageUtil.GetIntValue(sub, "bindc_player_bound", 0) == 1 if SkyMessage.Show("Your party is under attack. Should you be freed?", "Yes", "No, " + GetDomTitle() + " will proctect me") == "Yes" bindc_Main.gSafeword() endif endif ;endif endfunction Hmm, where do you get this? That should only trigger if you are attacked while in an event and events should only run in safe areas, so it's prettymuch limited to Dragon attacks or Miraak cultists. Also I suggest updating to 5.12, it's save safe.
blancoamz6 Posted October 1 Posted October 1 Sorry for the question because I don't understand anything about modding, but Binding has always worked fine for me without Devious Devices, only with ZaZ. Is this normal?
Talesien Posted October 1 Posted October 1 3 hours ago, blancoamz6 said: Sorry for the question because I don't understand anything about modding, but Binding has always worked fine for me without Devious Devices, only with ZaZ. Is this normal? Probably depends on the version and what parts (events, bondage outfits, etc.) you are using. Technically DD is required, but I can see Binding largely working without it, assuming one is careful in setting up custom bondage outfits with just ZAZ parts. I assume this or that will not work as intended, but you might get away with it. 1
bigbasi Posted Tuesday at 01:13 PM Posted Tuesday at 01:13 PM (edited) the nudity rule tries to unequip "my" sos trx futa schlong, how can I prevent this? "you're not allowed to wear this" and console log says 4194304 hasblock: false ... how can I add a block to that? Any keyword to add? The Dairy Milking quest seems to be broken... I get the message that the prequest ran, but than everything stops. I found out, that when I startquest the "maindairygettingmilkedquest" than it continues. Also the Main Binding quest always stops and starts new "Obey your Master", is this intended? And, the dairy and lactacid quest also dont care about the "free time" - they just start whenever they want to... which is kinda annoying when you are fishing for food 😉 And while I am at it: should I disable the NFF Sandboxing? Edited Tuesday at 02:06 PM by bigbasi
Talesien Posted Tuesday at 06:56 PM Posted Tuesday at 06:56 PM (edited) 6 hours ago, bigbasi said: the nudity rule tries to unequip "my" sos trx futa schlong, how can I prevent this? "you're not allowed to wear this" and console log says 4194304 hasblock: false ... how can I add a block to that? Any keyword to add? The Dairy Milking quest seems to be broken... I get the message that the prequest ran, but than everything stops. I found out, that when I startquest the "maindairygettingmilkedquest" than it continues. Also the Main Binding quest always stops and starts new "Obey your Master", is this intended? And, the dairy and lactacid quest also dont care about the "free time" - they just start whenever they want to... which is kinda annoying when you are fishing for food 😉 And while I am at it: should I disable the NFF Sandboxing? More likely a keyword to remove, not to add, check that it has no clothing or armor keywords, it really shouldn't but apparently it does. Edit: Unless you are on 0.4.x, that version used skse to check slots, but adding the sexlabnostrip keyword might help in that case (not 100% sure and a futa schlong likely already has that). Odd, worked fine for me when I tested it, don't have MME installed right now, but will try to give it another run. The Binding quests stopping for an event, then restarting is intentional, but thanks for the reminder LazyPalm wanted to look into ways to surpress the constant spam that generates. I guess the lactacid one should honor free time, not sure on the dairy one, it's triggered buy the breast filling up, so that seems fitting, if you want to prevent it interrupting milk yourself pre-emptively. (Also on the to-do list to ask the dom to do just that.) Do you've problems with it? LazyPalm invested a lot of time ensuring NFF sandboxing gets overriden by Binding if necessary (though if your follower moved away far enough or has to navigate a tight crowd (say Winking Skeever with some populated mods, etc., take him some time to get to you if something triggers or you kneel down), that's the nature of the beast and up to you if you find that annoying enough to disable sandboxing. If you found something specific breaking due to NFF sandboxing, let us know. (The problem with the Sandboxing is, that while the actual sandboxing package has a reasonable energy of 51, the quest controlling it has an absurdly high energy, 85 or so if memory serves, that's why mod authors found it so difficult to reliably 'overpower' NFF's sandboxing.) Edited Tuesday at 07:35 PM by Talesien
hiccupthemagicalteapot Posted Wednesday at 12:02 PM Posted Wednesday at 12:02 PM is there a way to reset the quests? I've got the dairy even running in the background and the camping event is stuck in my journal
Talesien Posted Wednesday at 06:50 PM Posted Wednesday at 06:50 PM 6 hours ago, hiccupthemagicalteapot said: is there a way to reset the quests? I've got the dairy even running in the background and the camping event is stuck in my journal The saveword should do that.
A92235 Posted Thursday at 07:02 AM Posted Thursday at 07:02 AM For some reason this mod isnt appearing even though i have its requirements enabled and the mod itself also enabled, i just dont see it in MCM or anywhere, is there any fix to that?
bigbasi Posted Thursday at 10:57 AM Posted Thursday at 10:57 AM (edited) 16 hours ago, Talesien said: The saveword should do that. It does not do that, for at least some of the quests... for example, the dancing quest kept running even after a full reset. I figured that out, because I was running around riverwood and had a bunch of villagers following me around applauding 😉 I checked their packages and somehow even when the Dancing quest took place the Night before, I slept, did my thing and went to leave the tavern, the idle package was reapplied to the visitors. I had to use the saveword a couple times, because I tried to reproduce the mme errors. but stumbled across this while I was doing it. stopquest helped in this case 😉 Any way: On 10/6/2026 at 8:56 PM, Talesien said: More likely a keyword to remove, not to add, check that it has no clothing or armor keywords, it really shouldn't but apparently it does. the Addon has excactly three keywords. but is of Armor Type Clothing ... thats where the Problem might be is properly equipped in slot 52 - other mods also see the addon. EDIT: it happens with the 3D Pubic Hairs Addon too... not only with this plugin. Spoiler On 10/6/2026 at 8:56 PM, Talesien said: NFF: Do you've problems with it No... I don't think so, but as you said the distance when they get stuck sandboxing is a problem... but thats just how it is... it triggered the CheckBack once so far I was just curious Edited Thursday at 10:59 AM by bigbasi
Talesien Posted Thursday at 11:26 AM Posted Thursday at 11:26 AM (edited) 44 minutes ago, bigbasi said: It does not do that, for at least some of the quests... for example, the dancing quest kept running even after a full reset. I figured that out, because I was running around riverwood and had a bunch of villagers following me around applauding 😉 I checked their packages and somehow even when the Dancing quest took place the Night before, I slept, did my thing and went to leave the tavern, the idle package was reapplied to the visitors. I had to use the saveword a couple times, because I tried to reproduce the mme errors. but stumbled across this while I was doing it. stopquest helped in this case 😉 Any way: the Addon has excactly three keywords. but is of Armor Type Clothing ... thats where the Problem might be is properly equipped in slot 52 - other mods also see the addon. EDIT: it happens with the 3D Pubic Hairs Addon too... not only with this plugin. Reveal hidden contents No... I don't think so, but as you said the distance when they get stuck sandboxing is a problem... but thats just how it is... it triggered the CheckBack once so far I was just curious For starters, what version of Binding are you using? 0.5.12? Also are you certain your Papyrus engine is healthy? Even with older versions of Binding where the dancing quest was broken, the save word reliably reseted it for me. If that does not work for you, it suggests there might be a problem or conflict in your LO, rather than a bug in Binding, will try to test it a bit more regardless. You did actually complete the dancing event (i.e. until you received a tip? The dom pocketed the tip after you stopped dancing?) Those addons problems are strange, couldn't test so far, for some reason my SOS didn't even acknowledge the presense of the TRX schlong and I've had no time or motivation so far to debug that problem. Edited Thursday at 11:42 AM by Talesien
bigbasi Posted Thursday at 11:47 AM Posted Thursday at 11:47 AM (edited) 22 minutes ago, Talesien said: For starters, what version of Binding are you using? 0.5.12? Also are you certain your Papyrus engine is healthy? Even with older versions of Binding where the dancing quest was broken, the save work reliably reseted it for me. If that does not work for you, it suggests there might be a problem or conflict in your LO, rather than a bug in Binding, will try to test it a bit more regardless. You did actually complete the dancing event (i.e. until you received a tip? The dom pocketed the tip after you stopped dancing?) Those addons problems are strange, couldn't test so far, for some reason my SOS didn't even acknowledge the presense of the TRX schlong and I've had no time or motivation so far to debug that problem. I am on 0.5.12. and yup all that happened (i.e. until you received a tip? The dom pocketed the tip after you stopped dancing?) and as far as papyrus goes... I have no Idea, what healthy means... all I can say, that I don't get any "VM overloaded" messages (from DisplayTweaks), I run steady 60 FPS (limited it to that) indoors and 40-50 outdoors. As for the SOS Addon... debugging might be kinda hard because TRX hid this Addon behind a paywall... cant even get it anymore anywhere, and there are not really alternatives around ... and NO T.N.G. is not a solution for me... I just don't like it 😉 PS: I dont mind paying for mods, but what I don't like is FORCING someone to pay to even see the content. If he would offer a free membership to follow news and such, and let the user pay for what he wants, than that would be different... but thats jus my 2Cents... don't blame me for that 😉 and it also doesn't belong here I guess... so sorry for that Edited Thursday at 11:52 AM by bigbasi
Talesien Posted Thursday at 12:07 PM Posted Thursday at 12:07 PM 3 hours ago, A92235 said: For some reason this mod isnt appearing even though i have its requirements enabled and the mod itself also enabled, i just dont see it in MCM or anywhere, is there any fix to that? MCM's not showing up is a problem as old as SkyUI itself, there are many reason, even more solutions and none is guranteed to work unfortunately. A (none exhaustive) list of things you can try. Spoiler First: Try a new game. A real new game, pressing the new button. If the MCM is now working, you have proven the save used, has an incompatible load order, and may also be corrupt. Also be patient if starting a new game, do not open the MCM right away, that's a classic method to make it stall. Wait until the notification spam has ended, then and only then open the MCM. If starting a new game does not make your MCM appear Max mods SkyUI without any mods to extend it, can load a max of 125 mods (mods that have MCMs). If you exceed that, some mods will be missing their MCM. If that's your case... working as intended. Get a mod extending it's capability. If you are not already, use an Alternate Start mod. Vanilla game start is well known for new game MCM issues. Alt start mods are in part designed to allow for big mod load orders. Start New Game Twice Trick Start a new game Wait 30 secs Exit to the main menu Start a new game again Works in some situations because Skyrim experiences less load, loading in part, from cached memory. Kick Start the MCM: in the console, type: setstage SKI_ConfigManagerInstance 1 This does the same thing as "Jaxonz MCM Kicker " mod, which you can also try, but it does pretty much the same. PostLoadUpdateTime: Open Skyrim.ini (My Documents/My Games/Skyrim) Note: location of Skyrim.ini can vary, if using MO2, your Skyrim.ini location might be Users%user%\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\Default Look for the [Papyrus] section and edit as follows, or add the section and/or line if not already there -- [Papyrus] fPostLoadUpdateTimeMS=2000.0 -- This will allow for faster load times. Good if you have a large number of mods. Change up the Load Order Try to move the Binding Temporarily Stop OverClocking FPS MCM startup is unreliable using a higher frame rate than the default (60 FPS). Simply limit your FPS to 60 during new game startup, then switch it back after. If none of the above helps, make sure your Papyrus engine isn't overstressed the entire time be some rogue script. Check the Papyrus log for stack dumps, if you have any, fix that first (note that the mods whose stacks are getting dumped are just as likely to be innocent victims as they are to be be the culprit).
A92235 Posted Thursday at 12:23 PM Posted Thursday at 12:23 PM 14 minutes ago, Talesien said: MCM's not showing up is a problem as old as SkyUI itself, there are many reason, even more solutions and none is guranteed to work unfortunately. A (none exhaustive) list of things you can try. Reveal hidden contents First: Try a new game. A real new game, pressing the new button. If the MCM is now working, you have proven the save used, has an incompatible load order, and may also be corrupt. Also be patient if starting a new game, do not open the MCM right away, that's a classic method to make it stall. Wait until the notification spam has ended, then and only then open the MCM. If starting a new game does not make your MCM appear Max mods SkyUI without any mods to extend it, can load a max of 125 mods (mods that have MCMs). If you exceed that, some mods will be missing their MCM. If that's your case... working as intended. Get a mod extending it's capability. If you are not already, use an Alternate Start mod. Vanilla game start is well known for new game MCM issues. Alt start mods are in part designed to allow for big mod load orders. Start New Game Twice Trick Start a new game Wait 30 secs Exit to the main menu Start a new game again Works in some situations because Skyrim experiences less load, loading in part, from cached memory. Kick Start the MCM: in the console, type: setstage SKI_ConfigManagerInstance 1 This does the same thing as "Jaxonz MCM Kicker " mod, which you can also try, but it does pretty much the same. PostLoadUpdateTime: Open Skyrim.ini (My Documents/My Games/Skyrim) Note: location of Skyrim.ini can vary, if using MO2, your Skyrim.ini location might be Users%user%\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\Default Look for the [Papyrus] section and edit as follows, or add the section and/or line if not already there -- [Papyrus] fPostLoadUpdateTimeMS=2000.0 -- This will allow for faster load times. Good if you have a large number of mods. Change up the Load Order Try to move the Binding Temporarily Stop OverClocking FPS MCM startup is unreliable using a higher frame rate than the default (60 FPS). Simply limit your FPS to 60 during new game startup, then switch it back after. If none of the above helps, make sure your Papyrus engine isn't overstressed the entire time be some rogue script. Check the Papyrus log for stack dumps, if you have any, fix that first (note that the mods whose stacks are getting dumped are just as likely to be innocent victims as they are to be be the culprit). Hmmm well thanks, ill give those a try, also should i maybe send my load order and papyrus log if it could help specify the problem?
Talesien Posted Thursday at 12:26 PM Posted Thursday at 12:26 PM Just now, A92235 said: Hmmm well thanks, ill give those a try, also should i maybe send my load order and papyrus log if it could help specify the problem? Try those first, if none works, yes post a log and perhaps the LO (please note that LO in this context means the actual full modlist. Just a list of plugins is useless.)
A92235 Posted Thursday at 12:52 PM Posted Thursday at 12:52 PM (edited) 30 minutes ago, Talesien said: Try those first, if none works, yes post a log and perhaps the LO (please note that LO in this context means the actual full modlist. Just a list of plugins is useless.) Well i gave them a try and sadly didnt help, also one thing that happens is that the text in left top corner of in game screen says like "Registered 29 new menus" and then "Registered 1 new menu" but theres like 27 menus when i show MCM, i assume one of the missing ones could be Binding but i cant say for sure, anyways heres the log, and ill just to be sure send both the modlist and plugins Papyrus.0.log modlist.txt loadorder.txt Edited Thursday at 12:57 PM by A92235
Talesien Posted Thursday at 03:45 PM Posted Thursday at 03:45 PM (edited) 3 hours ago, A92235 said: Well i gave them a try and sadly didnt help, also one thing that happens is that the text in left top corner of in game screen says like "Registered 29 new menus" and then "Registered 1 new menu" but theres like 27 menus when i show MCM, i assume one of the missing ones could be Binding but i cant say for sure, anyways heres the log, and ill just to be sure send both the modlist and plugins Papyrus.0.log 202.99 kB · 0 downloads modlist.txt 2.95 kB · 1 download loadorder.txt 2.28 kB · 0 downloads What game version are you on? It's no wonder the MCM does not show up, from yopur papyrus log: "MCM Helper DLL is not installed or not correctly loaded." But it is not the only skse mod that's broken in your setup. JContainers isn't loading either. You got HDT-SMP installed for 1.5.97 so that suggests you are on 1.5.97 (if so ... people move on, really, no not straight to 1.7x, get 1.6.1170, it's by far the most major and best supported verion currently), if not you picked the wrong version of that and likely others. You got also a number of NG type plugins and those either do not support 1.5.97 anymore or you installed the wrong one. Yes technically NG skse mods should support all versions from 1.5.97 to 1.7.104, in practice ... they may not, make sure you got the right versions. Also note that while skse flags a wrong 1.6.x build, it simply skips 1.5.97 dll's silently if on any version of 1.6.x. So if you happen to be on 1.7.x and skse extended that behaviour to it, you might not get notified if you got a dll only fit for 1.6.1170 or below. In short, you LO, tiny as it is, is a mess, sorry to say. You need to sort it out. Far as I know there is now version of DD NG for 1.7.x yet, so if you are on that, I recomend to downgrade. Edit: If unsure, check the skse log (usually at: Documents\My Games\Skyrim Special Edition\SKSE\skse64.log) it lists all plugins that loaded or failed and why the failed. Edited Thursday at 03:56 PM by Talesien
A92235 Posted Thursday at 04:58 PM Posted Thursday at 04:58 PM 1 hour ago, Talesien said: What game version are you on? It's no wonder the MCM does not show up, from yopur papyrus log: "MCM Helper DLL is not installed or not correctly loaded." But it is not the only skse mod that's broken in your setup. JContainers isn't loading either. You got HDT-SMP installed for 1.5.97 so that suggests you are on 1.5.97 (if so ... people move on, really, no not straight to 1.7x, get 1.6.1170, it's by far the most major and best supported verion currently), if not you picked the wrong version of that and likely others. You got also a number of NG type plugins and those either do not support 1.5.97 anymore or you installed the wrong one. Yes technically NG skse mods should support all versions from 1.5.97 to 1.7.104, in practice ... they may not, make sure you got the right versions. Also note that while skse flags a wrong 1.6.x build, it simply skips 1.5.97 dll's silently if on any version of 1.6.x. So if you happen to be on 1.7.x and skse extended that behaviour to it, you might not get notified if you got a dll only fit for 1.6.1170 or below. In short, you LO, tiny as it is, is a mess, sorry to say. You need to sort it out. Far as I know there is now version of DD NG for 1.7.x yet, so if you are on that, I recomend to downgrade. Edit: If unsure, check the skse log (usually at: Documents\My Games\Skyrim Special Edition\SKSE\skse64.log) it lists all plugins that loaded or failed and why the failed. Ohhhhhhhh, i see then, ill try doing that then, i guess i should upgrade my skyrim and then change the files for 1.6.1170 right? Also, thanks for the help
jbezorg Posted Thursday at 05:11 PM Posted Thursday at 05:11 PM Is there any way to control bondage furniture placement when the player is defeated? The player just ended up in a wall on a chair for a second time.
Lazy Palm Posted Thursday at 06:15 PM Author Posted Thursday at 06:15 PM 1 hour ago, jbezorg said: Is there any way to control bondage furniture placement when the player is defeated? The player just ended up in a wall on a chair for a second time. I see what is going on. I will put a fix in place to spawn it right under the player for now, and think about how to get better placement in the future. Thanks for letting me know! 2
Talesien Posted Thursday at 06:25 PM Posted Thursday at 06:25 PM 1 hour ago, A92235 said: Ohhhhhhhh, i see then, ill try doing that then, i guess i should upgrade my skyrim and then change the files for 1.6.1170 right? Also, thanks for the help Well depends on what version you are on and what your goals are, but switching to 1.6.1170 from whatever version you are using currently would be my recomendation to minimize compatiblity issues, yes. The problem is, if you upgrade your Skyrim now, you will end up with 1.7.104, so will have to downgrade it (several options how to do that). After that, lock your manifest so Steam does not upgrade you again (if it can reach your actual game files), the make sure you get/install the correct version of all your skse plugins. After that things should work. Although I would recomend you take another good look at your LO, you got a lot of player slavery mods in it that will, for the most part, not work together to well, pick one or two at a time and try the others in another game until you know what suits your taste.
strapped_24_7_365 Posted Thursday at 10:26 PM Posted Thursday at 10:26 PM On 7/25/2024 at 3:48 AM, Kasane31 said: if this site loves one thing its slavery mods lol Unfortunate, almost all for sub players. Near nothing for bulls/doms/both. Now I've no umbrage with subs ofc, but I for damned sure am not playing one.
Lazy Palm Posted Thursday at 10:50 PM Author Posted Thursday at 10:50 PM 23 minutes ago, strapped_24_7_365 said: Unfortunate, almost all for sub players. Near nothing for bulls/doms/both. Now I've no umbrage with subs ofc, but I for damned sure am not playing one. I am actually building a player as dom version of this mod also. It has been a little bit of a slow burn because I kept trying to get stuff working in skyrimnet. Want to do some testing when ready? 1
Talesien Posted Thursday at 10:52 PM Posted Thursday at 10:52 PM 22 minutes ago, strapped_24_7_365 said: Unfortunate, almost all for sub players. Near nothing for bulls/doms/both. Now I've no umbrage with subs ofc, but I for damned sure am not playing one. There is a reason for that ... it's flipping difficult to create any kind of semi-engaging interaction of the player dom kind with NPC's. Now with the ascent of LLM aided NPC's that might change, as LLM's are IMHO way better at playing subs then they are at playing doms. 1
strapped_24_7_365 Posted Friday at 12:25 AM Posted Friday at 12:25 AM 10 minutes ago, Lazy Palm said: I am actually building a player as dom version of this mod also. It has been a little bit of a slow burn because I kept trying to get stuff working in skyrimnet. Want to do some testing when ready? Absolutely. I'm on a 2300+ mod, build in progress rn. Personal, not a list. Re: SkyrimNet we needa chat about some serious stuff. Setting up MinLL as we speak for the 2nd time, in a hardened vm bc of some suspect behavior, for observation/inspection. So I suggest holding pattern for the moment until I can verify. Firewall, whitelist type, blocked a connection and then before shutting down I took a look at some setting that were enabled by default which made me pause. I know Pocket TTS standalone installed via pip has purposefully obfuscated commands controlling a data miner packaged with it, OpenTelemetery, but that's not all I suspect. No idea if SrN does too when Pocket is downloaded/installed, but that's secondary in my mind. Lemme sus this out before you proceed.
Lazy Palm Posted Friday at 12:31 AM Author Posted Friday at 12:31 AM 3 minutes ago, strapped_24_7_365 said: Absolutely. I'm on a 2300+ mod, build in progress rn. Personal, not a list. Re: SkyrimNet we needa chat about some serious stuff. Setting up MinLL as we speak for the 2nd time, in a hardened vm bc of some suspect behavior, for observation/inspection. So I suggest holding pattern for the moment until I can verify. Firewall, whitelist type, blocked a connection and then before shutting down I took a look at some setting that were enabled by default which made me pause. I know Pocket TTS standalone installed via pip has purposefully obfuscated commands controlling a data miner packaged with it, OpenTelemetery, but that's not all I suspect. No idea if SrN does too when Pocket is downloaded/installed, but that's secondary in my mind. Lemme sus this out before you proceed. I am likely to try to get it working without skyrimnet and go back and add an integration after the fact. The prompt stuff works well, but hard to coax the AI in using the actions like I want it to.
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