Lazy Palm Posted November 16, 2024 Author Posted November 16, 2024 (edited) 4 minutes ago, Talven81 said: I ran into the Dom wandering off and whatnot as well, as I love the camping feature. I came here to see if it had been posted. Summary: It's triggered by "Can we sleep here?". The sleep procedure seems to work fine. The campfire, dom bed, sub bed, and events seem to work fine. It's afterwards that things go awry. The Dom either wanders off, lays back down, or will stand in spot and not follow. Seems to be an AI instruction related issue. Things I tried: Summoned the Dom to me, or found him. resetai works for a short period, then the mod takes over again and he wanders off or stands still. It seems he thinks he should be in the last spot and the sleep event has not ended. Tried with several different followers from base game to mods. Side Issues: This may be related but I have had camping fail a couple times where the Dom does not wake up... unless you have made it so he won't wake up before a certain time and I am impatient. I *think* I had one other time this happened outside of camping, but I cannot confirm. Dom seemed to want to wander back to a cave. This loves to break other mods and save files. You MUST go back to a period prior to camping, or many scripts begin to fail in relation to the Dom follower. This does not happen EVERY time but is fairly repeatable. If I had to guess when heavy events happen after waking up, that is when this fails. Does not matter if the Dom is your primary follower or a secondary. Notes: No mods override this one. v1.10 I actually have a fix for this. I am in debug hades right now because I revamped two big systems inside of the mod and I find myself about a week late releasing the update. Sorry this is causing issues! If you kneel and stand up again when the dom keeps sleeping does it zero out the AI if you check in diagnostics (after camping ends)? edit: actually that probably will not work, it picks up the last AI state after you kneel. Can you try the safeword when it happens again (under debug) and see if that makes them snap into action? Edited November 16, 2024 by Lazy Palm
Talven81 Posted November 16, 2024 Posted November 16, 2024 (edited) 3 minutes ago, Lazy Palm said: I actually have a fix for this. I am in debug hades right now because I revamped two big systems inside of the mod and I find myself about a week late releasing the update. Sorry this is causing issues! If you kneel and stand up again when the dom keeps sleeping does it zero out the AI if you check in diagnostics (after camping ends)? So not at a spot where I can test this at the moment since I started a new game to troubleshoot the AI issues. However I did try this earlier, it seems he stands up and comes talk to me, but when it's over he goes back and lies down. (Also no worries, I'm a scripter and borderline developer, I know how much effort goes into these mods and truly do appreciate it.) Edited November 16, 2024 by Talven81
mirksx Posted November 16, 2024 Posted November 16, 2024 1 hour ago, Lazy Palm said: Just the general papyrus script logging enabled. I am going to add some stuff to my next dev build here to show the general health of the mod and dependency checks that will write to the log. In case dialogue and mcm are not showing up it might help show what is going on. You have SkyUI and UIExtensions installed, right? https://www.nexusmods.com/skyrim/mods/3863 https://www.nexusmods.com/skyrim/mods/57046 You were not seeing a Binding MCM option? And one more question, you LE, SE, AE? I am on SE (AE?) 1.6.1170 with SkyUI 5.2SE installed. Indeed I was missing the UIExtensions - installed it, good news: worked for a new game!! Thank you so far on this!! 🙂 On the existing save however still no "Binding"-MCM-menu. I tried removing the mod loading the save, resaving without it and reinstalling again - still no success. Do you have by chance an idea how "force" a re-registration?
mirksx Posted November 16, 2024 Posted November 16, 2024 1 minute ago, mirksx said: I am on SE (AE?) 1.6.1170 with SkyUI 5.2SE installed. Indeed I was missing the UIExtensions - installed it, good news: worked for a new game!! Thank you so far on this!! 🙂 On the existing save however still no "Binding"-MCM-menu. I tried removing the mod loading the save, resaving without it and reinstalling again - still no success. Do you have by chance an idea how "force" a re-registration? Aaaah now it also registered on the existing safe! Cool - all up and running. Thanks again for your quick support! now let's try it out ... 😉
Talven81 Posted November 16, 2024 Posted November 16, 2024 1 hour ago, Lazy Palm said: I actually have a fix for this. I am in debug hades right now because I revamped two big systems inside of the mod and I find myself about a week late releasing the update. Sorry this is causing issues! If you kneel and stand up again when the dom keeps sleeping does it zero out the AI if you check in diagnostics (after camping ends)? edit: actually that probably will not work, it picks up the last AI state after you kneel. Can you try the safeword when it happens again (under debug) and see if that makes them snap into action? I was finally able to test this... happened after a furniture event this time. Safeword seems to have cleared the AI and is operating properly so far.
postal192 Posted November 16, 2024 Posted November 16, 2024 Hey there, I really like your mod. It's light weight and I am very happy that with all the projects having stopped for rather unknown reasons, yours displays a fresh start. Like one of my co-writers here, I'd like to highly stress the fact that you implement more devices and more choices of sets. It's nice we can already chose from 2, but a bit more diversity never hurts. I found out as well that some of the zbf devices stay invisble. I cannot understand why though, as I know my way around bodyslide. Might be they are defective or it's simply because I am on AE 1.6.1170. Oh and I sometimes have trouble with your sleeping script, though I am not quite sure if the problem is in your mod or maybe the fact I am using Roggvir's Gags which relies on Skyrim Platform and which can cause extreme lag if Platform is used over a longer course. I will try to find out. But anyway, what happens is that the dominant sometimes simply does not come back to pick you up.
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 8 hours ago, mirksx said: Aaaah now it also registered on the existing safe! Cool - all up and running. Thanks again for your quick support! now let's try it out ... 😉 That is great! I need to update the requirements list on the download page. Thanks for helping me figure that out! Let me know if you have any questions.
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 8 hours ago, Talven81 said: I was finally able to test this... happened after a furniture event this time. Safeword seems to have cleared the AI and is operating properly so far. Thanks for confirming! That means my fix should fix it when I can get this thing released.
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 (edited) 5 hours ago, postal192 said: Hey there, I really like your mod. It's light weight and I am very happy that with all the projects having stopped for rather unknown reasons, yours displays a fresh start. Like one of my co-writers here, I'd like to highly stress the fact that you implement more devices and more choices of sets. It's nice we can already chose from 2, but a bit more diversity never hurts. I found out as well that some of the zbf devices stay invisble. I cannot understand why though, as I know my way around bodyslide. Might be they are defective or it's simply because I am on AE 1.6.1170. Glad you like it! It has been fun writing something from scratch, but I was really never satisfied with the skyrim bondage mod options, so I was motivated to try something new 🙂 I am have two things working on that front: Moving all of the bondage gear to JSON files and I am going to make an effort to expand them. That said if any enterprising person wants to add a few that are missing, I can roll the extra lines into the main files. Or if somebody works up a really tailored list they want to share, I can post in the downloads. Hopefully this will get the list built up faster. I just revamped the storage system for sets so it is much easier to have a very large number of them, and in my next update I will do something simple like have Heavy Bondage 1, Heavy Bondage 2, etc, etc, Heavy Bondage 5, and have the mod randomly pick one of them each time it runs as a proof of concept. And I plan on making a bunch of set slots for the primary rules gear that can override the main drop-downs. At least that is my plan... 5 hours ago, postal192 said: Oh and I sometimes have trouble with your sleeping script, though I am not quite sure if the problem is in your mod or maybe the fact I am using Roggvir's Gags which relies on Skyrim Platform and which can cause extreme lag if Platform is used over a longer course. I will try to find out. But anyway, what happens is that the dominant sometimes simply does not come back to pick you up. Hmm, does it at least release your character and end the event even if the dom does not return, or is that stuck also? Edited November 17, 2024 by Lazy Palm 1
Cieris Posted November 17, 2024 Posted November 17, 2024 1 hour ago, Lazy Palm said: I just revamped the storage system for sets so it is much easier to have a very large number of them, and in my next update I will do something simple like have Heavy Bondage 1, Heavy Bondage 2, etc, etc, Heavy Bondage 5, and have the mod randomly pick one of them each time it runs as a proof of concept. And I plan on making a bunch of set slots for the primary rules gear that can override the main drop-downs. Sounds like a great change. This just gave me an idea, what about different sets of restraints for different areas? For example: dungeons, wilderness, towns / cities, homes, Jarl's buildings, etc. Earlier versions of the mod sometimes removed most restraints and reapplied some of them. I'm not sure if the latest version still does this but it would be more efficient if the system only removed restraints that do not match with the new set to be applied. On 11/15/2024 at 1:46 PM, Lazy Palm said: OK, big functionality question. Who wants to ditch the kneeling component for conversation with the dom follower? Or at least have it as an option? I think the kneeling component is preferred by most users. Maybe an option for a 'lazy mode' where you automatically kneel when speaking to the dom?
wayandean Posted November 17, 2024 Posted November 17, 2024 16 hours ago, Lazy Palm said: Sorry it is not working. If you get chance can you go to the console and type sqv bind_mainquest ? I am curious if it is running. Do you have logging turned on? --- Quest state ------------------------------- Enabled? Yes State: Running Current Stage: 0 Priority: 60 Using SE
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 9 hours ago, wayandean said: --- Quest state ------------------------------- Enabled? Yes State: Running Current Stage: 0 Priority: 60 Using SE Hmm, so it is running. Do you have this installed? https://www.nexusmods.com/skyrim/mods/57046 That seemed to fix the problem for mirksx who posted about having similar start up issues.
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 9 hours ago, Cieris said: This just gave me an idea, what about different sets of restraints for different areas? For example: dungeons, wilderness, towns / cities, homes, Jarl's buildings, etc. That is actually a very interesting idea. Would it be OK if only parts of the location gear sets are equipped based on active rules? or were you thinking this whole gear set gets applied at a particular location? 1
lovalter Posted November 17, 2024 Posted November 17, 2024 11 hours ago, Lazy Palm said: Glad you like it! It has been fun writing something from scratch, but I was really never satisfied with the skyrim bondage mod options, so I was motivated to try something new 🙂 I am have two things working on that front: Moving all of the bondage gear to JSON files and I am going to make an effort to expand them. That said if any enterprising person wants to add a few that are missing, I can roll the extra lines into the main files. Or if somebody works up a really tailored list they want to share, I can post in the downloads. Hopefully this will get the list built up faster. I just revamped the storage system for sets so it is much easier to have a very large number of them, and in my next update I will do something simple like have Heavy Bondage 1, Heavy Bondage 2, etc, etc, Heavy Bondage 5, and have the mod randomly pick one of them each time it runs as a proof of concept. And I plan on making a bunch of set slots for the primary rules gear that can override the main drop-downs. At least that is my plan... hype 😶
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 5 minutes ago, lovalter said: hype 😶 Yeah, at this point it feels like that to me also 🤣 Need to get the rest of these DD items in the JSON and I hope to post something today. There will be bugs for sure!
Lazy Palm Posted November 17, 2024 Author Posted November 17, 2024 (edited) Quick question. Anybody have issues with the non mobilizing wrist items (various DD cuffs) getting mixed in with the wrist/elbow selection lists, so you could use them for the Always Bound rule? Even if your character is not really "bound". Since Lola uses those cuffs wearing them could satisfy this rule also. Seem reasonable? Edited November 17, 2024 by Lazy Palm
Tycho Brahe Posted November 17, 2024 Posted November 17, 2024 18 minutes ago, Lazy Palm said: Quick question. Anybody have issues with the non mobilizing wrist items (various DD cuffs) getting mixed in with the wrist/elbow selection lists, so you could use them for the Always Bound rule? Even if your character is not really "bound". Since Lola uses those cuffs wearing them could satisfy this rule also. Seem reasonable? Doesn't that sound like two separate rules? Like a new "Always cuffed" and the current "always bound"?
lovalter Posted November 17, 2024 Posted November 17, 2024 1 hour ago, Lazy Palm said: Quick question. Anybody have issues with the non mobilizing wrist items (various DD cuffs) getting mixed in with the wrist/elbow selection lists, so you could use them for the Always Bound rule? Even if your character is not really "bound". Since Lola uses those cuffs wearing them could satisfy this rule also. Seem reasonable? I don't think it would make much sense for the Always Bound rule, as you said the character is not bound, they are purely cosmetic
Cieris Posted November 18, 2024 Posted November 18, 2024 13 hours ago, Lazy Palm said: That is actually a very interesting idea. Would it be OK if only parts of the location gear sets are equipped based on active rules? or were you thinking this whole gear set gets applied at a particular location? I think having whole gear sets would be more adaptable. The rule for blindfold might normally be off but still be applied as a set when entering a player home and removed after leaving (OnLocationChange / OnCellLoad). The idea is to have different 'themes' for different locations. For example, heavier bondage in Jarl's quarters, pony set in wilderness, something comfy for player homes, etc.
wayandean Posted November 18, 2024 Posted November 18, 2024 17 hours ago, Lazy Palm said: Hmm, so it is running. Do you have this installed? https://www.nexusmods.com/skyrim/mods/57046 That seemed to fix the problem for mirksx who posted about having similar start up issues. I don't have UIExtensions installed. When I do install it my game won't even load to the main page at all.
Lazy Palm Posted November 18, 2024 Author Posted November 18, 2024 7 hours ago, Cieris said: I think having whole gear sets would be more adaptable. The rule for blindfold might normally be off but still be applied as a set when entering a player home and removed after leaving (OnLocationChange / OnCellLoad). The idea is to have different 'themes' for different locations. For example, heavier bondage in Jarl's quarters, pony set in wilderness, something comfy for player homes, etc. So basically the gear rules would get suspended, the set would be applied, and when you leave it would re-equip the rules gear? Kind of like the harsh bondage event but location specific activation? And if you didn't build out the set, it would just proceed as normal?
Lazy Palm Posted November 18, 2024 Author Posted November 18, 2024 3 hours ago, wayandean said: I don't have UIExtensions installed. When I do install it my game won't even load to the main page at all. You have SkyUI, right? https://www.nexusmods.com/skyrimspecialedition/mods/12604
Lazy Palm Posted November 18, 2024 Author Posted November 18, 2024 (edited) 15 hours ago, Tycho Brahe said: Doesn't that sound like two separate rules? Like a new "Always cuffed" and the current "always bound"? I could actually see adding an always cuffed rule, I don't know why I didn't do that. Thanks for the idea! This was more for the people that think the always bound rule is too oppressive, which I have had a few people mention. They could switch the default to a piece of decorative gear and not have to disable the rule, and if you like heavier bondage aspect, leave it default or switch to a different arm/elbow binder. Was just running some various ideas while building out the DD items list and curious what people thought. Edited November 18, 2024 by Lazy Palm 1
wayandean Posted November 18, 2024 Posted November 18, 2024 37 minutes ago, Lazy Palm said: You have SkyUI, right? https://www.nexusmods.com/skyrimspecialedition/mods/12604 Yes I do
Lazy Palm Posted November 18, 2024 Author Posted November 18, 2024 53 minutes ago, wayandean said: Yes I do I think I gave you the link to UIExtensions for LE, my bad https://www.nexusmods.com/skyrimspecialedition/mods/17561
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now