Talesien Posted November 21, 2024 Posted November 21, 2024 2 hours ago, Lazy Palm said: When I first build this I only had the "Dangerous Area - Allow Untied" which would tell you that you were in an OK area to be untied, but you had to trigger it with the menu or dialogue with the dom. I added that "Always Bound - Untie Leaving City / Town" recently and suspected that location awareness was going to be an issue. I am probably not feeling it as much in testing because I am usually fast traveling. Maybe dialing it back to the older option might help short term? I don't know know of great inside the walls check/function in papyrus, but I will look around. Or maybe I will put that on a timer that gets reset as you move in an out of zones so it triggers less frequently. That's a pretty common problem. Far as I know, using base game functions, you can't determine if you are inside a walled city or in the outside area of it. At least not directly. And even if, the same problem applies to the non-walled cities. All cover an area that includes some of the cities surroundings and is irregular in shape. Whiterun outskirts tend to be the worst offender, though, mainly because simply following the road zips you in and out of the "city" multiple times. The simple solution would be to delay 5-6 seconds, that should cover most of it, unless the PC is walking or otherwise slowed down. You can of course see if there is a fancy solution, I vaguely remember someone made an SKSE function (or perhaps script, I think it's an SKSE thing though) to determine if the PC is in a walled city proper or just in its outskirts. That should at least cover the major cities, the minor cities tend not to be too much of a problem in this regard. Perhaps asking kzrp, Scrab or Hexbolt might put you on the trail. As for ZAP, I strongly recommend using: and Those can work wonders.
postal192 Posted November 21, 2024 Posted November 21, 2024 Yeah, a timer was also my idea. It will not help guys like me so much who use DBA and are artificially hampering the PC to walk fast when in heels and shackles (which makes total sense gameplaywise). But then again, the switches from bound to unbound are simply not triggered this often because I am slow. If you take an "isolation" period of let's say 30 seconds for the usual high speed heel walkers or when on bare feet after leaving a cell with this keyword, this already might help quite a lot. My testing reference here is the path from White River Watch over the bridge towards the meadery. There is a small gap where it switches from wilderness to city to wilderness again. I think you might know it. As for NFF, I will check the MCM and see if there are some settings I can deactivate or optimize. Lexy already adjusts the settings to 15 instead of 5 seconds because otherwise, your followers constantly behave like they are on meth or have ADD and run away, sandboxing the hell out of every location. I will see if there is more I can do. The thing with the combat message might be a Skyrim Platform issue again. I have to deactivate the thing and Papyrus Bridge because this already caused some problems with MASSIVE (8000 ms plus) script lag in an older build. Yeah ZAP items do not work great in general - I think they did not grow well with the development of the base game. You might at least want to overthink the implementation of devices in the future as they very often stay invisible for me and if they show up, they look... not nice. And the furniture is indeed the one that renders you stuck or invisible the most frequent. For the whipping: no, I have no PAMA installed. I'd like to try it but the author already mentioned it's dangerous in combination with DD.
Talesien Posted November 21, 2024 Posted November 21, 2024 6 minutes ago, postal192 said: Yeah, a timer was also my idea. It will not help guys like me so much who use DBA and are artificially hampering the PC to walk fast when in heels and shackles (which makes total sense gameplaywise). But then again, the switches from bound to unbound are simply not triggered this often because I am slow. If you take an "isolation" period of let's say 30 seconds for the usual high speed heel walkers or when on bare feet after leaving a cell with this keyword, this already might help quite a lot. My testing reference here is the path from White River Watch over the bridge towards the meadery. There is a small gap where it switches from wilderness to city to wilderness again. I think you might know it. As for NFF, I will check the MCM and see if there are some settings I can deactivate or optimize. Lexy already adjusts the settings to 15 instead of 5 seconds because otherwise, your followers constantly behave like they are on meth or have ADD and run away, sandboxing the hell out of every location. I will see if there is more I can do. The thing with the combat message might be a Skyrim Platform issue again. I have to deactivate the thing and Papyrus Bridge because this already caused some problems with MASSIVE (8000 ms plus) script lag in an older build. Yeah ZAP items do not work great in general - I think they did not grow well with the development of the base game. You might at least want to overthink the implementation of devices in the future as they very often stay invisible for me and if they show up, they look... not nice. And the furniture is indeed the one that renders you stuck or invisible the most frequent. For the whipping: no, I have no PAMA installed. I'd like to try it but the author already mentioned it's dangerous in combination with DD. 30 seconds are a lot, if you got some speed boosts you are halfway to Riverwood in 30 seconds. Appears the time solution might work only if used in conjunction with player speed, which should be doable. As for Pama, it's not dangerous, Pama just isn't fond of the DD mechanism and refuses to take special precautions to account for DD items. So things could look odd if you are say in a yoke and then tied into the whipping frame. Some of his other mods are a bit more critical, but again in general things won't break (too badly), they will just look odd. In a few instances you could have the problem that things will not progress until you put on the items a Pama mod gives you (Prison Alternative for example), which might require removing the DD items, which can be a problem, especially if you go hardcore a lock the menus while bound blocking the safe word option. Earlier on there was also the problem that DD items could 'break' if removed improperly, that has been fixed since 5.2 though.
postal192 Posted November 22, 2024 Posted November 22, 2024 12 hours ago, Talesien said: That's a pretty common problem. Far as I know, using base game functions, you can't determine if you are inside a walled city or in the outside area of it. At least not directly. And even if, the same problem applies to the non-walled cities. All cover an area that includes some of the cities surroundings and is irregular in shape. Whiterun outskirts tend to be the worst offender, though, mainly because simply following the road zips you in and out of the "city" multiple times. The simple solution would be to delay 5-6 seconds, that should cover most of it, unless the PC is walking or otherwise slowed down. You can of course see if there is a fancy solution, I vaguely remember someone made an SKSE function (or perhaps script, I think it's an SKSE thing though) to determine if the PC is in a walled city proper or just in its outskirts. That should at least cover the major cities, the minor cities tend not to be too much of a problem in this regard. Perhaps asking kzrp, Scrab or Hexbolt might put you on the trail. As for ZAP, I strongly recommend using: and Those can work wonders. Thanks, I also saw this one couple of weeks ago. But I could not find it anymore. I will try. BTW, do you play Naked Defeat currently. I tried it like 2 years ago. Back then it was quite unstable and also DDe tended to break a lot of things. But this might have also been related to my modding base in these days. Anyway, I kicked it. How is it now? 11 hours ago, Talesien said: 30 seconds are a lot, if you got some speed boosts you are halfway to Riverwood in 30 seconds. Appears the time solution might work only if used in conjunction with player speed, which should be doable. As for Pama, it's not dangerous, Pama just isn't fond of the DD mechanism and refuses to take special precautions to account for DD items. So things could look odd if you are say in a yoke and then tied into the whipping frame. Some of his other mods are a bit more critical, but again in general things won't break (too badly), they will just look odd. In a few instances you could have the problem that things will not progress until you put on the items a Pama mod gives you (Prison Alternative for example), which might require removing the DD items, which can be a problem, especially if you go hardcore a lock the menus while bound blocking the safe word option. Earlier on there was also the problem that DD items could 'break' if removed improperly, that has been fixed since 5.2 though. I know, it's a lot. 99% of players would go well with maybe 10 seconds max. But @Lazy Palm could also simply insert a slider. So everyone can adjust to their own taste. Yeah, maybe I will give PAMA a try.
jouda1212 Posted November 22, 2024 Posted November 22, 2024 (edited) On 11/19/2024 at 9:05 PM, Lazy Palm said: Do you know what message pops up when this has happened? Are you talking about the dialog box that pops up that says "You are under attack. End the current event"? That SHOULD only happen if your dom follower is entering combat Yes, exactly this one. It is interesting, that this problem ceased after some hours of playing. On 11/19/2024 at 9:05 PM, Lazy Palm said: The "Always Bound - Untie Leaving City / Towns" should override "Dangerous Area - Allow Untied" and automatically tie and untie when entering/leaving cities and towns. I will make sure they don't conflict, it shouldn't be asking you, but I will check it out. Thank you, this makes sense (and fully explain, what happened to me) On 11/19/2024 at 9:05 PM, Lazy Palm said: Yeah, I just revamped the rules system and might be easier to make something like this possible. I will see what I can do. Thank you, I cannot wait for test BTW Now I have different problem, after some time playing very often disappear gag (messages "Your Mistress is putting the gag back in..." or "A gag will help you learn..." appears, but not gag - either displayed on char or blocked talking/consuming). In Inventory, there is zadx_GagEboniteHarnessPanel_ScriptInstance and Black Waxed Pannel Gag, but nothing equipped (slot 44 is free, nothing blocking there - only DD's are from Binding) The only temporary cure is SafeWord, for some time. Edit: I found this is almost surely incompatibility with SkyUI selection "Unequip armor", probably with DDNG (this is not a first occurence for me) - not problem in Binding. Is there any way to debug, what is really happening? On 11/19/2024 at 9:05 PM, Lazy Palm said: Edited November 23, 2024 by jouda1212
Anunya Posted November 24, 2024 Posted November 24, 2024 Finally getting close to having a load order that seems decent and installing Binding 1.10. My mod manger tells me there's a conflict with Time Flies (v8.14), specifically with the files FISSFactory.pex and FISSInterface.pex @Lazy Palm, what's the best course of action here?
Lazy Palm Posted November 24, 2024 Author Posted November 24, 2024 6 hours ago, Anunya said: Finally getting close to having a load order that seems decent and installing Binding 1.10. My mod manger tells me there's a conflict with Time Flies (v8.14), specifically with the files FISSFactory.pex and FISSInterface.pex @Lazy Palm, what's the best course of action here? I if you put FISSES after Binding in the load order / let it override the Binding copy, you should be OK. Pulling that out and using JsonUtil to write the files is on my very near term to-do list. You using Vortex or MO2, or another manager? I am on MO2 and have it loading after binding and never even noticed the issue. Sorry about that! 1
Talesien Posted November 24, 2024 Posted November 24, 2024 Is there a console command to get released by the Dominant? I currently have a follower from a quest mod, and found out he gets 'replaced' (i.e. storywise it is the same follower with a different appearance, but from the game engine perspective it's a different NPC with different ID), so the follower lost the Binding dialogue and the MCM does not seem to have an option to get released. (Might not hurt to add that.)
lovalter Posted November 24, 2024 Posted November 24, 2024 Feedback on latest beta, everything's working on my end, sleep/harsh sets included. Getting a lot of console debug messages but I assume that's gonna get sorted in the full release
Lazy Palm Posted November 24, 2024 Author Posted November 24, 2024 (edited) 38 minutes ago, Talesien said: Is there a console command to get released by the Dominant? I currently have a follower from a quest mod, and found out he gets 'replaced' (i.e. storywise it is the same follower with a different appearance, but from the game engine perspective it's a different NPC with different ID), so the follower lost the Binding dialogue and the MCM does not seem to have an option to get released. (Might not hurt to add that.) I think if you set the IsSub variable on the main quest script to 0, it should open back up the dialogue. i will test it when i am back to my computer. Edited November 24, 2024 by Lazy Palm
Anunya Posted November 24, 2024 Posted November 24, 2024 5 hours ago, Lazy Palm said: I if you put FISSES after Binding in the load order / let it override the Binding copy, you should be OK. Pulling that out and using JsonUtil to write the files is on my very near term to-do list. You using Vortex or MO2, or another manager? I am on MO2 and have it loading after binding and never even noticed the issue. Sorry about that! I'm using vortex
postal192 Posted November 24, 2024 Posted November 24, 2024 (edited) Found an issue today that the mod somehow seems to mess with mining: whenever I start, I see the animation beginning and stopping immediately and for maybe a quarter of a second the sub poses "at attention". It could be another mod interfering but the position I find quite revealing. Some time later it works again. EDIT: yes, definitely is your mod. I did the safe word function (Thanks a lot for that BTW) and now it runs normal. I think the problem comes somewhere from furniture or sleep events as these seem to be a bit wonky. Sleeping in furniture while camping always makes PC stand up as soon as the action key is pressed and only standing, she gets the sleep menu prompt. It's weird. Edited November 24, 2024 by postal192
Lazy Palm Posted November 25, 2024 Author Posted November 25, 2024 (edited) 17 hours ago, Anunya said: I'm using vortex I downloaded vortex and never really tested it out, so I am useless for tech advice on that one. Let me know if it works. I will try to get the fisses need removed by the next dev build! Edited November 25, 2024 by Lazy Palm
Lazy Palm Posted November 25, 2024 Author Posted November 25, 2024 15 hours ago, postal192 said: EDIT: yes, definitely is your mod. I did the safe word function (Thanks a lot for that BTW) and now it runs normal. I think the problem comes somewhere from furniture or sleep events as these seem to be a bit wonky. Sleeping in furniture while camping always makes PC stand up as soon as the action key is pressed and only standing, she gets the sleep menu prompt. It's weird. I will re-enable fake sleep and add the MCM option into the next dev build. I am not sure mechanically if I can get true furniture sleep without it doing what I am doing, but at least with both options you can disable it! 2
lovalter Posted November 25, 2024 Posted November 25, 2024 15 hours ago, postal192 said: Found an issue today that the mod somehow seems to mess with mining: whenever I start, I see the animation beginning and stopping immediately and for maybe a quarter of a second the sub poses "at attention". It could be another mod interfering but the position I find quite revealing. Some time later it works again. EDIT: yes, definitely is your mod. I did the safe word function (Thanks a lot for that BTW) and now it runs normal. I think the problem comes somewhere from furniture or sleep events as these seem to be a bit wonky. Sleeping in furniture while camping always makes PC stand up as soon as the action key is pressed and only standing, she gets the sleep menu prompt. It's weird. Pretty sure this is the same issue I had a while ago with the inspection event not ending correctly
postal192 Posted November 25, 2024 Posted November 25, 2024 1 hour ago, Lazy Palm said: I will re-enable fake sleep and add the MCM option into the next dev build. I am not sure mechanically if I can get true furniture sleep without it doing what I am doing, but at least with both options you can disable it! Thank you, the sleep function in particular seems to cause some oddities whether I am not sure if it is the function itself or due to some specific furniture assets. I'd also like to point out another thing: it could be my settings (11 rules active) but I remember very well that in the earlier stages of my game, even with max conditions rules were called off or changed frequently. Now, after maybe 15 hours, the only things I get is "Harsh Bondage", Inspections and occasional sex. Before, items could be removed or reapplied, or I was suppoed to not do anything. It seems like parts of the mechanics stop working after a while. Also the "Hard Limits" section in MCM is completely gone.
Talesien Posted November 25, 2024 Posted November 25, 2024 4 hours ago, Lazy Palm said: I downloaded vortex and never really tested it out, so I am useless for tech advice on that one. Let me know if it works. I will try to get the fisses need removed by the next dev build! Vortex uses rules that tell it which file should overwrite which, usually you set that by mod of course, but if you wanted you could do it file by file if you wanted (like script a from mod b and script b from mod c and script c from mod a). It's powerful, but can get confusing and if you got a lot of mods with the 'same' file you can easily get cyclic rules and those can be a PITA to work out. Personally, I just set the actual Fisses mods to overwrite the same scripts that come with other mods. Clean and simple ... as long as no one modifies those script, which really no one should. If you need to do that, make your own script, don't modify one from a different mod, we all know by now what a bad idea that is.
Lenore Posted November 25, 2024 Posted November 25, 2024 5 hours ago, Lazy Palm said: I will re-enable fake sleep and add the MCM option into the next dev build. I am not sure mechanically if I can get true furniture sleep without it doing what I am doing, but at least with both options you can disable it! Thank you. I was the one who originally asked for real sleep, and after trying it, I can't bear to part with the Go to Bed mod. I found I'd rather have fake sleep too.
Anunya Posted November 26, 2024 Posted November 26, 2024 (edited) Okay... so I've got the most current release in my LO and I'm configuring all the MCM options. There are quite a lot... If I just start playing without changing anything, what will the experience be like? If you've played with Binding for a while, are there any key settings to change in your opinion? Edited November 26, 2024 by Anunya
Talesien Posted November 26, 2024 Posted November 26, 2024 (edited) Say, is there something in Bindings that on getting hit in combat, randomly puts out a notification "Fuck, that hit got something important.", locks up the player controls, adds around 20k health and some sort of night vision? Just trying to find what mod does this, and I didn't add or update that many since my last game, which did not suffer from this. Always though notifications are script triggered, but greping for it yielded no result. Edit: Not necessarily related, but what is going on there? Spoiler Note that I've currently no follower at all, much less a Dominant. Spoiler Edited November 26, 2024 by Talesien
Talesien Posted November 26, 2024 Posted November 26, 2024 26 minutes ago, Anunya said: Okay... so I've got the most current release in my LO and I'm configuring all the MCM options. There are quite a lot... If I just start playing without changing anything, what will the experience be like? If you've played with Binding for a while, are there any key settings to change in your opinion? I've no idea how it's with defaults, at least not currently, I've been using defaults only with a very early version that had far, far fewer options. I think our playstyles are different enough that my settings would not be to your liking. That said I would check the events, IIRC most are disabled by default, you might also want to set the length, chances and cooldowns to some sensible amount. I also prefer to set the bondage items, after all they should complement the characters hair, eyes and skin tone, no? ^^ You (me ... not so much) might also wish to set "Rules control" to Hybrid or Dom.
Anunya Posted November 26, 2024 Posted November 26, 2024 Thanks So all those checkboxes need to be checked for that stuff to happen - they're not exemptions? That's good to know!
Talesien Posted November 26, 2024 Posted November 26, 2024 (edited) 10 minutes ago, Anunya said: So all those checkboxes need to be checked for that stuff to happen - they're not exemptions? Aye, they need to be checked for the event to happen. Edited November 26, 2024 by Talesien 1
Lazy Palm Posted November 26, 2024 Author Posted November 26, 2024 2 hours ago, Talesien said: Say, is there something in Bindings that on getting hit in combat, randomly puts out a notification "Fuck, that hit got something important.", locks up the player controls, adds around 20k health and some sort of night vision? Just trying to find what mod does this, and I didn't add or update that many since my last game, which did not suffer from this. That is part of the pre-enslavement events. It should only be going off if you have a follower and you have marked them as "maybe a dom" in dialogue with them. If it is happening randomly, I must have messed something up between the last release and the dev build. Sorry about that! Do you have the event checkbox for it disabled? 1
Lazy Palm Posted November 26, 2024 Author Posted November 26, 2024 2 hours ago, Anunya said: So all those checkboxes need to be checked for that stuff to happen - they're not exemptions? That's good to know! I really should have put something on the mcm to indicate everything is basically off by default. This thing really is a work in progress still 🤣 If you use any of the the follower does the dialogue stuff from being gagged or "the no speech allowed" rule, right shift + the action key will put you in the dialogue pose. I was sitting thinking that I REALLY need to get that incorporated into a guide at some point. 1
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