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Posted
30 minutes ago, Lazy Palm said:

In theory it should work fine.  I tried to keep the roles gender neutral and any dialogue that is female or male specific should be running checks.  Let me know if anything looks off though!  Chastity needs some tweaking.  I was going to add some for him support for dd but have not done it yet.

I will give them a try 😁

Posted
5 hours ago, Lazy Palm said:

 Anybody else bump into this one? Or is Talesien’s 20K mods super list working against the event? 🤣

Pff, hyperbole again, ya need to work on that. I will have you know that for the moment I'm back on my trusty .640 LO, it just barely scratches 2380 mods ... pretty modest LO I would say. 🤨

Posted (edited)
On 11/26/2024 at 7:39 PM, Lazy Palm said:

 

I have never added a unique voice type, but I will look at it as soon I return from holiday and I am near my computer.  Seems straight forward enough from looking at some search results.  Will it be a problem that i don't have any audio files associated per line of dialogue?

Just add voice lines you don't have to consider the name of voices. I just need a voice path and leave everything else to me. I will deliver whatever heroine voice you want. Melina Malenia Ranni Ciri Yennefer anyone really.

You don't have to make voice files leave it. Just voice path

Edited by Azatthot
Posted (edited)

I noticed a minor issue with ankle restraints.  I'm using DD NG and when the default ankle restraints (I think they are "black steel fetters?) get equipped for the shackled rule, the player behaves as if arms are also restrained - even though the arm animations are unaffected and no device is shown on the arms.  So the player is blocked from activating objects and fighting. 

When I use the MCM menu to select leg cuffs instead, the fetters are replaced and the player can again behave normally.  Fine, but sometime after when an event triggered a refresh of the bondage rules (maybe it was after a "I want you to suffer heavy bondage" session) the original steel fetters were re-equipped and the problem recurred.

I checked ankle shackles in the CK for my game: zadx_AnkleShackles_Black_Rendered has the keyword - zad-BoundCombatDisableKick which would disable weapon use. This is also true for zadx_AnkleShackles_Silver_Rendered.  That keyword is not present for the other choices.

Edited by rjn
new info
Posted
12 hours ago, Kargano01 said:

No, i am on ae newest Version. On the previous bind Version was all working.

 

I have also tryed to use safeword. Save and reloaded it. 

 

Also testen wirh the bondage Equipment quest . None was apllied. Nothing in inventory.

( sorry, my autocorrection sucks. I am from Switzerland)

I use 1.6.1170.0.8

 

I use powerofthree's Papyrus Extender 5.9

 

And i have tryed with a new game, but still no bondage devices will be applyed or appear in the inventory. 

 

 

Posted
6 hours ago, rjn said:

I noticed a minor issue with ankle restraints.  I'm using DD NG and when the default ankle restraints (I think they are "black steel fetters?) get equipped for the shackled rule, the player behaves as if arms are also restrained - even though the arm animations are unaffected and no device is shown on the arms.  So the player is blocked from activating objects and fighting. 

When I use the MCM menu to select leg cuffs instead, the fetters are replaced and the player can again behave normally.  Fine, but sometime after when an event triggered a refresh of the bondage rules (maybe it was after a "I want you to suffer heavy bondage" session) the original steel fetters were re-equipped and the problem recurred.

I checked ankle shackles in the CK for my game: zadx_AnkleShackles_Black_Rendered has the keyword - zad-BoundCombatDisableKick which would disable weapon use. This is also true for zadx_AnkleShackles_Silver_Rendered.  That keyword is not present for the other choices.

Did you try to equip those restraints outside of a Binding event? Cause that sounds more like an issue with those frameworks or specifically likely the replacers anims that come with DD NG. What DD NG version are you using? Latest is 0.3.9b2 though that can only be found on the Discord so far. It appears to have solved some anim issues (but introduced some bodyslides clipping issues).

Posted
15 hours ago, Talesien said:

Pff, hyperbole again, ya need to work on that. I will have you know that for the moment I'm back on my trusty .640 LO, it just barely scratches 2380 mods ... pretty modest LO I would say. 🤨

I guess I am halfway civilized with my 1515 plugins after merge from Lexy's LOTD:joy: 

 

The problem is not the sheer number of plugins or mods you install, though you might reach a technical limit at some point, but more what type of mods these are. For example, nearly everything in Lexy's guide has close to no impact on Papyrus and other script related aspects., not even new followers or NPCs like 3DNPC and the likes.  So scriptwise the whole guide is very light-weight.

Entrance SexLab, SL Aroused, stuff like this mod, DCL, DFC, Submissive Lola which tear the Papyrus engine a new one due to their constant algorithm requests, checking items, conditions, relations to other NPCs. Remember y'all DD is only a framework which does nothing of not "tickled" by anything else.

 

A bare Skyrim out of the box with only SKSE installed can already show massive issues with such script-heavy mods.

Posted (edited)
34 minutes ago, postal192 said:

I guess I am halfway civilized with my 1515 plugins after merge from Lexy's LOTD:joy: 

 

The problem is not the sheer number of plugins or mods you install, though you might reach a technical limit at some point, but more what type of mods these are. For example, nearly everything in Lexy's guide has close to no impact on Papyrus and other script related aspects., not even new followers or NPCs like 3DNPC and the likes.  So scriptwise the whole guide is very light-weight.

Entrance SexLab, SL Aroused, stuff like this mod, DCL, DFC, Submissive Lola which tear the Papyrus engine a new one due to their constant algorithm requests, checking items, conditions, relations to other NPCs. Remember y'all DD is only a framework which does nothing of not "tickled" by anything else.

 

A bare Skyrim out of the box with only SKSE installed can already show massive issues with such script-heavy mods.

Well, that particular modlist is tested and pretty well conflict resolved (though not without it's problems, which is why I tried a fresh start with 1179, but aborted it for now). I've no script lag to speak of (and I use several of the mods you listed, Speed up native calls from Papyrus Tweaks NG helps a lot in that regard). If my FPS drop it's always an issue of sheer draw calls, beyond 13k draw calls FPS starts to suffer. That's hard to circumvent thanks to the outdated DirectX used.
Btw. SLTR is not a script heavy mod at all, not sure about Bindings, but I suspect it's not either. An SoS with the cloaking spell active might come closer. This article is a pretty good treatise to the subject. (Though it has to be said it aims at LE, the SE Engine gives notably less time to scripts in favor of graphics. Still the basics apply all the same, plus modern CPU's are notably more powerful, even if single core compute power didn't increase nearly as much as core count did in the last 15 years.)
As for too much, I can assure you, if you are using Vortex, 4k modlists are beyond its capabilities. It gets slow as molasse and becomes prone to crashing. No idea if MO2 would handle it better. Unlikely to find out either as MO2 lacks a batch install functionality and I'm certainly not installing 4000 mods into it one after the other, I would likely either go mad or reach retirement age before I'm done with that. 😛 

Edited by Talesien
Posted
1 hour ago, Talesien said:

Well, that particular modlist is tested and pretty well conflict resolved (though not without it's problems, which is why I tried a fresh start with 1179, but aborted it for now). I've no script lag to speak of (and I use several of the mods you listed, Speed up native calls from Papyrus Tweaks NG helps a lot in that regard). If my FPS drop it's always an issue of sheer draw calls, beyond 13k draw calls FPS starts to suffer. That's hard to circumvent thanks to the outdated DirectX used.
Btw. SLTR is not a script heavy mod at all, not sure about Bindings, but I suspect it's not either. An SoS with the cloaking spell active might come closer. This article is a pretty good treatise to the subject. (Though it has to be said it aims at LE, the SE Engine gives notably less time to scripts in favor of graphics. Still the basics apply all the same, plus modern CPU's are notably more powerful, even if single core compute power didn't increase nearly as much as core count did in the last 15 years.)
As for too much, I can assure you, if you are using Vortex, 4k modlists are beyond its capabilities. It gets slow as molasse and becomes prone to crashing. No idea if MO2 would handle it better. Unlikely to find out either as MO2 lacks a batch install functionality and I'm certainly not installing 4000 mods into it one after the other, I would likely either go mad or reach retirement age before I'm done with that. 😛 

Welcome to my world. Unlike projects such as Nolvus, you can call yourself a literal craftsman after you did Lexy's guide :joy: You have to install everything manually and piece by piece, clean with XEdit, use CAO, convert from Oldrim to SE/AE and so forth. Und you make SO MANY FUCKING mistakes because after 30 minutes of doing this, you simply become blind for details and instructions. But the result is great in the end. And I am really happy that so many modders are still developing their mods further on Nexus, except it's only textures or meshes.

This is something you cannot say if we are talking about this very place here: many people started quite intriguing projects, with enjoyable mechanics and even plotlines and then at some point simply abandoned the file or went AWOL, only to be seen again after sometimes many years. I am sometimes under the impression that the only ongoing dev work is for DD, SL and SL P+ and maybe SLS. Many of the classic oldrim mods have never been ported or adopted. This is so often a shame. I guess many simply recognize how limited CC and the CreationEngine are and how frustrating the work with Papyrus is (which is one of the branches most mods here rely on) that in the end they cannot finish their projects like they planned, at least not alone. This leads to frustration and quitting. Talked to a couple of these cases here in the last few years. Oh yes, and many seem to suffer from serious depression. A thing I can totally relate to personally but here in this place, according to my experience this topic pops up particularly frequent.

Posted
4 hours ago, Talesien said:

Did you try to equip those restraints outside of a Binding event? Cause that sounds more like an issue with those frameworks or specifically likely the replacers anims that come with DD NG. What DD NG version are you using? Latest is 0.3.9b2 though that can only be found on the Discord so far. It appears to have solved some anim issues (but introduced some bodyslides clipping issues).

Since the behavior is defined by that keyword on that device, it wouldn't matter how it was equipped or what animations are present.  I'm using DD NG 3.9 so unless they remove that keyword from the device in some future version of DD NG, it might be best to not use that particular device in the ankles list of devices for Binding.

Posted (edited)
4 hours ago, postal192 said:

Welcome to my world. Unlike projects such as Nolvus, you can call yourself a literal craftsman after you did Lexy's guide :joy: You have to install everything manually and piece by piece, clean with XEdit, use CAO, convert from Oldrim to SE/AE and so forth. Und you make SO MANY FUCKING mistakes because after 30 minutes of doing this, you simply become blind for details and instructions. But the result is great in the end. And I am really happy that so many modders are still developing their mods further on Nexus, except

 

I know I used her guide for FO4 (with a few liberties). Thankfully, that one is notably shorter than her Skyrim list, I wouldn't fancy going through that one.

There are a quite a few more LL mods that see continuous development (depending on how you define continuous). I wager that the percentage of abandoned Nexus mods is just as high if not higher (Nexus tends to be a ... rougher place). It just does not show, as many mods on the Nexus aren't meant nor required to be developed any further, among those who do though ...

Edited by Talesien
Posted
2 hours ago, rjn said:

Since the behavior is defined by that keyword on that device, it wouldn't matter how it was equipped or what animations are present.  I'm using DD NG 3.9 so unless they remove that keyword from the device in some future version of DD NG, it might be best to not use that particular device in the ankles list of devices for Binding.

So it is a framework problem. Since that is obviously unintended, you should report it in the DD NG Discord Beta feedback. Not using those particular devices in Bindings is only a "workaround" for this one mod, not a fix.

Posted
13 hours ago, Talesien said:

So it is a framework problem. Since that is obviously unintended, you should report it in the DD NG Discord Beta feedback. Not using those particular devices in Bindings is only a "workaround" for this one mod, not a fix.

DD NG 3.9 has an ini file (SKSE/plugins/deviousdevices.ini) which has a setting (asDisableCombatKeywords) that specifies that zad_BoundCombatDisableKick should disable weapon drawing.  When I replace that keyword with zad_DeviousBondageMittens the issue was fixed.

Posted
5 hours ago, rjn said:

DD NG 3.9 has an ini file (SKSE/plugins/deviousdevices.ini) which has a setting (asDisableCombatKeywords) that specifies that zad_BoundCombatDisableKick should disable weapon drawing.  When I replace that keyword with zad_DeviousBondageMittens the issue was fixed.

Not unexpected, but it might actually end up enabling weapon draw (and the other activities that are lumped in with it) with devices with whom this should not be possible.

Posted (edited)

This is is not the full preview 2 of 0.2.01.  I wanted to get this posted so people having issues with the json files and bondage gear could check the dependencies page where I added a small section that runs some checks on the utilities.

 

That said, it does do a few things:

  • Re-work of bondage manager is continuing with working on layering and removal (still WIP) - might need to run the safe word again if tied
  • Added back fake sleep to camping and no beds furniture (preferences menu in mcm, enable fake sleep)
  • Fixed an issue with the dominant follower pre-enslavement event not doing the second phase if you have not switched locations and teleporting potential dom to your location.
  • Added black screen clear to safeword (broken sleep, broken pre-enslavement, etc.)
  • Pose menu in mcm will show defaults
  • Under attack dialogue is triggered by action key press while dom is in combat vs. automatically being triggered.

Binding 0.2.01 preview 1.5.7z

checks.jpg

Edited by Lazy Palm
Posted
On 11/26/2024 at 2:00 PM, Talesien said:

Even if the alias is filled, which it would be in this case as I had a Dom follower earlier in that game, that event should not fire if there is no follower present. So the bug might not be as all encompassing as it appeared, but it's still something to squash with priority and the utmost prejudice. 🤨

 

Well, I am perplexed. I can't seem to duplicate what is going on, and that whole event is guarded in conditions:

 

    If MQS.IsSub == 0 && MQS.DomStartupQuestsEnabled == 1

        If MQS.FutureDom != none

 

I am going to add some more safeguards inside the method in case it is being called from dialogue scripts that should never show up unless the event is running, but this is skyrim...

 

Function TheDominantFollowerEvent()

 

    if DomStartupQuestsEnabled == 0

        LogOutput("TheDominantFollowerEvent should not be started if DomStartupQuestsEnabled is 0.")

        return

    endif

 

If you bump into this again before I add more fixes, and you think about it, the running event and the phase # from the debug page might be handy to know.

Posted (edited)

With the new 1.5 preview, getting 'enslaved' by the follower works (and the follower seem to become invulnerable). Still no fade to black though, there really should be one, it would be much more merciful than having to watch helplessly as the follower fumbles himself through the fight that should've ended in a 5th of the time (if not less), like shooting a dozen arrows in a rock, while getting pin cushioned by them NPC's before moving a few steps to get a clear line of fire ... if the intent is to torture the player, you are on a good path. 😛 
(Can't you simply temporarily buff the followers damage as well? Won't help against shooting rocks, but should end the fight much faster overall.)

Anyway, one thing I noticed is that the second time around (used the option for a second go the first time), it took a looong time for the follower to finally approach me. Definitely no script lag at that point, so must be something else. I wonder if it is proximity. First time the follower stood right beside me after winning the battle and spoke to me almost immediately. The second time he stood some 30 paces away with an obstacle or two. However, once he got going the follower made a straight beeline towards me ... so calculating the path prolly was not it either. Gonna experiment a bit more.

 

Edited by Talesien
Posted (edited)

Hello Lazy Palm, 

 

I have trye the new 1.5 DEV update, but i have still the same problem that no Devices was placed on me. Still not appear in inventory. 

 

I have all Installed Correctly . I Use Vortex as mode manager. Possible the can be a problem with Virtual Folders. I am not sure. 

 

I Added the Screenshot from the Dependencies Page.

 

Many thanks for your great Work.

 

enb2024_12_3_08_53_59.png

Edited by Kargano01
Posted (edited)

Ok, so it appears that the "Dominant Follower" quest is tricky with "advanced" followers. It seems to work fine with vanilla like followers, but fails with more intricately scripted ones. So far I tried Eudora and Balazar and with both the quest fails to progress, after you got 'taken out' during combat and them finishing the fight. With more regular followers like Jordis or Daenerys the quest progresses just fine after the combat concluded.

Edited by Talesien
Posted
13 hours ago, Kargano01 said:

Hello Lazy Palm, 

 

I have trye the new 1.5 DEV update, but i have still the same problem that no Devices was placed on me. Still not appear in inventory. 

 

I have all Installed Correctly . I Use Vortex as mode manager. Possible the can be a problem with Virtual Folders. I am not sure. 

 

I Added the Screenshot from the Dependencies Page.

 

Many thanks for your great Work.

 

enb2024_12_3_08_53_59.png

I have noticed the same problem. Text says that restraints have been added, but nothing actually shows up on the screen or even in the inventory.

Posted
20 hours ago, Sir Walter Ratleigh said:

I have noticed the same problem. Text says that restraints have been added, but nothing actually shows up on the screen or even in the inventory.

If you have anything in target slot, device not equipped. I reported this some time before.

Posted (edited)
On 12/3/2024 at 3:01 AM, Kargano01 said:

Hello Lazy Palm, 

 

I have trye the new 1.5 DEV update, but i have still the same problem that no Devices was placed on me. Still not appear in inventory. 

 

I have all Installed Correctly . I Use Vortex as mode manager. Possible the can be a problem with Virtual Folders. I am not sure. 

 

I Added the Screenshot from the Dependencies Page.

 

Many thanks for your great Work.

 

enb2024_12_3_08_53_59.png

 

 

@Talesien - you are the resident Vortex expert.  Is there any obvious settings or configurations that might be causing this problem?

 

I am going to put vortex on my machine and give it a try also.  So far I have not been able to duplicate this issue, but maybe this is the path.

Edited by Lazy Palm
Posted
2 hours ago, dertcz said:

If you have anything in target slot, device not equipped. I reported this some time before.

 

23 hours ago, Sir Walter Ratleigh said:

I have noticed the same problem. Text says that restraints have been added, but nothing actually shows up on the screen or even in the inventory.

 

Is this a global problem or just a slot or so?  Getting some DD/ZAP keyword checks (so it will keep another mods generic DD items, but remove other gear) on my slot protection is on the to-do, and I should have it by preview 2.  Right now an armor piece living in a slot that a DD wants to equip on would block it, by design bug that I have yet to squash.  Sorry!!

Posted
On 12/3/2024 at 2:24 PM, Talesien said:

So far I tried Eudora and Balazar and with both the quest fails to progress,

 

No terribly surprising.  Everybody wants to make their packages run at the same time.  Maybe I can park the follower close (brute force with a moveto) during the blackout (that you never see) and start some forcedialog immediately or something.

 

I have only been testing with the most no script / no dialog followers I found on nexus.  It will be very helpful to have some examples to test against!  Thanks!

Posted
6 hours ago, Lazy Palm said:

 

 

Is this a global problem or just a slot or so?  Getting some DD/ZAP keyword checks (so it will keep another mods generic DD items, but remove other gear) on my slot protection is on the to-do, and I should have it by preview 2.  Right now an armor piece living in a slot that a DD wants to equip on would block it, by design bug that I have yet to squash.  Sorry!!

It is a global issue. Makes no different wich DD is choosen from your Mod.

 

Direct apply DD works well ( if i put something in my inventory and put it on). 

 

And it was by me a Fresh game. After Pc create i go directly to my follower no other mods will fire up in this time. 

And with the older Version, all works fine. 

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