Talesien Posted December 11, 2024 Posted December 11, 2024 4 hours ago, Anunya said: ... and there's a monetary component to being punished? I had no idea 😮 Hmm, how are you arriving at a punishment? For me it's usually: Talk with Dom -> About my punishments -> assuming you have outstanding punishments you should see three options, get whipped, get locked into a device at a public spot, some of your money gets taken away to "charity".
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 11 hours ago, Talesien said: 12 hours ago, Anunya said: So I tried combing SubLola and Binding and it didn't work out that great - whether it's the combination or whether something else is going on I don't know. But I activated SubLola, then activated Binding. My PC was in the Bannered Mare and immediately got in trouble for breaking the rules - reading a Word Wall without the appropriate rituals, which doesn't make sense. Known bug, guess Lazy Palm didn't get around fixing it yet (or you using an older version?) But yes it is a pretty annoying one, if you set a rule for having to do something for talking with NPC's, wait till they forcegreet you. 😛 I will try get that changed so there is an activation check (e button, activation the controller) ahead of that rule check. Then see if it happened like less 5-10 seconds before. Unless there is some event that fires during a force greet... I will look around, there are many secrets that hide in SKSE that I have yet to uncover. 12 hours ago, Anunya said: My PC got punished a few times, but as far as I could see it either meant being put in a kneeling pose or just locked in place (and by that I mean, idling in one spot but being unable to move). It was more confusing than punishing. I think there were some messages like "kneel in place until you're told you can get up" and "you may get up now" messages, but the timing seemed off. It never felt 11 hours ago, Talesien said: You should have the option to get whipped instead or suffer a monetary punishment (i.e. more or less pay a fine). The time in a device (or harsh bondage), does seem a bit off. I think the MCM settings are in game minutes, but I'm getting the feeling the time starts with the dialogue, before you are actually in the device, didn't get around to verify that though. Yeah, that thing you are bumping into is the Chastise Sub event, you can turn it off in the MCM and you will just get a +infraction and the message on the screen. It was just added to provide some friction after breaking a rule, but there are so many variations of things you can do wrong and dialogue in this game is tricky to manage, so it is still WIP so far. You still have to take the punishments after, it was just put it stop you the point of breaking the rule, and it may need to be totally revised. And like @Talesien said when you talk about punishments with the dom, you should get the 3 options, whipping, being public humiliated (just using put on display, but was hoping to do more with this at some point), and giving away your gold (which needs to be some fractional amount if I have not done already). I will check the timing on the events. I could have sworn I was setting that activation variable (current time + time to spend, which it checks to see if current time has passed) is set after the lock in or getting bound, but I will confirm. 12 hours ago, Anunya said: A couple of times I got told "your master loosens your gag so you can speak" but my PC was never wearing a gag. I thought I had fixed that. Will look again! 12 hours ago, Anunya said: At one point the Master said he was going to put my PC in tight bondage, and went to put it on. I got a pop up that said "Valid set [ ]" and later "the Master cancelled a punishment" (or was it bondage?). Is this something that needs to be set up in the MCM somewhere? That Valid set [] is a debugging message I managed to miss again. Will remove it. The cancelled a punishment is supposed to only be happening if you ask for harsh bondage yourself, and not just at the followers whim. I will check that also! 12 hours ago, Anunya said: My PC was in the Bannered Mare and immediately got in trouble for breaking the rules - reading a Word Wall without the appropriate rituals, which doesn't make sense. I will look at this also. It does a + shouts check on a global variable to see if you have learned something new. So if you go into a zone knowing 4 and leave with 5, and didn't ask, it triggers, but that is going to be problematic at HH where you pick up like 3 of them for instance. I will revisit the mechanics of that again. I modified how the interaction with the wall happens recently and should be able to use that to condition that check. 12 hours ago, Anunya said: There was a couple of direct conflicts with SubLola on the same master (which makes sense, and I think the solution is in tweaking the MCM settings). My PC is supposed to kneel to speak to the Binding Master, and also has kneeling for speaking to her SubLola master - which seems to be a problem if it's the same person. SubLola also popped my PC to her feet when speaking to her Master, which resulted in a Binding violation because she was speaking to him and not kneeling. Does SLTR do this with a dialogue or a hotkey? Thanks for the QA! You gave me a lot of good stuff to look at 🤣
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 11 hours ago, Talesien said: Question, setting a follower as potential dom starts a quest. That seems to happen every time. You also mentioned that followers you had a dom before are automatically set as a potential dom. So if the situations arise, and you've several Followers that 'qualify', how is the one chosen that goes through the motions? Random? The first one added to the group/or the list of potential doms? The last one? You didn't consider that possibility and have no idea either? It is just the last one you selected for now. And it gets reset if you have an active dom. Keeping a list of everybody you marked as potential was still on my to-do list. 1
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 5 hours ago, Kargano01 said: Thanks for working so hard on it. If it help, i can send you a log. ( as long as you tell me wich one and where i can find it is 😅) Many thanks If you have enabled papyrus logging, it should be under: Documents\My Games\Skyrim Special Edition\Logs\Script Depending on how you have your computer setup, your documents folder could be in different places. As the game runs Paprus0.log type files will get created. Zero is the most recent run. They tend to get a lot of stuff in them, but if you can try do to a simple equip, like bind wrists under the action menu, and then just look for that line, I will have a better idea of where the problem is happening.
Kargano01 Posted December 11, 2024 Posted December 11, 2024 2 hours ago, Lazy Palm said: If you have enabled papyrus logging, it should be under: Documents\My Games\Skyrim Special Edition\Logs\Script Depending on how you have your computer setup, your documents folder could be in different places. As the game runs Paprus0.log type files will get created. Zero is the most recent run. They tend to get a lot of stuff in them, but if you can try do to a simple equip, like bind wrists under the action menu, and then just look for that line, I will have a better idea of where the problem is happening. Ok, i have copied the passage . i hope it helps. Spoiler [12/11/2024 - 08:33:25AM] [Zad]: UpdateControls() [12/11/2024 - 08:33:43AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 590 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 613 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] [Zad]: LockDevice called for Devotee Test: ) [12/11/2024 - 08:33:43AM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 386 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 <truncated stack> [12/11/2024 - 08:33:43AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/11/2024 - 08:33:43AM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/11/2024 - 08:33:43AM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 387 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScrip
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 (edited) 1 hour ago, Kargano01 said: Ok, i have copied the passage . i hope it helps. Hide contents [12/11/2024 - 08:33:25AM] [Zad]: UpdateControls() [12/11/2024 - 08:33:43AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 590 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 613 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/11/2024 - 08:33:43AM] [Zad]: LockDevice called for Devotee Test: ) [12/11/2024 - 08:33:43AM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 386 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 <truncated stack> [12/11/2024 - 08:33:43AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/11/2024 - 08:33:43AM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/11/2024 - 08:33:43AM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 387 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScrip I should have mentioned one more thing. You have to click the checkbox "Write Detailed Logs" inside of the debug or diagnostics menu in the binding MCM. Sorry about that! It looks like it is not writing the info I need without that. Edited December 11, 2024 by Lazy Palm
Hex Bolt Posted December 11, 2024 Posted December 11, 2024 5 hours ago, Lazy Palm said: Does SLTR do this with a dialogue or a hotkey? SLTR doesn't use a hotkey for that. Kneeling is initiated via dialog, but depending on the situation, it could have the slave stand up after a few seconds. It's just different ways of handling kneeling to the same NPC, which can perhaps best be handled by the player, switching off kneeling in one mod or the other.
Anunya Posted December 11, 2024 Posted December 11, 2024 5 hours ago, Talesien said: Hmm, how are you arriving at a punishment? For me it's usually: Talk with Dom -> About my punishments -> assuming you have outstanding punishments you should see three options, get whipped, get locked into a device at a public spot, some of your money gets taken away to "charity". 4 hours ago, Lazy Palm said: Yeah, that thing you are bumping into is the Chastise Sub event, you can turn it off in the MCM and you will just get a +infraction and the message on the screen. It was just added to provide some friction after breaking a rule, but there are so many variations of things you can do wrong and dialogue in this game is tricky to manage, so it is still WIP so far. You still have to take the punishments after, it was just put it stop you the point of breaking the rule, and it may need to be totally revised. And like @Talesien said when you talk about punishments with the dom, you should get the 3 options, whipping, being public humiliated (just using put on display, but was hoping to do more with this at some point), and giving away your gold (which needs to be some fractional amount if I have not done already). I will check the timing on the events. I could have sworn I was setting that activation variable (current time + time to spend, which it checks to see if current time has passed) is set after the lock in or getting bound, but I will confirm. Ah I see. I expected that once the statement that my PC should be punished/ broke the rules was made the punishment would follow automatically. I didn't know I was supposed to have the conversation about the punishment later and I certainly haven't been making any choices about the punishment. I'll test this some more. I think part of the problem on my side is that I seem to be getting some lag in the response time as well... maybe my game is suffering a bit from papyrus load and maybe I shouldn't be doing this in a crowded Bannered Mare. Maybe I'll try it out somewhere more isolated. 4 hours ago, Lazy Palm said: Does SLTR do this with a dialogue or a hotkey? SubLola does it like this: In the MCM you set a submission score threshold. Once you meet that threshold, your PC automatically kneels when selecting the "master" dialogue topic (or when addressing the master, I don't recall). The PC stays in that pose for about 30 seconds, then stands right back up. ... so perhaps challenging to keep compatibility with. 4 hours ago, Lazy Palm said: Thanks for the QA! You gave me a lot of good stuff to look at 🤣 My pleasure! So another thing that caused some confusion for me... in the previous version hitting the action key when facing the master puts my PC on her knees. Now, in the most recent rev it brings up a menu allowing me to adjust angels or some such (presumably of the kneeling position). If I "go back" I get a context wheel, where I can select a number of poses. I found it 1) pretty cumbersome, and 2) very confusing to figure out how to stand back up again after the master wandered off. In general I find one general context specific action key quite confusing, as I'm often unsure whether I'm confused about the context, whether there's a bug, whether it's working as expected but with some lag, or whatever. I don't have a specific solution to propose (and it could be a matter of taste), but if I do I'll share it.
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 21 minutes ago, Hex Bolt said: SLTR doesn't use a hotkey for that. Kneeling is initiated via dialog, but depending on the situation, it could have the slave stand up after a few seconds. It's just different ways of handling kneeling to the same NPC, which can perhaps best be handled by the player, switching off kneeling in one mod or the other. I will make adding a turn it off option a higher priority. I have that languishing on the to-do list, but didn't know it was a problem with players using both mods. Thanks Hexbolt! Just out of curiosity, you don't set a global variable or anything of that nature when the player is kneeling, right? I am guessing no, but never hurts to ask.
Lazy Palm Posted December 11, 2024 Author Posted December 11, 2024 (edited) 32 minutes ago, Anunya said: o another thing that caused some confusion for me... in the previous version hitting the action key when facing the master puts my PC on her knees. Now, in the most recent rev it brings up a menu allowing me to adjust angels or some such (presumably of the kneeling position). If I "go back" I get a context wheel, where I can select a number of poses. I found it 1) pretty cumbersome, and 2) very confusing to figure out how to stand back up again after the master wandered off. In general I find one general context specific action key quite confusing, as I'm often unsure whether I'm confused about the context, whether there's a bug, whether it's working as expected but with some lag, or whatever. I don't have a specific solution to propose (and it could be a matter of taste), but if I do I'll share it. It is timed, a quick tap of the action key will kneel. Long press brings up the menu. Except on a controller which will bring up the menu on a long press (short tap is the normal game selection button). A short tap after should always stand back up (in theory). https://www.nexusmods.com/skyrimspecialedition/mods/54309 I use this mod when I am playing with the controller so I can still use my keyboard when I need and it seamlessly switches between them. But if you are having some script lag, might not be behaving as it should. Maybe try the short and long press in a less dense area and see if still does it? I need to test stuff more on my under powered laptop more. My desktop computer is higher end and I am not sure I always notice things slowing down. Not sure about the angles part. You might have jumped into the furniture add sub menu. In theory you should see this at the top menu, and if you hit the pose button, it would switch to the second menu. Edited December 11, 2024 by Lazy Palm
Hex Bolt Posted December 11, 2024 Posted December 11, 2024 1 hour ago, Lazy Palm said: Just out of curiosity, you don't set a global variable or anything of that nature when the player is kneeling, right? I am guessing no, but never hurts to ask. No, there is an internal script property that SLTR sets, but it's only used if the player uses the purely optional lesser power for kneeling (my way of kneeling by pressing a key without taking up a hotkey assignment). The fundamental difference with SLTR is that if kneeling is required, it happens automatically (with a few exceptions for special cases). I'm not familiar with how you're handling kneeling, but a switch to disable punishment for not doing it would still let players manually kneel if they wish, it just wouldn't be enforced. If you want to test whether the PC is interacting with the SLTR owner (I'm not suggesting that this is your job or that you should), the owner actor is accessible through StorageUtil and as a quest alias. This is how Bane Master does it for Follower Slavery Mod: Spoiler Lola = Quest.GetQuest("vkjMQ") If Lola kLolaOwnerRef = (Lola.GetAliasByName("Owner") as ReferenceAlias) Endif
Kargano01 Posted December 12, 2024 Posted December 12, 2024 6 hours ago, Hex Bolt said: No, there is an internal script property that SLTR sets, but it's only used if the player uses the purely optional lesser power for kneeling (my way of kneeling by pressing a key without taking up a hotkey assignment). The fundamental difference with SLTR is that if kneeling is required, it happens automatically (with a few exceptions for special cases). I'm not familiar with how you're handling kneeling, but a switch to disable punishment for not doing it would still let players manually kneel if they wish, it just wouldn't be enforced. If you want to test whether the PC is interacting with the SLTR owner (I'm not suggesting that this is your job or that you should), the owner actor is accessible through StorageUtil and as a quest alias. This is how Bane Master does it for Follower Slavery Mod: Reveal hidden contents Lola = Quest.GetQuest("vkjMQ") If Lola kLolaOwnerRef = (Lola.GetAliasByName("Owner") as ReferenceAlias) Endif Oh, sorry. My fault. I have now enabled it. Spoiler Spoiler [ (00000014)].Actor.AddSpell() - "<native>" Line ? [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 40 [12/12/2024 - 04:56:21AM] DBA: Mod disabled. [12/12/2024 - 04:56:21AM] [binding]: ProcessInput() [12/12/2024 - 04:56:22AM] [binding]: ManageEventActionKeyPress() [12/12/2024 - 04:56:22AM] [binding]: DEBUG: manage event action press for: Bondage Test [12/12/2024 - 04:56:22AM] [binding]: BondageTest() [12/12/2024 - 04:56:25AM] [DCUR] Sex attacks are disabled! [12/12/2024 - 04:56:32AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/12/2024 - 04:56:32AM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/12/2024 - 04:56:32AM] [binding]: AddBondageItem() add: Ebonite_Harness_Reg [12/12/2024 - 04:56:32AM] Error: Cannot add a None spell to the actor stack: [ (00000014)].Actor.AddSpell() - "<native>" Line ? [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 40 - 04:56:33AM] Info: Form is None stack:[12/12/2024 - 04:56:32AM] [binding]: AddBondageItem() found: item: Ebonite_Harness_Reg slots: 2 pos: 5 [12/12/2024 - 04:56:32AM] [binding]: AddBondageItem() loaded item: None [12/12/2024 <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 590 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/12/2024 - 04:56:33AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 613 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/12/2024 - 04:56:33AM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/12/2024 - 04:56:33AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/12/2024 - 04:56:33AM] [Zad]: LockDevice called for Devotee Test: ) [12/12/2024 - 04:56:33AM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 386 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 <truncated stack> [12/12/2024 - 04:56:33AM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 387 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 523 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 738 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8394 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8477 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8219 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8190 [bind_MainQuest (320012C4)].bind_MainQuestScript.ManageEventActionKeyPress() - "bind_MainQuestScript.psc" Line 1607 [bind_MainQuest (320012C4)].bind_MainQuestScript.ProcessInput() - "bind_MainQuestScript.psc" Line 1231 <truncated stack> [12/12/2024 - 04:56:33AM] [binding]: AddBondageItem() blocked: False result: TRUE [12/12/2024 - 04:56:33AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/12/2024 - 04:56:33AM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/12/2024 - 04:56:34AM] Error: Cannot add a None spell to the actor
gollum007 Posted December 12, 2024 Posted December 12, 2024 2.01 preview 2 fails to equip any items here. Devious Interests is working OK to equip stuff, so it's not a global issue as far as I can tell. Skyrim AE, relatively recent version of DD_NG, ZAZ8. This is common across both events and the test function. I can see the names of the devices from both DD and ZAZ, but nothing actually equps. Log is full of these two errors and variants of: [12/12/2024 - 02:12:02PM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (5C0012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 590 [bind_MainQuest (5C0012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 724 [bind_MainQuest (5C0012C4)].bind_BondageManager.AddBondageItemByType() - "bind_BondageManager.psc" Line 431 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.HarshBondage() - "bind_MainQuestScript.psc" Line 5971 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.HarshBondagePrologue() - "bind_MainQuestScript.psc" Line 5461 [topic info 5C0353E0 on quest bind_MainQuest (5C0012C4)].bind_topic_harsh_bondage.Fragment_0() - "bind_topic_harsh_bondage.psc" Line 10 [12/12/2024 - 02:12:02PM] Info: Form is None [12/12/2024 - 02:12:21PM] Error: Cannot call HasKeyword() on a None object, aborting function call stack: [bind_MainQuest (5C0012C4)].bind_BondageManager.RemoveAllBondageItems() - "bind_BondageManager.psc" Line 365 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.EvHelpDressAndReplaceBondage() - "bind_MainQuestScript.psc" Line 7695 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.HarshBondage() - "bind_MainQuestScript.psc" Line 6034 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.RunActivators() - "bind_MainQuestScript.psc" Line 2463 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.MainLoop() - "bind_MainQuestScript.psc" Line 2830 [bind_MainQuest (5C0012C4)].bind_MainQuestScript.OnUpdateGameTime() - "bind_MainQuestScript.psc" Line 2643 I need to turn on logging from your mod to investigate a bit further, but it looks to me as if it's not loading the items correctly for some reason, and you're not handling it when the expected item isn't returned.
gollum007 Posted December 12, 2024 Posted December 12, 2024 Some futher investigation seems to reveal that Devious Devices NG 3.7.7 seems to be 'missing' a lot of stuff when I search for it via console. Still investigating, but I suspect NG to be the culprit here....
Talesien Posted December 12, 2024 Posted December 12, 2024 42 minutes ago, gollum007 said: Some futher investigation seems to reveal that Devious Devices NG 3.7.7 seems to be 'missing' a lot of stuff when I search for it via console. Still investigating, but I suspect NG to be the culprit here.... To my knowledge, DD NG does not contain any items that haven't seen functional modifications, that's why you need DD 5.2 + DD NG.
Kargano01 Posted December 12, 2024 Posted December 12, 2024 45 minutes ago, Talesien said: To my knowledge, DD NG does not contain any items that haven't seen functional modifications, that's why you need DD 5.2 + DD NG. I have DD 5.2 and DVD NG and have the same issues. The old Versionsnummer of Binding was worked verry well.
Talesien Posted December 12, 2024 Posted December 12, 2024 (edited) 2 hours ago, Kargano01 said: I have DD 5.2 and DVD NG and have the same issues. The old Versionsnummer of Binding was worked verry well. I wasn't disputing the issue, I'm encountering it myself. I merely pointed out that the conclusion that DD NG is the culprit is flawed. Although in my experience it appears to affect mainly DD distribution by rules. For the Harsh Bondage event, the devices always get equipped. Edited December 12, 2024 by Talesien
Lazy Palm Posted December 12, 2024 Author Posted December 12, 2024 28 minutes ago, Talesien said: I wasn't disputing the issue, I'm encountering it myself. I merely pointed out that the conclusion that DD NG is the culprit is flawed. Although in my experience it appears to affect mainly DD distribution by rules. For the Harsh Bondage event, the devices always get equipped. Trying to get my computer with dd ng back to a working state and going to try to get some additional logging around the get items from the helpers. It is very interesting because I have not been seeing any issues with 1.5.97 and the normal dd 5.2. At least as soon as I can get all the parts off the mod back under the hood. I have been reworking things again 🤣
Talesien Posted December 12, 2024 Posted December 12, 2024 On 12/11/2024 at 2:20 PM, Lazy Palm said: and giving away your gold (which needs to be some fractional amount if I have not done already). Btw. this reminded me I've never tried this ... and nope, you haven't done already, she took all my gold. For the perfect solution, you might wish to track recent changes in player gold btw., as this can easily be gamed. Put most of your gold in a container, get punished, retrieve your gold. Ok, perhaps not worth tracking, I can just as easily let the dom take it all and return it with the console ... (which I did btw. almost 21k gold seemed a bit excessive for forgetting to ask before praying ... 😛). Oh and feature request ... can we get multiple reminders if the Dom wants something please? It's pretty easy to miss a notification. I like the SLTR way of "your master wants to speak with you", "your master really wants to speak with you", "your master wants to speak with you right NOW!" ... something along those lines and perhaps color the 2nd orange the 3 red or something, simply to make them stand out more.
Lenore Posted December 12, 2024 Posted December 12, 2024 1 hour ago, Talesien said: Oh and feature request ... can we get multiple reminders if the Dom wants something please? It's pretty easy to miss a notification. I like the SLTR way of "your master wants to speak with you", "your master really wants to speak with you", "your master wants to speak with you right NOW!" ... something along those lines and perhaps color the 2nd orange the 3 red or something, simply to make them stand out more. Hehe or just give a jolt to the collar. 1
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 4 hours ago, Talesien said: Btw. this reminded me I've never tried this ... and nope, you haven't done already, she took all my gold. For the perfect solution, you might wish to track recent changes in player gold btw., as this can easily be gamed. Put most of your gold in a container, get punished, retrieve your gold. Ok, perhaps not worth tracking, I can just as easily let the dom take it all and return it with the console ... (which I did btw. almost 21k gold seemed a bit excessive for forgetting to ask before praying ... 😛). Your follower must take religion very seriously 🙂 I will adjust that and good point about tracking changes! 4 hours ago, Talesien said: Oh and feature request ... can we get multiple reminders if the Dom wants something please? It's pretty easy to miss a notification. I like the SLTR way of "your master wants to speak with you", "your master really wants to speak with you", "your master wants to speak with you right NOW!" ... something along those lines and perhaps color the 2nd orange the 3 red or something, simply to make them stand out more. Can do! You thinking about being ordered to kneel type messages?
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 2 hours ago, Lenore said: Hehe or just give a jolt to the collar. Lenore with the more fun version of getting your attention 🤣 1
Talesien Posted December 13, 2024 Posted December 13, 2024 55 minutes ago, Lazy Palm said: Can do! You thinking about being ordered to kneel type messages? I guess, seems Mistress wanted to inspect me and wasn't too happy when I left Proudspire without submitting to that. Talking Solitude, a little detail for the BindingEnvironemts mod. Using JK's Solitude (probably the most widely used overhaul), this Device appears a bit tricky to use. ^^ Spoiler
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 10 hours ago, Talesien said: Talking Solitude, a little detail for the BindingEnvironemts mod. Using JK's Solitude (probably the most widely used overhaul), this Device appears a bit tricky to use. ^^ Well, this was an epic positioning fail on my part. In fairness JK puts stuff pretty much everywhere. I have like six pieces of furniture in that mod that I barely remember exists but probably should do something with. It would be fun to have a kinky skyrim without having to drop stuff at game time.
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 On 12/11/2024 at 2:52 AM, Kargano01 said: Thanks for working so hard on it. If it help, i can send you a log. ( as long as you tell me wich one and where i can find it is 😅) Many thanks Just wanted to confirm one thing. You have FISSES installed right? I just installed a copy of AE/DD NG/Binding 0.2.01 preview 2 on a new copy of windows yesterday and forgot to add it and I was getting lots of strange mod behavior including DD items not getting equipped in binding. Started a new game after I added it and everything was showing up. I am going to remove it in the next dev version or so, but figured I would check. Also, I am going to add more logging into my next dev version down at the helper level. It is in place, I have just have to fix a few open problems and I will try to get that posted today or tomorrow. Will look like: [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - path: .elbow_list.Ebonite_Elbowbinder [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - fileName: Devious Devices - Expansion.esm [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - item: 0x060415A3 [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - getformfromfile result: [Armor < (0B0415A3)>]
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