Lazy Palm Posted March 1, 2025 Author Posted March 1, 2025 30 minutes ago, Lenore said: How's the work coming along on this? When might we see an update? Just curious Oh, and soft integration with things offered by DD NG. They are doing a lot of cool things.
PurpleDeep Posted March 2, 2025 Posted March 2, 2025 2 hours ago, Lazy Palm said: My new and improved version is a hot mess (my 2-3 week estimate was garbage). Needed to take a break from all of that, so I working on some updates to the 0.2.01 version at the moment. Trying to to pull some tricks into from the new code base into the old one. Cleaning up the events (into quests), wandering issues with NFF, story manager triggering quests (less complex game loop goals), improved location change awareness. Some new integrations (bathing in skyrim, licenses, MME). Also, some internal tricks to fix issues (like D&B applying dirt when you get whipped with the ZAP whipping). Some new features (entering a title for the dom, ability to pause the mod). I will try to give an ETA as soon as I can. Still learning my old code base again 🙂 A lot of things to look forward to. The Bathing in Skyrim integration sounds good. I just switched to Bathing in Skyrim - Renewed because it has its own cool integrations. However, instead of Licences I use SL Survival because it has more features. Some might even say too many. 2 hours ago, Lazy Palm said: Oh, and soft integration with things offered by DD NG. They are doing a lot of cool things. What kind of things? I know they have been working on fixing the HDT chain devices, which is great.
Lenore Posted March 2, 2025 Posted March 2, 2025 That's awesome. I'll look forward to it. I'm sorry about the hot mess; that happens sometimes.
Lazy Palm Posted March 2, 2025 Author Posted March 2, 2025 2 hours ago, Lenore said: That's awesome. I'll look forward to it. I'm sorry about the hot mess; that happens sometimes. I am going to keep working on it, the parts that do run are are pretty cool. It is just a big complex mess that I was overoptimistic about taming 🙂 And I am migrating a lot of code and ideas to the old code base, so technically I am still making progress. 3
Lazy Palm Posted March 2, 2025 Author Posted March 2, 2025 12 hours ago, PurpleDeep said: A lot of things to look forward to. The Bathing in Skyrim integration sounds good. I just switched to Bathing in Skyrim - Renewed because it has its own cool integrations. However, instead of Licences I use SL Survival because it has more features. Some might even say too many. What kind of things? I know they have been working on fixing the HDT chain devices, which is great. New items, new furniture, whipping in furniture (I was just looking at this one), tons of quality of life fixes. They have a really good discord server where they do beta tests of features and outline where everything is going. It is very impressive to see the effort that the DD NG team is putting into building it. 4
Lazy Palm Posted March 19, 2025 Author Posted March 19, 2025 I have been re-working some of the internal mod mechanics lately and was curious if anybody has feelings about the untied in hostile areas and untied automatically outside of towns and cities. I have been trying to figure out how to revamp this to feel a bit more natural and I was leaning towards a hostile detection quest that would prompt the dom to either free the player and tell them to dress or suspend all of the rules (either automatically or by player asking depending on mcm). This will probably last a certain amount of in-game minutes / hours (mcm setting), after it will rescan again looking for hostiles, and either continue the freedom or tie/strip the player if no hostiles. So the question is, will anybody miss the old way(s) terribly?
Talesien Posted March 19, 2025 Posted March 19, 2025 24 minutes ago, Lazy Palm said: I have been re-working some of the internal mod mechanics lately and was curious if anybody has feelings about the untied in hostile areas and untied automatically outside of towns and cities. I have been trying to figure out how to revamp this to feel a bit more natural and I was leaning towards a hostile detection quest that would prompt the dom to either free the player and tell them to dress or suspend all of the rules (either automatically or by player asking depending on mcm). This will probably last a certain amount of in-game minutes / hours (mcm setting), after it will rescan again looking for hostiles, and either continue the freedom or tie/strip the player if no hostiles. So the question is, will anybody miss the old way(s) terribly? Depends ... hostile as in a hostile faction or hostile as in actively in combat (i.e. showing up as red dots on the compass)? The second case might be easier and more reliable to detect, but if you use that, be f***** quick. In an enclosed space those hostiles could be very close by the time you detect them. There is no time for that animation and stuff, or the fight could already be over by the time the player is untied (and the follower ready for combat). All in all, while the untie outside cities had is problems due to the sometime irregular shape of what is considered town/city area, I think it works better and honestly I like it better. Alternately there might be a rule of being tied/naked only indoors (with indoors excluding bandit forts and such, but IIRC those are labeled dungeons anyway, at least the interior).
Lazy Palm Posted March 19, 2025 Author Posted March 19, 2025 (edited) 4 hours ago, Talesien said: Depends ... hostile as in a hostile faction or hostile as in actively in combat (i.e. showing up as red dots on the compass)? The second case might be easier and more reliable to detect, but if you use that, be f***** quick. In an enclosed space those hostiles could be very close by the time you detect them. There is no time for that animation and stuff, or the fight could already be over by the time the player is untied (and the follower ready for combat). All in all, while the untie outside cities had is problems due to the sometime irregular shape of what is considered town/city area, I think it works better and honestly I like it better. Alternately there might be a rule of being tied/naked only indoors (with indoors excluding bandit forts and such, but IIRC those are labeled dungeons anyway, at least the interior). My initial testing has been with the subject is IsHostileToActor() conditional function testing against the player alias (filling an alias on the quest), at about 1500 units. I have it running in the script event (story manager) at default 60s intervals. It seems to detect stuff beyond the red dots, but my testing has VERY limited to just this afternoon 🙂 I was thinking about having a dialog option also if you wanted to trigger it right away. And your thought about skipping the animations if you go into combat probably would be a solid plan to quickly get to fighting. That is good to know that the outside of cities and towns option is used also. I just didn't know if the janky map edges made everybody turn that off. My solution was to just sleep the quest the and keep it from firing for a few minutes in the story manager. It was my first test yesterday/today before I started to work on the hostile detection idea. I will keep it! Do you like how it triggers without animations now, or would so animations offer some immersion? mcm option for that? (as if I don't have enough already) - also, added a pause button to the mod that snapshots and removes all non-quest dd items and suspends the mod if you need to stop it from interfering with anything. - UPDATE: so the IsHostileToActor only works with actors. I am going to just stick to the cities and towns as friendly zones and give the option to disable bondage / nudity rules outside of them with mcm options and have the option of an automatic mode. Keeping it simple so I can get this re-work out for some testing 🙂 Thanks for the feedback Talesien! Edited March 19, 2025 by Lazy Palm
Talesien Posted March 19, 2025 Posted March 19, 2025 11 hours ago, Lazy Palm said: My initial testing has been with the subject is IsHostileToActor() conditional function testing against the player alias (filling an alias on the quest), at about 1500 units. I have it running in the script event (story manager) at default 60s intervals. It seems to detect stuff beyond the red dots, but my testing has VERY limited to just this afternoon 🙂 I was thinking about having a dialog option also if you wanted to trigger it right away. And your thought about skipping the animations if you go into combat probably would be a solid plan to quickly get to fighting. That is good to know that the outside of cities and towns option is used also. I just didn't know if the janky map edges made everybody turn that off. My solution was to just sleep the quest the and keep it from firing for a few minutes in the story manager. It was my first test yesterday/today before I started to work on the hostile detection idea. I will keep it! Do you like how it triggers without animations now, or would so animations offer some immersion? mcm option for that? (as if I don't have enough already) - also, added a pause button to the mod that snapshots and removes all non-quest dd items and suspends the mod if you need to stop it from interfering with anything. - UPDATE: so the IsHostileToActor only works with actors. I am going to just stick to the cities and towns as friendly zones and give the option to disable bondage / nudity rules outside of them with mcm options and have the option of an automatic mode. Keeping it simple so I can get this re-work out for some testing 🙂 Thanks for the feedback Talesien! Welcome. To expand it further, aye the on/off can be irritating, but then it's a limited amount of places where it happens (Whiterun outskirts being the worst offender by far), you can somewhat mitigate it by not following the road but taking shortcuts. That stated, I would love a slider where you can set a delay for the dressing/undressing and tying/untying to happen. That way everyone can adjust to his tastes (and typical movement speed). Reminds me did you test what happens while riding? It's been a while since I used convenient horses, perhaps time to revisit it. Personally I'm not a great fan adding the animations, they can be nice, but most of the time they are not aligned right and I find that more jarring than no animation. That's just my opinion though and I know animations for about everything has a lot of fans. I once had a mod that added animations for harvesting plants, skinning animals, looting corpses, petting dogs and so on... disabled 60% or so right off the bat (it's nice the first few times, but soon it just grates on your nerves if you take 6,7,8 seconds per bandit and to loot their crap). Ultimately uninstalled it. Guess I'm more the 'pickup radius' guy.
Lazy Palm Posted March 19, 2025 Author Posted March 19, 2025 20 minutes ago, Talesien said: Welcome. To expand it further, aye the on/off can be irritating, but then it's a limited amount of places where it happens (Whiterun outskirts being the worst offender by far), you can somewhat mitigate it by not following the road but taking shortcuts. That stated, I would love a slider where you can set a delay for the dressing/undressing and tying/untying to happen. That way everyone can adjust to his tastes (and typical movement speed). Reminds me did you test what happens while riding? It's been a while since I used convenient horses, perhaps time to revisit it. Personally I'm not a great fan adding the animations, they can be nice, but most of the time they are not aligned right and I find that more jarring than no animation. That's just my opinion though and I know animations for about everything has a lot of fans. I once had a mod that added animations for harvesting plants, skinning animals, looting corpses, petting dogs and so on... disabled 60% or so right off the bat (it's nice the first few times, but soon it just grates on your nerves if you take 6,7,8 seconds per bandit and to loot their crap). Ultimately uninstalled it. Guess I'm more the 'pickup radius' guy. I have not tested it on horses. That is a good point! I will see about the slider. I have been trying to get the dom to rotate to face the sub on animations, but I can't say it works 100% of the time 🙂
Lazy Palm Posted March 19, 2025 Author Posted March 19, 2025 @Talesien - I still need to add an MCM option for playing animations, but now adjustable. 1
Talesien Posted March 19, 2025 Posted March 19, 2025 1 hour ago, Lazy Palm said: @Talesien - I still need to add an MCM option for playing animations, but now adjustable. Thanks looks good, looking forward to the new version. 1
jouda1212 Posted March 20, 2025 Posted March 20, 2025 On 3/19/2025 at 2:05 AM, Lazy Palm said: - UPDATE: so the IsHostileToActor only works with actors. I am going to just stick to the cities and towns as friendly zones and give the option to disable bondage / nudity rules outside of them with mcm options and have the option of an automatic mode. Keeping it simple so I can get this re-work out for some testing 🙂 Maybe one additional feedback, or humble feature request - based on hours on 1.10 (now I am trying last 3 days latest beta in really new install, but too early to say anything) - would be nice to have ?MCM option 'temporary unequip everything (like at the start of "safeword") and be passive - simply something like enhanced "I need some crafting work") The main problem I faced many time are quests, both vanilla (say Diplomatic Immunity), or modded (DCL quests, or worst are Skyrim Chainbeast one), when only playable workaround was dismiss Dom and continue after quest. (I tried even "Some crafting works" and lockpick chains - it sometime worked. until ChainBeast spawned some beasts and, during heat of combat more times popped up dialogue about "release for combat")
Lazy Palm Posted March 20, 2025 Author Posted March 20, 2025 1 hour ago, jouda1212 said: Maybe one additional feedback, or humble feature request - based on hours on 1.10 (now I am trying last 3 days latest beta in really new install, but too early to say anything) - would be nice to have ?MCM option 'temporary unequip everything (like at the start of "safeword") and be passive - simply something like enhanced "I need some crafting work") The main problem I faced many time are quests, both vanilla (say Diplomatic Immunity), or modded (DCL quests, or worst are Skyrim Chainbeast one), when only playable workaround was dismiss Dom and continue after quest. (I tried even "Some crafting works" and lockpick chains - it sometime worked. until ChainBeast spawned some beasts and, during heat of combat more times popped up dialogue about "release for combat") I think my new pause feature might work OK/well for this. My plan was is do a snapshot of all the bondage (non quest items), remove them, and idle all of the mod events, dialogue, and actions until you resume it. I am just ironing out the loose ends now. 1
jouda1212 Posted March 21, 2025 Posted March 21, 2025 On 3/20/2025 at 4:27 AM, Lazy Palm said: I think my new pause feature might work OK/well for this. My plan was is do a snapshot of all the bondage (non quest items), remove them, and idle all of the mod events, dialogue, and actions until you resume it. I am just ironing out the loose ends now. Thank you, this is exactly what I dreamed about. :-) 1
Sir Walter Ratleigh Posted March 25, 2025 Posted March 25, 2025 Any thoughts on runaway slaves? After being enslaved, either deliberately or by circumstance, the slave becomes separated from her owner and becomes a runaway, is there a mechanism for getting her back, such as a bounty, bounty hunters, slave hunters? Are there punishments or consequences for a runaway? Can a runaway be captured and re-enslaved by a different, new owner?
Lazy Palm Posted March 26, 2025 Author Posted March 26, 2025 17 hours ago, Sir Walter Ratleigh said: Any thoughts on runaway slaves? After being enslaved, either deliberately or by circumstance, the slave becomes separated from her owner and becomes a runaway, is there a mechanism for getting her back, such as a bounty, bounty hunters, slave hunters? Are there punishments or consequences for a runaway? Can a runaway be captured and re-enslaved by a different, new owner? I had not considered that, but could be a fun side quest. It would definitely work better with my half built newer framework (that I put a pin for a bit while I am doing this overhaul of the original code base), since this version is followers only for doms. Is there any other mods that cover similar ground? One of the things I wanted to add to the newer one was a secret sex slave organization and have a variety of quests around that thread. 1
Lazy Palm Posted March 26, 2025 Author Posted March 26, 2025 (edited) I have been attempting to get the in-development rules added to the regular rules. I ended up splitting it into two pools of rules (you can have different min/max counts for each in hybrid or dom control). I am also adding a flag for always on nudity (on by default). If anything has been dying to add something, and it fits the general mod concept, let me know. Great time to add things. I am going to start releasing some .3 preview builds here in the next few days. ALL of the code has changed under the hood, so there will be a lot of things not working, but it will be super handy if anybody can do a bit of testing and point out issues. Most of the changes should make it much easier to add to the mod in the future, but there will be some growing pains. Edited March 26, 2025 by Lazy Palm 2
jc321 Posted March 26, 2025 Posted March 26, 2025 12 hours ago, Lazy Palm said: If anything has been dying to add something, and it fits the general mod concept, let me know. Great time to add things. If possible (and it not already present in this update) a crawling on all fours rule, with the crawling animation in-built to this mod (rather than dependent on another). Watching this one with great interest and keeping fingers crossed this also facilitates integration into Min's MinAI mod at some point. 1
Talesien Posted March 26, 2025 Posted March 26, 2025 12 hours ago, Lazy Palm said: I had not considered that, but could be a fun side quest. It would definitely work better with my half built newer framework (that I put a pin for a bit while I am doing this overhaul of the original code base), since this version is followers only for doms. Is there any other mods that cover similar ground? One of the things I wanted to add to the newer one was a secret sex slave organization and have a variety of quests around that thread. Like: https://www.loverslab.com/files/file/20559-slavers-of-skyrim-slos-wip-remake-in-progress/ 1
Lazy Palm Posted March 26, 2025 Author Posted March 26, 2025 1 hour ago, Talesien said: Like: https://www.loverslab.com/files/file/20559-slavers-of-skyrim-slos-wip-remake-in-progress/ That is a bit different than what I had in mind, but seems very cool (and ambitious). I was more thinking more rich nobles inside of the city walls. You try it out yet?
Lazy Palm Posted March 26, 2025 Author Posted March 26, 2025 1 hour ago, jc321 said: If possible (and it not already present in this update) a crawling on all fours rule, with the crawling animation in-built to this mod (rather than dependent on another). Watching this one with great interest and keeping fingers crossed this also facilitates integration into Min's MinAI mod at some point. I don't think ZAP or DD have a crawling animation, right? Animation was always on my to-do list, but I am not there yet.
Talesien Posted March 26, 2025 Posted March 26, 2025 57 minutes ago, Lazy Palm said: I don't think ZAP or DD have a crawling animation, right? Animation was always on my to-do list, but I am not there yet. Devious Followers has a crawling animation, not sure from where but since Ponzi placed all his stuff in the PD when he left, it should be free to use. DD only has the pet suite animation I think. 1 hour ago, Lazy Palm said: That is a bit different than what I had in mind, but seems very cool (and ambitious). I was more thinking more rich nobles inside of the city walls. You try it out yet? I tried some very early versions. Not any recent ones though, it adds a lot of stuff, which makes it a bit of work to integrate it into a LO like mine, given it changed fast I wanted to give it some time to mature and slow down. The versions I tested did kinda work, but were still pretty bare bone.
jc321 Posted March 27, 2025 Posted March 27, 2025 (edited) 22 hours ago, Lazy Palm said: I don't think ZAP or DD have a crawling animation, right? Animation was always on my to-do list, but I am not there yet. 21 hours ago, Talesien said: Devious Followers has a crawling animation, not sure from where but since Ponzi placed all his stuff in the PD when he left, it should be free to use. DD only has the pet suite animation I think. Yes DF had it by using pet suit (I think), Sexlab survival had it .. sort of out of the box .. but it's a meaty mod, and no longer supported, so comes with a big payload to have it installed. The least intrusive mod I've seen is the Pet Ring mod (here in LL) .. I have a feeling Maria Eden also accomplished it within it's mod also so not sure where it (and SLS) was getting the animation from. Edited March 27, 2025 by jc321 1
Talesien Posted March 27, 2025 Posted March 27, 2025 56 minutes ago, jc321 said: Yes DF had it by using pet suit (I think), Sexlab survival had it .. sort of out of the box .. but it's a meaty mod, and no longer supported, so comes with a big payload to have it installed. The least intrusive mod I've seen is the Pet Ring mod (here in LL) .. I have a feeling Maria Eden also accomplished it within it's mod also so not sure where it (and SLS) was getting the animation from. DF's pet suite uses the DD animation for the pet suite. It's the ponytail that makes you crawl in cities that uses the crawl animation that comes with DF, besides the point though. Point is, the crawl animation that comes bundled with DFR should be free to use. So LazyPalm can package it with Bindings and not require another mod to be installed. I will double check with Nua though. 2
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