Lazy Palm Posted August 20, 2025 Author Posted August 20, 2025 19 hours ago, jouda1212 said: Strange, I have as an default context window in SkyrimNet 4096 - which is the same as was recommended to decrease to in KoboldCPP, where is default 8192 (idk where I found tutorial, maybe at Mantella? yep here, in KoboldCPP section https://art-from-the-machine.github.io/Mantella/pages/installation.html ) I have (with small model toppy-m-7b.Q4_K_S - first I want to have everything working, before experimenting with larger models) very good times, Kobold benchmark says 1sec for 5120 token prompt processing, and 2sec for generating 100 tokens, so there is room to experiment. What are a ideal and sufficient settings? Edit: Now I checked bind_ThinkingDom.psc and maybe I misunderstand what is possible - there is no action "remove collar", only standard ones like put on display etc events (and i have sub managed rules, so change here did not apply) KoboldCPP working with SkyrimNet beta 5 for you? I guess I need to give it a try. I liked to use the local llm when doing development so I am not always feeding openrouter money.
Lazy Palm Posted August 20, 2025 Author Posted August 20, 2025 On 8/15/2025 at 2:54 AM, CaptainJ03 said: Two remarks: - the choice, which bondage set is active, seems a bit weird. Entering any inn, it forgets which town I'm in, and tells me that I'm "moving into a free standing inn" which would only account to Nightgate Inn, and none else. So the Bannered Mare doesn't use the Whiterun set, but the set for any safe area. - the rules change event happens at odd times. Last time it caught me jumping, and left me floating in mid-air. Hide contents I am re-working the location detection stuff (but thanks for the heads up!) and I will take a peek at the rules changes firing off. I might not have enough checks around how that quest starts. 1
Lazy Palm Posted August 20, 2025 Author Posted August 20, 2025 On 8/18/2025 at 8:51 AM, dakotad said: any thoughts to adding a second sub like submissive lola i kinda like both mods but lean more to this one for me lola seems to be directed more to having a mistress such as the thoughts jason.just leaves so much to change in the jason lol. Yeah, I actually have a LOT of work done for a second sub in a revamped version of this mod that is in cold storage (that allowed the PC to be a dom/sub/switch, and other NPCs to take roles). I have just been going off in a lot of directions and have not gotten back to it yet. I am in a burn down unnecessary features effort on this mod now, where I want to do that and tighten up some of the core systems. But after that I would like to migrate some of those ideas over here. I started it with the any NPC can be a dom changes, but I moved that over and have had zero bandwidth to revisit it yet. I know that is not really helpful for an ETA, but on the radar. 1
jouda1212 Posted August 20, 2025 Posted August 20, 2025 (edited) 8 hours ago, Lazy Palm said: KoboldCPP working with SkyrimNet beta 5 for you? I guess I need to give it a try. I liked to use the local llm when doing development so I am not always feeding openrouter money. Yep, for another level of complexity it works on Linux machine (where Skyrim run under Proton) :-) I have some experiments this night, and need to leave toppy-7b alone. Now I use instead Eleusis-12B-Q4_K_S.gguf with very promising results (still fast enougth, does not have problem with actions, and is really horny ;-) ) As TTS I use xtts-api-server-mantella https://github.com/Haurrus/xtts-api-server-mantella (installation from Github) with this latents pack https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=486852&game_id=1704 without any problem, it takes less that second to talking. There (if I remember) was only one significant problem, i have to write API endpoint as PC's IP, not 127.0.0.1 to make it work. GPU memory looks like this: Spoiler +-----------------------------------------------------------------------------------------+ | NVIDIA-SMI 565.77 Driver Version: 565.77 CUDA Version: 12.7 | |-----------------------------------------+------------------------+----------------------+ | GPU Name Persistence-M | Bus-Id Disp.A | Volatile Uncorr. ECC | | Fan Temp Perf Pwr:Usage/Cap | Memory-Usage | GPU-Util Compute M. | | | | MIG M. | |=========================================+========================+======================| | 0 NVIDIA GeForce RTX 4060 Ti Off | 00000000:01:00.0 On | N/A | | 33% 47C P0 62W / 165W | 13321MiB / 16380MiB | 21% Default | | | | N/A | +-----------------------------------------+------------------------+----------------------+ +-----------------------------------------------------------------------------------------+ | Processes: | | GPU GI CI PID Type Process name GPU Memory | | ID ID Usage | |=========================================================================================| | 0 N/A N/A 2063 G /usr/libexec/Xorg 423MiB | | 0 N/A N/A 15115 G ...local/share/Steam/ubuntu12_32/steam 2MiB | | 0 N/A N/A 15321 G ./steamwebhelper 31MiB | | 0 N/A N/A 15343 C+G ...re/Steam/ubuntu12_64/steamwebhelper 6MiB | | 0 N/A N/A 16117 C+G ...tion\modorganizer2\ModOrganizer.exe 63MiB | | 0 N/A N/A 19866 G vmware-remotemks 2MiB | | 0 N/A N/A 22131 C ./koboldcpp-launcher 8160MiB | | 0 N/A N/A 24736 C+G ...kyrim Special Edition\\SkyrimSE.exe 2523MiB | | 0 N/A N/A 29399 C python 1972MiB | +-----------------------------------------------------------------------------------------+ So pretty usable, but i have to win a lottery (or rob some bank) and buy secondary GPU/TPU soon ;-) Edit: ad Quote Mantella looked to just be adding integrations support and I planned to follow how that progresses. That said, I can't even find the 3rd party integrations page I had been looking at on their site anymore Yep, I don't find anything useful either (outside adding NPC history), but one feature od Mantella alone is very nice, and I think will be nice to be implemented in SkyrimNet too - multimodal inference (Mantella simply send printscreen to LLM along prompt, so it can really nice react to surrounding) - witk KoboldCPP it works very nice, if you don't forget to load corresponding image model Edited August 20, 2025 by jouda1212
ashleytaylor Posted August 21, 2025 Posted August 21, 2025 On 8/19/2025 at 10:08 PM, Talesien said: Small local models tend not to work well with SkyrimNet. They are not great with dialogues and absolutely atrocious with action usage, which is likely why removing the collar didn't work. All in all, SkyrimNet prompts are too complex for most local models to handle. That said, currently Qwen 3 235B instruct via openrouter is probably the best, affordable, model out there. If it has to be a local model try Qwen3 7b perhaps, not sure anyone has ever tested it, but since the bigger qwen 3 models are extremely good you might get lucky. I'm kinda surprised you got it to work at all.. Lazy tried and had to fiddle quite a bit by default the context windows of the local models are to small for SkyrimNet. Thanks for sharing the information. QWEN3 30B A3B 2507 Instruct Q8 is also impressive as a local model, but I still prefer bigger models on OpenRouter. I'll give Qwen3 235B a try. 1
aijimovaok Posted August 25, 2025 Posted August 25, 2025 For the MME quest would it be possible for a config to change the percentage of milk you can keep/they take from you and maybe even change that value up or down based on other variables like good behavior, points, punishments, and whatever other things of importance so you can try earn more of your product. And even have a rule or 2 based on you giving then a certain amount of product a day, you are not forced into the milk slave and it only being forced on you once you get this rule (meaning the forced milkmaid quest becomes semi optional based off of circumstance which sounds nice over it is on constantly or never on like it is currently), or a rule like my config suggestion but in game so you only have to give up some or all or your milk once you get the rule. Plus one more quality of life change add more hints to what config options do since there are somethings in there that i have no clue what they mean.
postal192 Posted August 25, 2025 Posted August 25, 2025 (edited) Testing version 0.324 of your mod. I really like where this is going, the choices for different locations or events. And I am looking forward to all the new gimmicks your are going to include. Unfortunately,I have to tell you that currently, I can only test your mod under "test conditions" which means: the mod itself doesn't seem to work out of the box. In general, rule changes do not happen at all. I have to trigger single events manually by fully controlling the rules by myself. Hybrid or Dom-Controlled will not do anything, not even at 100% probability. This is certainly not how it is supposed to be and it did not happen before. My guess is that it could be due to outdated code from previous versions of your mod because save-cleaning with resaver does e.g. not clean the MCM entry on the first attempt and it still persists, though without any content that is until you safe for another time and then reload again. Also, all the favorites from the last version are still present. And after the update, all rules still remain active which forces me to manually disable them one by one to achieve status zero. I suspect this is also where the problems start when the dom is actually required to apply or change rules: the mod stays stuck in sub-controlled. If the same thing is also necessary with the selections of favorites from the last version, installing clean and non-conflicting versions of the mod will become quite the challenge - but this would be a necessity as your mod is fortunately showing a lot of development. My question would be how exactly you implement settings like rules, favorites and the likes in the saves and in the settings? Because I found something in MO2's overwrite folder for StorageUtil where apparently favorite devices where stored. Deleting this file did not remove the old faves from the game though. And also other places like your mod's install folder or UIExtensions did not prove anything useful. I checked the box for detailed logs to send you the file and make debugging easier for you. However I cannot find where the .txt (I suppose?) is saved. Edited August 25, 2025 by postal192
CaptainJ03 Posted August 25, 2025 Posted August 25, 2025 4 hours ago, aijimovaok said: Plus one more quality of life change add more hints to what config options do since there are somethings in there that i have no clue what they mean. Yes, some wordy explanations what the settings actually mean would be nice, but you know how documentation is done: postpone until you've forgotten yourself what this or that does 😎 2 hours ago, postal192 said: Testing version 0.324 of your mod. (...) Unfortunately,I have to tell you that currently, I can only test your mod under "test conditions" which means: the mod itself doesn't seem to work out of the box. Can't confirm, it just works, and I've been constantly updating since v0.1.7 Only thing that bugs me, is that some sliders could really use a zero instead of 1 as lowest setting.
postal192 Posted August 25, 2025 Posted August 25, 2025 3 hours ago, CaptainJ03 said: Yes, some wordy explanations what the settings actually mean would be nice, but you know how documentation is done: postpone until you've forgotten yourself what this or that does 😎 Can't confirm, it just works, and I've been constantly updating since v0.1.7 Only thing that bugs me, is that some sliders could really use a zero instead of 1 as lowest setting. Did you by chance always use the same NPC or did you always switch? I was thinking it might be that my NPC of choice got bugged through the process of testing.
Lazy Palm Posted August 26, 2025 Author Posted August 26, 2025 (edited) 0.4 - update summary OK, going to get the bad news out of the way first. I am killing the bondage rules system - at least how it stands currently. I am going to add it back with a different mechanism, but I will get back to that later. I have gone all in on the bondage outfit system that I started with latest build, and here some important notes: * This can all be managed via the MCM now * You can create as many outfits as you would like, but there is probably some realistic upper limit from speed and upkeep on how they are setup. * They can contain fixed DD lists - where you select the items (keyword search as been added to make it easier to find stuff) - learning button is provided so you can equip with another mod if you like (like additemenu) and then learn * Or random DD lists - this will provide you with sliders to set the chance of an item being used, the system will theme all of the items based on a material / color to keep the random set from looking like a clown and set an expiration date and the random items will persist until this expires. * the outfits can block specific item slots, if you want to prevent anything from equipping but shoes, just click the boxes * the outfits can store armor and clothing (it will equip and un-equip to and from your bag and alert you if the item can no longer be found) - learning button provided for this * outfits can be used across all saves, but the system provides a save game specific use this outfit checkbox so you can limit outfits * outfits don't require nudity, if you want to mix clothing and bondage, it should be easy to do * outfits have location uses and event uses. this should allow you to really fine tune the equipment and clothing level used in events (if you want to want to stay dressed when tied down for camping but get a blindfold, this could be done) * as you move in and out of areas, the system will determine if the worn outfit is valid, if not, it will try to equip a new outfit. if no valid outfits are found, it will not try to equip anything. * valid sets are determined by a smaller to larger pattern (if you in a inn and it finds a set for inns, it will not try to detect town, city, all area sets) In the near future: * I will provide an option to limit the materials and colors for random sets (so if you only want leather that is black or red, it can be done) * I am going to present changes to random gear in outfits as bondage rule changes (so you still get the flavor of managed rules) * sub percentages under random body slot (harness, corset, belts) - this is the problem child overlap area - also sub percentages for arms / legs (cuffs/binders - cuffs/shackles) * ability to fine tune the equip order in fixed dd sets Other changes: * Moved behavior rules settings back at the MCM (I am actually trying to consolidate all of the settings to the MCM and out of the wheel) * Added new random usage options (whipping, camping) * Put on display will spawn random furniture if none is found (with an option to keep it after the event ends) * A lot of skyrimnet dialogue and event changes (I am slowly adding this to every part of the mod, and it is 100% optional, if skyrimnet is not enabled, it will use all of the mods internal dialogue) Here are a couple of outfit usage scenarios to give you an idea of how it might work: Option A (feels like the current game) - create and/or enable a outfit that works in safe areas and outfit that work in dangerous areas, set these both to random and set percentages on dd items that make sense for the area (maybe all of the item types in the safe area and just a collar, body, plugs in dangerous areas) Option B (always the slave) - if you feel like just being a bound supporting character following along with your followers, just define a single outfit that is has the All Areas flag set. Combine this with the adventure event (just added - has some time of day and no infractions conditions to start) and define an outfit for adventuring and you get my favorite way to play. Option C (only in events) - if you don't have any location sets enabled, you only will get bondage outfits during events. Option D (variety in known areas) - define sets for everywhere you visit (maybe specific cities or building types, inns, player home, etc.) maybe mix this with no outfits in safe/unsafe/all areas to get very location themed outfits. If you want to test drive it, use the green code button and download the zip on the Binding Git https://github.com/LazyPalm/BindingModSkyrim I have absolutely no idea how this will behave under existing saves and I would probably only test it on a new save... if it were me, but you do you 😀 If you define any outfits BE SURE to go to Binding\SKSE\Plugins\StorageUtilData (and overwrite\skse\plugins\StorageUtilData if using MO2) and copy any file that starts with bind_bondage_outfit*.* to a safe folder outside of the mod folder. My intention is to keep the json structure as-is, so you should just be able to copy them back as you install new versions of the mod. I am adding features and making code changes fast, so things might break. My plan is to go over every line of code and make sure every feature works and continue to reduce complexity Edited August 26, 2025 by Lazy Palm 1
Lazy Palm Posted August 26, 2025 Author Posted August 26, 2025 On 8/25/2025 at 6:36 AM, postal192 said: Unfortunately,I have to tell you that currently, I can only test your mod under "test conditions" which means: the mod itself doesn't seem to work out of the box. In general, rule changes do not happen at all. I have to trigger single events manually by fully controlling the rules by myself. Hybrid or Dom-Controlled will not do anything, not even at 100% probability. This is certainly not how it is supposed to be and it did not happen before. I just had rule changes popping off hourly when set to 100% in my testing, but I will double check and make sure it works in both hybrid and dom mode. 1
Lazy Palm Posted August 26, 2025 Author Posted August 26, 2025 On 8/25/2025 at 6:36 AM, postal192 said: If the same thing is also necessary with the selections of favorites from the last version, installing clean and non-conflicting versions of the mod will become quite the challenge - but this would be a necessity as your mod is fortunately showing a lot of development. My question would be how exactly you implement settings like rules, favorites and the likes in the saves and in the settings? Because I found something in MO2's overwrite folder for StorageUtil where apparently favorite devices where stored. Deleting this file did not remove the old faves from the game though. And also other places like your mod's install folder or UIExtensions did not prove anything useful. I checked the box for detailed logs to send you the file and make debugging easier for you. However I cannot find where the .txt (I suppose?) is saved. Yea, the MO2 overwrite folder is tricky. If you update a JSON file that ships with the mod, it will update the mod folder. I you create a new JSON file, it will drop it in the overwrite folder. If you edit it, it will leave it there. If you copy it to the mod folder it will update it there. I will try to group all of my json files under a sub folder. So, Binding\SKSE\Plugins\StorageUtilData will be Binding\SKSE\Plugins\StorageUtilData\Binding and overwrite\skse\plugins\StorageUtilData will be overwrite\skse\plugins\StorageUtilData\Binding
Lazy Palm Posted August 26, 2025 Author Posted August 26, 2025 On 8/25/2025 at 8:49 AM, CaptainJ03 said: Yes, some wordy explanations what the settings actually mean would be nice, but you know how documentation is done: postpone until you've forgotten yourself what this or that does 😎 Can't confirm, it just works, and I've been constantly updating since v0.1.7 Only thing that bugs me, is that some sliders could really use a zero instead of 1 as lowest setting. I will look at the sliders! 1
Talesien Posted August 26, 2025 Posted August 26, 2025 On 8/25/2025 at 2:49 PM, CaptainJ03 said: Yes, some wordy explanations what the settings actually mean would be nice, but you know how documentation is done: postpone until you've forgotten yourself what this or that does 😎 Well, a volunteer to work on those wordy MCM explanations is welcome. A git for easy project coordination exists. I take it you feel up to the task?
postal192 Posted August 28, 2025 Posted August 28, 2025 On 8/26/2025 at 2:28 PM, Lazy Palm said: I just had rule changes popping off hourly when set to 100% in my testing, but I will double check and make sure it works in both hybrid and dom mode. If it helps i can check for logs. You just have to tell me what you need as I seem to be the only one with this problem
Lazy Palm Posted August 29, 2025 Author Posted August 29, 2025 On 8/28/2025 at 2:58 AM, postal192 said: If it helps i can check for logs. You just have to tell me what you need as I seem to be the only one with this problem That is a good idea. Let me verify there is enough getting written there to make heads or tails of what is happening. Also, are any the other events going off randomly if you set them for random use?
postal192 Posted September 3, 2025 Posted September 3, 2025 (edited) Hey, sorry for the late feedback. I did not have time to play, so I couldn't further test the current version of your mod earlier. Anyway, first things first: it works now. I removed the old version. Before I reset all rules and favorites by hand as my guess is that this might have been part of the problem. I then installed the new version, did some basic settings and from there on, nothing happened. The events did not trigger. I then remembered from other mods that it sometimes helps to save and reload the game after a mod is set up. And this helped and the scripts started firing. So just as a measure of safety - maybe you want to put that into your installation guide. I wanted to attach the Papyrus Log to this post but it became rather large (about 200MB and over 2.6 mil lines of text) as I ticked all options in BethINI. I will create another log with less detail, hoping that I can reproduce the halted scripts. One thing I noticed, also in the version before: bras are treated like harnesses and - they have the weird behavior of not getting properly equipped or unequipped and either stay in inventory and the world model disappears or vice versa, the world model stays but the item is not in inventory anymore. I don't know if this an issue with DD NG or with the keywords of your mod. But it is rather annoying. I will check DD discord later to see if they know something about that. EDIT: Papyrus.0.log is the game running WITHOUT reloading the savegame from the main menu again after the mod is set-up. Papyrus.1.log is the game BEFORE and AFTER setting up the mod and reloading the save over the main menu. Rule setting are Dom and 100% per hour. Papyrus.0.log Papyrus.1.log Edited September 3, 2025 by postal192
Lazy Palm Posted September 3, 2025 Author Posted September 3, 2025 On 8/15/2025 at 2:48 AM, rjn said: 3) I still see a few mysterious unauthorized milking punishments which I would prefer not to have. These typically happen either a while after sex or during some plug event that causes milk leaks. It would be great if all milk leaks no matter the cause could be immune from punishment since none are under the players control. The milk leak thing is an issue I have not had much luck squashing. It think I am just going to change it where the dom pulls the milk out of your inventory automatically if you milk outside of the quest and not worry about the punishment part.
lovalter Posted September 3, 2025 Posted September 3, 2025 Can I get an explanation for the Adventuring rules?
rjn Posted September 4, 2025 Posted September 4, 2025 15 hours ago, Lazy Palm said: The milk leak thing is an issue I have not had much luck squashing. It think I am just going to change it where the dom pulls the milk out of your inventory automatically if you milk outside of the quest and not worry about the punishment part. I would be fine with that change. The incorporation of MME is a neat idea potentially enhancing both mods. The dom should take and sell the milk or perhaps having the sub sell her milk to city residents. The change in the recent version to have the dom decide when to set up camp is a great addition. For a small change it really enhances the feel of the relationship. I like it!
Lazy Palm Posted September 4, 2025 Author Posted September 4, 2025 (edited) 15 hours ago, lovalter said: Can I get an explanation for the Adventuring rules? I forgot to add mcm help to those. Will add that next. Also, I need to create a default bondage outfit for adventuring, I think it will use the all events one if you have not created one. This was all first draft, but: - Time of Day - follower will not allow adventuring between 8PM - 4AM (says get sleep) - No infractions - can't have punishments due - There slider for point cost to start the adventure quest (0 to 5) - Gold goal - slider to determine how much gold you have to earn while adventuring - Important kills - need to take out a dragon, dadera or 25 undead (will add a slider for this) Also, probably not for everybody but if you have the dwarven devious armor/cuirass installed, it adds an option to lock the player into a set for adventuring. https://www.nexusmods.com/skyrimspecialedition/mods/109121 Once you start the quest, it runs until you end it (current functionality) with the action key. You can look up stats under there also. I was thinking about some other goals and probably the option to automatically have it end when you return to a safe area. I wanted to create an optional and little more formal way to start an adventure. So the player could not just come and go as they wish. Edited September 4, 2025 by Lazy Palm
lovalter Posted September 5, 2025 Posted September 5, 2025 Wow, the new camp event is absolutely amazing
rjn Posted September 6, 2025 Posted September 6, 2025 I am trying to figure out the best way to deal with clothing in the mod. What do you have planned for this? When using the dressing room quest "add item" will allow selection of only DD items, so the defined outfit has no clothing. Of course I could manually edit the json files to include clothing pieces, but while bondage items should be defined here clothing items are more optional and changeable. When outfits are auto-changed it seems to start with a stripping of all items, so any worn clothing is removed too. When I use the "Dress" option in the wheel menu I get some items of clothing that were previously equipped but not others which maybe had a conflict with DD slots? Should clothing outfits be separate from bandage outfits but lower priority? I am looking for a good way to handle it, but so far my PC character usually ends up naked in DD gear most of the time even without a nudity rule in effect.
Talesien Posted September 6, 2025 Posted September 6, 2025 10 hours ago, rjn said: I am trying to figure out the best way to deal with clothing in the mod. What do you have planned for this? When using the dressing room quest "add item" will allow selection of only DD items, so the defined outfit has no clothing. Of course I could manually edit the json files to include clothing pieces, but while bondage items should be defined here clothing items are more optional and changeable. When outfits are auto-changed it seems to start with a stripping of all items, so any worn clothing is removed too. When I use the "Dress" option in the wheel menu I get some items of clothing that were previously equipped but not others which maybe had a conflict with DD slots? Should clothing outfits be separate from bandage outfits but lower priority? I am looking for a good way to handle it, but so far my PC character usually ends up naked in DD gear most of the time even without a nudity rule in effect. Personally I use Binding-Gear for armor/jewelry/clothing. I define my armor sets there, it will equip only those bits that are not blocked by current DD's. Of course if the bondage set changes it won't update automatically, but I habitually hit f1-f4 (which are the hotkeys I defined from the most common used sets) all the time anyway, so it's not a major issue for me. I like Gear a lot, tried a lot of armor/clothing managers over the years. They are always trying to do to much and fail and worse, habitually clash with DD removing them all the time. Gear is the only one so far that is DD aware and sleek. 1
Lazy Palm Posted September 7, 2025 Author Posted September 7, 2025 On 9/5/2025 at 1:09 PM, lovalter said: Wow, the new camp event is absolutely amazing Glad you like it!!
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