Lazy Palm Posted September 24, 2025 Author Posted September 24, 2025 13 hours ago, CaptainJ03 said: I second that. The constant changing of armour, outfits and bondage items is annoying, especially since it always unequips ring, amulet, and circlet. As a sneaky character I don't mind much being nekkid in a dungeon, because typically the enemies are dead before they know I was there. But w/o enchanted amulets, the lethal shot gets down to a flea bite, and it happens even when you've already cocked an arrow. Something else: This mod seems to have difficulties to recognise bondage furniture that was placed with previous versions. When I put something new in my living room, I can ask Mistress to lock me in, but not with the stuff I've added some time ago. It should be leaving jewelry in place. I totally missed something on the strip routine if not. I will look at that right away. If you leave "Remove Existing Gear On Outfit Equip" unchecked and don't set up any slot blocks, the outfit should leave stuff alone. If you are dealing with a dangerous area / adventuring type outfit. I am going to look into the furniture keyword problem more. Seems to be a theme! Thanks for the updates!
marcus5839001 Posted September 25, 2025 Posted September 25, 2025 16 hours ago, Lazy Palm said: Save MCM settings is broken? Or one of the save functions in the bondage outfits? Not only bondage outfit options are not saved correctly, but also some misc options like fast rule check, preferences and mod integration option, which is an old issue from previous version if I remember correctly.
lovalter Posted October 4, 2025 Posted October 4, 2025 What are Bound Masturbation and Public Humiliation events?
Lazy Palm Posted October 5, 2025 Author Posted October 5, 2025 (edited) On 9/25/2025 at 10:26 AM, marcus5839001 said: Not only bondage outfit options are not saved correctly, but also some misc options like fast rule check, preferences and mod integration option, which is an old issue from previous version if I remember correctly. I re-worked a bit of the mcm stuff in the latest versions. You might want to give 0.4.21 (or newer by the time you read this) a shot on a new save. Edited October 5, 2025 by Lazy Palm
Lazy Palm Posted October 5, 2025 Author Posted October 5, 2025 On 10/3/2025 at 8:38 PM, lovalter said: What are Bound Masturbation and Public Humiliation events? Bound Masturbation is just a quest that wraps action menu or dom forced masturbation, so it can potential apply a different bondage outfit and send a DHLP event (to keep other mods from interrupting it). Public Humiliation can be started in whiterun by the fountain (as a punishment option). I started this one, but have not circled around to make it more complete. The idea is being forced to wander around the city square (it will warn you when you have moved away too far), wearing something humiliating (I think the outfit was a yoke and a plug with a sign), and have NPCs comment about it. It should work, but it is thin on mechanics still.
lovalter Posted October 5, 2025 Posted October 5, 2025 2 hours ago, Lazy Palm said: Bound Masturbation is just a quest that wraps action menu or dom forced masturbation, so it can potential apply a different bondage outfit and send a DHLP event (to keep other mods from interrupting it). Public Humiliation can be started in whiterun by the fountain (as a punishment option). I started this one, but have not circled around to make it more complete. The idea is being forced to wander around the city square (it will warn you when you have moved away too far), wearing something humiliating (I think the outfit was a yoke and a plug with a sign), and have NPCs comment about it. It should work, but it is thin on mechanics still. Ohh sounds good! When does dom forced masturbation trigger?
Lazy Palm Posted October 8, 2025 Author Posted October 8, 2025 On 10/5/2025 at 11:56 AM, lovalter said: Ohh sounds good! When does dom forced masturbation trigger? Using the action key to start masturbation. Need to get turned down for sex to get permission. Also can be ordered to after inspection.
Anunya Posted October 18, 2025 Posted October 18, 2025 So uhm... github noob question... It looks like the most recent version is 0.4.23 - but there's a note that says "testing, use 0.4.22". What do I click to get to version 0.4.22? Normally I just click the little arrow on the green code button and select "download as zip", but that'll get me 0.4.23, right?
Talesien Posted October 18, 2025 Posted October 18, 2025 (edited) 11 hours ago, Anunya said: So uhm... github noob question... It looks like the most recent version is 0.4.23 - but there's a note that says "testing, use 0.4.22". What do I click to get to version 0.4.22? Normally I just click the little arrow on the green code button and select "download as zip", but that'll get me 0.4.23, right? Github does have the option to create different releases, but LP didn't do so there is no straightforward way to get 0.4.22. The best way is to click on say the script folder, then click the history button (upper right), then navigate to 0.4.22 in the timeline and use the '<>' symbol on the right side to browse the repository at that point. Then you can DL with the usual green button exactly that version. Edit: I created a release for 0.4.22 on the GitHub. Either click on the tag symbol in the releases section or simply go here: https://github.com/LazyPalm/BindingModSkyrim/releases/tag/v0.4.22 All that said, you could probably try 0.4.23 if you are starting a new game, do not however use it on an existing save. Edited October 18, 2025 by Talesien 2
Lazy Palm Posted October 19, 2025 Author Posted October 19, 2025 (edited) 13 minutes ago, lovalter said: joever Yeah, sorry about that! I added an skse DLL to the project also in the latest version to try and start speeding up some slower papyrus functions which would a need a new game also. Figured I probably should lighten load orders while I was at it. Edited October 19, 2025 by Lazy Palm
Talesien Posted October 19, 2025 Posted October 19, 2025 3 hours ago, lovalter said: joever I take full responsibility for getting the idea in LazyPalms head and I think it's the right move. As mentioned, starting with version 0.4.23 an skse plugin is included which will require a new game anyway. (You could get it to load on a save that never had Binding I suppose. Or you could hardcore uninstall Binding, clean the save then install the new version. That works for the esl version as well. I just would not recommend doing so on a save you care about. The damage this can cause might not become obvious until a much later time.)
Vladel Posted October 21, 2025 Posted October 21, 2025 What's the timeline for getting bondage back in the mod and will that require a new game?
Talesien Posted October 21, 2025 Posted October 21, 2025 1 hour ago, Vladel said: What's the timeline for getting bondage back in the mod and will that require a new game? What version are you using? I for my part can't remember a version that did not have plenty bondage in it. If you don't see any, you either got your MCM/Wheel menu set up to not allow it. Or, no insult intended, just because I'm genuinely puzzled, maybe you are in the wrong support thread?
jouda1212 Posted October 22, 2025 Posted October 22, 2025 On 10/19/2025 at 11:16 PM, Talesien said: I take full responsibility for getting the idea in LazyPalms head and I think it's the right move. As mentioned, starting with version 0.4.23 After mentioning that with every incompatible change like this God kills kitty somewhere and make one three politicians looks stupid ;-) i would have to ask, if you/Lazy/someone in charge plans to move part of functionality to DLL also in sister project Binding-gear. (Which is the best equip/armor manager I know, just during battles changing equip is really slooooow)
Talesien Posted October 22, 2025 Posted October 22, 2025 (edited) 1 hour ago, jouda1212 said: After mentioning that with every incompatible change like this God kills kitty somewhere and make one three politicians looks stupid 😉 i would have to ask, if you/Lazy/someone in charge plans to move part of functionality to DLL also in sister project Binding-gear. (Which is the best equip/armor manager I know, just during battles changing equip is really slooooow) Already happened for Gear, though it's still very much under development for bug squishing and optimization, so it's not that much faster yet, but it's faster and likely getting more so in the future: https://github.com/LazyPalm/BindingGearMod Actually, part of it is not that LazyPalm couldn't make it faster, but that it tends to cause problems if several pieces of equipment get equipped to fast one after the other (IIRC enchantments played a role too, but don't quote me on that). The pure papyrus version you are using actually had to be deliberately slowed down for that very reason. Using SKSE it will hopefully be possible to circumvent that problem in the future. I agree though it's the best equipment manager I found so far, simple, effective, with no unnecessary bells and whistle that never work right anyway. Edited October 22, 2025 by Talesien 2
Talesien Posted October 22, 2025 Posted October 22, 2025 12 hours ago, jouda1212 said: God kills kitty somewhere and make one three politicians looks stupid 😉 Forgot to add, I'm allergic to cats and politicians manage that just fine even without gods help, so I'm ok with those caveats. 1
Vladel Posted October 22, 2025 Posted October 22, 2025 18 hours ago, Talesien said: What version are you using? I for my part can't remember a version that did not have plenty bondage in it. If you don't see any, you either got your MCM/Wheel menu set up to not allow it. Or, no insult intended, just because I'm genuinely puzzled, maybe you are in the wrong support thread? Ok i was fooled by the post on 26th August that said the bondage rules had gone but didn't realise the section had changed now. I'm just starting new games so i might run 3.22 on one setup and the newest one on another.
lovalter Posted October 22, 2025 Posted October 22, 2025 (edited) I managed to get it working on my cleaned save, just one odd thing: it seems I have 0 outfits, not even the default ones are there. I tried restoring from backup but it did nothing. Can I manually put my old ones in the folder? EDIT: it seems like the outfit file structure changed? Instead of each oufits having a separate file in binding/games/xxx/outfits/ they go in binding/games/outfits_xxx ? So probably not possible to reimport old ones Edited October 22, 2025 by lovalter
Lazy Palm Posted October 23, 2025 Author Posted October 23, 2025 15 hours ago, lovalter said: I managed to get it working on my cleaned save, just one odd thing: it seems I have 0 outfits, not even the default ones are there. I tried restoring from backup but it did nothing. Can I manually put my old ones in the folder? EDIT: it seems like the outfit file structure changed? Instead of each oufits having a separate file in binding/games/xxx/outfits/ they go in binding/games/outfits_xxx ? So probably not possible to reimport old ones Yeah, really sorry that keeps changing. I had issues with vortex creating sub folders during testing. I would like to say the single file that it currently uses is final, but I might use a sqlite db as I move stuff into the skse dll. That all said, it should give you a default set of outfits when you start a new game. Is this on 0.4.22 or .23?
lovalter Posted October 23, 2025 Posted October 23, 2025 3 hours ago, Lazy Palm said: Yeah, really sorry that keeps changing. I had issues with vortex creating sub folders during testing. I would like to say the single file that it currently uses is final, but I might use a sqlite db as I move stuff into the skse dll. That all said, it should give you a default set of outfits when you start a new game. Is this on 0.4.22 or .23? .23 no big deal, I'll just make them
Anunya Posted October 24, 2025 Posted October 24, 2025 Hey Lazy Palm - I'm close enough with my new mod list that I've started messing around with the settings in Bindings (and Binding Gear), and I'm really impressed with the level of detail and quality of implementation since I last poked at it a while ago. Great work One note and one request from my initial testing of 4.2.3: Note: The Binding MCM tells me that Display Model is not present, though I have it installed (gamma version) and can deploy (and use) the devices with AddItemMenu. Request: in a future iteration, is it possible to let the player select the "Activation" key freely instead of choosing from the limited set of L/ R Alt, L/ R Shift, and R Ctrl? It's particularly useful when trying to cram a custom control scheme on to a controller.
Talesien Posted October 24, 2025 Posted October 24, 2025 (edited) 10 hours ago, Anunya said: One note and one request from my initial testing of 4.2.3: Note: The Binding MCM tells me that Display Model is not present, though I have it installed (gamma version) and can deploy (and use) the devices with AddItemMenu. That's odd, works perfectly fine for me (gamma1). It finds it, allows me to activate it and once that's done I can use the wheel menu to add DSE items to the world. Edited October 24, 2025 by Talesien
Anunya Posted October 24, 2025 Posted October 24, 2025 32 minutes ago, Talesien said: That's odd, works perfectly fine for me (gamma1). It finds it, allows me to activate it and once that's done I can use the wheel menu to add DSE items to the world. Well it wouldn't be the first time a large mod list had some subtle conflicts somewhere that break something, I suppose If I figure out what it is, I'll post it here. I'm on 1.6.1170. What version are you on?
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