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Posted
41 minutes ago, loonetrooper said:

Mod MCM does not show up. Got all the requirements and no conflicts or error. :( 

MCM not showing is a very common and also very generic error, that usually has little to nothing to do with the mod in question.
To be sure, you did start a new game?

If the answer is no, start a new game and see if that helps.

If the answer is yes ... I really need to make a template or blog post for this, considering how often I have to type this. ^^

1. open console, type “ski_configmanagerinstance 1” (without “)
2. SkyUI can load a max of 125 mods (mods that have MCMs). If you exceed that, some mods will be missing their MCM. If that's your case... working as intended. Get MenuMaid II to work around it (in fact I recomend you get MenuMaid II, period).
3. Move Bindings esl up or down your LO (keep in mind it's an esl, so a light master it will always come before any esp)
4. on a running game, travel around (fast travel) a bit, save and reload the game
5. If you are not already, use an Alternate Start mod. Vanilla game start is well known for new game MCM issues. Alt start mods are in part designed to allow for big mod load orders.

6. Start New Game Twice Trick: Start a new game - Wait 30 secs - Exit to the main menu - Start a new game again.
    Works in some situations because Skyrim experiences less load, loading in part, from cached memory.
7. PostLoadUpdateTime: Open Skyrim.ini (My Documents/My Games/Skyrim but can vary, depending on your mod manager, MO2 likes to hide it, If using MO2, your Skyrim.ini location might be Users%user%\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\Default). Look for the [Papyrus] section and edit as follows, or add the section and/or line if not already there:

[Papyrus]

fPostLoadUpdateTimeMS=2000.0

This will allow for faster load times. Good if you have a large number of mods.
8. Temporarily Stop OverClocking FPS: MCM startup is unreliable using a higher frame rate than the default (60 FPS). Simply limit your FPS to 60 during new game startup, then switch it back after.

All of the above CAN help, none is guaranteed to help, sadly enough. As mentioned it's a known SkyUI quirk/bug, that can show up any time you install a new mod with an MCM on an existing save or when starting a new game. Some mods seem more prone to suffering from it, not 100% sure why, but I suspect complexity of the MCM (and Binding has a pretty extensive one).

 

Posted
32 minutes ago, Caligula Big said:

Could you possibly make a small patch for 0.3.22 so we can uninstall it? I really want to use the new one on my existing save.

Very unlikely to work, sorry. Even if you uninstall 3.22 and clean the save so you can use the esl, it will not recognize the dll that ships with 4.26. It might be possible to clean your save so it does acknowledge the presence of the dll (it works with saves that never had any version of Binding after all), but I've had no success with that. 

Posted

This is a seemingly complex mod. 

Is there a walk through for an experienced player (nearly every other mod and a massive mod list), perhaps an ini file for good starter settings in this massive MCM and a simple sequence of in game actions to explore the mod?

BTW, ran into this in my crash log;  
 

  • Trigger: A Papyrus script (likely from SexLab or Devious Devices) calling a native function (e.g., actor LOS or crowd calc) on the Riften Guard during combat/interaction. The guard's ref is heavily overridden (by Occlusion.esp, JK's Riften Outskirts, Lux Orbis, etc.), leading to a null/corrupted pointer in Binding.dll when attaching animations or devices.
  • Specific Culprit: Binding.dll —the offset suggests a failed binding check (e.g., slot validation for devices/animations). PapyrusTweaks' bSpeedUpNativeCalls=true speeds up calls but can race-condition invalid refs, causing the crash.
Posted

Hi first i have to say the Mod is great. 

I also have a question. Is there an option to change the amout of damage you need to rescieve  until the Pre submission quest starts? I did not found anything . The quest starts at round about 50-60% of health lost. But for mee thats not enough. 

Sorry if already someone asked this question, i could not find it.

 

Posted
2 hours ago, sleepinggalaxy said:

Hi first i have to say the Mod is great. 

I also have a question. Is there an option to change the amout of damage you need to rescieve  until the Pre submission quest starts? I did not found anything . The quest starts at round about 50-60% of health lost. But for mee thats not enough. 

Sorry if already someone asked this question, i could not find it.

 

No there is no option to adjust it, see here for the reasoning: https://www.loverslab.com/topic/234527-binding/page/69/#findComment-7168493

Binding should get a SimpleSlavery outcome soonTM, hopefully that will help to somewhat remedy the problem.

Posted
On 11/8/2025 at 12:21 AM, Talesien said:

I can't decided if you are being sarcastic or if I missed something in Devious Lore ...

Blindfolds are a training by Mistress Ellarie, you get 20% more duration/ damage from your spells with each training session (maxed out at 100%)

 

The wearing of full bodysuits including boots, gloves and hoods is a training by Llathesi R'uer. When maxed out, it makes you immune to magic frost, fire, and shock damage, also makes you immune to poison and disease.

(with the exception of glass-oil gear, that isn't recognised properly, but I'm too lazy to find out why)

 

Additionally, wearing "restrictive" items (from Vigilant Laekette) can be trained to dodge 25% damage, and increase the damage you deal.

 

Wearing collar, arm and leg cuffs when crafting makes them 50% stronger than without. (trained by Thelia, the stable girl)

 

With these trainings, from level 20 upwards I rarely care if I'm wearing armour as long as there's enough bondage.

 

Posted
36 minutes ago, Moneido said:

If I have Binding 0.3.22 and was never "Used" in one of my save files, can I still update? Or at least uninstall safety? 

Depends. Do you care for that game? If yes, than the answer would be no. If no, why not start a new one? At any rate you can try to remove Binding, clean the save (do NOT skip this step), install 4.26 and see if it works (including equipping/unequipping bondage sets etc.). Most likely it will not work (the dll won't be utilized), but you can try. Just be aware even if it works, you may have caused damage to your save, that is not necessarily immediately obvious. If you never used Binding (including not using the dressing room quest, etc.) chances are it will not cause serious problems, later on, if you uninstall 3.22, but the risk is there. Getting 4.26 to work on that save is a whole other beast though, I had no luck (with earlier 4.x versions from Github) on saves that had seen 3.x versions, might be a general thing, might be my LO. LazyPalm noticed the same, though, so ...

TLDR: Stick with 3.22 until you are ready to start a new game.

Posted
19 hours ago, blackoperations said:

This is a seemingly complex mod. 

Is there a walk through for an experienced player (nearly every other mod and a massive mod list), perhaps an ini file for good starter settings in this massive MCM and a simple sequence of in game actions to explore the mod?

BTW, ran into this in my crash log;  
 

  • Trigger: A Papyrus script (likely from SexLab or Devious Devices) calling a native function (e.g., actor LOS or crowd calc) on the Riften Guard during combat/interaction. The guard's ref is heavily overridden (by Occlusion.esp, JK's Riften Outskirts, Lux Orbis, etc.), leading to a null/corrupted pointer in Binding.dll when attaching animations or devices.
  • Specific Culprit: Binding.dll —the offset suggests a failed binding check (e.g., slot validation for devices/animations). PapyrusTweaks' bSpeedUpNativeCalls=true speeds up calls but can race-condition invalid refs, causing the crash.

 

I really need to work up something like a walk through.  Not sure if anybody else has created one, but probably not.  I will add it to the to-do list 🙂

 

I will check that DLL issue out.  The crowd calculation is pretty new, quite possible I screwed something up.  Do you remember what was going on right before the CTD?  or at least the general location?

Posted
5 hours ago, rjn said:

The unequipping of SMP physics object from slots 60 or 50 seems to be fixed in version 426 (Thank you!).

 

Thanks for pointing out the problem and for confirming the fix worked!

Posted
4 hours ago, Talesien said:

No there is no option to adjust it, see here for the reasoning: https://www.loverslab.com/topic/234527-binding/page/69/#findComment-7168493

Binding should get a SimpleSlavery outcome soonTM, hopefully that will help to somewhat remedy the problem.

 

6 hours ago, sleepinggalaxy said:

Hi first i have to say the Mod is great. 

I also have a question. Is there an option to change the amout of damage you need to rescieve  until the Pre submission quest starts? I did not found anything . The quest starts at round about 50-60% of health lost. But for mee thats not enough. 

Sorry if already someone asked this question, i could not find it.

 

Glad you like the mod!

 

I chatted with Talesien about this a bit earlier. I am thinking I will add a checkbox or maybe a slider to set the health % threshold on this. That said, Talesien did point out all of the potential pitfalls of doing this with a defeat mod or death alternative. If they don't listen to the DHLP event binding sends (most will not), and you hit bleedout before it teleports the player to safety, you might have competing events running at the same time and disaster will follow.

Posted
11 hours ago, serph90 said:

What does the last option in mcm menu do? the one about the bondage rules

 

If you have an outfit with the bondage rules checkbox checked, it will use the bondage rules system to determine what items in the set get equipped.  This can be sub/dom/hybrid managed like the behavior rules.  It is a feature from an earlier version of the mod that people liked (when the mod used one fixed set of favorite gear), so I just added it back and tried to tie it back into the new bondage outfit system.

Posted

still building my LO, patches, etc... some SSEEdit errors... should they be ignored, or can I safely compact them?

 

[00:00] Checking for Errors in [FE 06B] Binding.esl
[00:00] bind_CrowdSizeCheck [GLOB:FE06BDD2]
[00:00]     GLOB -> ObjectID 003DD2 is invalid for a light module.
[00:00] bind_GlobalInFurniture [GLOB:FE06B870]
[00:00]     GLOB -> ObjectID 003870 is invalid for a light module.
[00:00] bind_GlobalGagPulledOutToSpeak [GLOB:FE06B30E]
[00:00]     GLOB -> ObjectID 00330E is invalid for a light module.
[00:00] BindingSlaveStart "Binding - Just Sold" [QUST:FE06B895]
[00:00]     QUST -> ObjectID 004895 is invalid for a light module.

Posted
1 hour ago, r'Satti said:

still building my LO, patches, etc... some SSEEdit errors... should they be ignored, or can I safely compact them?

 

[00:00] Checking for Errors in [FE 06B] Binding.esl
[00:00] bind_CrowdSizeCheck [GLOB:FE06BDD2]
[00:00]     GLOB -> ObjectID 003DD2 is invalid for a light module.
[00:00] bind_GlobalInFurniture [GLOB:FE06B870]
[00:00]     GLOB -> ObjectID 003870 is invalid for a light module.
[00:00] bind_GlobalGagPulledOutToSpeak [GLOB:FE06B30E]
[00:00]     GLOB -> ObjectID 00330E is invalid for a light module.
[00:00] BindingSlaveStart "Binding - Just Sold" [QUST:FE06B895]
[00:00]     QUST -> ObjectID 004895 is invalid for a light module.

LOOT agrees...

Screenshot 2025-11-11 213750.png

Posted
1 hour ago, r'Satti said:

still building my LO, patches, etc... some SSEEdit errors... should they be ignored, or can I safely compact them?

 

[00:00] Checking for Errors in [FE 06B] Binding.esl
[00:00] bind_CrowdSizeCheck [GLOB:FE06BDD2]
[00:00]     GLOB -> ObjectID 003DD2 is invalid for a light module.
[00:00] bind_GlobalInFurniture [GLOB:FE06B870]
[00:00]     GLOB -> ObjectID 003870 is invalid for a light module.
[00:00] bind_GlobalGagPulledOutToSpeak [GLOB:FE06B30E]
[00:00]     GLOB -> ObjectID 00330E is invalid for a light module.
[00:00] BindingSlaveStart "Binding - Just Sold" [QUST:FE06B895]
[00:00]     QUST -> ObjectID 004895 is invalid for a light module.

 

26 minutes ago, (\x.x x) (\x.x x) said:

LOOT agrees...

Screenshot 2025-11-11 213750.png

 

Thanks for catching that.  CK still thinks this mod is ESP and creates forms out of range. I updated and added a 0.4.29 version. 

 

Sorry!

Posted

I have a question: for some reason, the spawn rate of zaz items like the cross, wheel, or impaler is very crooked, always at an angle. Is there a way to fix this? And secondly, how can I delete a zaz object without cheating?

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