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Posted
1 hour ago, bark1313 said:

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?

 

I didn't realize I was spawning zap furniture automatically.  That should just be DDC or DSE. I will change that.  Zap stuff is so old and the camera angles are bad on like half of them, better to just add the pieces that work well by hand.  Once you add something, the mod will try to use existing items vs. spawning stuff.

 

If you get close to the item and open the furniture menu (option in the action menu), you can select the item, it will put a quest marker over it, and you can delete it.

Posted
55 minutes ago, serph90 said:

I cannot set an outfit to be used for bondage rules
mcm page wont show me the options

Screenshot (198).png

 

You on MO2 or Vortex?  Did you have anything in the Binding\SKSE\Plugins\StorageUtilData\binding\templates folder under the mod?  It should use that to create the game specific outfit file.

 

Does it seem to be switching outfits otherwise?

Posted
20 minutes ago, serph90 said:

and yes, I have those

Screenshot (199).png

 

Are there some json files in the outfits folder?

 

also, did an outfits_xxxxx.json file get created under:  

SKSE\Plugins\StorageUtilData\binding\games

in the overwrite folder (if mo2)?

Posted
1 hour ago, Lazy Palm said:

 

I didn't realize I was spawning zap furniture automatically.  That should just be DDC or DSE. I will change that.  Zap stuff is so old and the camera angles are bad on like half of them, better to just add the pieces that work well by hand.  Once you add something, the mod will try to use existing items vs. spawning stuff.

 

If you get close to the item and open the furniture menu (option in the action menu), you can select the item, it will put a quest marker over it, and you can delete it.

 

I have a mod on one build that fixes the angled spawn issue. But there's such a mess with mods there that I just can't find it.🤪

Posted
1 hour ago, Lazy Palm said:

 

I didn't realize I was spawning zap furniture automatically.  That should just be DDC or DSE. I will change that.  Zap stuff is so old and the camera angles are bad on like half of them, better to just add the pieces that work well by hand.  Once you add something, the mod will try to use existing items vs. spawning stuff.

 

If you get close to the item and open the furniture menu (option in the action menu), you can select the item, it will put a quest marker over it, and you can delete it.

I figured it out, add these mods to the requirements: ZAP_Helper_Addon_Extension

ASF_Addon_FurnitureLite

ASF - Autonomous Sex Framework

However, I still don't know how to position them so they're always level. Even indoors, they fire haphazardly.

I can't stop repeating that this game is a real challenge for both modders and users. What stopped Howard from adding similar features to the AE edition? He's an idiot.

Posted
12 hours ago, Lazy Palm said:

 

Are there some json files in the outfits folder?

 

also, did an outfits_xxxxx.json file get created under:  

SKSE\Plugins\StorageUtilData\binding\games

in the overwrite folder (if mo2)?

 

Am I right to infer that when I upgrade versions, I can copy the content of those folders to the new version and keep my previously defined outfits?

Posted
8 hours ago, Anunya said:

 

Am I right to infer that when I upgrade versions, I can copy the content of those folders to the new version and keep my previously defined outfits?

 

Yeah, you can backup any of those game specific files and if you change the game ID number on the file name to a new save, it would use all of the same items.  Also, you could copy all of the json from the file to the current game save file.

 

But... I added a option in the mcm for Backups to handle this.  There are 4 options under it. 

 

Backup: bondage templates - this will copy all of the template files (that the game uses to create default outfits, and that game specific json file) to a backup folder in the overwrite directory that can survive the mod getting removed or re-installed.  (overwrite\SKSE\Plugins\StorageUtilData\binding_backup)

 

Restore: bondage templates - this will overwrite the templates with the copy that is stored in that backup folder, so once you reinstall the mod, you can use this to recover the templates. If you have never done a backup, nothing should happen. I need to confirm it is displaying this message.  (templates are in - Binding\SKSE\Plugins\StorageUtilData\binding\templates)

 

Reset: save game bondage outfits - this will grab the data from the templates and use it to reset the game specific settings.  If you want to go back to the defaults.  (game specific file - overwrite\SKSE\Plugins\StorageUtilData\binding\games)

 

Update: templates from save - this will take all of your game specific settings and use them to create new template files.  THIS is probably the option you want.  Once you get everything setup like you like, use this to update the template files.  Then use the backup function (or copy them out of the templates folder to some place safe).

 

Hope this makes sense (I will probably add this text into the mcm).  Also, I will see if I can work up a little visual diagram that shows where everything goes, it might be clearer.

 

Posted
1 hour ago, jackmby1997 said:

Why the game display miss esp file?

 

I have not seen this one.  Where did you see it?  Any chance you could screenshot it?

Posted
4 hours ago, jackmby1997 said:

Why the game display miss esp file?

Did you upgrade from version 3.x to 4.x? That would explain it. 4.x uses an esl, while the older versions used an esp. So if you upgrade and load your save, it will not find the esp anymore. Also, Binding will not work anymore. Binding 4.x requires a new game, as stated.

Posted
2 hours ago, Lazy Palm said:

 

I have not seen this one.  Where did you see it?  Any chance you could screenshot it?

 

I had that happen the other day and quickly deleted my post about it since it turned out to be to a user error. I uninstalled the previous version, then somehow did not actually install the new version. So pretty obviously the .esp was missing since I'd just uninstalled it...

 

I'm not saying this is the cause of @jackmby1997's issue, but maybe do a quick check and make sure the new version was installed correctly.

Posted

Thanks for the update, I love the mod but I am honestly quite confused by the MCM settings around the bondage outfits. Am I right in thinking that each outfit applies to a certain area/event, and has a list of possible items? I'm then a bit confused with the sliders for probability, for example I have set hoods to 0% probability yet they are still equipped. What is the difference with random bondage being checked or unchecked? I'm playing around a bit with trial and error and I'm sure I'll get there, but I think a user guide might help!

Posted
9 minutes ago, InfernalCantation said:

Thanks for the update, I love the mod but I am honestly quite confused by the MCM settings around the bondage outfits. Am I right in thinking that each outfit applies to a certain area/event, and has a list of possible items? I'm then a bit confused with the sliders for probability, for example I have set hoods to 0% probability yet they are still equipped. What is the difference with random bondage being checked or unchecked? I'm playing around a bit with trial and error and I'm sure I'll get there, but I think a user guide might help!

 The sliders work with random bondage when it is checked (if unchecked they are disabled and it will use all of the fixed bondage items).  If you are setting hoods to zero and still getting them equipped I must have something messed up.  I will take a look!

Posted

A few issues I've encountered:

-Follower stopped attacking enemies. Did "disable" and "enable", checked aggression, dismissed / recruited, did some binding events to try and get them to snap out of it, left binding and uninstalled it, cleaned save. I have nether's follower framework, might be a compatibility issue. Dismissed and uninstalled NFF, recruited again. None worked, problem persists

 

-compatibility issue with lola, not in scope but would be nice if both mods worked together. The collar and other devices are constantly being removed / replaced. I may have missed a setting. Perhaps an option to leave devices not added by binding untouched

 

-behavior rules seem to be present but not bondage rules. When max behavior rules was set to 0, a behavior rule was still added. No option for bondage rules when asking with sub manage, can still do it through mcm

 

The camping, inspection, and contraption events worked well

Posted
1 hour ago, InfernalCantation said:

Thanks for the update, I love the mod but I am honestly quite confused by the MCM settings around the bondage outfits. Am I right in thinking that each outfit applies to a certain area/event, and has a list of possible items? I'm then a bit confused with the sliders for probability, for example I have set hoods to 0% probability yet they are still equipped. What is the difference with random bondage being checked or unchecked? I'm playing around a bit with trial and error and I'm sure I'll get there, but I think a user guide might help!

 

So, I reversed my > and < checks.  I am a dummy...  I will fix that in my next release (probably this weekend).  In the meantime, select 1 for the things you really want and 100 for stuff you want to leave off.

Posted
9 minutes ago, 834159672 said:

-Follower stopped attacking enemies. Did "disable" and "enable", checked aggression, dismissed / recruited, did some binding events to try and get them to snap out of it, left binding and uninstalled it, cleaned save. I have nether's follower framework, might be a compatibility issue. Dismissed and uninstalled NFF, recruited again. None worked, problem persists

Might help if you told us what follower. Also, I'm not fully clear on why you think the follower bugging out is connected to Binding? Especially after all you did, that sounds unlikely. More like something else than Binding or NFF was causing the problem.
Personally, I've been using Binding and NFF together since Binding was first released and never had a follower bug out (ok, that's not 100% correct, but if one did I could invariably trace it back to earlier versions of Captive Followers, seems not to happen with the recent versions anymore ... or I was lucky, recent sample size isn't that big).
I could imagine that certain custom followers with their own AI, like the Recorder, Serana, Inigo, Remiel types could be problematic. They are known to be with SLTR and DFC/DFR, so it's not unlikely that they can also be problematic with Binding. If it was a bog-standard follower, though, I would be surprised if it was Binding on its own or any Binding/NFF interaction. That then sounds like something else was involved.

Posted
54 minutes ago, 834159672 said:

-behavior rules seem to be present but not bondage rules. When max behavior rules was set to 0, a behavior rule was still added. No option for bondage rules when asking with sub manage, can still do it through mcm

If you flip the bondage rules flag on one of your outfits, they will show up under the rules selections screens.  You can see it displayed on the bondage rules screen "Rules Based Outfits Found - YES".  Let me know if that does not work.  The min / max settings are not active when rules are sub managed (I need to add a note about that to the rules screen).

 

57 minutes ago, 834159672 said:

-compatibility issue with lola, not in scope but would be nice if both mods worked together. The collar and other devices are constantly being removed / replaced. I may have missed a setting. Perhaps an option to leave devices not added by binding untouched

This is a bit tricky, since those are not quest items, or marked with any specific keywords. I will ponder this some...

 

59 minutes ago, 834159672 said:

-Follower stopped attacking enemies. Did "disable" and "enable", checked aggression, dismissed / recruited, did some binding events to try and get them to snap out of it, left binding and uninstalled it, cleaned save. I have nether's follower framework, might be a compatibility issue. Dismissed and uninstalled NFF, recruited again. None worked, problem persists

 

I have been using NFF and have not bumped into this one.  What follower?

Posted
11 hours ago, Lazy Palm said:

 

So, I reversed my > and < checks.  I am a dummy...  I will fix that in my next release (probably this weekend).  In the meantime, select 1 for the things you really want and 100 for stuff you want to leave off.

Got it, thank you, great work :)

Posted (edited)

Edit: The passive follower issue was from an unrelated mod, SLSF Comments. Selecting "...somewhere more private" pacifies the NPC.

 

 

On 11/14/2025 at 6:35 PM, Lazy Palm said:

Rules Based Outfits Found - YES

 

I assumed the bondage rules worked out of the box. Sorry, another bad assumption on my part. No issues then, just the compatibility

 

 

 

 

Edited by 834159672
Posted
1 hour ago, 834159672 said:

 

LazyFollowers, generic with no special behavior. 

 

Okay, it sounds like a different problem with me then, not NFF + binding. The only other thing that comes to mind is Yamete, did a quit / reload, might have permanently pacified the follower. Good to know, sorry for the red herring.

 

I assumed the bondage rules worked out of the box. Sorry, another bad assumption on my part. No issues then, just the compatibility

 

 

 

 

 

I need a lot more mcm help text and guides, it can be a bit complex.  Thanks for asking the questions, it really helps me know where I need to provide extra information. 

 

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