Talesien Posted December 6, 2025 Posted December 6, 2025 1 hour ago, jinxweaverHD said: Is there financial domination? Another mod to be friendly with would be bimbos of Skyrim. I doubt there are conflicts, but whoreing out the player would be something to integrate Not really, if you rack up punishments you can opt them to be of the financial sort, but that's it. Personally, I don't think it's needed, that is more the Devious Follower approach and Submissive Lola can have some as well. Do we really need to copy that? As for possible prostitution, there are some ideas for that, likely with a slightly less straightforward approach to set it apart a little. Other ideas are that may or may not go in are to be found at the issue section on the github. If you've unique ideas, you are welcome to add your own there.
SaGa959 Posted December 6, 2025 Posted December 6, 2025 (edited) Hi! I got several error messages from DynDolod: ___________________________________________________________________________ [00:17] xEdit Background Loader: <Error: bindc_StoryManager [KYWD:FE056013] has invalid ObjectID 006013 for a light module. You will not be able to save this file with the Light flag active.> [00:17] xEdit Background Loader: Error: bindc_StoryManager [KYWD:FE056013] has invalid ObjectID 006013 in Binding Core.esl for a light module (ESL). These errors can cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins. … [00:47] xEdit Background Loader: <Error: bindc_GlobalPlaySceneVar [GLOB:FE056B03] has invalid ObjectID 006B03 for a light module. You will not be able to save this file with the Light flag active.> [00:47] xEdit Background Loader: <Error: bindc_NudityFaction "Binding Nudity Faction" [FACT:FE056FEE] has invalid ObjectID 004FEE for a light module. You will not be able to save this file with the Light flag active.> [00:47] xEdit Background Loader: <Error: bind_SimpleSlaveryAgent "Auction House Agent" [NPC_:FE05650F] has invalid ObjectID 00450F for a light module. You will not be able to save this file with the Light flag active.>…… And so on, in several rows… I think, this caused because You has saved the Binding Core.esl with ".esl" extension, without check the esl flag in header, but almost all object ID numbers are higher than esl file accept them. If i set the esl flag in header, the xEdit send error message because that, and can't save it. If i rename the file as .esp, and renumber objects with xEdit, i can set esl flag and save it, but almost all objects has renumbered. I think, after this, the upgrade will be impossible later. Please fix this issue in next upgrade, if it is really meaning problem. Sorry, i'm not a modder, just usually i fix and patch the used mods if necessary, because that, i don't know exactly, what happen in this situation with esl files, in 1.6.1170 version. Thank You in Advance Edited December 6, 2025 by SaGa959
Talesien Posted December 6, 2025 Posted December 6, 2025 (edited) 1 hour ago, SaGa959 said: Hi! I got several error messages from DynDolod: ___________________________________________________________________________ [00:17] xEdit Background Loader: <Error: bindc_StoryManager [KYWD:FE056013] has invalid ObjectID 006013 for a light module. You will not be able to save this file with the Light flag active.> [00:17] xEdit Background Loader: Error: bindc_StoryManager [KYWD:FE056013] has invalid ObjectID 006013 in Binding Core.esl for a light module (ESL). These errors can cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins. … [00:47] xEdit Background Loader: <Error: bindc_GlobalPlaySceneVar [GLOB:FE056B03] has invalid ObjectID 006B03 for a light module. You will not be able to save this file with the Light flag active.> [00:47] xEdit Background Loader: <Error: bindc_NudityFaction "Binding Nudity Faction" [FACT:FE056FEE] has invalid ObjectID 004FEE for a light module. You will not be able to save this file with the Light flag active.> [00:47] xEdit Background Loader: <Error: bind_SimpleSlaveryAgent "Auction House Agent" [NPC_:FE05650F] has invalid ObjectID 00450F for a light module. You will not be able to save this file with the Light flag active.>…… And so on, in several rows… I think, this caused because You has saved the Binding Core.esl with ".esl" extension, without check the esl flag in header, but almost all object ID numbers are higher than esl file accept them. If i set the esl flag in header, the xEdit send error message because that, and can't save it. If i rename the file as .esp, and renumber objects with xEdit, i can set esl flag and save it, but almost all objects has renumbered. I think, after this, the upgrade will be impossible later. Please fix this issue in next upgrade, if it is really meaning problem. Sorry, i'm not a modder, just usually i fix and patch the used mods if necessary, because that, i don't know exactly, what happen in this situation with esl files, in 1.6.1170 version. Thank You in Advance Technically, the game engine picks up the file type by it's ending (esm, esl, esp) so a flag is only required if you want to override the type indicated by the file ending. Apparently many of the tools out there do not work like the game engine though and rely on the flags. The were set originally, LazyPalm removed them while we tried to troubleshoot some problems with the CK. Apparently setting them back went under and well strictly speaking isn't required. Short advice if you allow: If you set flags yourself, be careful to set the right ones, you stated you set the esl flag. However, it's an esl file aka a light master. That means you need to set both the esm and esl flags, not just the esl one. All that said, yes those three records are out of bounds, should be an easy fix. Thanks for bringing it up. Also ... rant incoming (because I had my own multi hour fight with it only two days ago): While it is nice that DynDyndolod finds errors, it's decidedly poor style that it stops for every darn error, forcing you to fix them on at a time, waiting another 20-40 min for DynDolod to crap out on the next one. Soldier on and report all errors together, darn it! I would especially like to know why it craps it's pants about errors that have no bearing on LOD creation whatsoever. Rant end. Sorry, that had to be stated. ^^ Can't argue with the results DynDolod delivers, but the way there is just a massive PITA with a large LO. Since the DynDolod authors are clearly competent, I've to assume they are a bunch of sadists. Edited December 6, 2025 by Talesien 2
SaGa959 Posted December 6, 2025 Posted December 6, 2025 (edited) 1 hour ago, Talesien said: All that said, yes those three records are out of bounds, should be an easy fix. Thanks for bringing it up. Thank you, I suspected that this was the case, but I couldn't find a specific description of what exactly had changed in engine 1130 and higher. Mainly that in the previous version, the expected range was hex 800-FFF, while in the new versions, values below 800 seem to be usable, but when converting, if the file is of the old type, dyndolod will still complain if the value is too low, because it thinks that will cause problems. If I understand correctly the explanations I have found here and there about it. Unfortunately, it's not just those three that have IDs that are too high; the attached file contains the complete list that Dyndolod indicated. 198 lines long. As I saw after the renumbering, almost all records were affected. And yes, I agree with your opinion about dyndolod, with the difference that it takes me an hour and a half to two hours to run it once, and then I have to start over because it gets stuck on some error. I've put together about 2200 mods and now I'm trying to combine them. SaGa binding_core_errors.zip Edited December 6, 2025 by SaGa959
theaddy Posted December 6, 2025 Posted December 6, 2025 What does it mean by "ESL Land and Cell items out of bound"? Is the version 31 has a new cell space? Already downloaded and install 0.31 before it was removed with new update.
Talesien Posted December 6, 2025 Posted December 6, 2025 18 minutes ago, theaddy said: What does it mean by "ESL Land and Cell items out of bound"? Is the version 31 has a new cell space? Already downloaded and install 0.31 before it was removed with new update. Shouldn't hurt anything. To be on the safe side don't start the Camping or Pre-Enslavement scenarios. The SimpleSlavery scene can't be started anyway until Hex pushes his update. And yes Binding now has a small cell for use after SimpleSlavery. 1
theaddy Posted December 6, 2025 Posted December 6, 2025 (edited) 9 minutes ago, Talesien said: Shouldn't hurt anything. To be on the safe side don't start the Camping or Pre-Enslavement scenarios. The SimpleSlavery scene can't be started anyway until Hex pushes his update. And yes Binding now has a small cell for use after SimpleSlavery. Got it. No camping and any slavery event. Thanks. Edited December 6, 2025 by theaddy
Talesien Posted December 6, 2025 Posted December 6, 2025 7 hours ago, SaGa959 said: Thank you, I suspected that this was the case, but I couldn't find a specific description of what exactly had changed in engine 1130 and higher. Mainly that in the previous version, the expected range was hex 800-FFF, while in the new versions, values below 800 seem to be usable, but when converting, if the file is of the old type, dyndolod will still complain if the value is too low, because it thinks that will cause problems. If I understand correctly the explanations I have found here and there about it. Unfortunately, it's not just those three that have IDs that are too high; the attached file contains the complete list that Dyndolod indicated. 198 lines long. As I saw after the renumbering, almost all records were affected. And yes, I agree with your opinion about dyndolod, with the difference that it takes me an hour and a half to two hours to run it once, and then I have to start over because it gets stuck on some error. I've put together about 2200 mods and now I'm trying to combine them. SaGa binding_core_errors.zip 3.94 kB · 0 downloads It is correct, before header version 1.71 (i.e. starting with 1130) light mods were allowed only id's in the $800-$FFF range. Starting with header version 1.71 the formerly reserved range from $000-$7FF was freed up for use as well so now light mods can have up to 4096 records. Not sure exactly what all DynDold sees there, but shouldn't matter. New version is done and I will run DynDolod on it shortly. Guess I'm lucky that it only took 42 min last time to run through (after all errors had been fixed), only had 300 mods less than you ... up to 2.1k now (it was preliminary run), perhaps because my machine is pretty capable, a pretty fast nvme and a top of the line CPU might have helped speeding things up. 1
arbiter Posted December 7, 2025 Posted December 7, 2025 (edited) Thanks for being proactive! If I knew how to activate the pre-enslavement scenario I might be hosed. Also, for future reference... how do I activate the pre-enslavement scenario? I'm using SkyrimNet and I was just about to maybe get to it. Edited December 7, 2025 by arbiter
Lazy Palm Posted December 7, 2025 Author Posted December 7, 2025 (edited) If anybody wants to give the fix a spin, you can download it on Github. https://github.com/LazyPalm/BindingModSkyrim/releases/tag/0.4.32 I am going to do a bit more testing and make it live tomorrow. Thanks to everyone for their patience. Edited December 7, 2025 by Lazy Palm 1
Lazy Palm Posted December 7, 2025 Author Posted December 7, 2025 (edited) 1 hour ago, arbiter said: Thanks for being proactive! If I knew how to activate the pre-enslavement scenario I might be hosed. Also, for future reference... how do I activate the pre-enslavement scenario? I'm using SkyrimNet and I was just about to maybe get to it. Just enable the checkbox in the preferences page in the mcm. Then talk to any potential follower(s) and mark them as potential dom. You can manage this list under settings in the action menu. A quest will run and simulate a knock out event at 50% health when fighting (to keep it ahead of the death alternative mods). Also, Binding is now a outcome in SImple Slavery (Hex Bolt added it yesterday). Will need this 0.4.32 of Binding for the quest it starts. Edited December 7, 2025 by Lazy Palm
Bound Posted December 7, 2025 Posted December 7, 2025 Finally finished reading this whole thread. You, Lazy, are anything but lazy! You are a workhorse perfectionist and I salute you for that. What an incredible body of work you have created with these mods. I've not had a chance to run the mod myself yet, I'm in the process of setting up my latest ultimate kinky skyrim mod list. So the following may be wildly incorrect and inappropriate, but there's one theme that's been nagging me as I read the thread. I know you've got loads of stuff on your plate and have already re-re-re-worked the equip/unequip logic to death, but it still seems to be a source of problems with other mods, with gameplay flow, and with RP even. I think the biggest problem might be on the unequip side of gear changes. You've implemented the logic to avoid unequipping then re-equipping a named set, but it seems like it really should be on a per-item basis. If collar X is currently worn (as part of a set or not) and you're switching to set A which also has collar X, the collar should not be removed at all. Only things not in the target set should be removed, and then only if allowed by logic or quest restriction. Going deeper, that ideally needs to include "blocking" rules and such as well, if that chastity belt is blocking those plugs and it can't (shouldn't) be removed, then those plugs shouldn't be removed either, regardless of whether they are in the target set or not. That can get pretty complicated, so definitely something to do in C++ rather than Papyrus. I guess that then leads in to the question of how the dominant would ever remove those plugs but keep you in chastity though, I don't know. The other problem with the gear changes is that the timing of when they happen can be "unfortunate" causing things to break. Would it make sense to encapsulate the actual gear changing in a dialogue triggered by a force greet? Having the dominant walk up to you and say something like "time to change your outfit into something more appropriate" or the like would be more immersive at least than just suddenly having gear flying off and on mid-stride as you approach/leave an area. You would still have to avoid combat, deal with Whiterun's irregular boundaries, and such though. Another question, is there any information about how the integration with SkyrimNet works or what you plan for it? I'm very interested in setting up an AI dominant with as much control and flexibility as possible. Binding provides a fantastic mechanism for as much bondage as you can ask for in Skyrim, but SkyrimNet opens up the possibility of an actual story and fleshed out context to the experience, along with the potential for surprises and true surrender/loss of control. Having the dominant choose what and when to add/remove items, rules, etc, along with generative verbal interaction rather than preprogrammed, would be awesome. I know that's well beyond your original scope for this mod, but since you're already hooking in SkyrimNet, I'm curious where you plan to go with it. Some other ideas for "rules" and such: Leashing has lots of problems in Skyrim, especially with chains in AE, but there are some workarounds. A rule for staying within some set distance of the dominant would be a start, accumulating punishment points every time you stray too far. It's also possible (I think) to implement a forced follow mechanic on the player, basically running the follower's "follow" package on the player and removing their movement controls. That requires a whole chain of other things to make use of though, including something (AI) giving the dominant places to go and such. Cage rules? Only allowed to sleep in a cage? Maybe integrate with SD Cages for pre-placed cages, and/or add cages to the furnitures which can be manually placed. Have I misunderstood your implementation of gear changes in regards to deleting removed items and creating new ones to be applied? That seems incredibly dangerous, but perhaps I'm overthinking it. And I'm fuzzy on how locked items are handled. Does the dominant act as if they have infinite keys for everything, or is there some kind of key management/economy system in place? If Devious Traps locks the sub in something, does it just automatically get removed the next time a gear change event fires? That would seem to really diminish the impact of those traps.
Talesien Posted December 8, 2025 Posted December 8, 2025 (edited) 8 hours ago, Bound said: Finally finished reading this whole thread. You, Lazy, are anything but lazy! You are a workhorse perfectionist and I salute you for that. What an incredible body of work you have created with these mods. I've not had a chance to run the mod myself yet, I'm in the process of setting up my latest ultimate kinky skyrim mod list. So the following may be wildly incorrect and inappropriate, but there's one theme that's been nagging me as I read the thread. I know you've got loads of stuff on your plate and have already re-re-re-worked the equip/unequip logic to death, but it still seems to be a source of problems with other mods, with gameplay flow, and with RP even. I think the biggest problem might be on the unequip side of gear changes. You've implemented the logic to avoid unequipping then re-equipping a named set, but it seems like it really should be on a per-item basis. If collar X is currently worn (as part of a set or not) and you're switching to set A which also has collar X, the collar should not be removed at all. Only things not in the target set should be removed, and then only if allowed by logic or quest restriction. Going deeper, that ideally needs to include "blocking" rules and such as well, if that chastity belt is blocking those plugs and it can't (shouldn't) be removed, then those plugs shouldn't be removed either, regardless of whether they are in the target set or not. That can get pretty complicated, so definitely something to do in C++ rather than Papyrus. I guess that then leads in to the question of how the dominant would ever remove those plugs but keep you in chastity though, I don't know. The other problem with the gear changes is that the timing of when they happen can be "unfortunate" causing things to break. Would it make sense to encapsulate the actual gear changing in a dialogue triggered by a force greet? Having the dominant walk up to you and say something like "time to change your outfit into something more appropriate" or the like would be more immersive at least than just suddenly having gear flying off and on mid-stride as you approach/leave an area. You would still have to avoid combat, deal with Whiterun's irregular boundaries, and such though. Another question, is there any information about how the integration with SkyrimNet works or what you plan for it? I'm very interested in setting up an AI dominant with as much control and flexibility as possible. Binding provides a fantastic mechanism for as much bondage as you can ask for in Skyrim, but SkyrimNet opens up the possibility of an actual story and fleshed out context to the experience, along with the potential for surprises and true surrender/loss of control. Having the dominant choose what and when to add/remove items, rules, etc, along with generative verbal interaction rather than preprogrammed, would be awesome. I know that's well beyond your original scope for this mod, but since you're already hooking in SkyrimNet, I'm curious where you plan to go with it. Some other ideas for "rules" and such: Leashing has lots of problems in Skyrim, especially with chains in AE, but there are some workarounds. A rule for staying within some set distance of the dominant would be a start, accumulating punishment points every time you stray too far. It's also possible (I think) to implement a forced follow mechanic on the player, basically running the follower's "follow" package on the player and removing their movement controls. That requires a whole chain of other things to make use of though, including something (AI) giving the dominant places to go and such. Cage rules? Only allowed to sleep in a cage? Maybe integrate with SD Cages for pre-placed cages, and/or add cages to the furnitures which can be manually placed. Have I misunderstood your implementation of gear changes in regards to deleting removed items and creating new ones to be applied? That seems incredibly dangerous, but perhaps I'm overthinking it. And I'm fuzzy on how locked items are handled. Does the dominant act as if they have infinite keys for everything, or is there some kind of key management/economy system in place? If Devious Traps locks the sub in something, does it just automatically get removed the next time a gear change event fires? That would seem to really diminish the impact of those traps. Honestly, you might be overthinking this quite a bit. And you probably should start playing rather than planning, otherwise you will get your expectations way too high and will end up disappointed. Applying the rules on a per device base is technically possible, but why bother? It's fast enough that it does not matter. It could be even faster, but DD has this quirky double item (inventory and script item) system that absolutely requires a fallback to papyrus in order to lock the items, With ZaZ (and I suspect Toys) equipping just from skse is no problem and hence a lot faster. Still, I don't think the added complexity would be worth the minor win in extra realism (and hey we are talking DD, realism is already out of the window anyway, see below about keys. It could be bad timing, so could be a force greet. Add to that, that force greets are prone to breaking easily, we would just introduce an extra point of failure and one almost guaranteed to fail eventually. SkyrimNet is its own can of worms that I can touch only briefly on, it would require a treatise to cover in detail. For starters, LLM's are okay as subs, but pretty substandard doms, period. You can coerce something half-decent out of them, if you chose the right model and tinker with the prompts and the Dom's NPC bio a lot. It's a bit of an artform. Don't expect to get it right first or second try, you won't! Second hurdle, many LLM's aren't great at action use (i.e. make something happen in game via the SkyrimNet API). Kinda to be expected I guess, they are not really trained for it. They tend to either go crazy ... or never use them. Again it depends on the model, the prompts. SkyrimNet has tried a lot to make it better, so did LazyPalm, still you will need a model that's good, get your NPC Bio right and praying really hard is likely not a bad idea either. Might sound like I don't like it, not true (though I tend to think SkyrimNet is a bit overtuned out of the box, but luckily everyone can, with enough patience, adjust it to their individual preference + again the model you use will play a role). I would miss it (well, parts of it) if I had to play Skyrim without it again, still keep your expectations in check. LLM's are dumb crap generators that happen to be capable of being immensely useful or fun in the right circumstances. It's up to you to ensure the circumstances are right, otherwise ... well, you added a crap generator to your game. Leash system ... for short scenes, nice. As a general rule, not gonna work, sorry. Yes, the dominant can open your devices at will. It is how almost all of these mods work. Think that he has a sturdy masterkey if you must. The whole keys get used up or break thingy is just a way to prevent the player from instantly removing every DD again. It makes no sense whatsoever. Why would a key vanish or break? Like, how many keys did you ever break in your life? And when was the last time a key simply vanished after you opened a lock? Edited December 8, 2025 by Talesien
Lazy Palm Posted December 8, 2025 Author Posted December 8, 2025 (edited) 20 hours ago, Bound said: Finally finished reading this whole thread. You, Lazy, are anything but lazy! You are a workhorse perfectionist and I salute you for that. What an incredible body of work you have created with these mods. I've not had a chance to run the mod myself yet, I'm in the process of setting up my latest ultimate kinky skyrim mod list. So the following may be wildly incorrect and inappropriate, but there's one theme that's been nagging me as I read the thread. Thanks for the kind words, and glad you like the concept. When you get your mod list up and, I hope you will let me know what you think. Hopefully I can add a bit of extra context to the info Talesien provided. 20 hours ago, Bound said: I know you've got loads of stuff on your plate and have already re-re-re-worked the equip/unequip logic to death, but it still seems to be a source of problems with other mods, with gameplay flow, and with RP even. I think the biggest problem might be on the unequip side of gear changes. You've implemented the logic to avoid unequipping then re-equipping a named set, but it seems like it really should be on a per-item basis. If collar X is currently worn (as part of a set or not) and you're switching to set A which also has collar X, the collar should not be removed at all. Only things not in the target set should be removed, and then only if allowed by logic or quest restriction. Going deeper, that ideally needs to include "blocking" rules and such as well, if that chastity belt is blocking those plugs and it can't (shouldn't) be removed, then those plugs shouldn't be removed either, regardless of whether they are in the target set or not. That can get pretty complicated, so definitely something to do in C++ rather than Papyrus. I guess that then leads in to the question of how the dominant would ever remove those plugs but keep you in chastity though, I don't know. There are a lot of battles that I am fighting here. * other mods don't use zad_BlockGeneric or zad_QuestItem to indicate that DD items need to be protected. and the rules of the road are "5. Items not marked with either zad_BlockGeneric OR zad_QuestItem are considered generic and can be removed by any DD mod at any time for any reason, including helpful blacksmiths, mercyful NPCs etc." Some mods (SLTR for example) are really tolerant about equipment changes and if they don't find a zad_DeviousCollar, they will just slap a new one on and move on. I have kind of designed this thing to not get picky about equipment being removed by another mod, and it is the same story, when it comes time for equipment changes, will just drop a new outfit on the player. * My latest SKSE bondage outfit equip changes do preserve worn gear instead of removing it and re-equipping it, so if say, you have an iron collar on every outfit type, it would just put it on once and leave it as it switches outfits if they have the same gear type. But, if they have 6 different types of collars, there is going to be some churn as stuff is equipped and removed. * Layering is just crazy complex and I have been trying to figure out the best way to manage it, especially when you consider harnesses are equipped with chastity belts, plugs stick out past belt coverage, hoods are gags and blindfolds (sometimes), etc. So I have moved to the brute force approach, just equip and remove stuff and RP the dom knows how to manage it (I have been considering a fade out and in on outfits changes as an option also). 20 hours ago, Bound said: The other problem with the gear changes is that the timing of when they happen can be "unfortunate" causing things to break. Would it make sense to encapsulate the actual gear changing in a dialogue triggered by a force greet? Having the dominant walk up to you and say something like "time to change your outfit into something more appropriate" or the like would be more immersive at least than just suddenly having gear flying off and on mid-stride as you approach/leave an area. You would still have to avoid combat, deal with Whiterun's irregular boundaries, and such though. I have pondered this one a bit and settled on the automatically happening right after location changes (when stuff is typically not happening and the DHLP state is not active) for ease, but my other option that I have not had a chance to build out was a dialogue (kneel and speak) and/or action press button to get outfit changes when they are required and giving the player a timer to have it done if nothing else is going on. I have had variations of this working before, but never quite got it "right". In theory outfit changes should queue up until after combat, force greets, events that start entering a zone, etc., but my guards don't always work. 20 hours ago, Bound said: Another question, is there any information about how the integration with SkyrimNet works or what you plan for it? I'm very interested in setting up an AI dominant with as much control and flexibility as possible. Binding provides a fantastic mechanism for as much bondage as you can ask for in Skyrim, but SkyrimNet opens up the possibility of an actual story and fleshed out context to the experience, along with the potential for surprises and true surrender/loss of control. Having the dominant choose what and when to add/remove items, rules, etc, along with generative verbal interaction rather than preprogrammed, would be awesome. I know that's well beyond your original scope for this mod, but since you're already hooking in SkyrimNet, I'm curious where you plan to go with it. Right now this mod exposes actions in skyrimnet for most of the major events this mod can do, but you kind of have to talk to the dom to use them. I have added a bit of world awareness prompting to get npcs reacting to the player in the mod. But I need to invest a lot more time in prompting to coax the dom into doing the mod things. That said, you end up with that ongoing mental battle of "why am I trying to get the llm to do things that more consistently happen on timers in the story manage?", and of course it is the interactivity and context awareness of the LLM that you hope to capture that the story manager does not. I will post a screen shot of the skyrimnet features on the mod page that all said. And as a side note to all of this, I am revamping one of my other mods Arcane Sexbot to kind of a be a skyrimnet first version of this mod. It is early in the dev process, but it seems like that might a more promising approach than forcing it into an existing mod. 20 hours ago, Bound said: Leashing has lots of problems in Skyrim, especially with chains in AE, but there are some workarounds. A rule for staying within some set distance of the dominant would be a start, accumulating punishment points every time you stray too far. It's also possible (I think) to implement a forced follow mechanic on the player, basically running the follower's "follow" package on the player and removing their movement controls. That requires a whole chain of other things to make use of though, including something (AI) giving the dominant places to go and such. I actually like the idea of a follow me mechanic or a "leash" with a follow package for short periods. I pondered this for inside an inn where the sub needed to follow the dom and kneel close by when they sit in a chair. Long leashed trips across skyrim cities might be painful with added mod objects overlapping navmeshes. 20 hours ago, Bound said: Cage rules? Only allowed to sleep in a cage? Maybe integrate with SD Cages for pre-placed cages, and/or add cages to the furnitures which can be manually placed. If you drop a ZAP cage in a player house near a bed, it will actually use it with the bound sleep rules vs. hogtie (need to bump up the furniture use chance in the MCM on that event). I can take a look at SD Cages. Not sure I have used that mod before. 20 hours ago, Bound said: Have I misunderstood your implementation of gear changes in regards to deleting removed items and creating new ones to be applied? That seems incredibly dangerous, but perhaps I'm overthinking it. And I'm fuzzy on how locked items are handled. Does the dominant act as if they have infinite keys for everything, or is there some kind of key management/economy system in place? If Devious Traps locks the sub in something, does it just automatically get removed the next time a gear change event fires? That would seem to really diminish the impact of those traps. Yeah, this is basically like Talesien summarizes. I avoided locking or escape mechanics for simplicity. I just operate like the dom has the keys to the locks. The RP vibe I was going for is either willing submissive or accepting of their fate slave. And absolutely, this could impact other mods that are not using zad_BlockGeneric or zad_QuestItem on items. I have been experimenting with outside of the mod item preservation options, but DD historically can be a bit iffy on unequips and leaving rendered items in place. DD NG seems to help a lot with this, so could be time to revisit to at least provide options. Again, thanks for the message and hope this gives a bit more background! Edited December 8, 2025 by Lazy Palm 1
Lazy Palm Posted December 8, 2025 Author Posted December 8, 2025 (edited) And one thing that I probably should point out to anybody playing. Outfits are completely optional. You probably should at least one to keep the ALL EVENTS one active, but can dial them down as much as you desire. So if you only wanted bondage in the player home, just make that the only active location. Edited December 8, 2025 by Lazy Palm
SNWPNDA Posted December 8, 2025 Posted December 8, 2025 (edited) I updated SS ++ to 6.3.27 and binding to the github version but for some reason SS++ is not detecting binding. I see it in the list but its greyed out. Is that feature still being worked on or is mine bugged? Edited December 8, 2025 by stoopidpanda
DonQuiWho Posted December 8, 2025 Posted December 8, 2025 @Lazy Palm Hi there. Good to see your progress Is 0.4.32 safe to use yet? You said the other day that, when it was done, you would set it live here on LL, but I can't see it yet TIA for any advice on this DQW
theaddy Posted December 8, 2025 Posted December 8, 2025 (edited) Is it me or the Binding Events like Harsh Bondage, Whipping, Display does not work outside Skyrim World Space? I am playing new world space The Island At The Edge Of The Nirn mod and haven't triggered any events. Edited December 8, 2025 by theaddy
Lazy Palm Posted December 8, 2025 Author Posted December 8, 2025 1 hour ago, stoopidpanda said: I updated SS ++ to 6.3.27 and binding to the github version but for some reason SS++ is not detecting binding. I see it in the list but its greyed out. Is that feature still being worked on or is mine bugged? Need to make sure the binding.esm is enabled when you re-install (and you need the 0.4.32 version on Git). I am moving everything back to that, so it still has the 2 ESLs also. Turn on all 3 for now. The BindingSimpleSlaveryQuest is Binding.esm file, which SS++ will try to detect. And yea, it works. I was running some tests yesterday.
Lazy Palm Posted December 8, 2025 Author Posted December 8, 2025 1 hour ago, DonQuiWho said: @Lazy Palm Hi there. Good to see your progress Is 0.4.32 safe to use yet? You said the other day that, when it was done, you would set it live here on LL, but I can't see it yet TIA for any advice on this DQW Yeah, it is OK to use. I have been dragging my feet because I was trying to get everything back into the ESM without breaking existing saves, so I have been running lots of tests. Sorry! 1
Lazy Palm Posted December 8, 2025 Author Posted December 8, 2025 24 minutes ago, theaddy said: Is it me or the Binding Events like Harsh Bondage, Whipping, Display does not work outside Skyrim World Space? I am playing new world space The Island At The Edge Of The Nirn mod and haven't triggered any events. That is very possible. I didn't test with world changing mods. Will they trigger if you request them via dialogue? I will check this out and see if I can make some adjustments. It could be keywords for the locations which I used to determine what is a safe space to run events.
theaddy Posted December 8, 2025 Posted December 8, 2025 45 minutes ago, Lazy Palm said: That is very possible. I didn't test with world changing mods. Will they trigger if you request them via dialogue? I will check this out and see if I can make some adjustments. It could be keywords for the locations which I used to determine what is a safe space to run events. Yeah, asking for harsh bondage outfit and camping works via dialogue. But like time based events like inspection or whipping or display doesn't work.
Kingslayer101 Posted December 8, 2025 Posted December 8, 2025 Setting up a new modlist and wanna add this mod but I hear you've taken the download down. Would it be ok to update from the previous version once the new version is out? Asking because I dont wanna start another new game after Im done with the final bits of the modlist.
Bound Posted December 8, 2025 Posted December 8, 2025 16 hours ago, Talesien said: Honestly, you might be overthinking this quite a bit. ... Honestly, I overthink everything, it's an occupational hazard! 🙃 But thanks for the warnings and clarifications, they are well founded and appreciated. I find it useful to keep long-term objectives in mind while working on practical iterative steps so those steps take me in the right direction. It can be hard and confusing to talk about both at once, but also hard to productively talk about either one in complete isolation. Mostly I'm trying to see where this mod fits in to that journey (and gushing a bit about the dream). If I reach for the moon, maybe I can at least fly in the clouds, that would still be pretty cool!
Bound Posted December 8, 2025 Posted December 8, 2025 @Lazy Palm thanks for the clarifications and answers! I think you've navigated these rocky waters very well, and with amazing persistence. It sounds like you already addressed my "big" item regarding re-equipping the same thing. SD Cages mostly puts cages outside of Inns across Skyrim, and does a few other things that various players may or may not want to include in their game. It sounds like you already have the functionality covered as well. If you do look in to leashing/forced follow, watch out for speed differentials. It's going to be hard for a character in hobble dress or something to keep up unless the leader takes special care. Everything that goes wonky with followers following the player can and will happen with the player following an NPC, including navmesh issues as well. Thanks for the SS+ integration, very much appreciated, especially as forced isn't your thing. Story manager, timers, and just about any other event in the game someone wants to catch and report to the AI can all be useful tools for prodding the AI to act. But that could easily be a whole 'nother mod and out of the scope of this one. I was just curious how much support this mod would give to such a mod. As with just about everything related to generative AI, the prompt is where the magic lies in getting them to do anything useful that they weren't specifically tuned for. And with anything adult, edgy or even remotely potentially controversial, having to work around the censorship guardrails the models are being built with makes it orders of magnitude harder. 1
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