Lazy Palm Posted December 16, 2025 Author Posted December 16, 2025 (edited) 1 hour ago, jbezorg said: It may also be the AI package itself if the travel distance is the same as the distance needed to complete the package. The NPC can satisfy the travel to radius portion of the AI package and not satisfy the package completion portion even though both values are identical. Terrain, IK, a bump from another NPC, anything, can cause this I will check out this package. The travel completion advances the scene, maybe that is not firing. Edited December 16, 2025 by Lazy Palm 1
Lazy Palm Posted December 16, 2025 Author Posted December 16, 2025 6 hours ago, Hanshurtig11 said: So, i have the problem, even when i disable most of the location and "all Events" , anytime i change location (save to unsave, or inn), devices gets removed. So if devices got equipped by Devious Curse for example i allways get rid of them, just by changing location. I have not found a way to disable Bondage outfits complete. Another thing i like to mention is that the milking event (Lactacid and milking) triggers way to often. Would be nice, if time could be chosen like for other events. Big thx for all your work !! regards I am pretty sure I spotted the cause of this issue when I was moving code around today. I will see if I can get a fix into place soon. Thanks for the heads up!
Lazy Palm Posted December 16, 2025 Author Posted December 16, 2025 1 minute ago, Lazy Palm said: Another thing i like to mention is that the milking event (Lactacid and milking) triggers way to often. I can add a cooldown to slow it down, but that is triggered on being full, so a portable machine could probably reduce the frequency. I will set a max Lactacid per event number also, that is probably making it accumulate too fast.
SNWPNDA Posted December 16, 2025 Posted December 16, 2025 (edited) Just wondering, when it comes to setting up outfits is there a way to block certain items? I like using random outfits in some settings but I hate when it equips the ball and chain so I'm tying to find a way to remove it from the random pool Also I saw here you mentioned that bound sleep will sometimes use the cage. are you talking about "cage variant 1"? The one that has diffrent poses built into it Edited December 16, 2025 by stoopidpanda
Leoosp Posted December 16, 2025 Posted December 16, 2025 (edited) @Lazy Palm Can Pama's Deadly Furniture support please be added to this modification? Also can you please also start using Devious Contraptions furniture? Edited December 16, 2025 by Leoosp
Talesien Posted December 16, 2025 Posted December 16, 2025 1 hour ago, Leoosp said: @Lazy Palm Can Pama's Deadly Furniture support please be added to this modification? Also can you please also start using Devious Contraptions furniture? Pamas Deadly Furnitures are, as the name suggests, execution devices. Binding is not about killing the sub. I don't really wish to see this mod venture into snuff territory. I suppose some of the devices could be used for bondage, despite the lethal intend, but most of those are similar enough to a ZaZ device that I'm not sure if it's worth the effort. As for Devious Contraptions, those are part of DD, the problem with them is that they come with their own release system. Not sure if the activation of that can be reliably disabled just by locking the players controls. (Pretty sure one can access them if going to freecam, even with disabled controls.) While I don't claim I've seen all, those I've seen all have a ZaZ equivalent, so little to no variety to gain there. Not opposed to adding them, DD is required anyway, but again not sure the gain is going to be worth the effort. Perhaps I'm missing something interesting, what Devious Contraption are you thinking about that does not have an equivalent in ZaZ?
Tildetyper Posted December 16, 2025 Posted December 16, 2025 5 hours ago, Lazy Palm said: So glad you like it! That is the vibe is I was attempting to capture. Hoping to add things in near future to build upon that. Also, I am re-working the code currently and hoping to fix some of the slow pain points. Hydra's slave girls is something I often install (It's also got men, which I like the variety of it) and the little narrative punches of like how they came to be and I'd often want to experience things from those owners - or the slavers roaming the country side - but that project never really got to that point. This mod really does make you feel like you're one of them (The one that everyone points out is naked, even if they themselves are naked - but you know, skyrim!) There were some takeover mods that put slavery into the whole world - though I often found it a little too harsh and gorey, and extreme for my taste. I think this one is very tuneable and turning on free use makes it pretty interesting for me (once I get the right tuning on arousal base for it) so I appreciate it - it's very ambitious and seems to work relatively well (Gotta be careful on mod groupings).
jbezorg Posted December 17, 2025 Posted December 17, 2025 11 hours ago, Lazy Palm said: I will check out this package. The travel completion advances the scene, maybe that is not firing. Distance is measured from the target's center so if you set it to zero then the actor running the package will usually body slam the target actor. Here's a chart of Skyrim units to real measurements. https://ck.uesp.net/wiki/Unit
arbiter Posted December 18, 2025 Posted December 18, 2025 In bind_mcmscript the "custom" skyrimnet prompt at the end doesn't show because the string array is too small by one, just FYI: slaveryInSkyrimTypes = new string[5] I overwrote one of the other prompts a while back but I keep thinking "I should go say something" and I guess now's when I've finally gotten off my ass and done it. 1
Hanshurtig11 Posted December 18, 2025 Posted December 18, 2025 On 12/16/2025 at 7:31 PM, Lazy Palm said: I can add a cooldown to slow it down, but that is triggered on being full, so a portable machine could probably reduce the frequency. I will set a max Lactacid per event number also, that is probably making it accumulate too fast. I use a portable milker, when not in town anyway. Thou sometimes, when in town or dungon/wilderness, getting milked is triggered right after a milking is done. 10-20 seconds and with no milk accumulated. Letting the sub not imidiatly get milked, even when full, might be a nice punishment, when milk debuffs (from milking mod) are enabled 😁
rjn Posted December 18, 2025 Posted December 18, 2025 FYI, If you also play with Devious Curses you might get equipped with the latex curse suit which the player (and Binding) won't be able to remove when equipping your milking outfit. Although milking machines will complain about "suit blocks milking", avoid using a machine and choose the milk self option triggered by holding down the milk status key ("9" by default). If you remember this then required milkings will always go smoothly. 1
hthomos Posted December 18, 2025 Posted December 18, 2025 Hello, Just installed and tested the mod and it seems to work quite well. no crashes so great mod! My question is, it seems like you can be released by your dom whenever you want if you just ask. Is it meant to be this way? I see an option in the mcm to hide the release dialogue but is there even a way to get released automatically or organically? like based on the points you earned? I mainly use this mod as a punishment for losing fights and getting put into this mod through Simple Slavery Plus Plus so a mechanism to “earn your freedom” would be greatly appreciated
Talesien Posted December 18, 2025 Posted December 18, 2025 (edited) 2 hours ago, hthomos said: Hello, Just installed and tested the mod and it seems to work quite well. no crashes so great mod! My question is, it seems like you can be released by your dom whenever you want if you just ask. Is it meant to be this way? I see an option in the mcm to hide the release dialogue but is there even a way to get released automatically or organically? like based on the points you earned? I mainly use this mod as a punishment for losing fights and getting put into this mod through Simple Slavery Plus Plus so a mechanism to “earn your freedom” would be greatly appreciated Binding started as a consensual kink mod, at the core it still is. All the non-con, slavery, etc. parts came later. So no, there is no way to get 'free' aside from asking. What you could do is hide the option to ask, then lock the MCM for a week. You would still need to re-enable the ability to ask to be freed, after the MCM is open again, but it's as close to what you are looking for as it gets. (Kinda similar to SLTR if memory serves, while SLTR has timed contracts, you are not released automatically after your contract expires, but have to ask.) In time LazyPalm might add some sorted of timed contract or similar, but I don't think anything like that has been on the agenda so far. Edited December 18, 2025 by Talesien
hthomos Posted December 18, 2025 Posted December 18, 2025 1 hour ago, Talesien said: Binding started as a consensual kink mod, at the core it still is. All the non-con, slavery, etc. parts came later. So no, there is no way to get 'free' aside from asking. What you could do is hide the option to ask, then lock the MCM for a week. You would still need to re-enable the ability to ask to be freed, after the MCM is open again, but it's as close to what you are looking for as it gets. (Kinda similar to SLTR if memory serves, while SLTR has timed contracts, you are not released automatically after your contract expires, but have to ask.) In time LazyPalm might add some sorted of timed contract or similar, but I don't think anything like that has been on the agenda so far. Thank you very much. this is a good solution
jbezorg Posted December 21, 2025 Posted December 21, 2025 Just a FYI for everyone. There will be some interference with building with Solitude Expansion installed. @Lazy Palm Ran into an issue where disabling follower binding events will still trigger them. Also an odd case where I had the option to enable Binding events to a non-follower for a NPC from Solitude Expansion.
Talesien Posted December 21, 2025 Posted December 21, 2025 (edited) 12 hours ago, jbezorg said: Just a FYI for everyone. There will be some interference with building with Solitude Expansion installed. @Lazy Palm Ran into an issue where disabling follower binding events will still trigger them. Also an odd case where I had the option to enable Binding events to a non-follower for a NPC from Solitude Expansion. That is to be expected, no mod author can possibly take every city overhaul into account. It works with vanilla and overhauls that stay close to it. You are welcome to provide patches though. Once I stabilized my the LO that I'm working on (for WAY too long by now). I will provide patches for the overhauls I use, plus perhaps JK's Skyrim. Solitude Expansion will not be covered, though, as I use Enhanced Solitude instead. As for the followers, we are talking about disabled plugins? Or disabled in game via console? Edited December 21, 2025 by Talesien 1
jbezorg Posted December 21, 2025 Posted December 21, 2025 8 hours ago, Talesien said: That is to be expected, no mod author can possibly take every city overhaul into account. It works with vanilla and overhauls that stay close to it. You are welcome to provide patches though. Once I stabilized my the LO that I'm working on (for WAY too long by now). I will provide patches for the overhauls I use, plus perhaps JK's Skyrim. Solitude Expansion will not be covered, though, as I use Enhanced Solitude instead. I completely understand. It was a FYI for other users. That's why Lazy Palm was tagged in the following paragraph. 8 hours ago, Talesien said: As for the followers, we are talking about disabled plugins? Or disabled in game via console? There's a checkbox in Binding's MCM which allows a follower dialogue that enables that follower to trigger Binding events when the condition is met. Those events are still being triggered with that checkmark is in the "off" condition and when the player has no follower. It seems like the logic is: If [condition for event is met] [do event stuff EndIf Rather than: If [Follower Binding Events "on"] && [check if player has followers] && [condition for event is met] [do event stuff] EndIf There might be logic in the script but it's being bypassed somehow. The pic I posted of my character bound in Solitude was when I had no follower (I don't have any follower mods) and had disabled follower Binding events in MCM. Waiting 24 hrs game time didn't bring an NPC to the event site and checking the Follower Alias in the quest showed it was empty.
postal192 Posted December 22, 2025 Posted December 22, 2025 (edited) Hey, I didn't play for a longer time, so I gave the current version of your mod another go. When choosing outfits I noticed that when I try to remove items, these are stored way at the bottom and they consist of things I did not put into the set. Are these leftovers from your experiments? Or is this simply not supposed to be this way? Because I also removed some items and it showed a weird behavior. Take the padded steel collar as an example: it does not exist in the list of items you can add BTW, only the black and the gold version exist. So I chose gold. Now, when I tried altering the outfit because I didn't like the gold version I scrolled down to remove it. And there I found also an instance of the padded steel collar (the standard silver-grayish one). I thought this was some kind of a dead entry, so I deleted it. And guess what, the golden collar my PC was currently wearing got removed. Same thing happened to the ankle or leg cuffs, golden or black - in the set you could also find instances of the standard steel sets. Deleting these instances automatically deleted the golden or black restraints currently worn on the PC but NOT IN THE OUTFIT LIST. My savegames have always been cleaned but I don't want to rule out that somewhere there is some rest code or script hidden from previous versions of your mod. I hope its clear what I try to explain. I will try to make video of this observation because this is extremely weird. EDIT: I did not replicate the problem with items being removed from the inventory as explained before but I made an interesting observation in the video: Apparently, if loading new sets, the ones of the previous set stay in the list for some reason but as you can see they are scattered in a weird way. And they add up the more sets you load. Could only be dead entries but it makes navigating the list at least more and more cumbersome during a longer playthrough and I don't think that's intended and and it will cause further issues. Edited December 22, 2025 by postal192
steamst Posted December 23, 2025 Posted December 23, 2025 I like to join the people cheering for this mod. I am pretty curious about the AI options that I have not yet set up. I use Skyrim VR and I appreciate the spell to open the dial menu. I miss VR options to use devices (experimenting with unforgiving devices at present) or other mods that use user defined hotkeys from the keyboard. What I really would find interesting is to integrate VR somewhat more. Example: When you have to kneel in game, make the player have to kneel in real life. Likewise for other poses or actions. Maybe something similar can be made when bound in game. You have to copy that pose in real life, when possible - but maybe that is a feature to be added to the devices. When hands are bound, you need to hold your hands accordingly. (as fas as the VR set allows) When locked in pillory or other devices, you need to mimic the same position (e.g. bend over, hold arms accordingly. One question is, how to enforce that real life behaviour? Some ideas: black out screen and block all actions (but then it will be hard to see what pose you need to copy) add in game punishments make use of real live devices, like shock collar (eg. using GIFT) PS: Did someone mention Submissive Lola and how well both mods might add to each other?
myhouseatl Posted December 24, 2025 Posted December 24, 2025 (edited) Someone mentioned being released after a certain amount of time? I think it should be after being obedient for a certain amount of time. Perhaps being less restrictive if you have been obedient and extending time, more restraints, more rules etc..., when your not. Once you have gained (Trust? Lovers Bond? Except marriage proposal?) then you could be released. Edited December 24, 2025 by myhouseatl
Leoosp Posted December 24, 2025 Posted December 24, 2025 On 12/16/2025 at 10:03 PM, Talesien said: Pamas Deadly Furnitures are, as the name suggests, execution devices. Binding is not about killing the sub. I don't really wish to see this mod venture into snuff territory. I suppose some of the devices could be used for bondage, despite the lethal intend, but most of those are similar enough to a ZaZ device that I'm not sure if it's worth the effort. As for Devious Contraptions, those are part of DD, the problem with them is that they come with their own release system. Not sure if the activation of that can be reliably disabled just by locking the players controls. (Pretty sure one can access them if going to freecam, even with disabled controls.) While I don't claim I've seen all, those I've seen all have a ZaZ equivalent, so little to no variety to gain there. Not opposed to adding them, DD is required anyway, but again not sure the gain is going to be worth the effort. Perhaps I'm missing something interesting, what Devious Contraption are you thinking about that does not have an equivalent in ZaZ? They may be similar but have actual working mechanics and scripts tied to them. Also when appropriate API calls are made by mod authors they can be made from execution to just painful. Though others are very much execution devices, though could be the ultimate punishment for disobeying one too many times. Though could be an optional setting feature. If this is still not okay with the devices how about the player character being branded with marks showing them as a slave, can help with immersion. Also would additionally help with anti-escape mechanics, for capture and return to dominant.
Talesien Posted December 24, 2025 Posted December 24, 2025 (edited) 2 hours ago, myhouseatl said: Someone mentioned being released after a certain amount of time? I think it should be after being obedient for a certain amount of time. Perhaps being less restrictive if you have been obedient and extending time, more restraints, more rules etc..., when your not. Once you have gained (Trust? Lovers Bond? Except marriage proposal?) then you could be released. It's an option, the problem is the mod (and particularly the MCM) is almost overwhelmingly complex as is and such an option would have to be exactly that ... optional. As stated the base premise of Binding is more a consensual kink rather than actual slavery, those "real" slavery elements are in there now, but I don't think they should be allowed to take over the mod. There also are types of subs (aka brats) whose kink it is to test limits, act ... well brattish and deal with the consequences. It's understood, though that this is mutually accepted behavior, so you can't keep making the consequence progressively harsher in order to make the brat not a brat. That would violate the consent (and likely make the sub seek out another partner long term). It's ... complicated. If you've an easy solution that can incorporate your idea without adding more complexities to the menus, I'm all for it. Edit: also just reached 3k posts ... think I spend too much time on LL? Naaah. Edited December 24, 2025 by Talesien
Talesien Posted December 24, 2025 Posted December 24, 2025 1 hour ago, Leoosp said: They may be similar but have actual working mechanics and scripts tied to them. Also when appropriate API calls are made by mod authors they can be made from execution to just painful. Though others are very much execution devices, though could be the ultimate punishment for disobeying one too many times. Though could be an optional setting feature. If this is still not okay with the devices how about the player character being branded with marks showing them as a slave, can help with immersion. Also would additionally help with anti-escape mechanics, for capture and return to dominant. Might be an idea there, I remain unconvinced on the execution part, but there might be an idea there for the pain mode and branding. LazyPalm is currently a tad busy going through his scripts with a fine comb to cleaning out bugs left and right while streamlining it for future extensions. So might be a while till anything comes out of it. I guess it will also largely depend on if Pama's Deadly furniture can be added as a soft dependency. Knowing Pama it likely can, but didn't check yet.
Leoosp Posted December 24, 2025 Posted December 24, 2025 (edited) 1 hour ago, Talesien said: Might be an idea there, I remain unconvinced on the execution part, but there might be an idea there for the pain mode and branding. LazyPalm is currently a tad busy going through his scripts with a fine comb to cleaning out bugs left and right while streamlining it for future extensions. So might be a while till anything comes out of it. I guess it will also largely depend on if Pama's Deadly furniture can be added as a soft dependency. Knowing Pama it likely can, but didn't check yet. With the optional final punishment it would default to off and be selected by a drop down. The drop down would have Dominant Managed and Sub customised. With sub customised it would have a slider for selecting the limit at or above which the final punishment would occur. The final punishment form could either take the form of being configurable and/or theme based depending on specific location its likely most likely form of execution. If it wasn't just block based beheading. If dominant managed they may chose to follow a theme based on location or select one based on their own choice. Anyway using Pama's Deadly Furniture has it fully compatible with the beheading NG mod which fixes the decapitation crash issue, when overlays are applied to head. This crash issue has been present in Skyrim since the RaceMenu modification in Skyrim Legendary Edition. The final punishment if necessary can be made so that it can only be enabled if the slavery features are active, as that would make it more hard core if active. Also would make it seem more like the player character is only a slave - property able to used, abused, sold on and other disposal as like an object not a sentient free being. If the slave is too disobedient the dominant (owner) may decide to either sell the slave on or kill them (execute). Before the final punishment is carried out at some point the dominant may give warnings to the slave - obey and comply or its the end of you! Edited December 24, 2025 by Leoosp
shrtjsrtj Posted December 24, 2025 Posted December 24, 2025 On the MCM complexity issue, have you thought about moving away from MCM and to a GUI like Community Shaders and a lot of other mods do these days? Pros: Can possibly do more and fit a lot more on screen at once Less annoying to go into and tweak things Cons: Having mod setup be less centralized is not great No MCM recorder for easy setup
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now