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Posted
7 minutes ago, Kargano01 said:

It is for a fixed set, i unchecked random. And it is on all sets i have new created. 

 

I Inckuded my json file. and they are the last outfits strating on all citys.

outfits_4827560.json 16.11 kB · 0 downloads

 

Are these two items that should be equipping?

 

        "159097960_fixed_worn_items" : 
        [
            "0xd63|[Predator] Meliora Ballet Boots V2.esp",
            "0xd6a|[Predator] Latex Fetish Dress.esp"
        ],

 

Have you tried it with any other clothing or armor mods or built in game items?

Posted
4 minutes ago, Lazy Palm said:

 

Are these two items that should be equipping?

 

        "159097960_fixed_worn_items" : 
        [
            "0xd63|[Predator] Meliora Ballet Boots V2.esp",
            "0xd6a|[Predator] Latex Fetish Dress.esp"
        ],

 

Have you tried it with any other clothing or armor mods or built in game items?

Im my old save, it was working with them and yes i have tried with other items . These was the safe area, on unsafe there is slightly different, also the fixed DD items wont work normal. and no, i can walk from safe to unsafe and back and nothing happend. Realy strange. Have i to much outfits stored ? Because with the new Game i recreated it.

Posted

0.4.39 - a few random changes

 

* Added magic bondage switching in preferences menu - items changed without the dom near

* MCM option to disable dom random comments (off by default)

* MCM option to disable console output of log messages (off by default)

 

 

Binding 0.4.39.7z

Posted (edited)
29 minutes ago, Kargano01 said:

Im my old save, it was working with them and yes i have tried with other items . These was the safe area, on unsafe there is slightly different, also the fixed DD items wont work normal. and no, i can walk from safe to unsafe and back and nothing happend. Realy strange. Have i to much outfits stored ? Because with the new Game i recreated it.

 

Easy way to test that would be to go to the template folder in the mod:

\SKSE\Plugins\StorageUtilData\binding\templates 

 

Move all of the files out (or keep 1 or 2)

 

and then in your overwrite folder:

\SKSE\Plugins\StorageUtilData\binding\games

 

And move out the game files or rename the specific file if you know the save ID.  And let it create an new file when the same loads. You will get a messagebox that it created the file.

 

Assuming you have MO2 of course. The Vortex process would be different.

Edited by Lazy Palm
Posted
6 minutes ago, Lazy Palm said:

 

Easy way to test that would be to go to the template folder in the mod:

\SKSE\Plugins\StorageUtilData\binding\templates 

 

Move all of the files out (or keep 1 or 2)

 

and then got to your overwrite folder:

\SKSE\Plugins\StorageUtilData\binding\games

 

And move out the game files or rename the specific file if you know the save ID.  And let it create an new file when the same loads. You will get a messagebox that it created the file.

 

Assuming you have MO2 of course. The Vortex process would be different.

Ok, i will try later. I use Vortex, but the location are the same. Thx

Posted
44 minutes ago, Lazy Palm said:

0.4.39 - a few random changes

 

* Added magic bondage switching in preferences menu - items changed without the dom near

* MCM option to disable dom random comments (off by default)

* MCM option to disable console output of log messages (off by default)

 

 

Binding 0.4.39.7z 6.95 MB · 1 download

Would it be possible to add a toggle to do the switching via a guard the player can talk to?

That way the player can enter a city, then has a limited amount of time to talk to a guard and get equipped with items according to the safe area rules.

When leaving, the player has to talk to a guard to change to the unsafe area set and then has a limited amount of time to vacate the city.

 

Might be working nicely if the player uses a non-follower NPC as master.

Posted (edited)
2 hours ago, Kargano01 said:

Ok, i will try later. I use Vortex, but the location are the same. Thx

 

Looks like it was a problem I created. Found this issue and will get the 0.4.40 patch out today. Sorry about that!

 

In the meantime, flipping on the magic bondage option in preferences should work until I get out the fix (if running .38 or above).

Edited by Lazy Palm
Posted
3 minutes ago, Lazy Palm said:

 

Looks like it was a problem I created. Found this issue and will get the 0.4.40 patch out today. Sorry about that!

Oh, ok. 

 

No, you don't need to apologise. You have a fantastc and fast support.

 

Many thanks for all your work.

Posted

One more stupid question, Possible i have over read it. Is it possible to choose wich furniture is used on Camping. It looks for me that allways the same was choosen. 

 

Many thanks

Posted
On 3/9/2026 at 1:31 PM, GTAVC16 said:

Would it be possible to add a toggle to do the switching via a guard the player can talk to?

That way the player can enter a city, then has a limited amount of time to talk to a guard and get equipped with items according to the safe area rules.

When leaving, the player has to talk to a guard to change to the unsafe area set and then has a limited amount of time to vacate the city.

 

Might be working nicely if the player uses a non-follower NPC as master.

 

Yeah, this is a fun idea. I think I can make it happen. I could see some variations that would be cool also. Force greet and add when you enter a town. Leave town in (x) seconds or they arrest you.

Posted
1 hour ago, Kargano01 said:

One more stupid question, Possible i have over read it. Is it possible to choose wich furniture is used on Camping. It looks for me that allways the same was choosen. 

 

Many thanks

 

One of my 0.5 changes that I think is already in place. I will add it to the list if not.

Posted (edited)
3 hours ago, Lazy Palm said:

 

One of my 0.5 changes that I think is already in place. I will add it to the list if not.

Many thanks.

 

(Or I am to blind to find it)

Edited by Kargano01
Posted
1 hour ago, Kargano01 said:

Many thanks.

 

(Or I am to blind to find it)

 

I am still working on the 0.5 version. Not exactly sure when I will roll it out.

Posted

All is fine. I can stop now to search🤣

 

(Sorry, i am a native german speaker from switzerland  and from time to time i interpreted the meaning of words wrong) 

Posted
32 minutes ago, Kargano01 said:

All is fine. I can stop now to search🤣

 

(Sorry, i am a native german speaker from switzerland  and from time to time i interpreted the meaning of words wrong) 

Entscheide er sich, Deutsch sprechend oder Schweitzer, das schließt sich gegenseitig normalerweise aus. ;)
(Hab als Kind mal in der Nähe von Schaffhausen gelebt, aber ein halbes Jahrhundert danach ist Schwizerdütsch wieder ein Buch mit 7 Siegeln. ^^)

Posted
11 hours ago, Talesien said:

Entscheide er sich, Deutsch sprechend oder Schweitzer, das schließt sich gegenseitig normalerweise aus. ;)
(Hab als Kind mal in der Nähe von Schaffhausen gelebt, aber ein halbes Jahrhundert danach ist Schwizerdütsch wieder ein Buch mit 7 Siegeln. ^^)

Hihi, ja kann ich nachvollziehen. Definitive Schweizer.. Habe es da einfacher solange es nicht tiefstes Bayern ist😁

Posted (edited)
1 hour ago, DonQuiWho said:

 

Sorry to bother you again

 

I still haven't got my DM3 issue fixed and whilst looking further, can I ask please, is it 'Binding' that now produces a message - in purple text - at the top of my screen which says (something like) ...

 

'This furniture looks interesting'

 

If it is, how and where does the mod identify when the cursor/player's POV is rolled over an item of furniture, and does it 'do' anything else at that point by, in sort of layman's terms, 'tagging' the furniture item or anything similar? - just so as I can follow this through to see if it affects anything else that might impact on DM3's own cursor rollover/item selection

 

TIA

 

DQW  

 

   


That just indicates that the item has been added to an alias (but not reserved) so the put on display quest knows to use it.  The alias is not adding any scripts to the object reference or anything.  

 

I will make sure that having the use dm3 option in the mcm off disables that check/fill on those future items so you can verify that is not a root cause.  I will confirm and push out a small update today if so.


This sort of answer your question?

Edited by Lazy Palm
Posted
1 hour ago, Lazy Palm said:


That just indicates that the item has been added to an alias (but not reserved) so the put on display quest knows to use it.  The alias is not adding any scripts to the object reference or anything.  

 

I will make sure that having the use dm3 option in the mcm off disables that check/fill on those future items so you can verify that is not a root cause.  I will confirm and push out a small update today if so.


This sort of answer your question?

 

Thank you very much.

 

Look forward to see what happens! 

 

DQW

Posted

Love the idea of the mod. Messing around with the jsons since I fancy creating my own outfits rather than using generic Devious Devices. I figure the outfits_xxx.json is created by the mod when a new game is created and is just a concatenation of the stuff in `SKSE\Plugins\StorageUtilData\binding\templates\outfits`. What I absolutely do not understand is the block slots and the `random_bondage_chance` associated with those block slots. Because those block slots don't look like armor slots. The slots are also longer than the outfit list. What's going on over there? Also, what's the best practice here for creating your own outfits? Edit the existing jsons or create new ones entirely and get rid of the existing ones so outfits_xxx.json can be populated again?

 

Second, I kinda missed where and how the behaviour rules were implemented. Are all of them in the rules list implemented? Can I customize them? Could go through the code itself and figure it out but I am lazy. 

 

Please and thank you. 

Posted
18 minutes ago, mk2jammies said:

Love the idea of the mod. Messing around with the jsons since I fancy creating my own outfits rather than using generic Devious Devices. I figure the outfits_xxx.json is created by the mod when a new game is created and is just a concatenation of the stuff in `SKSE\Plugins\StorageUtilData\binding\templates\outfits`. What I absolutely do not understand is the block slots and the `random_bondage_chance` associated with those block slots. Because those block slots don't look like armor slots. The slots are also longer than the outfit list. What's going on over there? Also, what's the best practice here for creating your own outfits? Edit the existing jsons or create new ones entirely and get rid of the existing ones so outfits_xxx.json can be populated again?

 

Second, I kinda missed where and how the behaviour rules were implemented. Are all of them in the rules list implemented? Can I customize them? Could go through the code itself and figure it out but I am lazy. 

 

Please and thank you. 

Actually, the idea is to use the in game function and let the mod create or modify the jsons, not for you to manipulate them directly. While that's certainly possible, it's not the recomended way.
Go to the Binding MCM and create new outfits or modify the existing ones is what I would recomend. Personally I just put on the DD's I want and any non-DD armor/clothing, then learn that set in the MCM. Remember to check that the set is using the fixed items rather than picking randoms ones (some sets are set to do so by default), also pick the location it should apply to (the predefined sets come preset, but can be adjusted of course, newly created sets have no locations set out of the box). Keep in mind that if you've several sets defined for a given location type, Binding will chose randomly between them.

Posted
38 minutes ago, Talesien said:

Actually, the idea is to use the in game function and let the mod create or modify the jsons, not for you to manipulate them directly. While that's certainly possible, it's not the recomended way.
Go to the Binding MCM and create new outfits or modify the existing ones is what I would recomend. Personally I just put on the DD's I want and any non-DD armor/clothing, then learn that set in the MCM. Remember to check that the set is using the fixed items rather than picking randoms ones (some sets are set to do so by default), also pick the location it should apply to (the predefined sets come preset, but can be adjusted of course, newly created sets have no locations set out of the box). Keep in mind that if you've several sets defined for a given location type, Binding will chose randomly between them.

 

I see. I figured the files in StorageDataUtil would be easier to edit by hand since I hate fiddling around with MCMs but I suppose it might be a little faster. Thanks.  

Posted
1 hour ago, mk2jammies said:

 

I see. I figured the files in StorageDataUtil would be easier to edit by hand since I hate fiddling around with MCMs but I suppose it might be a little faster. Thanks.  

 

Thanks @Talesien for the summary. I need figure out how to pin that.

 

Also, the block slots are optional.  They just are the there to prevent a player from equipping gear into those slots. if you want.  So if you had a set that would only allow shoes, you set every block active and leave the feet slot unchecked.

 

There is an selection page in the mcm for the behavior rules. If it is dom controlled the npc picks them / removes them randomly, if it is sub/hybrid, the player picks them.  You can only turn this on/off in the mcm if sub controlled, but you can always set the options for them, like make permanent / safe areas only / etc.

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