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Posted
2 hours 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.  

I hear you, I tend to prefer a quick stint in a text editor too, but the Binding jsons really weren't made with that in mind. You could probably modify the templates comparably easily. The ones created at runtime though, that's another story.

Posted
On 3/16/2026 at 10:05 PM, DonQuiWho said:

 

Hi again

 

Thanks very much for the latest version!  I've now given this a try on two games, on one of which DM3 has always worked, and also the one where it presently doesn't work fully.

 

Outcomes were

 

a - it still seems to work fine when installed on the game that has always had DM3 working OK.  I have attached 2 logs to show what appears from BINDING and (DM3) DMSE mods when activating single and multipose devices.  The log lines which are referred to were only 'test' activations of devices, not then followed through to mounting NPCs on them, so 'don't really count', so to speak.  These logs are included just in case they might be of any use/interest to you

 

b - DM3 it still doesn't work on the problem game.  I tried removing the 'additional' DM3 based mods to see if they were the problem, but that still didn't make any difference.  I would then have left it there, totally ruling out 'Binding' being the problem EXCEPT that your update does seem to make one noticeable difference.  DM3 has two devices, a single pole full body restraint and a mirror imaged back to back version.  Before I installed your latest version, the single postion worked fine, but the 2 position one didn't and the selection menu just cancelled out.  This time though, on clicking the 2 pose device, a menu for the 2 pose options DID appear - Screen shots attached - with the 2 poses appeaing as shown as '%' options, as opposed to having the text descriptions.  Both 'work' ie they are both selectable, but that is different from was happening before!  I've attached another log for that game (ignore the follower mod spam - there is something weird there which I need to sort in game).  That log shows the lines where single pose items do work, and where a multipose one doesn't give a menu at all  (Sorry, I didn't have the log for the one that came up with the %options but I can probably get that rerun for you if you think that might tell you anything new)

 

It's still very possible that this is all a fluke and has nothing whatsoever to do with your mod (!) but I thought I'd pass the info on just in case it points you to anything else

 

Hope it's useful

 

DQW

SkyrimSE 2026-03-16 20-11-14-89 single pose please assign.jpg

SkyrimSE 2026-03-16 23-10-39-61 single pose.jpg

SkyrimSE 2026-03-16 23-10-47-34 single pose after placement.jpg

SkyrimSE 2026-03-16 23-11-01-58 multi pose please assign.jpg

SkyrimSE 2026-03-16 23-11-04-61 multi pose position menu.jpg

SkyrimSE 2026-03-16 23-11-12-96 multi pose position 1.jpg

SkyrimSE 2026-03-16 23-15-19-33 multipose position 2.jpg

Papyrus.3 - Copy BINDING works OK with D3 ignore 3350 to 3853 which were test clicks only.log 456.83 kB · 0 downloads Papyrus.0 - Copy BINDING INSTALLED D3 multipose notOK line 4396 and 4878 single pose OK 5819 .log 824.02 kB · 1 download

 

Thanks for the detailed explanation. I will look at the logs and see if anything obvious jumps out at me.

 

Posted (edited)

Hey, this looks great!  Thanks for this!

 

Suggestion, could you make a mod entry point for the dominant follower/NPC quest?  That way a mod like Simple Slavery could integrate it as a slave start option.  I tend to prefer my PC binding to be non-con, so SS handing me over to my follower (or other), who becomes dominating since I "owe" her for rescuing me from the slavery auction is pretty hot.

Edited by cetuximab
Posted
4 hours ago, cetuximab said:

Hey, this looks great!  Thanks for this!

 

Suggestion, could you make a mod entry point for the dominant follower/NPC quest?  That way a mod like Simple Slavery could integrate it as a slave start option.  I tend to prefer my PC binding to be non-con, so SS handing me over to my follower (or other), who becomes dominating since I "owe" her for rescuing me from the slavery auction is pretty hot.

 

It actually has simple slavery integration now. If you have the newest version of the simple slavery, binding is a possible outcome.

 

There is also a pre-slavery quest option (enable in preferences in the mcm) where you can tag potential followers/followers (in dialogue) as a potential dom and the quest triggers when your health drops below 50% in combat.

 

Posted
4 minutes ago, DonQuiWho said:

 

Thanks.  Look forward to seeing what you come up with, one way or the other

 

Meantime (and I'm almost frightened to mention this) I have another conundrum which might come from 'Binding'

 

Static trap mod based Estrus attacks seem to have worked fine in this game so far. 

 

However, now that I've gone back to the save before I started testing the DM3 stuff, and moved the game on, I have found that

 

1 - Creature generated Estrus attacks work properly on my follower

 

but

 

2 - they seem to kill the game if generated by both in game creatures eg spiders and mod generated creatures eg from Demonic Creatures

 

and

 

the common factor is that the screen just goes black, the game has to be terminated using Task Manager, and the logs seem to show 'Binding' scripts firing up and then stacking immediately prior to the crash

 

This happens both when Binding's MCM Control sub menu, and hence (I assume) the mod  is set to active or suspended

 

Now, again, this could just be absolute co-incidence, together with my non techie dabbling coming up with lemons but, FWIW, I've attached a log for you to have a look at just in case “It is (NOT) a tale, told by an idiot, full of sound and fury, signifying nothing.”   😉

 

Hope it's of some help, anyway

 

 

 

 

Papyrus.0 - Copy with Estrus Attack on Player Crashing - showing proximate Binding activity.log 2.1 MB · 1 download

 

Will take a look!

Posted

When I use the "Lock MCM for a week" option it only locks rules section and all other tabs are still available, even the option to turn on/off the ability to as for release.

 

Is this supposed to be like this?

Posted
4 hours ago, itami_no_hana said:

When I use the "Lock MCM for a week" option it only locks rules section and all other tabs are still available, even the option to turn on/off the ability to as for release.

 

Is this supposed to be like this?

Sounds like a bug/oversight. I can imagine it was the intent to keep some tabs open, so you can suspend the mod if necessary or access the save-word. Being able to toggle the release topic however is pretty certainly unintended. Locking the MCM is one of the options I never really use, so slipped through, thanks for reporting the issue. 

Posted

Hi, 

 Hope you are well and thanks for making the mod. I'm trying to link it with simple slavery++ but when I am bought the room I'm supposed to be collected from only partially rends and the person coming to get me gets stuck in the hall. Not sure if it a problem with the or simple slavery++ but I tried a couple of other mods that link with SS++ and didn't have issues. Anyone else encounter this and if so how to fix it? Thanks in advance for the help

Posted
6 hours ago, Talesien said:

Sounds like a bug/oversight. I can imagine it was the intent to keep some tabs open, so you can suspend the mod if necessary or access the save-word. Being able to toggle the release topic however is pretty certainly unintended. Locking the MCM is one of the options I never really use, so slipped through, thanks for reporting the issue. 

I'm glad it brought it up then! By the way there is another bug - if I ask for release and dismiss a follower and then get a new dom through binding the lock is still engaged until the week has passed.

Posted (edited)
6 hours ago, agatharchides said:

Hi, 

 Hope you are well and thanks for making the mod. I'm trying to link it with simple slavery++ but when I am bought the room I'm supposed to be collected from only partially rends and the person coming to get me gets stuck in the hall. Not sure if it a problem with the or simple slavery++ but I tried a couple of other mods that link with SS++ and didn't have issues. Anyone else encounter this and if so how to fix it? Thanks in advance for the help

Hmm, that is part of the scene to come in 5.x, parts of it might already be in, but should not be active. You are certain you've 0.4.34 installed? And removed all other versions from your LO? I would not recommend to install from GitHub currently.
I just tested it and it worked as it should (i.e. I found myself standing next to my new owner in front of the Auction Hall entrance in Riften). So something odd is going on in your game. Either the install is messed up or you got an older version (there was a test version with the SimpleSlavery Scene on the Github for a while). Might even have been in a version that made it to LL, comming to think of it, at any rate that version would be badly outdated and the scene is still being worked on.

Edited by Talesien
Posted
3 minutes ago, itami_no_hana said:

I'm glad it brought it up then! By the way there is another bug - if I ask for release and dismiss a follower and then get a new dom through binding the lock is still engaged until the week has passed.

Not sure I would consider that a bug, you asked for the mcm to be locked for a week, not for it to be locked until you get rid of your dom. ^^
If there is a bug, I would consider it the possibility to change/get rid of your dom while the MCM is locked. That's a matter of debate of course. I will leave it to LazyPalm to decided what to do in those cases.
 

Posted
10 hours ago, Talesien said:

Not sure I would consider that a bug, you asked for the mcm to be locked for a week, not for it to be locked until you get rid of your dom. ^^
 

If it is an intended behavior - it's fine. Especially with the "pre-enslavement events" turned on it can be really devious when the dismissed follower catches the player again👻

Posted
12 minutes ago, itami_no_hana said:

If it is an intended behavior - it's fine. Especially with the "pre-enslavement events" turned on it can be really devious when the dismissed follower catches the player again👻

I've no inkling what LazyPalm intended for this, so up to him to fix or leave as is. Personally I would likely leave as is mostly, just fix it so that the dom cannot be dismissed after the mcm is locked, but that's just my opinion. Still leaves other loopholes of course (not all followers are essential for example, also you can always disable them in the console), but if one actively looks for ways to "break" a mod like Binding, it's hard to prevent it. Important thing is to cover most accidental ways to break it (all would be better, but ... people are prone to pretty creative ... accidents ^^). 

Posted
18 hours ago, Talesien said:

Hmm, that is part of the scene to come in 5.x, parts of it might already be in, but should not be active. You are certain you've 0.4.34 installed? And removed all other versions from your LO? I would not recommend to install from GitHub currently.
I just tested it and it worked as it should (i.e. I found myself standing next to my new owner in front of the Auction Hall entrance in Riften). So something odd is going on in your game. Either the install is messed up or you got an older version (there was a test version with the SimpleSlavery Scene on the Github for a while). Might even have been in a version that made it to LL, comming to think of it, at any rate that version would be badly outdated and the scene is still being worked on.

Thanks for taking the time to response. I do indeed appear to have installed the wrong version so it was a quick fix anyway. Is there an option to not have my dom follow me around everywhere and do we go somewhere? When I went through the auction we just stared at each other outside the gate at Riften until I turned on some random bondage events. That just led to random events happening also right outside riften.  They also seem normal companions otherwise, is he supposed to be following me around?

 

Posted (edited)
3 hours ago, DonQuiWho said:

 

@Lazy Palm

 

Bit of a necro, but I just saw this when looking through the thread after crashing again, but this time on a Defeat event (using latest iteration of Bane Masters 5.3.6 version), where the log showed similar issues to the problems I saw with player targeted Estrus event

 

This might be what is causing the issues I'm seeing.  Is that borne out by the stacked scripts from Binding that appear in the logs I posted?  I had assumed that because I had not actually assigned a 'Dom' yet, that Binding would ignore such things as there is no Dom to get involved 

 

DQW

That should be easy to verify/falsify. Simply uncheck the pre-slavery events. If it still happens it's pretty unlikely to be connected (I assume the script will trigger anyway, but exit immediately, so should not cause any problems.) Not sure what Binding does if you didn't designate a future dom, but have pre-slavery active and trigger it. Maybe nothing, might also try to fall back to hirelings, like it does with SimpleSlavery. At any rate if the pre-slavery events are disabled, it will do (next to) nothing.

Edit: Just had a look at your papyrus logs ... honestly, that does not look to healthy. You've way to many errors and warning in there for my taste, yes a good deal may be begning (not 100% sure, didn't look that closely at all of them), still way to many for comfort.
What you really shoudl tackle is whatever causes this:

[03/17/2026 - 01:00:30AM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
	[<nullptr alias> (17) on <nullptr quest> (000750BA)].FollowerAliasScript.GetReference() - "<native>" Line ?
	[<nullptr alias> (17) on <nullptr quest> (000750BA)].FollowerAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
	[<nullptr alias> (17) on <nullptr quest> (000750BA)].FollowerAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
	[DialogueFollower (000750BA)].tweakdfscript.TrySandBox() - "TweakDFScript.psc" Line 1342
	[TweakMonitorPlayer (DD02CBB1)].tweakmonitorplayerscript.OnUpdate() - "TweakMonitorPlayerScript.psc" Line 464

While most of your errors and warnings are limited to startup this crap keeps going off several dozen times per second.
Not saying it's in any way connected to your problems, it just isn't a good baseline to have.

Edited by Talesien
Posted
3 hours ago, agatharchides said:

Thanks for taking the time to response. I do indeed appear to have installed the wrong version so it was a quick fix anyway. Is there an option to not have my dom follow me around everywhere and do we go somewhere? When I went through the auction we just stared at each other outside the gate at Riften until I turned on some random bondage events. That just led to random events happening also right outside riften.  They also seem normal companions otherwise, is he supposed to be following me around?

If you get a dom from SimpleSlavery it is supposed to be a follower or hireling. If you didn't designate a potential dom (activate the pre-enslavement events, talk to a follower and select 'mark as possible dom, don't forget to disable pre-enslavement events again, unless you want it active) bindings will fall back to hirelings (female ones be default which usually means Jenassa, but you can also chose the male hirelings in the mcm). After the auction your dom is automatically added as a follower, so yes they are supposed to follow you around. (Well technically it's likely you follow them, as you are the slave after all, but that's nothing the game engine supports.)

Posted

Short Question to Skyrimnet. are the following comments/narration coming from this mod?

{
  "narration": "Brand-Shei makes a comment Lilliana's current situation."
}

 

{
  "narration": "Lilliana orgasmed again."
}

Posted
5 hours ago, bigbasi said:

Short Question to Skyrimnet. are the following comments/narration coming from this mod?

{
  "narration": "Brand-Shei makes a comment Lilliana's current situation."
}

 

{
  "narration": "Lilliana orgasmed again."
}

 

The first one yes, I noticed that with the "comment (x)'s current" vs. "comment about (x)'s situation" that I still need to fix. It can be triggered in the crowds quest.

 

The second one is probably from SkyrimNet SL if I had to guess.

 

It causing any issues? I need to put a toggle in to disable that and use the built in comments for those that don't want to burn tokens on NPC chatter. Will put that on my short term to-do. I have honestly not adjusted it much since Min was planning on reworking some of the api integration stuff.

Posted
On 3/20/2026 at 10:15 AM, DonQuiWho said:

 

@Lazy Palm

 

Bit of a necro, but I just saw this when looking through the thread after crashing again, but this time on a Defeat event (using latest iteration of Bane Masters 5.3.6 version), where the log showed similar issues to the problems I saw with player targeted Estrus event

 

This might be what is causing the issues I'm seeing.  Is that borne out by the stacked scripts from Binding that appear in the logs I posted?  I had assumed that because I had not actually assigned a 'Dom' yet, that Binding would ignore such things as there is no Dom to get involved 

 

DQW

 

I am missing a null check on the crosshair that might be the cause of this. I am going to release an update (today hopefully) that should fix that.  At least the binding errors. Sorry!!

Posted
On 3/20/2026 at 10:16 AM, agatharchides said:

Thanks for taking the time to response. I do indeed appear to have installed the wrong version so it was a quick fix anyway. Is there an option to not have my dom follow me around everywhere and do we go somewhere? When I went through the auction we just stared at each other outside the gate at Riften until I turned on some random bondage events. That just led to random events happening also right outside riften.  They also seem normal companions otherwise, is he supposed to be following me around?

 

Yeah, game engine limits 🤔 I am going to ponder on this one though. Might be fun to have quest/event/option with some points of interest around cities and the dom follower could have a package to visit them randomly (and force the player to tag along (at a certain distance) and work their errands around whatever the follower chooses to do).

Posted
6 hours ago, Lazy Palm said:

 

I am missing a null check on the crosshair that might be the cause of this. I am going to release an update (today hopefully) that should fix that.  At least the binding errors. Sorry!!

 

Fine!  There's no need to rush, or panic unduly.  These things happen!

 

And tyvm for checking, regardless of what happens!

 

DQW

Posted
11 hours ago, Lazy Palm said:

It causing any issues? I need to put a toggle in to disable that and use the built in comments for those that don't want to burn tokens on NPC chatter. Will put that on my short term to-do. I have honestly not adjusted it much since Min was planning on reworking some of the api integration stuff.

Yeah, a bit 😉 since this is direct narration it triggers the AI all the time. I turned SkyrimNet in Binding off and recognized how often the NPC's comment in the crowd event... like every 5-10 Seconds? if you maybe give it a cool down or instead turn it into a persistent event "Blabla is bound into a Pillory/Xcross for public something somthing", so the GameMaster knows whats going but the NPC's can comment however thy want. that would be cool.

The SkyrimNetSL thing is the same, its also Direct Narration.... so if you have TAP installed that turns into a cacophony of "NNNGH and AHH's" which still continues 30 minutes after leaving the Brothel 😉 ... need to find a way to turn that of too

Posted
14 hours ago, Lazy Palm said:

 

Yeah, game engine limits 🤔 I am going to ponder on this one though. Might be fun to have quest/event/option with some points of interest around cities and the dom follower could have a package to visit them randomly (and force the player to tag along (at a certain distance) and work their errands around whatever the follower chooses to do).

Yeah that's fair it's hard to work within the game. I noticed you can make the dom not follow you around which seems to work with the random tasks assigned it Devious Slavery alright. You might try just giving the player quests they have to do in a certain timeframe or be 'punished', if there is a way to make quests timed. 

Posted
6 hours ago, bigbasi said:

Yeah, a bit 😉 since this is direct narration it triggers the AI all the time. I turned SkyrimNet in Binding off and recognized how often the NPC's comment in the crowd event... like every 5-10 Seconds? if you maybe give it a cool down or instead turn it into a persistent event "Blabla is bound into a Pillory/Xcross for public something somthing", so the GameMaster knows whats going but the NPC's can comment however thy want. that would be cool.

The SkyrimNetSL thing is the same, its also Direct Narration.... so if you have TAP installed that turns into a cacophony of "NNNGH and AHH's" which still continues 30 minutes after leaving the Brothel 😉 ... need to find a way to turn that of too


Just updated it to do a one time event register when it resets the crowd and some character prompts.  Will get this out in my test release today.  Thanks for letting me know!

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