esdeath2331 Posted Sunday at 12:53 PM Posted Sunday at 12:53 PM On 7/18/2026 at 12:19 AM, Lazy Palm said: Yeah, notification text just goes away quickly. There are a few mods you can download that will log the text and you can go back and review it in the mcm. I will try to focus on providing a messagebox option for important notifications in the future. Sorry for the trouble! I get the same problem with stack and frame counts. Has this issue been fixed in the new version?
platogkrone Posted Sunday at 02:21 PM Posted Sunday at 02:21 PM Would it be feasible to make a standalone version of the bondage-outfit system that doesn't need a master to function?
Lazy Palm Posted Monday at 04:46 PM Author Posted Monday at 04:46 PM On 7/19/2026 at 10:21 AM, platogkrone said: Would it be feasible to make a standalone version of the bondage-outfit system that doesn't need a master to function? Just want the outfits to be changed as you shift areas?
Lazy Palm Posted Monday at 04:50 PM Author Posted Monday at 04:50 PM On 7/19/2026 at 8:53 AM, esdeath2331 said: I get the same problem with stack and frame counts. Has this issue been fixed in the new version? I have not noticed any so far, but in fairness I was not having the issue with it in 0.4.x versions either. The only obvious place is the 0.5. test version would be on the cursor crosshair checks, but uses some script state changes and a thread sleep that should avoid script lags.
Talesien Posted Monday at 09:15 PM Posted Monday at 09:15 PM On 7/19/2026 at 2:53 PM, esdeath2331 said: I get the same problem with stack and frame counts. Has this issue been fixed in the new version? Like LazyPalm I also didn't encounter any issues with stacks (I assume we're talking suspended stacks) or notable fps drops from binding. I also run a pretty heavy modlist, so tend to keep an eye on such things.
no_way Posted yesterday at 12:24 AM Posted yesterday at 12:24 AM On 2/1/2026 at 4:02 AM, Talesien said: Possible, yes, but IMHO out of scope (as to work as a DA mod, you need to consider way more than just combat outcomes, or you end up with crap). Scope creep is a common problem for many LL mods (and a common reason for eventual degradation in quality). I go by the premise that is is better to build something that does one thing really well, then to build something that does many things, but excels at nothing. Binding is a complex mod as is. I guess a feasible compromise might be to add an Acheron bridge. Did an Acheron or practical defeat bridge ever happen? I want to replace the enslavement portion of SD+ with this most likely as it sounds like it does the same stuff but better/actually works
platogkrone Posted yesterday at 11:04 AM Posted yesterday at 11:04 AM 18 hours ago, Lazy Palm said: Just want the outfits to be changed as you shift areas? Ye.
Talesien Posted 20 hours ago Posted 20 hours ago 22 hours ago, no_way said: Did an Acheron or practical defeat bridge ever happen? I want to replace the enslavement portion of SD+ with this most likely as it sounds like it does the same stuff but better/actually works No, but an SimpleSlavery++ integration exists, so you could use that. Alternately Binding has it's own caombat defeat leads to enslavement option. That is a bit hyperactive though, to avoid collissions with mods like Acheron. Accordingly it is mostly recomended as a RP fast track into slavery rather than a Death Alternative Mod replacer.
Lazy Palm Posted 19 hours ago Author Posted 19 hours ago 12 hours ago, platogkrone said: Ye. So I just finished up the basic any NPC can be a dom function on the 0.5 version of binding. Will post it on discord in the next day or so (still bug tuning), but you can basically use any NPC as a dom and I don't have a check in mechanic yet (and will make it optional when I do), so you in theory could make a random NPC the dom that you never visit, turn on magic bondage, and should get exactly this effect.
esdeath2331 Posted 12 hours ago Posted 12 hours ago On 7/21/2026 at 12:50 AM, Lazy Palm said: I have not noticed any so far, but in fairness I was not having the issue with it in 0.4.x versions either. The only obvious place is the 0.5. test version would be on the cursor crosshair checks, but uses some script state changes and a thread sleep that should avoid script lags. After updating to the latest version from Discord, the issue disappeared. However, I noticed that in the new version, whenever the DD devices are changed, it always removes all of my current DD devices and then equips the new set, regardless of whether the two sets contain overlapping items. I found an option that prevents overlapping items from being removed, but when it is enabled, the non-overlapping items from the previous set are not removed either. As a result, my character ends up wearing more DD devices than specified in the preset.
platogkrone Posted 10 hours ago Posted 10 hours ago 9 hours ago, Lazy Palm said: So I just finished up the basic any NPC can be a dom function on the 0.5 version of binding. Will post it on discord in the next day or so (still bug tuning), but you can basically use any NPC as a dom and I don't have a check in mechanic yet (and will make it optional when I do), so you in theory could make a random NPC the dom that you never visit, turn on magic bondage, and should get exactly this effect. I... Don't think I'll do that. Nevermind, then.
Lazy Palm Posted 8 hours ago Author Posted 8 hours ago (edited) 4 hours ago, esdeath2331 said: After updating to the latest version from Discord, the issue disappeared. However, I noticed that in the new version, whenever the DD devices are changed, it always removes all of my current DD devices and then equips the new set, regardless of whether the two sets contain overlapping items. I found an option that prevents overlapping items from being removed, but when it is enabled, the non-overlapping items from the previous set are not removed either. As a result, my character ends up wearing more DD devices than specified in the preset. The mod should be leaving your items alone (it marks its dd inventory items with storageutil and keywords to make sure), but if the set has stuff that overlaps with the worn items, dd will pull them off when it equips the new ones if they are generic. Let me ponder this one a bit. I would say that I could pull the keyword form the item (dd has a function for this) that is to be equipped and see if that is already worn, but if the mod wants to add a corset, that might be a corset only, or might be a corset and belt, same story for suits, harnesses, hoods. Maybe I can grab the rendered item from dd and loop the list of keywords to check and see what is worn. Not really sure what that will do to speed of equipping though. I will try to test it today. That all said, if you are just talking about binding going to from set to set of its items, it does that remove all / re-quip new stuff out of the box and that leave bondage alone flag still needs to be wired up correctly. I have not quite zeroed in on how I want to maintain state for compounded sets of items. So that when you run the safeword it can put back on what should be worn vs. what is screwed up and you want removed. Edited 8 hours ago by Lazy Palm
Lazy Palm Posted 8 hours ago Author Posted 8 hours ago (edited) 2 hours ago, platogkrone said: I... Don't think I'll do that. Nevermind, then. I didn't mean that like I would not add it, I actually like the idea. Was just throwing that out as an idea to get semi equivalent functionality that is already working. If you disable all the events (checkboxes in the mcm) and don't open that conversation thread, the dom npc basically is just an npc. Edited 7 hours ago by Lazy Palm
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