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Posted

Binding - Gear

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This is a very lightweight and simple outfit manager.  It is aware of DHLP events and can detect Devious Devices. 

 

To use it:

  • Just set your hot keys
  • Equip the gear, spells, and shout you want
  • Go to a set in the mcm and hit the learn button
  • Repeat this for other outfits
  • Use mapped hot keys or wheel menu to toggle between outfits

 

This was built for personal use, but sharing it in case others have a similar need!

 

Requires:

* Devious Devices

* PapyrusUtil SE - Modders Scripting Utility Functions - https://www.nexusmods.com/skyrimspecialedition/mods/13048 

* UIExtensions - https://www.nexusmods.com/skyrimspecialedition/mods/17561


  • Submitter
  • Submitted
    06/07/25
  • Category
  • Requirements
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

You surprised me with how this one works.  And it does work just as you say.  I especially liked the way hotkeys are setup with modifiers.

However, the first time I set outfits I loaded an early save (where my character had no bondage gear on) then after loaded my current save.  That's how I realized you were saving outfits in save games not in json or ini files.  I haven't tested out the weapons and spells part yet.  What types of game scenarios are you using it for that need changes in weapons and spells?

 

Posted
2 hours ago, rjn said:

You surprised me with how this one works.  And it does work just as you say.  I especially liked the way hotkeys are setup with modifiers.

However, the first time I set outfits I loaded an early save (where my character had no bondage gear on) then after loaded my current save.  That's how I realized you were saving outfits in save games not in json or ini files.  I haven't tested out the weapons and spells part yet.  What types of game scenarios are you using it for that need changes in weapons and spells?

 

 

I play a mage usually, and I like to switch between a ward and destruction spell, then 2 destruction spells, then a panic dual healing 🙂 I will add an mcm option to turn off the spell/shout storage and switching.

 

I will add an mcm save type option to it, so you can back up and load options.  I would use that!

Posted
1 hour ago, beetlebug123 said:

Does this mean that, unlike SkyUI's outfit switching, your mod won't unequip Devices when going between outfits, resulting in a buggy half on/half off state?

Yep! 

Posted

Does this allow for NPC outfit changes? If not, are there any plans to add it?

Because this reminds me of the outfit manager from Maria Eden, which was awesome. Unfortunately, I haven't seen anything like it again*, despite looking through some outfit managers.

*Store NPC id, outfit ID, and then have it persist.

Posted
8 hours ago, The Zen said:

Does this allow for NPC outfit changes? If not, are there any plans to add it?

Because this reminds me of the outfit manager from Maria Eden, which was awesome. Unfortunately, I haven't seen anything like it again*, despite looking through some outfit managers.

*Store NPC id, outfit ID, and then have it persist.

 

No, player only right now, but I could looking into adding NPCs.  Did Maria Eden keep DD items on NPCs after an outfit change?

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

 

No, player only right now, but I could looking into adding NPCs.  Did Maria Eden keep DD items on NPCs after an outfit change?

Your mod isn't really that close to the ME Outfit Manager.  In ME the outfits included any worn DD items and tattoos.  But when the outfits were equipped there could be unpredictable DD slot conflicts, meaning, a partially equipped outfit or supposedly unremovable items getting stripped.  The tattoo part was included so tattooed stockings would be part of the outfit.  It could assign defined outfits to NPCs in the crosshair, but sometimes NPCs eventually changed back to their original outfits.  And lastly, the outfits designated the role of the wearer in ME.  If an NPC wore a whore outfit that's the faction they were assigned.  This feature was actually the most useful for playing that mod since the player could hack NPCs roles as masters, slaves, whores and prostitutes by giving them the appropriate outfit..

Edited by rjn
more info
Posted
On 6/9/2025 at 9:12 PM, Lazy Palm said:

 

No, player only right now, but I could looking into adding NPCs.  Did Maria Eden keep DD items on NPCs after an outfit change?

It kept everything IIRC, which did lead to some issues.

Still the best outfit manager I have used so far even with its issues, which is why I asked. Your manager reminded me of it, with slots and all that.

 

Posted
4 hours ago, The Zen said:

It kept everything IIRC, which did lead to some issues.

Still the best outfit manager I have used so far even with its issues, which is why I asked. Your manager reminded me of it, with slots and all that.

 

 

I guess it is good to be similar to the best! 🤣

 

Posted

Is this outfit purely visual or do you physically equip items as well? I'm still trying to find a way to make all devious devices into simple wearable items for photoshootings without the locking hassle...

Posted (edited)
On 6/13/2025 at 5:59 PM, Ionenschatten said:

Is this outfit purely visual or do you physically equip items as well? I'm still trying to find a way to make all devious devices into simple wearable items for photoshootings without the locking hassle...

 

It equips items.  I still have a to-do on my list to have it learn the DD items when you save a set.  It ignores them on set saves currently and will leave them alone if you try to equip a set.

 

My other mod, binding, has a dressing room quest that might be good for your use case.  You can pick from lists of DD items and save and equip sets to preview.  While it is running, you can add, remove, remove all really easily with a menu.

Edited by Lazy Palm
  • 4 months later...
Posted (edited)

This is an A+ little mod - it does exactly what it says it does. The only minor issue is it spits out a ton of console spam. I'm assuming that was supposed to be turned off before pushing it live?

Edited by SkyAddiction
Posted
51 minutes ago, SkyAddiction said:

This is an A+ little mod - it does exactly what it says it does. The only minor issue is it spits out a ton of console spam. I'm assuming that was supposed to be turned off before pushing it live?

If i can ask, was it possible to ignore keypresses during open console (and, maybe system menu too)? It makes pretty hard to have spells on numeric keys, and write something "save lucy-052-02" to have history of saves...

Posted
14 minutes ago, jouda1212 said:

If i can ask, was it possible to ignore keypresses during open console (and, maybe system menu too)? It makes pretty hard to have spells on numeric keys, and write something "save lucy-052-02" to have history of saves...

 

I didn't try - I just set it up to use a dialogue wheel with Shift R to bring it up. I just happened to notice it when I accidentally opened the console after testing an outfit.

  • 3 weeks later...
Posted

Thanks for the share. I really like it, unfortunately, it doesn't seem to distinguish between enchanted items:

I currently have two silver rings, that have custom enchantments, one for crafting, one for adventuring.

Changing outfits won't swap them, and in the MCM they are only called silver ring, even though I renamed them when enchanting.

Posted (edited)
8 hours ago, (\x.x x) (\x.x x) said:

Thanks for the share. I really like it, unfortunately, it doesn't seem to distinguish between enchanted items:

I currently have two silver rings, that have custom enchantments, one for crafting, one for adventuring.

Changing outfits won't swap them, and in the MCM they are only called silver ring, even though I renamed them when enchanting.

That is a problem I raised with LazyPalm before, and we tried to debug it for a long while. Sadly, we came to the conclusion that it can't be done. We also tested other Outfit Managers, including the favorite system build into SkyUI. They all suffer from this problem. It's a game engine problem, and a hard one at that. There is simply no way we found to distinguish the items in the inventory. Obviously it is possible, somehow, but that method seems not accessible to mods. 
Renaming the items during enchantment is also something I tested, even thought it worked for a bit, but sadly had to realize, that was only a fluke and the problem persists.
Even worse, not only is it impossible to differentiate between different enchantments, you can't even differentiate between enchanted or not. So if you have, say 5 silver rings in your inventory, one with an archery buff enchant, one with a one-handed buff enchant and 3 unenchanted ones, it will be effectively random which one is getting equipped. Very annoying, especially if you loot additional items of that type, but sorry unless someone comes up with a clever way for modes to distinguish between such items in the inventory I'm afraid this is the state of things.
Personally, I now use unique, mod added rings for enchantments. If those are not in the leveled lists for loot you can be certain you only have one item of that type in your inventory.

Edited by Talesien
Posted
7 hours ago, Talesien said:

Personally, I now use unique, mod added rings for enchantments. If those are not in the leveled lists for loot you can be certain you only have one item of that type in your inventory.

That is kind of how I worked around this issue. Thanks for the info! At least, now I understand why several mods with similar purpose use containers.

 

Still, just the ability to save the current loadout make this the best outfit mod. And you can even edit it.

  • 3 months later...
Posted

Been using this for a while now and I dig it, only issue so far is when wearing Captured Dreams arm cuffs I can't change outfits as Binding thinks my arms are tied.

 

This happens with the padded ones, the protector ones and the vanilla ones. I think it's all the arm cuffs with CD in the name.

 

Not sure if it's something I've done wrong or not, it has been forever since I looked at DD stuff in XEdit so I'm a little lost trying to look into it.

Posted (edited)
1 hour ago, shrtjsrtj said:

Been using this for a while now and I dig it, only issue so far is when wearing Captured Dreams arm cuffs I can't change outfits as Binding thinks my arms are tied.

 

This happens with the padded ones, the protector ones and the vanilla ones. I think it's all the arm cuffs with CD in the name.

 

Not sure if it's something I've done wrong or not, it has been forever since I looked at DD stuff in XEdit so I'm a little lost trying to look into it.

It's not the name, it is most likely a keyword on those cuffs. I will take a look later today. In the meantime, can't remember for sure, but I think binding had an option to disable the blocking from DD's? If not might be worth adding.

Edited by Talesien
Posted
19 hours ago, Talesien said:

It's not the name, it is most likely a keyword on those cuffs. I will take a look later today. In the meantime, can't remember for sure, but I think binding had an option to disable the blocking from DD's? If not might be worth adding.

Right, I was just documenting all the ones I found with the issue. Thanks for the hint on keywords, I dug into XEdit and if it is indeed a keyword issue I think found the culprit, CD arm cuffs have zbfWornWrist as a keyword. They also have zad_BlockGeneric, CDxQuestArmCuffs and CDxQuestDevice on top of normal DD cuffs but I doubt Binding cares about those wrt to arms being tied.

 

Guessing the author was planning on allowing them to bind your hands like the rubber gloves with D rings which I think are from DCL work? There's dialogue about chaining cuffs together in the mod and the ankle cuffs have zbfWornAnkles too, but I don't think that a part of the mod yet.

Posted
On 3/3/2026 at 1:11 AM, shrtjsrtj said:

Right, I was just documenting all the ones I found with the issue. Thanks for the hint on keywords, I dug into XEdit and if it is indeed a keyword issue I think found the culprit, CD arm cuffs have zbfWornWrist as a keyword. They also have zad_BlockGeneric, CDxQuestArmCuffs and CDxQuestDevice on top of normal DD cuffs but I doubt Binding cares about those wrt to arms being tied.

 

Guessing the author was planning on allowing them to bind your hands like the rubber gloves with D rings which I think are from DCL work? There's dialogue about chaining cuffs together in the mod and the ankle cuffs have zbfWornAnkles too, but I don't think that a part of the mod yet.

 

Yeah, the zbfWornWrist is probably the blocker. I have an issue with spells that I still need to track down, but I will add an MCM option to disable the outfit change block when I push out that change. Thanks for letting me know!

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