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xaz Bondage [2013-01-15]


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Posted

what to do?

 

Sorry, I've been away from this forum for a few days.

 

I think the problem with followers coming loose is that ai is not disabled, and the ai may override the bound animation as it sees fit.

 

I think the best thing to do is to unequip and reequip the item from the console. That should fix the problem for you short term.

 

One could use this mod as a base for some npc prisoner mod (and override default ai). I think SSG is doing that, but I must admit I haven't looked at the latest version in a long time.

 

Edit:

I'm also thinking of reapplying the previous timer solution (force the animation every x seconds). This would also solve your problems, but you'd still have to wait for an update. ;)

  • 3 weeks later...
Posted

I have identified this mod as causing instability in my installation. This isn't strange, as I have more than 150 mods, more than half introduce new scripts and behaviors. However, that makes identifying the error tedious and time consuming.

 

Has anyone else experienced a CTD (specifically in Breezehome) when using this? Mine will either crash upon entering Breezehome, or it will crash when I open a container (in Breezehome.) I can provide a text file of my mod list if the need arises.

 

Any support would be appreciated, as I'm really interested in this. I am continuing this investigation on my own as well... it just takes a long time.

Posted

I have identified this mod as causing instability in my installation. This isn't strange' date=' as I have more than 150 mods, more than half introduce new scripts and behaviors. However, that makes identifying the error tedious and time consuming.

 

Has anyone else experienced a CTD (specifically in Breezehome) when using this? Mine will either crash upon entering Breezehome, or it will crash when I open a container (in Breezehome.) I can provide a text file of my mod list if the need arises.

 

Any support would be appreciated, as I'm really interested in this. I am continuing this investigation on my own as well... it just takes a long time.

[/quote']

 

Interesting. I don't modify Breezehome in any way, ... I'll try to reproduce it. If you have a mod list, please Pm it to me and I'll see if I can figure out what's wrong.

Posted

what to do?

 

Sorry' date=' I've been away from this forum for a few days.

 

I think the problem with followers coming loose is that ai is not disabled, and the ai may override the bound animation as it sees fit.

 

I think the best thing to do is to unequip and reequip the item from the console. That should fix the problem for you short term.

 

One could use this mod as a base for some npc prisoner mod (and override default ai). I think SSG is doing that, but I must admit I haven't looked at the latest version in a long time.

 

Edit:

I'm also thinking of reapplying the previous timer solution (force the animation every x seconds). This would also solve your problems, but you'd still have to wait for an update. ;)

[/quote']

 

 

I think activating NPC prisoner compatability would be a huge plus. SSG is currently on Hiatus.

Posted

I have identified this mod as causing instability in my installation. This isn't strange' date=' as I have more than 150 mods, more than half introduce new scripts and behaviors. However, that makes identifying the error tedious and time consuming.

 

Has anyone else experienced a CTD (specifically in Breezehome) when using this? Mine will either crash upon entering Breezehome, or it will crash when I open a container (in Breezehome.) I can provide a text file of my mod list if the need arises.

 

Any support would be appreciated, as I'm really interested in this. I am continuing this investigation on my own as well... it just takes a long time.

[/quote']

 

Interesting. I don't modify Breezehome in any way, ... I'll try to reproduce it. If you have a mod list, please Pm it to me and I'll see if I can figure out what's wrong.

 

I've been trying to reproduce it all this morning, to no avail. I'm not sure what I did (if anything), but the conflict seems to have been resolved. I have playtested all morning (going in, opening containers, taking stuff/leaving stuff, going out, entering other cells, messing with containers in other cells, fast travel, combat) and it seems to be running fine. I may have adjusted the load order at some point, or it may have been related to a specific state in a script that isn't running at the moment.

 

I wish I knew what happened :\

 

Thanks, regardless.

Posted

I think activating NPC prisoner compatability would be a huge plus. SSG is currently on Hiatus.

 

I'll see what I can do, but I'm currently not super active, and busy with a lot of things, so progress is slow atm. Just a heads up.

 

I haven't given up or anything, but I'm not working on this daily either. ;)

Posted

I've been trying to reproduce it all this morning' date=' to no avail. I'm not sure what I did (if anything), but the conflict seems to have been resolved. I have playtested all morning (going in, opening containers, taking stuff/leaving stuff, going out, entering other cells, messing with containers in other cells, fast travel, combat) and it seems to be running fine. I may have adjusted the load order at some point, or it may have been related to a specific state in a script that isn't running at the moment.

 

I wish I knew what happened :\

 

Thanks, regardless.

[/quote']

 

Yes, would be nice to know what went wrong, and if it's something in this mod which messes things up for you.

  • 1 month later...
Posted

I know this thread has been somewhat inactive, and I apologize if this counts as "necroing" but I wasn't sure where else to post, and I didn't want to open up a seperate thread for a particular issue pertaining to this mod.

 

Anyway,

 

When I give the bindings (of any kind) to an npc, they begin to function as they should. It's forces their wrists behind their back. However, something will shortly override this, and cause the hands to separate.

 

Anyone who is familar with this mod have any idea why this is happening?

Posted

I know this thread has been somewhat inactive' date=' and I apologize if this counts as "necroing" but I wasn't sure where else to post, and I didn't want to open up a seperate thread for a particular issue pertaining to this mod.

 

Anyway,

 

When I give the bindings (of any kind) to an npc, they begin to function as they should. It's forces their wrists behind their back. However, something will shortly override this, and cause the hands to separate.

 

Anyone who is familar with this mod have any idea why this is happening?

[/quote']

it could be because you are using the "loose" type bindings where any kind of animation aside form walking/running tends to break it. It happens with my character while wearing it and I jump. I'd have to unequip then re equip it again just to get back the bound hands posture. Hope this helps.

Posted

I should clarify' date=' I'm using them on NPC characters. They are not jumping, and they are using the regular manacles. not "loose".

[/quote']

 

Often times NPC's who have builtin "sandbox" idles will break the effect of the binders. It's just coded that way that their idle behavior will override any other behavior. Unless someone decides to recode the binders to this won't happen - if that's even possible in Skyrim - this will continue to happen.

 

I've seen the same thing happen myself. I know what is causing it, don't know how to fix it.

Posted

Would it be possible to somehow get the animation to restart, or reaply, after a set amount of seconds, and to continue repeating?

 

I know a TINY bit about the CK, and if I knew where to find certain assets pertaining to this mod, I'm sure I could do it myself...I did a little searching the other day in it, and I found the idle animations. (At least, I think they did. The names of the idles started off with "xazbound" or something in that regard.)

Posted

I downloaded this mod last night, and either i'm doing something wrong, or some of the commands are missing.. Dont know what i did wrong. Also, i couldnt figure out what the ID code was for the Ankle Shackles. So i had to add them in CK to be craftable.

 

Also, interestingly enough, just about everything in the forge has like 5 or 6 duplicates.. so now i have a big ass list of items to craft because of all the doubles and triples. Dont know why its doing that. The only thing i did was put skimpy clothes on all the NPCs who walk around whiterun.

Posted

Awwright, having a good time so far with all of your mods Xaz but there is one damn annoying problem.

 

I havn't read all pages now, infact i havn't read anything except your first post, so hit me in the face if i'm adressing something that's already known.

 

 

I've been trying to get my follower to be more... obedient.. the real problem is the default idle behavior (not talking about behavior files to avoid confusion) of said followers. Everytime my follower is doing the robot-i-look-around her hands get magically unbound and they stay unbound. We can't have that of course.

 

Any way to suppress this..stiff and stupid default idle stuff with followers?

Posted

I agree. While I sort of intended this for the player, it should work on Npc too. I'll see how much I can get done during xmas to fix this and get back to speed modding again.

Posted

just found out about the PageUp and PageDn buttons for the console commands. However, i still cant figure out how to get the script commands to work. I type "Help xaz" and all the ID codes and Keywords pop up. And whenever i type a keyword, it just gives me an error.

 

Script Command "xazArmorWristRestraints" not found.

Script Command "xazBoundKnees" not found.

Script Command "xazArmorGag" not found.

 

I'm probably doing something wrong. As if there's suppose to be a key command i'm suppose to type in with that to make it work, like a variable or something i'm missing. Anyone got any ideas? Also, i see ID Codes next to each Keyword, but i dont know what i have to do with them.

Posted

just found out about the PageUp and PageDn buttons for the console commands. However' date=' i still cant figure out how to get the script commands to work. I type "Help xaz" and all the ID codes and Keywords pop up. And whenever i type a keyword, it just gives me an error.

 

Script Command "xazArmorWristRestraints" not found.

Script Command "xazBoundKnees" not found.

Script Command "xazArmorGag" not found.

 

I'm probably doing something wrong. As if there's suppose to be a key command i'm suppose to type in with that to make it work, like a variable or something i'm missing. Anyone got any ideas? Also, i see ID Codes next to each Keyword, but i dont know what i have to do with them.

[/quote']

 

The command you are looking for is "player.additem xxxxxxxx y" (without quotes.)

 

The series of X's would be the hex ID of the item you want (such as 8d0012cc), the 'y' would be the amount of that item you want. Ignore everything that doesn't say 'ARMO' since, in this case, you want armor items.

 

Becoming familiar with all of the console commands you can is a good way to spend an afternoon.

Posted

The command you are looking for is "player.additem xxxxxxxx y" (without quotes.)

 

The series of X's would be the hex ID of the item you want (such as 8d0012cc)' date=' the 'y' would be the amount of that item you want. Ignore everything that doesn't say 'ARMO' since, in this case, you want armor items.

 

Becoming familiar with all of the console commands you can is a good way to spend an afternoon.

 

I know how to use the 'player.additem' command. And i already have all the items from the mod. Except, the items are suppose to be scripted with special effects which i assume i have to activate. And i thought i had to use one of those commands in the console from the Keyword list to activate the special effects of the items. Like binding arms behind back, muffled sounds due to the gag, slower movement, etc.

Posted

i could have sworn i did that when i first picked up the mod. But i used the console command to generate the items. And then worn them. But the items never did anything. My inventory remained untouched, speed remained the same (however, i never did get the ankle restraints at the time), and my arms never got bound behind my back when i wore the wristrestraints.

Posted

ok, nevermind, for some odd reason they're working now. I guess i had to get the sets at the top rather from the bottom of the list.

 

Next question, is it possible for me to put these items on an NPC? I want to put them on NPCS that pat around Whiterun. I'd find it cool to see NPCs walking around whiterun with their hands tied behind their backs.

Posted

I agree. While I sort of intended this for the player' date=' it should work on Npc too. I'll see how much I can get done during xmas to fix this and get back to speed modding again.

[/quote']

 

Had the spark of imagination, if i set my follower to "Stay close and avoid combat" via UFO she stays bound and never uses any of the idles. The only little flaw is that it won't persist through loading screens and i always have to re-equip her shackles. Not sure how to do that, maybe something to refresh the script or so. :D

Posted

Alright, i got a bug now. I decided to edit the CK so that i could duplicate the set, except the 2nd set wouldnt have the 'bondage' effects. This way i can wear a collar, and dark hood, wrist, and ankle restraints while fighting without having to deal with the restrictions. Mostly because some of my outfits that are comprised of mods i downloaded looks cooler with the restraints.

 

However, i ran into a problem, for a while, after making the 2nd set, everything was working just fine. However, lately, the Ankle Restraints and the Wrist Restraints are mimicking the bondage effects, and i dont know why. The Hood and the Collar was working just fine, but with the wrist restraints and the ankle restraints, i couldnt jump and more importantly, i couldnt sprint. Inventory was working just fine, and i think i could talk, just Jump/Sprint wouldnt work.

 

So i figured, maybe the files were getting tangled up with the 'bondage' files like 2 ropes being woven together. So i figure maybe if i make a brand new mod separate from the xaz one, i can get the images without being woven around the bondage mod. However i came across a problem. I looked at the xaz files for reference on how to make the 'AA' models, and when i tried to make it, the 'First Person' file that xaz used doesnt show up. The xaz mod shows the file path "Clothes\BeggarClothes\1stPersontorsom_0.nif" for Male, and "Clothes\BeggarClothes\1stPersontorsof_0.nif" for the female. But when i tried to look in the files, the "BeggarClothes" folder isnt there.

 

I'm guessing my folder somehow disappeared. Can anyone search through their files and upload them for me? i think i might have to re-download them and i dont know where to find those files.

 

Edit: Ya.. all of the 'AA' files seem to use those 2 same files. Male and Female.

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