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Posted
55 minutes ago, Drakon88 said:

I already previously that the crash logging mod I’m using isn’t producing any crash logs 


disalbe ALL mods yes ALL mods but for jcontianers and start game. no crash then its not jcontainers. if on MO this means both left and right side you want nothing but skse and skyrim running with jcontianers. there is a good chance that a mod that depend on jcontainers is what cause the crash not jcontainers  itself.
also make sure you have the correct version of jcontainers for your version of the game. and also reinstall it as never know when the dll is just corrupted or such.

Posted

when I use the DOM abuse menu spell and the wheel comes up, I cannot get the 'sex/kinky to work. I can select everything and no animations start. is there something else I need?

Posted
6 hours ago, TrollAutokill said:

It should already be compatible. DOM only randomized the name of spawned characters if their base name is identical to their display name.

 

As real name fills in their display name, it should be propagated to DOM.

 

If not, it will be a simple fix.

So I was interested in what @elgordo371 was saying about this mod, so I tried it out and it's a little complicated.

 

Basically, it appears to "work", but the name is changed after capture, so the NPC has one name before enslavement, and then other name afterwards (both names are from Real Names). This is mostly fine, except that Real Names assigns the names based on profession as well as race. What this means is that since Forsworn are generally Bretons, they will have a Forsworn name before capture like "Elda Crackjaw" and then afterwards they get a Breton name like "Lisbet Labourde." These two things are odd, but neither are really a huge deal.

 

However, this does gets a little worse if you use an NPC mod that adds more leveled NPCs, because sometimes those NPCs are technically not the right race, e.g. I use one that adds several Forsworn which are technically Redguards or Nords according to the game. So basically, bandits start out with bandit names and nicknames, Forsworn have Forsworn names, etc. but after enslavement Real Names appears to get confused and assigns them generic race-based names, which tend to stick out a little bit. 

 

A patch for Real Names would be something that preserves their existing name after enslavement if possible. I assume the issue comes from the cloning process, where Real Names thinks that the clone is a new NPC and therefore needs a new name, and since it can't tell what it's job was, it defaults to racial names. This sounds similar to the OBody patch you were able to make a long time ago, where the OBody data gets copied onto the slave from the original, something like that could go a long way here.

Posted (edited)
22 hours ago, TrollAutokill said:

 

First make sure you don't have a DOMHSH.esp laying around. Try to open it with SEEedit is the best way to find it.

 

Here are the conditions for the 2 possible dialogues to start the quest:

 

  Hide contents

pahok1.jpg.a33f0c377115385d3275e4c320f7521f.jpg

 

  Hide contents

pahok2.jpg.9237e80694133223aa9f641f022eab4e.jpg

 

The second one should trigger with your conditions. Maybe check the guards have the correct ID, or setstage to 1 to try to trigger the first conditions.

 

 

 

I believe the Overseers have the correct editor id for the dialogue 

set stage 1 doesn't work as it doesn't exist according to the console I didn't see it on SSEEdit either. I tried set stage 10 no luck. 

PAHODawnstarGuard-SYlma

PAHOStonehillsGuard-Ragash

PAHOKarthwastenGuard-Hakhn

I checked using SSEEdit and the more informative console. 

 

I deicide to install DOM on another version of Skyrim AE with a minimal load order as a last ditch effort (USSEP, CRF, ASLAL, OSL Aroused, Ostim, HSH and AYGAS)+ basic and a few recommended requirements. Also with PAHE instead of DOM as standalone. I still ran into the same issue on both copies where the dialogue never shows up. ( I own the GoG and Steam version) couldn't find any conflicts either to the best of my ability. 

 

I checked MO2 and I don't have the DOMHSH esp anywhere in my plugins or files. 

 

Edited by Viconia DeVir
Posted (edited)
4 hours ago, crazymango54 said:

So I was interested in what @elgordo371 was saying about this mod, so I tried it out and it's a little complicated.

 

Basically, it appears to "work", but the name is changed after capture, so the NPC has one name before enslavement, and then other name afterwards (both names are from Real Names). This is mostly fine, except that Real Names assigns the names based on profession as well as race. What this means is that since Forsworn are generally Bretons, they will have a Forsworn name before capture like "Elda Crackjaw" and then afterwards they get a Breton name like "Lisbet Labourde." These two things are odd, but neither are really a huge deal.

 

However, this does gets a little worse if you use an NPC mod that adds more leveled NPCs, because sometimes those NPCs are technically not the right race, e.g. I use one that adds several Forsworn which are technically Redguards or Nords according to the game. So basically, bandits start out with bandit names and nicknames, Forsworn have Forsworn names, etc. but after enslavement Real Names appears to get confused and assigns them generic race-based names, which tend to stick out a little bit. 

 

A patch for Real Names would be something that preserves their existing name after enslavement if possible. I assume the issue comes from the cloning process, where Real Names thinks that the clone is a new NPC and therefore needs a new name, and since it can't tell what it's job was, it defaults to racial names. This sounds similar to the OBody patch you were able to make a long time ago, where the OBody data gets copied onto the slave from the original, something like that could go a long way here.

Ok I see, it's just a matter of timing. I will see what I can do to fill in the correct renaming faction or whatever for Real Names compatibility.

Edited by TrollAutokill
Posted
6 hours ago, stalian said:

when I use the DOM abuse menu spell and the wheel comes up, I cannot get the 'sex/kinky to work. I can select everything and no animations start. is there something else I need?

Sexlab or OStim (last one through dialogue only for now) and run Pandora.

Posted
4 hours ago, Viconia DeVir said:

 

I believe the Overseers have the correct editor id for the dialogue 

set stage 1 doesn't work as it doesn't exist according to the console I didn't see it on SSEEdit either. I tried set stage 10 no luck. 

PAHODawnstarGuard-SYlma

PAHOStonehillsGuard-Ragash

PAHOKarthwastenGuard-Hakhn

I checked using SSEEdit and the more informative console. 

 

I deicide to install DOM on another version of Skyrim AE with a minimal load order as a last ditch effort (USSEP, CRF, ASLAL, OSL Aroused, Ostim, HSH and AYGAS)+ basic and a few recommended requirements. Also with PAHE instead of DOM as standalone. I still ran into the same issue on both copies where the dialogue never shows up. ( I own the GoG and Steam version) couldn't find any conflicts either to the best of my ability. 

 

I checked MO2 and I don't have the DOMHSH esp anywhere in my plugins or files. 

 

Last 3 chances before I give up:

1) reset/restart pahokidnapping from the console. Try to talk to overseer in Karthwasten.

2) setsage 10. Try to talk to overseer in Karthwasten.

3) setsage 20 AND player.additem <cell key ref>. Go see your contact in Solitude to show him the key.

 

Also, do you remember which path you choose when interacting with Mona? And with Padrin at the docks?

Posted

I think the slave is too quiet, can you add the corresponding dialogue and voice when opening and closing the dialog box like a normal minion?

Posted (edited)
21 hours ago, TrollAutokill said:

What path did you choose with Mona at the slavers camp and Pardin at the dock?

I lied to the jarl and speak to the overseer but when i get Mail order bride quest i can't get quest marker for the guard or the dialogue option to take the job 
The HSH still function normal except the quest so nothing to rush, i just chose the quest is optional. So just take your time

Edited by pdd001
Posted
7 hours ago, TrollAutokill said:

Sexlab or OStim (last one through dialogue only for now) and run Pandora.

ok I installed OStim and ran pandora but it still won't work. I don't even have any dialogue for anything related to what I asked and the wheel still doesn't work. the mods I have installed are

paradise halls enhanced, diary of mine, home sweet home, sexlab (along with aroused and romance), you get a slave, SLanimation loader, devious devices, osex, zaz pack and zep pack. I think that's all that would apply to this.

Posted

hey thx for the latest update, works very good for me, i struggled a bit with the transfer from pah to dom, works better via mcm.

in hsh mcm it says pah missing, but everything works fine, i´m realy happy with this.. :) 

when removing gag it reequips gag, some minor bugs...

 

GREAT JOB!!

Posted
On 5/16/2025 at 6:12 PM, TrollAutokill said:

You have the "persona" spells to shrink, restore or boost their personality traits.

Then you have the "Ultimate Subjugation" spell to boost their training levels.

You also have "persona" spells to read and write JSON files. Write file, edit personality, training or whatever by hand and read it back in game. No need to quit and restart the game.

 

Thank you. I had totally forgotten what they were called. I appreciate it. :)

Posted

@TrollAutokill Would you consider adding an enslavement condition for NPCs under the "calm" effect? It is currently possible to do this with the "fear" effect because it counts as "fleeing", and paralysis is also an option, but I feel like calm should also work. Paralysis is hard to get and the fear spell makes them run around like crazy which makes it annoying to catch them, what do you think?

Posted
5 hours ago, crazymango54 said:

@TrollAutokill Would you consider adding an enslavement condition for NPCs under the "calm" effect? It is currently possible to do this with the "fear" effect because it counts as "fleeing", and paralysis is also an option, but I feel like calm should also work. Paralysis is hard to get and the fear spell makes them run around like crazy which makes it annoying to catch them, what do you think?

Shouldn't the calm effect just allow you to talk to them? Maybe try to recruit them? But any aggressive behaviour would break the spell?

 

Or maybe you could be able to bag or tie them up first?

Posted
1 hour ago, TrollAutokill said:

Shouldn't the calm effect just allow you to talk to them? Maybe try to recruit them? But any aggressive behaviour would break the spell?

 

Or maybe you could be able to bag or tie them up first?

 

Throwing an idea here: Maybe Calmed NPCs can have an increased chance at being overwhelmed after using the abduction key on them.

Posted

I still couldn't get it to work. Previous versions worked fine. Now a new build. There is nothing except the required mods for DOM. The mod does not appear in quests or MCM. Dialogues are present, but you can't enslave anyone. Animation works and NPCs just lie there endlessly. I have no idea which mod is incompatible with DOM.

Posted (edited)
6 hours ago, mollymeowpasu said:

I still couldn't get it to work. Previous versions worked fine. Now a new build. There is nothing except the required mods for DOM. The mod does not appear in quests or MCM. Dialogues are present, but you can't enslave anyone. Animation works and NPCs just lie there endlessly. I have no idea which mod is incompatible with DOM.

PM me a papyrus log.

 

Also, don't forget to setup Sexlab, save, quit and reload.

Edited by TrollAutokill
Posted (edited)
On 5/17/2025 at 4:37 AM, TrollAutokill said:

Last 3 chances before I give up:

1) reset/restart pahokidnapping from the console. Try to talk to overseer in Karthwasten.

2) setsage 10. Try to talk to overseer in Karthwasten.

3) setsage 20 AND player.additem <cell key ref>. Go see your contact in Solitude to show him the key.

 

Also, do you remember which path you choose when interacting with Mona? And with Padrin at the docks?

I told Merina I'd talk to the Jarls and went to the Morthal Jarl directly which sends the quest to go talk to the Overseers about Mona. Then I lied to Mona about the slavers and picked the [enslave] Mona option. I then lied to the Jarl about slavery and went to the overseers to gain their trust. Doing it like that means one of the Overseer's gave me the Mail Order Bride quest. Padrin is not needed in this case since the quest skips him entirely. 

 

 I also tried finding evidence first (no Jarls) tried both enslaving and not enslaving Mona. read the note from the slaver and went to see Padrin who gave me Mail Order Bride

no luck.  Is their any other requirement to get the dialogue or is it simply finishing the previous quests or something?

 

Not sure if its worth the mention or not but a few characters are missing hair textures I do have KS hair. Merian and Padrin also spawned before the required stage a few times while testing meaning Merian was stalking me across the map with no recourse however loading a previous save before Unfinished Business or quickly getting to the required stage and talking to her can fix this entirely.  

 

Trying to get Mail Order Bride working on a separate minimal load order was my hail Mary. But I can at least try to reset the quests/set stages as a last ditch effort.

Edited by Viconia DeVir
Posted (edited)
1 hour ago, Viconia DeVir said:

I told Merina I'd talk to the Jarls and went to the Morthal Jarl directly which sends the quest to go talk to the Overseers about Mona. Then I lied to Mona about the slavers and picked the [enslave] Mona option. I then lied to the Jarl about slavery and went to the overseers to gain their trust. Doing it like that means one of the Overseer's gave me the Mail Order Bride quest. Padrin is not needed in this case since the quest skips him entirely. 

 

 I also tried finding evidence first (no Jarls) tried both enslaving and not enslaving Mona. read the note from the slaver and went to see Padrin who gave me Mail Order Bride

no luck.  Is their any other requirement to get the dialogue or is it simply finishing the previous quests or something?

 

Not sure if its worth the mention or not but a few characters are missing hair textures I do have KS hair. Merian and Padrin also spawned before the required stage a few times while testing meaning Merian was stalking me across the map with no recourse however loading a previous save before Unfinished Business or quickly getting to the required stage and talking to her can fix this entirely.  

 

Trying to get Mail Order Bride working on a separate minimal load order was my hail Mary. But I can at least try to reset the quests/set stages as a last ditch effort.

Missing hair textures are probably in Botox directory. You need botox for Skyrim (just the textures directory if you don't want every women to be bitoxed).

 

I will include them in the release next update.

Edited by TrollAutokill
Posted
10 hours ago, TrollAutokill said:

Shouldn't the calm effect just allow you to talk to them? Maybe try to recruit them? But any aggressive behaviour would break the spell?

 

Or maybe you could be able to bag or tie them up first?

I just mean in the same way that low health or fleeing etc. makes the pop-up menu appear when you select them and you can choose to abduct them or talk to them or whatever. Being able to bag/tie them first would be alright too, but it just feels like the same result with an extra step. I feel like the calm effect should really be useful to slavers, it feels like a powerful tool to manipulate and abduct people, but right now it doesn't really do anything helpful. I imagine the calm spell as a sort of hypnosis, and I feel like a hypnotized person could get handcuffs put on them without realizing what is actually happening. Once the cuffs are on and the hypnosis wears off, it's too late to do anything about it.

 

This is a completely separate idea, but maybe calm spells could be used to comfort slave as well? Like it could pull them out of shocked or angry moods? Not sure if that's possible, but it just occurred to me as I wrote this.

 

9 hours ago, McLovin3 said:

Throwing an idea here: Maybe Calmed NPCs can have an increased chance at being overwhelmed after using the abduction key on them.

This would make sense too, but I feel like being able to tie/bag/abduct outright should also be options. 

Posted

So is there any work around for the Recruit/Abduct menu being open and not being able to close it unless we pick one of the options? Would removing the Abduct perk correct this issue? Im using Archeon and yamata also so I don't really need this option.

Posted

Having a problem with slave trainers, I can't have them train new ones when I take away an old one, the dialogue option "I want you to take care of a few slaves" does not appear

Posted
3 hours ago, cstaccato said:

So is there any work around for the Recruit/Abduct menu being open and not being able to close it unless we pick one of the options? Would removing the Abduct perk correct this issue? Im using Archeon and yamata also so I don't really need this option.

This is probably an archeron incompatibility. Are you using the archeron patch?

 

Also make sure the cancel perk is on in the MCM. Or you can turn off the recruit and abduction perks.

Posted
14 hours ago, TrollAutokill said:

PM me a papyrus log.

 

Also, don't forget to setup Sexlab, save, quit and reload.

Everything is fine. I'm just an idiot. I didn't download Papyrus Tweaks NG. It's strange that not a single mod wrote that it's not on the list.

Posted
1 hour ago, mollymeowpasu said:

Everything is fine. I'm just an idiot. I didn't download Papyrus Tweaks NG. It's strange that not a single mod wrote that it's not on the list.

Because it's Papyrus. It's used in scripts so you only see the problem at runtime.

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