TrollAutokill Posted July 10 Author Posted July 10 DOM v8.4 is out: Changed the way actors decide if they are going to obey the player's orders. Personality driven answer gives more often the same answer, as in: it's not random anymore. Mood driven answer is still random. Randomness can be injected back from the MCM Debug tab. Corrected Fellglow Camp selling process. Corrected Succubus Farm interface Corrected NPC feelings message with numbers. Corrected patch for SlaveTats NG. It's now compatible with both versions of SlaveTats. Removed use of Sexlab functions in DOM_Animator. Recompiled all scripts 7
a_random_user Posted July 10 Posted July 10 (edited) 28 minutes ago, mocartello said: I can't figure out where to sell them? DOM's main plugin does not have sell options, but there are multiple plugins that offer it: Fellglow slave camp: in DOM's FOMOD, a new location with a slave buyer. Price is based on training and NPC attributes Enthralled NPC (my own mod): has multiple slave buyers, most on major docks. The price they give is the same as Fellglow's (minor variation possible because weight is calculated differently, but on average should be the same) And you get a slave (AYGAS), make sure you use the SE version TAK made for DOM. You can walk up to any free NPC and try to sell them your trained slaves. If you have a wealthy NPC and a slave they can use, you can earn a lot of gold. Home sweet home (HSH) make sure you use the SE version TAK made for DOM. This has an auction system in the Restless Hunter. Capture several slaves, hold an auction, and you get paid. Unlocking the auction system requires progressing a bit in the mod's quest. Edited July 10 by a_random_user 4
mocartello Posted July 10 Posted July 10 18 minutes ago, a_random_user said: DOM's main plugin does not have sell options, but there are multiple plugins that offer it: Thanks for the answer and clarification. Thanks for creating the Enthralled NPC mod, I will definitely download it. 1
mocartello Posted July 10 Posted July 10 I still have a question for DOM's, do I need PAHE? I'm just cleaning up mods that are already over 300) and uninstalling the ones I don't use.
TrollAutokill Posted July 10 Author Posted July 10 37 minutes ago, mocartello said: I still have a question for DOM's, do I need PAHE? I'm just cleaning up mods that are already over 300) and uninstalling the ones I don't use. You do not need it. It's a matter of taste. Also PAH is much lighter than DOM and can be used as a slave buffer. 1
Strec2 Posted July 10 Posted July 10 1 hour ago, TrollAutokill said: DOM v8.4 is out: Corrected Fellglow Camp selling process. Any detail?
mocartello Posted July 10 Posted July 10 3 hours ago, TrollAutokill said: Вам це не потрібно. Це справа смаку. Також PAH набагато легший за DOM і може використовуватися як буфер підлеглих процесів. Another question, how can I change the time of the slap/whip marks? I think 25 seconds is not enough Well, thanks for the answer and for this mod, it added many more game hours to me) it's really great work. 1
TrollAutokill Posted July 10 Author Posted July 10 1 hour ago, mocartello said: Another question, how can I change the time of the slap/whip marks? I think 25 seconds is not enough Well, thanks for the answer and for this mod, it added many more game hours to me) it's really great work. It's handled by the Skyrim engine. Maybe there is an overlay setting you can edit in the settings.ini
foreveraloneguy Posted July 11 Posted July 11 @TrollAutokill In the update notes where you said "Corrected patch for SlaveTats NG. It's now compatible with both versions of SlaveTats.", is that slavetats and slavetats NG? 1
TrollAutokill Posted July 11 Author Posted July 11 3 hours ago, foreveraloneguy said: @TrollAutokill In the update notes where you said "Corrected patch for SlaveTats NG. It's now compatible with both versions of SlaveTats.", is that slavetats and slavetats NG? It should be, yes. 1
TrollAutokill Posted July 11 Author Posted July 11 (edited) First round of small bug fixes with DOM 8.4.0a. New in DOM 8.4.0a/b: Added 4 options to choose from SLP+ or Sexlab scene start. Disabling them will use the Sexlab scene start as in DOM 8.2. Default is QuickStart scenes use SLP+ format, normal scenes use SL format. Corrected love/loyal stats display in message boxes. Corrected Real Names Extended patch. New in DOM 8.4.0: Changed the way actors decide if they are going to obey the player's orders. Personality driven answer gives more often the same answer, as in: it's not random anymore. Mood driven answer is still random. Randomness can be injected back from the MCM Debug tab. Corrected Fellglow Camp selling process. Corrected Succubus Farm interface Corrected NPC feelings message with numbers. Corrected patch for SlaveTats NG. It's now compatible with both versions of SlaveTats. Removed use of Sexlab functions in DOM_Animator. Recompiled all scripts Edited July 11 by TrollAutokill 4
fred200 Posted July 11 Posted July 11 On 7/9/2026 at 9:00 PM, fred200 said: Has anyone made a patch for Working Slaves? It does not seem to recognize the new DOM slaves, and does not transfer slaves to / from DOM. Probably something as simple as a faction change. Really trying to get Filthy Heritage working - and this is a missing piece. Just checked the source: WSEffectAddRemoveSlaveScript looks for DiaryOfMine.esp. That needs a patch... Did more poking around with this. Only someone who is set up to compile both DOM and PAHE can compile this. I got part way, but man there are a lot of included source files... This is only a one character change to WSEffectAddRemoveSlaveScript.pex, in a couple of places. Would a hex editor work?
TrollAutokill Posted July 11 Author Posted July 11 33 minutes ago, fred200 said: Did more poking around with this. Only someone who is set up to compile both DOM and PAHE can compile this. I got part way, but man there are a lot of included source files... This is only a one character change to WSEffectAddRemoveSlaveScript.pex, in a couple of places. Would a hex editor work? On 7/10/2026 at 6:00 AM, fred200 said: Has anyone made a patch for Working Slaves? It does not seem to recognize the new DOM slaves, and does not transfer slaves to / from DOM. Probably something as simple as a faction change. Really trying to get Filthy Heritage working - and this is a missing piece. Just checked the source: WSEffectAddRemoveSlaveScript looks for DiaryOfMine.esp. That needs a patch... There is a patch in the WS thread, but I might have missed this script. I will check. Also there is DOM dependencies file on this mod download page. It's made for developers who need to compile or use the CK.
fred200 Posted July 11 Posted July 11 (edited) 21 minutes ago, TrollAutokill said: There is a patch in the WS thread, but I might have missed this script. I will check. Also there is DOM dependencies file on this mod download page. It's made for developers who need to compile or use the CK. Thanks TAK. These are GetModByName string references. Heading off to grab your mod dependencies file. That could help a lot! Man I searched every page of the Working Slave thread, and could not find a patch... Edited July 11 by fred200 1
a_random_user Posted July 11 Posted July 11 10 minutes ago, fred200 said: Thanks TAK. These are GetModByName string references. Heading off to grab your mod dependencies file. That could help a lot! Man I searched every page of the Working Slave thread, and could not find a patch... If I recall correctly, there were a couple of extra files that might be needed on top of the dependency files. you can reduce the number of required dependencies by trying Papyrus Headliner on DOM. Make sure to do this in a separate mod folder in MO2. Probably needed to do this for AYGAS and HSH as well. It also speeds up compilation time. Headliner is not a necessity, but I switched to it as it works faster and allowed me to remove a couple of extra mods form my modding profile, like FNIS and SOS. I made these notes a while ago, they might be outdated, but if you still have compilation issues after trying the dependencies file, you can try these: Heretical resources (with source) FNIS (check for FNIS_AA.psc) Vampire Feed Proxy (MAKE SURE It's Vanilla installed, not Sacrosanct or others) Schlongs of Skyrim SkyUI full source (use version 6, you can get the source from github) The DOM versions of AYGAS and HSH are also needed, maybe the slave cart as well (never tested this, headliner removed the error) 1
fred200 Posted July 11 Posted July 11 (edited) 1 hour ago, a_random_user said: If I recall correctly, there were a couple of extra files that might be needed on top of the dependency files. you can reduce the number of required dependencies by trying Papyrus Headliner on DOM. Make sure to do this in a separate mod folder in MO2. Probably needed to do this for AYGAS and HSH as well. It also speeds up compilation time. Headliner is not a necessity, but I switched to it as it works faster and allowed me to remove a couple of extra mods form my modding profile, like FNIS and SOS. I made these notes a while ago, they might be outdated, but if you still have compilation issues after trying the dependencies file, you can try these: Heretical resources (with source) FNIS (check for FNIS_AA.psc) Vampire Feed Proxy (MAKE SURE It's Vanilla installed, not Sacrosanct or others) Schlongs of Skyrim SkyUI full source (use version 6, you can get the source from github) The DOM versions of AYGAS and HSH are also needed, maybe the slave cart as well (never tested this, headliner removed the error) I downloaded Headliner - for future use. I wimped out - and changed the .pex file in Hexedit. Exactly one occurrence of .esp, changed to .esm. Put this loose file in Scripts; it automatically overrides the BSA. Svana helped me with my tests. She transfers nicely to/from DOM and Working Slaves. Her training stats all seem intact. I also used XEdit to correct as much of Working Slaves Quest Module English as I could. It makes it both intelligible - and pleasant. Edited July 11 by fred200 2
a_random_user Posted July 11 Posted July 11 21 minutes ago, fred200 said: I downloaded Headliner - for future use. I wimped out - and changed the .pex file in Hexedit. Exactly one occurrence of .esp, changed to .esm. Put this loose file in Scripts; it automatically overrides the BSA. Svana helped me with my tests. She transfers nicely to/from DOM and Working Slaves. Her training stats all seem intact. I also used XEdit to correct as much of Working Slaves Quest Module English as I could. It makes it both intelligible - and pleasant. I didn't even know there was a way to edit pex files, I've always worked from the source. You're doing the lord's work fixing the English in that mod. I don't mind the occasional mistake, but working slaves was rough. 1
Fraying9981 Posted July 11 Posted July 11 (edited) 1 hour ago, fred200 said: Very few code changes can be done with Hexedit. This only worked because it was a text string; not code. For anyone that wants to play with it: WorkingSlaves-QuestModulAddon.esp 119.12 kB · 1 download wseffectaddremoveslavescript.pex 4.88 kB · 1 download wow big thanks for doing this! so just add these two files + DOM 8.4 + WorkingSlaves-AIO-V2_1_4 and we are good? load order/list like this? WorkingSlaves.esp WorkingSlaves-QuestModulAddon.esp WorkingSlaves-SexModulAddon.esp WorkingSlaves-ChestsAddon.esp (all ESLs) Edited July 11 by Fraying9981
fred200 Posted July 11 Posted July 11 (edited) 49 minutes ago, Fraying9981 said: wow big thanks for doing this! so just add these two files + DOM 8.4 + WorkingSlaves-AIO-V2_1_4 and we are good? load order/list like this? WorkingSlaves.esp WorkingSlaves-QuestModulAddon.esp WorkingSlaves-SexModulAddon.esp WorkingSlaves-ChestsAddon.esp (all ESLs) Looks good to me. The ESP is a direct replacement; only dialog messages changed. The script file goes all by it's lonesome into the Scripts directory. There are still many typos; those are in places I can't fix without resorting to the Creation Kit. It overrides the one in the BSA. Only change there is that the script now looks for DiaryOfMine.esm. I am still trying to figure out the mod mechanics. The slaves are working away in Smugler's Den (SP), but nothing in production chest yet. If I were doing this for real, I would package the esp and the pex up as a patch mod. Edited July 11 by fred200 1
Messoriem Posted July 11 Posted July 11 I have an issue with dual animations not displaying correctly (spank, slap face, etc.) — either only the NPC plays the animation while the player does not, or after activating these animations, I get teleported to a random location in Tamriel (if the animation is played in Tamriel) or to a random interior (if the animation is in an interior). However, sometimes it plays normally for some reason. Everything was working fine up until version 8.3.1. I'm currently on the latest version.
LeoTheImmortal Posted July 11 Posted July 11 (edited) 8 minutes ago, Messoriem said: I have an issue with dual animations not displaying correctly (spank, slap face, etc.) — either only the NPC plays the animation while the player does not, or after activating these animations, I get teleported to a random location in Tamriel (if the animation is played in Tamriel) or to a random interior (if the animation is in an interior). However, sometimes it plays normally for some reason. Everything was working fine up until version 8.3.1. I'm currently on the latest version. what happens after you reset the npc if the npc is bugged with the reset key. is it after sex with the slave through DOM? ive notice the teleporting as well but it only happened the one time Edited July 11 by LeoTheImmortal
turntable32 Posted July 12 Posted July 12 On DOM 8.4.0 & DOM 8.40b - all dialog options under "Let's have a serious chat" except "What kind of a person are you, exactly?" , "How are you feeling, exactly?" disappear once the player reaches a relation ship rank of 1 with the NPC. This was not happening on DOM 8.3.1b - tried it on updating an existing save from 8.3.1b and on a new save with 8.4.0 & 8.40b
foreveraloneguy Posted July 12 Posted July 12 OK, somewhere between 7.x and 8.x, an odd thing started happening. When my PC uses public humiliation (the lifting a slave by the neck animation), once the animation completes, I no longer have any control over my character. I can open and close the console or open the menu, but epc, pushactoraway, nothing regains control. It's like I'm stuck in a scene. But if I can get another animation to play, it breaks me out of being stuck.
Good Provider Posted July 12 Posted July 12 22 hours ago, TrollAutokill said: First round of small bug fixes with DOM 8.4.0a. New in DOM 8.4.0a/b: Added 4 options to choose from SLP+ or Sexlab scene start. Disabling them will use the Sexlab scene start as in DOM 8.2. Default is QuickStart scenes use SLP+ format, normal scenes use SL format. Corrected love/loyal stats display in message boxes. Corrected Real Names Extended patch. New in DOM 8.4.0: Changed the way actors decide if they are going to obey the player's orders. Personality driven answer gives more often the same answer, as in: it's not random anymore. Mood driven answer is still random. Randomness can be injected back from the MCM Debug tab. Corrected Fellglow Camp selling process. Corrected Succubus Farm interface Corrected NPC feelings message with numbers. Corrected patch for SlaveTats NG. It's now compatible with both versions of SlaveTats. Removed use of Sexlab functions in DOM_Animator. Recompiled all scripts What is Succubus Farm?
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