TrollAutokill Posted August 6 Author Posted August 6 (edited) 3 hours ago, Soronarr said: All plugins seem ticked nad in the right order. The ONLY difference ebtween the two load orders is the version of the 3 mods. HSH - from 1.42c to 1.42j AYGAS - from 0.72d to 0.72s DOM from 8.2.1 to 8.4.1b Those are all minor modifications. 3 hours ago, Soronarr said: PAHE stayed the same (no update as far as I'm aware) tough oddly enough the downalods have different ending in their names - DOM_SEE vs SSE? DOM_SSE meant DOM only version. SSE means you get to choose at install between PAH or DOM depending on what's detected. Do you have a papyrus log of both setup loading the same game? Edited August 6 by TrollAutokill
TrollAutokill Posted August 6 Author Posted August 6 (edited) DOM 8.5.1b is out. Another Leash annoyance fix: Now for slaves leaving the DOM framework, the leash will be automatically detached. If the actor was in a chain of leashed actors, the chain will reconnect. Pros: Walking down the streets of Whiterun with all your slaves on a leash, when you sell one of them, the others will automatically reconnect. Cons: If you walk down the mountain with a train of slaves and get all of them killed at the same time, who knows what will happen. Edited August 6 by TrollAutokill 1
Strec2 Posted August 6 Posted August 6 1 hour ago, TrollAutokill said: Cons: If you walk down the mountain with a train of slaves and get all of them killed at the same time, who knows what will happen. One sure thing that will happen is that you have lost a lot of time and money 😁 More seriously. If I install DOM 8.x + the latest version of Aygas and HsH : 1/ Can I have a completly detached and alone PAH (for storage) with not interaction with the other mods? 2/ Does Aygas and HsH have their own pool of slaves slots or does the slaves remain in the DOM pool?
TrollAutokill Posted August 6 Author Posted August 6 1 hour ago, Strec2 said: One sure thing that will happen is that you have lost a lot of time and money 😁 More seriously. If I install DOM 8.x + the latest version of Aygas and HsH : 1/ Can I have a completly detached and alone PAH (for storage) with not interaction with the other mods? 2/ Does Aygas and HsH have their own pool of slaves slots or does the slaves remain in the DOM pool? 1) Yes. Just make sure you choose the DOM version when installing AYGAS and HSH. 2) Separate pool. 1
Soronarr Posted August 6 Posted August 6 So game starts loading, I see the dragon and then it crahses. \Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log is 0 kb, empty. Crash logger is attached. Th Only thing I see overriding DOM is Bakka Factory SLAL pack, but couldn't be the problem. If it's only minor updatesm then I can go on with current versions. CrashLogger.log
TrollAutokill Posted August 6 Author Posted August 6 (edited) 3 hours ago, Soronarr said: So game starts loading, I see the dragon and then it crahses. \Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log is 0 kb, empty. Crash logger is attached. Th Only thing I see overriding DOM is Bakka Factory SLAL pack, but couldn't be the problem. If it's only minor updatesm then I can go on with current versions. CrashLogger.log 110.35 kB · 1 download I can't tell anything from a crash log. But I can tell you it's probably not the DOM plugin nor the scripts, since your papyrus is 0kb. CTD are usually caused by DLL or meshes or animations. DOM uses some Baka Factory animations but there should not be any override between DOM and Baka SLAL at all. Edited August 6 by TrollAutokill
DonQuiWho Posted August 6 Posted August 6 This has been like this for some time. ie, the descriptions in Equipment & Clothes subsection on Inventory has roll over descriptions that don't match the Selection Text Some examples below Can we assume for certain that this is really just a mistyped/copied description and the selections really do do what the tin says they should? DQW
fred200 Posted August 6 Posted August 6 Dang it - I noticed the MCM descriptions a couple of days ago - but failed to mention it. My bad. 1
TrollAutokill Posted August 6 Author Posted August 6 (edited) 1 hour ago, DonQuiWho said: This has been like this for some time. ie, the descriptions in Equipment & Clothes subsection on Inventory has roll over descriptions that don't match the Selection Text Some examples below Can we assume for certain that this is really just a mistyped/copied description and the selections really do do what the tin says they should? DQW The text is always the correct one. The description are there to check if you read them and notice if they are wrong. Edited August 6 by TrollAutokill 1
DonQuiWho Posted August 6 Posted August 6 15 minutes ago, TrollAutokill said: The text is always the correct one. The description are there to check if you read them and notice if they are wrong. Oh! Look up! In the sky! A flying 🐖.... 😂 More seriously, anyone want to venture a guess at what they do really mean. esp 5th, 6th, 7th & 8th. I'm really not sure that I am setting these properly, given how some things seem to appear and disappear on equipment changes ... esp you are going to wear what I say, when you add something and another item then disappears from view, even if still in the inventory. I can now add leashes to that list, as adding those will make some things vanish, to reappear when the leash is removed 🤔 DQW
sickboy791 Posted August 6 Posted August 6 (edited) hey i just wantedto ask, are there zbfcuffs, doing the same animation like armbinders? Edited August 6 by sickboy791
Fraying9981 Posted August 6 Posted August 6 36 minutes ago, DonQuiWho said: Oh! Look up! In the sky! A flying 🐖.... 😂 More seriously, anyone want to venture a guess at what they do really mean. esp 5th, 6th, 7th & 8th. I'm really not sure that I am setting these properly, given how some things seem to appear and disappear on equipment changes ... esp you are going to wear what I say, when you add something and another item then disappears from view, even if still in the inventory. I can now add leashes to that list, as adding those will make some things vanish, to reappear when the leash is removed 🤔 DQW yeah agree they have always been unclear to me too. but tbh, to explain them properly, one would need to use more than one line, but explain the skyrim system for outfits itself. maybe worth a small article
Fraying9981 Posted August 6 Posted August 6 I never thought I would contribute to this forum one day, but here it goes. Thanks in advance for your feedback 3
WhoEvenAmI Posted August 7 Posted August 7 (edited) I'm getting the giant camp teleport bug on any DOM animation outside of sex. For example, the one that results from the "we need to make an example" dialogue. I'm on version 8.4.1b. Any reason to think upgrading to the most recent release, or downgrading to the stable will resolve this? Edit: I'm not using pandora. Just straight FNIS. Could that be the issue? Edited August 7 by WhoEvenAmI
MortiferusX Posted August 7 Posted August 7 https://www.nexusmods.com/skyrimspecialedition/mods/187303 Any chance? 😁
a_random_user Posted August 7 Posted August 7 15 minutes ago, MortiferusX said: https://www.nexusmods.com/skyrimspecialedition/mods/187303 Any chance? 😁 Isn't that the same Leash Framework that's published on Loverslab? The one that's already supported in the latest version? 1
a_random_user Posted August 7 Posted August 7 On 8/5/2026 at 6:09 PM, DonQuiWho said: And although I have never ever played as a mage, I'd guess that being able to cast those collars on to NPCs to capture them would be fun. I'd probably even try that myself ... 😈 Something like a telekinetic collar shot? You cast the spell only if you have a enchanted collar in your inventory, which is used as ammo, if the projectile hits a NPC, the collar autoequips and they fall to the floor to be captured. It the projectile misses, the collar clatters to the ground and can be picked up? That does sound like a fun idea. Is it possible to make skyrim use a different model as a spell projectile, so you'd actually see the collar flying like a projectile? 1
TrollAutokill Posted August 7 Author Posted August 7 14 hours ago, WhoEvenAmI said: I'm getting the giant camp teleport bug on any DOM animation outside of sex. For example, the one that results from the "we need to make an example" dialogue. I'm on version 8.4.1b. Any reason to think upgrading to the most recent release, or downgrading to the stable will resolve this? Edit: I'm not using pandora. Just straight FNIS. Could that be the issue? Try Pandora on top of FNIS. Install it after fnis so it overwrites it. But I would say it's not related. Main reason why you would teleport to the giant camp is if DOM fails to initialize the position marker. That might happen if the mod failed to start properly. Only a papyrus log can tell.
WhoEvenAmI Posted August 8 Posted August 8 6 hours ago, TrollAutokill said: Try Pandora on top of FNIS. Install it after fnis so it overwrites it. But I would say it's not related. Main reason why you would teleport to the giant camp is if DOM fails to initialize the position marker. That might happen if the mod failed to start properly. Only a papyrus log can tell. Alright. I'll try fiddling with load order and starting new save files. Thanks. I'm running a fairly old install at this point, so I'll try updating random dependencies too. The old version of DOM I had installed worked perfectly. Quick question though, is the animation I mention above a part of the DOM mod? It isn't technically a part of ZAZ or Gposes?
fred200 Posted August 8 Posted August 8 28 minutes ago, roldoi1911 said: How do i mentally break a slave as quickly as possible? Hit them with the Ultimate Subjugation spell a few times. In the console: help subjugation 1
McLovin3 Posted August 8 Posted August 8 (edited) 9 hours ago, roldoi1911 said: How do i mentally break a slave as quickly as possible? 8 hours ago, fred200 said: Hit them with the Ultimate Subjugation spell a few times. In the console: help subjugation Unless that changed in the 8.x's I remember that only raises their stats to max. High stats helps but that alone won't break em. Orgasms and exploiting the living hell out of their kinks are the key. Getting them to masturbate and turning them on will give hints in their diary to their kinks. If they lack kinks, or good kinks that can be easily exploited, you'll have to try many things to try to trigger teases, then repeat those that triggered the tease to try to turn it into a kink. Masturbating, orgasm control, collars and other clothing based kinks like plugs, Scold/Praise, Flatter/Insult if you MCM that as a custom hotkey, and bondage or specific poses like display, attention, and kneel are some of the ones I found that are easy to turn these to teases and then kinks. As they become shocked, comfort > care them will remove shock then reduce shock chance but increase broken chance. If enough time exploiting orgasms and kinks opens up the comfort option on the wheel, comfort > care may also shock them. Rapid repeated usage may not shock them consecutively, build them with more orgasms and kink triggers in between comfort attempts if they are not shocked The debug-like Mood Spectrum spell you can console in can also help you understand the art of breaking slaves as you try things out. Edited August 8 by McLovin3 2
TrollAutokill Posted August 8 Author Posted August 8 4 hours ago, WhoEvenAmI said: Alright. I'll try fiddling with load order and starting new save files. Thanks. I'm running a fairly old install at this point, so I'll try updating random dependencies too. The old version of DOM I had installed worked perfectly. Quick question though, is the animation I mention above a part of the DOM mod? It isn't technically a part of ZAZ or Gposes? The animation is from Baka Factory. It's included with DOM you don't need his animation pack for it to run. But you might want to install his SLAL pack for more Sexlab scenes.
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