TrollAutokill Posted September 1 Author Posted September 1 On 8/31/2026 at 4:50 AM, The Man in Black said: Â I'm not sure DOM actually unleashes the slave either. For the cages in ToMB, I ended up having to put in some extra code to remove slaves from the Leash Framework, since they kept following me into new cells despite being in the "jailed" state for DOM. You can see it in the SKSE menu if they're still leashed, even when they don't have a neck chain in their inventory for the visuals. I only tested the follow/wait behaviours for now. So yes it might be missing proper adjustments for other behaviours.
TrollAutokill Posted September 1 Author Posted September 1 (edited) 13 hours ago, pinky6225 said: So i made a completely new game (after deleting all my old saves) as i wanted to try the new version of ToMB but i've noticed something a little bit odd, when i checked in inventory my PC had diary of prisoner (default starting name) and that didn't change after giving my character a name although in the book itself it uses my character name  I updated the character name from prisoner to Tahren in DoM and used write json and that has then created a folder   But my Tahren folder has one .json in it and my Prisoner folder has shed loads for loads of other NPC's   Reveal hidden contents  Is that intended? I'd assume DoM is now checking my character name Tahren folder so should i copy over the ones from prisoner into it? The JSON files in the Prisoner folder are the same as the default ones from @The Man in Black which were added recently, just with the full names of the NPC in it in case you would prefer that to avoid clashes with custom characters. Edited September 1 by TrollAutokill
Strec2 Posted September 1 Posted September 1  When slaves are assigned at some task like pose/dance, work/forage (and many other tasks) the give a "response" (..... obeys like a good slave) but they continue later to give this message on each tick (every few seconds)...  This can suppressed by deactivating notifications for responses but in this case it deactivate some other important responses  1
TrollAutokill Posted September 1 Author Posted September 1 3 hours ago, Strec2 said:  When slaves are assigned at some task like pose/dance, work/forage (and many other tasks) the give a "response" (..... obeys like a good slave) but they continue later to give this message on each tick (every few seconds)...  This can suppressed by deactivating notifications for responses but in this case it deactivate some other important responses  Yes, it's the new WillObey check, I need to propagate the no message option which is off by default. Thanks for reporting.
TrollAutokill Posted September 1 Author Posted September 1 (edited) On 8/30/2026 at 1:06 AM, The Man in Black said: @TrollAutokill This is what I did during ToMB development. houseCARL generated fairly detailed documentation for it. But essentially: it dramatically improves DOM's scripts' OStim integration an esp that adds dialogues to use OStim for run-away punishment you can merge if you want a safeguard to stop slaves from defaulting to kneeling tied posing when placed in existing Zaz furniture (I'm bundling these with the initial ToMB release (building the FOMOD now) to get ToMB up and running for OStim users immediately. Hopefully, this is just a temporary measure) DOM Upstream.zip 485.44 kB · 1 download About the unlock Watchdog, there is a problem, and that's DOM_Animator is made to handle more than one scene at a time.  I guess I need to use an array of actors to make it compatible or actors from the first animation will not be watched when a second animation starts. Only problem is that the 90 seconds delay is reset after each actor pair is released, so if the number of running scenes is high it might take a while before everyone is checked. But that will do it for now.   Edited September 1 by TrollAutokill
Gwillson Posted September 1 Posted September 1 (edited) I've been running into an issue with the newer versions where actors are refusing almost all interactions that check WillObey() as far as I can tell. I've tried with posing, display, attention, sex, etc. and the logs seem to have the same error for all of the actions:  Spoiler [09/01/2026 - 09:09:00AM] Error: Incorrect number of arguments passed to function dom_mind.WillObey(int reason,int ifacet,int itraining,float strength,bool do_msg). Expected 5, got 6 instead!. stack:   [alias slave003 on quest DOM02Topic (1A0ED87C)].dom_actor.Interact_StartSalute() - "DOM_Actor.psc" Line 16523   [DOM02Topic (1A0ED87C)].dom_keys.DOMDoKneel() - "DOM_Keys.psc" Line 6802   [DOM02Topic (1A0ED87C)].dom_keys.DOMDoAttentionMenu() - "DOM_Keys.psc" Line 2216   [DOM02Topic (1A0ED87C)].dom_keys.DOMDoTrainingMenu() - "DOM_Keys.psc" Line 1825   [DOM02Topic (1A0ED87C)].dom_keys.OnKeyDown() - "DOM_Keys.psc" Line 606  It's a bit odd though, since I've checked the source code and it seems that the corresponding Mind function does have six inputs. The discrepancy seems to be the choose_not boolean, which is in the code but not in the error message. Any ideas on what may be causing this?  EDIT: Sorry, please disregard. This may be an issue only with 8.5.2b, I've updated to 8.5.2c and this no longer seems to be occurring. Edited September 1 by Gwillson 1
The Man in Black Posted September 1 Posted September 1 3 hours ago, TrollAutokill said: About the unlock Watchdog, there is a problem, and that's DOM_Animator is made to handle more than one scene at a time.  I guess I need to use an array of actors to make it compatible or actors from the first animation will not be watched when a second animation starts. Only problem is that the 90 seconds delay is reset after each actor pair is released, so if the number of running scenes is high it might take a while before everyone is checked. But that will do it for now.    Just keep in mind that OStim tracks player scenes slightly differently than NPC-NPC scenes. A lot of OStim's shortcut detection functions are hardcoded to thread 0 (for example, aggressor detection), which is reserved for player threads. So be careful with that. You may want to use lower-level functions and generalize.
TrollAutokill Posted September 1 Author Posted September 1 3 hours ago, The Man in Black said: Â Just keep in mind that OStim tracks player scenes slightly differently than NPC-NPC scenes. A lot of OStim's shortcut detection functions are hardcoded to thread 0 (for example, aggressor detection), which is reserved for player threads. So be careful with that. You may want to use lower-level functions and generalize. I kept your OStim changes as they were, no worries on that part. The comment was about the DOM_Animator watchdog.
DonQuiWho Posted September 2 Posted September 2 A quick query, pls.  I have latest DOM, HSH and AYGAS installed and basically running as I think they are supposed to - other than that I still haven't mastered the outfit management aspects of DOM yet.  I have Camilla Valerius fully DOM trained in the sensual arts and doing most things OK with the trainer, and then the player  (I think that I maybe should have stripped all her outfit on 'Unique capture' but, not having done so, she still reverts to her basic clothing before being persuaded to wear what I gave her/want to see)  But, when I take her round Riverwood, and try to enhance her training, or even sell her:  1: I cannot get anyone to volunteer to have it off with her in my player's place - as spec'd in the DOM Training 'Honour your Master' option  2: I cannot get Orgnar to show any interest in purchasing her, despite her obvious talents  3: Worst, I cannot get Embry to buy her for love and money  So:  A) Is there any reason that uniques maybe can't be trained by all and sundry on my player's behalf?  B) In selling her, do we still have to sell our way through the AYGAS sales experience routines, ie first, 10 basic slaves and so on, before I can sell her on to more sophisticated purchasers?  (I haven't tried appyling the AYGAS cheats so she's the first sale in this game)  Any help will be very welcome  (A final quirk, just in case anyone else comes across it; I 'rested' my Troll trainer after his exuberant exertions in training Camilla and, lo and behold, when unemployed, he then grabbed a spare follower that I had left tied up, out of the road so to speak, in the same player house, as if a follower captured under  @Bane Master's Follower Slavery Mod (FSM). He then proceeded to bonk her silly 😜 until he could be persuaded to sell her back to me, as per the FSM optional buy back arrangements. That was seriously weird, as there were no 'Defeat' mod type outcomes that I can think of (eg, a punch up, followed by player defeat, and the subsequent 'post defeat' player - and follower - Trauma events) that would normally have triggered his acquiring her in the first place. And he didn't fit any of the FSM user specifiable 'Masters' who are eligible to do that, as I had excluded creatures. The game is full of surprises! 😂  BTW, I wouldn't even think of trying to change that as it was very very funny, and we all need a laugh sometimes)    DQW  1
Strec2 Posted September 2 Posted September 2 Some things I've found by playing a lot with DOM/HSH/AYGAS without PAH Â - The fact a NPC accept to buy your slaves seems mainly depend of their submission. If submission is too low you'll have the answer 'not interested'. Â - The type of sale seems to be determined by the needs of the buyer. Some may only buy one type (for example Lod will only buy workers, Embry will only buy sex slaves, ...) and rarely some will buy 2 type of slaves (Taverns owner will buy the slave as waitress if sex training is under 50 and prostitute is sex training is greater than 50) Â - Other things only determine the price, attributes, class (female guards have great value ) Â The max price I have sold a slave is 6000+ septim for a female guard fully trained to the tavern owner in Ivarstead. 1
TrollAutokill Posted September 2 Author Posted September 2 8 hours ago, DonQuiWho said: A quick query, pls.  I have latest DOM, HSH and AYGAS installed and basically running as I think they are supposed to - other than that I still haven't mastered the outfit management aspects of DOM yet.  I have Camilla Valerius fully DOM trained in the sensual arts and doing most things OK with the trainer, and then the player  (I think that I maybe should have stripped all her outfit on 'Unique capture' but, not having done so, she still reverts to her basic clothing before being persuaded to wear what I gave her/want to see)  But, when I take her round Riverwood, and try to enhance her training, or even sell her:  1: I cannot get anyone to volunteer to have it off with her in my player's place - as spec'd in the DOM Training 'Honour your Master' option  2: I cannot get Orgnar to show any interest in purchasing her, despite her obvious talents  3: Worst, I cannot get Embry to buy her for love and money  So:  A) Is there any reason that uniques maybe can't be trained by all and sundry on my player's behalf?  B) In selling her, do we still have to sell our way through the AYGAS sales experience routines, ie first, 10 basic slaves and so on, before I can sell her on to more sophisticated purchasers?  (I haven't tried appyling the AYGAS cheats so she's the first sale in this game)  Any help will be very welcome  (A final quirk, just in case anyone else comes across it; I 'rested' my Troll trainer after his exuberant exertions in training Camilla and, lo and behold, when unemployed, he then grabbed a spare follower that I had left tied up, out of the road so to speak, in the same player house, as if a follower captured under  @Bane Master's Follower Slavery Mod (FSM). He then proceeded to bonk her silly 😜 until he could be persuaded to sell her back to me, as per the FSM optional buy back arrangements. That was seriously weird, as there were no 'Defeat' mod type outcomes that I can think of (eg, a punch up, followed by player defeat, and the subsequent 'post defeat' player - and follower - Trauma events) that would normally have triggered his acquiring her in the first place. And he didn't fit any of the FSM user specifiable 'Masters' who are eligible to do that, as I had excluded creatures. The game is full of surprises! 😂  BTW, I wouldn't even think of trying to change that as it was very very funny, and we all need a laugh sometimes)    DQW  There is a bug in AYGAS where if you spam through the "sell a servant" dialogue you will always get a no. That's because AYGAS is delaying the computation of the slave's type in the eye of the NPC engaged in dialogue.  When selecting the slave to offer, you need not to press the next dialogue option until you get a spontaneous answer. If you pressure the NPC the actor type will still be 0 and you'll get a not interested answer.  Â
DonQuiWho Posted September 2 Posted September 2 2 hours ago, TrollAutokill said: There is a bug in AYGAS where if you spam through the "sell a servant" dialogue you will always get a no. That's because AYGAS is delaying the computation of the slave's type in the eye of the NPC engaged in dialogue.  When selecting the slave to offer, you need not to press the next dialogue option until you get a spontaneous answer. If you pressure the NPC the actor type will still be 0 and you'll get a not interested answer.    Thanks  So far, in this playthrough, I don't recollect ever getting the 'have you ever thought you might need/want to buy a servant' type dialogue  But, I will go off and try role playing being a patient salesman... LOL  DQW 1
hunternothunted Posted September 2 Posted September 2 Hi so my slaves seems to remove their clothes/armor (minus accessories like rings) from their inventory every time they start having sex, but when I free them the clothes and armor reappears in their inventory. Anyone having this problem? Tried it on a fresh save since I didn't have this problem from previous version. I also default all the mod settings just in case.
TrollAutokill Posted September 2 Author Posted September 2 4 hours ago, DonQuiWho said:  Thanks  So far, in this playthrough, I don't recollect ever getting the 'have you ever thought you might need/want to buy a servant' type dialogue  But, I will go off and try role playing being a patient salesman... LOL  DQW You should get it on all unique NPCs, as long as you have a slave following you. Otherwise something is wrong.
TrollAutokill Posted September 2 Author Posted September 2 40 minutes ago, hunternothunted said: Hi so my slaves seems to remove their clothes/armor (minus accessories like rings) from their inventory every time they start having sex, but when I free them the clothes and armor reappears in their inventory. Anyone having this problem? Tried it on a fresh save since I didn't have this problem from previous version. I also default all the mod settings just in case. When you free then from DOM? As in freeing a slave to go back to their normal lives? If yes, then that's expected.
DonQuiWho Posted September 2 Posted September 2 1 hour ago, TrollAutokill said: You should get it on all unique NPCs, as long as you have a slave following you. Otherwise something is wrong.  Thanks  Tried again, same result. I'm still trying to maintain my vis comica 😉  I posted what I see on the AYGAS thread to take it out of here  DQW
DonQuiWho Posted September 2 Posted September 2 (edited) @TrollAutokill  Been thinking more about my slaves breaking DD animations, and also why my wheel and hotkey use might be a bit squiff in use.   Can you give any advice on the following please?  DQW  Wheel and Key menu queries   Are the headers on the two main columns wrt the modifier/key combinations correct?, ie Which modifier key goes with the keys from which column? I am wondering if I'm reading this wrongly. It just doesn't seem to be logically consistent, especially when the keys page seems to read as the opposite   Poses, or more accurately stopping the slaves doing what they want as opposed to doing what I want and think that I've told them to do.  And if I don't want DOM generating poses, because they seem to break DD animations, eg when something suddenly shows up as 'GS xxx' or whatever - I presume these are built in 'Gunslinger' posts - do I stop them by disabling ALL bar the last pose setting option in the following menu, or do I have to mess around with any json files etc? And if I do disable those, will that then mess up the ZAZ restraint animations by disabling them too?  Edited September 2 by DonQuiWho
TrollAutokill Posted September 2 Author Posted September 2 2 hours ago, DonQuiWho said: @TrollAutokill  Been thinking more about my slaves breaking DD animations, and also why my wheel and hotkey use might be a bit squiff in use.   Can you give any advice on the following please?  DQW  Wheel and Key menu queries   Are the headers on the two main columns wrt the modifier/key combinations correct?, ie Which modifier key goes with the keys from which column? I am wondering if I'm reading this wrongly. It just doesn't seem to be logically consistent, especially when the keys page seems to read as the opposite "Key" is the key to press for the order to be triggered no modifier applied. If you reuse the same key, only one of the order will be fired depending on the order they are checked for in the script.  Left column modifier is for the right-key + modifier press to get the left column order fired.  Right column modifier is left-key + modifier to get the right column order.  So yes your setup is redundant.  2 hours ago, DonQuiWho said:  Here only the bag key is redundant.  2 hours ago, DonQuiWho said: Poses, or more accurately stopping the slaves doing what they want as opposed to doing what I want and think that I've told them to do.  2 hours ago, DonQuiWho said: And if I don't want DOM generating poses, because they seem to break DD animations, eg when something suddenly shows up as 'GS xxx' or whatever - I presume these are built in 'Gunslinger' posts - do I stop them by disabling ALL bar the last pose setting option in the following menu, or do I have to mess around with any json files etc? And if I do disable those, will that then mess up the ZAZ restraint animations by disabling them too?  I guess you mean the spontaneous poses. Like exercising to please Master. Those should only happen for waiting slaves.  If you want to disable them completely we need an option for that. If you want to remove just the GS ones, yes you need to edit the JSON. 1
DonQuiWho Posted September 2 Posted September 2 (edited) 3 hours ago, DonQuiWho said: @TrollAutokill  Been thinking more about my slaves breaking DD animations, and also why my wheel and hotkey use might be a bit squiff in use.   Can you give any advice on the following please?  DQW  Wheel and Key menu queries   Are the headers on the two main columns wrt the modifier/key combinations correct?, ie Which modifier key goes with the keys from which column? I am wondering if I'm reading this wrongly. It just doesn't seem to be logically consistent, especially when the keys page seems to read as the opposite   Poses, or more accurately stopping the slaves doing what they want as opposed to doing what I want and think that I've told them to do.  And if I don't want DOM generating poses, because they seem to break DD animations, eg when something suddenly shows up as 'GS xxx' or whatever - I presume these are built in 'Gunslinger' posts - do I stop them by disabling ALL bar the last pose setting option in the following menu, or do I have to mess around with any json files etc? And if I do disable those, will that then mess up the ZAZ restraint animations by disabling them too?  Spoiler   1 hour ago, TrollAutokill said: "Key" is the key to press for the order to be triggered no modifier applied. If you reuse the same key, only one of the order will be fired depending on the order they are checked for in the script.  Left column modifier is for the right-key + modifier press to get the left column order fired.  Right column modifier is left-key + modifier to get the right column order.  So yes your setup is redundant.  Here only the bag key is redundant.   I guess you mean the spontaneous poses. Like exercising to please Master. Those should only happen for waiting slaves.  If you want to disable them completely we need an option for that. If you want to remove just the GS ones, yes you need to edit the JSON.  Thank you VERY much!  Not having used the wheels etc in the past, but trying to see if there was anything there that might fix my AYGAS issues, I have finally seen the Modifier' part in how the wheels etc all work. I was also wondering why one of the default keys + my modifier combos kept logging off my user account, but that's all fixed now! 🙂  On poses, an option to avoid all spontaneous poses would be great, thank you, esp as it's probably a much simpler option than trying to determine whether or not a slave's current equipment has built in restraint animations that would get broken. One of the problems with the ZAZ development, beyond the standard v8, was that it primarily concentrated on what might be called 'pretty prancing about' as opposed to nitty gritty restraint playability. Apart from the incessant delay in producing any public product, you will still see people commenting on DISCORD threads that that's why a lot of people gave up on it. Even Musje developed a proper locking system for it - I tried it out and it worked fairly well for an initial stab - but I don't think that there was any understanding, or will, to implement that by the then mod custodian  The parallel here would be that if the emotive side of this mod, and what goes with it - admirable in themselves as works of art, coding and author dedication - was such that it negated the 'harsher' real restraint capabilities, then you could easily see some folk reverting to PAHE 8.22 and earlier versions of AYGAS/PAHE as providing that sort of 'playability', and that really would be a terrible shame  That's just my tuppence worth of drooling into the old persons's bib - (No! I don't yet have a Big Orange Nappy) - and it's maybe just a one out of one opinion too!  But you've got to keep up that SOH somehow... 😜  DQW  Edited September 2 by DonQuiWho
Soronarr Posted Thursday at 06:01 AM Posted Thursday at 06:01 AM Just FYI - the DoM issue has been fixed. My assumption that it was the new animations was correct. Â Teh erro message was misleading. The actual crash reason was going over animation limit, as the newer DoM adds a lot more aniamtions? 1
TrollAutokill Posted Thursday at 01:07 PM Author Posted Thursday at 01:07 PM (edited) 7 hours ago, Soronarr said: Just FYI - the DoM issue has been fixed. My assumption that it was the new animations was correct. Â Teh erro message was misleading. The actual crash reason was going over animation limit, as the newer DoM adds a lot more aniamtions? Not "a lot" but a few extra animations from Zaz were added to allow users to not rely on Zaz being installed. Credit to those poses should go to the Zaz team. Â I recommend to use Pandora to avoid running into these limitations. I currently have 55k animations registered without any problem. Â Edited Thursday at 01:36 PM by TrollAutokill
MigthyOwl Posted Thursday at 01:52 PM Posted Thursday at 01:52 PM (edited) I can talk and enslave npc s that i capturet with h key. But i cannot talk npcs that i captured on combat. They are just crawling on the floor no menu pops up. But npcs that i captured with h key works normal.I tryed k method for moment i can talk to npc but i cant get the menu that fisrt enslaveing diloges so i cant use my dom abuse menu. After relaseing and captureing with combat before npc get down on her knees there is a small moment i can use dom abuse menu. .For an example: I cant talk to the noc      This is captureing then realseing then captureing before the npc enslaved pop ups i can use dom abuse menu but after npc enslaved pop ups i cant no longer use it and cant talk to npc.  My bug countinues but i found a soltion. Exact moment of the enslavment if i press k tahan talk to npc i can trigger diuloge menu thah i need. But still its anoying and i want to know if there any solition. Edited Thursday at 03:03 PM by MigthyOwl
hunternothunted Posted Thursday at 03:18 PM Posted Thursday at 03:18 PM 22 hours ago, TrollAutokill said: When you free then from DOM? As in freeing a slave to go back to their normal lives? If yes, then that's expected. Ah alright so its a feature then, thanks
TrollAutokill Posted Thursday at 03:22 PM Author Posted Thursday at 03:22 PM 2 minutes ago, hunternothunted said: Ah alright so its a feature then, thanks Yes they will keep the items you have them but they will also get their default outfit back. Then they choose whatever they want to wear. Though you can also tell them to undress.
MigthyOwl Posted Thursday at 03:29 PM Posted Thursday at 03:29 PM 7 minutes ago, TrollAutokill said: Yes they will keep the items you have them but they will also get their default outfit back. Then they choose whatever they want to wear. Though you can also tell them to undress. so what about my sititoun?
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