Thrallmaster Posted Wednesday at 11:43 PM Posted Wednesday at 11:43 PM @TrollAutokill What do you think about having Stable Captives manage some of the auction slaves from AYGAS or HSH through its own slots? Â The reason is that slaves using bandit ActorBases appear quite frequently at auctions. HSH has an MCM option to reject bandits, but this seems to happen much more often on the AYGAS side. Even outside of auctions, slave-owning NPCs sometimes seem to create new NPCs using bandit ActorBases through some unknown process and bring them along. Â Since not every user will be using SC, I want to implement this in a way that does not affect the original mods. The problem is that I am not quite sure what the best flow would be for handling these cases. 1
TrollAutokill Posted Thursday at 11:52 AM Author Posted Thursday at 11:52 AM 12 hours ago, Thrallmaster said: @TrollAutokill What do you think about having Stable Captives manage some of the auction slaves from AYGAS or HSH through its own slots? Â The reason is that slaves using bandit ActorBases appear quite frequently at auctions. HSH has an MCM option to reject bandits, but this seems to happen much more often on the AYGAS side. Even outside of auctions, slave-owning NPCs sometimes seem to create new NPCs using bandit ActorBases through some unknown process and bring them along. Â Since not every user will be using SC, I want to implement this in a way that does not affect the original mods. The problem is that I am not quite sure what the best flow would be for handling these cases. That would be perfect yes. Actually even PAH could use it, I don't use it myself, but some users do. 1
DonQuiWho Posted Thursday at 12:38 PM Posted Thursday at 12:38 PM (edited) On 9/17/2026 at 4:08 PM, TrollAutokill said: No the ingredients didn't change, sorry, just more places to forge them. But I am open to suggestions.  As the Steel Slave Collar of Leashing is about the best way to retrieve newly caught slaves from wilder locations .....   ...... is there any chance that you might replace:  Trama Root with Deathbell or maybe even Nightshade? - Both of those are pretty widespread on Skyrim itself and, if gameplay authenticity is something anyone is worried about, it would save repetitive trips to Windhelm just to get to Solstheim to trek around looking for the small natural growth numbers  and, also  Bleeding Crown with Torchbug Thorax, as in the PAHE original? - Those are 'relatively easy' to find all over 'dry' Skyrim - even if you have to go out at night - whereas Bleeding Crown isn't too common at apothecaries, and larger numbers acquisition normally means repetitive cave diving, which might not be what people playing with DOM want to do  It's easy to cheat with the console of course, but that can spoil the game a little  I should have suggested this before but, as my tuppenceworth, just trying to make a constructive suggestion  If you can see your way to this, fine, but there's no rush  DQW    Edited Thursday at 12:38 PM by DonQuiWho 1
Strec2 Posted Thursday at 08:37 PM Posted Thursday at 08:37 PM 7 hours ago, DonQuiWho said:  Bleeding Crown with Torchbug Thorax, as in the PAHE original?   Such a slavery game/mod may get some coherence/interest if ingredients can be found by putting slaves at work, the player has so much things to do by chasing new slaves and managing the ones he owns, it is not useful to add more tasks he is the only one able to do su as capturing torchbugs   For now the ingredients the slaves can produces are ores and plants and I renew my previous suggestion to have items (potions and collar) crafted with only these sort of ingredients...  To maintain some gameplay interest it would be easy to make the dificulty of craft depending on quality and quantity of ingredients. 1
DonQuiWho Posted Thursday at 11:35 PM Posted Thursday at 11:35 PM 2 hours ago, Strec2 said:  Such a slavery game/mod may get some coherence/interest if ingredients can be found by putting slaves at work, the player has so much things to do by chasing new slaves and managing the ones he owns, it is not useful to add more tasks he is the only one able to do su as capturing torchbugs   For now the ingredients the slaves can produces are ores and plants and I renew my previous suggestion to have items (potions and collar) crafted with only these sort of ingredients...  To maintain some gameplay interest it would be easy to make the dificulty of craft depending on quality and quantity of ingredients.  I can't argue with the logic involved. And TBH I've almost never ever put slaves to work mining anything - apart from one attempt to use some other mod long ago that never seemed to work anyway 😊  But my load order would throw its hands up in the air, and crash headfirst into a brick wall 🥸, if the mining/creation of ingredients was a hard requirement, especially if it absolutely needed one or more esps than it has now.  Maybe esl files, but...  DQW.   1
RedGoblinMan Posted Friday at 04:27 AM Posted Friday at 04:27 AM Papyrus Tweaks is updated now. Any plans for this mod to follow suit for 1.7? Â It seems to already *almost* work on 1.7. Because during some of my tests it would randomly decide to properly initialize and all the hotkeys and things would work. Though the game would usually crash after a few minutes later regardless.
TrollAutokill Posted Friday at 08:49 AM Author Posted Friday at 08:49 AM 4 hours ago, RedGoblinMan said: Papyrus Tweaks is updated now. Any plans for this mod to follow suit for 1.7? Â It seems to already *almost* work on 1.7. Because during some of my tests it would randomly decide to properly initialize and all the hotkeys and things would work. Though the game would usually crash after a few minutes later regardless. DOM doesn't need any update to work with 1.7. Only DLLs mods need to update.
roldoi1911 Posted Friday at 10:05 AM Posted Friday at 10:05 AM Outside of the spell, how do i train slaves to be constantly horny?
whooptyscoop Posted Saturday at 03:02 AM Posted Saturday at 03:02 AM On 9/20/2026 at 5:43 PM, Furflz said: Could we get an update on the Zaz/zap installation installations?... I was trying to do a new build and the zaz 8+ section is CRAZY confusing. There's tons of different versions there and some things seem really outdated.  For instance the patcher with finis xxxL is not needed if you're using pandora 2.4 or later and we're on version 4.4 now...  (Just my personal experience when I installed everything in the install instructions a whole lotta stuff just didn't work) It's very confusing for people trying to figure out which mod to use. I did some research and with a little help I was able to narrow down exactly what a modern Ostim based mod build would need for this particular section of the mod requirements: Basically you just need the following: The base Zaz8+ ESM & animations (Either the CBBE version or the UUNP version based upon which body you use) - Official Zaz 8+ Mod page: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ Direct Mega links from that page: CBBE: https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg File: ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023 UUNP: https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A  ZAZ 8.0+ Minor ostim edits https://www.loverslab.com/files/file/49445-zaz-80-minor-ostim-edits/ ZAZ NPC Fixer + PAHE and DOM Support (Diary of Mine) Zaz 3BA or 3BA2 bodyslide files for adjusting certain bondage devices (if needed) 3BA https://www.mediafire.com/file/tf5232ri4bft08d/(9DM)ZAZ_Accessories_CBBE_SE_3BA_BS.rar 3BAv2 https://www.mediafire.com/file/jztjm4u6qs058ki/ZAZ_Accessories_3BAv2_BS.7z/  Mod Install/Overwrite order XPMSSE / skeleton Body (CBBE/3BA or UUNP) SexLab + SLAL packs ZAZ 8+ 2023 full pack ZAZ 8.0+ Minor ostim edits (overwrites ZAZ scripts) DOM / PAHE SL → OStim Bridge OStim + animation packs ZAZ NPC Fixer ZAZ Accessories bodyslide adjustments (if you are using 3BA or 3BAv2) Pandora Output last among animation/behavior files  Plugins (top → bottom) SexLab.esm SexLabAroused / SL extras (if you use them) ZaZAnimationPack.esm Devious Devices (if used) Diary of Mine / PAHE masters SexLab → OStim Bridge OStim Standalone + OStim addons ZAZ NPC Fixer (DOM version) Everything else that needs ZAZ or DOM  Hope that helps those of you who are struggling! Hey, setting up my own OStim based setup and wanted to ask what the use of the sexlab ostim bridge is? I havent kept up to date with this mod in a while, is it so specific kinks can be activated from ostim anims? Can the current kinks be triggered from Ostim? Rebuilding my modlist from the ground up and just wanted to know
langyu Posted Saturday at 06:17 AM Posted Saturday at 06:17 AM Health percentage: The relative health value in % below which the "Enslave" and "Recruit" perks become available when pressing the 'E' key. Health percentage: The absolute health value below which the "Enslave" and "Recruit" perks become available when pressing the 'E' key. How to change the E key to another key?
Mithkaneko Posted Saturday at 06:33 AM Posted Saturday at 06:33 AM I keep getting this:DOM_PlayerAlias: ERROR! SetPlayerLocationType player_location=None in my Papyrus.0.log,and im sure it causes a really shot stutter,any idea what cause this?
RedGoblinMan Posted 20 hours ago Posted 20 hours ago (edited) On 9/25/2026 at 4:49 AM, TrollAutokill said: DOM doesn't need any update to work with 1.7. Only DLLs mods need to update.  Edit: I'm UBER brain dead, ignore me lmao  I read the requirements and mentally combined power of three tweaks with PAPYRUS tweaks and assumed they were the same mod just two versions. Only installed papyrus tweaks and then stared dumb founded for the last 6 hours of troubleshooting wondering why nothing was working properly.  Pretty sure everything is up and running now though. Cheers. Edited 20 hours ago by RedGoblinMan 1
TrollAutokill Posted 18 hours ago Author Posted 18 hours ago (edited) On 9/26/2026 at 8:33 AM, Mithkaneko said: I keep getting this:DOM_PlayerAlias: ERROR! SetPlayerLocationType player_location=None in my Papyrus.0.log,and im sure it causes a really shot stutter,any idea what cause this? Where is the player when you get this message? It could be you're in a limbo mod place without location. In this case do not install DOM yet, do your stuff, move to a real location, save and then turn DOM on. Edited 18 hours ago by TrollAutokill
Mithkaneko Posted 17 hours ago Posted 17 hours ago 19 minutes ago, TrollAutokill said: Where is the player when you get this message? It could be you're in a limbo mod place without location. In this case do not install DOM yet, do your stuff, move to a real location, save and then turn DOM on. Sometimes it happens near whiterun,and sometimes near Ivarstead‌,even when i'm inside whiterun if I remember correctly
CrazySloth Posted 1 hour ago Posted 1 hour ago For some reason I can't find the vendor of the slave cart with the DOM patch
Fraying9981 Posted 49 minutes ago Posted 49 minutes ago 10 minutes ago, CrazySloth said: For some reason I can't find the vendor of the slave cart with the DOM patch  iirc it's pardo
Krump112 Posted 26 minutes ago Posted 26 minutes ago Can someone please help, for the love of god I cannot understand how to actually enslave, every time I press "e" on a low health enemy it just says abduct recruit and talk, and when I press abduct it does absolutely nothing. When they are unconscious none of the options do anything either. Has anyone else encountered anything similar? I just got a bunch of esoterically named spells from Farengas study, a bunch of collars that don't seem to do anything, pressing "h" does nothing, nothing does anything. I am at my wits end.
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