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Posted
On 1/6/2024 at 7:09 AM, Good Provider said:

I am happy with the current version, but Slavetats comes with more subtle white tears textures. You could switch the Boolean tears in the MCM to a pull down with None, subtle, or strong (current). 

I found the tears I was talking about here in ZaZ Animation Pack + CBBE HDT V8

Posted
11 hours ago, J4nek said:

Can i update from 5.1 to 5.2 with old save? Regardless of what i do the animations like headpats are broken and this is bothering me immensely.

You're save game has a broken DoM quest. You can try to salvage your save with resaver. Best is to first move be your slaves to HSH, then purge DoM from your save file and reload.

Posted
5 hours ago, wower2345 said:

Look, I just wanted to ask @TrollAutokill about the underlying mechanics of the wheel menu used in the mod. I know how to add dialogue stuff into Skyrim but not how to edit things like the wheel.

It's in the DoM_keys.psc script, not in CK.

Posted (edited)
16 hours ago, サマエル said:

 

Yes it works using Cathedral Assets Optimizer 👍

 

I just renamed the folder like the DoM ESP

 

Screenshot2024-01-14230214.png.9520aac7032a5992a0e88e27238d3682.png

 

Screenshot2024-01-14230458.png.c1885ae76d67b966528abc8d05544f09.png

 

Everything is working pretty well:

 

 

 

Nice! Heads up though: It might be, that with that setup, only some of the voice lines get used, namely the ones that got packed into DiaryOfMine.BSA and the lines in DiaryOfMine0.BSA get ignored, since the archive will not be loaded without an ESP reverencing it. Solution: rename the second BSA into "DiaryOfMine - Textures.BSA", then Skyrim will autoload both. You can verify that in ModOrganizers Plugin tab, which should look something like this:

Spoiler

grafik.png.0a7d5aa9f3e5c38e4a22d832ed990218.png

(That's what I used in the old voice mods for DoM 3.x and 4.x)

 

@TrollAutokill: While updating my scripts and testing the new Voice Models, I stumbled upon some minor errors in the voice lines:

- the guys saying "Aaaaah! No! Shhhh! Breath man, don't let her/him get to you! Fuck! I am getting wet!" probably meant to say "I am getting hard!" (unless some non binary gender identification is going on)

- In some lines the word breathe (as in "to breathe" is missing the last e and since gets pronounced as breath (as in "i am out of breath"), look for the lines containing "I can't breath", "Breath man", "cannot breath" and "need to breath"

- some lines that start with the word "you'll" have a mixed in UTF8 or non ASCI character instead of the apostrophe, looks like a conversion error from copy paste

 

So all in all really minor stuff, so this is more a FYI not a bug report.

Edited by Jasmine92
Posted (edited)

I reckon it'd be an interesting idea to have a favourite and least favourite food/ drink trait where you can praise the slave by giving them their favourite food/drink or punish them by giving them their most hated.

 

 

and to make it more evil you could punish them for spitting out their least favourite or making a mess with their most favourite. have the chances of both punishment choices going down as the slave is trained.

 

or instead make a hunger buff/debuff system, where not feeding the slave (for 3 days) reduces respect and anger but raises fear and submission, feeding them regularly ( like once or 3 times every 24 hours or something) provides no buffs but not feeding them enough ( not the same as 0 but not reaching the proper threshold will lower the speed at which fear anger and respect is gained), and feeding them too much (4+ times a day) increases respect and anger but reduces fear and submission, so you'd have to find a balance between not feeding them and feeding them too much.

 

to add to that have a ranking system for food, for example their favourite food being fed to them means you only have to feed them once that day but if used consecutively it will lower the buff the more it is done and not effect the debuff, and their least favourite means you have to feed them 5 times that day and doing this for consecutive days loses buff but increases its debuff.

 

 

Edited by birdotron
adding stuff/ grammar
Posted
13 hours ago, Jasmine92 said:

 

Nice! Heads up though: It might be, that with that setup, only some of the voice lines get used, namely the ones that got packed into DiaryOfMine.BSA and the lines in DiaryOfMine0.BSA get ignored, since the archive will not be loaded without an ESP reverencing it. Solution: rename the second BSA into "DiaryOfMine - Textures.BSA", then Skyrim will autoload both. You can verify that in ModOrganizers Plugin tab, which should look something like this:

  Reveal hidden contents

grafik.png.0a7d5aa9f3e5c38e4a22d832ed990218.png

(That's what I used in the old voice mods for DoM 3.x and 4.x)

 

@TrollAutokill: While updating my scripts and testing the new Voice Models, I stumbled upon some minor errors in the voice lines:

- the guys saying "Aaaaah! No! Shhhh! Breath man, don't let her/him get to you! Fuck! I am getting wet!" probably meant to say "I am getting hard!" (unless some non binary gender identification is going on)

- In some lines the word breathe (as in "to breathe" is missing the last e and since gets pronounced as breath (as in "i am out of breath"), look for the lines containing "I can't breath", "Breath man", "cannot breath" and "need to breath"

- some lines that start with the word "you'll" have a mixed in UTF8 or non ASCI character instead of the apostrophe, looks like a conversion error from copy paste

 

So all in all really minor stuff, so this is more a FYI not a bug report.

 

Indeed you are correct thank you!

Posted

So I'm wandering around with former bandit DoM slaves and Barbas.  All is fine until we get attacked by anything.  Once the enemy is eliminated, Barbas turns on the slave.  If I talk to the slave then he calms down.  If I have more than one slave, he just moves to another though, locked in an attack loop.
I did a speed run to give him back to Clavicus, but I had similar reaction from some random follower (I merged a bunch and don't know where she's originally from).
Probably a side effect of vanilla behavior meeting up with having "followers" (slaves) who hate the PC.

Posted
1 hour ago, chasm said:

So I'm wandering around with former bandit DoM slaves and Barbas.  All is fine until we get attacked by anything.  Once the enemy is eliminated, Barbas turns on the slave.  If I talk to the slave then he calms down.  If I have more than one slave, he just moves to another though, locked in an attack loop.
I did a speed run to give him back to Clavicus, but I had similar reaction from some random follower (I merged a bunch and don't know where she's originally from).
Probably a side effect of vanilla behavior meeting up with having "followers" (slaves) who hate the PC.

NPC are always cleared of all enemy factions. But you should check with more informative console if there are some left over factions which could explain this behaviour. Check also the active package when that happens it could be a quest triggering.

Posted
On 1/15/2024 at 9:08 PM, TrollAutokill said:

It's in the DoM_keys.psc script, not in CK.

You mean the .pex file? I decompiled it to .psc and goddamn there's over 6000 lines of code there. Could you try to explain to me how playing poses works internally? Like can I just add one more pose (let's say with index 8.) to ShowDOMPoseMenu and the wheel will accommodate for it? Then what? I just copy-paste the stuff you wrote for "DoFlowers" (for example) and replace the relevant keywords with keywords of my pose? Please let me know.

Posted (edited)
54 minutes ago, wower2345 said:

You mean the .pex file? I decompiled it to .psc and goddamn there's over 6000 lines of code there. Could you try to explain to me how playing poses works internally? Like can I just add one more pose (let's say with index 8.) to ShowDOMPoseMenu and the wheel will accommodate for it? Then what? I just copy-paste the stuff you wrote for "DoFlowers" (for example) and replace the relevant keywords with keywords of my pose? Please let me know.

But... But... Why who you decompile it when the source is included? You silly!

Edited by TrollAutokill
Posted
43 minutes ago, TrollAutokill said:

But... But... Why who you decompile it when the source is included? You silly!

Oh yeah true, forgot about that haha, I only looked at the local files in MO2, not the .7z file. I think I'm getting the hang of this whole thing, I'd be grateful if you could answer some of my questions (not right now tho, don't have any).

Posted (edited)
22 minutes ago, wower2345 said:

Oh yeah true, forgot about that haha, I only looked at the local files in MO2, not the .7z file. I think I'm getting the hang of this whole thing, I'd be grateful if you could answer some of my questions (not right now tho, don't have any).

Ok so for one, how do I attach the relevant animation files to my newly defined pose? For example, all the commands you've written for the "flower pose" are as follows:

wheelMenu.SetPropertyIndexString("optionText", 2, "Flowers ")

wheelMenu.SetPropertyIndexString("optionLabelText", 2, "Flowers ")

 

elseIf imenu == 2 self.DOMAllOrder("DoFlowers", "", 10000.0)

elseIf imenu == 2 sl_alias.DoFlowers()

and that's it, there's nothing more as far as I can tell. Do you define what 'DoFlowers' actually does in some sort of helper file? in Creation Kit?

 
Edited by wower2345
Posted (edited)
1 hour ago, wower2345 said:

Ok so for one, how do I attach the relevant animation files to my newly defined pose? For example, all the commands you've written for the "flower pose" are as follows:

wheelMenu.SetPropertyIndexString("optionText", 2, "Flowers ")

wheelMenu.SetPropertyIndexString("optionLabelText", 2, "Flowers ")

 

elseIf imenu == 2 self.DOMAllOrder("DoFlowers", "", 10000.0)

elseIf imenu == 2 sl_alias.DoFlowers()

and that's it, there's nothing more as far as I can tell. Do you define what 'DoFlowers' actually does in some sort of helper file? in Creation Kit?

 

Nah. DoFlowers() is defined in DoM_Actor.psc but you should use a DoPose(). I will check later, what's the correct call.

 

Also @Yomikaki has been working on an API. So if you wait for next DoM version you should be able to create your own plugin with a tiny quest to start a custom wheel menu without having to modify DoM core scripts.

Edited by TrollAutokill
Posted (edited)
17 minutes ago, TrollAutokill said:

Nah. DoFlowers() is defined in DoM_Actor.psc but you should use a DoPose(). I will check later, what's the correct call.

 

Also @Yomikaki has been working on an API. So if you wait for next DoM version you should be able to create your own plugin with a tiny quest to start a custom wheel menu without having to modify DoM core scripts.

Oh, that would be quite nice actually. Although I do have some free time right now and don't have anything against working a bit on getting this to work. I used the DoFlowers as an example because it is in the "Entertain Me" tab where I'd like my pose/command to be. One other thing, what do you usually use for compiling the .psc files? I tried using both the PCA_SE and the Creation Kit but there seems to be some trouble with the scripts (namely a lot of errors).

Edited by wower2345
Posted (edited)
8 minutes ago, wower2345 said:

Oh, that would be quite nice actually. Although I do have some free time right now and don't have anything against working a bit on getting this to work. I used the DoFlowers as an example because it is in the "Entertain Me" tab where I'd like my pose/command to be. One other thing, what do you usually use for compiling the .psc files? I tried using both the PCA_SE and the Creation Kit but there seems to be some trouble with the scripts (namely a lot of errors).

8 minutes ago, wower2345 said:

 

Use Papyrus compiler.

 

But really try not to modify DoM scripts.

 

Use SSEedit to copy the dom quest to your own plugin (set DoM as esm for it to work). Then edit the quest from your plugin with a single script attached to it and model it after DoM_key.psc, with another name, of course.

Edited by TrollAutokill
Posted
59 minutes ago, TrollAutokill said:

Use Papyrus compiler.

 

But really try not to modify DoM scripts.

 

Use SSEedit to copy the dom quest to your own plugin (set DoM as esm for it to work). Then edit the quest from your plugin with a single script attached to it and model it after DoM_key.psc, with another name, of course.

But don't I need to edit the .psc files to add new options to the wheel? I mean, with dialogue I could make a new plugin dependent on DOM but I'm not sure how it's supposed to work for the wheel then. Also, I'm getting Unknown user flag Hidden errors when compiling with Papyrus compiler. I use MO2 so I'm not sure how the dependencies work there.

Posted (edited)
1 hour ago, wower2345 said:

But don't I need to edit the .psc files to add new options to the wheel? I mean, with dialogue I could make a new plugin dependent on DOM but I'm not sure how it's supposed to work for the wheel then. Also, I'm getting Unknown user flag Hidden errors when compiling with Papyrus compiler. I use MO2 so I'm not sure how the dependencies work there.

If you want to add new options to the existing wheels I might (emphasis on might) be able to create some way to do that with the API in a way that doesn't overwrite DoM scripts, but generally speaking if you want to retain forward compatibility with future DoM versions and also retain compatibility with other DoM addons, you should not overwrite the base DoM scripts. Otherwise you end up with the SLU+/SLSO fiasco where both mods are overwriting the same scripts and you have to recompile a new version of the scripts to merge the changes (if they even end up being compatible in a non-breaking way). 

 

The main thing that's in the way of adding options to existing wheel menus is just that the DOM_Keys script will need some significant changes, as right now wheels are created on demand and then go out of scope, which makes them unavailable to modify without modifying DOM_Keys itself. I might fool around with a proof of concept for more persistently available wheel menus but we'll see if it works. 

Edited by Yomikaki
clarification
Posted
17 hours ago, TrollAutokill said:

NPC are always cleared of all enemy factions. But you should check with more informative console if there are some left over factions

This is even after I did the dialog faction clearing too. 
I run more informative console, but I've never noticed factions or packages listed.  I'll have to tab through slower and take a look.  Packages gave me a thought though... Maybe the package that has them running from combat and isn't there a setting that allows followers to attack escaping slaves?  I'll dig more next time it happens.  I'm not dealing with that stupid dog again though!

Posted

Hey, i have 2 Questions, im not sure if im right in DOM since i have all PAHE Mods but maybe u can help me out.

 

Question1: When i played yesterday i could use the "L" Key to Chain slaves so they cant flee and they have to follow me, i could chain all my slaves in DOM (4-8 at the same time).

Now i did some things with my mod, maybe load order changed i dont remember all i did.

 

Now a day later i can only chain 1 slave at the same time and if i chain another the other one gets unchained, as u can see in the screenshot only 1 Slave is chained, if i chain another the chain would disapear on the one i chained first (only 1 at the same time now)

 

Is it maybe right? Is it even a DOM Feature since i could not find the Keybinding in in the hotkeys? Or did i mess up something, that i cant chain more then one...

 

 

Question2: When i transfer Slaves to "AYGAS" in my Brotels, is it right that i loose all Dialoges?

 

Some slaves (1-2) still have DOM / PAHE Dialoges in AYGAS as Brothel Slaves so i can send them into my Brothel but still train them and use them like in DOM/PAHE, that does not apply to all slaves.

The most of them are in my Brotel and only have the options to leave the Brothel or serve ppl or give me the earned money.

 

I dont even know wich option is right, should it be that i dont have the DOM/PAHE Feratures in AYGAS Brothels or should the options and dialoges be aviable even if they are in AYGAS?

 

 

Thank u for all ur work, i love the mod!

 

ScreenShot0.png.50d0a4321650b6ab672ff4f9684a218a.png

 

Posted
4 hours ago, ruffyhaki1996 said:

Hey, i have 2 Questions, im not sure if im right in DOM since i have all PAHE Mods but maybe u can help me out.

 

Question1: When i played yesterday i could use the "L" Key to Chain slaves so they cant flee and they have to follow me, i could chain all my slaves in DOM (4-8 at the same time).

Now i did some things with my mod, maybe load order changed i dont remember all i did.

 

Now a day later i can only chain 1 slave at the same time and if i chain another the other one gets unchained, as u can see in the screenshot only 1 Slave is chained, if i chain another the chain would disapear on the one i chained first (only 1 at the same time now)

 

Is it maybe right? Is it even a DOM Feature since i could not find the Keybinding in in the hotkeys? Or did i mess up something, that i cant chain more then one...

 

 

Question2: When i transfer Slaves to "AYGAS" in my Brotels, is it right that i loose all Dialoges?

 

Some slaves (1-2) still have DOM / PAHE Dialoges in AYGAS as Brothel Slaves so i can send them into my Brothel but still train them and use them like in DOM/PAHE, that does not apply to all slaves.

The most of them are in my Brotel and only have the options to leave the Brothel or serve ppl or give me the earned money.

 

I dont even know wich option is right, should it be that i dont have the DOM/PAHE Feratures in AYGAS Brothels or should the options and dialoges be aviable even if they are in AYGAS?

 

 

Thank u for all ur work, i love the mod!

 

ScreenShot0.png.50d0a4321650b6ab672ff4f9684a218a.png

 

1) Those chains are not from DoM. Maybe Devious Device or Zaz. Try to find which mod it is and I'll patch it for DoM.

2) Brothels are Pahe/aygas only. DoM doesn't support brothels for now.

Posted

also 1 more short Question: I did not update DOM for maybe 1 Year, i updated everything and most is working, the "threesome" option is new for me, if i say "time for a treesome" and go to another "report to ur trainies", the coulored strings left of the screen comment on the slaves state about the threesome, but no animation is starting...

 

Do i miss a extra Mod or something? All other Animations work besides 1 Anal Punishment Animation where the charackters just stand behind each other, could that be a Zaz/Sexlab problem? 

Posted

Question for Troll, is there anyway to integrate random sex events for sold slaves. I really think slave owners need to randomly bang their slaves. How could this be done?

Posted
12 hours ago, kenis19 said:

Question for Troll, is there anyway to integrate random sex events for sold slaves. I really think slave owners need to randomly bang their slaves. How could this be done?

You could make an add-on to aygas.

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