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Posted
57 minutes ago, TrollAutokill said:

That's because the seq file was not updated yet.

OK, on the other issue or bandits still being treated a bandit after capture, went to halt steam mine, captured 3 different bandits, same issue, they was getting attacked and they continued with there normal response of " you should have not come here" etc.. dawn guard as far as I can tell there did not have that happen at least the dogs didn't, I will test once I find people and see if it happen with them, the troll will also have that happen, back to the outlaw bandits is there vanilla name if that matters, when I transferred them to pah, then back to dom, the issue seems to have ben corrected, let them sit for about 10 min real time near my followers, they didn't say the bandit lines and they acted like they was suppose to.

 

Ok, one thing that may help you to figure out what going on is a mod called Faction spy,  https://www.nexusmods.com/skyrimspecialedition/mods/17819 it tells you all the "factions they belong to, found out I can all so change the submission, and that stuff through there to. 

Posted
10 hours ago, tonitrulupus said:

OK, on the other issue or bandits still being treated a bandit after capture, went to halt steam mine, captured 3 different bandits, same issue, they was getting attacked and they continued with there normal response of " you should have not come here" etc.. dawn guard as far as I can tell there did not have that happen at least the dogs didn't, I will test once I find people and see if it happen with them, the troll will also have that happen, back to the outlaw bandits is there vanilla name if that matters, when I transferred them to pah, then back to dom, the issue seems to have ben corrected, let them sit for about 10 min real time near my followers, they didn't say the bandit lines and they acted like they was suppose to.

 

Ok, one thing that may help you to figure out what going on is a mod called Faction spy,  https://www.nexusmods.com/skyrimspecialedition/mods/17819 it tells you all the "factions they belong to, found out I can all so change the submission, and that stuff through there to. 

I tested on a random vampire attack, same issue, so something is not getting added or cleared out.

 

Posted
6 hours ago, tonitrulupus said:

I tested on a random vampire attack, same issue, so something is not getting added or cleared out.

 

Yeah, I got a bandit to become a slaver and they got waled on by everyone when I went out in public with them. I have the clear factions options checked.

Posted
41 minutes ago, LordBitter said:

Yeah, I got a bandit to become a slaver and they got waled on by everyone when I went out in public with them. I have the clear factions options checked.

It was kind of funny LOL

 

Posted (edited)
53 minutes ago, LordBitter said:

Yeah, I got a bandit to become a slaver and they got waled on by everyone when I went out in public with them. I have the clear factions options checked.

yeah if you have PAH xfer to there and then back to dom, it will make it so the "threat" wont be there,, I may try uncheck it and see if it makes a difference. its a work around for now.

Edited by tonitrulupus
Posted (edited)

I unticked and ticking the clear all  unique NPC factions and all spawned NPC factions under capture and made no difference So I captured a unique NPC and a giant those seem to be working correctly, its the generic NPC and non creature that seem to not be working correctly

 

I would also suggest moving the love potion table someplace that has easer access its hard to use it and not activate that normal alchemy table, it cover most of your table.

Edited by tonitrulupus
Posted
19 minutes ago, tonitrulupus said:

I unticked and ticking the clear all  unique NPC factions and all spawned NPC factions under capture and made no difference So I captured a unique NPC and a giant those seem to be working correctly, its the generic NPC and non creature that seem to not be working correctly

 

I would also suggest moving the love potion table someplace that has easer access its hard to use it and not activate that normal alchemy table, it cover most of your table.

The normal alchemy table should not be there! But I guess Kimli's quest needs to be checked anyhow.

Posted
4 hours ago, TrollAutokill said:

The normal alchemy table should not be there! But I guess Kimli's quest needs to be checked anyhow.

It has always shown up and mostly covering your new table, any plans on letting the PC to build there own and so the PC don't have to run all the way back to where kimli is found?

Posted
15 hours ago, LordBitter said:

Yeah, I got a bandit to become a slaver and they got waled on by everyone when I went out in public with them. I have the clear factions options checked.

 

14 hours ago, tonitrulupus said:

yeah if you have PAH xfer to there and then back to dom, it will make it so the "threat" wont be there,, I may try uncheck it and see if it makes a difference. its a work around for now.

The culprit is not a faction but the actor "aggression" value which was not set to 0 at capture by DOM. This will be corrected next update. A workaround is to set the aggression value from the console to 0.

Posted
1 hour ago, TrollAutokill said:

 

The culprit is not a faction but the actor "aggression" value which was not set to 0 at capture by DOM. This will be corrected next update. A workaround is to set the aggression value from the console to 0.

That makes sense

 

Posted

If i wanted to change the subjugation spell from fire and forget to concentration, would I just have to change the spell type in xedit or would I have to change a bunch more to get it to work properly?

Posted

Hi all.

I just updated from 6.1.0 to 7.1.10 - and get dependery missing on DOMStories.esp and TDF ENhanced - DOMHSH.esp depends on DiaryOfMine.esp - is it a fix for this, or can I just forget thoose two addons?

dom.jpg

Posted
On 8/2/2024 at 5:28 AM, DonQuiWho said:

 

Thanks for the reply!

 

I had the MO2 L/H Pane order OK, but PAHSlaveCart.esp higher than the DiaryOfMine.esp in the R/H Load Order Pane.  I've changed that and I'll see what happens next time I come to use the cart

 

TYVM

 

DQW

I acknowledge the awkwardness in replying to a 5-month old post, but I was recently tinkering with the slave cart myself for the first time in months, and while doing so I was looking at my old post because I forgot my own instructions and I just realized I gave you faulty information. I thought I'd post again to correct myself and also hopefully help others with similar issues.

 

The way to actually get the cart to work is to have the left pane with the cart mod underneath (overriding) DOM, then on the right side have PAHSlaveCart under DiaryOfMine but above DOMSlaveCart. 

 

I literally just tried every other combination on three different versions of the mod and this is the only one that works. The sign that you are fine is if you do not see the widget note "Slave is On Duty." As far as I can tell, that widget note is what breaks everything because while the slave goes "on duty" there is no mechanism in place by which the slave goes "off duty," and so they are permanently stuck in that non-responsive state.

 

@TrollAutokill This is on version 6.10 so I don't know if you have fixed this already in later versions, but you should probably know that the 6.10 slave cart patch does not work properly, and the only way to get it to work is to use the esp but override the scripts with the original cart mod. It would appear you could remove those scripts from the patch entirely and just rely on the esp alone, that works fine.

Posted

Version 7.1.11 BETA is out. Same as 7.1.7 with the following modifications:

  • No more bandits being stoned to death when entering towns. Corrected actor aggression value at capture.

  • Moved Drela's enchanting table which was at the same place as the bewitching workbench.

  • Storing actor index in faction to speed up actor lookup table.

  • Added being jailed kink and jail&restrained behaviour.

  • Actors can be jailed from the Task wheel menu (previously named Work menu)

  • Check for bad aliases at startup and some meshes and textures paths corrected and more checks on bandit faction.

 

Posted
2 hours ago, ekion said:

If i wanted to change the subjugation spell from fire and forget to concentration, would I just have to change the spell type in xedit or would I have to change a bunch more to get it to work properly?

Just editing in xEdit will not change the power of the spell, as it is hardcoded to 100%.

 

But if you know how to get the power from a concentration type spell, i can change it. GetMagnitude() didn't work, but maybe because it was fire and forget type.

 

Here is the current script:


 

Spoiler

Scriptname DOMMagicSubjugationEffect extends ActiveMagicEffect 

import Game

 

DOM_Core Property DOM01 Auto

 

Event OnEffectStart(Actor akTarget, Actor akCaster)
    DOM_Actor akActor = DOM01.GetActor(akTarget)
    
    akTarget.StopCombatAlarm()
    if akActor != None
        akActor.Alter_Training(100.0)
        ;Debug.Trace("DOMMagicSubjugationEffect::OnEffectStart mag="+GetMagnitude())
    elseif !akTarget.IsChild()
        DOM01.DOMGenerator.Alter_Training(akTarget,100.0)
    endif
EndEvent

 

 

Posted (edited)
1 hour ago, Uffda said:

Hi all.

I just updated from 6.1.0 to 7.1.10 - and get dependery missing on DOMStories.esp and TDF ENhanced - DOMHSH.esp depends on DiaryOfMine.esp - is it a fix for this, or can I just forget thoose two addons?

dom.jpg

 

DOMStories needs to be updated to the newest version. See the DOM Stories download page here or on patreon.

TDF Enhanced - DOMHSH.esp, I am not the author of this patch, but I would recommend not to update it yet since the new patch is still beta and version 7.2 will have DOM actors in HSH.

Edited by TrollAutokill
Posted (edited)
1 hour ago, crazymango54 said:

I acknowledge the awkwardness in replying to a 5-month old post, but I was recently tinkering with the slave cart myself for the first time in months, and while doing so I was looking at my old post because I forgot my own instructions and I just realized I gave you faulty information. I thought I'd post again to correct myself and also hopefully help others with similar issues.

 

The way to actually get the cart to work is to have the left pane with the cart mod underneath (overriding) DOM, then on the right side have PAHSlaveCart under DiaryOfMine but above DOMSlaveCart. 

 

I literally just tried every other combination on three different versions of the mod and this is the only one that works. The sign that you are fine is if you do not see the widget note "Slave is On Duty." As far as I can tell, that widget note is what breaks everything because while the slave goes "on duty" there is no mechanism in place by which the slave goes "off duty," and so they are permanently stuck in that non-responsive state.

 

@TrollAutokill This is on version 6.10 so I don't know if you have fixed this already in later versions, but you should probably know that the 6.10 slave cart patch does not work properly, and the only way to get it to work is to use the esp but override the scripts with the original cart mod. It would appear you could remove those scripts from the patch entirely and just rely on the esp alone, that works fine.

 

PAHSlaveCart was completely revamped in version 7.1. There is now an extra NPC, Grado, Prado's brother, guarding the cart against wolves (somehow they would always attack the horse in my game and make it run to the other side of the map). Grado's dialogues have an option to buy the cart without going through Prado's quests. As a consequence PAHSLaveCart doesn't depend on HSH anymore.

 

So yes, if you use DOM 7+ you need to overwrite all patches and addons with the ones in the DOM installer, install DOM last and have DOM below everything PAH related in the left panel.

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

 

DOMStories needs to be updated to the newest version. See the DOM Stories download page here or on patreon.

TDF Enhanced - DOMHSH.esp, I am not the author of this patch, but I would recommend not to update it yet since the new patch is still beta and version 7.2 will have DOM actors in HSH.

trick for TDF

recruit them before abduct them

and you can still prostitute them as slave or slaver

it's working for me

 

and also i recommand rape tattoo Continued

it's a nice combo with DOM

Edited by Ero Sama

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