tonitrulupus Posted January 3, 2025 Posted January 3, 2025 Not seeing the quest to go after kimili, I have runnung the latest 7.1.10
TrollAutokill Posted January 3, 2025 Author Posted January 3, 2025 3 hours ago, tonitrulupus said: Not seeing the quest to go after kimili, I have runnung the latest 7.1.10 That's because the seq file was not updated yet.
tonitrulupus Posted January 3, 2025 Posted January 3, 2025 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. 2
tonitrulupus Posted January 3, 2025 Posted January 3, 2025 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. 2
LordBitter Posted January 4, 2025 Posted January 4, 2025 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.
tonitrulupus Posted January 4, 2025 Posted January 4, 2025 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
tonitrulupus Posted January 4, 2025 Posted January 4, 2025 (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 January 4, 2025 by tonitrulupus
tonitrulupus Posted January 4, 2025 Posted January 4, 2025 (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 January 4, 2025 by tonitrulupus
TrollAutokill Posted January 4, 2025 Author Posted January 4, 2025 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.
Ero Sama Posted January 4, 2025 Posted January 4, 2025 (edited) Hello someone know to fix the loving kiss or it's a normal anim please thank by advance? Edited January 4, 2025 by Ero Sama 1
tonitrulupus Posted January 4, 2025 Posted January 4, 2025 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?
TrollAutokill Posted January 4, 2025 Author Posted January 4, 2025 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. 4
tonitrulupus Posted January 4, 2025 Posted January 4, 2025 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 1
ekion Posted January 5, 2025 Posted January 5, 2025 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?
Uffda Posted January 5, 2025 Posted January 5, 2025 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?
crazymango54 Posted January 5, 2025 Posted January 5, 2025 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. 1
TrollAutokill Posted January 5, 2025 Author Posted January 5, 2025 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. 4
TrollAutokill Posted January 5, 2025 Author Posted January 5, 2025 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
TrollAutokill Posted January 5, 2025 Author Posted January 5, 2025 (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? 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 January 5, 2025 by TrollAutokill 1
TrollAutokill Posted January 5, 2025 Author Posted January 5, 2025 (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 January 5, 2025 by TrollAutokill 2
ignotum_virum Posted January 5, 2025 Posted January 5, 2025 (edited) ModuleConfig.xml (7.1.11) Edited January 5, 2025 by ignotum_virum 1
Ero Sama Posted January 5, 2025 Posted January 5, 2025 (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 January 5, 2025 by Ero Sama 1
Durante Posted January 5, 2025 Posted January 5, 2025 Dunno if you saw this but there's a modder's resource for animated shedding tears, it looks pretty good Animated Shedding Tears Overlay Modders Resource SSE 1
TrollAutokill Posted January 5, 2025 Author Posted January 5, 2025 1 hour ago, ignotum_virum said: ModuleConfig.xml (7.1.11) Corrected in 7.1.12
Ero Sama Posted January 5, 2025 Posted January 5, 2025 1 hour ago, Durante said: Dunno if you saw this but there's a modder's resource for animated shedding tears, it looks pretty good Animated Shedding Tears Overlay Modders Resource SSE nice mod i didn't know this one 1
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