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Posted (edited)
5 minutes ago, Luka9470 said:

I still seem to have this problem in 7.5.0, for example: a sex scene between the PC and a female character, where the scene starts → zooming→ the PC continues the animated action, but the female character stands still in place.I'm not sure if it's caused by sexlab P+ or if this feature conflicts with sexlab's own scaling feature or not.
 

If you're asking if Sexlab p+ is compatible with DOM, the answer is NO. I know the author of p+ thinks his mod is backward compatible but it's not. The events are different.

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

WIP. Only the items listed in the changelog are implemented and tested.

"I see, sorry, I misunderstood.
Thank you for your reply.
Looking forward to your next update!!!
Thanks, great work!" 
Posted
1 hour ago, TrollAutokill said:

If you're asking if Sexlab p+ is compatible with DOM, the answer is NO. I know the author of p+ thinks his mod is backward compatible but it's not. The events are different.

Thanks for you response. It seems that the issue can be confirmed to be related to P+... 

Posted
1 hour ago, citruxon said:

Hello,

DOM in my MCM is not showing even after starting new game.. What can I do to fix it?

Console: setsage ski_configmanagerinstance 1

 

If it doesn't work: disable mods with MCM one by one until you find the one messing the SKI.

Posted

I had the same problem someone else mentioned in this thread a while ago, the wheel menu cuff options did not seem to work. I did some testing and it seems that only the personal menus don't work; when I use the group menu to issue a cuff command, everything seems to work fine. I tried my best to look through the scripts, hoping to find the source of this anomaly, but sadly I could not find any reason for it. Still, I hope I this could be of some help.

Posted (edited)

OK. Let's look at this. I made a brand new tat for this:

Screenshot_20250415_102607.png

Something to reassure new slaves during that difficult initial period of readjustment :)

 

This is going to get a bit image heavy, so I'll spoiler the rest:

 

Spoiler

So: I exported the texture to Gimp, removed the white, and replaced the black pixels with 0x444544. That's the magic shade of grey that SlaveTats will replace with the color and glow values you set in the MCM.

 

Then I made a tat pack for it, 

 

I also set up a new MO2 profile for this test:

temp.png

 

That's the absolute minimum I can use to get SlaveTats to run properly, plus CBBE so the tat applies right. I also added the glowing nip ring I'm working on, since that's releavant to the whole "glowing" thing.

 

There are no community shaders in this profile. I disabled Reshade by renaming Reshade64.dll, and I don't use an ENB (and can't with CS).

 

So new game. Female MC so I don't need DoM and its dependencies, "Ralof or Hadvar" as a quick start mod, just so I don't need to play for half an our before I can take her clothes off.

 

temp.png

 

So: the tat works at least :)

 

That's with the SlaveTats MCM looking like this:

 

image.png

 

If I just set the "Ink" color it looks like this:

 

image.png

 

 

And the result is:

 

image.png

 

Which looks OK, but does it glow. Let's go stand in the dark!

 

image.png

 

Didn't want to make it too dark or else you can't see the character. Still, we can see there's no glow.

 

Now, I return to the slave tats MCM and add a glow color:

 

image.png

 

And the result of that is:

 

image.png

 

So it's a lot more visible. Not emitting any light, so nothing else lights up, but you can see the tat in the dark.

 

Moving to the darkest are I could find in that initial Helgen room:

 

image.png

 

And turning the glow back off again:

 

image.png

 

You can hardly see it.

 

OK. While I'm here, let's do the nipple rings. Before:

 

image.png

 

Console commands:

 

image.png

 

Equipped:

 

image.png

 

That's not very clear - let's zoom in!

 

image.png

 

There they are! I'm not 100% happy with the design, but they'll do for now.

 

The beads are red, but do they glow? I went back the dark corner, and (since she's a bit hard to see like that) I added a happy face to her belly as well, just for reference:

 

image.png

 

And you can see that they do indeed glow. As with the tat, no light gets emitted, but visibility in the dark is a lot better.

 

One final test: I loaded my usual config and gave Laelette the same tat and rings:

 

image.png

 

So yeah, it is a bit more vivid with CS and Reshade applied.  Not sure what's to do about that.

 

TL;DR:

 

Glow flags on tats and nipple rings work without graphics mods, ENB, Community Shaders or Reshade. The effect does look a bit better with them present, but then so do most things

 

[edit]

 

Fixed a chunk of the spoilered text that somehow got pasted in twice.

Edited by DocClox
Posted

As per Troll's request on Discord:

 

 

And since I'm not sure which link was intended. here's the glownips archive as well. If anyone wants to test that, you'll need to build it in Bodyslide first. (And I haven't tested the install, just the loose files, so there may be issues - it's a prerelease).

 

 

 

glownips.7z

Posted (edited)

I currently having issue where "what would you like to do" pop up menu appear with DOM option and talk option. It happen with all NPCs. It still happen on new game where I start at random inn and when trying talk with NPCs the pop up menu still up with same option.

Edited by CatEclctic41
Posted
1 hour ago, CatEclctic41 said:

I currently having issue where "what would you like to do" pop up menu appear with DOM option and talk option. It happen with all NPCs. It still happen on new game where I start at random inn and when trying talk with NPCs the pop up menu still up with same option.

My guess is you have installed a mod with that dialogue... and it has nothing to do with DOM.

Posted (edited)
3 hours ago, dfas01433 said:

I had the same problem someone else mentioned in this thread a while ago, the wheel menu cuff options did not seem to work. I did some testing and it seems that only the personal menus don't work; when I use the group menu to issue a cuff command, everything seems to work fine. I tried my best to look through the scripts, hoping to find the source of this anomaly, but sadly I could not find any reason for it. Still, I hope I this could be of some help.

No idea, never had this bug. Try the usual: minimal amount of mods, then build from there.

Edited by TrollAutokill
Posted (edited)
12 hours ago, TrollAutokill said:

My guess is you have installed a mod with that dialogue... and it has nothing to do with DOM.

yeah, it turn out that related to Acheron - Diary of Mine Addon. I download some file from user that share unofficial update version that he make. The file causing that pop up menu & he recommend to turn of the two perks in dom mcm.

Edited by CatEclctic41
missing word & fixing text
Posted
6 hours ago, DocClox said:

As per Troll's request on Discord:

 

 

And since I'm not sure which link was intended. here's the glownips archive as well. If anyone wants to test that, you'll need to build it in Bodyslide first. (And I haven't tested the install, just the loose files, so there may be issues - it's a prerelease).

 

 

 

glownips.7z 1.96 MB · 1 download

I'll take a well earned week break, finding female bandits to sell as miner slaves was exhausting. At least they don't just sit there like a useless log anymore. Yes, they use the DOM mind script now.

 

Meanwhile, if you manage to get the rings glow color settable through script, I'll give it a try.

Posted

this is just a know how, is there any other way to take slaves out from shocked rather than comforting them with care? hugging them makes them sad for some reason so if there's an alternative with better results I'd rather go with that

Posted (edited)
1 hour ago, CatEclctic41 said:

Can I actually disable clone spawned NPC in dom mcm?

It shouldn't let you, no. Spawned NPC are meant to disappear when the player leaves the area. This is why cloning is necessary.

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

this is just a know how, is there any other way to take slaves out from shocked rather than comforting them with care? hugging them makes them sad for some reason so if there's an alternative with better results I'd rather go with that

That's the method giving the best results. Suck it up and show some empathy to your AI friends as they will soon rule the world. Otherwise punishments and sex are known to accelerate mood swings.

Edited by TrollAutokill
Posted (edited)
4 hours ago, TrollAutokill said:

That's the method giving the best results. Suck it up and show some empathy to your AI friends as they will soon rule the world. Otherwise punishments and sex are known to accelerate mood swings.

aw man. my issue is they always come out of it sad, I don't mind the giving care part

fair enough, I guess it makes SOME sense but still

Edited by mjonilr
Posted
1 hour ago, chasm said:


I haven't used it for a while, but this used to work for me, instead of having to look up "setstage ski_icantrememberthisconsolecodeeverforsomereason"

https://www.nexusmods.com/skyrimspecialedition/mods/36801

dont use this. the reason being all it does is use the setstage SKI_ConfigManagerInstance 1  EVERY time you  either load the game or start the game. this means it efectlive  increases teh load on yoru game for no reason and  it can and will eventlay break a mods mcm randomly.
the kicker was designed way before mcm mods get so advanced. this means its buck ass behind the curve now.

Posted
1 hour ago, sidfu1 said:

dont use this. the reason being all it does is use the setstage SKI_ConfigManagerInstance 1  EVERY time you  either load the game or start the game. this means it efectlive  increases teh load on yoru game for no reason and  it can and will eventlay break a mods mcm randomly.
the kicker was designed way before mcm mods get so advanced. this means its buck ass behind the curve now.

 

Just set up a bat file. Create a file in game folder called kick_mcm.txt with the line

 

setstage SKI_ConfigManagerInstance 1

 

And then if you want to prod the MCM, open the console and type

 

bat kick_mcm

 

And it'll do it.

 

Saves having to remember the questname (which I keep forgetting) and only runs when you want it to run.

Posted
3 hours ago, teelol said:

Do we need the DOM patch from latest version of HSH if we are using DOM v5?

curretly the dom patch is not fully working for HSH.

 

 

15 hours ago, DocClox said:

Just set up a bat file. Create a file in game folder called kick_mcm.txt with the line

 just have a list of things for skyrim like codes and use  this

Posted
4 hours ago, teelol said:

Do we need the DOM patch from latest version of HSH if we are using DOM v5?

The rule is: always apply the latest mod last.

 

So, install HSH, then DOM. The patch from DOM should be automatically installed.

Posted
21 hours ago, sidfu1 said:

dont use this. the reason being all it does is use the setstage SKI_ConfigManagerInstance 1  EVERY time you  either load the game or start the game

actually, I used to have it installed, but only enabled it when I had problems with a mod not showing up.
I know, I know "don't disable mods during a playthrough...  but it never caused noticeable problems

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