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Posted
11 minutes ago, Swagmeister. said:

Hey quick Question, does going from 5.5.0 to the latest version require a new game? Didn't see anything regarding this. Thanks
I very much assume that it does seeing what all changed.

Best think is to free your slaves in a locked place. 

 

Then deinstall PAH, DOM and all their addons. Load save +eventually clean with ReSaver.

 

Or you could you could use ReSaver to purge PAH and DOM. It's cleaner, but trickier.

 

Install DOM and add-ons. Save restart

Posted

The Real Name Extended Patch is working wonders, the name of my Slave stay the same as when i meet them in dungeon and no more problem for dismissing them without killing them, they goes off the rooster properly. And they keep their AI memory as names is what CHIM used to keep them recognized, so they all know where i found them and circumstance of it, it's great.

Couple bugs to report.

-the "rip off clothes/Rip off everything" seem pretty buggy, if i try that while they are kneeling and tie, their cloths don't get removed, but also disappear from their inventory while still being visible on them. The "be naked/no armor" work fine, but i got to go remove their inventory manually. 
-there is no more whip marks when i hit them with a whip. Pretty sure that it is a PAH feature, but it was working in DoM 5.5. If it been deliberately removed, no worries, i can find another way to make it work.
I'm on 7.7.2 and using 95% of the time the Wheel menu, it's just so easier to use in VR and is immersive. 

Except than that, this mod is amazing, it's one of my "can't play without" now. 
Keep up the good work @TrollAutokill
 

Posted

Is it normal for the slaves to break their cuffed animation when running to keep up with you when you have them following? I have a slave cuffed behind the back using the wheel menu and they keep snapping their ropes with their hulk strength (lol) when running after to me to catch up.

Posted
2 hours ago, fgdfg2asdas said:

Is it normal for the slaves to break their cuffed animation when running to keep up with you when you have them following? I have a slave cuffed behind the back using the wheel menu and they keep snapping their ropes with their hulk strength (lol) when running after to me to catch up.

I think that happens if you get too far away and they try sprinting for a second, the sprint animation takes them out of the bound animation. Use ZaZ Fixer to make it so they get their bound animation reset whenever it gets broken. If you use that, be sure to toggle off "only for PAHE slaves". The mod doesn't detect DoM slaves correctly since Dom v7, but if you toggle off both of the options it will work for ALL NPCs that are wearing ZaZ gear.

Posted (edited)
6 hours ago, fgdfg2asdas said:

Is it normal for the slaves to break their cuffed animation when running to keep up with you when you have them following? I have a slave cuffed behind the back using the wheel menu and they keep snapping their ropes with their hulk strength (lol) when running after to me to catch up.

Cuffed animations use OAR. 

 

You need to download the Helgen Bound patch + NPC patch on Nexus for hands in the front.

 

Others need DD NG meshes directory. You can delete the rest if you don't want DD.

 

DOM should be installed after and overwrite both Helgen Bound and DD NG.

 

Similarly, DOM has OAR and DAR configuration files for walking blind and drunk. Animations are in DD NG and Nexus blind and drunk.

Edited by TrollAutokill
Posted
3 hours ago, crazymango54 said:

I think that happens if you get too far away and they try sprinting for a second, the sprint animation takes them out of the bound animation. Use ZaZ Fixer to make it so they get their bound animation reset whenever it gets broken. If you use that, be sure to toggle off "only for PAHE slaves". The mod doesn't detect DoM slaves correctly since Dom v7, but if you toggle off both of the options it will work for ALL NPCs that are wearing ZaZ gear.

That's only if you want the Zaz gear. Cuffs in DOM use OAR now.

Posted
On 5/21/2025 at 11:53 AM, LeonardoGarr said:

I tested the new version of the mod. It's actually quite interesting. I didn't understand how the masters work in the DOM because in the dialogue options they don't do almost anything. It would be interesting.if the assigned masters had sex with the assigned slaves. Another idea would be to recreate the functionalities of HSH and AYGAS so that it does not depend on installing zaz. Making the mod independent. Reducing susceptibility to conflicts or errors caused by other mods.

that would be great. 1 mod for 3 and all working right. seems I can't get the difference between DOM and PAHE. still can't get the sex/kinky from the wheel to work. any suggestions?

Posted
2 hours ago, theprof90 said:

is the home sweet home aution feature to sell slaves working now while using dom?

It's still untested. I am at the kidnapping quest. I need more time, but I am getting there.

Posted
1 hour ago, stalian said:

that would be great. 1 mod for 3 and all working right. seems I can't get the difference between DOM and PAHE. still can't get the sex/kinky from the wheel to work. any suggestions?

What do you mean? If the kinky selection works but you don't get what you ask for then you probably need to download more SLAL packs. Don't forget to register the new animations with SLAL manager.

Posted

Hello

Seems the marks and brands are being applied as the status changes for slaves. Is there a way to turn that off in the options? It only started after this last patch.

 

Fantastic work by the way, awesome mod.

Posted

Noticed 2 "issues", not necessarily related to the latest patch(es) and maybe I'm just remembering it wrong, but perhaps you have an idea.
1.

Quote
  • Devious devices are not compatible with DOM at the moment. It is recommended to use DD NG and if you just want the hand cuff animations you'll only need the meshes directory, so you can disable the esm.

I'm using DD NG, but also unforgiving devices, so this might be also related to it.
Giving devices to the NPCs is somehwat hit or miss (I remember not having issues with it before, but might be wrong, so correct me please if it was never fully working like that)
For normal followers, giving a device would also usually prompt a messagebox about "[..] locking the device on [..]", which never happens. Still some devices are equipped by the slave and if I want to remove them, I still have to use a restraint key. 
The same devices not being equipped at all, are using fine for the PC (and followers as far as I tested them) and at least the last one I tested should be a "standard" DD (NG) item.
I don't really mind if the devices aren't fully working or if they just act like a normal armor item, but I never had them not showing up at all before.

Working device was e.g. the "blindfold", non working ones were "rope corsets" or "restrictive boots" (not equipped at all, no message etc.). "Latex Boots" (the non heeled ones) were at some point equipped like normal boots, but weren't automatically equipped when the item was given to the NPC.

2. I disabled the rename on capture option, because I'm using NPCs Name Distributor, but I still get doubled names since some of the newer versions like this: NewName(OldName(Bandit).  Don't get me wrong, since it's using the same format NND uses, I'm certain that its caused by it, but something on the capture process seems to have changed to allow this.
Again, I just might be remembering it completely wrong, but I'd wanted to let you know anyway.

Posted

DOM 7.7.3 is out - HSH and AYGAS interfaces are still WIP, but should be functional. They are to be installed after HSH and AYGAS, overwriting both of them. PAH is not mandatory.

 

What's new in 7.7.3:

  • DOM:

    • Corrected training status not updating the tats accordingly.

    • Training status update gives a message like mood change.

Posted
29 minutes ago, HannoJojo said:

Noticed 2 "issues", not necessarily related to the latest patch(es) and maybe I'm just remembering it wrong, but perhaps you have an idea.
1.

I'm using DD NG, but also unforgiving devices, so this might be also related to it.
Giving devices to the NPCs is somehwat hit or miss (I remember not having issues with it before, but might be wrong, so correct me please if it was never fully working like that)
For normal followers, giving a device would also usually prompt a messagebox about "[..] locking the device on [..]", which never happens. Still some devices are equipped by the slave and if I want to remove them, I still have to use a restraint key. 
The same devices not being equipped at all, are using fine for the PC (and followers as far as I tested them) and at least the last one I tested should be a "standard" DD (NG) item.
I don't really mind if the devices aren't fully working or if they just act like a normal armor item, but I never had them not showing up at all before.

Working device was e.g. the "blindfold", non working ones were "rope corsets" or "restrictive boots" (not equipped at all, no message etc.). "Latex Boots" (the non heeled ones) were at some point equipped like normal boots, but weren't automatically equipped when the item was given to the NPC.

2. I disabled the rename on capture option, because I'm using NPCs Name Distributor, but I still get doubled names since some of the newer versions like this: NewName(OldName(Bandit).  Don't get me wrong, since it's using the same format NND uses, I'm certain that its caused by it, but something on the capture process seems to have changed to allow this.
Again, I just might be remembering it completely wrong, but I'd wanted to let you know anyway.

Have to correct myself about 2. only one of the names (NewName) is coming from NND. The OldName(Bandit) part is coming from somewhere else.

Posted
1 hour ago, DeepWrinkle said:

Hello

Seems the marks and brands are being applied as the status changes for slaves. Is there a way to turn that off in the options? It only started after this last patch.

 

Fantastic work by the way, awesome mod.

 

Maybe try 7.7.3, it should be corrected.

Posted (edited)
3 minutes ago, HannoJojo said:

Have to correct myself about 2. only one of the names (NewName) is coming from NND. The OldName(Bandit) part is coming from somewhere else.

DD has its own way to lock NPCs in restraints. For the moment this is mostly incompatible with DOM. Now that DD NG is moving more and more to OAR thinks are getting easier but still not fully supported.

 

For  NPCs Name Distributor, I can check, but I would recommend Real Names Extended, as this one is supported.

 

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

DD has its own way to lock NPCs in restraints. For the moment this is mostly incompatible with DOM. Now that DD NG is moving more and more to OAR thinks are getting easier but still not fully supported.

 

For New Names, I can check, but I would recommend Real Names Extended, as this one is supported.

 

That's fair, I prefer NNDs implementation though, so I'll have to live with it I guess (or change the format so it doesn't show the original "name")

It just boggles me, that something (not NND as I tested it) is renaming the NPCs, but I only noticed this issue with DOM slaves so far and thought disabling the Auto rename on capture would solve it. But this wasn't the case, so either theres something else in my load order causing this (which I kinda doubts since I'd assume to have noticed this earlier) or perhaps the MCM toggle in DOM is not fully working?
I guess I'll try to keep investigating this for a bit.


Edit:
Just checked some DoM Json files and noticed this:

image.png.e7b3d45405959d69fe6b96c34ed9a763.png

So the double name only started "this month". "Unfortunately" I updated DoM multiple times and already cleaned up some of the older versions so I don't know when exactly I installed which update.
But I also updated NND twice during this time, so it might be as well on its end.

@telord
Glad to hear that its working great for you. In my opinion NND is just the better mod for this as its handling it with a SKSE plugin and is a lot more flexible. I used RealNames Extended before and won't deny it was generally working, but as it states on the description it bakes the names into the savegame, etc. and comes with some drawbacks. So tbh I'd rather live with doubled names instead of swapping back to it.

I guess I'll just contact its creator, since I got him on discord, to see if he can find out whats causing this.

Edited by HannoJojo
Posted
32 minutes ago, HannoJojo said:

Noticed 2 "issues", not necessarily related to the latest patch(es) and maybe I'm just remembering it wrong, but perhaps you have an idea.
1.

I'm using DD NG, but also unforgiving devices, so this might be also related to it.
Giving devices to the NPCs is somehwat hit or miss (I remember not having issues with it before, but might be wrong, so correct me please if it was never fully working like that)
For normal followers, giving a device would also usually prompt a messagebox about "[..] locking the device on [..]", which never happens. Still some devices are equipped by the slave and if I want to remove them, I still have to use a restraint key. 
The same devices not being equipped at all, are using fine for the PC (and followers as far as I tested them) and at least the last one I tested should be a "standard" DD (NG) item.
I don't really mind if the devices aren't fully working or if they just act like a normal armor item, but I never had them not showing up at all before.

Working device was e.g. the "blindfold", non working ones were "rope corsets" or "restrictive boots" (not equipped at all, no message etc.). "Latex Boots" (the non heeled ones) were at some point equipped like normal boots, but weren't automatically equipped when the item was given to the NPC.

2. I disabled the rename on capture option, because I'm using NPCs Name Distributor, but I still get doubled names since some of the newer versions like this: NewName(OldName(Bandit).  Don't get me wrong, since it's using the same format NND uses, I'm certain that its caused by it, but something on the capture process seems to have changed to allow this.
Again, I just might be remembering it completely wrong, but I'd wanted to let you know anyway.

I'm using Real Name Extended for naming enemies and other spawn NPC, and since DoM 7.7.1 there is a patch for it, it work like a charm, all slave got the exact name that they spawned with and it seem record are done properly. Real Name Extended is also the one that CHIM and MinAI use for to connect memory to specific actor.
I had a lot of issue prior to that patch and i think it was cause a lot of the script connect actor to their relevant name instead of formID during cloning. Not sure thou. 

Posted (edited)
1 hour ago, TrollAutokill said:

DD has its own way to lock NPCs in restraints. For the moment this is mostly incompatible with DOM. Now that DD NG is moving more and more to OAR thinks are getting easier but still not fully supported.

 

For  NPCs Name Distributor, I can check, but I would recommend Real Names Extended, as this one is supported.

 

Sorry for another quote, but can you confirm or deny this?

 

Quote

I think it’s the problem with cloning though 🤔 if it’s done programmatically, then the mod most likely queries their original name to be set on a clone. And NND intercepts that request and returns the name it already has generated. But then as this cloned NPC is a new one it is processed by NND and is given another name


EDIT:
I might be wrong, but theres a chance that all slaves I noticed this on were reanimated ones using your included spell.

EDIT2:
Just tested it, same happening with an alive capture.

Edited by HannoJojo
Posted

I am happy to report Doc Clox's Slave Tats status's are updating properly

 

Still no clue what happened with my save.

I was able to rollback to a save about 20 minutes before the lockups and anything I did past that was DoM related.

Currently any attempts to save after this point results in a lockup loading it after a hard reset.

 

Might be just time for a new game I'm afraid.

I doubt I can figure out the culprit if its DoM or SGO4 related with just doing some simple thing, saving, then hard resetting to see if that save loads without locking up immediately.

I was having weirdness with SGO4 the night before the lockups with Nasty Critters Skeletons Breaking 15 slaves at once impregnating them many times which is why i still suspect SGO4 might be the problem and is at the breaking point in my save. The Skeletons were already de-summoned on the last working save

 

A shame and that was such a good raid capturing 15 some Forsworn hotties at Red Eagle Redoubt

Posted (edited)
1 hour ago, McLovin3 said:

I am happy to report Doc Clox's Slave Tats status's are updating properly

 

Still no clue what happened with my save.

I was able to rollback to a save about 20 minutes before the lockups and anything I did past that was DoM related.

Currently any attempts to save after this point results in a lockup loading it after a hard reset.

 

Might be just time for a new game I'm afraid.

I doubt I can figure out the culprit if its DoM or SGO4 related with just doing some simple thing, saving, then hard resetting to see if that save loads without locking up immediately.

I was having weirdness with SGO4 the night before the lockups with Nasty Critters Skeletons Breaking 15 slaves at once impregnating them many times which is why i still suspect SGO4 might be the problem and is at the breaking point in my save. The Skeletons were already de-summoned on the last working save

 

A shame and that was such a good raid capturing 15 some Forsworn hotties at Red Eagle Redoubt

Sometimes you have to admit it, Skyrim modding is awesome AND frustrating.

 

I just did a copy paste of my Skyrim MO2 installation to a new computer and it failed miserably, with all creatures except playable races frozen in the t-pose. Running FNIS solved it, but Pandora is broken... Same exact files.

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

Sometimes you have to admit it, Skyrim modding is awesome AND frustrating.

 

I did figure it out. It was SGO4. A certain slave auto birthing gems was the trigger, and it came to the point of the cell she was in, not the save in general.

Found the cell part out when I went to sell some slaves when it happened.

 

Speaking of AYGAS selling. It's better than before than how it was since pre-DoM days, when the offers got weaker everytime.

It's a little odd that the offers can get a bit ridiculous. I got a 20k value slave sold for 60k after about 10 haggle/offers while a 120k slave I got sold for 140k, but it took about 20 offers to get her to the 120k range

Guess I can't complain as this is still an improvement 

I do still have NPC wealth multiplier max if that makes a difference from all the previous DoM AYGAS selling prior to the 7.x. If I gotta tone down my greed to make it more balanced then so be it.

 

Shaguk Duma (The bartender at PAH Fellglow Slaver Camp) probably feels like a million bucks....even though that's pretty how much he spent on the 15 slaves I sold to him this playthrough

 

 

Still better off doing a new game. Got some nice things to try. Like I want to see how Nether's Kinky and Quirky NPC Names work out Since Real Names is the current hot topic.

That one works off of Real Names Rebuild NOT Real Names Extended so we'll have to see how that plays out

Edited by McLovin3

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