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Posted
40 minutes ago, McLovin3 said:

 

 

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 32 minutes ago by McLovin3

Gee guys, that's the 3rd and 4th renamer you're throwing at me in less than a week.

 

I believe RNE is based on RNR though. Anyhow PO3 SPID is really a great piece of art/code so RNE is my recommendation.

Posted

oh man not again for some reason when i start a new game it goes through but when i exit the game for some reason or another, then load the save i made before exiting the game and once the save loads it lags then CTD and i'm honestly near my wits end.

Posted (edited)
5 hours ago, TrollAutokill said:

Gee guys, that's the 3rd and 4th renamer you're throwing at me in less than a week.

 

I believe RNE is based on RNR though. Anyhow PO3 SPID is really a great piece of art/code so RNE is my recommendation.

 

Don't go out of your way just for me on this. I'm just experimenting. I didn't realize it until today that Nether's names required a fork of Real Names and not the one you looked into. And who knows what other Non-unique naming Real Name forks or variants are out there.

Previously mentioned newly ended playthrough, I only had 60 slaves, but I had a number of duplicate names generated on them, and this was with the PAH name list addon.

 

I doubt my experiment is going to work out the way i hope for, where it comes to the DoM naming.

I want the DoM capturing process to name the new slave with Nether's Kinky names not encounter a non-unique with the name already on her.

I want the feeling of forcing the name onto a new slave. Carlotta? Nope, your new slave name is Nina Tightfit.

I also just like to see the regular bandit style names before capture, even wild ones from mods like Bandit Conquerer

 

Maybe I'll look into seeing if I can grab the name generation from Nether's file, and learn how to incorporate it into PAH/DoM slave generation list. or maybe pass it on here if someone wishes to pick up on it.

I only recently learned a microscopic bit of Skyrim modding and that's just been making some custom crafting recipes to fill in a few areas of my modlist  like mod compatibility

 

Edited by McLovin3
Posted
5 hours ago, McLovin3 said:

 

Don't go out of your way just for me on this. I'm just experimenting. I didn't realize it until today that Nether's names required a fork of Real Names and not the one you looked into. And who knows what other Non-unique naming Real Name forks or variants are out there.

Previously mentioned newly ended playthrough, I only had 60 slaves, but I had a number of duplicate names generated on them, and this was with the PAH name list addon.

 

I doubt my experiment is going to work out the way i hope for, where it comes to the DoM naming.

I want the DoM capturing process to name the new slave with Nether's Kinky names not encounter a non-unique with the name already on her.

I want the feeling of forcing the name onto a new slave. Carlotta? Nope, your new slave name is Nina Tightfit.

I also just like to see the regular bandit style names before capture, even wild ones from mods like Bandit Conquerer

 

Maybe I'll look into seeing if I can grab the name generation from Nether's file, and learn how to incorporate it into PAH/DoM slave generation list. or maybe pass it on here if someone wishes to pick up on it.

I only recently learned a microscopic bit of Skyrim modding and that's just been making some custom crafting recipes to fill in a few areas of my modlist  like mod compatibility

 

So you want the guards named but not the bandits?

Posted (edited)
5 hours ago, Drakon88 said:

oh man not again for some reason when i start a new game it goes through but when i exit the game for some reason or another, then load the save i made before exiting the game and once the save loads it lags then CTD and i'm honestly near my wits end.

I can't tell you anything without more information. A papyrus might help but that's not guaranteed, especially for CTD which are usually due to more complex errors.

 

The full debugging method involves turning off half your mods and continue until you find the culprit. Then if there is an incompatibility with DOM we can make a patch.

Edited by TrollAutokill
Posted (edited)

Well I'm feeling dumb as hell right now after fooling with Real Names Rebuild, writing and typing stuff up all night that I was going to post here.

And then trying Real Names Extended to see everything better in it.

 

And it sounds like I can get my little dream scenario if things go right with a little experimenting and making sure it works.

 

Extended has jsons I can edit for name generation. So I can grab Nether's Kinky Names and add them to the json files. (Step 1 for me: Find out how to read psc and pex files properly)

Then I disable name generation on the NPC's in Real Names Extended MCM. So I can encounter and fight the basic names like how I wanted, so its still Forsworn Briarhear, Bandit Chief etc.

Then let PAH/DoM do its name generation on enslaving so a basic name is made, as if it's their real name.

Then I use the Rechange Name Spell added from Real Names Extended's MCM to force a kinky name onto them until I'm satisfied with the name.

 

I'll let you know if there's any issues with my experiment if DoM needs any further fixes with Real Names Extended

 

Edited by McLovin3
Posted (edited)

So after some frustration with my experiments (both adult and non-adult mods)

 

I think the only thing DoM needs patched in regards to Real Names Extended is slave name updating from Extended's Name Changing Spells.

When using Input Name, Reset Name, or Rechange Name. DoM's widget and slave's name in DoM's MCM doesn't update properly.

Most cases usually a reload or cell change is needed but I had a few times where it didn't change at all and had to do it again.

 

And unfortunately for me my little dream scenario is kind of a bust. As the Rechange Name spell doesn't work if that related NPC type's Name generation is off in the MCM for generating names for future spawned non-unique NPCs. I'd have to turn it on and off repeatedly when capturing and renaming so new NPCs spawn as non-named.

 

 

It also doesn't help that mods that put different npcs into npc types, Real Names renaming brings the original NPC type when having the Original name as suffix setting.

Difficult for me to explain. But an example is say a Deadly Wench spawned as a bandit, Real Names pulls the NPC type as a wench not bandit. So Renaming Kandy, Bandit Chief becomes Mindy, Wench.

Edited by McLovin3
Posted
2 hours ago, McLovin3 said:

So after some frustration with my experiments (both adult and non-adult mods)

 

I think the only thing DoM needs patched in regards to Real Names Extended is slave name updating from Extended's Name Changing Spells.

When using Input Name, Reset Name, or Rechange Name. DoM's widget and slave's name in DoM's MCM doesn't update properly.

Most cases usually a reload or cell change is needed but I had a few times where it didn't change at all and had to do it again.

 

And unfortunately for me my little dream scenario is kind of a bust. As the Rechange Name spell doesn't work if that related NPC type's Name generation is off in the MCM for generating names for future spawned non-unique NPCs. I'd have to turn it on and off repeatedly when capturing and renaming so new NPCs spawn as non-named.

 

 

It also doesn't help that mods that put different npcs into npc types, Real Names renaming brings the original NPC type when having the Original name as suffix setting.

Difficult for me to explain. But an example is say a Deadly Wench spawned as a bandit, Real Names pulls the NPC type as a wench not bandit. So Renaming Kandy, Bandit Chief becomes Mindy, Wench.

You need to update the DOM actor name in your script.

 

If you reset your slave (default is K key or at load game if you have the option set) it will force the DOM name into the display name. You want the opposite.

 

So, in your spell script you need to check if actor is in faction DOMActorFaction then call akDOMActor = GetActor(akTarget) from DOM_Core then do a akDOMActor.SetName(new_name) and that should do the trick.

 

Now I would rather make the changes in the RealNames change quest script. Since all spells call it, it will be easier to change it only once rather than 20+ times.

Posted (edited)

Playing DOM 5.5 with latests versions of PAH, HSH and AYGAS and my slavers have very hard time to increase "resignation" (the other attributes are ok) whatever I use a DOM henchwench or a HSH trainer...

 

Any tips concerning the training of resignation with trainers?

 

 

edit: if it can help, when I have a slave in training with a HSH trainer it gain 1 point per 24h and avery 24h I have the message indicating the training is perfect but it continues for another day.

Edited by Strec2
Posted
7 hours ago, McLovin3 said:

It also doesn't help that mods that put different npcs into npc types, Real Names renaming brings the original NPC type when having the Original name as suffix setting.

Difficult for me to explain. But an example is say a Deadly Wench spawned as a bandit, Real Names pulls the NPC type as a wench not bandit. So Renaming Kandy, Bandit Chief becomes Mindy, Wench.

Real Names Extended has an MCM option to disable the title suffixes entirely if you'd prefer that. I personally keep them off.

Posted
4 hours ago, Strec2 said:

Playing DOM 5.5 with latests versions of PAH, HSH and AYGAS and my slavers have very hard time to increase "resignation" (the other attributes are ok) whatever I use a DOM henchwench or a HSH trainer...

 

Any tips concerning the training of resignation with trainers?

 

 

edit: if it can help, when I have a slave in training with a HSH trainer it gain 1 point per 24h and avery 24h I have the message indicating the training is perfect but it continues for another day.

DOM 5.5 is officially outdated but you can still tune the slavers efficiency in the MCM.

Posted (edited)
1 hour ago, crazymango54 said:

Real Names Extended has an MCM option to disable the title suffixes entirely if you'd prefer that. I personally keep them off.

 

Yeah I saw last night. Suffix was an idea I was trying for still seeing the original but that was when i noticed the npctype thing.

 

Naming mods just simply ain't working with what I was looking for.

 

Maybe someday there'll be some customizations for us with DoM slave name generation

Like how Real Names Extended had its json to add names onto the list, last name additions, or a name generation spell

Edited by McLovin3
Posted (edited)
8 minutes ago, McLovin3 said:

 

Yeah I saw last night. Suffix was an idea I was trying for still seeing the original but that was when i noticed the npctype thing.

 

Naming mods just simply ain't working with what I was looking for.

 

Maybe someday there'll be some customizations for us with DoM slave name generation

Like how Real Names Extended had its json to add names onto the list, last name additions, or a name generation spell

DOM uses JSON files for name generation. You can edit them and even share them in this thread. They are in SKSE/.../DiaryOfMine/Names

Edited by TrollAutokill
Posted
48 minutes ago, TrollAutokill said:

DOM 5.5 is officially outdated but you can still tune the slavers efficiency in the MCM.

 

Thx for the answer. I think my problems come from some missunderstanding of some subtility of the mod as I'm not english native :)

I know it's outdated but for a week I try diverse configurations of mods to have a stable Skyrim avoiding the ctds coming after some time of play and I want to be sure of my mods config before to switch to v7.

Posted (edited)
48 minutes ago, TrollAutokill said:

DOM uses JSON files for name generation. You can edit them and even share them in this thread. They are in SKSE/.../DiaryOfMine/Names

 

Found it. Could be a fun thing to share once I grab Nether's Kinky Names.

Is there anything to enable Last Name generation in the Name json? Or is this something that's gotta be added as a future feature for DoM

Seems like most of the Kinky part of Nether's naming is in the Last Name.

 

edit: Oh so this might be more complicated than I thought. On Nether's side as in.

Glancing at the files with just basic Notepad and I think the LastName generation part Nether did combines parts of kinky words to make a Last Name in his script.

 

Like Wiggleplum, Wigglebottom. Sassyplum Sassybottom

 

There doesn't seem to be that much for the last name combination generation provided, but It could be a bit combining every possible combination for each race to make a Last Name list. And if Last Name isn't a feature for DoM Name generation, or can't be for whatever reason... That's a lot of combinations to manually add to make name list with every possible first and last name combination, might have to grab a program or something online

 

Here's the Nord generation text I copied from the files

Spoiler

criptName RealNamesMENordF extends activemagiceffect

RealNamesChange Property RNChange Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    string tmpName = ""
    String[] Name = new string[59]
    Name[0] = " Barbi"
    Name[1] = " Didi"
    Name[2] = " Babs"
    Name[3] = " Bambi"
    Name[4] = " Candy"
    Name[5] = " Cherry"
    Name[6] = " Dottie"
    Name[7] = " Dove"
    Name[8] = " Elli"
    Name[9] = " Essie"
    Name[10] = " Fifi"
    Name[11] = " Jinx"
    Name[12] = " Kiki"
    Name[13] = " Tori"
    Name[14] = " Gloria"
    Name[15] = " Haley"
    Name[16] = " Handi"
    Name[17] = " Shuga"
    Name[18] = " Idela"
    Name[19] = " Ivy"
    Name[20] = " Jezebel"
    Name[21] = " Jovi"
    Name[22] = " Kora"
    Name[23] = " Kati"
    Name[24] = " Litzy"
    Name[25] = " Lorela"
    Name[26] = " Mitzy"
    Name[27] = " Marla"
    Name[28] = " Missy"
    Name[29] = " Nala"
    Name[30] = " Kimmy"
    Name[31] = " Lilly"
    Name[32] = " Lottie"
    Name[33] = " Minky"
    Name[34] = " Nikki"
    Name[35] = " Rita"
    Name[36] = " Risa"
    Name[37] = " Roxie"
    Name[38] = " Suzi"
    Name[39] = " Tiffy"
    Name[40] = " Taffy"
    Name[41] = " Trixie"
    Name[42] = " Tolli"
    Name[43] = " Sissi"
    Name[44] = " Sara"
    Name[45] = " Muffin"
    Name[46] = " Barb"
    Name[47] = " Angel"
    Name[48] = " Winnie"
    Name[49] = " Sandi"
    Name[50] = " Tinki"
    Name[51] = " Vixen"
    Name[52] = " Sasha"
    Name[53] = " Moana"
    Name[54] = " Divina"
    Name[55] = " Ginger"
    Name[56] = " Cinnamon"
    Name[57] = " Honey"
    Name[58] = " Raven"
    tmpName += StringUtil.Substring(Name[Utility.RandomInt(0, Name.length - 1)], 1)

    Name = Utility.CreateStringArray(30)
    Name[0] = " Gentle"
    Name[1] = " Moon"
    Name[2] = " Sassy"
    Name[3] = " Wall"
    Name[4] = " Wiggle"
    Name[5] = " Waggle"
    Name[6] = " Lurid"
    Name[7] = " Winkle"
    Name[8] = " Tickle"
    Name[9] = " Winter"
    Name[10] = " Frost"
    Name[11] = " Chill"
    Name[12] = " Cold"
    Name[13] = " Shiver"
    Name[14] = " Tingle"
    Name[15] = " Dingle"
    Name[16] = " Sweet"
    Name[17] = " Honey"
    Name[18] = " Sugar"
    Name[19] = " Butter"
    Name[20] = " Iron"
    Name[21] = " Steel"
    Name[22] = " Wolf"
    Name[23] = " Creme"
    Name[24] = " Thunder"
    Name[25] = " Stout"
    Name[26] = " Dew"
    Name[27] = " Gloom"
    Name[28] = " Glow"
    Name[29] = " Saucy"
    tmpName += Name[Utility.RandomInt(0, Name.length - 1)]

    Name = Utility.CreateStringArray(30)
    Name[0] = " squirts"
    Name[1] = " sprinkle"
    Name[2] = " plums"
    Name[3] = " bottom"
    Name[4] = " rump"
    Name[5] = " smith"
    Name[6] = " bubble"
    Name[7] = " rider"
    Name[8] = " banger"
    Name[9] = " girdle"
    Name[10] = " hips"
    Name[11] = " licker"
    Name[12] = " berry"
    Name[13] = " bush"
    Name[14] = " melons"
    Name[15] = " gourds"
    Name[16] = " lumps"
    Name[17] = " thighs"
    Name[18] = " rolls"
    Name[19] = " dancer"
    Name[20] = " flakes"
    Name[21] = " loins"
    Name[22] = " twister"
    Name[23] = " cheeks"
    Name[24] = " puffs"
    Name[25] = " fingers"
    Name[26] = " swirls"
    Name[27] = " cups"
    Name[28] = " toes"
    Name[29] = " willow"
    tmpName += StringUtil.Substring(Name[Utility.RandomInt(0, Name.length - 1)], 1)
    RNChange.ChangeName(akTarget, tmpName)

    Self.Dispel()

EndEvent

 

 

 

 

I'm probably going to go ahead and make a DoM Naming Json with every combination from Nether's Kinky Name Mod anyway to contribute.

Even if gotta do it entirely by hand

After a mess of a week and a rotten night of experimenting.

Something mind numbing, productive and stable could be soothing and therapeutic for me.

Edited by McLovin3
Posted (edited)
10 hours ago, McLovin3 said:

 

Found it. Could be a fun thing to share once I grab Nether's Kinky Names.

Is there anything to enable Last Name generation in the Name json? Or is this something that's gotta be added as a future feature for DoM

Seems like most of the Kinky part of Nether's naming is in the Last Name.

 

edit: Oh so this might be more complicated than I thought. On Nether's side as in.

Glancing at the files with just basic Notepad and I think the LastName generation part Nether did combines parts of kinky words to make a Last Name in his script.

 

Like Wiggleplum, Wigglebottom. Sassyplum Sassybottom

 

There doesn't seem to be that much for the last name combination generation provided, but It could be a bit combining every possible combination for each race to make a Last Name list. And if Last Name isn't a feature for DoM Name generation, or can't be for whatever reason... That's a lot of combinations to manually add to make name list with every possible first and last name combination, might have to grab a program or something online

 

Here's the Nord generation text I copied from the files

  Reveal hidden contents

criptName RealNamesMENordF extends activemagiceffect

RealNamesChange Property RNChange Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)
    string tmpName = ""
    String[] Name = new string[59]
    Name[0] = " Barbi"
    Name[1] = " Didi"
    Name[2] = " Babs"
    Name[3] = " Bambi"
    Name[4] = " Candy"
    Name[5] = " Cherry"
    Name[6] = " Dottie"
    Name[7] = " Dove"
    Name[8] = " Elli"
    Name[9] = " Essie"
    Name[10] = " Fifi"
    Name[11] = " Jinx"
    Name[12] = " Kiki"
    Name[13] = " Tori"
    Name[14] = " Gloria"
    Name[15] = " Haley"
    Name[16] = " Handi"
    Name[17] = " Shuga"
    Name[18] = " Idela"
    Name[19] = " Ivy"
    Name[20] = " Jezebel"
    Name[21] = " Jovi"
    Name[22] = " Kora"
    Name[23] = " Kati"
    Name[24] = " Litzy"
    Name[25] = " Lorela"
    Name[26] = " Mitzy"
    Name[27] = " Marla"
    Name[28] = " Missy"
    Name[29] = " Nala"
    Name[30] = " Kimmy"
    Name[31] = " Lilly"
    Name[32] = " Lottie"
    Name[33] = " Minky"
    Name[34] = " Nikki"
    Name[35] = " Rita"
    Name[36] = " Risa"
    Name[37] = " Roxie"
    Name[38] = " Suzi"
    Name[39] = " Tiffy"
    Name[40] = " Taffy"
    Name[41] = " Trixie"
    Name[42] = " Tolli"
    Name[43] = " Sissi"
    Name[44] = " Sara"
    Name[45] = " Muffin"
    Name[46] = " Barb"
    Name[47] = " Angel"
    Name[48] = " Winnie"
    Name[49] = " Sandi"
    Name[50] = " Tinki"
    Name[51] = " Vixen"
    Name[52] = " Sasha"
    Name[53] = " Moana"
    Name[54] = " Divina"
    Name[55] = " Ginger"
    Name[56] = " Cinnamon"
    Name[57] = " Honey"
    Name[58] = " Raven"
    tmpName += StringUtil.Substring(Name[Utility.RandomInt(0, Name.length - 1)], 1)

    Name = Utility.CreateStringArray(30)
    Name[0] = " Gentle"
    Name[1] = " Moon"
    Name[2] = " Sassy"
    Name[3] = " Wall"
    Name[4] = " Wiggle"
    Name[5] = " Waggle"
    Name[6] = " Lurid"
    Name[7] = " Winkle"
    Name[8] = " Tickle"
    Name[9] = " Winter"
    Name[10] = " Frost"
    Name[11] = " Chill"
    Name[12] = " Cold"
    Name[13] = " Shiver"
    Name[14] = " Tingle"
    Name[15] = " Dingle"
    Name[16] = " Sweet"
    Name[17] = " Honey"
    Name[18] = " Sugar"
    Name[19] = " Butter"
    Name[20] = " Iron"
    Name[21] = " Steel"
    Name[22] = " Wolf"
    Name[23] = " Creme"
    Name[24] = " Thunder"
    Name[25] = " Stout"
    Name[26] = " Dew"
    Name[27] = " Gloom"
    Name[28] = " Glow"
    Name[29] = " Saucy"
    tmpName += Name[Utility.RandomInt(0, Name.length - 1)]

    Name = Utility.CreateStringArray(30)
    Name[0] = " squirts"
    Name[1] = " sprinkle"
    Name[2] = " plums"
    Name[3] = " bottom"
    Name[4] = " rump"
    Name[5] = " smith"
    Name[6] = " bubble"
    Name[7] = " rider"
    Name[8] = " banger"
    Name[9] = " girdle"
    Name[10] = " hips"
    Name[11] = " licker"
    Name[12] = " berry"
    Name[13] = " bush"
    Name[14] = " melons"
    Name[15] = " gourds"
    Name[16] = " lumps"
    Name[17] = " thighs"
    Name[18] = " rolls"
    Name[19] = " dancer"
    Name[20] = " flakes"
    Name[21] = " loins"
    Name[22] = " twister"
    Name[23] = " cheeks"
    Name[24] = " puffs"
    Name[25] = " fingers"
    Name[26] = " swirls"
    Name[27] = " cups"
    Name[28] = " toes"
    Name[29] = " willow"
    tmpName += StringUtil.Substring(Name[Utility.RandomInt(0, Name.length - 1)], 1)
    RNChange.ChangeName(akTarget, tmpName)

    Self.Dispel()

EndEvent

 

 

 

 

I'm probably going to go ahead and make a DoM Naming Json with every combination from Nether's Kinky Name Mod anyway to contribute.

Even if gotta do it entirely by hand

After a mess of a week and a rotten night of experimenting.

Something mind numbing, productive and stable could be soothing and therapeutic for me.

If you're going with DOM JSON renaming and RealNames Extended you'll need a special option for it to work. Just ask if you need it.

Alternatively we could add 2 JSON to make kinky surnames and options to force it on non-uniques and uniques.

 

Edited by TrollAutokill
Posted

Hey,

does anyone have experience using Diary of Mine with Nolvus Skyrim?

I already did it a year ago, so I know it's possible – I also saw in this forum that @TrollAutokill used it with Nolvus a few times?

Sadly, I had to reinstall Nolvus (I'm using Nolvus Ascension Redux, based on Skyrim SE 1.5.97) and now I can't get it to work again. I also noticed there's a new version (v7) available here on the forum that doesn't use PAHE or SexLab anymore.


I took a photo of my old setup – I had placed DoM in a custom folder (named 8.1 in MO2), loaded at the very end of the mod list and plugin order, and it worked really well back then.

But now I just can’t get it to work again:

  • I tried using only Diary of Mine v7 with all “must-have” plugins, but it didn’t load. There were no errors, Nemesis built fine, but when I start Skyrim via Nolvus, it’s just not there. I searched with help "diary" and other keywords in the console, but it looks like Diary of Mine v7 isn’t loading or present in the game at all – even though it’s correctly installed and active in MO2.

  • Then I tried the old method again (installing PAHE, ZAZ, etc. like I did last year). This time I got PAHE to work after some effort, but I never saw the “Let’s have a serious talk” dialogue that used to appear with NPCs. Last time this just worked out of the box – so I don’t know what’s different now.


My questions:

  • Could PAHE or Diary of Mine have conflicts with Modpocalypse, Interesting NPCs, AI Overhaul, or combat/animation mods like SCAR that might mess with dialogue? Are there know issues  with some Plugins that DoM or Pahe does 100% not work with? But if there would be conflicts it would still not explain why its not loading at all ind DoM case?

  • Is there anything specific to watch for in the plugin load order, especially for dialogue priority?
    (Like: should DoM be loaded after RDO, AI Overhaul, etc. to avoid being overridden?)

  • I’m using Alternate Start this time – could that prevent Diary of Mine from initializing properly?

  • I tested with a clean, new save game to rule out leftover script issues.


My dream-case scenario would be that someone here already uses Diary of Mine with Nolvus and maybe has a step-by-step guide or can share how they got it working in their setup – even just the key steps or plugin order.

If nobody has one yet, I’d honestly be willing to put together a guide myself once it’s working, as long as I get some help figuring out what exactly is blocking it right now.

Nolvus is just such an amazing experience to play with – I think a lot of users would love to simply install it and then add Diary of Mine on top (including the required plugins like ZAZ Animations, My Home is Your Home, AYGAS, etc.).

Personally, I just love playing the game as a necromancer-slaver hybrid, making money through slavery, pimping, and managing a twisted empire 😅 – and it all worked beautifully before. So I really hope it’s possible again.

 

Also it was really fun to defeat strong enemys, make them slaves and use them to fight for me expecially playing on hard.

 

Would really appreciate any insight from someone who got it working – thanks! 🙏

Greatful for any tipps to make it work again! and thanks to @TrollAutokill for this amazing mod

WhatsApp Image 2025-05-26 at 12.27.45.jpeg

WhatsApp Image 2025-05-26 at 11.08.39 (1).jpeg

Posted (edited)
58 minutes ago, ruffyhaki1996 said:

Hey,

does anyone have experience using Diary of Mine with Nolvus Skyrim?

I already did it a year ago, so I know it's possible – I also saw in this forum that @TrollAutokill used it with Nolvus a few times?

Sadly, I had to reinstall Nolvus (I'm using Nolvus Ascension Redux, based on Skyrim SE 1.5.97) and now I can't get it to work again. I also noticed there's a new version (v7) available here on the forum that doesn't use PAHE or SexLab anymore.


I took a photo of my old setup – I had placed DoM in a custom folder (named 8.1 in MO2), loaded at the very end of the mod list and plugin order, and it worked really well back then.

But now I just can’t get it to work again:

  • I tried using only Diary of Mine v7 with all “must-have” plugins, but it didn’t load. There were no errors, Nemesis built fine, but when I start Skyrim via Nolvus, it’s just not there. I searched with help "diary" and other keywords in the console, but it looks like Diary of Mine v7 isn’t loading or present in the game at all – even though it’s correctly installed and active in MO2.

  • Then I tried the old method again (installing PAHE, ZAZ, etc. like I did last year). This time I got PAHE to work after some effort, but I never saw the “Let’s have a serious talk” dialogue that used to appear with NPCs. Last time this just worked out of the box – so I don’t know what’s different now.


My questions:

  • Could PAHE or Diary of Mine have conflicts with Modpocalypse, Interesting NPCs, AI Overhaul, or combat/animation mods like SCAR that might mess with dialogue? Are there know issues  with some Plugins that DoM or Pahe does 100% not work with? But if there would be conflicts it would still not explain why its not loading at all ind DoM case?

  • Is there anything specific to watch for in the plugin load order, especially for dialogue priority?
    (Like: should DoM be loaded after RDO, AI Overhaul, etc. to avoid being overridden?)

  • I’m using Alternate Start this time – could that prevent Diary of Mine from initializing properly?

  • I tested with a clean, new save game to rule out leftover script issues.


My dream-case scenario would be that someone here already uses Diary of Mine with Nolvus and maybe has a step-by-step guide or can share how they got it working in their setup – even just the key steps or plugin order.

If nobody has one yet, I’d honestly be willing to put together a guide myself once it’s working, as long as I get some help figuring out what exactly is blocking it right now.

Nolvus is just such an amazing experience to play with – I think a lot of users would love to simply install it and then add Diary of Mine on top (including the required plugins like ZAZ Animations, My Home is Your Home, AYGAS, etc.).

Personally, I just love playing the game as a necromancer-slaver hybrid, making money through slavery, pimping, and managing a twisted empire 😅 – and it all worked beautifully before. So I really hope it’s possible again.

 

Also it was really fun to defeat strong enemys, make them slaves and use them to fight for me expecially playing on hard.

 

Would really appreciate any insight from someone who got it working – thanks! 🙏

Greatful for any tipps to make it work again! and thanks to @TrollAutokill for this amazing mod

WhatsApp Image 2025-05-26 at 12.27.45.jpeg

WhatsApp Image 2025-05-26 at 11.08.39 (1).jpeg

Just one question: how many ESP to you have active? What's the last ESP number in the MO2 right panel. If it is FD or below you should be fine. Otherwise you're screwed and need to remove some mods or turn a few into ESL. I had to do that when I installed DOM along Nolvus, but I only tried it once or twice since my computer couldn't really handle it.

 

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

Just one question: how many ESP to you have active? What's the last ESP number in the MO2 right panel. If it is FD or below you should be fine. Otherwise you're screwed and need to remove some mods or turn a few into ESL. I had to do that when I installed DOM along Nolvus, but I only tried it once or twice since my computer couldn't really handle it.

 

I'm so sorry – it must be incredibly frustrating as a mod author to constantly get questions from people who simply don’t read. I just double-checked everything, and I honestly have no idea how I kept missing this line:

“Important note: If you're still running a Skyrim version lower than 1.6.1130, for DOM 7 and later you'll need to install Backported Extended ESL Support.”

I must have read the page five times and still missed it every time – meanwhile, I spent hours trying to figure out what was wrong. 😅

I’ve now created a separate “8.1 LoversLab” inside Nolvus and installed both Backported ESL Support and Diary of Mine v7 – and to my surprise, it’s already working really well!

 

I didn’t even install some of the other (missing) plugins like:

  • Vanilla Script MicroOptimizations

  • SCROTE

  • Scrab’s Papyrus Extender

…and it’s still running great with just the patch and DoM itself.

 

Should i still install these to avoid issues later?

 

 

 

 

Posted
1 hour ago, ruffyhaki1996 said:

I'm so sorry – it must be incredibly frustrating as a mod author to constantly get questions from people who simply don’t read. I just double-checked everything, and I honestly have no idea how I kept missing this line:

“Important note: If you're still running a Skyrim version lower than 1.6.1130, for DOM 7 and later you'll need to install Backported Extended ESL Support.”

I must have read the page five times and still missed it every time – meanwhile, I spent hours trying to figure out what was wrong. 😅

I’ve now created a separate “8.1 LoversLab” inside Nolvus and installed both Backported ESL Support and Diary of Mine v7 – and to my surprise, it’s already working really well!

 

I didn’t even install some of the other (missing) plugins like:

  • Vanilla Script MicroOptimizations

  • SCROTE

  • Scrab’s Papyrus Extender

…and it’s still running great with just the patch and DoM itself.

 

Should i still install these to avoid issues later?

 

 

 

 

Only Scrab's might be interesting. As some of the new features use it. If you don't have it you'll probably not notice it until you run into those particular features.

Posted
1 hour ago, TrollAutokill said:

Only Scrab's might be interesting. As some of the new features use it. If you don't have it you'll probably not notice it until you run into those particular features.

thank u,  i will make a forum  entry later for all who want to use nolvus, rn it works pretty good besides some crashes and map buggs i could fix already

 

do you have any tipps for the load order? like where did u put DoM when u used it with nolvus? Right now i have it at the end but before the map loaders (i had map buggs if i load the map before PaHe DoM etc. but i think this is caused by PaHe, DoM was fine)

Posted (edited)
1 hour ago, ruffyhaki1996 said:

thank u,  i will make a forum  entry later for all who want to use nolvus, rn it works pretty good besides some crashes and map buggs i could fix already

 

do you have any tipps for the load order? like where did u put DoM when u used it with nolvus? Right now i have it at the end but before the map loaders (i had map buggs if i load the map before PaHe DoM etc. but i think this is caused by PaHe, DoM was fine)

When using mod lists I put it in the end right before multiple follower mods, convenient horses, achievements enabler and dyndolod stuff.

Edited by TrollAutokill
Posted

Any ideas what may be going on with this issue? All other DoM animations seem to work fine, but when my slaver whips a slave, I get no animation or whip even showing in their hand. It looks like they try to draw the weapon, but they just have an empty hand.  If I check the trainer's inventory, it shows the padded whip and they have it equipped. The notification shows that trainer is whipping slave x times, but no idea why the animations aren't working. I have reloaded ZAP, and registered it with SL multiple times. Any thoughts are appreciated!

Posted
23 minutes ago, OGPig said:

Any ideas what may be going on with this issue? All other DoM animations seem to work fine, but when my slaver whips a slave, I get no animation or whip even showing in their hand. It looks like they try to draw the weapon, but they just have an empty hand.  If I check the trainer's inventory, it shows the padded whip and they have it equipped. The notification shows that trainer is whipping slave x times, but no idea why the animations aren't working. I have reloaded ZAP, and registered it with SL multiple times. Any thoughts are appreciated!

+1

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