TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 (edited) 19 minutes ago, Bignickdigger69 said: Yeah, seems like the issue is still there for me with P+, or maybe it is not even related to it... Don't know. Running latest DoM and P+ with the legacy debug thing enabled, but I don't even think that option is useful as it says it sends events to older mods for expressions/voices. DoM worked fairly flawlessly for about 4 hours of gameplay, with multiple saves/loads over several days. Then today the slaves stopped registering ending of sex scenes it seems. The scene finishes and it seems that DoM still thinks the aforementioned slave is still in an animation. The wheel menu says the slave is "busy" instead of displaying "Clothing" "Rape" and "Sex" options. Other actors around the slave also are stuck in "spectating" via the Spectator Crowds mod. This doesn't happen if the scene is initiated with actors that aren't slaves, using SL Romance conversation. It also doesn't happen if the scene is triggered with the slave with any other means besides DoM, like Romance/Matchmaker etc. So it is something that breaks with this mod. Only way I can fix it, since I do not have PAHE installed with this setup, is to release the actor from DoM and then re-enslave. Then the actor functions like normal, registering animation end, sexual training going up, orgasm, etc. Did you try the K key reset on them? If the end of scene event is not fired, slaves will get stuck, that's expected. If you start the scene with another mod the slave doesn't wait for the end scene. But the slave doesn't register the sex event... Did you try without the legacy option? I thought the legacy option was the one about orgasms, not voices. Edited June 16, 2025 by TrollAutokill
GenericUsername234 Posted June 16, 2025 Posted June 16, 2025 (edited) 10 minutes ago, TrollAutokill said: Did you try the K key reset on them? If the end of scene event is not fired, slaves will get stuck, that's expected. If you start the scene with another mod the slave doesn't wait for the end scene. But the slave doesn't register the sex event... Did you try without the legacy option? I thought the legacy option was the one about orgasms, not voices. "K" or MCM Option of "Reset actor" don't fix it either. Still the same behavior. The "Legacy Option" in P+ mcm, isn't actually an "option". Just a "click here" text in the debug section of the MCM, and it just fires. Not something that can be turned on/off as far as I could see. The tooltip when you hover over it says it sends legacy events that older mods require for expressions/voices. Only having this problem manifest with this mod it seems, Scenes begin/end in every other mod I'm using with P+ Edited June 16, 2025 by Bignickdigger69 1
TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 1 minute ago, Bignickdigger69 said: "K" or MCM Option of "Reset actor" don't fix it either. Still the same behavior. The "Legacy Option" in P+ mcm, isn't actually an "option". Just a "click here" text in the debug section of the MCM, and it just fires. Not something that can be turned on/off as far as I could see. The tooltip when you hover over it says it sends legacy events that older mods require for expressions/voices. Unfortunately I am not ready yet to dig into P+. But it's on my to-do list.
GenericUsername234 Posted June 16, 2025 Posted June 16, 2025 14 minutes ago, TrollAutokill said: Unfortunately I am not ready yet to dig into P+. But it's on my to-do list. No worries! Just giving you info for if/when you do decide to look in to it. Great mod and excellent direction it is going! 1
DSIDJIDS Posted June 16, 2025 Posted June 16, 2025 On 6/14/2025 at 11:53 PM, TrollAutokill said: If you're on the same save game than 5.5 it could be the problem. First try with a new game or one of the clean save game on the mod description. Always load, wait 5 minutes, save, quit reload. If it works with a new game and clean save games, you'll need to clean your save with ReSaver. I'll try that, however now I'm crashing after only thirty seconds of loading a new game. I grabbed the crash log and put it into a decoder which consistently comes back with: Unable to identify a clear cause for the crash. The following plugin (mod) might have been involved in the crash: "diaryofmine.esm". The following record might have been involved in the crash: name: "diary of mine readers manager" formid: 0x1d000d61. Do you know what could be causing the problem?
TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 29 minutes ago, DSIDJIDS said: I'll try that, however now I'm crashing after only thirty seconds of loading a new game. I grabbed the crash log and put it into a decoder which consistently comes back with: Unable to identify a clear cause for the crash. The following plugin (mod) might have been involved in the crash: "diaryofmine.esm". The following record might have been involved in the crash: name: "diary of mine readers manager" formid: 0x1d000d61. Do you know what could be causing the problem? Which version? Send me a papyrus log of the event. Crash log is not relevant for DOM.
DSIDJIDS Posted June 16, 2025 Posted June 16, 2025 35 minutes ago, TrollAutokill said: Which version? Send me a papyrus log of the event. Crash log is not relevant for DOM. So for whatever reason, the game decided to stop crashing after I enabled papyrus' script logging in the skyrim.ini file. My problem with the DOM mcm not loading persists, however. I should mention I installed Ayga as well and that mcm won't appear either. I'm using the latest update for both DOM and Skyrim SE
Strec2 Posted June 16, 2025 Posted June 16, 2025 (edited) On 6/15/2025 at 6:22 AM, DSIDJIDS said: Could you give me a break down of what exactly you did to fix the mcms not showing up? I've completely reinstalled all of my mods installing the dependancy comp first , even following as best as I could the 'Read Me.txt' file, and reinstalling dom after but the mcm still won't pop up. Are there any hard requirements I might be missing or maybe a file I need to manually move around? I'm using vortex and I noticed the compiler.bat uses the MO2 file paths so maybe it has something to do with that? I'm at a complete loss and nearly about to drop the mod altogether as much as I like it. Edit: I should mention I had been using a version before 5.5 if memory serves me. I only started having problems after trying to update the mod. How I work: First of all is the stage I call "Vortex Management". Vortex sometimes make a very sad work and don't clean all the installed things. Here what I did : 1/ "Uninstall" all mods. And I said "uninstall" not "disable"! 2/ Use the "purge" option in Vortex to really remove all things that could remain 3/ With Steam verify the installed files and let it download the missing ones. Second I've seen many times that when you start a completly new game (so with all the boring animation from cart to Helgen...) it's a very bad idea to install any mod too soon, especially since the latests Skyrim version with the cc content! Never install mods at least while you are not in the seconc tower (when the quest ask you to loot the dead nord, before the imperial captain comes). Personnaly I wait to arrive at Riverwood before installing any mod and I begin to install mods when I'm in Faendal house (get Faendal as follower and get his key). Installing the mods : 1/ Install "DOM Dependency Scripts And Compile.7z", save, reload... 2/ Install SKSE and all the plugins needed to run Sexlab, ZaZ, HsH, Aygas and DOM, accpting to erase any part of "DOM Dependency Scripts And Compile.7z" when asked. Save, Reload... 3/ Install FNIS and run it (I don't use Nemesis). Load, verify Faendal and Player have correct Idle animation, save reload... 4/ Install McM and any needed McM addon (I use "SkyUI SE - Difficulty Persistence Fix" and "SkyUI_SE.esp Plugin with Skyrim.esm Master") Save, reload 5/ Install Sexlab and Zaz, configure Sexlab first, install Zaz second, wait some times to let all the scripts run (I wait at least 5mn, not sure it's useful but I don't take risks ). Save, reload Installing DOM7 1/ Install HsH, Aygas and DOM7 2/ Load the game and wait McM recognise them (wait 5mn) 3/ If you have the 3 McM menus, configure all mods, save, reload you may have a clean DOM7 install you can begin to corrupt by adding a lot of new mods. 4/ If you don't have the HsH, Aygas and DOM menu in McM, throw the computer on the wall and do somethinh else, it's better for health and mind... Good Luck Notes: - I only use Vortex, without auto-sort, to install the mods, I use Wrye Bash to manually do anything else, mainly managing my load order. - I use Imch (immersive children) without problems - I create a Wrye Bash "Bashed Patch" but I never add PAH, Hsh, Aygas or DOM in it (disable the plugins, create the bashed patch, re-enable the plugins) Notes2: I've done a lot (and very a lot) of tests to understand from where my problems are coming (invisible bodies, CTD on load or entering a room, ....) and have a list of mods I consider as "toxic", but it's personal... - Most of the mods adding NPCs. I only use the ones with no scripts at all - I had a lot of problems with any game using "AI Overhaul". I banished it. - I had a lot of problems with any game using "RS Children". I banished it. And a lot more. Added my plugin list and a non-modded save arriving at Riverwood. Good luck Plugins.txt 006- Nomods Riverwood.7z Edited June 16, 2025 by Strec2
TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 41 minutes ago, DSIDJIDS said: So for whatever reason, the game decided to stop crashing after I enabled papyrus' script logging in the skyrim.ini file. My problem with the DOM mcm not loading persists, however. I should mention I installed Ayga as well and that mcm won't appear either. I'm using the latest update for both DOM and Skyrim SE Sometimes MCM has a hiccup. Try in the console "setstage SKI_ConfigManagerInstance 1" it will go one more time over the mods. If it doesn't work, it means you have another mod crashing the MCM loop process.
DSIDJIDS Posted June 16, 2025 Posted June 16, 2025 7 minutes ago, TrollAutokill said: Sometimes MCM has a hiccup. Try in the console "setstage SKI_ConfigManagerInstance 1" it will go one more time over the mods. If it doesn't work, it means you have another mod crashing the MCM loop process. Yeah, unfortunately, it didn't work. It's probably something to do with other mods. My load order is built out of sticks, gum, and duct tape so it was bound to break at some point
DSIDJIDS Posted June 16, 2025 Posted June 16, 2025 33 minutes ago, Strec2 said: How I work: Reveal hidden contents First of all is the stage I call "Vortex Management". Vortex sometimes make a very sad work and don't clean all the installed things. Here what I did : 1/ "Uninstall" all mods. And I said "uninstall" not "disable"! 2/ Use the "purge" option in Vortex to really remove all things that could remain 3/ With Steam verify the installed files and let it download the missing ones. Second I've seen many times that when you start a completly new game (so with all the boring animation from cart to Helgen...) it's a very bad idea to install any mod too soon, especially since the latests Skyrim version with the cc content! Never install mods at least while you are not in the seconc tower (when the quest ask you to loot the dead nord, before the imperial captain comes). Personnaly I wait to arrive at Riverwood before installing any mod and I begin to install mods when I'm in Faendal house (get Faendal as follower and get his key). Installing the mods : 1/ Install "DOM Dependency Scripts And Compile.7z", save, reload... 2/ Install SKSE and all the plugins needed to run Sexlab, ZaZ, HsH, Aygas and DOM, accpting to erase any part of "DOM Dependency Scripts And Compile.7z" when asked. Save, Reload... 3/ Install FNIS and run it (I don't use Nemesis). Load, verify Faendal and Player have correct Idle animation, save reload... 4/ Install McM and any needed McM addon (I use "SkyUI SE - Difficulty Persistence Fix" and "SkyUI_SE.esp Plugin with Skyrim.esm Master") Save, reload 5/ Install Sexlab and Zaz, configure Sexlab first, install Zaz second, wait some times to let all the scripts run (I wait at least 5mn, not sure it's useful but I don't take risks ). Save, reload Installing DOM7 1/ Install HsH, Aygas and DOM7 2/ Load the game and wait McM recognise them (wait 5mn) 3/ If you have the 3 McM menus, configure all mods, save, reload you may have a clean DOM7 install you can begin to corrupt by adding a lot of new mods. 4/ If you don't have the HsH, Aygas and DOM menu in McM, throw the computer on the wall and do somethinh else, it's better for health and mind... Good Luck Notes: - I only use Vortex, without auto-sort, to install the mods, I use Wrye Bash to manually do anything else, mainly managing my load order. - I use Imch (immersive children) without problems - I create a Wrye Bash "Bashed Patch" but I never add PAH, Hsh, Aygas or DOM in it (disable the plugins, create the bashed patch, re-enable the plugins) Notes2: I've done a lot (and very a lot) of tests to understand from where my problems are coming (invisible bodies, CTD on load or entering a room, ....) and have a list of mods I consider as "toxic", but it's personal... - Most of the mods adding NPCs. I only use the ones with no scripts at all - I had a lot of problems with any game using "AI Overhaul". I banished it. - I had a lot of problems with any game using "RS Children". I banished it. And a lot more. Added my plugin list and a non-modded save arriving at Riverwood. Good luck Plugins.txt 1.89 kB · 0 downloads 006- Nomods Riverwood.7z 2.19 MB · 0 downloads I have a little over 1000 mods installed right now so I'm a bit hesitant to manually reinstall everything. 😅
DSIDJIDS Posted June 16, 2025 Posted June 16, 2025 2 minutes ago, DSIDJIDS said: Yeah, unfortunately, it didn't work. It's probably something to do with other mods. My load order is built out of sticks, gum, and duct tape so it was bound to break at some point 1 minute ago, DSIDJIDS said: I have a little over 1000 mods installed right now so I'm a bit hesitant to manually reinstall everything. 😅 Thank you both for your help though. I'll keep messing around with my files and see if I can't dig up a fix
Strec2 Posted June 16, 2025 Posted June 16, 2025 (edited) DOM: suggestions Not really suggestion but a list of what I miss in my current gameplay 1/ Breeders : some sort of trainers only permanently having vaginal sex with slaves (ideally linked with Hentai Pregancy but could be used without link). 2/ Catchers : well trained slaves (obedience and combat) we can give mission to go and catch some slaves. - Could die during mission (and diseappear from the game) - Frequency of captures would depend of combat skill - Would need special weapons I've not enough time to : - capture and perfectly train slaves to sell to auction house to make money - capture and train slave to grind AYGAS levels - breed my slaves to get soul gems Edited June 16, 2025 by Strec2 1
TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 (edited) 3 hours ago, Strec2 said: DOM: suggestions Not really suggestion but a list of what I miss in my current gameplay 1/ Breeders : some sort of trainers only permanently having vaginal sex with slaves (ideally linked with Hentai Pregancy but could be used without link). 2/ Catchers : well trained slaves (obedience and combat) we can give mission to go and catch some slaves. - Could die during mission (and diseappear from the game) - Frequency of captures would depend of combat skill - Would need special weapons I've not enough time to : - capture and perfectly train slaves to sell to auction house to make money - capture and train slave to grind AYGAS levels - breed my slaves to get soul gems 1&2 Would be more fitted for slavers or trainers only. Edited June 16, 2025 by TrollAutokill 1
HeadlessRex Posted June 16, 2025 Posted June 16, 2025 13 hours ago, TrollAutokill said: You might need to clear the DOM keywords if the items were already processed. Choose the relevant option in the MCM, take out the items from their inventory, close and reopen inventory, give items back, uncheck option. Now it could be something else, I will check too. Unfortunately I was not able to get it working even upon starting from a new game. It's not a huge dealbreaker, however. Plenty of other kinks to work with. Really appreciate all the work you've put in the mod thus far. 1
Strec2 Posted June 16, 2025 Posted June 16, 2025 7 minutes ago, TrollAutokill said: 1&2 Would be more fitted for slavers or trainers only. I did have in mind the slaves transformed in trainers (do not remember the name) as I don't really know how to train full slavers (recruited) in combat. On an other side I would be more coherent to use recruited slavers but I've now idea which attributes could be used for performance.
TrollAutokill Posted June 16, 2025 Author Posted June 16, 2025 (edited) 4 hours ago, Strec2 said: I did have in mind the slaves transformed in trainers (do not remember the name) as I don't really know how to train full slavers (recruited) in combat. On an other side I would be more coherent to use recruited slavers but I've now idea which attributes could be used for performance. Slavers, trainers and the player have 6 training skills. One for each training stat, which also translates to one for each personality trait. Among the skills is predator (capturing slaves). Edited June 16, 2025 by TrollAutokill
SaltyBox Posted June 17, 2025 Posted June 17, 2025 Hey quick question: is it possible to set a limit to how many slaves you can have follow and/or fight for you at any given time?
TrollAutokill Posted June 17, 2025 Author Posted June 17, 2025 (edited) 1 hour ago, SaltyBox said: Hey quick question: is it possible to set a limit to how many slaves you can have follow and/or fight for you at any given time? 128. If you want to have a lower limit, just limit yourself and put extra slaves in HSH or tie them up. If you use the group follow order, know that tied-up slaves will not follow, and you have an option for posing slaves to not follow either. Edited June 17, 2025 by TrollAutokill
SaltyBox Posted June 17, 2025 Posted June 17, 2025 (edited) I see, thanks for the quick reply. I'm doing that already though. I like the gameplay of games like kotor, baldurs gate and others where you travel around with a group of max. 3-4 npcs that you can swap and equip with the loot that fits each of them. The fact that you can collect more and more of them in DOM like Pokémon in the wild just makes it even more fun. It's just that it's very easy to make the game trivial with too many slaves. Having to tie up and leave slaves voluntarily kinda feels like I constantly have to handicap myself... So an option for that in the mcm would be amazing. Maybe a toggle that removes the command to fight for the DB whenever there are already x slaves fighting for him would be an easy solution... An interesting alternative solution would be an option for slaves to need food (in Survival mode?) so there is at least some reason to not have too many with you. This would yield the added benefit of giving the DB the option to torture slaves by starving them... 😏 Edited June 17, 2025 by SaltyBox
SaltyBox Posted June 17, 2025 Posted June 17, 2025 I realize that changes like these probably aren't trivial to implement, so I appreciate you even considering ideas from others. It's just a suggestion, of course. 1
verydarknut Posted June 17, 2025 Posted June 17, 2025 16 minutes ago, SaltyBox said: It's just that it's very easy to make the game trivial with too many slaves. Having to tie up and leave slaves voluntarily kinda feels like I constantly have to handicap myself... So an option for that in the mcm would be amazing. Maybe just a toggle that removes the command to fight for the DB whenever there are already x slaves fighting for him... As an alternative you could use Razaron's Follower Disabler (https://www.nexusmods.com/skyrimspecialedition/mods/149843). Combat slaves count as followers, so this mod will move them away from combat until it ends. It also has the option to exclude actors from being moved, so you can have your handful bodyguards and everyone else gets removed from combat. That way you can use the group fight commands in DOM without trivializing the game.
SaltyBox Posted June 17, 2025 Posted June 17, 2025 (edited) 14 minutes ago, verydarknut said: As an alternative you could use Razaron's Follower Disabler (https://www.nexusmods.com/skyrimspecialedition/mods/149843). Combat slaves count as followers, so this mod will move them away from combat until it ends. It also has the option to exclude actors from being moved, so you can have your handful bodyguards and everyone else gets removed from combat. That way you can use the group fight commands in DOM without trivializing the game. Thanks for the suggestion. That's a step in the right direction but still feels a bit too much like handicapping myself constantly. Ideally I would want to set the max number of allowed fighting slaves and then forget about it. Edited June 17, 2025 by SaltyBox
Strec2 Posted June 17, 2025 Posted June 17, 2025 8 hours ago, SaltyBox said: I see, thanks for the quick reply. I'm doing that already though. I like the gameplay of games like kotor, baldurs gate and others where you travel around with a group of max. 3-4 npcs that you can swap and equip with the loot that fits each of them. The fact that you can collect more and more of them in DOM like Pokémon in the wild just makes it even more fun. It's just that it's very easy to make the game trivial with too many slaves. Having to tie up and leave slaves voluntarily kinda feels like I constantly have to handicap myself... So an option for that in the mcm would be amazing. Maybe a toggle that removes the command to fight for the DB whenever there are already x slaves fighting for him would be an easy solution... An interesting alternative solution would be an option for slaves to need food (in Survival mode?) so there is at least some reason to not have too many with you. This would yield the added benefit of giving the DB the option to torture slaves by starving them... 😏 Having them drink, pee and sleep would be cool too 😔
TrollAutokill Posted June 17, 2025 Author Posted June 17, 2025 1 hour ago, Strec2 said: Having them drink, pee and sleep would be cool too 😔 Still far down but on my to-do list.
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