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Posted (edited)
21 minutes ago, TrollAutokill said:

I found the problem:

 

You need to add "Papyrus Tweaks NG" right after the address library.

 

Otherwise Skyrim won't manage to sort out the mess with missing papyrus files.

 

 

this is embarrassing to admit, but I didn't realize that was a requirement for 7.8, I was upgrading from v5 and it was working without Papyrus Tweaks NG, so I assume it wasn't a req before. After getting that and making sure it was after address library it worked like a charm, including on pre-existing saves. It was a classic case of user error, but you fixed it! In my defense I did read the install instructions carefully, and Papyrus tweaks NG wasn't bolded, which I took to mean it wasn't a requirement for the mod to work. Maybe this is why several people here had this issue when upgrading DOM versions, just like myself.

 

For anyone upgrading to v7+ and having the no MCM DOM menu issue, make sure you have "Papyrus Tweaks NG" because that instantly fixed it for me, no further troubleshooting needed.

Edited by jaglord
Posted
20 minutes ago, jaglord said:

this is embarrassing to admit, but I didn't realize that was a requirement for 7.8, I was upgrading from v5 and it was working without Papyrus Tweaks NG, so I assume it wasn't a req before. After getting that and making sure it was after address library it worked like a charm, including on pre-existing saves. It was a classic case of user error, but you fixed it! In my defense I did read the install instructions carefully, and Papyrus tweaks NG wasn't bolded, which I took to mean it wasn't a requirement for the mod to work. Maybe this is why several people here had this issue when upgrading DOM versions, just like myself.

 

For anyone upgrading to v7+ and having the no MCM DOM menu issue, make sure you have "Papyrus Tweaks NG" because that instantly fixed it for me, no further troubleshooting needed.

I will bold it, I assumed it was not a strict requirement. But it is a collection of very useful tweaks, often saving us hours of debugging. Praise the author, Bethesda should pay the man!

Posted
17 hours ago, Gracker said:

I tried loading DOM 7.8 for the fun of it using one of your saves and a clean save of mine. DOM still doesn't appear in MCM. The only mod that does show in the MCM is SkyUI but thats the only other mod that could load. I also tried to use a mod called Jaxonz MCM Kicker but that didn't work either. I wish there were some sort of error I could track down. I only have the essential mods loaded along with the Anniversary Edition (fishing, curios, survival mode, etc).

 

image.png.818784efb77d39a478031c51d9ff79dd.png

 

https://www.nexusmods.com/skyrimspecialedition/mods/53000

https://www.nexusmods.com/skyrimspecialedition/mods/49127

do you have these mod  for have the MCM?

and use https://www.nexusmods.com/skyrimspecialedition/mods/50307 

less bug than alternate start

Posted
1 hour ago, jaglord said:

this is embarrassing to admit, but I didn't realize that was a requirement for 7.8, I was upgrading from v5 and it was working without Papyrus Tweaks NG, so I assume it wasn't a req before. After getting that and making sure it was after address library it worked like a charm, including on pre-existing saves. It was a classic case of user error, but you fixed it! In my defense I did read the install instructions carefully, and Papyrus tweaks NG wasn't bolded, which I took to mean it wasn't a requirement for the mod to work. Maybe this is why several people here had this issue when upgrading DOM versions, just like myself.

 

For anyone upgrading to v7+ and having the no MCM DOM menu issue, make sure you have "Papyrus Tweaks NG" because that instantly fixed it for me, no further troubleshooting needed.

It happens, even to some of us that have been moding for a while

Posted
18 minutes ago, Ero Sama said:

I don't think you need those mods. I play without and never had a problem with MCM. 

 

Alternate Start is a bit outdated yes. I will definitely try your suggestion.

Posted (edited)

I've found that it seems that sometimes slaves are automatically outfitted with cuffs or armbinder at the end of a conversation or after a certain command has been given to the slave.

Edited by Luka9470
Posted
43 minutes ago, Luka9470 said:

I've found that it seems that sometimes slaves are automatically outfitted with cuffs or armbinder at the end of a conversation or after a certain command has been given to the slave.

If they are tied and you tell them to follow they will wear cuffs. That's expected. Same for waiting.

 

Posted
8 hours ago, TrollAutokill said:

I found the problem:

 

You need to add "Papyrus Tweaks NG" right after the address library.

 

Otherwise Skyrim won't manage to sort out the mess with missing papyrus files.

 

 

That worked! Thanks TAK!

Posted (edited)
12 hours ago, TrollAutokill said:

If they are tied and you tell them to follow they will wear cuffs. That's expected. Same for waiting.

 

So when you order a slave to wait in place and then tell them to follow the player, it also triggers the bind? That doesn't really make sense...

And when it happened to me yesterday it was a slaver being taken by me after training another slave,Slave owners were told to follow when they were also taken on armbinder.

 

Also when you tell the slave to ‘stop whatever you re doing’,  the slave follows you again (tips by the widget), the slave walks staggeringly, as if drunk.Is this normal?

 

Edited by Luka9470
Posted (edited)
5 hours ago, Luka9470 said:

So when you order a slave to wait in place and then tell them to follow the player, it also triggers the bind? That doesn't really make sense...

It makes sense that if they are wearing cuffs, telling them to follow will make them follow with cuffs. 

 

5 hours ago, Luka9470 said:

And when it happened to me yesterday it was a slaver being taken by me after training another slave,Slave owners were told to follow when they were also taken on armbinder.

Your slaver was tied? Or maybe the slaver has cuffs in inventory. Cuffs are restraints, if a restraint is found in inventory it will be worn, no matter what. This can be a problem with slavers, untying their trainees and ending up with cuffs in their inventory. I need to find a way around.

 

5 hours ago, Luka9470 said:

 

Also when you tell the slave to ‘stop whatever you re doing’,  the slave follows you again (tips by the widget), the slave walks staggeringly, as if drunk.Is this normal?

 

No, it should be the opposite, the drunk animation should be reset. Also they shouldn't change to follow mode. I'll check.

 

Also which version are you using?

Edited by TrollAutokill
Posted
On 7/9/2025 at 10:01 PM, TrollAutokill said:

It depends on the training level.

I tested using Ultimate Subjugation Spell after enslavement, but the dialog did not show up, but when I do Swing to PAH, PAH Slave shows the dialog, so TDF must have been installed successfully.

Posted (edited)
1 hour ago, TrollAutokill said:

It makes sense that if they are wearing cuffs, telling them to follow will make them follow with cuffs. 

 

Your slaver was tied? Or maybe the slaver has cuffs in inventory. Cuffs are restraints, if a restraint is found in inventory it will be worn, no matter what. This can be a problem with slavers, untying their trainees and ending up with cuffs in their inventory. I need to find a way around.

 

No, it should be the opposite, the drunk animation should be reset. Also they shouldn't change to follow mode. I'll check.

 

Also which version are you using?

Version 7.8.11 
The crux of issues 1 and 2 is that I didn't put handcuffs or rope into their inventory, these things appeared out of thin air .But this is infrequent, and I have yet to fully figure out which of my actions is causing it.

Edited by Luka9470
Posted
19 minutes ago, anjuchan said:

I tested using Ultimate Subjugation Spell after enslavement, but the dialog did not show up, but when I do Swing to PAH, PAH Slave shows the dialog, so TDF must have been installed successfully.

Yes you have the default TDF, but which version ?

 

Also do you have the DOMTDF.esp active and what is its size?

Posted (edited)
3 minutes ago, Luka9470 said:

Version 7.8.11 
The crux of issues 1 and 2 is that I didn't put handcuffs or rope into their inventory, these things appeared out of thin air .But this is infrequent, and I have yet to fully figure out which of my actions is causing it.

When you cuffs or tie them up should be the only times when cuffs appear.

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

When you cuffs or tie them up should be the only times when cuffs appear.

Yes, but the reality of the matter is that I didn't tie them up, those cuffs appeared out of nowhere in one of the interactions, as I said, on the slavers, but I didn't bother to tie up the slavers.I don't think it's right, because I'm just going through the game as I was used to, in the previous version (For example, the 7.8.6 patreon version I was using before),

I'll do some more testing,also, I'd like to suggest if you could add an option in the dialogue and wheelmenu to be able to remove cuffs/rope/yoke and such items that appear in the inventory

Edited by Luka9470
Posted
4 minutes ago, TrollAutokill said:

Yes you have the default TDF, but which version ?

 

Also do you have the DOMTDF.esp active and what is its size?

version is TDF2023 & TDF Enhanced Prostitution 2.4.1

 

DOMTDF.esp is active and size? is 22KB

Posted
1 hour ago, Luka9470 said:

Yes, but the reality of the matter is that I didn't tie them up, those cuffs appeared out of nowhere in one of the interactions, as I said, on the slavers, but I didn't bother to tie up the slavers.I don't think it's right, because I'm just going through the game as I was used to, in the previous version (For example, the 7.8.6 patreon version I was using before),

I'll do some more testing,also, I'd like to suggest if you could add an option in the dialogue and wheelmenu to be able to remove cuffs/rope/yoke and such items that appear in the inventory

That one might be a bug, where the slavers are getting cuffs from their trainees. That's the one I will investigate.

Posted
3 hours ago, anjuchan said:

version is TDF2023 & TDF Enhanced Prostitution 2.4.1

 

DOMTDF.esp is active and size? is 22KB

Minimum training should be 65 submission, 30 sex (overall). Plus they need to be in a city.

Posted (edited)

Install instructions were updated with:

 

2) Recommended minimum to run DOM: (in blue bold are the 3 Absolute minimum, DOM will not load without those!)

 

Hopefully this will save time for people having trouble with their installation or MCM not showing up.

 

PS: DOM 7.8.12 is public and only on Patreon.

PPS: Next update might not come before the end of summer.

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

Install instructions were updated with:

 

2) Recommended minimum to run DOM: (in blue bold are the 3 Absolute minimum, DOM will not load without those!)

 

Hopefully this will save time for people having trouble with their installation or MCM not showing up.

With so much text on you discription page may wish to have red some where in this section. "

Installation: 

 

See installation tab for a full list of what to download, required and recommended mods, and voicepacks."

 

Something like that to catch the eye, kind of think of an add you want something that catches the eye and helps lead the eye. Did a year in digital art in school and doing ads was a subject covered. Part of that was also when you have a lot of text and you have something important, underline, bold text, text color, and event changing the font size a few point, all help the human eye to catch and lead.

Posted
2 hours ago, tonitrulupus said:

With so much text on you discription page may wish to have red some where in this section. "

Installation: 

 

See installation tab for a full list of what to download, required and recommended mods, and voicepacks."

 

Something like that to catch the eye, kind of think of an add you want something that catches the eye and helps lead the eye. Did a year in digital art in school and doing ads was a subject covered. Part of that was also when you have a lot of text and you have something important, underline, bold text, text color, and event changing the font size a few point, all help the human eye to catch and lead.

Installation tab is kind of new on LL, you can expect some adjustments.

Posted

Thanks for the new update!

I kept resetting this one slave because she kept acting drunk...

Other problem with this same slave is that her name field goes blank, and any message referring to her shows no name.

Reset does fix that - but no idea why name breaks.

Posted
2 hours ago, fred200 said:

Thanks for the new update!

I kept resetting this one slave because she kept acting drunk...

Other problem with this same slave is that her name field goes blank, and any message referring to her shows no name.

Reset does fix that - but no idea why name breaks.

Do you use any spawn NPC renamer? If yes, then you should know only Real Names is compatible with DOM and you need the patch from the DOM installer.

 

Posted (edited)
13 hours ago, Luka9470 said:

Yes, but the reality of the matter is that I didn't tie them up, those cuffs appeared out of nowhere in one of the interactions, as I said, on the slavers, but I didn't bother to tie up the slavers.I don't think it's right, because I'm just going through the game as I was used to, in the previous version (For example, the 7.8.6 patreon version I was using before),

I'll do some more testing,also, I'd like to suggest if you could add an option in the dialogue and wheelmenu to be able to remove cuffs/rope/yoke and such items that appear in the inventory

Dialogue is "now for something a bit more challenging" -> "cuffs".

Wheel menu is "tie-up" -> "Cuffs".

Edited by TrollAutokill

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