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Posted

sorry for bother you again mt last question about relation was about Number of Friend " Maximum number of riend not counting family members " what this fonction do ?

enb2025_7_18_08_25_28.png

Posted (edited)
2 hours ago, Coom Nation said:

How do I demand a ransom for a slave? I have enslaved Olfina with me and I try to talk to all of her relatives - no option for ransom in the dialogue.

 

Also is there an option to disable mechanic of slaves picking up stuff in the cell while working as a maid? I use Jaxonz positioner to decorate my base and stuff just keeps disappearing.

Ransom dialogue is under "Let's have a serious chat". It might appear only the second time you use it and only if the family member to ransom is around.

Edited by TrollAutokill
Posted (edited)
1 hour ago, Ero Sama said:

sorry for bother you again mt last question about relation was about Number of Friend " Maximum number of riend not counting family members " what this fonction do ?

enb2025_7_18_08_25_28.png

Total number of friends+family is 16. If you set number of friends to 5, slaves can have a maximum of 5 friends and 7 family members, among your slaves and slavers.

Edited by TrollAutokill
Posted
20 hours ago, TrollAutokill said:

DOM 7.9 is out. Same as 7.8 above with 1 change: Beggars, priests and Thalmors are now allowed to buy slaves with AYGAS.

Back on business. ready to invest in skyrim economy

Posted
1 hour ago, pdd001 said:

Back on business. ready to invest in skyrim economy

I plan to make it more complicated, with personal choices, global market value, and other factors. Like pregnant women will loose value, because they cost more to feed.

Posted (edited)
2 hours ago, TrollAutokill said:

I plan to make it more complicated, with personal choices, global market value, and other factors. Like pregnant women will loose value, because they cost more to feed.

 

So when we can then finally achieve the ultimate goal of turning slaves into the ultimate in slimline vegan sex goddesses, do we get to feed them cheaply on grass, or will that scheming capitalist, Arcadia, make a fortune from hawking, say, Torchbug laxatives?  The mind boggles 🙄

 

Even worse, the pavements of Riverwood will then be so awash with unsanitary excesses that poor old Embry then won't be able to find anywhere unpolluted enough to have it off with Camilla .... 

 

.... and so we press on, to reductio ad absurdum 🤣

 

DQW 

Edited by DonQuiWho
Posted

@TrollAutokill

 

Well, I finally got a game together again, first time since I lost everything on a totally catastrophic SSD annihilating, mains power meltdown.

 

Sp I'm now using PAHE 8.0.2-fix2, & DOM. 7.9.0, (+HSH/HSHCart/ITF/AYGAS etc) my first working setup since using DOMv5.  I'm using the text options, and not the wheel thingies - if I wanted to play darts, I'd go out to the garden shed

 

I've followed the DOM, and related mods. threads closely and one thing that has puzzled me is ppl saying that a DOM Abduct prompt seems to come up as an, almost primary, text box prompt, and that the transfer from DOM>PAHE and PAHE>DOM wasn't what it used to be - ie part of the 'normal' dialogue text.  Lots of ppl seemed to want these boxy DOM Abduct etc prompts to 'go away/stop/disappear' from the top level,  It's easy to see why

 

So, starting in Helgen Keep, one of the first things I did was catch a Stormcloak Guard in what seems to be PAHE, and subjugate them with a view to leaving them there to make certain that I always had the 'one' PAHE slave needed to avoid the problems reported with allowing the number of PAHE slaves being reduced to Zero.  So she's in the cell (formerly frequented by DCL's Chloe!) for the duration

 

But all through that process, and after getting her under PAHE control, every time I 'speak to her@/activate her, I get this weird text box with DOM prompts that I neither need, nor even want, at this time. 

 

Is that what ppl have been talking about?  And is there a way of stopping those DOM components appearing, leaving only 'normal conversation' text, as the starter for 10?

 

As is, it feels a little bit like being a Peeping Tom, peering through a letterbox in the hope that some tit might pass by on the other side

 

Hope that makes for a sensible explanation, even if I might not like the answer 😜 

 

DQW

SkyrimSE 2025-07-18 22-14-08-42.jpg

Posted (edited)

Going to just throw a couple of anomalies out there. Nothing game-breaking.

1) Occasionally (maybe one time in 10) MCM shows two entries for DOM. One of them V7 (the correct one), and the other V0.

2) After putting a slave in a sack a few times, I realize third person view always shows a sack on my back. None in inventory.

3) After one of my followers has sex with a following slave, the slave loses the Follow state. I have to go back, find the slave, and tell them to Follow.

4) My followers occasionally pick a slave in training half way across the map to have sex with. That slave comes to us.

 

On 1), I am sure part of this is due to using Jaxonz MCM Kicker SE 1.1SE. It refreshes the MCM entries - and something from DOM gets left over.

 

Maybe something here will be useful. None of them affect the pleasure I get from this mod. Just discovered the cute girls have cute sisters addon.

Each one is volunteering to be my slave. Can't turn them down.

Edited by fred200
Posted
5 hours ago, DonQuiWho said:

@TrollAutokill

 

Well, I finally got a game together again, first time since I lost everything on a totally catastrophic SSD annihilating, mains power meltdown.

 

Sp I'm now using PAHE 8.0.2-fix2, & DOM. 7.9.0, (+HSH/HSHCart/ITF/AYGAS etc) my first working setup since using DOMv5.  I'm using the text options, and not the wheel thingies - if I wanted to play darts, I'd go out to the garden shed

 

I've followed the DOM, and related mods. threads closely and one thing that has puzzled me is ppl saying that a DOM Abduct prompt seems to come up as an, almost primary, text box prompt, and that the transfer from DOM>PAHE and PAHE>DOM wasn't what it used to be - ie part of the 'normal' dialogue text.  Lots of ppl seemed to want these boxy DOM Abduct etc prompts to 'go away/stop/disappear' from the top level,  It's easy to see why

 

So, starting in Helgen Keep, one of the first things I did was catch a Stormcloak Guard in what seems to be PAHE, and subjugate them with a view to leaving them there to make certain that I always had the 'one' PAHE slave needed to avoid the problems reported with allowing the number of PAHE slaves being reduced to Zero.  So she's in the cell (formerly frequented by DCL's Chloe!) for the duration

 

But all through that process, and after getting her under PAHE control, every time I 'speak to her@/activate her, I get this weird text box with DOM prompts that I neither need, nor even want, at this time. 

 

Is that what ppl have been talking about?  And is there a way of stopping those DOM components appearing, leaving only 'normal conversation' text, as the starter for 10?

 

As is, it feels a little bit like being a Peeping Tom, peering through a letterbox in the hope that some tit might pass by on the other side

 

Hope that makes for a sensible explanation, even if I might not like the answer 😜 

 

DQW

SkyrimSE 2025-07-18 22-14-08-42.jpg

That's a bug. One that I overlooked because I mostly play without PAH nowadays. It will be fixed next update.

Posted (edited)

DOM 7.9.1 is out - This is a release candidate version, with a lot of untested features!

 

Patches are to be installed after TDF, HSH and AYGAS, overwriting original ESP for HSH and AYGAS. PAH is not mandatory.

 

IMPORTANT: Before upgrading save your MCM settings and import them after upgrade. Failing to do so will have some settings fall back to default.

 

What's new in DOM 7.9:

  • Fellglow Camp is back to sell DOM slaves. UNTESTED!
  • DOMPAH interface was corrected for DOM perks not to show on PAH slaves. UNTESTED!
  • Beggars, priests and Thalmors can now buy slaves with AYGAS. UNTESTED!
  • Gold in inventory is added to NPC wealth as computed according to job and occupation. UNTESTED!

Note: eveything is Untested because I can't run the game on my laptop.

Edited by TrollAutokill
Posted
5 hours ago, fred200 said:

Going to just throw a couple of anomalies out there. Nothing game-breaking.

1) Occasionally (maybe one time in 10) MCM shows two entries for DOM. One of them V7 (the correct one), and the other V0.

2) After putting a slave in a sack a few times, I realize third person view always shows a sack on my back. None in inventory.

3) After one of my followers has sex with a following slave, the slave loses the Follow state. I have to go back, find the slave, and tell them to Follow.

4) My followers occasionally pick a slave in training half way across the map to have sex with. That slave comes to us.

 

On 1), I am sure part of this is due to using Jaxonz MCM Kicker SE 1.1SE. It refreshes the MCM entries - and something from DOM gets left over.

 

Maybe something here will be useful. None of them affect the pleasure I get from this mod. Just discovered the cute girls have cute sisters addon.

Each one is volunteering to be my slave. Can't turn them down.

1) You don't need the MCM kicker.

2) I never seen that bug happen. But I'll keep an eye and try to reproduce.

3) and 4) This is HSH slave/follower interaction. You can tell your followers to stop using your slaves with a dialogue I added. I'll make sure the slave behaviour is saved and correctly restored.

Posted
6 hours ago, TrollAutokill said:

That's a bug. One that I overlooked because I mostly play without PAH nowadays. It will be fixed next update.

 

Thank goodness for that!

 

And I hope you didn't think I was complaining.  Just my quirky SOH got the better of me again ... :wink:

 

DQW

Posted
2 hours ago, TrollAutokill said:

DOM 7.9.1 is out - This is a release candidate version, with a lot of untested features!

 

IMPORTANT: Before upgrading save your MCM settings and import them after upgrade. Failing to do so will have some settings fall back to default.

 

 

FWIW, and just as a point of note for others.....

 

I did save my settings, but on reloading the 'saved' settings in the MCM, everything was back to default. 

 

Would that be because I saved them with 7.9.0 active in MO2, loaded up 7.9.1 as a new mod, checked that it would totally overwrite 7.9.0 (ie all the same esps were active and MO2 showed 7.9.0 as greyed out, ie all files totally replaced), then disabled 7.9.0 by 'unticking' it and loaded up the game with only the new 7.9.1 active? ie are the settings in the new 7.9.1 effectively somehow replacing those from the ones set in the former 7.9.0 files?

 

Or am I once again just being a prat?  🤔

 

DQW

 

 

 

 

Posted (edited)
2 hours ago, DonQuiWho said:

 

FWIW, and just as a point of note for others.....

 

I did save my settings, but on reloading the 'saved' settings in the MCM, everything was back to default. 

 

Would that be because I saved them with 7.9.0 active in MO2, loaded up 7.9.1 as a new mod, checked that it would totally overwrite 7.9.0 (ie all the same esps were active and MO2 showed 7.9.0 as greyed out, ie all files totally replaced), then disabled 7.9.0 by 'unticking' it and loaded up the game with only the new 7.9.1 active? ie are the settings in the new 7.9.1 effectively somehow replacing those from the ones set in the former 7.9.0 files?

 

Or am I once again just being a prat?  🤔

 

DQW

 

 

 

 

The settings are included in the DOM distribution package. So you need to move them in your overwrite or copy them by hand to your new DOM package.

 

But ok, I get your point and will remove the default settings file next update.

Edited by TrollAutokill
Posted
23 hours ago, TrollAutokill said:

I plan to make it more complicated, with personal choices, global market value, and other factors. Like pregnant women will loose value, because they cost more to feed.

i'm interested in  slave task mechanic of the mod. Gender or physical traits affect slave value or their working ability like mining, house keeping,... (i'm still wait for other slave task like smithing, farming or studying magic). 
Your mod are very immersive almost like a DLC itself. very impressive work.

Posted
8 hours ago, TrollAutokill said:

1) You don't need the MCM kicker.

2) I never seen that bug happen. But I'll keep an eye and try to reproduce.

3) and 4) This is HSH slave/follower interaction. You can tell your followers to stop using your slaves with a dialogue I added. I'll make sure the slave behaviour is saved and correctly restored.

 

I was able to remove the third person sack on my back by entering:

player.removeitem 0a302380 1

Note that this was the sack baseid; not a refid.

 

Posted
19 minutes ago, fred200 said:

 

I was able to remove the third person sack on my back by entering:

player.removeitem 0a302380 1

Note that this was the sack baseid; not a refid.

 

Then it's an empty sack. Maybe it got stuck because you went in and out of bag crazy with a slave.

Posted
15 hours ago, TrollAutokill said:

That's a bug. One that I overlooked because I mostly play without PAH nowadays. It will be fixed next update.

 

Literally the only reason I have PAH installed is the extended names list. Any chance of getting that or something like it added to DOM directly?

Posted (edited)
25 minutes ago, DerangedLoner said:

 

Literally the only reason I have PAH installed is the extended names list. Any chance of getting that or something like it added to DOM directly?

DOM looks for PAH name lists, albeit if no DOM name list is found. So, just copy them from PAH install directory into DOM's. Then remove DOM name lists and it will default to PAH's. I might even put an MCM toggle to switch the priority.

Edited by TrollAutokill
Posted

Hey how am i supposed to move slaves around once they've been converted into HSH slaves? im getting no option saying to "go where i want". Also I placed a cell in my house and the slaves are kinda just staying in that general area and dont explore the rest of the house.  Im also getting no dialogue options to make them do tasks like cleaning. Is this normal or have i messed up the integration of these two mods together.

Posted
16 hours ago, TrollAutokill said:

Fellglow Camp is back to sell DOM slaves. UNTESTED!

I really like the idea of putting this back. I did a quick test and there are some issues, it doesn't seem to be functional quite yet.

 

Firstly, my game crashes every time I try to coc or fast travel to the exterior of the camp. Interior is fine. It might be an incompatibility I have but I'm not sure.

 

Secondly, all of the NPCs have the blackface bug.

 

Lastly, Master Jerrek doesn't detect slaves, his dialogue always says the player doesn't have any.

 

I'd be happy to test any updates you put out for this, I always liked Fellglow in PAHE way back when.

Posted
6 hours ago, TrollAutokill said:

DOM looks for PAH name lists, albeit if no DOM name list is found. So, just copy them from PAH install directory into DOM's. Then remove DOM name lists and it will default to PAH's. I might even put an MCM toggle to switch the priority.

 

Thanks.

 

Found one more thing that needs PAH: PAH Slave Cart. Not sure it's worth running an extra mod just for that, though...quite aside from the RP implications of adventuring with a heavy wagon in tow.

Posted (edited)
7 hours ago, crazymango54 said:

I really like the idea of putting this back. I did a quick test and there are some issues, it doesn't seem to be functional quite yet.

 

Firstly, my game crashes every time I try to coc or fast travel to the exterior of the camp. Interior is fine. It might be an incompatibility I have but I'm not sure.

 

Secondly, all of the NPCs have the blackface bug.

 

Lastly, Master Jerrek doesn't detect slaves, his dialogue always says the player doesn't have any.

 

I'd be happy to test any updates you put out for this, I always liked Fellglow in PAHE way back when.

 

5 hours ago, Ero Sama said:

hi for the felgow slaver camp include in DOM, PAH s require ?

PAH plugins are not required. But you'll need PAH's meshes and textures directory because I forgot to include them in the DOM installer. It will be fixed next update. Meanwhile you can install PAH without any of its esp/esm.

Edited by TrollAutokill
Posted
6 hours ago, DerangedLoner said:

 

Thanks.

 

Found one more thing that needs PAH: PAH Slave Cart. Not sure it's worth running an extra mod just for that, though...quite aside from the RP implications of adventuring with a heavy wagon in tow.

There is a DOM patch in the DOM installer for DOM only slave cart or DOM+PAH.

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