Jump to content

Recommended Posts

Posted (edited)
20 hours ago, TrollAutokill said:

Now compare with one of the vanilla horses. Are they also only ActorTypeHorse or do they have extra keywords like ActorTypeAnimal?

 

Hilariously, generic horses have "ActorTypeCreature" and "ActorTypeAnimal", but not "ActorTypeHorse". QA on the CC is is obviously not good. It's equally obviously not your fault, but you might want to add "ActorTypeHorse" to the check: while I or anyone else can edit the Wild Horses mod, as something included with AE, it's a part of vanilla(ish) Skyrim, so it's not gonna be just me having the problem.

Edited by DerangedLoner
Posted

OK, so here's a new, fun one. I can't imagine it will occur very often, but hoo-boy, this one is entertaining.

 

I'm visiting Riften for the first time, so I decide to get married. I propose, go and screw around for 24 hours, and come back to the Temple of Mara for the ceremony to start. A couple of ex-followers who've been hanging around my house (via My Home Is Your Home) show up, which is cute. Also summoned from my house is a single slave, who's tied up kneeling (hence naked). Why her? Don't know--it's just a random bandit, not a unique NPC or anything. Because there's not much time between the summoning and the ceremony, I can't shut her up before she screams for help several times during the nuptials, though the other guests are polite enough to ignore her.

 

Worse yet, after that point I can't get rid of her without returning home: for some reason, I can't put her in a bag (by which I mean, giving the "Put in bag" order repeatedly through the wheel menu does nothing).  Because I don't want to return home, I end up selling her for a pittance just to get rid of her.

Posted

I'm getting a CTD trying whenever I try to enter what I assume is the Fellglow cell.  I'm crashing all the way over by where Tundra Homestead/BBLS is.  The only other mods mentioned in the crash log are Hidden Hideouts of Skyrim and More Bandit Camps.  I tried disabling the bandit camp next to Fellglow, but it didn't make a difference.

Posted
3 hours ago, DerangedLoner said:

 

Hilariously, generic horses have "ActorTypeCreature" and "ActorTypeAnimal", but not "ActorTypeHorse". QA on the CC is is obviously not good. It's equally obviously not your fault, but you might want to add "ActorTypeHorse" to the check: while I or anyone else can edit the Wild Horses mod, as something included with AE, it's a part of vanilla(ish) Skyrim, so it's not gonna be just me having the problem.

I like "SkyPatcher Keyword Framework"s approach:

"The keywords are distributed by the skeleton of the race. With this approach we can finally reliable distribute keywords and make it easier to identify races and NPCs with papyrus, perks, spells etc."

That way if someone were to replace their creatures (giants/fire atronach/falmer/etc) with human replacers, they'd be recognized by their skeletons as humanoid. 
Or the various new creatures as in Vigilant. May look like a slug, sound like slug, but in their bones they are a horker. 
I'm pretty sure most horse variations will use the same skeleton, even if they're ghosts or machine horses

Posted
36 minutes ago, Cannaisseur said:

I'm getting a CTD trying whenever I try to enter what I assume is the Fellglow cell.  I'm crashing all the way over by where Tundra Homestead/BBLS is.  The only other mods mentioned in the crash log are Hidden Hideouts of Skyrim and More Bandit Camps.  I tried disabling the bandit camp next to Fellglow, but it didn't make a difference.

I had that happen a long time ago, was able to go over there once and then CTDs, I had to start a new game because something messed up the area over there, It could be something that was removed or a load order issue.  never figured out what caused it in my case, I suspect it was due to me removing and adding mods at the time trying  different mods, young inexperienced with modding at the time, I think I was moding only for like 6 month or so, my only choice was to start a new game

Posted
1 hour ago, verydarknut said:

I like "SkyPatcher Keyword Framework"s approach:

"The keywords are distributed by the skeleton of the race. With this approach we can finally reliable distribute keywords and make it easier to identify races and NPCs with papyrus, perks, spells etc."

That way if someone were to replace their creatures (giants/fire atronach/falmer/etc) with human replacers, they'd be recognized by their skeletons as humanoid. 
Or the various new creatures as in Vigilant. May look like a slug, sound like slug, but in their bones they are a horker. 
I'm pretty sure most horse variations will use the same skeleton, even if they're ghosts or machine horses

 

Either way, @TrollAutokill would need to modify DOM to look for different keywords.

Posted
4 hours ago, tonitrulupus said:

I had that happen a long time ago, was able to go over there once and then CTDs, I had to start a new game because something messed up the area over there, It could be something that was removed or a load order issue.  never figured out what caused it in my case, I suspect it was due to me removing and adding mods at the time trying  different mods, young inexperienced with modding at the time, I think I was moding only for like 6 month or so, my only choice was to start a new game

Ah i've definetely been adding and removing mods. Re-saver only does so much.

Posted
34 minutes ago, Cannaisseur said:

Ah i've definetely been adding and removing mods. Re-saver only does so much.

yeah I know, the only ones I normally I install is minimal scripted mods and I always make a save so I can go back, I find most basic NPC mods are pretty much ok to remove, but I would still limit any remove and just disable the esp. I was thinking back I believe that happened when I switched from normal PAH to PAHE and then the issues started, but we are talking like 3 years ago, have started like 50 play throughs and finished like only 10 since I started to mod Skyrim lol. Another thing you may want to do if you just trying out mods to see which one you like, get a basic BS PC get it to the point you can go just about any where and test on it. I have do that before and still do to a point. that why I like alt start and beginnings because you can start anywhere.

Posted (edited)
On 7/30/2025 at 12:09 AM, TrollAutokill said:

The protected flag is on by default and only the player can kill them. With essential flag on the player can't kill them, but a script can with the KillEssential command.

 

You need to check the essential flag is on with More Informative Console. Then turn on verbose debug in DOM MCM debug tab and produce a papyrus log of this happening, so we can identify the murderer.

Thank you! I already found the killer! )   A mod that is guilty of the death of my slaves with zero health, is skse plugin from Knockout Extensions.  It has a settings flag, meaning "whether unconscious NPCs are considered the same as dead by the game".  By default, it is set to 1, so DOM, I think, kills them somehow, overwriting their unconscious state.   I put it to "0", so now when their health is lowered to 0 they're just falling unconscious and can be waked up at any moment. 

Edited by nalios
Posted (edited)

FOR FELLGOW SLAVE CAMP & KIMLY is include

specialy if you are a user of HDT SMP Head from predator 

it's can fix a bug head

 

Edited by Ero Sama
Posted
On 7/30/2025 at 1:28 AM, DerangedLoner said:

Seemingly stupid question, but I've been searching for over an hour: how do I assign a taskmistress?

 

For some slaves, there's a dialog option under "Let's have a serious chat!" to assign trainers; apparently, it shows up if the slave in has Honesty and Openness both under 50, regardless of any other stats (e.g., resignation). In an earlier version of DOM, these slaves said "I'm a good trainer." when asked "Enjoying your slave life?" but in the version I'm currently using (7.9.2), this no longer happens.

 

I've found very few slaves with Smartness over 50 (most of mine are bandits, with a handful of vampires and a couple of unique NPC's), but I do have a couple with Smartness over 50 and Honesty under 50. Under an earlier version of DOM, one of these said "I"m a good leader" when asked "Enjoying your slave life?" so I've been training her actively, so that her Resignation is now 100. And I've got a HSH house set up with a cell marker. So how do I assign a taskmistress? Is there some stat I still need to train up? Where will the dialog option appear?

 

 

 

Sorry for the bump, but I really need help with this, and I know there are people in this forum who use the taskmistress function.

Posted
On 7/30/2025 at 2:08 PM, DerangedLoner said:

 

Hilariously, generic horses have "ActorTypeCreature" and "ActorTypeAnimal", but not "ActorTypeHorse". QA on the CC is is obviously not good. It's equally obviously not your fault, but you might want to add "ActorTypeHorse" to the check: while I or anyone else can edit the Wild Horses mod, as something included with AE, it's a part of vanilla(ish) Skyrim, so it's not gonna be just me having the problem.

 

Actually, I just noticed the the wild horses have HorseRace as their race. Wouldn't that mean they inherit the HorseRace keywords (including Animal and Horse, as mentioned above)?

Posted
4 hours ago, DerangedLoner said:

 

Sorry for the bump, but I really need help with this, and I know there are people in this forum who use the taskmistress function.

I'm pretty sure taskmistress stuff is handled by HSH dialogues. It's only the native DOM trainers (henchwenches) that are assigned through the serious chat dialogue.

 

So, try sticking the slave in the HSH cell and then see if you have any dialogues that allow you to assign her. The last time I checked, the HSH criteria was still using submission rather than resignation, so make sure her submission is at least 80 too. It was a while ago that I checked that, but just letting you know just in case.

Posted
2 minutes ago, crazymango54 said:

I'm pretty sure taskmistress stuff is handled by HSH dialogues. It's only the native DOM trainers (henchwenches) that are assigned through the serious chat dialogue.

 

So, try sticking the slave in the HSH cell and then see if you have any dialogues that allow you to assign her. The last time I checked, the HSH criteria was still using submission rather than resignation, so make sure her submission is at least 80 too. It was a while ago that I checked that, but just letting you know just in case.

 

Thanks! OK, the Submission bit is what I was missing--I had been training her Submission because of what the HSH documentation said, but then raid the DOM documentation that said Resignation replaced Submission, and stopped doing that.

Posted
35 minutes ago, DerangedLoner said:

 

Thanks! OK, the Submission bit is what I was missing--I had been training her Submission because of what the HSH documentation said, but then raid the DOM documentation that said Resignation replaced Submission, and stopped doing that.

Yeah, it's supposed to replace it, but there's no way to just replace it everywhere all at once, so the author has to go through every single time submission is referenced for something and change it to resignation, and sometimes there's stragglers, understandably.

Posted (edited)
5 hours ago, DerangedLoner said:

 

Thanks! OK, the Submission bit is what I was missing--I had been training her Submission because of what the HSH documentation said, but then raid the DOM documentation that said Resignation replaced Submission, and stopped doing that.

 

5 hours ago, crazymango54 said:

Yeah, it's supposed to replace it, but there's no way to just replace it everywhere all at once, so the author has to go through every single time submission is referenced for something and change it to resignation, and sometimes there's stragglers, understandably.

Actually it's not that submission was replaced but it was split in 3: submission (sexual submission) humiliation (psychological and sex) and resignation (psy and phys). The later being not sexual is often used to check obedience outside of sexual abuse.

 

As a side note, fear training was associated with physical response, anger with psy and respect with sex+phys.

Edited by TrollAutokill
Posted
24 minutes ago, TrollAutokill said:

 

Actually it's not that submission was replaced but it was split in 3: submission (sexual submission) humiliation (psychological and sex) and resignation (psy and phys). The later being not sexual is often used to check obedience outside of sexual abuse.

 

As a side note, fear training was associated with physical response, anger with psy and respect with sex+phys.

Of course. I just mean that when you are trying to assign a taskmistress, HSH appears to still check only submission rather than resignation, which by DOM logic means it's only checking sexual submission. I assumed that was a bug.

Posted
32 minutes ago, crazymango54 said:

Of course. I just mean that when you are trying to assign a taskmistress, HSH appears to still check only submission rather than resignation, which by DOM logic means it's only checking sexual submission. I assumed that was a bug.

It's a matter of taste. In the future I would like to include the dominant factor into it. As for a task mistress, you could want someone dominant and pervert, or just a perfectly trained slave. 

Posted
7 hours ago, TrollAutokill said:

It's a matter of taste. In the future I would like to include the dominant factor into it. As for a task mistress, you could want someone dominant and pervert, or just a perfectly trained slave. 

 

Wouldn't checking Resignation rather than Submission get you at least partway there? The dominance or lack thereof wouldn't have any game effects, but from an RP standpoint at least the player would be able to pick his own preferred type of taskmistress.

Posted
On 7/11/2025 at 8:59 AM, TrollAutokill said:

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

 

Seriously? 

 

I had noticed that there was now not a dependency on Zaz, but I was wondering why Zaz restraints and DD ones were behaving in a slightly weird fashion. 

 

I play on a sort of 'catch, train, & trade' basis and in prior games I could have a very nice caravan of captives following me from place to place, all decked out in a variety of Zaz restraints crafted at a forge, or added via the console, all of which were 'functionally sound' within the limits of Skyrims timings and other 'helper' mods etc.  To preserve 'game integrity', I'd even calculate an equivalent set of items trhat I had to buy materials for and craft first, for subsequent exchange for the 'consoled in items' : The streams below the blacksmiths at Markarth and Whiterun were full of discarded swaps 🙄 - weird, huh?)

 

But on restarting with the latest versions, I noticed that I seemed to be getting weird behaviour from 'new captives' & 'trainees' I equipped with DDs or Zaz items.  Sexlab allows for DDs/Zaz items to sort of pick appropriate asnimations to match worn items and what I seem to be seeing is that some animations with DDs/Zaz equipped items NEVER end.  They just go on and on and on, seeminglu stuck at one of the animation stages.  

 

So there are maybe 2 issues here

 

1 - loss of realism if we can't equip slaves with what we want them to wear (I appreciate that most users are doing some sort of soft/hard/emotional styles of play, so those of us that are just a bit more 'economically brutish' may be a minority)

 

2 - possible side effects on the basic Sexlab Animation process fundamentals if trying to compensate for the basic 'loss' of restraint option 

 

So, am I anything close to finding real issues, or am I maybe just barking up the wrong tree again?

 

(FWIW, If those were both truly issues as I've set them out, then for some of us, would we maybe be better just cutting our losses and going back to v5?)

 

TIA for your consideration of these ramblings ...😄

 

DQW 

 

  

Posted
1 hour ago, DonQuiWho said:

 

Seriously? 

 

I had noticed that there was now not a dependency on Zaz, but I was wondering why Zaz restraints and DD ones were behaving in a slightly weird fashion. 

 

I play on a sort of 'catch, train, & trade' basis and in prior games I could have a very nice caravan of captives following me from place to place, all decked out in a variety of Zaz restraints crafted at a forge, or added via the console, all of which were 'functionally sound' within the limits of Skyrims timings and other 'helper' mods etc.  To preserve 'game integrity', I'd even calculate an equivalent set of items trhat I had to buy materials for and craft first, for subsequent exchange for the 'consoled in items' : The streams below the blacksmiths at Markarth and Whiterun were full of discarded swaps 🙄 - weird, huh?)

 

But on restarting with the latest versions, I noticed that I seemed to be getting weird behaviour from 'new captives' & 'trainees' I equipped with DDs or Zaz items.  Sexlab allows for DDs/Zaz items to sort of pick appropriate asnimations to match worn items and what I seem to be seeing is that some animations with DDs/Zaz equipped items NEVER end.  They just go on and on and on, seeminglu stuck at one of the animation stages.  

 

So there are maybe 2 issues here

 

1 - loss of realism if we can't equip slaves with what we want them to wear (I appreciate that most users are doing some sort of soft/hard/emotional styles of play, so those of us that are just a bit more 'economically brutish' may be a minority)

 

2 - possible side effects on the basic Sexlab Animation process fundamentals if trying to compensate for the basic 'loss' of restraint option 

 

So, am I anything close to finding real issues, or am I maybe just barking up the wrong tree again?

 

(FWIW, If those were both truly issues as I've set them out, then for some of us, would we maybe be better just cutting our losses and going back to v5?)

 

TIA for your consideration of these ramblings ...😄

 

DQW 

 

  

I can't speak for DD items because DD runs a lot of scripts behind them and I don't know what really happens.

 

For Sexlab items if they are not based on DD they should be fine.

Posted

Anyone got problems with slaves dissapering from PAH - and not transfering to PAH with v 7.9.4a?

I upgraded from v 7.7.3 and notice i miss lot of slaves that should been in PAH, and not all slaves will transfer to PAH from DOM.

Posted
1 hour ago, TrollAutokill said:

I can't speak for DD items because DD runs a lot of scripts behind them and I don't know what really happens.

 

For Sexlab items if they are not based on DD they should be fine.

 

As ever, thanks for the prompt reply

 

I think I might have misunderstood your first comment.  And I'm not totally sure what 'Sexlab items' are, or what you mean in that regard, TBH

 

But to be absolutely clear, as far as we can be, you're saying that Zaz cuffs etc equipped on a slave by, say, 'You're going to wear what I say' (or the equivalent dialogue), WILL NOT be 'disappeared' by DOM's built in 'outfit' functions? 

 

So I should see them, and they should work with no interference by DOM on the Zaz functionality?

 

And on DD, well, we take our chances ...LOL 🤣

 

Sorry to sound pedantic, but I was born that way ... 🙄

 

DQW

  

Posted

First of all thanks for the mod and for adopting HSH and AYGAS. I'm currently using 7.9.4a (latest version on Patreon) and it seems that HSH trainers no longer whip trainees. I think this functionality used to work prior to the updated HSH integration (back when the workflow for transferring to HSH was DOM->PAH->HSH, rather than directly). Everything else seems to work with HSH integration - is there a DOM personality trait that trainers now need in order to whip trainees?

Posted
2 hours ago, CommandoCats said:

First of all thanks for the mod and for adopting HSH and AYGAS. I'm currently using 7.9.4a (latest version on Patreon) and it seems that HSH trainers no longer whip trainees. I think this functionality used to work prior to the updated HSH integration (back when the workflow for transferring to HSH was DOM->PAH->HSH, rather than directly). Everything else seems to work with HSH integration - is there a DOM personality trait that trainers now need in order to whip trainees?

No, it's probably because of some bug with the DOM whip. I'll put that on my check list, thanks for reporting.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...