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Posted (edited)
14 hours ago, TrollAutokill said:

The patch is not for FM. It's for a particular version of FM, and the version is listed in the installer description. Which version of FM are you using?

 

That would explain it: it's for the Fertility Mode v3 Fixes and Tweaks mod to the original FM mod (which I don't have installed because I discovered it only recently and you can't install it mid-game). Unfortunately, the FOMOD auto-detect is automatically checking the button for the FM patch with just FM and not Fixes and Tweaks installed, and I'm guessing I'm not the only one who didn't notice that note and therefore didn't uncheck it. (Oddly, the auto-detect doesn't pick up Enthralled, so I have to check that one manually.)

 

EDIT: Also, labeling the patch "Fertility Mode patch" doesn't help. I do appreciate the need to read the notes, but when the label contradicts the notes (as you said, "The patch is not for FM"), the label needs changing.

Edited by DerangedLoner
Posted
3 hours ago, TrollAutokill said:

Which DOM version? Try the 'K' key on them and 7.9.4a should have the drunk anim fixed.

It works for a while, but they go right back, so I am removing everything alcohol from them, see if that changes that effect. 

Posted
1 hour ago, DerangedLoner said:

The patch is not for FM. It's for a particular version of FM, and the version is listed in the installer description. Which version of FM are you using?

I am using FM 3v with the fixes

Posted

I have an issue of a slave being stuck in animation loops, which can be fixed with resetting in MCM or "stop what you're doing" dialogue but any DOM animation will just get them stuck again. Any punishment animation like choke, slap, public humilation, etc will put them in an endlessly looping animation until they get reset. The strange thing is that this only happens with one slave, Alva, the vampire chick in the Morthal basement. So maybe being a unique quest NPC is causing it?

 

On the save save and same install I have used another generic bandit slave for hours of the playthrough with zero issues, and side by side I can punish them and only experience this animation loop bug on Alva and not the generic bandit. I tried everything I could think of to reset and clone Alva, run Pandora again, and tried searching the thread, no luck.

Posted

@TrollAutokill

 

Hi again

 

OK, I've been messing around with adding restraints/clothing to a captured NPC, and I really just don't get how this works any more

 

I tried caught a Bounty Hunter, cloned it, and had set naked start.  

 

They had a bit of a lie down and their clothing did the Hokey Cokey thing, on off etc.  After that settled down, First up they reappeared equipped with magically added cuffs and collar, but those came from, so help me, the 'Skyrim Chain Beasts' mod, one liot silver and the other gold.  Looked very pretty but really not what I intended - or had remotelyexpected 🫢,  And the captive wasn't 'naked' as she retained her cloth head hood.   The collar/cuffs show in Equipment OK, but the Hood in Inventory

 

So I removed the collar/cuff by (paraphrased) 'you'll wear what I say'.  I then added a DD collar/elbow cuff combo and a Zaz hood.  The DD item stuck in OK and equipped alright, but the Zaz hood refused to appear, the original hood sulked too, stayed in inventory and it too disappeared off stage left, ie it became invisible as well.  So, one bald Bounty Hunter

 

So I tried to add a Zaz Hood.  That's not visible either

 

So I added a wig.  That shows OK. 

 

Took off the DD item, added a Zaz Yoke.  The wig and the yoke stayed visible

 

And then I tried adding some clothes, an office suit and matching shoes, and neither of those are visible.

 

Now, this is all done with the 'You're going to wear what I tell you' dialogue, but clearly the captive isn't too keen on doing that at all.  Anmd I didn't have the heart too beat them, especially as I didn't think that would make one iota of difference

 

Pics below show how I ended up

 

This all feels a bit frustrating - I think you said somewhere above that this wasn't like PAHE where you added something to a slave inventory and they wore it - so is there a simple guide as to how outfit management really works, ie so that I/we can be sure that the end worn result, ie modded slave's complete outfit (clothes + restraints), & related visual appearance, is what I/we have specified, as opposed to being whatever the mod does in equipping the stuff that we have provided, regardless of where the game thinks that equipped/not equipped, even if it all seems to be in the inventory?

 

I feel like I'm going backwards.   Maybe I've been using PAHE for too long, IIRC, from as far back as about 2013/2014, but I'm beginning to wonder if I'm now just a bit too old and thick to understand, and properly use, this mod as it stands and whatever magic is being perpetrated in the backgound nowadays, especially post v5 ...... 

 

🤣

 

Not trying to appear ungrateful at all, as it's so much improved on what it was, but as for the last few updates, I could really use some pointers to some help on this, thanks

 

DQW

01 SkyrimSE 2025-08-04 23-40-25-15.jpg

02 SkyrimSE 2025-08-04 23-40-52-75.jpg

03 SkyrimSE 2025-08-04 23-41-30-12.jpg

Posted
4 minutes ago, DonQuiWho said:

So I removed the collar/cuff by (paraphrased) 'you'll wear what I say'.  I then added a DD collar/elbow cuff combo and a Zaz hood.  The DD item stuck in OK and equipped alright, but the Zaz hood refused to appear, the original hood sulked too, stayed in inventory and it too disappeared off stage left, ie it became invisible as well.  So, one bald Bounty Hunter

 

So I tried to add a Zaz Hood.  That's not visible either

Ok it sound like bodyslide was not ran at all, that being said, there are some mods you have to "disable" hidden in DD, it will hide certain items if it is not "turned" off,  parasite is notorious for this. Those this has been only for body, I would look and see if anything is chosen and turn it off.  look under device hider 1 and 2 in DD. make its none (disabled).

Any time you have clothing, armour, even some NPCs you have to run bodyslide for them to show and on what ever body type you have.

Posted
1 minute ago, tonitrulupus said:

Ok it sound like bodyslide was not ran at all, that being said, there are some mods you have to "disable" hidden in DD, it will hide certain items if it is not "turned" off,  parasite is notorious for this. Those this has been only for body, I would look and see if anything is chosen and turn it off.  look under device hider 1 and 2 in DD. make its none (disabled).

Any time you have clothing, armour, even some NPCs you have to run bodyslide for them to show and on what ever body type you have.

 

Glad to get such a quick response, so Ta!

 

Believe me, you have no idea how many times I have run bodyslide .... 🤣 ... But I shall try banging my head on that wall once again, just in case 3BA has had a wobbly somewhere along the line 😉

 

I'll have a look at the Device Hider, so thanks for that idea!

 

I still don't see how either of those gets me, for instance, Chain Beast Collar & Cuffs on enslavement tho .... 🤔 

 

DQW

Posted (edited)

@tonitrulupus - "Relatively new" milking harness. The page you linked is from 2020. That page links to a 2022 version for SE with SMP. Both were new to me and look great. Thanks.

Note: Finding the milker in Bodyslide is crucial; otherwise invisible body. It is under "unassigned". Milking machine is also gorgeous. Good animations.

Now if any of them just played nice with DOM...

Edited by fred200
Posted
58 minutes ago, jaglord said:

I have an issue of a slave being stuck in animation loops, which can be fixed with resetting in MCM or "stop what you're doing" dialogue but any DOM animation will just get them stuck again. Any punishment animation like choke, slap, public humilation, etc will put them in an endlessly looping animation until they get reset. The strange thing is that this only happens with one slave, Alva, the vampire chick in the Morthal basement. So maybe being a unique quest NPC is causing it?

 

On the save save and same install I have used another generic bandit slave for hours of the playthrough with zero issues, and side by side I can punish them and only experience this animation loop bug on Alva and not the generic bandit. I tried everything I could think of to reset and clone Alva, run Pandora again, and tried searching the thread, no luck.

Are you on the newest version? A variant of the bug you're describing was fixed on the newest version where actors would get stuck in their drunk animation despite not touching alcohol and dual animation ended stuck.
But I also had similar happen when I used restraining furniture with it's own locking script (ZaP Helper, "I'll take the Display model", DD, MME milking machines)

Posted (edited)
51 minutes ago, DonQuiWho said:

I tried caught a Bounty Hunter, cloned it, and had set naked start.  

 

They had a bit of a lie down and their clothing did the Hokey Cokey thing, on off etc.  After that settled down, First up they reappeared equipped with magically added cuffs and collar, but those came from, so help me, the 'Skyrim Chain Beasts' mod, one liot silver and the other gold.  Looked very pretty but really not what I intended - or had remotelyexpected 🫢,  And the captive wasn't 'naked' as she retained her cloth head hood.   The collar/cuffs show in Equipment OK, but the Hood in Inventory

 

So I removed the collar/cuff by (paraphrased) 'you'll wear what I say'.  I then added a DD collar/elbow cuff combo and a Zaz hood.  The DD item stuck in OK and equipped alright, but the Zaz hood refused to appear, the original hood sulked too, stayed in inventory and it too disappeared off stage left, ie it became invisible as well.  So, one bald Bounty Hunter

 

So I tried to add a Zaz Hood.  That's not visible either

 

So I added a wig.  That shows OK. 

 

Took off the DD item, added a Zaz Yoke.  The wig and the yoke stayed visible

 

Bounty Hunter ,eh? Wearing a thieves guild armor? I too had real problems with that outfit before, it just doesn't behave like normal armor. Seems to always find a way back. You might wanna redo the test on another NPC.

Also make sure their clothing policy (shift-U -> clothing) is set to "wear clothes" and maybe "wear armor" so that they are allowed to wear their clothes. Also depending on MCM settings they don't immediatly equip their gear, it often helps to tell them "equip inventory" so that they update their gear. Also helps them realize they are restrained when they receive ankle cuffs.

Also DOMs inventory manager does not like real DD gear. But there is Non Devious Devices - Masterlist . Looks like DD, behaves like clothes. Doesn't have the new DD NG stuff though and restraints lack the right keywords for the restrained animations. I was still meaning to do a skypatcher file that adds DD's keywords so that OAR and PAR use the proper animations. I did the same with Zaz and DOM yokes and armbinders, works pretty well

For the Chain beast restraints not sure, never used it myself. But since DOM adds PrsonerFaction and zbfFactionSlave to DOM slaves, chain beasts might have some interaction with NPCs in those factions.



 

Edited by verydarknut
Posted (edited)
1 hour ago, DonQuiWho said:

 

 

This all feels a bit frustrating - I think you said somewhere above that this wasn't like PAHE where you added something to a slave inventory and they wore it - so is there a simple guide as to how outfit management really works, ie so that I/we can be sure that the end worn result, ie modded slave's complete outfit (clothes + restraints), & related visual appearance, is what I/we have specified, as opposed to being whatever the mod does in equipping the stuff that we have provided, regardless of where the game thinks that equipped/not equipped, even if it all seems to be in the inventory?

 

 

Simple Hierarchy of gear:
Restraining devices: Always equipped
Jewelry: Always equipped, will not be ripped off unless set in MCM
Lingerine: Always equipped. Also will not be ripped off unless set in MCM (some are armor)

Clothes: only worn when allowed to "wear clothes". Will be superceded by armor if allowed. (some clothes have armor keywords, they also count as armor here)
Shields: only worn when "Wear armor". When set to "be naked" and "wear armor", they will be naked+shield
Weapons: only worn when "wear weapons". When you have combat slave not being allowed to wear weapons, they'll spam their drawing sound in combat...very annoying
Armor: only worn when both "wear armor" and "wear clothes" are allowed
Heels: will not be ripped off unless set in MCM (some are armor, policy depends on that)


Also important to keep in mind: "order to strip" will disallow both armor and weapons, whereas "be naked" will retain shield and weapon
Edit: minor correction about lingerine

Edited by verydarknut
Posted (edited)
19 minutes ago, verydarknut said:

 

Simple Hierarchy of gear:
Restraining devices: Always equipped
Jewelry: Always equipped, will not be ripped off unless set in MCM
Lingerine: Always equipped. Also will not be ripped off unless set in MCM (some are armor)

Clothes: only worn when allowed to "wear clothes". Will be superceded by armor if allowed. (some clothes have armor keywords, they also count as armor here)
Shields: only worn when "Wear armor". When set to "be naked" and "wear armor", they will be naked+shield
Weapons: only worn when "wear weapons". When you have combat slave not being allowed to wear weapons, they'll spam their drawing sound in combat...very annoying
Armor: only worn when both "wear armor" and "wear clothes" are allowed
Heels: will not be ripped off unless set in MCM (some are armor, policy depends on that)


Also important to keep in mind: "order to strip" will disallow both armor and weapons, whereas "be naked" will retain shield and weapon
Edit: minor correction about lingerine

 

Note that anything with heels is easy to spot in inventory because it has the blue lightning bolt indicating a magic item, but (usually) no visible enchantment. E.g., there's a heeled version of Leather Boots that's easily distinguished in this way from regular Leather Boots (both items have the same stats), though this particular item is armor, and thus governed by the No Armor/Wear Armor rule.

Edited by DerangedLoner
Posted (edited)
1 hour ago, DonQuiWho said:

 

Glad to get such a quick response, so Ta!

 

Believe me, you have no idea how many times I have run bodyslide .... 🤣 ... But I shall try banging my head on that wall once again, just in case 3BA has had a wobbly somewhere along the line 😉

 

I'll have a look at the Device Hider, so thanks for that idea!

 

I still don't see how either of those gets me, for instance, Chain Beast Collar & Cuffs on enslavement tho .... 🤔 

 

DQW

if you look through the like they have it for every part available for the body, I disable every thing in  both categories, set everything to none. 

I upgraded fill her up ran fnis and I was not getting any animation, decided to run it again and they started to work,, this is why I suggest it, There are like 2 groups for DD in bodyslide, and if you have the NG that another 2, then cursed loot has 1 if I remember right, then here are some "loose" ones in the unassigned group. the only other thing I can think of is another mod is causing an issue, there is one thing you can try, create a quick test character, get it to the point you can ass the same devices to an NPC. if it does not show, its a mod related issue, something is conflicting, not in the right order, etc. if it does show, then you saves have been corrupted and it more then likely a new game at that point

 

Edited by tonitrulupus
Posted
On 8/3/2025 at 8:47 PM, crazymango54 said:

Ripping out mods mid-playthrough is wildly bad practice, you should avoid that whenever possible. You should be surprised when a savegame doesn't get corrupted after doing that.

 

As another user said, you can disable the perks to disable the pop-ups, they are under the 'player' tab in the MCM, then you can safely ignore the mod except for some dialogue options being available here and there. Just keep the PAHE capture options enabled and you can enslave directly into PAHE without going through DOM.

 

Yet the author of this mod has provided "official" instructions for upgrading, which includes ripping the mod out. So I don't think it was exactly short sighted of me to think that this mod could be removed mid-playthrough given those instructions

Posted
1 hour ago, Unspec said:

 

Yet the author of this mod has provided "official" instructions for upgrading, which includes ripping the mod out. So I don't think it was exactly short sighted of me to think that this mod could be removed mid-playthrough given those instructions

It can as I explained above. If you're not sure PM your save, I will do it for you.

Posted
On 7/29/2025 at 6:45 PM, minosaminamo said:

Could someone just confirm whether the OSTIM option doesn't work with 'follow', or am I just trying it incorrectly?

The Ostim dialogue for slaves works. However the DOM Ostim dialogue does not work with followers who are NOT enslaved. 

Posted

OK.  Thanks to all who suggested different ways of trying to resolve the issues I seemed to have

 

The test NPC comes from the mod Full Random NPC Pack + Female only Addon

 

Firstly: I've managed to sort out the basic appearance of the NPC.  In trying to cut down mod numbers, I had inadvertently omitted adding KS Hairs.  These are all esl files so adding them caused no grief and once you can get the NPC Hood off, the hair is fine, and you can add and remeove a hood from zbf Hood no bother. 

 

One point here though, is that the original hood and the Zaz replacer both go to slot 12 and if you don't have DOM set up to remove Jewellery, the original mod hood stays in situ

 

Secondly: On doing a rerun, it seems that the Full Random Pack NPC came with the Sexlab Chain Bandits cuffs already in the the NPC inventory.  Why, I have no idea, and I can't see anything in my logs that suggests how it got there - eg a SPID file adding them somehow.  I'll ask the SBC mod author

 

Thirdly, I can tell the NPC to wear Zaz zbf items and they seem to both equip andanimate OK

 

Fourth, and the primary remaining problem right now is that if I tel the NPC to wear, say Elven Armour, or a Suit from another mod, both go into the NPC inventory, but DO NOT equip.  Is this because I've set the stripping in such a way that added clothing/armour/what have you will not equip because for some reason DOM not thinks that these should be subject to 'insta-strip'?   I've included a few screen shots of the Informative Console info I can see - unfortunately further drilling down disappears off screen right - but from what's there, have I maybe set up my initial DOM 'strip on capture' options up in such a way that adding these via the 'you'll wear this' sort of dialogue results in them being instantly stripped again  ( I have played a bit with the device hider but wiithout any success - I really don't know what I'm doing when it comes to using that 😏)

 

Thanks for everyone's patience with us old blokes, and if anyone has a simple suggestion, great 

 

If anyone can tell me what I might be doing wrong, that would be much appreciated!

 

DQW

  

SO, as you can see. on you're going to wear this, the Zaz stuff seems to equip OK 

 

SkyrimSE2025-08-0517-07-19-19.jpg.8a6ac010a0b449852c5fa058c76434b3.jpg

 

The Zaz Hood goes on and off fine in Slot 12SkyrimSE2025-08-0517-04-21-87.jpg.e21cf62b4aac9e425184ac8230091d86.jpg

 

SkyrimSE2025-08-0517-03-55-93.jpg.98b8bad63ab36893e5d61977623d3b18.jpg

 

However, on the same command, this Armour Clothing appears in the Inventory, but won't equip

 

SkyrimSE2025-08-0517-06-48-82.jpg.7ba679b8b5e878bcd167d9cacddf09b4.jpg

 

 

 

SkyrimSE2025-08-0517-07-19-19.jpg.bf990d860a471c579c77957a5b816a69.jpg

 

 

 

 

SkyrimSE2025-08-0517-08-04-37.jpg.c75e35956373852990274c521f49f0d1.jpg

 

Similarly, this Elven Armour will go into Inventory, but not equip - the DOM keywords are as drilled down to

 

SkyrimSE2025-08-0517-13-27-94.jpg.dfa79eca6d2b3c2724f51812e04e0c3e.jpg

 

SkyrimSE2025-08-0517-14-02-99.jpg.5d42286b4b934794298f3e5076dc650d.jpg

 

SkyrimSE2025-08-0517-18-54-06.jpg.19c95f749a9f25c188fca554ac6ffdc0.jpg

Posted (edited)
1 hour ago, DonQuiWho said:

On doing a rerun, it seems that the Full Random Pack NPC came with the Sexlab Chain Bandits cuffs already in the the NPC inventory.  Why, I have no idea, and I can't see anything in my logs that suggests how it got there - eg a SPID file adding them somehow.  I'll ask the SBC mod author

I know that cursed loot will give DD devices to all NPCs if I remember right, not sure if DD does. that is a likely the one adding DD for NPCs, that if you have that mod and are using it.

All it takes is 1 missing mod and it will lose the "immersion" or mods don't work as intended. When you have issues,, remember to go back to required list for the mods and make sure you have them, I didn't even think about directing you that way, I have been doing this for about 10 years so it happens to the best of us to forget something important. I am so glad you are getting the issues resolve. good job on figuring that out!

 

 

Edited by tonitrulupus
Posted
1 hour ago, DonQuiWho said:

( I have played a bit with the device hider but wiithout any success - I really don't know what I'm doing when it comes to using that 😏)

I don't mess with that, I just turn it off, someone else may have more experience with those options.

Posted
4 hours ago, DonQuiWho said:

 

 

Fourth, and the primary remaining problem right now is that if I tel the NPC to wear, say Elven Armour, or a Suit from another mod, both go into the NPC inventory, but DO NOT equip.  Is this because I've set the stripping in such a way that added clothing/armour/what have you will not equip because for some reason DOM not thinks that these should be subject to 'insta-strip'?   I've included a few screen shots of the Informative Console info I can see - unfortunately further drilling down disappears off screen right - but from what's there, have I maybe set up my initial DOM 'strip on capture' options up in such a way that adding these via the 'you'll wear this' sort of dialogue results in them being instantly stripped again  ( I have played a bit with the device hider but wiithout any success - I really don't know what I'm doing when it comes to using that 😏)

You can access their clothing policy by pressing Shift+U for the abuse menu, then select clothes. Or you can use the dialogue, I think it's under "Come here, slave".
IIRC when you tell them to start their new life naked, it automatically sets them to not wear armor, weapons and clothes, letting them only wear jewely and restraints.
Although they also often decide to wear clothes against the rules, if they are ashamed and untrained. Then they get "covering self" as punishment reason. But they can't change their other rules.
 

Posted

Hello, I have a little problem with one of my Slaves. When I try to bath her, it tells me "she is restrained and can not move enough to bath. 

 

She has NO Restraints. What can I do?

Posted
20 hours ago, Unspec said:

 

Yet the author of this mod has provided "official" instructions for upgrading, which includes ripping the mod out. So I don't think it was exactly short sighted of me to think that this mod could be removed mid-playthrough given those instructions

Yeah that's fair enough. It's just that removing mods in the middle of a playthough (especially one of any kind of length) is at best annoying and at worst breaks a bunch of shit. It's your game, do as you will, but toggling all of the features of the mod off is a little easier and probably less frustrating. 

Posted

The HSH Quest sisters both have a blackface bug. If I let the original HSH.esp overwrite the one included in DOM, it's fine. Is this a known bug or did I miss something in my install?

Posted
1 hour ago, MortiferusX said:

Hello, I have a little problem with one of my Slaves. When I try to bath her, it tells me "she is restrained and can not move enough to bath. 

 

She has NO Restraints. What can I do?

Easy fix, use the "i am going to make you stay here" option once she is restrained release and it should be ok at that point

Posted
48 minutes ago, crazymango54 said:

Yeah that's fair enough. It's just that removing mods in the middle of a playthough (especially one of any kind of length) is at best annoying and at worst breaks a bunch of shit. It's your game, do as you will, but toggling all of the features of the mod off is a little easier and probably less frustrating. 

The only way and probable the best way to deal with a mod that you don't want is just to deactivate its esp, but don't remove it, it is lest likely to cause problem, but it is still possible to have some issues, but its still less damaging for the play through, What I have found out with all the playing that I have done, it isn't necessarily the scripts that mess the game up alone, but if you have modes 1-15 and you remove lets say mod 2, 5, 12, due to the order it needed to be in to use those 3 mods it needed to be in 1-15, but now, you have ate the very least move all the mods from 3 out 1 place, everything at 6 out now has been moved 2 place, 13 -15 3 place,, since those mod was removed and you run loot, mod 1 is find but no mod 15 has to be move to 10th spot mod 4 had to be moves to spot 7, etc, so it can mess with the load order sometimes drastically if you are running 200 plugin and that is part of the problem.  I personally run 573 mods and I have it ESL down to 230I have seen a couple of my bod change 50 spot, even though I only removed 1 mod and it would not load., so, I do agree that 90% of mods should not be remove, The only one I remove are typically follower mod, but even then it can cause problem, there are still scripts.

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