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Posted

Would still like some more information on the care and feeding of Trainers. 

Looking for a male dominant trainer, I hired Urag.

He worked great for awhile; he really seemed to enjoy his job.

But one day he decided he was needed at the college - and took all of his assigned slaves with him.

I had a devil of a time trying to straighten that out. Fetched him - he immediately went back to get one of them.

Questions:

1) How do we select the best trainers

2) Any advantage to hired trainers over slave trainers?

3) How do we set a hired trainer's home

4) How do we get a hired trainer to follow us

5) How do we fire a hired trainer

6) How do we remove one slave from a hired or slave trainer

 

That will do for now. Note that there is something weird about rescued slaves from Enthralled. Flavia has fantastic slaver stats - but she seems broken.

Posted
15 minutes ago, fred200 said:

Would still like some more information on the care and feeding of Trainers. 

Looking for a male dominant trainer, I hired Urag.

He worked great for awhile; he really seemed to enjoy his job.

But one day he decided he was needed at the college - and took all of his assigned slaves with him.

I had a devil of a time trying to straighten that out. Fetched him - he immediately went back to get one of them.

Questions:

1) How do we select the best trainers

2) Any advantage to hired trainers over slave trainers?

3) How do we set a hired trainer's home

4) How do we get a hired trainer to follow us

5) How do we fire a hired trainer

6) How do we remove one slave from a hired or slave trainer

 

That will do for now. Note that there is something weird about rescued slaves from Enthralled. Flavia has fantastic slaver stats - but she seems broken.

 

it's all in the guide + the mod readme page.

 

For the last one, here is a trick: press L on the trainer to open the wheel and quickly unload slave(s)

Posted (edited)
45 minutes ago, Fraying9981 said:

How do we fire a hired trainer

I do that through the mcm. under slavers you choose the one you want and it should give you an option right side under summon, I believe it says release

 

 

Edited by tonitrulupus
Posted
46 minutes ago, Fraying9981 said:

How do we select the best trainers

 

Personally, I stay away from any of the vanilla NPCs for slaves and slavers, just for the same issue you seen with Urag. How ever, you can get some added NPCs to do the slaver part. Normally I will use a NPC follow from a mod I added. It will be a hit and miss on who will and wont, just like any other NPC

Posted
5 hours ago, fred200 said:

Would still like some more information on the care and feeding of Trainers. 

Looking for a male dominant trainer, I hired Urag.

He worked great for awhile; he really seemed to enjoy his job.

But one day he decided he was needed at the college - and took all of his assigned slaves with him.

I had a devil of a time trying to straighten that out. Fetched him - he immediately went back to get one of them.

Questions:

1) How do we select the best trainers

2) Any advantage to hired trainers over slave trainers?

3) How do we set a hired trainer's home

4) How do we get a hired trainer to follow us

5) How do we fire a hired trainer

6) How do we remove one slave from a hired or slave trainer

 

That will do for now. Note that there is something weird about rescued slaves from Enthralled. Flavia has fantastic slaver stats - but she seems broken.

Urag is controlled by vanilla quests. You can disable the corresponding quests or force them to end with the console.

 

Advantage of slavers is that they are not limited by their current training. So a loving slave should be as efficient as a slaver. I am open for discussion if you feel it should be a bonus one way or the other.

 

Also slavers with low honesty (not the ones recruited because of relationship>=4) will learn faster and increase their skill faster, thus increasing their training bonus.

Posted

puts on flame retardant clothing

 

I am getting occasional freezes when i am surrounded by multiple slaves and when i check, i have 1000s of instances of SynthEBDFaceTextureScript from SynthEbd.

 

<a ref="script://SynthEBDFaceTextureScript">SynthEBDFaceTextureScript</a>occurs the most often as a stack frame (5642 occurrences)</p>

 

When i check which npcs the scripts are attached to, they are DoM slaves, with many scripts per slave. Now its a long shot and this could be selection bias (because i am often near slaves) but is there any chance that DoM and SynthEBD are clashing in some way? I notice that often slaves faces are flickering, like the script is being constantly run, and it stops when i force them to equip their inventory.

Posted
5 hours ago, lytton said:

puts on flame retardant clothing

 

I am getting occasional freezes when i am surrounded by multiple slaves and when i check, i have 1000s of instances of SynthEBDFaceTextureScript from SynthEbd.

 

<a ref="script://SynthEBDFaceTextureScript">SynthEBDFaceTextureScript</a>occurs the most often as a stack frame (5642 occurrences)</p>

 

When i check which npcs the scripts are attached to, they are DoM slaves, with many scripts per slave. Now its a long shot and this could be selection bias (because i am often near slaves) but is there any chance that DoM and SynthEBD are clashing in some way? I notice that often slaves faces are flickering, like the script is being constantly run, and it stops when i force them to equip their inventory.

Since SynthEBD has rules depending on the inventory it might be that DOM is trying to sort the inventory of your slaves and that triggers SynthEBD script for another round of texture checks.

 

You can try to turn off DOM inventory check at cell load and location change to reduce SynthEBD scripting.

 

But best would be to be able to turn off inventory dependency for textures. 

Posted

I don't know if anyone else has reported it, but here are my bug reports; the new wash option for having a slave wash you has the player character wash the slave instead. I also would like to report that the sacrifice option with slaves that should agree with it doesn't work consistently. I've had slaves that are in love and enraptured respond with the generic "are you out of your mind" response.

Posted
12 hours ago, PRYINGORBS said:

I don't know if anyone else has reported it, but here are my bug reports; the new wash option for having a slave wash you has the player character wash the slave instead. I also would like to report that the sacrifice option with slaves that should agree with it doesn't work consistently. I've had slaves that are in love and enraptured respond with the generic "are you out of your mind" response.

Hihi. I was sure I corrected that one because of course it was wrong the first time. I guess I forgot to update. 

Posted
20 minutes ago, LaserSkyrimModStrike said:

I met with a strange bug that when comfort a slave, she will drop dead suddenly. How to debug this ?

That's a common Skyrim bug. The paired animation used for hugging was register as a killmove. You might want to review your combat mods. Maybe try disabling them, run Pandora/fnis and try without.

 

 

Posted

I transfered a few of my slaves to HSH and then after a while transfered them back to DOM and it seems that wheel menu functionality is still remaining in reduced state. So no wait, order to, tie up etc options. It looks like that:

wheel.jpg

Posted
1 hour ago, Coom Nation said:

I transfered a few of my slaves to HSH and then after a while transfered them back to DOM and it seems that wheel menu functionality is still remaining in reduced state. So no wait, order to, tie up etc options. It looks like that:

wheel.jpg

 

I have the same issue.

I use the dialogue instead but it's not optimal

Posted (edited)

@TrollAutokill

 

Hi.  Been a quick discussion on what happens to DD items in DOM, what happens when you use them as opposed to the 'built in' DOM restraints and settings - as I pointed out, I've tried to use the restraint settings options that you kindly built into 7.9.5 as triggers to allow 'non DOM' restraint options on the 'You will wear what I tell you' dialogue  - and whether or not the DD locks are applied or not.  See the above link and what it replied to.

 

FWIW, I have also attached pics showing what I thing are the trigger settings that you expect us to use if applying ZAZ or DD items instead of the DOM ones, and, as stated, the DD restraints seemed to work - a heavy duty yoke was used as a check item - after I fiddled about to reach the animation etc settings as shown in the attached pics

 

As far as then REMOVING DD NG devices goes, I tried giving away all my DD keys to a follower and then removing the DD yoke from the DOM slave.  Sure the process started OK, BUT the DD yoke was successfully removed using 2 DD keys that my player character 'didn't have'.  LOL! 

 

And then it all crashed  😬

 

EDIT:  I have tried this again with other DD's from DD NG, and the ones checked seemed to work OK.  ie, they could not be removed if you did not have a key, but could be if you did.  Even the Yoke could be removed if you had the 2 keys needed.  So it may just be a conflict with the DOM Yoke application as the sllave maintained the 'yoke pose' for some time after removal, even though there was no yoke present.  That pose would eventually change - probably after I tried other devices

 

So, in addition to the settings pics (2 per page to include everything) - which may show that I have screwed up somewhere - I have also included the log showing the last entries before it all got stuck

 

It is most likely that I have got something very wrong in my settings, but if not, might there be some sort of simple fix?

 

As you will see, I have yet to try a similar check with ZAZ items, so this might just be a DD 'thing'.  Obviously, if I get a similar outcome with ZAZ, I'll let you know, but that might take a day or two to check   EDIT: I have now tried using ZAZ devices and those I tried do seem to function normally.  Tried over the shoulder logs, vertical log behing backm parallel arm ties, box ties, fiddle, yokes and basic posed manacles.  All those came from the ZAZ .esm using additemmenu.  Some variants do not work - there are often 2 variants of the same device, rope set etc and that suffixed '01' seems to be fine but the suffixed '02' ones go into inventory but are not applied.  So it looks like these are OK 

 

IN SUMMARY, it seems to be the Yoke that has the problems as it seems to clash with the one coming from the DOM .esm

 

That does feel a bit like a long way of getting to nowhere and back 🤷‍♂️  Anyway, hope its useful to someone 

 

As ever, Embry eagerly looks forward to hearing how he might be able to keep Camilla properly under his control in the future ... 😉  

 

DQW

SkyrimSE 2025-09-17 00-17-53-07.jpg

SkyrimSE 2025-09-17 00-17-46-63.jpg

SkyrimSE 2025-09-17 00-17-36-91.jpg

SkyrimSE 2025-09-17 00-17-31-73.jpg

Papyrus.0.log

Edited by DonQuiWho
Posted

Any advice to update from PAH Diary of Mine 5.5, to latest while keeping all my progress, since it went from .esp to .esm? I use pretty much all mods alongside DOM, PAHE, AYGAS etc. All I really care about is DOM. However, when I tried to update, I either couldn't find DOM in MCM or no animations played whatsoever through DOM (Double checked FNIS/Nemesis) 

Posted
7 hours ago, Sylas_V said:

Any advice to update from PAH Diary of Mine 5.5, to latest while keeping all my progress, since it went from .esp to .esm? I use pretty much all mods alongside DOM, PAHE, AYGAS etc. All I really care about is DOM. However, when I tried to update, I either couldn't find DOM in MCM or no animations played whatsoever through DOM (Double checked FNIS/Nemesis) 

double check the requirements on the installation instructions page vs. what you have, recent versions of dom have new requirements compared to 5.X. the missing requirement is almost certainly Papyrus Tweaks NG, I know because I went through your exact situation including dom missing from mcm. and no papyrus tweaks NG was the problem. you should still check the requirements for anything else that might be missing though.

 

oh and for the record I did 5.X -> latest mid save without issue.

Posted
6 hours ago, jaglord said:

double check the requirements on the installation instructions page vs. what you have, recent versions of dom have new requirements compared to 5.X. the missing requirement is almost certainly Papyrus Tweaks NG, I know because I went through your exact situation including dom missing from mcm. and no papyrus tweaks NG was the problem. you should still check the requirements for anything else that might be missing though.

 

oh and for the record I did 5.X -> latest mid save without issue.

Thanks man, got it working. You were right. A lot of pre-requisites I was missing. I'm still on 1.5.9.7 I thought I had BEES, but to my surprise I never downloaded it, also needed Papyrus Tweaks NG. Feel like a moron, but here's hoping you and I give a solution to someone else struggling haha

Posted (edited)
1 hour ago, Fraying9981 said:

Arms Cuffs boxtied revert to arms cuffs back after a while (change of pose)

Anyone had this issue?

The boxtied animations are not yet in DD. So DOM defaults to normal cuffs in back for now.

Edited by TrollAutokill
Posted
20 hours ago, DonQuiWho said:

@TrollAutokill

 

Hi.  Been a quick discussion on what happens to DD items in DOM, what happens when you use them as opposed to the 'built in' DOM restraints and settings - as I pointed out, I've tried to use the restraint settings options that you kindly built into 7.9.5 as triggers to allow 'non DOM' restraint options on the 'You will wear what I tell you' dialogue  - and whether or not the DD locks are applied or not.  See the above link and what it replied to.

 

FWIW, I have also attached pics showing what I thing are the trigger settings that you expect us to use if applying ZAZ or DD items instead of the DOM ones, and, as stated, the DD restraints seemed to work - a heavy duty yoke was used as a check item - after I fiddled about to reach the animation etc settings as shown in the attached pics

 

As far as then REMOVING DD NG devices goes, I tried giving away all my DD keys to a follower and then removing the DD yoke from the DOM slave.  Sure the process started OK, BUT the DD yoke was successfully removed using 2 DD keys that my player character 'didn't have'.  LOL! 

 

And then it all crashed  😬

 

EDIT:  I have tried this again with other DD's from DD NG, and the ones checked seemed to work OK.  ie, they could not be removed if you did not have a key, but could be if you did.  Even the Yoke could be removed if you had the 2 keys needed.  So it may just be a conflict with the DOM Yoke application as the sllave maintained the 'yoke pose' for some time after removal, even though there was no yoke present.  That pose would eventually change - probably after I tried other devices

 

So, in addition to the settings pics (2 per page to include everything) - which may show that I have screwed up somewhere - I have also included the log showing the last entries before it all got stuck

 

It is most likely that I have got something very wrong in my settings, but if not, might there be some sort of simple fix?

 

As you will see, I have yet to try a similar check with ZAZ items, so this might just be a DD 'thing'.  Obviously, if I get a similar outcome with ZAZ, I'll let you know, but that might take a day or two to check   EDIT: I have now tried using ZAZ devices and those I tried do seem to function normally.  Tried over the shoulder logs, vertical log behing backm parallel arm ties, box ties, fiddle, yokes and basic posed manacles.  All those came from the ZAZ .esm using additemmenu.  Some variants do not work - there are often 2 variants of the same device, rope set etc and that suffixed '01' seems to be fine but the suffixed '02' ones go into inventory but are not applied.  So it looks like these are OK 

 

IN SUMMARY, it seems to be the Yoke that has the problems as it seems to clash with the one coming from the DOM .esm

 

That does feel a bit like a long way of getting to nowhere and back 🤷‍♂️  Anyway, hope its useful to someone 

 

As ever, Embry eagerly looks forward to hearing how he might be able to keep Camilla properly under his control in the future ... 😉  

 

DQW

SkyrimSE 2025-09-17 00-17-53-07.jpg

SkyrimSE 2025-09-17 00-17-46-63.jpg

SkyrimSE 2025-09-17 00-17-36-91.jpg

SkyrimSE 2025-09-17 00-17-31-73.jpg

Papyrus.0.log 277.99 kB · 0 downloads

I have yet to do the exercise myself. I certainly missed some keywords so some devices are not correctly flagged as compatible with offset animations.

 

DD is always a bit trickier to debug because of the many scripted items. They are cool but harder to figure out how to interface.

 

Anyhow thanks for you report, I'll keep it my long list of things to check.

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