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Posted
5 hours ago, lhlongsong said:

 I'm having the same issue, freshly caught npcs will remove their SPID clothing and put on base Skyrim clothing but DOM says they're naked. After removing their items from the inventory they actually become naked but eventually they'll re-equip their base skyrim faction clothing over whatever I gave them. I had it working properly at some point prior to the 7.9.4a

Nolvus V6 Beta SL.txt 139.82 kB · 0 downloads

I don't believe we're having the same problem at all. I am not using SPID (however I am using KID and have now checked if things change if I turn that off, they didn't) and my issue isn't supposedly naked npcs actually wearing clothes but that slaves I have given armor to and told to wear it will when walking through a city gate, unequip said armor and stay naked when I want them clothed. Their clothes commands all allow clothing, armor and weapons, they just dont equip it until explicitly told with the wheel menu and that happens every time I walk through a city gate. 

So I would want them to wear clothes, they refuse to, not the other way around. ^.^'

Posted
42 minutes ago, Kyell said:

I don't believe we're having the same problem at all. I am not using SPID (however I am using KID and have now checked if things change if I turn that off, they didn't) and my issue isn't supposedly naked npcs actually wearing clothes but that slaves I have given armor to and told to wear it will when walking through a city gate, unequip said armor and stay naked when I want them clothed. Their clothes commands all allow clothing, armor and weapons, they just dont equip it until explicitly told with the wheel menu and that happens every time I walk through a city gate. 

So I would want them to wear clothes, they refuse to, not the other way around. ^.^'

kidhas nothing to do with outfits. kid is KEYWORD distubuion. if slaves are  refusing to equip make sure you setup your options well. also  make sur eyour not using any mod that might cause a fresh of inventoies

Posted
9 hours ago, TrollAutokill said:

This sounds like spid is trying to force equipment on your slaves. Actually this is a feature of spid. 

 

I am currently testing spid outfit distribution. I would recommend to use outfit to avoid single piece of equipment being forced.

 something isn't clearing the npc's hidden inventory  despite having everything clean, clear and strip enabled so they're always trying to not be nude.

Posted (edited)
6 hours ago, Kyell said:

I don't believe we're having the same problem at all. I am not using SPID (however I am using KID and have now checked if things change if I turn that off, they didn't) and my issue isn't supposedly naked npcs actually wearing clothes but that slaves I have given armor to and told to wear it will when walking through a city gate, unequip said armor and stay naked when I want them clothed. Their clothes commands all allow clothing, armor and weapons, they just dont equip it until explicitly told with the wheel menu and that happens every time I walk through a city gate. 

So I would want them to wear clothes, they refuse to, not the other way around. ^.^'

Then that's the Skyrim outfit problem. The slaves outfit is naked. Skyrim never wanting NPCs to go around naked, forces them to wear their outfit when entering a cell or changing location. So Skyrim is forcing your slaves to be naked.

 

The solution is to turn on equipment check at location change in the DOM MCM equipment tag. If it's not enough, turn it on at cell change also. 

Edited by TrollAutokill
Posted
4 hours ago, TrollAutokill said:

The solution is to turn on equipment check at location change in the DOM MCM equipment tag. If it's not enough, turn it on at cell change also. 

 

I have both enabled and rarely have a problem with equipment anymore!

Posted
On 9/19/2025 at 2:37 AM, TrollAutokill said:

Is that using dialogues or the wheel menu?

 

Anyhow you can change which body part the tattoo will be applied to in the DOM MCM debug tab.

It is using the dialogue menu.

 

I resolved it.   

In the dialogue menu, selecting the 'Personal Mark' brand results in the 'DOM Status' tattoo being applied, while selecting the 'Status' brand results in 'DOM Forehead'.

 

I suspect that the wrong script stub (or wrong tattoo name variable in the stub) to apply the tattoo might be referenced in the dialogue tree, assuming that's how it is implemented. 

 

I do not know if the same issue exists with the wheel menu.  I am afraid that I don't know the implementation of the wheel menu, though I remember reading through it when it first came out.  I find the dialogue tree easier to remember than all the wheel shortcuts.  So I never invested the time to dissect the wheel menu in a way that would let me troubleshoot.  Sorry about that.

 

Dealing with dialogue trees in CK has always been kind of a PIA. 

But give me a few minutes, and I'll do the right thing and post exactly what is being referenced in each, if I can find them.   

 

Seems unfair of me to point out the symptom and stop there, while expecting you to do the heavy lifting when you probably have a bunch of other improvements on your list to work on.

 

 

Posted
26 minutes ago, elgordo371 said:

It is using the dialogue menu.

 

I resolved it.   

In the dialogue menu, selecting the 'Personal Mark' brand results in the 'DOM Status' tattoo being applied, while selecting the 'Status' brand results in 'DOM Forehead'.

 

I suspect that the wrong script stub (or wrong tattoo name variable in the stub) to apply the tattoo might be referenced in the dialogue tree, assuming that's how it is implemented. 

 

I do not know if the same issue exists with the wheel menu.  I am afraid that I don't know the implementation of the wheel menu, though I remember reading through it when it first came out.  I find the dialogue tree easier to remember than all the wheel shortcuts.  So I never invested the time to dissect the wheel menu in a way that would let me troubleshoot.  Sorry about that.

 

Dealing with dialogue trees in CK has always been kind of a PIA. 

But give me a few minutes, and I'll do the right thing and post exactly what is being referenced in each, if I can find them.   

 

Seems unfair of me to point out the symptom and stop there, while expecting you to do the heavy lifting when you probably have a bunch of other improvements on your list to work on.

 

 

Okay,  

I can't see as much detail as I had hoped.

I can see in CK that the dialogue for Branding is in the DOM01 Quest. 

I can see the 'Personal Mark' Brand is in the DOM01SlavePraise Branch, DOM01SlaveBrandMark Branch and references the script 'DOMSlaveBrandMark'.

I can see that the 'Status Mark' Brand is in the DOM01SlavePromise Branch, DOM01SlaveBrandStatus topic and references the script 'DOMSlaveBrandStatus'.

I can't see the content of the script in CK...but it all seems correct at the top level.

I notice that inside the DOM01SlavePraise Branch there's also a DOM01SlaveBrandTopic inside of which there are references to the two preceding dialogues.  Pretty generic dialogue structure.

 

So, from the behavior I am seeing, I can only hypothesize that the variable pointing to the actual tattoo used that is being referenced in the 'DOMSlaveBrandMark' and 'DOMSlaveBrandStatus' scripts must be getting reversed somehow.  

 

I can't directly see any of the content of these scripts.   But I imagine that these scripts are probably just passing a variable to slavetats.pex to tattoo the NPC.

 

Since there are two separate menu systems, I might guess that the contents of that variable, rather than get set in the script directly, instead get set by switching the reference, with the variable having an expectation that the first brand will be a 'Personal' brand through the wheel menu.  If so that might explain how the contents of the variable would be swapped within the scripts.

 

I'd have to see the scripts to nail it down further.   Sorry about that.

Posted

DomSlaveBrandMark:

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname DOMSlaveBrandMark Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
;
DOMSlaveMark(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment


DOM_Core Property DOM01 Auto

Function DOMSlaveMark(Actor akTarget)
    DOM_Actor sl_alias = DOM01.GetActor(akTarget)
    if sl_alias != None
        sl_alias.Interact_Mark(Game.GetPlayer())
    endif
EndFunction

 

DomSlaveBrandStatus:

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname DOMSlaveBrandStatus Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
;
DOMSlaveMark(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment


DOM_Core Property DOM01 Auto

Function DOMSlaveMark(Actor akTarget)
    DOM_Actor sl_alias = DOM01.GetActor(akTarget)
    if sl_alias != None
        sl_alias.Interact_Brand(Game.GetPlayer())
    endif
EndFunction

Posted (edited)
2 hours ago, elgordo371 said:

Okay,  

I can't see as much detail as I had hoped.

I can see in CK that the dialogue for Branding is in the DOM01 Quest. 

I can see the 'Personal Mark' Brand is in the DOM01SlavePraise Branch, DOM01SlaveBrandMark Branch and references the script 'DOMSlaveBrandMark'.

I can see that the 'Status Mark' Brand is in the DOM01SlavePromise Branch, DOM01SlaveBrandStatus topic and references the script 'DOMSlaveBrandStatus'.

I can't see the content of the script in CK...but it all seems correct at the top level.

I notice that inside the DOM01SlavePraise Branch there's also a DOM01SlaveBrandTopic inside of which there are references to the two preceding dialogues.  Pretty generic dialogue structure.

 

So, from the behavior I am seeing, I can only hypothesize that the variable pointing to the actual tattoo used that is being referenced in the 'DOMSlaveBrandMark' and 'DOMSlaveBrandStatus' scripts must be getting reversed somehow.  

 

I can't directly see any of the content of these scripts.   But I imagine that these scripts are probably just passing a variable to slavetats.pex to tattoo the NPC.

 

Since there are two separate menu systems, I might guess that the contents of that variable, rather than get set in the script directly, instead get set by switching the reference, with the variable having an expectation that the first brand will be a 'Personal' brand through the wheel menu.  If so that might explain how the contents of the variable would be swapped within the scripts.

 

I'd have to see the scripts to nail it down further.   Sorry about that.

 

54 minutes ago, fred200 said:

DomSlaveBrandMark:

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname DOMSlaveBrandMark Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
;
DOMSlaveMark(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment


DOM_Core Property DOM01 Auto

Function DOMSlaveMark(Actor akTarget)
    DOM_Actor sl_alias = DOM01.GetActor(akTarget)
    if sl_alias != None
        sl_alias.Interact_Mark(Game.GetPlayer())
    endif
EndFunction

 

DomSlaveBrandStatus:

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname DOMSlaveBrandStatus Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
;
DOMSlaveMark(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment


DOM_Core Property DOM01 Auto

Function DOMSlaveMark(Actor akTarget)
    DOM_Actor sl_alias = DOM01.GetActor(akTarget)
    if sl_alias != None
        sl_alias.Interact_Brand(Game.GetPlayer())
    endif
EndFunction

The point is the tats names are inverted in DOM_Actor because of historical reasons, and I chose to keep them as is to not mess old games.

 

Now it's possible I didn't do the swap correctly for the dialogue. The wheel menu should be correct. I will check that they are in accordance for next update.

Edited by TrollAutokill
Posted
On 8/23/2025 at 5:26 AM, tonitrulupus said:

@TrollAutokill I noticed that there is a PAHE alt start, have you done any thing with that? basically, you start in blackreach as a beginner slaver, I believe it is a really ruff start. Different location I think would be a little better, just not sure were would be a good place to start.

I was thinking of making a LAL alternative start for DOM. Basically, start with a trained slave (with a choice in training type) and some slaver equipment like collars, whips, and maybe a bludgeon and potion.

 

As for where to start, that PAHE Blackreach start is plain unfair. You start in aggro range of a small army at level 1. At least it offers three town/village starts. I'm not sure where I would place the start, but I'm leaning to just put it in a town/village as well to keep things simple.

Posted
15 minutes ago, a_random_user said:

I was thinking of making a LAL alternative start for DOM. Basically, start with a trained slave (with a choice in training type) and some slaver equipment like collars, whips, and maybe a bludgeon and potion.

 

As for where to start, that PAHE Blackreach start is plain unfair. You start in aggro range of a small army at level 1. At least it offers three town/village starts. I'm not sure where I would place the start, but I'm leaning to just put it in a town/village as well to keep things simple.

 

Standard pahe has 3 decent LAL starts

Posted
19 minutes ago, Fraying9981 said:

Standard pahe has 3 decent LAL starts

Yes, the starts in a village or town are the ones I like the most. I always feel that it gives the most flexibility to start the playthrough.

Posted
3 hours ago, a_random_user said:

I was thinking of making a LAL alternative start for DOM. Basically, start with a trained slave (with a choice in training type) and some slaver equipment like collars, whips, and maybe a bludgeon and potion.

 

As for where to start, that PAHE Blackreach start is plain unfair. You start in aggro range of a small army at level 1. At least it offers three town/village starts. I'm not sure where I would place the start, but I'm leaning to just put it in a town/village as well to keep things simple.

Just a thought, you could use the simple slavery market in riftin as a starting point, something like a friend offered to take you to someplace you have never been for a birthday gift or and thank you or a night out drinking, and they brought you to the slave market and bought you a slave or 2 I would make one a female and one a male, 

Posted
3 hours ago, TrollAutokill said:

Nice. I will need to learn how to apply overlays via script. Also we need a toggle between tats or overlays or both. On my to-do list as of now.

The mod Emotional Tears Effect  works well, it just causes a glitch with the slave tats. (Keep blinking while the tears roll down)

Posted
32 minutes ago, LeonardoGarr said:

The mod Emotional Tears Effect  works well, it just causes a glitch with the slave tats. (Keep blinking while the tears roll down)

It might mean no other overlays on the face are allowed.

Posted (edited)

there is no option for "be respectful" when talking to loving npcs.

 

  • For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each):
    • "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway.
Edited by vert lizard
Posted
2 hours ago, vert lizard said:

there is no option for "be respectful" when talking to loving npcs.

 

  • For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each):
    • "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway.

It should be under "You'll do what I tell you"

 

Posted
10 hours ago, vert lizard said:

there is no option for "be respectful" when talking to loving npcs.

 

  • For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each):
    • "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway.

I believe this refers to telling the slave to call you master.

Either way, I have successfully enslaved people using this three times with no issues. 

Posted
16 hours ago, TrollAutokill said:

It might mean no other overlays on the face are allowed.

that means best not ot use then. it will fight any mod touching overlays then. overlays work oion slots. so face---> the 3rd slot of 6 if user has face set to 6 slots. if the mod is fighting other mods then its coded incorrectly and/or is force claimng all slots or a very specific slot.
the mod should hve code that if the slot it "wants" to use is filled by another mod it uses another slot. if they didnt add that code i would avoid the mod as then your waiting for it to crash the game when any other mod takes a slot.

Posted
4 hours ago, sidfu1 said:

that means best not ot use then. it will fight any mod touching overlays then. overlays work oion slots. so face---> the 3rd slot of 6 if user has face set to 6 slots. if the mod is fighting other mods then its coded incorrectly and/or is force claimng all slots or a very specific slot.
the mod should hve code that if the slot it "wants" to use is filled by another mod it uses another slot. if they didnt add that code i would avoid the mod as then your waiting for it to crash the game when any other mod takes a slot.

You're describing slaveTats 😉

Posted
10 hours ago, Revdrsyn said:

I believe this refers to telling the slave to call you master.

Either way, I have successfully enslaved people using this three times with no issues. 

I'm not seeing how to do this, unless this refers to non-slaved people

Posted
On 9/21/2025 at 7:06 PM, TrollAutokill said:

 

The point is the tats names are inverted in DOM_Actor because of historical reasons, and I chose to keep them as is to not mess old games.

 

Now it's possible I didn't do the swap correctly for the dialogue. The wheel menu should be correct. I will check that they are in accordance for next update.

Cool.

Just noted what appeared to be an anomaly and wanted to pass it along.  Thanks!

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