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Posted
15 hours ago, mjonilr said:

I set it up on the mod conditions but now that I look at the NPC factions, Dom Is Walking On Four rank does not change when I tell the slave to walk on all fours, it stays on rank 0 regardless

Assuming you're using the dialogue, it's possible I forgot to include the scripts. You're can try with the wheel menu.

Posted
11 minutes ago, TrollAutokill said:

Assuming you're using the dialogue, it's possible I forgot to include the scripts. You're can try with the wheel menu.

that was with the wheel, it only stays at rank 0

Posted

Group menu is working but the individual order wheel menu is not working, yes I have been using the group menu. I just wanted to let you know that it's not working so you can fix it in next update 😊 thanks for the mod.

Posted
9 hours ago, TrollAutokill said:

Rank 0 means they are in the faction. Rank -1 means they are not.

 

so how would this work in DAR/OAR conditions?

 

IsFactionRankEqualTo(GlobalVariable rank, Faction faction)
Is the actor's rank in the specified faction equal to the specified rank?

according to the above (from DAR description) this is the best bet, would it look like:

IsFactionRankEqualTo("DiaryOfMine.esm"|0|0x000EF972) AND
NOT IsChild() AND
NOT IsWeaponDrawn()

 

or maybe like 


IsFactionRankEqualTo("DiaryOfMine.esm"|0x000EF972|0) AND
NOT IsChild() AND
NOT IsWeaponDrawn()

 

if anyone knows it'd help a lot, I'm not sure how the formatting should be like here

Posted (edited)
4 hours ago, mjonilr said:

 

so how would this work in DAR/OAR conditions?

 

IsFactionRankEqualTo(GlobalVariable rank, Faction faction)
Is the actor's rank in the specified faction equal to the specified rank?

according to the above (from DAR description) this is the best bet, would it look like:

IsFactionRankEqualTo("DiaryOfMine.esm"|0|0x000EF972) AND
NOT IsChild() AND
NOT IsWeaponDrawn()

 

or maybe like 


IsFactionRankEqualTo("DiaryOfMine.esm"|0x000EF972|0) AND
NOT IsChild() AND
NOT IsWeaponDrawn()

 

if anyone knows it'd help a lot, I'm not sure how the formatting should be like here

Just

IsInFaction(...) AND

NOT IsChild() AND

NOT IsWeaponDrawn()

 

You should add a not IsInFaction animating (Sexlab, Ostim, DOM).

 

Innthe end add a IsInFaction DOM Action following or waiting or traveling or guarding (whichever behaviour you want to use on 4 walking).

 

Edited by TrollAutokill
Posted (edited)
43 minutes ago, TrollAutokill said:

Just

IsInFaction(...) AND

NOT IsChild() AND

NOT IsWeaponDrawn()

 

You should add a not IsInFaction animating (Sexlab, Ostim, DOM).

 

Innthe end add a IsInFaction DOM Action following or waiting or traveling or guarding (whichever behaviour you want to use on 4 walking).

 

the issue I'm running into right now is that all three mods I found on nexus that involve crawling are for sneaking animations, if I make the slave a fighter and sneak myself they do the crawling but only while sneaking

 

Edit: after some more testing (I piggybacked off of Yuriana mod and set the faction requirements on OAR to be DOM's instead) it seems that the issue is the slaves do not get prompted to sneak by the WalkingOnFours faction, if I make them sneak manually, they crawl. and if they are sneaking the animation works

Edited by mjonilr
Posted
29 minutes ago, mjonilr said:

the issue I'm running into right now is that all three mods I found on nexus that involve crawling are for sneaking animations, if I make the slave a fighter and sneak myself they do the crawling but only while sneaking

 

Edit: after some more testing (I piggybacked off of Yuriana mod and set the faction requirements on OAR to be DOM's instead) it seems that the issue is the slaves do not get prompted to sneak by the WalkingOnFours faction, if I make them sneak manually, they crawl. and if they are sneaking the animation works

Yes, that's why you need to adapt these mods to the walking part on top of the sneaking part. That is copy paste all animations to the walking animations and there are a lot. 

 

Best is to wait for me to come up with a solution. I need a mod to start from though. Do you think Yuriana's is the best to use?

Posted
9 hours ago, TrollAutokill said:

Yes, that's why you need to adapt these mods to the walking part on top of the sneaking part. That is copy paste all animations to the walking animations and there are a lot. 

 

Best is to wait for me to come up with a solution. I need a mod to start from though. Do you think Yuriana's is the best to use?

I'm not sure how Yuriana works myself, but I do know that what it does is it makes the crawling faction also force the NPC to sneak, and all of the crawling animations (from Yuriana to the 3 on nexus) seem to assume you are sneaking, maybe that is the only remaining step. But again, I have 0 CK experience, it's just what I observed from testing and messing around

Posted (edited)
1 hour ago, mjonilr said:

I'm not sure how Yuriana works myself, but I do know that what it does is it makes the crawling faction also force the NPC to sneak, and all of the crawling animations (from Yuriana to the 3 on nexus) seem to assume you are sneaking, maybe that is the only remaining step. But again, I have 0 CK experience, it's just what I observed from testing and messing around

Ok I found an old crawling animation, I will use it in next update. I think there was a catwalk animation also. I can't seem to remember if they were on LL or Nexus.

 

Also my old laptop screen is close to the end of its life and flickering like crazy. That explains me taking a break from modding. Good news are I found an external screen, so I will go back to DOM and post an update hopefully before the end of the week. 

Edited by TrollAutokill
Posted
On 7/21/2025 at 7:34 AM, verydarknut said:

 

To quote my bug report from the discord:

"Regarding Fellglow Slavecamp: I installed pahe and unpacked their bsa and deleted everything except meshes and textures. I too get a crash when coming near Fellglow Slavecamp. The crash reports (got 2 near identical) points to record 00042FB5. I looked in xedit, found it's a placed object RockCliff03 that is flagged as 'deleted' in slavecamp esp. In the same cell there is also 000D3EE4, a placed tree, flagged as 'deleted'. I removed the flag and moved them below the map. Crash fixed. Dunno why 'delete' flag causes crash"

I suppose until we get an official fix this would be the easiest fix. Simply remove the deleted flag and subtract 100 from their Z-coordinate on records 00042FB5 and 000D3EE4, either changing paradise_halls_fellglow_slave_camp.esp or as a overwrite

 

 

You are a hero in my eyes. I thought it was something else in my load order so I have been suffering through this for awhile. Thank you for solving this issue for me!

 

Posted (edited)
10 hours ago, Fraying9981 said:

 

This one is also used in SE for 

 

https://www.nexusmods.com/skyrim/mods/33097

and it's been working well on my SE install

Yes, I believe that's the one I am using. I mixed the two (on4 and catwalk), one for walking and one for sneaking, and to add variety in the different idles. It does look good.

 

I still have to push back new version to the beginning of next week, as I am still fighting with the handling of walking with cuffs/yoke/armbinder.

Edited by TrollAutokill
Posted (edited)

is there a way to transform captured npcs into essential npcs?

I tried clearing factions and cloning already.

 

in my MCM I hve the following settings:

rename cloned npcs: disabled

clone unique npc: disabled

clone spawned npcs: enabled

 

@TrollAutokill I'm asking because I'm working on integrating DOM to SkyrimNet, the AI mod that LLMifies every actor. The DOM factions are perfect, for unique characters I can simply import them to automatically populate bios, mood etc.

But for captured bandits the factions are simply not populated correctly in SkyrimNet, though they are visible in the console and DOM works fine.

So yeah just wondering if there was a way to make them unique so they work with SkyrimNet, or if I should just give up on them.

Edited by Fraying9981
Posted
34 minutes ago, Fraying9981 said:

is there a way to transform captured npcs into essential npcs?

I tried clearing factions and cloning already

should be a option  for essential, I believe it is in the NPC on the list of slaves, you can also have it do it auto by turning on the option is debug, be carful, I have has creatures NPCs become immortal until I turned that off

Posted
56 minutes ago, Fraying9981 said:

is there a way to transform captured npcs into essential npcs?

I tried clearing factions and cloning already.

 

in my MCM I hve the following settings:

rename cloned npcs: disabled

clone unique npc: disabled

clone spawned npcs: enabled

 

@TrollAutokill I'm asking because I'm working on integrating DOM to SkyrimNet, the AI mod that LLMifies every actor. The DOM factions are perfect, for unique characters I can simply import them to automatically populate bios, mood etc.

But for captured bandits the factions are simply not populated correctly in SkyrimNet, though they are visible in the console and DOM works fine.

So yeah just wondering if there was a way to make them unique so they work with SkyrimNet, or if I should just give up on them.

it worked for me back when I used skyrimnet, I just brought them to a secluded space and searched for nearby entities, that should give you an idea of who's who, and then you just favorite them so you don't lose who they are, maybe give them a bio too so they stand out when you choose their character so you can remember who they are despite the system name being something like "bandit chief" or some shit. it unfortunately cannot be changed, they will always have the name they come with at skyrimnet, but that does not disable the possibility of giving them AI power, it just makes it somewhat harder. they do get an unique UUID so they are completely separate from every other bandit sharing the same name however

Posted
23 minutes ago, tonitrulupus said:

should be a option  for essential, I believe it is in the NPC on the list of slaves, you can also have it do it auto by turning on the option is debug, be carful, I have has creatures NPCs become immortal until I turned that off

 

thanks I was referring to unique not essential. 

I don't care if they are killed, I just care that their factions stick on them so I can use them in Skyrimnet.

Please correct me if I'm wrong, but I think essential is a different concept = npc cannot be killed

Posted
3 minutes ago, mjonilr said:

it worked for me back when I used skyrimnet, I just brought them to a secluded space and searched for nearby entities, that should give you an idea of who's who, and then you just favorite them so you don't lose who they are, maybe give them a bio too so they stand out when you choose their character so you can remember who they are despite the system name being something like "bandit chief" or some shit. it unfortunately cannot be changed, they will always have the name they come with at skyrimnet, but that does not disable the possibility of giving them AI power, it just makes it somewhat harder. they do get an unique UUID so they are completely separate from every other bandit sharing the same name however

 

thanks.

 

can you check if these characters have factions in the actor tab of Skyrimnet UI?

In mine they don't. They only have one faction "banditfaction". All of my captured bandits are like this.

 

image.png.9aa80210a86ba666cee634efd187edb7.png

Posted
4 minutes ago, Fraying9981 said:

 

thanks I was referring to unique not essential. 

I don't care if they are killed, I just care that their factions stick on them so I can use them in Skyrimnet.

Please correct me if I'm wrong, but I think essential is a different concept = npc cannot be killed

Making an NPC a unique is done at creating or through 1 of 2 ways, CK or xedit, if its a general NPC the game generates, I don't think there is a way for can change those, troll or a random may know or any one else that mods. 

 

Essential makes any NPC immortals or cant be killed,  unique is making them one of a kind, any of the quest givers would be unique NPCs, and unique can be killed, all you house carls are unique, but are only protected, this mean, you can kill then but no one else can.

Posted
2 hours ago, tonitrulupus said:

Making an NPC a unique is done at creating or through 1 of 2 ways, CK or xedit, if its a general NPC the game generates, I don't think there is a way for can change those, troll or a random may know or any one else that mods. 

 

Essential makes any NPC immortals or cant be killed,  unique is making them one of a kind, any of the quest givers would be unique NPCs, and unique can be killed, all you house carls are unique, but are only protected, this mean, you can kill then but no one else can.

yep, that. can't make them unique as far as I know, you kinda have to roll on headcanon (and maybe the renamer mod/DoM's inbuilt renamer) and deal with it, not much that can be done from either side, it's kind of a skyrimnet limitation that I don't think there is a fix for

Posted
58 minutes ago, mjonilr said:

yep, that. can't make them unique as far as I know, you kinda have to roll on headcanon (and maybe the renamer mod/DoM's inbuilt renamer) and deal with it, not much that can be done from either side, it's kind of a skyrimnet limitation that I don't think there is a fix for

don't really think its something to fix, its just the way its designed. I believe that's why the made the protect and essential, so you could have an average NPC from the world not die.

Posted
5 hours ago, Fraying9981 said:

thanks @mjonilr @tonitrulupus for the clarification.

 

The way DOM is going around it, is saving actor information with Name+BaseActorFormID. But you can also get the object ID as this one is always unique for references (actors are references) in game.

 

The later being a problem if you start a new game, because objects IDs will be shuffled. So I recommend the first solution Name+BaseID.

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