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Posted
6 hours ago, DonQuiWho said:

 

@TrollAutokill

 

 

I see this too.  Are there specific levels that slaves need to be trained to for the AYGAS sales dialogue to appear.  In my 2 current developing games, one as a male player and one as a female player, I've been able to sell whores to innkeepers, but nothing to anyone else

 

 

Yep.  Completely unasked.  Think that was also what one of the others was saying in their query about this upthread.  Might it just be possible to have a toggle so that those of us who don't want DOM's inbuilt restraints can switch them 'off' and use our own?  Appreciate that might mess up your 'kinks' haandling etc but, TBH, I have never opened a slave's diary to look at it's current emotional state, as all I'm trying to do is train, and then sell, the errant Fem NPC populace for the carnal enjoyment of the Male NPC population.  Obviously, you're not doing all of this for an audience of 1, but would a 'DOM restraint' 'OFF switch' screw up too much else to be feasible?

 

And thanks for all of this.  It really is appreciated

 

DQW

to me i noticed if i ask enough npcs with a slave somewhat trained i found a buyer. but yeah it can take a while as many npcs just dont even have the dialog, or do but are  not interested. 

Posted
13 minutes ago, natybs said:

to me i noticed if i ask enough npcs with a slave somewhat trained i found a buyer. but yeah it can take a while as many npcs just dont even have the dialog, or do but are  not interested. 

Actually I believe there is another factor to take into account and that's the level of slavery in the city. The more slaves you sell the easier it will be.

Posted
2 hours ago, TrollAutokill said:

Actually I believe there is another factor to take into account and that's the level of slavery in the city. The more slaves you sell the easier it will be.

 

Thanks!  I'd completely forgotten that!  Product of advancing years .... 🫢

 

On further reflection, I think you have to ask the guards if slavery is common.  Just looking at it again, they respond 'What do you take us for?'  

 

I forsee a hunt for hold guards to shout at and bore to death ... 😮

 

DQW 🤣

Posted (edited)
12 hours ago, TrollAutokill said:

That. 

 

I am back on HSH for now. AYGAS will come later.

 

Sounds like the perfect moment for me on more experimenting with HSH while you're focusing on it.

 

 

I have found a few issues in the previous LL version (7.10.1a), some I could still use some more time to figure out if it's something consistent or not.

 

  • All fours animation isn't working and Wait or Stand here does not have an All fours option. I know this is being looked into but I wanted to help confirm its persisting to me too.
    All of The previously added OAR/DAR cuffs following option animations that were not working for me back in May when my laptop got damaged are working now.
     
  • While the Order To command is missing on a HSH slave transferred back has already been mentioned. Bagging options go missing as well.
    I need to fiddle with this more, but these slaves also have a default untie option, which when selecting, bags them without spawning a bag.
    DoM's Summon burlap sack MCM option on the slave lets me get them back but the untie option > bagless bagging still persists.
    Not sure if its related to if the slave was tied up or not prior transferring back to DoM.
     
  • I think this is an issue with both different mods adding slavetats at the exact same time, but after a Rape on a DoM slave and RapeTats tries to apply a Tat AND the slave has a Status change with DocClox Tats active (Enslaved, bewitched, demeaned, untamed etc). DocClox's Tats will fail to apply the new status tat and no longer work. Trying to reapply Status Tats via the wheel doesn't work either.
    I have found a fix though. Going into SlaveTats MCM, selecting the affected slave, and then removing all non DoM body tats (DoM tats I assume are listed as external in the SlaveTats MCM as these are un-selectable) will fix them but ONLY on the next Slave Status change. Again, the wheel Status option doesn't help
    The DocClox Slave Status tats are also lost and unrecoverable after a HSH transfer, even if you transfer back. I haven't tried the Slave Tat MCM method > Status change yet as all my HSH transferred slave stats are pretty capped out. Hope to see the DocClox slave tats persist and work in HSH
     
  • Broken > Trauma > Inlove/loyal eligibilities are still whacked out on HSH transfers, but it's different this time.
    The inlove/loyal eligibility is fixed this time and slaves are no longer always eligible for inlove/loyal on an HSH>DoM transfer back. 
    edit: After some json readings on slaves between transfers, I think I know the issue. Trauma is resetting back to 0 on slaves during transfers. Slaves have to be rebroken after transfer (regardless of where) in order for Trauma to start building up again (which is back at 0).
    I'm assuming slaves lose their inlove/loyal eligibility between transfers as well since its trauma related.
     
  • This might be a sole issue with HSH, but I get issues trying to setup automatic training in a house camp. There is either a long delay before it gets setup or some of the other non-training commands given to the Taskmistress stops it, which can be annoying as the Taskmistress will be all up in your ass unless given a different command after setting or resuming training scheduling.
    The Taskmistress will even follow you out of the cell and get stuck or not return home unless you manually teleport/summon them.

 

 

 

edit: Well shoot, I plum forgot I think I read you added a feature not too long ago that DoM Slavers well deposit their slaves in a HSH Home if their Base Camp is set to that HSH Home cell and you tell them to go back to said HSH home for guarding. TYSM, Been waiting ages for that. Do they come back to you after depositing? I'll see if maybe i got a little extra time to fiddle with it tonight

Edited by McLovin3
Posted
On 10/13/2025 at 11:13 PM, TrollAutokill said:

DOM 7.10.5 is out. I finally found what was wrong in previous 7.10.x. Thanks to @natybs @crazymango54 @Coom Nation and others for the help in hunting down this nasty "bug".

 

  • Corrected wrong packaging of DOM_Core script.
  • Corrected attempt to restore HSH mines before quest was even started.

 

Upload in progress or see my patreon because LL is stalling at 88% for me right now.

The animation for walk on 4 is finally working properly.
However, it seems the slave still stands up during sprint, and this animation pack doesn't appear to have overridden the sprint animation.

Posted

I love this mod, it's great. 

I found that with AYGAS/HSH/TDF I had significant bugs and issues, freezes in solitude, crashes around the hunter inn, missing interior door, etc.

 

I also noticed that those don't tend to do very much that you can't just already do with DOM.

 

Can you just integrate the ability to sell and prostitute slaves, and the homestuff into dom? Not a critique, just seemed like a ton of overhead and passing between frameworks for one or two extra features.

Posted
5 minutes ago, Revdrsyn said:

I love this mod, it's great. 

I found that with AYGAS/HSH/TDF I had significant bugs and issues, freezes in solitude, crashes around the hunter inn, missing interior door, etc.

 

I also noticed that those don't tend to do very much that you can't just already do with DOM.

 

Can you just integrate the ability to sell and prostitute slaves, and the homestuff into dom? Not a critique, just seemed like a ton of overhead and passing between frameworks for one or two extra features.

your confusing what those mods do. while dome does some of whtat they do they go into much more detail than dom does. 
your issue sound like the  usual new modder issue of bad load order and poor mod selection. take and install the crash log mod and come back with logs then you can say its those nods causing it to crash. freezzes can be caused by literaly anything and ther eis no current way to track down a mod freeze but for if it happens at same spot under same sutations.

Posted
5 hours ago, McLovin3 said:

 

edit: Well shoot, I plum forgot I think I read you added a feature not too long ago that DoM Slavers well deposit their slaves in a HSH Home if their Base Camp is set to that HSH Home cell and you tell them to go back to said HSH home for guarding. TYSM, Been waiting ages for that. Do they come back to you after depositing? I'll see if maybe i got a little extra time to fiddle with it tonight

 

only had time to do a quick test and saw some oddities.

While the slaver does attempt to deposit the slaves in a HSH home when using the slaver wheel to command them to go to base and guard.

DoM attempts to make every HSH slave in that house, including the taskmistress, target the guard slaver. And the slaver thinks it is handling all of them.

Other oddities is I have dialogue options to assign HSH slaves, that didn't get assigned to that guard slaver, to her.

Ones that didn't get assigned were fine in training schedules so far, and there was an original assigned slave to the slaver that straggled and didn't get deposited to the HSH cell and one that was stuck outside the cell thinking it was the HSH cell.

I should Probably do better areas for testing. My quick test was in Windhelm, outside Filthy Hertiage's dungeon as the HSH Home cell (on a fresh Load so the HSH is not loaded)

Future simple tests will probably be outisde Windhelm with neither windhelm or the Slaver dungeon loaded yet.

Might grab some logs next time, DoM was firing off quite a bit during all of this.

Posted (edited)
2 hours ago, McLovin3 said:

 

only had time to do a quick test and saw some oddities.

While the slaver does attempt to deposit the slaves in a HSH home when using the slaver wheel to command them to go to base and guard.

DoM attempts to make every HSH slave in that house, including the taskmistress, target the guard slaver. And the slaver thinks it is handling all of them.

Other oddities is I have dialogue options to assign HSH slaves, that didn't get assigned to that guard slaver, to her.

Ones that didn't get assigned were fine in training schedules so far, and there was an original assigned slave to the slaver that straggled and didn't get deposited to the HSH cell and one that was stuck outside the cell thinking it was the HSH cell.

I should Probably do better areas for testing. My quick test was in Windhelm, outside Filthy Hertiage's dungeon as the HSH Home cell (on a fresh Load so the HSH is not loaded)

Future simple tests will probably be outisde Windhelm with neither windhelm or the Slaver dungeon loaded yet.

Might grab some logs next time, DoM was firing off quite a bit during all of this.

If a slaver is assigned to guard an HSH camp/home he/she will get all slaves in there as trainees. That's how it should be. But yes obviously, the taskmistress should be excluded.

 

I add that to my to-do list together with the slaver take slaves to camp and comes back to player when done.

Edited by TrollAutokill
Posted
8 hours ago, TrollAutokill said:

If a slaver is assigned to guard an HSH camp/home he/she will get all slaves in there as trainees. That's how it should be. But yes obviously, the taskmistress should be excluded

 

So this is already implemented?

Posted (edited)
1 hour ago, Fraying9981 said:

 

So this is already implemented?

HSH has an option to assign a follower to guard a camp or house. DOM extends that option to slavers. With the difference that the slaver's trainees will be automatically added to HSH and all slaves in HSH will be added to the slaver's trainee list.

Edited by TrollAutokill
Posted
3 hours ago, TrollAutokill said:

HSH has an option to assign a follower to guard a camp or house. DOM extends that option to slavers. With the difference that the slaver's trainees will be automatically added to HSH and all slaves in HSH will be added to the slaver's trainee list.

 

Thats rock solid!

I noticed transferring from dom to hsh can take 30 seconds.

So if the trainer is set to guard then does it do a batch transfer that is quicker?

Posted
19 hours ago, Revdrsyn said:

I found that with AYGAS/HSH/TDF I had significant bugs and issues, freezes in solitude, crashes around the hunter inn, missing interior door, etc.

 

I also noticed that those don't tend to do very much that you can't just already do with DOM.

 

Can you just integrate the ability to sell and prostitute slaves, and the homestuff into dom? Not a critique, just seemed like a ton of overhead and passing between frameworks for one or two extra features.

I can't speak to crashes, that's probably some kind of conflict, but the missing interior door is just an actual error in that room that no one ever bothered to fix, so not a bug unique to you but still a bug of sorts.

 

And yes, DOM already allows for training, which is the main allure of HSH, and it allows for whoring out the slaves (without charging) which, if it allowed you to make money from it, would cover the main allure of TDF. DOM doesn't really have anything in the way of selling slaves, which is the main allure of AYGAS, but Enthralled seems to be going in that direction more-or-less.

 

It would be nice for a barebones version of each feature within DOM itself, and then players can go get the more involved mods if they want the extra features such as HSH homestuff, AYGAS slavery levels, and TDF skill progression. So in short, I agree.

 

 

Posted

HSH and DOM training are 2 differnt things.
HSH training is auto once you put them in if setup right they  auto swap between training the different skills. they also SANDBOX around the place.
DOM they stand there and train train trian train the same 1 skill forever. then yu have to manualy tell them to swap traning. 

dom=basic system
HSH more advanced system.

1 hour ago, crazymango54 said:

I can't speak to crashes, that's probably some kind of conflict, but the missing interior door is just an actual error in that room that no one ever bothered to fix, so not a bug unique to you but still a bug of sorts.

 

And yes, DOM already allows for training, which is the main allure of HSH, and it allows for whoring out the slaves (without charging) which, if it allowed you to make money from it, would cover the main allure of TDF. DOM doesn't really have anything in the way of selling slaves, which is the main allure of AYGAS, but Enthralled seems to be going in that direction more-or-less.

 

It would be nice for a barebones version of each feature within DOM itself, and then players can go get the more involved mods if they want the extra features such as HSH homestuff, AYGAS slavery levels, and TDF skill progression. So in short, I agree.

 

 

 

Posted

just to ask will the HSH and AYGAS mods get a DOM workover? i know they are allready intergrated into them but im jw like if i should wait doing the HSH quests. even if i check off make questline optional in HSH the mines wont buy slaves, only can auction them and buy the house and camp tokens

Posted
6 hours ago, Fraying9981 said:

 

Thats rock solid!

I noticed transferring from dom to hsh can take 30 seconds.

So if the trainer is set to guard then does it do a batch transfer that is quicker?

There is no batch transfer. It is slow to avoid assigning two slaves to the same reference alias. So it will do them one by one.

Posted
1 hour ago, natybs said:

just to ask will the HSH and AYGAS mods get a DOM workover? i know they are allready intergrated into them but im jw like if i should wait doing the HSH quests. even if i check off make questline optional in HSH the mines wont buy slaves, only can auction them and buy the house and camp tokens

It's WIP. 

 

HSH mines should be working if started through one of the jarls. Kidnapping quest and Hunter's are not tested yet. 

 

AYGAS is mostly untested.

Posted
1 hour ago, TrollAutokill said:

It's WIP. 

 

HSH mines should be working if started through one of the jarls. Kidnapping quest and Hunter's are not tested yet. 

 

AYGAS is mostly untested.

how do i start the mines through the jarls? i dont see a dialog option for them

Posted
19 hours ago, TrollAutokill said:

If a slaver is assigned to guard an HSH camp/home he/she will get all slaves in there as trainees. That's how it should be. But yes obviously, the taskmistress should be excluded.

 

I'm just really surprised at that, since this sounds this could be exploitable to break the 4 slaves max per slaver limit or could maybe mess up a few things.

Like say have the slaver back to following you will make her still-in-HSH slaves follow out of the HSH home cell.

I backed out on experimenting with the DoM Slaver guard HSH after that cause I feared I might perma break something HSH related on my current save.

 

Guess I'll have to pass on that feature till a better Slaver HSH depositing comes because I don't wish to mess up my HSH schedule training just for that.

 

 

 

4 hours ago, sidfu1 said:

HSH and DOM training are 2 differnt things.
HSH training is auto once you put them in if setup right they  auto swap between training the different skills. they also SANDBOX around the place.
DOM they stand there and train train trian train the same 1 skill forever. then yu have to manualy tell them to swap traning. 

dom=basic system
HSH more advanced system.

 

 

 

They both have their pros and cons and could synch really well with each other if done right.

Like I noticed with my recent HSH setup of a decent sized population of highly trained slaves training each other, mood swings happened often between them. Great for breaking and brainwashing

But since slaves in HSH need to be adequately trained to do stuff in there and the training rate on slaves in there is low, that's where DoM slaver training comes in

(I'm assuming because the DoM MCM Slaver training multiplier doesn't affect slave training in HSH. Whether intentional or not, I am perfectly fine with that)

Get your main slave trained enough to be a slaver, have them and you DoM train the others and by the time they are ready to be HSH trainers, your Slavers would be good enough as the taskmistress or head trainers ready for you to take the next step as you do the breaking and brainwashing in your HSH home.

 

 

I really want to try to further test this out with a setup of poor trained slaves to further confirm HSH schedule training as a great way for breaking and brainwashing.

I've had to use Summon Nasty Critters and have them rape non-stop with the slaves wearing slave gear like cuffs plugs and the like as a fast way to build up kinks, orgasms and mood changes.

And while acting like a monster/tentacle mind break hentai of ruining your slaves' bodies while filling them up again and again till they beg for it has its own charm, It's not for everyone, it can get tiring to even the hardcore kinky lovers, and having too much of this going on at once can mess up your NPC pregnancy mods. (Could be my old SGO4IF of multiple pregnancies per female, maybe I might switch to that new Intergration Fork of an Integration Fork of strictly single only pregnancies if it gets more stable and gets some better features like Auto Milk from Orgasms and see how it handles mass pregnancies going off frequently)

edit: I suppose there is setting Sexlab Match Creature genders and sticking to female creatures like Flame Atronachs but these scenes are quite few and can tend to the animations of your untrained slave dominating the creature

 

 

I guess a real big challenge coming up on the HSH (and AYGAS since it uses the same type of stuff) side of updating DoM will be the Auctions.

I still remember loads of problems with most of my previous attempts over the later years trying them, and I could never tell if these issues were a mod conflict, something a key Skyrim mod broke over the years of improvements to Skyrim modding like PapyrusUtil, JContainters etc. or something Musje could never be able to fix.

So I'm a bit worried there'll be loads of problems or different kinds of attempts at handling this and everyone reporting all different kinds of weirdness or even be unable to get this fixed properly 

Even when Auctions worked flawlessly, it has its problems like the opportunities for these auctions are slow and picky on the time you have to be there, but it was a great way to blow all your money on something more worthwhile with your growing slave empire

@a_random_user's work on Enthralled is amazing and all but when it comes to high/VIP like spending on buying highly trained slaves, the slaves are pulled from a special list of Unique NPCs that are limited. And while there are ways to use SPID settings to add more Unique NPCs of your choice to this list, regardless, the high-quality water well will eventually run out. And while there's the jail system of buying slaves for those into an endless amount of Non-unique NPC slaves, their training is only light.

There're no high/VIP options for buying Non-uniques in Enthralled as of yet.

And then when it comes to the high/VIP trained slave generation rate between Enthralled and HSH/AYGAS, Enthralled is good, but not great, on improvement

Entrhalled currently has 3 highly trained slaves sold a day: 1 for each of the 3 new high profile slave sellers, you also got travel distance as a factor here as well since they are in the docks of Windhelm, Raven Rock and Solitude).

Whereas in HSH/AYGAS, once enabled, HSH's Restless Hunter generates 1 buyable slave a day, and needs 3 for an auction. While a AYGAS auction, on average from my experience, has 3 slaves once a week in a random town/city that has slavery accepted (Slavery acceptance can be set to all at max via AYGAS MCM). And then Travel distance is a much bigger factor here since you have to make it to these auctions before noon or midnight (midnight for Restless Hunter Auctions, noon for the AYGAS city Auctions).

So even with all of the mentioned mods and you wanting to be more focused on buying expensive slaves for your expensive harem or are legitimately trying to get as many taskmistresses, slavers and trainers ASAP, you're high-quality slave count and money burn will be a bit sluggish

 

 

Well I guess I should stop rambling.

Even if no ones wishes to respond to anything, my babblings should at least help new and aspiring Player Slavers with tricks, or how all the current mods are going

Posted
2 hours ago, McLovin3 said:

I'm just really surprised at that, since this sounds this could be exploitable to break the 4 slaves max per slaver limit or could maybe mess up a few things.

Like say have the slaver back to following you will make her still-in-HSH slaves follow out of the HSH home cell.

I backed out on experimenting with the DoM Slaver guard HSH after that cause I feared I might perma break something HSH related on my current save.

Max limit of trainees is 128 (but that's hidden).

Taking slavers out of guard duty should make them abandon all their trainees in the HSH cell.

 

For the moment the only problem I ran with this feature is taking a slave out of the cell with the slaver just starting to sex/whip her. It was fixed with 7.10. 

 

Also more an annoyance than a real bug, is sometimes slavers are so busy training slaves it's hard to get their attention.

 

Posted
1 hour ago, McLovin3 said:

Well I guess I should stop rambling.

Even if no ones wishes to respond to anything, my babblings should at least help new and aspiring Player Slavers with tricks, or how all the current mods are going

 

Nice ramble!  Lots of sensible stuff there

 

FWIW, I never had any problem with the HSH and AYGAS auctions, when used with PAHE.  The main issue was the need to make certain that the player was there at specific times 

 

What could hopefully revolutionise the AYGAS component, when TAK gets to it on his worklist, might be things like 

 

1 - giving the ability to the player to more easily sell slaves to the general populace.  That's a bit hit and  miss at the moment

 

2 - continuing(?) to let the player send THEIR OWN slaves into the world with the present - or similar but improved - AYGAS type capabilities.  eg I have had my female Ulfrika, after her Civil War defeat,  bound and plugged, with or without a ring-gag, and then sent to wander through Solitude, offering to suck the lollipops of every passing male Imperial, that being the only way left to her in which she can earn a few septims for me

 

3 - hopefully, developing the 'sales to other NPCs' component - as the original mod author always said was plannned - in such a way as to have the purchaser take their newly trained passionate pet away and then, as opposed to the current ending where they just wander around behind as if on a lead, let the buyers then be seen to be getting some ongoing enjoyment of their new acquisitions' charms and skills.  (TAK is probably sick of this, but the idea of having Embry buy a well trained Camilla Valerius and then flaunt her skills of passion up and down the streets of Riverwood and in The Sleeping Giant, to put the noses of both Sven and Faendal out of joint, would be the ultimate piece of hilarity)  

 

DQW

Posted
10 hours ago, TrollAutokill said:

There is no batch transfer. It is slow to avoid assigning two slaves to the same reference alias. So it will do them one by one.

 

Thanks @TrollAutokill

 

Also, how do you assign hexaco scores for npcs?

- do you assume normal distribution with mean =50? Or is it completely random

- do you implement a gender bias on certain hexaco values?

- are some hexaco values hardcoded for key npcs? For example ulfric cant be submissive

Posted (edited)
57 minutes ago, Fraying9981 said:

 

Thanks @TrollAutokill

 

Also, how do you assign hexaco scores for npcs?

- do you assume normal distribution with mean =50? Or is it completely random

- do you implement a gender bias on certain hexaco values?

- are some hexaco values hardcoded for key npcs? For example ulfric cant be submissive

Hexaco bonus and Malus are defined in the Personality JSON file. Look under SKSE/Plugins/DiaryOfMine.

 

The distribution uses a 3 dices roll to simulate a normal distribution. Bonus and Malus are applied in the same way.

 

Fixed values can be set in actors files. Use spell or MCM actors list to generate it. It will be put in a subdirectory with the name of the player.

 

Edit at will and use spell or MCM to read it back. Or put it in the main SKSE/Plugins/DiaryOfMine directory for use in all new games.

Edited by TrollAutokill
Posted

Coming back to this mod after a while, seeing that ostim can be run with it as a soft dependency. Just wanted to ask if anyone runs both sexlab and ostim at the same time with DoM and if they can be run alongside each other?

Posted (edited)
20 minutes ago, whooptyscoop said:

Coming back to this mod after a while, seeing that ostim can be run with it as a soft dependency. Just wanted to ask if anyone runs both sexlab and ostim at the same time with DoM and if they can be run alongside each other?

i think you can but one will override the other to an extent

but i don't use ostim so i don't know

Edited by natybs

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