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Posted
3 hours ago, TrollAutokill said:

DOM 7.10.6 is out. It is a development version with focus on HSH and DOM configuration files.

 

  • HSH:
    • Corrected HSH slaves mood being stuck to afraid. I didn't come up with a reset loop so you'll need to reset them by hand one by one for now (use the 'K' key on them).
    • Completely untested: Set slaver camp near an HSH cell, give them trainees tell them to escort trainees to camp and come back to you. If no HSH cell is found the trainees will be tied up and left alone.
    • Added different choices to the "You're going to stay here a while" dialogue.
      •  Normal stay in HSH cell dialogue
      •  Force stay in cell even if cell was not found.
      •  Go back home. Go to last HSH cell the actor was in.
  • DOM:
    • Added a warning message at new game to save and reload after initialization is finished.
    • Added Walk On Four option to travel and guard modes
    • Added JSON files for animations, punishments, praises and kinks definitions.

 

So let me get my Q's out before heading to work 

Was the Transfer Trauma issue fixed in this? Just asking. Still unsure about all of this. Like I recently gotten a few natural inlove from trauma slaves transferred between hsh and dom fine that still had their inlove state and supposed kept trauma count (did not check their jsons yet). And i don't think it's a round down on the trauma transfer as I'm sure I had some trauma building slaves above 1 during a transfer that lost it.

 

As for the HSH cell depositing, it may be a bit. I've been testing out how much slaves my pc and hsh and dom can handle and i feel that may make the depositing a bit difficult as I am starting to get some nasty script lag (currently about 40 in HSH, and 40 in DoM). And I think I can do better on handling this as I believe the scripts are constantly firing from all the stuff the scheduled training HSH slaves are doing while they are all wearing plugs and collars triggering teases and kinks

 

With the Going to stay here > Go back home, does the not slaver Slave deposit themselves in the hsh cell if found like the new untested escort deposit? Might be an extra idea there.

 

I've been thinking a few ideas on HSH improvement (mostly DoM related stuff for it), so I might post some later.

Like say Taskmistresses Call assembly, that could use some DoM additions like call traumaed or inlove/loyal brainwashed. or text notifications that pops up saying its gathering slave X of total during a call assembly

Posted
13 hours ago, TrollAutokill said:

If you're u are using 7.10.5 the animations are defined in SKSE/Plugins/DiaryOfMine/Animations.json

 

You are very welcome to experiment and suggest new animations to add to or remove from the list. 

Thanks going to test the latest version.

Posted (edited)
1 hour ago, Coom Nation said:

In the FOMOD there is an "various patches" option, one of them is SLA, I suppose that's Sexlab Aroused? If I have Sexlab Aroused NG do I need to pick this patch?

No. But I doubt it's relevant since the script should have a different name in SLA NG.

1 hour ago, Coom Nation said:

And do I need Fellglow slave camp from PAH installed before choosing the DOM version? Or is it standalone?

You need to install it otherwise you'll miss the scripts. Let DOM overwrite it though.

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

Hello, just updated from 7.10.0a to 7.10.6 but now I have a problem with the HSH Dialogues. When I tell my Slaves "You stay here for a while" there is a new dialogue behind ("This is your new home" or something like hat). But when I tell them, nothing happen.

Could be I forgot to include the script. You should have the "no matter what" version, this one should be working.

Edited by TrollAutokill
Posted (edited)
13 hours ago, McLovin3 said:

 

So let me get my Q's out before heading to work 

Was the Transfer Trauma issue fixed in this? Just asking. Still unsure about all of this. Like I recently gotten a few natural inlove from trauma slaves transferred between hsh and dom fine that still had their inlove state and supposed kept trauma count (did not check their jsons yet). And i don't think it's a round down on the trauma transfer as I'm sure I had some trauma building slaves above 1 during a transfer that lost it.

Nope

13 hours ago, McLovin3 said:

As for the HSH cell depositing, it may be a bit. I've been testing out how much slaves my pc and hsh and dom can handle and i feel that may make the depositing a bit difficult as I am starting to get some nasty script lag (currently about 40 in HSH, and 40 in DoM). And I think I can do better on handling this as I believe the scripts are constantly firing from all the stuff the scheduled training HSH slaves are doing while they are all wearing plugs and collars triggering teases and kinks

My 12 year old PC never got slowed down by too much scripts, but then I don't have any fancy ENB or Shaders.

 

EDIT: Also try to turn off debug and verbose mode. Often many slaves will turn into too many I/O slowing down the scripts.

 

13 hours ago, McLovin3 said:

With the Going to stay here > Go back home, does the not slaver Slave deposit themselves in the hsh cell if found like the new untested escort deposit? Might be an extra idea there.

Go back home puts them immediately in their previous cell or gives a message if the cell is no more. Then they should start traveling to the cell. But that last part is a bit buggy right now as they don't seem to move.

 

13 hours ago, McLovin3 said:

I've been thinking a few ideas on HSH improvement (mostly DoM related stuff for it), so I might post some later.

Like say Taskmistresses Call assembly, that could use some DoM additions like call traumaed or inlove/loyal brainwashed. or text notifications that pops up saying its gathering slave X of total during a call assembly

Noted.

Edited by TrollAutokill
Posted

I searched a little bit,(sidenote anyone else only getting 4 pages of results for every search?) and couldn't find a way to permanently remove branding from a slave. I keep accidentally branding instead of marking them. I like it more subtle and having giant glowing bands kinda kills it for me. 

Posted

I have some other suggestions for this great mod.

 

1: Coerce non slaves allies, followers into stripping or posing for RP purposes even if your not going to make them a slave. If you do choose to enslave them later it will boost certain stats.

 

2. Slave wants, needs stat. Some example Slave wants jewelery, sex, freedom etc. You can set to completely ignore their wants in dialogue or use it to your advantage. Slave A wants to have fun with Slave B. (slave friendships integration). Slaver can give what they want or not accordingly which may or may not boost a statistic. Or slaver can say that they don't care about what the Slave wants. Eventually you could get a notification Slave 3 wants to suck masters cock. Slave C wants to fight/duel. Lots of potential with this system.

 

3. Gameplay challenges, sometimes the game is too easy right, sometimes sexlab is too easy aswell!? Rival Slavers. Rival Slavers can raid and steal your slaves from wherever you setup your base camp, this can happen whilst you are there and you can fight them off or it can happen by dice roll if you are somewhere else in the world.

 

Local law enforcement and other factions can also raid your operation depending on where you are in the world, even Rieklings may want to steal your property. This will give you some combat and adventure opportunity to get them back and then even set an example of the rival! The Rival slavers may steal your followers loyalty and could be potential skilled trainers or guards themselves, they may already have slaves of their own for you to take amongst the spoils, they can have DOM potions and gear as loot also. Your stolen slaves diarys will continue to be updated so you can see what happened.

 

4. Fight pits, set a location as a fight pit. Lots of RP opportunity.

 

5. Special, rare and unique slaves to be found. RNG or quest reward.

Posted (edited)
2 hours ago, nategaming said:

5. Special, rare and unique slaves to be found. RNG or quest reward.

 

Check out Enthralled, especially with the missives addon. There are a few slaves that have short backstories and/or interactions with each other. Using spid you could potentially use any npc from any mod as a random slave. 

Edited by shuman85
Posted

anyone else having issues with the rape option from the wheel not triggering ostim animations? it triggers from the dialogue option well enough but doesnt seem to work from the wheel, even when i have the option to prefer sexlab disabled. the sex option from the wheel works just fine

Posted
3 hours ago, shuman85 said:

 

Check out Enthralled, especially with the missives addon. There are a few slaves that have short backstories and/or interactions with each other. Using spid you could potentially use any npc from any mod as a random slave. 

That is a good mod for unique Slaves, I also use enemy 2 ally, in stead of killing them I capture, beside you can summon the follower and its like you have twins lol. They have their own IDs so it works rather well for unique Slaves

Posted
14 hours ago, TrollAutokill said:

DOM 7.10.6 is out. It is a development version with focus on HSH and DOM configuration files.

 

  • HSH:
    • Corrected HSH slaves mood being stuck to afraid. I didn't come up with a reset loop so you'll need to reset them by hand one by one for now (use the 'K' key on them).
    • Completely untested: Set slaver camp near an HSH cell, give them trainees tell them to escort trainees to camp and come back to you. If no HSH cell is found the trainees will be tied up and left alone.
    • Added different choices to the "You're going to stay here a while" dialogue.
      •  Normal stay in HSH cell dialogue
      •  Force stay in cell even if cell was not found.
      •  Go back home. Go to last HSH cell the actor was in.
  • DOM:
    • Added a warning message at new game to save and reload after initialization is finished.
    • Added Walk On Four option to travel and guard modes
    • Added JSON files for animations, punishments, praises and kinks definitions.

So now slaves will stay in walk on all four of I tell them to wait at a location or guard a HSH camp? 

Can I safely update by just deleting old version and install or do I need to move all slave the pahe first?

Posted (edited)
1 hour ago, natybs said:

So now slaves will stay in walk on all four of I tell them to wait at a location or guard a HSH camp? 

Slavers will walk on 4 to if you ask them, yes. Though some of them might say no. In that case enslave them and train them properly first.

 

1 hour ago, natybs said:

Can I safely update by just deleting old version and install or do I need to move all slave the pahe first?

It depends on your current version. If you're updating from DOM 7.x it should be fine. Any number below and you'll need to clean your save file with Resaver.

 

Same applies for AYGAS and HSH if you had the PAH version you'll need to clean it. If you had installed the DOM version from any DOM 7.x it's fine.

 

In any case PAH is a safe place, as it is not modified by DOM.

Edited by TrollAutokill
Posted (edited)
9 hours ago, nategaming said:

I have some other suggestions for this great mod.

 

1: Coerce non slaves allies, followers into stripping or posing for RP purposes even if your not going to make them a slave. If you do choose to enslave them later it will boost certain stats.

Already in but based on relationship rank only for the moment. Training level will also be taken into account soon. WIP.

 

9 hours ago, nategaming said:

2. Slave wants, needs stat. Some example Slave wants jewelery, sex, freedom etc. You can set to completely ignore their wants in dialogue or use it to your advantage. Slave A wants to have fun with Slave B. (slave friendships integration). Slaver can give what they want or not accordingly which may or may not boost a statistic. Or slaver can say that they don't care about what the Slave wants. Eventually you could get a notification Slave 3 wants to suck masters cock. Slave C wants to fight/duel. Lots of potential with this system.

They already have that from their personality traits. Some of them are greedy, sexual predators, rebels (or freedom fighters). Though I agree it could be extended with more proactive dialogues and actions from their side. WIP.

 

9 hours ago, nategaming said:

3. Gameplay challenges, sometimes the game is too easy right, sometimes sexlab is too easy aswell!? Rival Slavers. Rival Slavers can raid and steal your slaves from wherever you setup your base camp, this can happen whilst you are there and you can fight them off or it can happen by dice roll if you are somewhere else in the world.

Noted.

 

9 hours ago, nategaming said:

Local law enforcement and other factions can also raid your operation depending on where you are in the world, even Rieklings may want to steal your property. This will give you some combat and adventure opportunity to get them back and then even set an example of the rival! The Rival slavers may steal your followers loyalty and could be potential skilled trainers or guards themselves, they may already have slaves of their own for you to take amongst the spoils, they can have DOM potions and gear as loot also. Your stolen slaves diarys will continue to be updated so you can see what happened.

Noted.

 

9 hours ago, nategaming said:

4. Fight pits, set a location as a fight pit. Lots of RP opportunity.

AYGAS already has fight pits. 

 

9 hours ago, nategaming said:

5. Special, rare and unique slaves to be found. RNG or quest reward.

See Enthralled by @a_random_user

Edited by TrollAutokill
Posted
11 hours ago, shuman85 said:

I searched a little bit,(sidenote anyone else only getting 4 pages of results for every search?) and couldn't find a way to permanently remove branding from a slave. I keep accidentally branding instead of marking them. I like it more subtle and having giant glowing bands kinda kills it for me. 

On my todo list for next update.

Posted (edited)
3 hours ago, TrollAutokill said:

Slavers will walk on 4 to if you ask them, yes. Though some of them might say no. In that case enslave them and train them properly first.

 

It depends on your current version. If you're updating from DOM 7.x it should be fine. Any number below and you'll need to clean your save file with Resaver.

 

Same applies for AYGAS and HSH if you had the PAH version you'll need to clean it. If you had installed the DOM version from any DOM 7.x it's fine.

 

In any case PAH is a safe place, as it is not modified by DOM.

Have HSH or AYGAS been updated since 2023? I only see there old files on loverslab and patron unless I missed it on patreon?

Also jsut something I thought of can HSH trainers train skills like work and maid on there trainers and can DOM slavers train these skills. I know the minds train work but idk how to get them without doing the HSH quest 

Edited by natybs
Posted
1 hour ago, natybs said:

Have HSH or AYGAS been updated since 2023? I only see there old files on loverslab and patron unless I missed it on patreon?

Also jsut something I thought of can HSH trainers train skills like work and maid on there trainers and can DOM slavers train these skills. I know the minds train work but idk how to get them without doing the HSH quest 

Only way to train those is by doing it. But if they have a slaver around whipping them from time to time it will help as they will often be punished for being a bad worker.

Posted (edited)

Random idea, that's probably not original: If there is going to be any story for either this mod or enthralled (or even new mod!). I think it would be cool to incorporate the Ideal Masters. Maybe something along the lines of they've begun to influence certain individuals in skyrim (like Faerngar or Olava) and now have found a true prize: The dragonborn. At climax of the story dragonborn convinces one of the ideal masters to inhabit a physical body, hijinx ensue. Can't think of a better way to say that you are the best master in history, enslaving an ideal master. 

Edited by shuman85
Posted (edited)

latest version Mod is not working correctly, kissing is not working at all its teleporting me and my salve to bleakwind basin

1. But the pose "light" slaves don't equip torches in there hand when it's in there inventory. They are just holding empty hands in front when you tell them to pose for light.

2. Still when I tranfer slaves from hsh in order menu of salve "order to" option isn't present at first but when I tie and then untie the slave for that option to appear.

Thanks for the mod, love your work.

Edited by Draego
Posted
2 hours ago, Draego said:

latest version Mod is not working correctly, kissing is not working at all its teleporting me and my salve to bleakwind basin

Sexlab does that to my PC everyone in a while, they have stated to reset sexlab back to default let is reinstall and it normally fixes that issue, something similar may need to be done with DOM, I do not believe there is a reset for it. At least I don't remember one in this mod, but I could be remembering wrong. if there is a reset to "factory" I would suggest doing that, just do a new save before you do a reset

Posted (edited)
3 hours ago, Draego said:

latest version Mod is not working correctly, kissing is not working at all its teleporting me and my salve to bleakwind basin

Try to start the animation in third person mode. Teleporting above the giant camp in bleakwind bassin is a known Skyrim bug when in first person mode. 

 

 

3 hours ago, Draego said:

1. But the pose "light" slaves don't equip torches in there hand when it's in there inventory. They are just holding empty hands in front when you tell them to pose for light.

Thanks. I will check.

 

3 hours ago, Draego said:

2. Still when I tranfer slaves from hsh in order menu of salve "order to" option isn't present at first but when I tie and then untie the slave for that option to appear.

Thanks for the mod, love your work.

Thanks for the reminder I put it on my check list.

Edited by TrollAutokill
Posted (edited)

Hey folks!

 

Quick question: I'm getting crashes when trying to use the slap weapon. Searching the thread, I saw someone saying similar last year, but the answer there was that they were missing an animation from other mods that was going to be added to DOM directly in the next version, so I assume that's not the issue here.  Any thoughts?

 

I appreciate it!

 

Edit- I also am getting the "Teleport to giant camp" bug (Even in third person) when starting any scene outside, and inside, it mis-aligns the characters and teleports them down into the floor when a scene starts, if anyone has thoughts there too.

Edited by Sornas
Posted
On 10/20/2025 at 8:50 AM, whooptyscoop said:

 

Idk if this is the place to ask but im redoing my installation and wondering if im supposed to be running zaz 8+ and zap 9.2 at the same time as per the installation description. For clarification am i running both of these:

 

Use zaz 8+. The 9.2 version is LE only and is a modders resource that isn't used by any other mods afaik. 

Posted
2 hours ago, TrollAutokill said:

ry to start the animation in third person mode. Teleporting above the giant camp in bleakwind bassin is a known Skyrim bug when in first person mode. 

Didn't know that, thanks for the heads up

Posted
On 10/19/2025 at 3:28 PM, DonQuiWho said:

 

But Market Forces, man!  The demand is there, and we need to be able to meet it!  And we can make more if we fiddle the tariffs!

 

Anyway, we'll also run out of in game NPCs, unless someone creates the 'Wandering Slave Buyers' mod to place rich afficionados of feminine pulchritude and their seductive skills all round Skyrim.  Or maybe allow NPCs multiple purchases, where Embry could be owner of Camilla, Gerdur, and, once she's served her purpose, Delphine, all competing for his attention.  NB: I'm keeping Sigrid for myself,  😉

 

Maybe, as an alternative, players could become as if  Eastern Flesh Traders, selling to the Skyrim Slave Sales Kiosks run by ICE (Import/Export Callgirl Emporiums), through which we could sell our well trained whores to the gross, rich Armericans found across the Fatlantic.  And even buy back their used goods for retraining - a better outcome than their divorcing. or even burying, them 🤔

 

Or how about being able to create our own slave caravans for the player to lead and then sell their wares to some of the bandit camp mods?  Just shove the player and current followers into a friendly bandit faction whilst we are on a formal trade mission quest, so that we can be welcome to sell our wares there (Bane Master must have something like that in his Follower Slavery Mod to allow us to approach bandits to buy back the followers they captured through his version of 'Defeat', so it can't be impossible)

 

OK. that might be a long way off, but might be worth sticking at the bottom of the list of ideas 😜

 

Looking back. my SOH, and its accompanying allusions, have run away again, but there are a couple of more serious thoughts in there, which I'm sure you'll get

 

DQW

 

 

none unique are not able to buy slaves hence why  guards and such are not able to buy them.  if you see someoen who is not unqiue have a slave then soemthng is wrong as in city all those none unique should be blocked.
the only other time this may happen is when mods add npc that  go poof after they did their job. which IMO is uttery stupid to have a unique npc did that way as if they unqiue that means the save wil ALWAYS track their data.
the only way to fix that is for a check to be added for is3dloaded--> no---> i owner valid---> no and add save back to the pool if unque and if not destory them.
we could also get a json or even some other mod to add npc to new faction that is for not allowed to own slaves

Posted
3 hours ago, Sornas said:

Quick question: I'm getting crashes when trying to use the slap weapon. Searching the thread, I saw someone saying similar last year, but the answer there was that they were missing an animation from other mods that was going to be added to DOM directly in the next version, so I assume that's not the issue here.  Any thoughts?

The post you are referencing and the issue you have are two separate things. The slap weapon is different from the slap face animation, which has been added into the mod like the author mentioned.

 

For your issue, I have never experienced it, but the best thing to do is get to a point where you can recreate the issue on demand (if it happens every time this should be easy), then turn on Papyrus logging, toggle verbose logs in the DOM MCM, make it crash, and then post the log here. There are various tutorials on the internet on how to record and post logs if you have never done it before.

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