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Posted
On 5/28/2025 at 11:25 PM, TrollAutokill said:

What happens if you open DOM 7.7 with the CK make it the active plugin and try to compile and then open properties of DOM_Core in the DOM01 quest?

 

On 5/29/2025 at 12:34 AM, a_random_user said:

The same thing. Saving and compiling works, but opening the property window gives the same error message.

I also made sure that recompiling and saving the script did overwrite the .pex and the .psc files, and that DOM still worked afterwards.

 

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The only quest scripts from DOMv7.7 that I've found that don't do this are DOM_ZAD, UILIB_1, and the QF script from DOM03. The other quest scripts, as well as the alias scripts and TIF scripts that I've tested give the same problem.

 

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Thanks again for helping me look into this.

So I think I finally solved this. I'm writing this down in case anyone ever has the same problem. 

The Script Reload error Errors encountered when trying to reload the script, where you can't see any of the properties, but can open and compile the source can happen when you have the source .psc file installed, but the creation kit can't access the .pex file. For example, the .pex file might still be in a .bsa file.

This can be fixed by unpacking the bsa file.

 

In my case, it was SkyUI's ski_widgetbase.pex.

Oddly, I didn't get any warnings about this until I made DOM the active file. If you use Creation Kit Fixes like I do, you'll need to go to the file Skyrim64_test.ini and set AllowSaveESM=true.

Even with DOM as the active file, it was hidden between similar errors about Devious Devices, Slave Cart, Display Model and others, despite the fact that those mods are not needed to load the script and its properties.

 

Now why I could open the properties in DOM7.4, but not later versions is something I don't understand. And after 5 months of dealing with something that was fixed with 2 clicks I'm not sure I want to.

 

Posted
23 hours ago, TrollAutokill said:

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. 

 

 

 

even in third person i am getting teleported

Posted (edited)
20 hours ago, crazymango54 said:

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.

Good point, my bad for not including it to start. 

 

I included two here. Papyrus 1 was the first one, indicating that PAH wasn't starting. Not sure why, but I went into the MCM and manually started it, then tried again, which still crashed, adding Papyrus 0. 

 

As far as the misalignment and teleporting, I've read before that those are usually the result of sexlab not knowing where the correct position is for the actors, so it puts them to a central default location (Which is often in the floor inside, and the giant camp outside), so I wonder if an issue with PAH not loading up means that it isn't getting that info from PAH like it expects to? (edit- Some quick testing confirms that manually loading up PAH doesn't fix that issue, also added one more that shows the PAH issue in case it's helpful)

Papyrus.0.log Papyrus.1.log

Papyrus.2.log

Edited by Sornas
Posted

Hola TAK, I've been testing the latest update and everything seems fine. I really loved the idea of getting rid of the original PAH and HSH because with the other additions I was experiencing a lot of unnecessary clutter in the interface as well as in the dialogues. I think your mod is more than enough now. By the way, while training a new toy, I've come across a new form of interaction I hadn't experienced before. Every time a slave receives carnal treatment, they go into masturbation mode after each encounter, as if they've never known satiety. Haha

Spoiler

KUL7XpV.gif


Is this new or did it happen before? because I have not ordered her to masturbate. Also, their arousal levels are always at 100%, Does it have to do with the fact that she has reached the highest levels of training in carnal pleasure? although the arousal stuck levels are not a problem for me at all 🗿🤚

 

Anyway, you rock dude, I love your mod 😙👌

Posted
58 minutes ago, 深淵の神 said:

Hola TAK, I've been testing the latest update and everything seems fine. I really loved the idea of getting rid of the original PAH and HSH because with the other additions I was experiencing a lot of unnecessary clutter in the interface as well as in the dialogues. I think your mod is more than enough now. By the way, while training a new toy, I've come across a new form of interaction I hadn't experienced before. Every time a slave receives carnal treatment, they go into masturbation mode after each encounter, as if they've never known satiety. Haha

  Reveal hidden contents

KUL7XpV.gif


Is this new or did it happen before? because I have not ordered her to masturbate. Also, their arousal levels are always at 100%, Does it have to do with the fact that she has reached the highest levels of training in carnal pleasure? although the arousal stuck levels are not a problem for me at all 🗿🤚

 

Anyway, you rock dude, I love your mod 😙👌

neither pahe or HSH add clutter to the screen they have no ui elements.... you  are confused

Posted
1 hour ago, sidfu1 said:

neither pahe or HSH add clutter to the screen they have no ui elements.... you  are confused

 

Man, if you're the modder of the other mods, I'm sorry if I hurt feelings, but I know what I experienced in my own game and I don't have to explain myself. If someone tries it, maybe they'll know what I'm talking about. I'll just give an example. Before, with the other mods added to my load order, when interacting with sleeping people, a window with options would pop up that never really interested me, even though in the MCM you could supposedly configure that. Now I don't see it anymore, and that's fine by me. There was a time when I liked having a lot of variety of options like that, but now I like things to be much more simplified, and I am satisfied with DOM alone since this one does the job of the other 2. There are more things, but to each his own.

Posted
4 hours ago, turtleFriend said:

Quick question. Which crawl animation mod is supposed to be used to get the "walk on all fours" command to play an appropriate animation?

DarkAngel animations are included in the latest DOM 7.10.6

Posted (edited)
4 hours ago, 深淵の神 said:

I was experiencing a lot of unnecessary clutter in the interface as well as in the dialogues.

I to seen a lot of Dialog that seem to show that really didn't interest me, the issue with me though, I started lose some intreat in PAHE/HSH, with DOM, its more immersive, better dialog tree organization, etc. @TrollAutokill has put a lot of hard work into this mod and I have to give him his dues on his hard work.  I have had less issue with DOM then PAHE/HSH. I bring my Slaves more often with me then I ever did when using PAHE/HSH. Then when you add in enthralled, its a nice little package.

Edited by tonitrulupus
Posted
23 hours ago, Sornas said:

I included two here. Papyrus 1 was the first one, indicating that PAH wasn't starting. Not sure why, but I went into the MCM and manually started it, then tried again, which still crashed, adding Papyrus 0. 

Try to save and reload. Usually PAH doesn't start at first try because it's waiting for the OnPlayerLoadGame event. 

Posted
2 hours ago, TrollAutokill said:

Try to save and reload. Usually PAH doesn't start at first try because it's waiting for the OnPlayerLoadGame event. 

 

Thanks! I was able to start it manually regardless, and the crash and teleport/alignment issues were still happening. Saving and loading for the sake of testing though, it ended up with the same result (Log attached).

Papyrus.0.log

Posted
18 hours ago, 深淵の神 said:

 

Man, if you're the modder of the other mods, I'm sorry if I hurt feelings, but I know what I experienced in my own game and I don't have to explain myself. If someone tries it, maybe they'll know what I'm talking about. I'll just give an example. Before, with the other mods added to my load order, when interacting with sleeping people, a window with options would pop up that never really interested me, even though in the MCM you could supposedly configure that. Now I don't see it anymore, and that's fine by me. There was a time when I liked having a lot of variety of options like that, but now I like things to be much more simplified, and I am satisfied with DOM alone since this one does the job of the other 2. There are more things, but to each his own.

no i didnt make those mods beyond helping him trouble shoot often ive been using these mods for years.
and your still wrong. neither HSH or AYGAS add that. that is from PAHE. and it was just one of the original ways to enslave.
as stated before DOM is not a replacement for HSH or AYGAS.  HSH has more indepth training of slaves and it does it auto where DOM currently still requires input from player.
so 
dom= very simple  traning  and thats it but still needs input from player
dom+hsh= more immersive traiong when HSH is used 

but if your just fast traveling everywhere trying to beat game in  30 hours then probably not is not for you

Posted
19 hours ago, 深淵の神 said:

 

Man, if you're the modder of the other mods, I'm sorry if I hurt feelings, but I know what I experienced in my own game and I don't have to explain myself. If someone tries it, maybe they'll know what I'm talking about. I'll just give an example. Before, with the other mods added to my load order, when interacting with sleeping people, a window with options would pop up that never really interested me, even though in the MCM you could supposedly configure that. Now I don't see it anymore, and that's fine by me. There was a time when I liked having a lot of variety of options like that, but now I like things to be much more simplified, and I am satisfied with DOM alone since this one does the job of the other 2. There are more things, but to each his own.

 

17 hours ago, tonitrulupus said:

I to seen a lot of Dialog that seem to show that really didn't interest me, the issue with me though, I started lose some intreat in PAHE/HSH, with DOM, its more immersive, better dialog tree organization, etc. @TrollAutokill has put a lot of hard work into this mod and I have to give him his dues on his hard work.  I have had less issue with DOM then PAHE/HSH. I bring my Slaves more often with me then I ever did when using PAHE/HSH. Then when you add in enthralled, its a nice little package.

 

32 minutes ago, sidfu1 said:

no i didnt make those mods beyond helping him trouble shoot often ive been using these mods for years.
and your still wrong. neither HSH or AYGAS add that. that is from PAHE. and it was just one of the original ways to enslave.
as stated before DOM is not a replacement for HSH or AYGAS.  HSH has more indepth training of slaves and it does it auto where DOM currently still requires input from player.
so 
dom= very simple  traning  and thats it but still needs input from player
dom+hsh= more immersive traiong when HSH is used 

but if your just fast traveling everywhere trying to beat game in  30 hours then probably not is not for you

Each player is different and is the only judge on how and when to use mods. That's the beauty of Skyrim.

 

A player myself, I will continue to inject you all's and my feedback into these mods I have been enjoying for years. Praise @Musje and @CliftonJD.

Posted (edited)
On 10/13/2025 at 1:15 PM, natybs said:

Just FYI< conquest of skyrim is very buggy and the mod author has discontinued it. 

 

Bit late on this (as I am contemplating trying it out). But I heard the source code is out to people in his discord and they are planning on continuing it (see forum for Conquest of Skyrim)

Can't tell if this is a feature yet, but what drew me away from the mod at first was that you HAD to have a clearable location like a dungeon or bandit camp act as your starting base of operation when I really wanted a feature to enable player homes. Some of those big classic castle-like homes would be incredible to plan your conquest or to make said castle homes really worth using

 

There's supposedly a law system in there when you capture a hold or village to create your own laws or decide on punishments on said laws.

DoM integrations for slavery outcomes or a way to imitate something like Slaverun Reloaded on town treatment of a gender or race but you as the dominant leader instead of a sub like in Slaverun Reloaded would be insane.

I declare Ysolda as the town cum bucket.

 

update: So I've been fiddling with the mod all night. A bit frustrating. I know its work in progress and all, but with it it was very odd a lot of events to progress i couldn't get moving unless I did a cell change. No matter how little scripts were firing in my modlist (and the paranoid waiting thinking i had script issues or some game breaking bug)

 

So it has to be patched currently to make a player home act as a starting base of operation to put a banner down.

The only one I got working properly was Redwater Castle that used this patch

Conquest of Skyrim (CoS) - New Claimable Locations at Skyrim Special Edition Nexus - Mods and Community

 

And the home is a bit cramped with a bit of a focus on verticality of the inner keep so it can be frustrating hunting down your members in the home to handle your faction

 

 

Anyway, while I think you can easily use the abduct key for Prisoners of War after an invasion to enslave them without the need for a special DoM dialgoue. (Unless there are ways Prisoners of War can be taken automatically if you send an army take care of a defense or invasion without your assistance, haven't tried this yet but some message boxes hinted it could be a feature)

Something else I discovered could really benefit from a DoM enslave dialogue

 

A bit of a hidden feature. When setting laws in Conquest of Skyrim, after you conquer your first hold and you selected Life in prison for any type of crime for a law, there'll be a new option "decided by me in court" if you change the life in prison law.

 

After time has passed, When you sit in the Conquered Jarl throne, you can convey a court by talking to the steward while sitting in the throne to hear grievances/issues of townspeople(the replacement for the vanilla bounty quests) or decide on criminals' fate that were arrested. Which is where a DoM enslave dialgoue could be amazing here to give a new option

 

 

20251024083846_1.thumb.jpg.8951698f5548fff08fe69f85e30acda2.jpg

 

They seem to be all drawn from base vanilla NPCs I think. Haven't had any good lookers yet

 

 

update2: okay a DoM enslave dialogue maybe not that super needed. With a way to go out with all the frustration i had trying this mod...I found out you can kill those criminal NPCs without repercussions so you can probably enslave them in front of everyone without them giving af

Edited by McLovin3
Posted
14 hours ago, McLovin3 said:

Anyway, while I think you can easily use the abduct key for Prisoners of War after an invasion to enslave them without the need for a special DoM dialgoue. (Unless there are ways Prisoners of War can be taken automatically if you send an army take care of a defense or invasion without your assistance, haven't tried this yet but some message boxes hinted it could be a feature)

Yeah that works but only if you do it immediately after the battle has ended. If you put them into the mod's prisoner system where they can be summoned, ransomed, and transferred between your bases/armies, then using the abduct key on them doesn't take them out of the mod's internal prisoner tracker. Basically what that means if you have 10 prisoners, then you summon all 10, enslave 3, and ransom 7, you will have 3 left according to the mod. What happens when you try to summon one of those 3 ghost captives is usually a crash. A DOM patch would basically be a dialogue added to the captives that enslaves them and then removes them from CoS tracking, if that one dialogue was added it would be most of the basic compatibility addressed.

 

14 hours ago, McLovin3 said:

After time has passed, When you sit in the Conquered Jarl throne, you can convey a court by talking to the steward while sitting in the throne to hear grievances/issues of townspeople(the replacement for the vanilla bounty quests) or decide on criminals' fate that were arrested. Which is where a DoM enslave dialgoue could be amazing here to give a new option

I agree, and I mentioned this in my original post, however...

 

14 hours ago, McLovin3 said:

They seem to be all drawn from base vanilla NPCs I think. Haven't had any good lookers yet

They are based on your army's gender/race selection, I assume because the prisoner spawner and soldier spawner use the same function or something. If you set your allowed soldier type to only Dark Elf males, the prisoners coming to you for sentencing will all be Dark Elf males. There only appear to be 1-3 base NPCs for this, so enslaving these non-uniques that might get reused in your armies seems like it will break some stuff. An enslavement sentence would be great for unique NPCs, since you can arrest anyone you want in one of your controlled territories by telling one of your guards; you bring the prisoner up for sentencing the same ways the spawned ones via dialogue. If this dialogue was added to uniques, it would be the rest of the basic compatibility addressed.

Posted
1 hour ago, crazymango54 said:

They are based on your army's gender/race selection, I assume because the prisoner spawner and soldier spawner use the same function or something. If you set your allowed soldier type to only Dark Elf males, the prisoners coming to you for sentencing will all be Dark Elf males. There only appear to be 1-3 base NPCs for this, so enslaving these non-uniques that might get reused in your armies seems like it will break some stuff.

 

I wonder if that's also what happened when I tried enslaving NPCs in the recent-ish Northern Cardinal remake when I wanted to play a slaver pirate playthrough and they all seemed to pull from such a small list.

Re-encounters of that spawned encounter scenario and location and a new NPC would be naked, t-posing and motionless and i think headless as well.

 

Guess I gotta look through those Conquest settings again, i never noticed all my criminals court cases were nords and i never touched the gender/race selection (I blame Ulfric, more reason to beat his ass non-sexually)

Maybe I should give those old Warzones mods a try again too. Couldn't tell if my constant issues and crashes way back then were from the mod itself, or my modlist was terrible with me being a noob at the time. I remember one add-on had a special Stormcloak base where the lore was that's where Ulfric kept his secret daughter in safety (Never finished it to due instability and crashes). DoM and improvments to Skyrim modding and my experience with it would give me a damn good reason to take that on once more and go after her and do it right in Ulfric's face while he's in bleedout.

 

I've been so used to my modlist handling leveled lists spawning to spawn in pretty NPCs, I keep thinking it will affect almost every type of non-unique generation

Like say Faction Warfare. When it got a major update a few years back, their npc spawns started pulling from my leveled lists, so until now I thought it was due to my new modlist as the reason they were changing them.

It's been great having this again as I found a patch someone made to change its scripts to use SPID instead of Cloaks (which drove me nuts with that mod author's mods using that a lot and giving my modlist giant log files of dumping stacks and script lag)

Odd thing is enslaving these non-unique NPCs don't count as a kill and reduce reputation with that faction. That and the ability to lock reputation of any faction to a level of your choice via MCM, yet not have the ability to join that faction via MCM settings. Some of the quest requirements to join the factions may not work with everyone and I don't think no-clipping past the gates to cheat and interact with the features unlock everything. My last playthrough started spawning in Dawnguard when i joined legitmately and with the rarely seen leveled list hotties of them, I couldn't help myself to bag them all.

 

 

Posted
3 hours ago, crazymango54 said:

one dialogue was added it would be most of the basic compatibility address

So witch version of CoS should I start from? Not promising anything but I will add it to the to-do list.

Posted (edited)

I would like to ask what factors affect the slave value? I trained my slave and maxed out her training and sex stats and her value is around 11k gold, in the meantime I bought a slave (from the Enthralled mod, for 1.5k gold) and had my sex trainer train her and after maxing out the stats her value is 27k gold, which is great (a huge profit for zero work when you think about it) but I wonder what makes such a big difference in values? Is it because my slave was vanilla NPC and the other slave is from a mod? When I ask both slaves how are they exactly their stats look very similar.

 

Another question, I'm playing this mod with ZAZ animations and furnitures and I can restrain slaves using the DOM dialogue, everything works fine and is aligned perfectly, which is great, but I wonder if there are some furniture specific sex animations and if there is a way to play them when having sex with a slave that is restrained in furniture? I know there are ZAZ pillory animations, but no idea how to play pillory sex scene when slave is in the pillory.

Edited by Zoltar
Posted
11 hours ago, TrollAutokill said:

So witch version of CoS should I start from? Not promising anything but I will add it to the to-do list.

I would say the latest version on the Nexus, 0.3.9. There is talk of some people continuing to work on the mod independently, but I don't think they have produced any versions yet. The Nexus version is nearly 3 years old, so I think it's safe to say that's basically the final version. 

Posted (edited)
On 10/23/2025 at 4:26 AM, sidfu1 said:

neither pahe or HSH add clutter to the screen they have no ui elements.... you  are confused

Do you just post incorrect information after ever bug report?

 

They *explicitly* add clutter to the menu text interactions.

 

Your responses in this thread and on the Discord have explicitly made me leave the community and challenged me to find a way to report bugs without you coming in and making a bunch of shit up. 

Edited by Revdrsyn
Posted
14 hours ago, Zoltar said:

I would like to ask what factors affect the slave value? I trained my slave and maxed out her training and sex stats and her value is around 11k gold, in the meantime I bought a slave (from the Enthralled mod, for 1.5k gold) and had my sex trainer train her and after maxing out the stats her value is 27k gold, which is great (a huge profit for zero work when you think about it) but I wonder what makes such a big difference in values? Is it because my slave was vanilla NPC and the other slave is from a mod? When I ask both slaves how are they exactly their stats look very similar.

 

Another question, I'm playing this mod with ZAZ animations and furnitures and I can restrain slaves using the DOM dialogue, everything works fine and is aligned perfectly, which is great, but I wonder if there are some furniture specific sex animations and if there is a way to play them when having sex with a slave that is restrained in furniture? I know there are ZAZ pillory animations, but no idea how to play pillory sex scene when slave is in the pillory.

This is an *excellent* question, and I'll save you some work. One of the largest factors in slave value is the weight. A weight 100 slave is worth more than a weight 1 slave.

 

I have not installed it yet, but there are mods that allow you to have sex with slaves in restraints, someone else who's using them will likely be able to point you in the right direction.

Posted (edited)

I have noticed something with slaves following a trainer - not sure if it's intentional but I would prefer to report:

  • slave A follows trainer T. T follows player. T is set to fight (protect the merchandise) and he fights.
  • if slave A is asked to fight, it needs to be reminded during the fight i.e. open the wheel again -> fight for me (in the middle of the fight). otherwise it just stands there doing nothing.
  • separately: if T is attacked, slave A doesn't do anything. Player needs to have the agro for slave A to fight. 

 

I wanted to use my trainers as second in command, to stack combat slaves this way but apparently it's impractical because it requires 2 things based on the above:

  • Player needs the agro. otherwise slaves dont fight for their trainer
  • slaves need to be constantly reminded of fighting. otherwise they just stand
  • (and of course, they need to be willing to fight)

 

Please let me know if this is normal/if there is smart workaround so I don't have to manage 10 DoM slaves fighting instead of tagging them to a trainer who I can manage more easily.

Edited by Fraying9981
Posted
7 hours ago, Fraying9981 said:

I have noticed something with slaves following a trainer - not sure if it's intentional but I would prefer to report:

  • slave A follows trainer T. T follows player. T is set to fight (protect the merchandise) and he fights.
  • if slave A is asked to fight, it needs to be reminded during the fight i.e. open the wheel again -> fight for me (in the middle of the fight). otherwise it just stands there doing nothing.
  • separately: if T is attacked, slave A doesn't do anything. Player needs to have the agro for slave A to fight. 

 

I wanted to use my trainers as second in command, to stack combat slaves this way but apparently it's impractical because it requires 2 things based on the above:

  • Player needs the agro. otherwise slaves dont fight for their trainer
  • slaves need to be constantly reminded of fighting. otherwise they just stand
  • (and of course, they need to be willing to fight)

 

Please let me know if this is normal/if there is smart workaround so I don't have to manage 10 DoM slaves fighting instead of tagging them to a trainer who I can manage more easily.

I believe I never tried this combo. I will out it on my to-do list and see how to improve their behaviour.

Posted

DOM development version 7.10.7 is out. New features and HSH/AYGAS interface are being tested and should be considered WIP, the rest should be rather stable.

 

  • HSH:
    • Corrected "This is your new home." script not starting.
    • Miner slaves will now get a free tattoo on the cheek when sold to the overseers. You'll need to re-initialize tats in StaveTats MCM.
  • DOM:
    • Added remove brand/mark tats option from dialogue and wheel menu. You might need to apply brand/mark one more time (this will set the correct factions) for it to appear.
    • Added a check for (0,0,0) position marker to avoid teleporting to Bleakwind Bassin.
    • Added a message when reading a JSON file for the first time.
    • Added a few training threshold on submission, humiliation and respect for NPCs interactions.
    • Brand and status tats should now be ported when slave moves in and out of DOM/HSH.
    • Train after combat is back (if set in MCM Abuse tab) and should not give 100% in all skills anymore.
    • Added more log information to debug animations occuring during Sexlab scenes.

 

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